Squad building
How many weapon types does Zero Company have?
Four: Longarm, Repeater, Rifle and Pistol. There is no fifth.
- Confidence
- Confirmed
- Verified
- 15 August 2026
- Version
- pre-release (no retail build)
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 — and no species or faction has a proficiency advantage, so weapon choice is never a species decision.
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.
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 and accuracy figures for any of the four.
- 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"