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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; the Fire Repeating Blaster attack is a Final Action costing all remaining AP, dealing Blaster Damage plus additional Rapid Fire Damage scaled to the AP consumed
RifleStandard medium-range weapon
PistolSidearm; the Fire Blaster Pistol attack is a “Fast Action” costing 1 AP, firing on an enemy to deal Blaster Damage

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.

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

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.

Modifications come in rarity tiers (e.g. Superior) and carry a Credit value. One confirmed mod is the Hypercharge Capacitor (Superior), which increases Damage by 5 when attacking with the blaster during the first attack of each combat.

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)

Some weapons, particularly heavy or slow-action types, consume all available AP when fired, making weapon selection and action ordering important per turn. The combat UI labels these Final Action attacks, and at least one of them pays the AP back as damage: the Repeater’s Fire Repeating Blaster adds Rapid Fire Damage on top of its Blaster Damage in proportion to the AP consumed, so firing it with a full pool hits harder than firing it with one point left. Trick was shown using it for 22 damage at a listed cost of 3 AP.

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

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

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