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Zero Company Builds

Squad building

How many weapon types does Zero Company have?

Four: Longarm, Repeater, Rifle and Pistol. There is no fifth.

Confirmed
Confidence
Confirmed
Verified
27 August 2026
Version
Pre-release evidence, plus retail launch-build observations (August 2026)

The short answer

Four: Longarm, Repeater, Rifle and Pistol. There is no fifth.

In full

What that means when you are planning

Every Operator starts with a default weapon, and it can be changed in the Armory at the Den. Weapon type is not tied to Specialization — any class can carry any of the four, which a reviewer with the retail build confirms holds in the shipped game — and no species or faction has a proficiency advantage, so weapon choice is never a species decision.

What separates them is cost and damage. A Pistol costs 1 AP and deals 6. A Rifle costs 1 for the first shot and 2 for a second, and deals 10 — the best opening shot per point in the game. A Longarm costs 2 and deals 12, with a critical bonus of another 12, the largest single hit available. A Repeater deals 8 and consumes every remaining Action Point, gaining an unpublished bonus for the points it eats.

Those figures come from one launch-day guide's own playthrough, not from EA. The Action Point behaviour is corroborated by a second outlet; the damage numbers are not corroborated by anyone, and no accuracy figure exists for any of the four.

Each weapon has a set number of Modification Slots, and that number can be increased over the campaign. Mods alter stats and can apply effects of their own: at least one applies Burning on hit. Mods are swapped freely between missions rather than consumed on fitting, and a fitted mod is visible on the weapon model.

The words people search for mostly are not the game's words. A sniper rifle is a Longarm. A machine gun or LMG is a Repeater. "Heavy weapon" is not a weapon at all — Heavy is a Specialization, and a Heavy carries one of the same four types as everyone else.

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • Accuracy and critical rates for any of the four, and what the range bands mean in actual distance.
  • What a Repeater shot deals at 2 AP and at 3 AP.
  • How many Modification Slots a weapon starts with.
  • Whether the lightsaber occupies a weapon slot — Tel-Rea Vokoss plainly carries one, and no source says.

Next

Related questions

Is there a sniper rifle in Zero Company?
The long-range weapon type is called the Longarm. Nothing in the game is named "sniper".
Is there a shotgun in Zero Company?
No close-range burst weapon type has been named. Only four types exist, and none of them is described as a shotgun.
What is the best counter to Separatist droids?
Ion damage is specifically recommended against Separatist droids.

Where this is covered properly

Sources

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • Star Wars Zero Company: How Some of the Greatest Minds in Tactics Games are Pushing the Genre, Again

    Xbox Wire · Tier 2 — Developer interview · accessed 6 August 2026

    Supports: Greg Foertsch and James Brawley on the eight Specializations, Combat Stim + Gunslinger synergy, Advantage, and Specialization changes on authored characters

  • Answering the Internet's Biggest Questions about Star Wars Zero Company

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Squad limit of 4, with additional characters controllable in certain missions; roster starting at 7 and capped at 20, raised by Den upgrades, story progression and authored Operators joining; no species or faction weapon-proficiency advantage; Clone Trooper and astromech recruitment; permadeath default and toggleable; Hawks required on story missions. The headline itself is the evidence for the game's abbreviation: "Answering the Internet’s Biggest Questions about SWZC"

  • PC Review — 'Star Wars Zero Company'

    WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26

  • Star Wars Zero Company — najlepsza klasa broni: blaster, karabin i pistolet

    PPE.pl · Tier 3 — Retail review · accessed 27 August 2026

    Supports: Weapon class table, columns "Klasa broni | Koszt PA | Obrażenia broni | Obrażenia krytyczne | Zasięg | Typ broni", repeated in the per-weapon descriptions below it. Blaster długodystansowy (Longarm) — "Obrażenia: 12 | Krytyczne: +12 | Zasięg: Długi", "Wymaga 2 PA do wykonania strzału (wolna broń)". Karabin blasterowy (Rifle) — "Obrażenia: 10 | Krytyczne: +6 | Zasięg: Średni", "Pierwszy strzał w turze kosztuje tylko 1 PA (jako broń szybka), a każdy kolejny w tej samej turze wymaga 2 PA". Blaster powtarzalny (Repeater) — "Obrażenia: 8 | Krytyczne: +4 | Zasięg: Średni", "Ciężka broń automatyczna. Ma niskie obrażenia bazowe, ale zyskuje znaczne premie przy strzałach za 2 PA lub 3 PA. Oddanie strzału zawsze zużywa wszystkie pozostałe PA w danej turze" — no figures given for that bonus. Pistolet blasterowy (Pistol) — "Obrażenia: 6 | Krytyczne: +4 | Zasięg: Krótki", "każdy strzał kosztuje zaledwie 1 PA". The guide's own verdict names the Rifle the best general-purpose weapon, for economical AP use and balanced damage. No accuracy figure and no Modification Slot count anywhere on the page. Bylined Mateusz Wróbel, published 2026-08-26