Latest Update: September 12, 2026 – Categories: Star Wars Zero Company
Star Wars Zero Company weapons fall into four main types: Blaster Pistol, Blaster Rifle, Repeater, and Longarm Blaster, each with different stats, AP costs, and best-fit roles in combat. This guide is for Star Wars Zero Company players who want a clear breakdown of which weapons suit each class, how specialized options like Ion variants, the Scatter Gun, and Dual Lightsabers work, and how to build a more effective squad around them.

This guide is updated for Star Wars Zero Company Patch 1.1
Related SWZC
- All Story Characters
- Complete Classes Guide
- Character Creation
- All Focus Trees/Skills
- The Den Facilities & Upgrades
- Weapons & Mods Guide
Quick Summary: There are four main weapon types in Star Wars Zero Company: Blaster Pistol, Blaster Rifle, Repeater, and Longarm Blaster. Pistols and Rifles are Fast Weapons, Longarms are Slow Weapons, and Repeaters are Final Action weapons that consume your entire remaining AP pool when fired. Any weapon can be equipped on any class, making your possible character builds nearly endless. Specialized weapons are also present in the game such as Ion variants to counter to droid enemies, a Scatter Gun (actually goes in your utility slot) and Dual Lightsabers (Tel-Rea only). Weapons are modified through the Armory at the Den using Credits, mods from Operations, or mods from Tactical Mission rewards.
Below, we cover weapon stats, AP behavior, class fit, utility weapons, modification and upgrade options, how weapons and mods are acquired, and when each choice makes the most sense in the game’s combat system. Because weapon choice directly changes turn economy, damage output, and squad synergy, picking the right loadout can have as much impact on mission success as your class setup.
Star Wars Zero Company Weapons List
Here’s a quick overview of the 4 primary weapon types in Star Wars Zero Company, with more details found below.
| Weapon | Weapon Damage | Critical Hit Damage | Critical Chance | Range |
|---|---|---|---|---|
| Blaster Pistol | 6 | +4 | 11% | Short |
| Blaster Rifle | 10 | +6 | 11% | Medium |
| Repeater | 8 | +4 | 11% | Medium |
| Longarm Blaster | 12 | +12 | 11% | Long |
Blaster Pistol (Fast Weapon)
The Blaster Pistol costs 1 AP per shot and has no per-turn limit on how many times it can be fired. If your operator has 3 AP available and spends all of it on Pistol shots, they fire three times. This is the only weapon in the game without a firing restriction which helps defines the Pistol’s identity as the Advantage generator, and that 1 AP attack also gives it greater mobility by leaving more room to reposition during the turn.
The Blaster Pistol’s tradeoff is damage. It has the lowest base damage and critical damage of all four primary weapon types in the game. Against high-Defense enemies or Elite-tier units, those low damage numbers will be a problem, since each point of Defense reduces the damage of every incoming hit. The Pistol’s output against armored targets is noticeably worse than a Rifle or Longarm.
Where the Blaster Pistol actually excels is Advantage generation. Because every damaging hit adds 1 Advantage to the shared squad pool, and because a Pistol-equipped operator can land more separate hits per turn than any other weapon type, Pistols generate Advantage faster than anything else in the game at full AP spend. A Scout running a Pistol against a cluster of B1 Battle Droids can produce 3 Advantage in a single turn from primary attacks alone. It can fire multiple times, and that AP economy is what makes it strong for Advantage-focused builds rather than raw damage. You should also consider running a Blaster Pistol on a Gunslinger to take maximum advantage of their passives to ranged damage and blaster damage.
Best suited for: Scout, Gunslinger, Medic, Scoundrel or any operator whose primary role is Advantage generation over raw damage output.
Blaster Rifle (Fast Weapon)
The Blaster Rifle costs 1 AP for the first shot each turn, then 2 AP for every additional shot after that. As a standard weapon, the Rifle has especially strong AP economy on that opening attack. A full three-AP turn with a Rifle therefore looks like: 1 AP first shot, then 2 AP second shot, for a total of two shots at maximum before AP runs out. A third shot is not possible within a standard turn, though if you have operators that can share AP like Hawks or an Astromech, you may be able to get a bit more out of it.
The Blaster Rifle rewards using it alongside other AP-consuming actions rather than dedicating a full turn to firing. The first shot at 1 AP is incredilby efficient, doing more Weapon Damage and Critical Hit Damage compared to the Blaster Pistol, and with longer range. It can still produce multiple shots in a turn, but the AP economy falls off after the first attack. The second shot at 2 AP is more expensive, making it much less efficient at 2 shots. Operators who spend 1 AP on movement, 1 AP on their first Rifle shot, and then use the remaining AP on an ability, a second movement, or overwatch will get the most from the Rifle’s AP costs.
The Rifle sits between the Blaster Pistol and the Longarm Blaster in terms of damage. It has decent base damage and good critical damage, making it a solid middle-ground weapon for operators who need range flexibility without committing to the Longarm’s heavier AP investment or the Pistol’s lower damage ceiling. It is the most versatile of the four types and the natural default for classes like the Soldier, Scout, and Medic that benefit from flexible AP use rather than committing their full AP stack to firing their weapon.
Best suited for: Soldier, Scout, Medic, Scoundrel, or any Operator who you want to stay at range while using additional skills or utility items with the rest of their AP budget.
Repeater (Final Action)
The Repeater is a Final Action weapon: firing it consumes your operator’s entire remaining AP pool in a single attack. Keep in mind this is totally dependent on you and how much AP you have left when firing. The Repeater fires for more damage the more AP it consumes, with bonus damage at 2 AP and 3 AP spent.
When using a Repeater your combat UI displays two damage components: Blaster Damage plus Rapid Fire Damage scaled to the AP consumed. At 3 AP it fires at full damage. At 2 AP the output is lower. At 1 AP it is lower still, and using it with only 1 AP remaining is basically a waste of the weapon’s potential. Action orders matters more for Repeater operators than for any other weapon type. Spending 2 AP on movement before firing leaves only 1 AP for the Repeater’s output. The correct play with a Repeater is to position before combat, or to use the first AP on a movement that closes the remaining distance and still leaves 2 AP for a strong Repeater shot.
The Repeater is best suited for sturdy units like the Heavy, Assault, and Soldier who have either higher defense or some mobility options to get in range and stay in position on Turn 1, then Blast a full 3 AP ammo dump on round 2.
Longarm Blaster (Slow Weapon)
The Longarm Blaster costs 2 AP per shot, leaving the operator with 1 AP remaining after firing once in a standard turn. That remaining AP is available for movement, or any 1 AP ability. The Longarm is classified as a Slow Weapon rather than a Final Action weapon: it is not all-or-nothing. It fires for a fixed cost and the remainder of the turn is yours to use.
The Longarm has the highest base damage and critical damage of all four weapon types. Against high-Defense targets and Elite enemies, its per-shot damage ceiling is the most reliable way to punch through that armor, and critical hits on a Longarm can be massive compared to other weapons. Cold Blooded as a Talent, which grants a guaranteed critical hit, is most valuable on a Longarm operator for this reason: the guaranteed crit on the highest-damage weapon produces the largest burst spike available from a custom operator’s loadout.
The Longarm’s weakness is mobility. Spending 2 out of your 3 AP on a single shot means the operator either moves and fires once with no AP for abilities, or fires once and uses a 1 AP ability with no movement. Operators who need to reposition frequently or cover large distances to reach good firing positions will struggle using the Longarm Blaster. The Sharpshooter class is the natural home for the Longarm because Zero In’s lethal stacks explicitly reward staying stationary: moving removes the stacks, and the Longarm’s limited post-shot AP reinforces that stationary playstyle rather than working against it.
Best suited for: Sharpshooter, Scout, Scoundrel, or any operator playing a static long-range role where positioning is set early to avoid damage or take advantage of cover. Typically you would buff or debuff with 1 AP, then a single shot with your remaining 2 AP.
Ion Blaster: Best Droid Counter
The Ion Blaster can be obtained as a Utility Item in Star Wars Zero Company. This means it sits in your Operator’s Utility slot rather than being considered a swappable weapon. In a way this is good, because it gives your Operator a different firing option.
Ion Blaster Description: Fire an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets.

Scatter Gun (AOE Cone Shotgun Blast)
The Scatter Gun is a close-range utility item that occupies a utility slot rather than your operator’s primary weapon slot and uses 2 AP to fire a powerful shot across a tight cone radius. The Scattergun deals above average damage depending on the quality and can hit multiple targets, but the 2 AP cost to fire can sometimes make it challenging to use.
Scattergun Description: Fire a short range, wide-angled blast that damages everything in the target area.

In the broader Star Wars canon, the scatter gun is a slugthrower weapon known for lethal close-range output and the ability to penetrate deflector shields, which would make it a meaningful utility option against shielded targets if those properties carry into Zero Company’s combat system. Based on its utility slot classification, it does not replace an operator’s primary weapon but instead gives them an additional close-range attack option on top of their standard loadout, similar to how grenades and other consumable items function. We will add confirmed stat details and best-use cases for the Scatter Gun at launch.

Custom RSKF-44 (Secret Handcannon)
The Custom RSKF-44 is a powerful short range Pistol that can only be obtained from the Influence Map in Star Wars Zero Company. You’ll need to max our your Influence with Zone Grek (requires 100 total influence) to obtain this reward. This unique handgun fires a powerful single shot for the cost of 1 AP and works well when paired with the Gunslinger class, Cly Kullervo, or as a backup weapon for a Sharpshooter build or Luco Bronc.
Custom RSKF-44 Description: Fires a very powerful, but short range armor-piercing pistol shot.

Flamethrower (AOE Damage and Burning Debuff)
The Flamethrower is another Utility Item that can be equipped by most Operators in Zero Company and can occasionally be found for sale at the Black Market. This weapons deals a moderate amount of Flame damage over an area for a cost of 2 AP while also inflicting Stacks of Burning, which generate even more damage over time, and lowering enemy Defense. This is a great option for Melee Builds like the Assault or Heavy which want to get in close to enemies and inflict as much pain as possible.
Flamethrower Description: Sprays a stream of flame over the targeted area. Deals Fire Damage and inflicts Stacks of Burning. Affected targets lose Defense.

Dual Lightsabers (Tel-Rea Vokoss Exclusive)
Dual lightsabers are an exotic weapon type exclusive to Tel-Rea Vokoss and tied permanently to her Jedi Padawan class. No other operator can equip lightsabers, and no other operator can be assigned the Jedi Padawan class, making Tel-Rea the only lightsaber user in Zero Company for the entire campaign.

Unlike the four primary weapon types, dual lightsabers are a melee weapon rather than a ranged one. Tel-Rea’s damage comes from Lightsaber Strike, her standard melee attack, combined with Force abilities rather than from a blaster at range. That said, Tel’s class kit is not entirely melee based, as she does have some powerful ranged options including a Force Pull and Force Push and even a Light Saber throw!
Tel’Rea’s Light Sabers cannot be upgraded as standard weapons are in Zero Company – there are no mod slot options – however, she can upgrade her damage quite a bit through her Focus Tree upgrades.

DC17-M Weapon System
At a certain point in the Zero Company story, Trick’s combat abilities will be upgraded to that of a Clone Commando by him accessing a powerful new weapon, the DC17-M Weapon System: an advanced reconfigurable blaster with multiple firing modes, including a Longarm, Grenade Launcher and Repeating Blaster.
This formidable weapon has incredible Base Damage but does not benefit from Weapon Upgrades and Weapon Modifications are not compatible with its delicate technology.
How Weapons Work in Zero Company
Every operator carries one primary weapon that defines how they attack during their turn. For normal loadouts, the four main ranged types function as the four weapon classes available to operators, with class choice remaining separate from what you equip. Weapon choice is separate from class choice: the Sharpshooter class does not lock you into a Longarm, and the Heavy class does not lock you into a Repeater. Any class can carry any weapon type, which creates a wide range of possible loadout combinations depending on the role you want an operator to fill. In practice, each weapon class changes playstyle and turn planning, but it does not lock your class choice. The one exception to this rule is Dual Lightsabers which can only be equipped by Tel-Rea Vokoss, your Jedi Padawan companion, and the Astromech class which can only carry utility items (including grenades).
Before every attack, the combat UI shows you the AP cost, chance to hit against the specific target, expected damage output, and a Shot Breakdown panel with full details including range modifiers and cover impact. You commit to the attack only after reviewing these numbers, which means you always have the information needed to decide whether the shot is worth taking or whether your AP is better spent on a move or an ability.
Each weapon type falls into one of three AP categories: Fast Weapons, Slow Weapons, and Final Action weapons. These categories determine how the weapon interacts with your turn’s 3 AP budget and whether firing it conflicts with other actions in the same turn.

Weapon Modifications
Weapons in Zero Company carry dedicated Modification Slots that accept stat-altering attachments. Each slot type accepts a specific category of mod, and the four confirmed slot types seen in pre-launch preview footage are Barrel, Cell, Scope, and Stabilizer. Individual weapons start with a set number of these slots, and slot counts can be increased through upgrades over the course of the campaign, reaching at least four slots on a single weapon.
Modifications are acquired in three ways: purchase from the Black Market in the Den’s Armory using Credits, as rewards from Tactical Missions, and as rewards from Operations. Rarity tiers are confirmed to exist, with Superior being the highest confirmed pre-launch tier. Higher rarity mods carry both higher stat bonuses and a Credit resale value, which means deciding between equipping a mod and selling it for Credits is a genuine resource decision rather than an automatic equip.
Barrel Mods
Barrel mods slot into the Barrel position and primarily affect the weapon’s damage output, including boosts to Critical Hit Damage or Blaster Damage.
- Dual Amplifier: Increases Blaster Damage when firing this blaster at Close Range.
- Rapid Cycler: Provides a chance to restore an AP after attacking with this blaster.
- Single Coil Condenser: Increases Critical Hit Damage when firing this blaster.
- Phase Adjuster: Reduces an enemy’s Defense when this blaster hits. This reduction expires at the end of the turn.
- Sprial Condenser: Increases Critical Hit Damage when firing this blaster.
Cell Mods
Cell mods occupy the Cell slot and govern the weapon’s energy source and firing behavior.
- Incendiary Modulator: Inflicts stacks of Burning when this blaster hits.
- Ion Modulator: Increases Blaster Damage against Droids and against Ray Shields.
Scope Mods
Scope mods go into the Scope slot and affect the weapon’s accuracy and effective range. These are the natural priority for Longarm and Rifle operators who need to maintain a high chance-to-hit against targets at the edge of their weapon’s range profile, or for any operator whose role involves taking shots across cover-heavy maps.
- Targeting Scope: Reduces the Chance-To-Hit penalty provided by an enemy’s Cover.
- Tracking Scope: Increases this Operator’s Assist Damage.
- Range Scope: Reduces Chance-To-Hit penalties from Range.
- Horizon Scope: Reduces Chance-To-Hit penalties from Range.
- Sniper’s Scope: Increases Critical Chance by +9% when attacking with this blaster.
- Assassin’s Scope: Increases Critical Chance by +12% when attacking with this blaster.
Stabilizer Mods
Stabilizer mods fill the Stabilizer slot and affect handling characteristics such as accuracy on the move, recoil reduction, or other properties that influence your shot.
- Custom Ergonomic: Increases Blaster Damage after attacking with this blaster. The bonus expires at the end of the turn and has a maximum.
- Superlight Stabilizer: Provides a chance to gain Evasion when firing this blaster if this Operator does not already have this effect.
- Balancing Stabilizer: Increases Defense after attacking with this blaster. This bonus expires at the end of the turn and has a maximum.

Which Weapon Should You Pick?
Weapon choice comes down to how you want your operator to spend their turns, so there is no single best weapon for every operator, class, or build direction. The right pick depends on AP economy, mobility needs, and whether the build wants burst damage or repeated attacks.
If Advantage generation is your priority then the Blaster Pistol is your best in slot option. More hits per turn means more Advantage per turn, and Scouts, Gunslingers, and any operator paired with a Scoundrel’s Easy Mark benefit from the sustained Advantage output.
If balanced flexibility is your priority, the Rifle is your best choice. The first shot at 1 AP is efficient, and the remaining AP covers movement or abilities without forcing you to choose between mobility and firepower in the same turn.
If single-target burst damage is your priority and your operator is staying stationary, the Longarm is the best choice. A Sharpshooter with Cold Blooded and a fully upgraded Precision Shot ultimate hitting a critical on a Longarm produces more damage from a single action than any other combo in the game. This weapon critically striking will result in massive damage dealt thanks to having the highest Crit multiplier as well, eliminating enemies quickly.
If you want maximum close-range output from a single full-AP commitment and your operator is already in position, the Repeater delivers the highest raw damage per turn. The tradeoff is that any AP spent before firing reduces the Repeater’s output, so the weapon demands either aggressive pre-positioning or a turn structured entirely around the attack.
About Star Wars Zero Company
The gritty and authentic story follows Hawks, a former republic officer and disgraced commander who assembles a mercenary outfit called Zero Company to take on the Infinite Coil faction, an emerging threat aligned with the Separatists that cannot be left unchecked. Set roughly a year before the Republic falls, Zero Company operates in the shadow of the grand army’s decline, taking on missions the official chain of command either cannot or will not touch. The campaign is an original story that does not follow the events of the animated series or films, instead carving out its own chapter of conflict with a cast built specifically for the game.
In Zero Company you manage a squad of fighers with unique abilities with turn based tactics and base management spread out over multiple missions.
Pre-orders for both editions are open now. The deluxe edition includes the Crystalline Astromech Cosmetic Pack and additional weapon theme content not available in the standard edition.
Tactical Combat and Classes in Zero Company
Star Wars Zero Company is built around tactical star wars combat that rewards positioning, resource management, and deliberate squad construction over any single operator’s individual strength. Each mission deploys up to four operators onto an ever shifting battlefield of cover, elevation, and environmental hazards, where action points govern everything your squad can do in a turn and the shared Advantage pool fuels your most powerful tactical abilities. Every decision, from which cover to break to which enemy to prioritize, compounds across a turn and across the full mission.
The class system gives you character archetypes ranging from the rapid-fire Gunslinger and the precision Sharpshooter through to the taunting Heavy, the mobile Assault, and the resource-generating Scout, alongside support roles in the Medic and Scoundrel. These standard classes are available to Hawks and all custom characters you recruit throughout the campaign. On top of that foundation, three exotic classes are locked to specific story characters: the Jedi Padawan belongs permanently to Tel-Rea Vokoss, the Mandalorian Warrior is exclusive to Cly Kullervo, and the Astromech class is available only to droids built at the Den’s Droid Bay. Each exotic brings a unique playstyle that no standard class can replicate, including even a jedi who can push enemies out of cover with Force abilities and deflect incoming blaster fire.
Building your dynamic squad means thinking beyond individual class performance and into combat synergies between operators. A Scout who generates Advantage quickly enables a Soldier’s Rocket Strike or a Sharpshooter’s Precision Shot without those operators needing to spend turns building the resource themselves. A Scoundrel marking a target for guaranteed crits makes every subsequent attacker in the same turn more efficient. New combat synergies open further at Cycle 18 when each operator unlocks a secondary class, creating combinations that the standard classes alone cannot produce. The team that tackles high stakes battles most effectively is not the one with the highest individual damage numbers: it is the one whose squad’s skills compound into something greater than the sum of their parts.
Heart Pounding Missions and Tactical Operations
Zero Company’s campaign is divided into two distinct layers. Tactical operations are the fully realized combat environments where your elite squad engages in heart pounding missions across planets drawn from across the Star Wars galaxy, fighting at nearly impossible odds against Separatist forces, Infinite Coil cultists, and the enemies of the Clone Wars era that the official Republic war machine never reaches. Other heart pounding missions include time-sensitive side operations that disappear from the galaxy map if ignored, forcing you to make real prioritization decisions every Cycle about which threats your team pursues and which ones you let go.
Between missions, the Den’s HoloTable connects Zero Company to a galaxy of over 150 worlds through text-based operations that let the campaign touch locations and factions that would otherwise require a fully built combat environment. These operations generate Credits, Intel, and occasionally Advantage Points before a fight begins, and the operators you assign to them can earn Bond progress, injuries, or resource rewards depending on the risk level you accept. Some of these operations tie directly into the main campaign’s shadow plague storyline.
The Final Word
Your squad’s weapon types decide how every turn plays out for the operator carrying it. A Pistol turns an operator into an Advantage machine at the cost of damage. A Longarm turns an operator into a high-burst static damage dealer at the cost of mobility. A Repeater concentrates your entire AP budget into a single devastating hit at the cost of flexibility. A Rifle splits the difference across all of them without maximizing any one thing. Match the weapon to the role, not to the class name, and then use modifications to push the stats that matter most for how that operator actually plays. For more on how weapon choice interacts with specific class builds, see our individual class build guides linked below.
Star Wars Zero Company Weapons FAQ
1. Can any class use any weapon in Zero Company?
Yes. Weapon choice is completely separate from class choice. Any Specialization can carry any of the four weapon types, which creates a wide range of possible loadout combinations beyond the obvious class-weapon pairings. The only exception to this rule is Tel-Rea Vokoss, your Jedi Padawan companion who is the only character in your squad that can use Dual Lightsabers.
2. What is the difference between a Fast Weapon and a Slow Weapon?
Fast Weapons, the Pistol and the Rifle, cost 1 AP for their first shot and leave the remaining AP available for other actions. The Longarm is a Slow Weapon that costs 2 AP to fire. The Repeater is neither: it is a Final Action weapon that consumes your entire remaining AP pool when fired, with damage scaling based on how much AP was spent.
3. How does the Repeater’s damage scaling work?
The Repeater deals a base Blaster Damage plus bonus Rapid Fire Damage in proportion to the AP consumed, with confirmed bonus tiers at 2 AP and 3 AP. Firing it with only 1 AP remaining produces significantly less output than firing it with a full 3 AP pool. Action ordering matters: anything done before firing reduces the Repeater’s damage.
4. Are Ion weapons a separate weapon type or a variant?
Ion weapons are confirmed as the counter to droid enemies, but whether they are a distinct weapon type, a variant within an existing type, a mod, or an ammunition option has not been fully confirmed in official pre-launch sources. We will update this guide with specifics at launch.
5. Where do you get weapon modifications?
Modifications are available from three sources: the Black Market in the Den’s Armory using Credits, as rewards from completing Tactical Missions, and as rewards from Operations. They come in rarity tiers, with Superior being the highest confirmed pre-launch tier.
6. Does weapon choice affect Advantage generation?
Yes. Every damaging hit generates 1 Advantage for the squad pool regardless of weapon type, but the Pistol generates more hits per turn than any other weapon due to its unlimited 1 AP firing cost, meaning using the Blaste Pistol is the best way to generate max Advantage per turn.
More Star Wars Zero Company Guides and Builds
- Zero Company Builds List
- Zero Company Classes Ranked
- Assault Build and Class Guide
- Gunslinger Build and Class Guide
- Heavy Build and Class Guide
- Medic Build and Class Guide
- Scoundrel Build and Class Guide
- Scout Build and Class Guide
- Sharpshooter Build and Class Guide
- Soldier Build and Class Guide
- Astromech Build and Character Guide
- Zero Company All Talents List
- Zero Company Planets Guide
- Star Wars Zero Company Best Companions
- Hawks Build and Character Guide
- Cly Kullervo Build and Character Guide
- Jae Mordant Build and Character Guide
- Kabb Uppercut Build and Character Guide
- Luco Bronc Build and Character Guide
- Tel-Rea Vokoss Build and Character Guide
- Trick Build and Character Guide



