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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.

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:

IconTypeClassAP ruleDamage profile
Blaster Pistol iconBlaster PistolFast Weapon1 AP per shot, fired without limitLowest Base and Critical Damage of the blaster types
Blaster Rifle iconBlaster RifleFast Weapon1 AP for the first shot each turn; every additional shot costs 2 APDecent Base Damage, good Critical Damage
Repeater iconRepeaterUses all available APFiring consumes the whole remaining AP pool, with damage bonuses at 2 AP and 3 APModest Base Damage, scaled up by the AP spent
Longarm iconLongarmSlow Weapon2 AP to fireHighest 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:

WeaponWeapon DamageCritical Hit DamageCritical ChanceRange
Longarm Blaster12+125%Long
Blaster Rifle10+65%Medium
Repeater8+45%Medium
Blaster Pistol6+45%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 wantEA suggests
A balanced playstyle, reliable damage, flexibility in most situationsBlaster Rifle
Maximum offensive power, sustained damage, committing fully to attacking each turnRepeater
Greater mobility, more AP flexibility, a fast-paced combat styleBlaster Pistol
Long-range combat, powerful precision attacks, eliminating enemies from a distanceLongarm 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.”

StatValue
Weapon Damage16
Critical Hit Damage+8
Critical Chance37%
RangeMedium
Melee Damage22

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.

Weapon modifications
Effect
Advanced Balancing StabilizerStockSuperior1,600Defense +2 after attacking
Advanced Bracing StabilizerStockSuperior1,850Damage +2 if not moved
Advanced Incendiary ModulatorCellSuperior1,700Burning, 2 stacks
Advanced Range ScopeScopeSuperior1,900Range penalty -10%
Advanced Tracking ScopeScopeSuperior1,750Assist damage +2
AmplifierBarrelBasic1,000Damage +1 close range
Assassin's ScopeScopeExquisite2,500Crit chance +12%
Auto-calibrating BalancerStockExquisite1,850Defense +2 after attacking
Auto-ScopeScopeExotic3,250Negates cover
Balancing StabilizerStockBasic1,200Defense +1 after attacking
Basic AdjusterBarrelBasic1,050Enemy defense -1
Bracing StabilizerStockBasic1,150Damage +1 if not moved
Crystalline AmplifierBarrelExotic3,250Damage +4 close range
Custom ErgonomicStockSuperior1,600Damage +2 after attacking
D-X22R Elite BraceStockExotic3,250Damage +4 if not moved
D-X9 Bracing StabilizerStockExquisite2,200Damage +3 if not moved
Dual AmplifierBarrelExquisite1,800Damage +3 close range
Dual Coil CondenserBarrelSuperior2,000Crit damage +3
Dual Spiral CondenserBarrelExotic3,250Crit damage +6
Elite Targeting ScopeScopeExquisite2,200Cover penalty -20%
Enhanced Targeting ScopeScopeSuperior1,800Cover penalty -15%
Enigma AdjusterBarrelExotic3,250Enemy defense -4
Ergonomic StabilizerStockBasic1,100Damage +1 after attacking
Executioner's ScopeScopeExotic3,250Crit chance +15%
Experimental Model-8 BalancerStockExotic3,250Defense +2 after attacking
Grade II Ion ModulatorCellSuperior2,000Droid damage +2
High-Energy CapacitorCellBasic1,000Damage +2 first turn
Horizon ScopeScopeExquisite2,350Range penalty -15%
Hunter's Tracking ScopeScopeExquisite2,450Assist damage +3
Hypercharge CapacitorCellSuperior1,600Damage +3 first turn
Hypervolt ModulatorCellExquisite1,900Shock, 50% chance
Incendiary ModulatorCellBasic1,200Burning, 1 stacks
Inferno ModulatorCellExquisite1,900Burning, 3 stacks
Ion ModulatorCellBasic1,100Droid damage +1
IQ ErgonomicStockExotic3,250Damage +2 after attacking
Lightning CyclerBarrelExquisite2,000Restore AP, 12% chance
Lightning ModulatorCellExotic3,250Shock, 100% chance
Lightweight StabilizerStockBasic1,150Evasion, 15% chance
Limitless ScopeScopeExotic3,250No range penalty
Long Range ScopeScopeBasic1,400Range penalty -5%
Phase AdjusterBarrelSuperior1,800Enemy defense -2
Pirate AdjusterBarrelExquisite2,200Enemy defense -3
Precision ScopeScopeBasic1,500Crit chance +6%
Pulsed Ion ModulatorCellExotic3,250Droid damage +4
Quicksilver CyclerBarrelExotic3,250Restore AP, 15% chance
Rapid CyclerBarrelBasic1,200Restore AP, 6% chance
Second Generation AmplifierBarrelSuperior1,650Damage +2 close range
Shock ModulatorCellBasic1,200Shock, 25% chance
Single Coil CondenserBarrelBasic1,500Crit damage +2
Sniper's ScopeScopeSuperior2,000Crit chance +9%
Spiral CondenserBarrelExquisite2,500Crit damage +4
Stalker ScopeScopeExotic3,250Assist damage +4
Superior Ion ModulatorCellExquisite2,200Droid damage +3
Superlight StabilizerStockSuperior1,500Evasion, 20% chance
Supernova CapacitorCellExotic3,250Damage +6 first turn
Targeting ScopeScopeBasic1,350Cover penalty -10%
Tracking ScopeScopeBasic1,100Assist damage +1
Turbo CyclerBarrelSuperior1,750Restore AP, 9% chance
Type-K ErgonomicStockExquisite2,100Damage +3 after attacking
Ultradense CapacitorCellExquisite1,900Damage +4 first turn
Ultralight StabilizerStockExquisite1,900Evasion, 25% chance
Voltage ModulatorCellSuperior1,700Shock, 35% chance
Weightless StabilizerStockExotic3,250Evasion, 33% chance
Wildfire ModulatorCellExotic3,250Burning, 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.

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
4EA Star Wars: 5 Things To Know About Star Wars Zero Company (YouTube Short) 16 Jun 2026
5EA: Answering the Internet’s Biggest Questions (community Q&A) 21 Jul 2026
6EA Star Wars: gameplay clips (YouTube / X), Fire Repeating Blaster ability card Aug 2026
7Star Wars Zero Company in-game Armory: modification categories and rarity tiersAug 2026
8EA Help: Specialization and Weapon guide 28 Aug 2026
9Star Wars Zero Company in-game Armory: DC-17M Weapon System stats and tooltipAug 2026
10Star Wars Zero Company in-game Armory: Cells category Capacitor modsAug 2026
11Star Wars Zero Company in-game Armory and Black Market listingsSep 2026

If information is missing, it has not yet been confirmed. Corrections are welcome.

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