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Star Wars Zero Company launches 27 August 2026 — pre-orders are open →
MechanicsWeapons

Weapons

Overview

Every Operator in Star Wars Zero Company carries a weapon that defines their primary attack options in combat. Weapons can be customised with Modifications and swapped out entirely from the Armory in the Den. Each weapon has an AP cost to fire, a range profile, and a damage value displayed before each attack is committed.

Weapon Types

There are four confirmed weapon types:

TypeRole
LongarmHeavy long-range weapon; confirmed on story characters including Jae Mordant (2 AP, 12 damage, “slow action” descriptor in UI)
RepeaterRapid-fire weapon suited to sustained fire across multiple targets
RifleStandard medium-range weapon
PistolSidearm; lighter option, likely lower AP cost

Each Operator’s Specialization influences which weapon types suit them best, though the exact restrictions per class have not been confirmed in available press materials.

Weapon Modifications

Weapons have Modification Slots — sockets for stat-altering attachments. Modifications can:

  • Alter weapon stats (damage, range, accuracy)
  • Apply distinct combat effects

Each weapon starts with a set number of Modification Slots. Slots can be increased through upgrades during the campaign. Modifications can be purchased from the Black Market in the Armory using Credits, or earned as rewards from Operations and Tactical Missions.

Loadout Management

Every Operator comes with a default weapon that can be changed at the Armory. Weapon appearance — blaster model and colour — can also be customised independently of stats, allowing visual personalisation without affecting combat performance.

The five Clone Wars-era painted weapon themes included in the Deluxe Edition are purely cosmetic and do not affect gameplay stats.

AP Cost and Shot Breakdown

Before committing to an attack, the combat UI displays:

  • AP cost for the attack
  • Chance-to-Hit percentage against the target
  • Damage value
  • Shot Breakdown panel with full details (range, modifiers, cover impact)

Some weapons — particularly heavy or slow-action types — consume all available AP when fired, making weapon selection and action ordering important per turn.

The Fire Blaster Rifle confirm prompt with a 100% hit chance shot lined up from elevated cover

References

#SourceDate
1PC Gamer — Hands-on preview 26 Mar 2026
2StarWars.com — SGF 2026 gameplay trailer 6 Jun 2026
3EA — Lead Zero Company To Victory 9 Jun 2026

If information is missing, it has not been confirmed by an official or press source.

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