Star Wars Zero Company Wiki
Archive entry

Star Wars Zero Company Weapons & Utilities Guide

Choose Star Wars Zero Company weapons, Mods, and Utilities with a practical guide to Longarms, Repeaters, Rifles, Pistols, AP costs, and Armory planning.

Updated 2026-09-06
On this page6 sections

Weapons and Utilities determine what an Operator can contribute after movement and class abilities take their share of the three-AP turn. The Armory supports four confirmed weapon families—Longarm, Repeater, Rifle, and Pistol—plus weapon Mods and equippable Utilities. Pick equipment for the objective, AP budget, sightlines, and the Operator's job; a weapon type is not automatically best because it matches a class label.

The four confirmed weapon families

EA identifies Longarm, Repeater, Rifle, and Pistol as the game's four weapon types. Every Operator has a default weapon, but the Armory lets you change it. Attack AP costs vary by weapon type, and some attacks can spend all remaining AP, so always inspect an action's cost and range before committing a turn.

Weapon familyPractical question before equipping it
LongarmDoes this Operator need reliable long sightlines and deliberate target selection?
RepeaterWill the mission reward sustained pressure against several threats?
RifleDoes the squad need a flexible weapon for varied ranges and assists?
PistolIs an AP-efficient action plan more valuable than a slower, heavier attack?

These are planning prompts, not a hidden stat table. Weapon effectiveness changes with range, cover, target position, action cost, abilities, and the rest of the squad. Use the Shot Breakdown and the current mission layout to decide rather than relying on a universal ranking.

Build around the Operator's job

Start with the combat role. A Sharpshooter needs dependable firing lanes; a Scout may value actions that leave AP for setup and Advantage; a Heavy or Soldier might need tools that help hold an objective; and a Medic still needs a weapon that can contribute after a recovery action. Standard Specializations are not rigid weapon locks, so test whether the weapon supports the role your squad needs.

Then check the map. Long sightlines and high ground can reward a ranged plan, while an objective in dense cover can make a flexible range or lower-commitment action more useful. Keep two or more Operators able to affect the same priority target when possible: assists, setup abilities, and position usually create more reliable damage than a single supposedly perfect weapon choice.

Weapon Mods: improve a specific plan

Weapon Mods slot into a weapon to alter its statistics and apply distinct effects. Each weapon has a number of Modification Slots, and more slots can become available during the campaign. Mods may come from rewards or be purchased from the Black Market with Credits.

Do not spend every Mod the moment it appears. First decide why the weapon is in the squad: range, reliable follow-up attacks, control, or a particular class interaction. Add a Mod that reinforces that job, then assess it over a few missions. Replacing several variables at once makes it impossible to know whether a new weapon, a Mod, or a changed Specialization actually solved the problem.

Utilities turn spare AP into options

Utilities are equippable combat items that grant extra actions. The official overview specifically shows Medkits, Impact Bombs, and Concussion Grenades; they typically cost one AP, and the number an Operator can carry depends on their Specialization. That makes a Utility slot a tactical choice, not a passive bonus.

  • Bring a Medkit when a down or accumulated Injury would jeopardize the mission more than an extra damage tool can help.
  • Consider an Impact Bomb or Concussion Grenade when the objective groups enemies, breaks a defensive position, or needs an opening for the rest of the squad.
  • Save a Utility for the turn where it changes the objective, a dangerous enemy action, or a critical sightline—not merely because it is available.

The exact value depends on the mission and build. Check AP before using a Utility so an Operator is not stranded without the movement, attack, or defensive action needed to finish the turn safely.

A simple Armory routine

Before a mission, read the objective and identify the Operator most likely to interact with it. Give the squad overlapping ranges, equip one or two concrete responses to its biggest threat, and check whether a current Injury or future Medbay visit changes who should deploy. After a difficult mission, change one equipment variable and test it instead of rebuilding every Operator at once.

The Den's Upgrade Facility can also provide roster-wide weapon improvements, while the Black Market sells individual Mods and Utilities for Credits. See The Den Upgrades guide for how those decisions fit into Cycles, Build Slots, and recruitment. For class roles and team coverage, read the Classes & Specializations guide.

Source note

Weapon families, Armory functions, Mod slots, and Utility examples were checked on September 6, 2026 against EA's gameplay overview. This guide intentionally does not publish unverified damage statistics or a universal "best weapon" list.

Continue exploring

Related guides