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Database · 4 entries

Zero Company weapons

Four weapon specializations are confirmed: Pistol, Rifle, Longarm and Repeater. Default weapons can be changed, and weapon models and colours are cosmetic.

No weapon statistics exist yet

Damage, range bands, accuracy curves, AP costs and mod slot counts are all unpublished. Until they exist, a weapon comparison tool would be a table of guesses — so this page describes tactical roles only, and the comparator is deferred to launch.

Pistol

Confirmed

close · medium range

Close-to-medium sidearm. The natural fit for Specializations that want to act several times per turn rather than once.

The weapon type is confirmed. The 'low AP cost' expectation is inference from the Gunslinger's multi-attack identity and must not be presented as fact.

Rifle

Confirmed

medium range

Medium-range generalist. The default choice when a build has no specific range requirement.

Longarm

Confirmed

long range

Long-range precision. Pairs with high ground, which improves hit chance, and with priority-target elimination.

Section 2.3 confirms that some attacks consume all available AP but does not say which. Longarm is the most likely candidate — flagged as unknown, not stated.

Repeater

Confirmed

close · medium range

Sustained close-to-medium fire. The likely home for frontline Specializations that hold a position.

What is confirmed about weapons

  • There are four weapon specializations: Pistol, Rifle, Longarm and Repeater.
  • Default weapons can be changed.
  • Weapon models and colours are cosmetic.
  • Attack AP cost varies by weapon, and some attacks consume all available AP.
  • Weapon Mods slot into weapons to alter stats and add effects, and slot counts can increase during the campaign.
  • Ion weapons are specifically suggested against Separatist droids.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • Damage, range bands, accuracy curves and critical rates.
  • The AP cost of each attack, and which attacks consume all remaining AP.
  • How many mod slots each weapon has, and how slot counts increase.
  • Which weapon models exist and whether any differ mechanically.

Sources