STAR WARS Zero Company weapons

STAR WARS Zero Company Weapons

STAR WARS Zero Company weapons: Pistol, Rifle, Repeater, Longarm AP costs, weapon specializations, mods, and Armory swaps. Match kit before you deploy.

Weapon classes and modding context for Armory loadouts.

~9 min read

At A Glance

Searching star wars zero company weapons or weapon specializations? STAR WARS Zero Company groups kit into four specializations: Pistol, Rifle, Repeater, Longarm. Same specialization can wear different models; weapon mods change the actual stats. Swap and mod in The Den Armory. Bit Reactor / Electronic Arts. Verified August 28, 2026. Steam.

This STAR WARS Zero Company weapons page is the AP-cost and Armory reference. Class locks live on classes; the 3 AP turn that spends these shots lives on combat.

WeaponAP rulePublic note
Pistol1 AP per shot1 AP per shot · common on Gunslinger / Scoundrel / Medic
RifleFirst shot 1 AP, follow-ups 2 APFirst shot 1 AP, follow-ups 2 AP · Assault / Soldier
RepeaterSpends remaining APSpends remaining AP · Heavy
Longarm2 AP per shot2 AP per shot · Sharpshooter / Scout

How do Pistol, Rifle, Repeater, and Longarm spend AP?

Every specialist class except some authored story locks can equip any of the four STAR WARS Zero Company weapons. The specialization still matters because AP cost decides how many times you fire inside a 3 AP turn. Wrong specialization does not “look cool” — it butchers the turn.

STAR WARS Zero Company Longarm shot at long range
SpecializationAP per shotDamage / range (public)Best job
Pistol1 AP every shot (Fast)Lowest base and crit · shortest rangeDelete B1s; stack status mods; three shots per turn
RifleFirst shot 1 AP, then 2 APMid damage · mid rangeThe only kit that fires twice without extra AP gifts
RepeaterAll remaining AP (no fixed cost)Scales with AP spent · mid rangeBreak destructible cover; dump into a bunker
Longarm2 AP (Slow) every shotHighest base and crit · only long-range base weaponTargets nobody else can reach; one per squad

Pistol is an AP weapon, not a sidearm

Public combat guides treat the pistol as a thinking-player gun: lowest damage, shortest range, 1 AP per shot. Soft Separatist bodies often drop fast under pistol fire (community captures claim many B1s die in one hit — verify), so one Operator can clear multiple soft targets in a turn. Connecting shots still bank Advantage. Status-effect mods (burn, shock) apply per trigger, which is why pistols love multi-fire mods and hate high-HP, high-defense elites.

Rifle is Fast then Slow

The Rifle’s first shot each round is Fast (1 AP); follow-ups are Slow (2 AP). That is the only specialization that puts out decent damage and fires more than once without an AP gift. Mods that apply a status per shot or raise damage per shot in the same round belong here.

Repeater spends whatever is left

Repeater has no listed per-shot cost. It spends remaining AP — more AP, more damage. Walk 2 AP onto a flank and the last point is a weak poke; stand still with 3 AP and it is a dump. Secret job: it damages destructible cover where the piece can break, opening the target for the rest of the four. Do not Overwatch-then-wish you had spent those AP into the Repeater instead — Overwatch consumes remaining AP at activation.

Longarm is one Slow shot

Longarm is the only long-range base weapon and the highest base damage, at 2 AP a pull. Bring one. Two Longarms in the same four usually means two Operators who cannot Fast-shoot after a move. Use it on targets the pistol/rifle Operators cannot reach, or as the Backup assist partner (community captures claim the assist cannot miss with LOS — unverified; see combat).

AP rules are the skeleton. Mods are the stats.

How do STAR WARS Zero Company weapon mods work?

Weapon mods are the real upgrade layer on STAR WARS Zero Company weapons. Models change looks; mods change crit rate, damage, firing, and status (burning rounds, shock, stacking per-shot damage). Different specializations take different mod types. You start seeing basic mods early; better ones come from missions, Operations, and the Den black market once The Den has leveled.

STAR WARS Zero Company early weapon mods in the Armory
SourceWhat you getWhere you slot it
Tactical missionsWeapon mods, utilitiesArmory after you return
OperationsMods, Credits, Intel side-effectsHolotable spend — missions
Den black marketAdditional mods as The Den levelsUnlocks with facility progress
Weapon Mods upgradeMore slots / weapon treesDen upgrade terminal
Per-weapon treesPistol move, Rifle damage, etc.After you lock a specialization

Match the mod to the AP pattern

Per-shot status and stacking damage mods want multiple triggers: Pistol (three Fast shots) or Rifle (Fast then Slow). A Longarm that fires once a turn wants a single big crit/damage mod, not a stack that never ramps. Repeater wants whatever survives a remaining-AP dump — cover-break is already built into the specialization.

Class perks still bias a type

Operators can use any specialization, and you can swap weapons mid-combat. Perks and talents taken while leveling may still pay out more on the type they were built for. Swapping a Sharpshooter onto a pistol for B1 cleanup is legal; leaving them there against Coil elites is how the “any weapon” rule gets people killed.

All of this slots in one room: the Armory.

Next: Spend AP

Matched by build plan, shared topics, and guide progression — not random related links.

Where do I change weapons in the Armory?

The Armory is a walkable facility in The Den. This is where you swap Pistol / Rifle / Repeater / Longarm, install mods, buy utilities (medpacks and the like), and paint cosmetics. The Holotable does not kit anyone. If a mission dropped a mod, it sits useless until you walk this room.

Armory actionDoes it change combat?When
Swap specializationYes — AP cost and rangeBetween Cycles, or mid-fight if the perk still matches
Install / move modsYes — crit, damage, statusWhenever a slot is empty
Buy utilitiesYes — medpack / grenade optionsBefore a story node
Pick a modelNo — same damage and effectsWhenever you care about looks
Color / pattern / componentsNo — cosmeticsAfter mods are slotted
Matching squad skinsNoOptional; does not raise hit chance

Mid-combat swaps are real

Preview coverage confirms you can change an Operator’s weapon during a fight. Do it when the map changed (droids → Coil) or when a Repeater needs to become a pistol for leftover B1s. Do not swap every activation — you still have 3 AP and a cover silhouette to manage.

Utilities sit next to the gun

Medpacks and similar utilities are Armory purchases you then spend as AP in combat. An empty utility slot is a Medbay visit you could have avoided. Facility upgrades that add mod slots are the other Armory gate — buy them when mods are actually overflowing, not on Cycle one.

Specializations still have public class pairings. Use them as defaults, not laws.

How should I match weapon specializations to classes?

Public pairing is a default, not a lock. Standard classes (except some Exotic kit) can take any of the four weapon specializations. Start with the pairing, then break it when the map asks.

WeaponDefault classesWhy the pairing exists
PistolGunslinger · Scoundrel · Medic1 AP spam, status mods, B1 cleanup
RifleAssault · SoldierFirst Fast shot, then a Slow follow-up
RepeaterHeavyDump remaining AP; break destructible cover
LongarmSharpshooter · Scout2 AP precision; one per four is enough

Exotics still hold a gun — except Astromech

Jedi Padawan (Tel-Rea) and Mandalorian (Cly) bring Force / jet-kit on top of a specialization; they are not an excuse to ignore AP cost. Astromech does not use traditional weapons — they bring utility instead. Full 8+4 split: classes. Authored names: operators.

Do weapon models change damage?

No. Inside a specialization, models share damage and effects. A blaster pistol with a different barrel is still a 1 AP pistol. Color channels, patterns, and clone-trooper rank decals are cosmetics you can mix per component. Matching the whole four to one scheme is allowed and does nothing to hit chance.

Theme packs are still cosmetics

Deluxe / pre-order weapon themes (100th Clone Company, Kafrene Informant, and similar public names) are visual. They do not replace the Weapon Mods facility tree.

Read the mod tab before you screenshot the skin

If two pistols feel different, a status mod or a stacking grip is why — not the chrome. Empty mod slots with a gorgeous model is the loadout mistake this page exists to kill.

Lock the anti-patterns, then deploy.

Which loadout mistakes waste a STAR WARS Zero Company turn?

These are the STAR WARS Zero Company weapons errors that look like a combat problem and are actually an Armory problem.

MistakeWhy it hurtsFix in the Armory
Four LongarmsEvery shot is Slow; nobody Fast-clears B1sCap Longarm at one
Repeater with 1 AP leftRemaining-AP dump becomes a tapMove first on a different Operator, or don’t walk the Repeater twice
Pistol vs Coil elitesLowest damage into high HP / defenseSwap Rifle/Repeater or slot a real damage mod
Status mod on a LongarmOne trigger per turnMove that mod to Pistol or Rifle
Empty mod slotsYou already earned the dropInstall before the Holotable click
Ignoring Ion vs droidsSeparatist maps want Ion-oriented kitKeep a droid loadout and a Coil loadout

Overwatch still respects the gun

Overwatch spends leftover AP regardless of specialization, so a Longarm with 1 AP left can still cone. That is sometimes the correct Slow-weapon play when the hit % on your turn is garbage. It is not a reason to skip the Armory. Rules: combat.

Then walk back to The Den

Loadouts are a Cycle habit. If Injuries or empty roster slots are why the gun “felt weak,” the next page is The Den, not another cosmetic pass.

FAQ

How many weapon types are in STAR WARS Zero Company?

Four specializations: Pistol, Rifle, Repeater, Longarm. Models inside a specialization are cosmetic; mods change stats.

Does Repeater spend all AP?

Yes. Repeater has no fixed per-shot cost — it spends remaining AP, so more leftover AP means more damage. It is also the public tool for breaking destructible cover.

Where do I change weapons and install mods?

The Armory in The Den. You can also swap specializations mid-combat. Holotable does not kit anyone.

Can every class use every weapon?

Standard Operators can equip any of the four. Class perks may still favor one type. Astromech does not use traditional weapons. Exotic story locks (Jedi, Mandalorian) still care about AP cost.

Do weapon skins change damage?

No. Models, colors, and patterns inside a specialization share damage and effects. Install mods if two pistols feel different.

What should I read after weapons?

Spend the shots on combat, pair classes on classes, and slot mods in The Den.

Related pages

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