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.
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.
| Weapon | AP rule | Public note |
|---|---|---|
| Pistol | 1 AP per shot | 1 AP per shot · common on Gunslinger / Scoundrel / Medic |
| Rifle | First shot 1 AP, follow-ups 2 AP | First shot 1 AP, follow-ups 2 AP · Assault / Soldier |
| Repeater | Spends remaining AP | Spends remaining AP · Heavy |
| Longarm | 2 AP per shot | 2 AP per shot · Sharpshooter / Scout |
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.

| Specialization | AP per shot | Damage / range (public) | Best job |
|---|---|---|---|
| Pistol | 1 AP every shot (Fast) | Lowest base and crit · shortest range | Delete B1s; stack status mods; three shots per turn |
| Rifle | First shot 1 AP, then 2 AP | Mid damage · mid range | The only kit that fires twice without extra AP gifts |
| Repeater | All remaining AP (no fixed cost) | Scales with AP spent · mid range | Break destructible cover; dump into a bunker |
| Longarm | 2 AP (Slow) every shot | Highest base and crit · only long-range base weapon | Targets nobody else can reach; one per squad |
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.
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 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 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.
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.

| Source | What you get | Where you slot it |
|---|---|---|
| Tactical missions | Weapon mods, utilities | Armory after you return |
| Operations | Mods, Credits, Intel side-effects | Holotable spend — missions |
| Den black market | Additional mods as The Den levels | Unlocks with facility progress |
| Weapon Mods upgrade | More slots / weapon trees | Den upgrade terminal |
| Per-weapon trees | Pistol move, Rifle damage, etc. | After you lock a specialization |
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.
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.
Matched by build plan, shared topics, and guide progression — not random related links.
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 action | Does it change combat? | When |
|---|---|---|
| Swap specialization | Yes — AP cost and range | Between Cycles, or mid-fight if the perk still matches |
| Install / move mods | Yes — crit, damage, status | Whenever a slot is empty |
| Buy utilities | Yes — medpack / grenade options | Before a story node |
| Pick a model | No — same damage and effects | Whenever you care about looks |
| Color / pattern / components | No — cosmetics | After mods are slotted |
| Matching squad skins | No | Optional; does not raise hit chance |
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.
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.
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.
| Weapon | Default classes | Why the pairing exists |
|---|---|---|
| Pistol | Gunslinger · Scoundrel · Medic | 1 AP spam, status mods, B1 cleanup |
| Rifle | Assault · Soldier | First Fast shot, then a Slow follow-up |
| Repeater | Heavy | Dump remaining AP; break destructible cover |
| Longarm | Sharpshooter · Scout | 2 AP precision; one per four is enough |
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.
A common legal shape: pistol cleaner, rifle generalist, Repeater cover-breaker, Longarm peek. Two Repeaters waste the cover-break job; two Longarms waste Fast shots. Starter comps: builds.
If the gun looks different but the tooltip numbers match, you are in cosmetics. That is the next trap.
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.
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.
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.
These are the STAR WARS Zero Company weapons errors that look like a combat problem and are actually an Armory problem.
| Mistake | Why it hurts | Fix in the Armory |
|---|---|---|
| Four Longarms | Every shot is Slow; nobody Fast-clears B1s | Cap Longarm at one |
| Repeater with 1 AP left | Remaining-AP dump becomes a tap | Move first on a different Operator, or don’t walk the Repeater twice |
| Pistol vs Coil elites | Lowest damage into high HP / defense | Swap Rifle/Repeater or slot a real damage mod |
| Status mod on a Longarm | One trigger per turn | Move that mod to Pistol or Rifle |
| Empty mod slots | You already earned the drop | Install before the Holotable click |
| Ignoring Ion vs droids | Separatist maps want Ion-oriented kit | Keep a droid loadout and a Coil loadout |
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.
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.
Four specializations: Pistol, Rifle, Repeater, Longarm. Models inside a specialization are cosmetic; mods change stats.
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.
The Armory in The Den. You can also swap specializations mid-combat. Holotable does not kit anyone.
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.
No. Models, colors, and patterns inside a specialization share damage and effects. Install mods if two pistols feel different.
Spend the shots on combat, pair classes on classes, and slot mods in The Den.
Matched by build plan, shared topics, and guide progression — not random related links.