Ranked, and labelled
Zero Company weapon tier list
This ranking is not about damage, because no damage figure exists for any Zero Company weapon. It ranks the four types by how much confirmed ability text keys off them: Pistol first, Longarm second, Repeater third, Rifle fourth. Any weapon tier list you read that quotes a stat has invented it.
- Confidence
- Theorycraft
- Verified
- 21 August 2026
- Version
- pre-release (no retail build)
Nobody has played the retail game. This ranking is theorycraft.
What is being ranked, and for what
The question these bands answer
A ranking with no stated question is taste. This is the question.
- How many confirmed abilities, Talents and upgrade ladders specifically reward this weapon type. That is the only weapon-related evidence anyone has published, so it is the only thing that can honestly be ranked.
- Any class can carry any of the four. Weapons are not tied to Specializations, so this is a question about builds rather than about roles.
- Fully invested, and on standard difficulty, matching the other two lists.
- Explicitly not damage, range, accuracy or critical rate. None of the four has a published figure for any of those, and a ranking that pretended otherwise would be fiction.
The bands are claims about squad slots rather than grades, so each one is checkable:
- S Wins its slot
- Worth a quarter of the squad in almost any composition, and changes what the other three slots can afford.
- A Strong pick
- Worth its slot in most squads. Asks something of the composition around it, and repays it.
- B Conditional
- Excellent inside a squad built for it and quiet inside one that is not. The condition is named in each entry.
- C Needs building around
- Earns its slot late, or only once the rest of the squad is arranged to cash what it sets up.
4 ranked
The weapon tier list
Each entry gives its reasoning and the thing that would change it.
S
Wins its slot
Worth a quarter of the squad in almost any composition, and changes what the other three slots can afford.
More confirmed ability text rewards a pistol than any other type, and the reason is Action Point cost rather than damage. The Gunslinger's whole economy — Onslaught stacking +1 damage per shot within a turn, Quick Draw refunding its Action Point on a kill — needs several attacks per turn, and cheap attacks are what allow that. The Heavy's taunt rides on its primary blaster attack, so a pistol lets one Heavy taunt several targets across the field in a turn where a long arm taunts one. And the Scout can build around a pistol up close, spotting several enemies a turn so that everyone else lands theirs. Three of the eight classes have published reasons to want it.
Moves if Pistol damage is low enough that flat enemy Defense subtracts most of it. Defense punishes volume attackers hardest, and this whole placement is a volume argument — it would fall to B.
A
Strong pick
Worth its slot in most squads. Asks something of the composition around it, and repays it.
The only type with a class built entirely around it — the Sharpshooter's suggested weapon list contains nothing else — and the only one with a confirmed terrain interaction, since high ground raises hit chance and long range is what exploits it. Luco Bronc's Combat Gas grants +5% chance to hit and +1 ranged damage per stack and costs no Action Point, which exists to solve the specific problem a long arm has: range imposes hit-chance penalties, and a missed 2 AP shot can cost a whole turn. The Scout's Spotted removes distance penalties against a marked target, which is worth most to exactly this weapon. It is A rather than S because the developers state that line of sight and mission structure limit pure sniper strategies, and because it is the type that most needs the rest of the squad to set it up.
Moves if Maps turn out to have long sightlines more often than the preview footage suggests. That would make positioning cheap and move this to S.
B
Conditional
Excellent inside a squad built for it and quiet inside one that is not. The condition is named in each entry.
It has the single most specific confirmed interaction of any weapon and very little else. Trick carries one and can Fire Repeating Blaster, a Final Action that consumes every remaining Action Point and scales its Rapid Fire damage with how many were spent — one preview records 22 damage for 3 AP, which is the only weapon damage figure published for anything. It is listed as a suggested weapon for the Heavy, the Assault, the Gunslinger and the Soldier, so it is the closest thing to a frontline default. What holds it at B is that the Final Action shape is exactly the wrong fit for the classes that gain most from acting repeatedly, and nothing else in the confirmed ability text specifically wants a repeater.
Moves if The Final Action turns out to be a per-weapon attack option rather than Trick's alone. A 22-damage close-out available to any frontline Operator would make this A.
Fourth by absence rather than by weakness, and the distinction matters. The rifle is the medium-range generalist and is a suggested weapon for the Assault, the Heavy, the Medic, the Scoundrel and the Scout — the widest fit of the four. What it does not have is a single confirmed ability, Talent or upgrade that names it or rewards it specifically. Every other type on this list is ranked on something published; the rifle is ranked on having nothing published to rank. That is a statement about the evidence rather than about the gun, and it is the placement most likely to be wrong on 27 August.
Moves if Retail weapon statistics show the rifle as the damage-per-Action-Point baseline the other three trade against. It would then be A or S, and this placement should be treated as the least reliable on the site.
What would have to be measured to make this a real ranking
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 for all four types. Not one figure is published for any of them, which is why this list ranks ability coverage instead.
- The Action Point cost of each attack, and which attacks consume every remaining point. Attack cost is confirmed to vary by weapon and no cost is published.
- How many Modification Slots each type has. Four mods are confirmed to fit on one weapon, which is a floor rather than a cap, and nothing states whether the four types differ.
- The in-game names of individual weapons. EA name the four types and not the guns inside them, so there may be meaningful variation this list cannot see.
- Whether Ion is a weapon type, a Weapon Mod or a Utility. The counter against Separatist droids is confirmed; how you equip it is not.
- Every Weapon Mod name. Not one has been published, and mods are the layer most likely to decide which weapon is actually best.
Related pages
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
- Star Wars Zero Company: A New Hope for Turn-Based Tactics
Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026
Supports: Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.
- 12 hours in, Star Wars Zero Company is a solid strategy RPG, but it's missing XCOM 2 or Baldur's Gate 3's spark
GamesRadar+ · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Abilities section — Trick charging a long-range explosive strike; the astromech entering battle armed not with a blaster but with grenades, ally buffs and enemy disruption; the Jedi Padawan's kit as battlefield control, Force pushing enemies and deflecting blaster fire back at them; the Backup system selecting one character per turn. By Ali Jones
- I played Star Wars Zero Company — my honest thoughts
EckhartsLadder · Tier 3 — Hands-on preview · accessed 11 August 2026
Supports: 3:18–12:36 — no hunker-down action, so a spare AP goes to Overwatch; astromechs carrying three utilities and extra uses of each; Trick able to negate some injuries along an upgrade path; twelve galaxy zones; super battle droids telegraphing a rocket one turn ahead; many of the 150+ planets being text-only
- Star Wars: Zero Company Hands-on Preview — XClones
Checkpoint Gaming · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Advantage section — the Scout specialisation having several abilities that accumulate Advantage at a rapid pace, and the Scout/Cly pairing; Cly's electrified darts and chained electrocution; the specialisation kit structure of one or two passives, an action and one Advantage ability; the Bond system's choice of one of three shared stat boosts; the randomly selected assist each turn. Published 2026-08-12
- Star Wars Zero Company Hands-On Preview — Tactics on Tattooine
Press Start Australia · Tier 3 — Hands-on preview · accessed 13 August 2026
Supports: Unit abilities section — Trick's one-time-use rocket launcher costing 10 Advantage, against Hawks spending much less to regenerate an ally's Action Point; many abilities limited in uses per fight; Advantage generated as enemy units are dispatched. By Harry Kalogirou