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Star Wars Zero Company All Weapons, Stats & Mods

The confirmed Star Wars Zero Company weapon classes, Armory loadouts, Weapon Mods, Mod Slots, Ion weapons, cosmetics, and release-ready weapon database fields.

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Star Wars Zero Company All Weapons

This is the pre-release weapon database hub for Star Wars Zero Company. EA has confirmed four weapon types—Longarm, Repeater, Rifle, and Pistol—but has not published the final named-weapon list, damage values, ranges, AP costs, vendors, or drop locations. Rather than fill a database with guesses, this guide records the confirmed loadout system and the fields that will be completed from the launch build.

Every Operator starts with a default weapon. EA says weapons can be changed in the Armory, modified with Weapon Mods, and visually customized with different blaster models and colors.

All weapons list

| Name | Type | Damage | Critical Damage | Range | AP Cost | Mod Slots | Effect | Location | Cost | Best class | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | Full named-weapon database | Release-build verification required | — | — | — | — | — | — | — | — | — |

EA has not released the complete weapon-name and stat list. This table intentionally remains a schema rather than presenting preview clips, assumed models, or third-party values as final items.

How weapons work

Each Operator has a default weapon, and the Armory can change it. Weapon attacks use Action Points, with the exact cost varying by weapon type; some attacks can consume all currently available AP. Before an attack is committed, the combat UI displays Chance-to-Hit and a Shot Breakdown that accounts for factors such as range and cover.

Weapon choice is a loadout decision alongside Specialization, Ability, Utility, position, and the current mission. EA has not published a full final compatibility table between every class and weapon type, so avoid treating a public preview's favorite pairing as a permanent class lock.

The four confirmed weapon types

| Weapon type | Confirmed identity | Release-build data still needed | | --- | --- | --- | | Pistol | One of four Armory weapon types. | Named variants, stats, AP rule, range, Mods, and locations. | | Rifle | One of four Armory weapon types. | Named variants, stats, AP rule, range, Mods, and locations. | | Repeater | One of four Armory weapon types. | Named variants, stats, AP rule, range, Mods, and locations. | | Longarm | One of four Armory weapon types. | Named variants, stats, AP rule, range, Mods, and locations. |

Public previews can suggest that Pistols favor flexible attacks, Rifles balanced turns, Repeaters high-commitment fire, and Longarms longer-range damage. Those descriptions are useful hypotheses, not official final stat definitions. Compare the release Shot Breakdown and weapon cards before deciding a category's exact role.

Pistol, Rifle, Repeater, and Longarm weapons

The four sections below are deliberately database-ready. At launch, each named weapon should receive its Type, base and critical damage, effective range, AP cost, Mod Slot count, effect, source, price, and class synergy.

Pistol weapons

No full official Pistol list is public. Add an entry only after its weapon card or Armory data is available, then compare it with the same Operator's action order rather than assuming every Pistol behaves identically.

Rifle weapons

No full official Rifle list is public. Record actual AP behavior and Shot Breakdown data from the release build, especially when choosing between a flexible general-purpose weapon and a mission-specific setup.

Repeater weapons

No full official Repeater list is public. Because EA confirms that some weapon attacks consume all available AP, check the final action text before spending movement, Utility, or Ability AP on the same Operator.

Longarm weapons

No full official Longarm list is public. Use cover, range, and line of sight in the final build to decide whether a Longarm setup is safer than another weapon on that map.

Ion weapons

EA recommends bringing Ion weapons against Separatist droid forces. The official Q&A does not yet state whether Ion is a dedicated weapon type, a Mod, ammunition, a Utility, or another loadout property. Treat it as a confirmed anti-droid consideration, not a completed list of named Ion gear.

Weapon stats and AP costs explained

The final database will use these fields:

| Field | Meaning | | --- | --- | | Damage / Critical Damage | The values on the release weapon card and attack panel. | | Range | Effective firing distance and any range modifiers shown in Shot Breakdown. | | AP Cost | The Action Point cost of the specific attack; some actions may consume all remaining AP. | | Mod Slots | The sockets available for Weapon Modifications. | | Effect | A confirmed special rule, status, or attack behavior. | | Location / Cost | Armory, Black Market, Mission, Operation, or other confirmed acquisition source and its release value. |

Never evaluate AP in isolation. A cheap shot can be weaker if it leaves an Operator exposed, while a larger AP commitment can be right when it removes the threat that would break the team's cover.

All Weapon Modifications

Weapon Mods can alter weapon stats and apply distinct effects. Each weapon has a set number of Modification Slots, and EA says the number of slots can increase during the campaign. Mods may be earned from Tactical Missions and Operations or purchased with Credits from the Armory's Black Market.

EA has not publicly released every Mod name, rarity, value, effect, compatible weapon type, or vendor price. The future Mod table will record those details per item; until then, do not treat preview-only attachment names or numbers as final.

Modification rarities and more Mod Slots

Official material confirms Mod Slots, campaign increases, earned Mods, and Black Market purchases. It does not provide a final public rarity ladder or the exact unlock thresholds for more slots. This guide will update when the launch UI reveals the complete rarity and progression system.

In the meantime, match a Mod to a role, not just the largest visible number: a reliable hit modifier can matter more than a damage increase when a squad needs to remove one exposed target before the enemy turn.

Where to find weapons and Mods

EA confirms Weapon Mods and Utilities can appear as Tactical Mission and Operation rewards, and that Weapon Mods and Utilities can be bought from the Black Market for Credits. It does not publish a complete named-weapon acquisition list. Keep Utilities separate from the weapon database: they are equipable combat items, not weapon entries.

| Source | Confirmed reward relationship | | --- | --- | | Tactical Missions | Can award Weapon Mods and Utilities. | | Operations | Can provide immediate rewards including Weapon Mods and Utilities. | | Black Market | Sells Weapon Mods and Utilities for Credits. | | Armory | Changes a default weapon and manages weapon loadouts. |

Best weapons for each class

There is no official release ranking by Specialization. Start with the job the Operator must do in the squad: frontline pressure, safe priority damage, information, recovery, or control. Then test the available weapon's AP use, range, Mod Slots, and effect on the relevant mission.

An Operator's Specialization and weapon both matter, but one public weapon choice should not force every member of that class into the same category. This section will add tested class recommendations only after final cards and class interactions are available.

Best early- and late-game weapons

No named early- or late-game weapon is officially published. Early selection should favor a weapon the team can use safely with its present Mods and cover plan. Later selection should compare fully verified stats, effects, Mod Slots, Credits, and the roster's remaining needs. Do not use the word “best” as a substitute for missing item data.

Weapon cosmetics and Deluxe themes

EA confirms that blaster models and colors can customize a weapon's cosmetic appearance. Its official Q&A says each of the four weapon classes has four to six cosmetic models. Cosmetic packs and themes—including Deluxe Edition weapon themes—do not provide a combat-stat advantage.

Match colors and models to a squad's visual identity freely; keep performance comparisons in the stat-and-Mod sections instead.

Weapons FAQ

How many weapon types are confirmed?

Four: Longarm, Repeater, Rifle, and Pistol.

Can I change an Operator's weapon?

Yes. EA says every Operator has a default weapon that can be changed in the Armory.

Where do Weapon Mods come from?

Tactical Missions and Operations can reward them, and the Black Market can sell them for Credits.

Do weapons have Mod Slots?

Yes. Weapons have Modification Slots, and their number can increase during the campaign.

Are Utilities weapons?

No. Utilities are separate equipable combat items and should not be mixed into a weapon database.

Are named weapons and final stats available?

Not in EA's current public material. This page will add them after release-version verification.

Sources and release status

Weapon types, Armory loadouts, Weapon Mods, Mod Slots, reward sources, weapon cosmetics, and Utilities are based on EA's Lead Zero Company to Victory. The four weapon classes and four-to-six cosmetic models per class are cross-checked with EA's Answering the Internet’s Biggest Questions. Check exact named weapons and stats in the launch build.