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.
Figures on this page were checked against the launch build on 30 Aug 2026. See Game Updates.
Weapon Types
Every Operator carries a primary weapon that helps define their role on the battlefield. There are four confirmed types, and each is classified as a Fast Weapon or a Slow Weapon according to how it spends AP:
| Icon | Type | Class | AP rule | Damage profile |
|---|---|---|---|---|
| Blaster Pistol | Fast Weapon | 1 AP per shot, fired without limit | Lowest Base and Critical Damage of the blaster types | |
| Blaster Rifle | Fast Weapon | 1 AP for the first shot each turn; every additional shot costs 2 AP | Decent Base Damage, good Critical Damage | |
| Repeater | Uses all available AP | Firing consumes the whole remaining AP pool, with damage bonuses at 2 AP and 3 AP | Modest Base Damage, scaled up by the AP spent | |
| Longarm | Slow Weapon | 2 AP to fire | Highest Base and Critical Damage |
The pistol is the only weapon with no per-turn limit, which makes it the reliable option for an operator who has already spent most of their turn. The rifle’s escalating cost (1 AP, then 2 AP per extra shot) means a full three-shot turn is not possible with it. The Repeater sits outside the Fast/Slow split entirely: it is all-or-nothing, and rewards firing it with a full pool.
In the combat UI these appear as named attacks: Fire Blaster Pistol (Fast Action, 1 AP), and Fire Repeating Blaster, a Final Action costing all remaining AP that deals Blaster Damage plus additional Rapid Fire Damage scaled to the AP consumed.
Combat Stats
EA publishes the base figures for each Weapon Class. Every type shares the same 5% Critical Chance, so the differences sit in damage, critical damage, and range:
| Weapon | Weapon Damage | Critical Hit Damage | Critical Chance | Range |
|---|---|---|---|---|
| Longarm Blaster | 12 | +12 | 5% | Long |
| Blaster Rifle | 10 | +6 | 5% | Medium |
| Repeater | 8 | +4 | 5% | Medium |
| Blaster Pistol | 6 | +4 | 5% | Short |
The four stats mean:
- Weapon Damage: the damage dealt by the weapon when attacking
- Critical Hit Damage: the additional damage applied when an attack critically strikes
- Critical Chance: the chance of critically striking for that extra damage
- Range: the weapon’s optimal range. Attacking beyond it incurs a Strike Penalty
These are base values before Modifications, Talents, and Specialization passives are applied.
Any weapon can be combined with any Specialization. Weapon choice is a loadout decision rather than a class restriction, so a Sharpshooter is not locked to a Longarm nor a Soldier to a Repeater, and each pairing changes how the operator spends their turn.
EA’s Weapon Class Guidance
EA’s official Specialization and Weapon guide, published 28 August 2026, suggests a Weapon Class by playstyle. This is the publisher’s own guidance, reproduced as published:
| If you want | EA suggests |
|---|---|
| A balanced playstyle, reliable damage, flexibility in most situations | Blaster Rifle |
| Maximum offensive power, sustained damage, committing fully to attacking each turn | Repeater |
| Greater mobility, more AP flexibility, a fast-paced combat style | Blaster Pistol |
| Long-range combat, powerful precision attacks, eliminating enemies from a distance | Longarm Blaster |
EA also notes that Longarm Blasters “can be more difficult to handle”, and that for the Scout, Scoundrel, and Medic Specializations no particular Weapon Class is required: it advises choosing one that supports the operator’s position on the battlefield instead.
DC-17M Weapon System
One weapon sits outside the four classes. The DC-17M Weapon System is unique to Trick and arrives with his Commando armour late in the campaign. It is Assault-class, and the in-game description calls it “an advanced reconfigurable blaster with multiple firing modes, including a Longarm, Grenade Launcher and Repeating Blaster.”
| Stat | Value |
|---|---|
| Weapon Damage | 16 |
| Critical Hit Damage | +8 |
| Critical Chance | 37% |
| Range | Medium |
| Melee Damage | 22 |
Its stats sit well above every standard weapon, and the cost is stated in the same tooltip: it does not benefit from Weapon Upgrades, and Weapon Modifications are not compatible with it. Where a Longarm can be tuned with mods across a campaign, the DC-17M is fixed at what it is.
Its Fire DC-17M Repeater mode is a Final Action consuming all AP for a base 18 damage plus Rapid Fire Damage scaled to the AP spent, and unlike the standard Repeater it always damages the target’s Cover. See Exotic Classes for the other two modes.
Ion Weapons
Ion weapons are confirmed as a counter to droids: Bit Reactor recommends them for handily disposing of the Separatist Alliance’s droid forces. How Ion damage is delivered (weapon type, mod, or ammunition) has not been detailed.
Weapon Modifications
Weapons have Modification Slots: sockets for stat-altering attachments. Modifications can:
- Alter weapon stats (damage, range, accuracy)
- Apply distinct combat effects
Slots come in four categories, Barrel, Cell, Scope, and Stock, and an operator can carry only one modification from each category at a time. A weapon cannot take two Scopes, so a fully fitted blaster draws on one mod from each category rather than a stack of the best single type. Stabilizers are the family of mods that fit the Stock slot rather than a slot of their own.
Each weapon starts with a set number of Modification Slots. Slots can be increased through upgrades during the campaign, reaching at least four on a single weapon, which is what the Fully Geared trophy asks for. Modifications can be purchased from the Black Market in the Armory using Credits, or earned as rewards from Operations and Tactical Missions.
Because there are only four weapon types in the campaign, modifications rather than weapons are the axis a loadout is tuned on: the blaster is chosen once, the mods keep changing.
Modifications come in four rarity tiers, in ascending order Basic, Superior, Exquisite, and Exotic, and each carries a Credit value. Basic is the common tier and Exotic the rare one; Superior and Exquisite are the tiers Missions and Operations hand out most of the time, so the Black Market is where the ends of the range are worth looking for.
The 64 Modifications
The list is unusually regular, and seeing the pattern is worth more than reading the table top to bottom. There are four slots, four effect families in each slot, and four rarity tiers in each family, which is why there are exactly 64 modifications.
That means a slot is really a choice between four effects, and the rarity tier only decides how much of that effect you get. The Scope slot, for example, offers cover negation, range penalty reduction, Critical Chance, or Assist Damage, and the Targeting Scope line runs 10%, 15%, 20%, and then Auto-Scope, which negates cover entirely.
The Exotic tier is priced flat at 3,250 Credits for every one of the sixteen, whatever it does.
| Effect | ||||
|---|---|---|---|---|
| Advanced Balancing Stabilizer | Stock | Superior | 1,600 | Defense +2 after attacking |
| Advanced Bracing Stabilizer | Stock | Superior | 1,850 | Damage +2 if not moved |
| Advanced Incendiary Modulator | Cell | Superior | 1,700 | Burning, 2 stacks |
| Advanced Range Scope | Scope | Superior | 1,900 | Range penalty -10% |
| Advanced Tracking Scope | Scope | Superior | 1,750 | Assist damage +2 |
| Amplifier | Barrel | Basic | 1,000 | Damage +1 close range |
| Assassin's Scope | Scope | Exquisite | 2,500 | Crit chance +12% |
| Auto-calibrating Balancer | Stock | Exquisite | 1,850 | Defense +2 after attacking |
| Auto-Scope | Scope | Exotic | 3,250 | Negates cover |
| Balancing Stabilizer | Stock | Basic | 1,200 | Defense +1 after attacking |
| Basic Adjuster | Barrel | Basic | 1,050 | Enemy defense -1 |
| Bracing Stabilizer | Stock | Basic | 1,150 | Damage +1 if not moved |
| Crystalline Amplifier | Barrel | Exotic | 3,250 | Damage +4 close range |
| Custom Ergonomic | Stock | Superior | 1,600 | Damage +2 after attacking |
| D-X22R Elite Brace | Stock | Exotic | 3,250 | Damage +4 if not moved |
| D-X9 Bracing Stabilizer | Stock | Exquisite | 2,200 | Damage +3 if not moved |
| Dual Amplifier | Barrel | Exquisite | 1,800 | Damage +3 close range |
| Dual Coil Condenser | Barrel | Superior | 2,000 | Crit damage +3 |
| Dual Spiral Condenser | Barrel | Exotic | 3,250 | Crit damage +6 |
| Elite Targeting Scope | Scope | Exquisite | 2,200 | Cover penalty -20% |
| Enhanced Targeting Scope | Scope | Superior | 1,800 | Cover penalty -15% |
| Enigma Adjuster | Barrel | Exotic | 3,250 | Enemy defense -4 |
| Ergonomic Stabilizer | Stock | Basic | 1,100 | Damage +1 after attacking |
| Executioner's Scope | Scope | Exotic | 3,250 | Crit chance +15% |
| Experimental Model-8 Balancer | Stock | Exotic | 3,250 | Defense +2 after attacking |
| Grade II Ion Modulator | Cell | Superior | 2,000 | Droid damage +2 |
| High-Energy Capacitor | Cell | Basic | 1,000 | Damage +2 first turn |
| Horizon Scope | Scope | Exquisite | 2,350 | Range penalty -15% |
| Hunter's Tracking Scope | Scope | Exquisite | 2,450 | Assist damage +3 |
| Hypercharge Capacitor | Cell | Superior | 1,600 | Damage +3 first turn |
| Hypervolt Modulator | Cell | Exquisite | 1,900 | Shock, 50% chance |
| Incendiary Modulator | Cell | Basic | 1,200 | Burning, 1 stacks |
| Inferno Modulator | Cell | Exquisite | 1,900 | Burning, 3 stacks |
| Ion Modulator | Cell | Basic | 1,100 | Droid damage +1 |
| IQ Ergonomic | Stock | Exotic | 3,250 | Damage +2 after attacking |
| Lightning Cycler | Barrel | Exquisite | 2,000 | Restore AP, 12% chance |
| Lightning Modulator | Cell | Exotic | 3,250 | Shock, 100% chance |
| Lightweight Stabilizer | Stock | Basic | 1,150 | Evasion, 15% chance |
| Limitless Scope | Scope | Exotic | 3,250 | No range penalty |
| Long Range Scope | Scope | Basic | 1,400 | Range penalty -5% |
| Phase Adjuster | Barrel | Superior | 1,800 | Enemy defense -2 |
| Pirate Adjuster | Barrel | Exquisite | 2,200 | Enemy defense -3 |
| Precision Scope | Scope | Basic | 1,500 | Crit chance +6% |
| Pulsed Ion Modulator | Cell | Exotic | 3,250 | Droid damage +4 |
| Quicksilver Cycler | Barrel | Exotic | 3,250 | Restore AP, 15% chance |
| Rapid Cycler | Barrel | Basic | 1,200 | Restore AP, 6% chance |
| Second Generation Amplifier | Barrel | Superior | 1,650 | Damage +2 close range |
| Shock Modulator | Cell | Basic | 1,200 | Shock, 25% chance |
| Single Coil Condenser | Barrel | Basic | 1,500 | Crit damage +2 |
| Sniper's Scope | Scope | Superior | 2,000 | Crit chance +9% |
| Spiral Condenser | Barrel | Exquisite | 2,500 | Crit damage +4 |
| Stalker Scope | Scope | Exotic | 3,250 | Assist damage +4 |
| Superior Ion Modulator | Cell | Exquisite | 2,200 | Droid damage +3 |
| Superlight Stabilizer | Stock | Superior | 1,500 | Evasion, 20% chance |
| Supernova Capacitor | Cell | Exotic | 3,250 | Damage +6 first turn |
| Targeting Scope | Scope | Basic | 1,350 | Cover penalty -10% |
| Tracking Scope | Scope | Basic | 1,100 | Assist damage +1 |
| Turbo Cycler | Barrel | Superior | 1,750 | Restore AP, 9% chance |
| Type-K Ergonomic | Stock | Exquisite | 2,100 | Damage +3 after attacking |
| Ultradense Capacitor | Cell | Exquisite | 1,900 | Damage +4 first turn |
| Ultralight Stabilizer | Stock | Exquisite | 1,900 | Evasion, 25% chance |
| Voltage Modulator | Cell | Superior | 1,700 | Shock, 35% chance |
| Weightless Stabilizer | Stock | Exotic | 3,250 | Evasion, 33% chance |
| Wildfire Modulator | Cell | Exotic | 3,250 | Burning, 4 stacks |
64 of 64 shown
The Capacitor family in the Cell slot is a separate thing from the Capacitor resource spent at the Den’s Upgrade Facility, which shares the name and nothing else. See Resources.
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. Each of the four weapon classes offers 4 to 6 cosmetic models to choose from.
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)
The Repeater is the weapon that consumes all available AP when fired, which makes action ordering matter more for the operator carrying one: anything else they do that turn is taken out of the damage. The combat UI labels this a Final Action, and it pays the AP back as damage: Fire Repeating Blaster adds Rapid Fire Damage on top of its Blaster Damage in proportion to the AP consumed, with bonuses at 2 AP and 3 AP, so firing it with a full pool hits harder than firing it with one point left. Fired with a full 3 AP pool it has been recorded at 22 damage, against a base Weapon Damage of 8.
The Longarm is a Slow Weapon rather than a Final Action one: it costs a fixed 2 AP, leaving a third point for movement or an ability.
See Combat System for how Final Action compares to the other action types.

References
| # | Source | Date |
|---|---|---|
| 1 | PC Gamer: Hands-on preview | 26 Mar 2026 |
| 2 | StarWars.com: SGF 2026 gameplay trailer | 6 Jun 2026 |
| 3 | EA: Lead Zero Company To Victory | 9 Jun 2026 |
| 4 | EA Star Wars: 5 Things To Know About Star Wars Zero Company (YouTube Short) | 16 Jun 2026 |
| 5 | EA: Answering the Internet’s Biggest Questions (community Q&A) | 21 Jul 2026 |
| 6 | EA Star Wars: gameplay clips (YouTube / X), Fire Repeating Blaster ability card | Aug 2026 |
| 7 | Star Wars Zero Company in-game Armory: modification categories and rarity tiers | Aug 2026 |
| 8 | EA Help: Specialization and Weapon guide | 28 Aug 2026 |
| 9 | Star Wars Zero Company in-game Armory: DC-17M Weapon System stats and tooltip | Aug 2026 |
| 10 | Star Wars Zero Company in-game Armory: Cells category Capacitor mods | Aug 2026 |
| 11 | Star Wars Zero Company in-game Armory and Black Market listings | Sep 2026 |
If information is missing, it has not yet been confirmed. Corrections are welcome.