Star Wars Zero Company Weapons: What to Equip
Choose Star Wars Zero Company weapons by AP cost, target and squad role. Compare Mods, Utilities and Patch 1.2 upgrade costs before spending your Credits.
Quick answer
Equip the weapon that lets your Operator complete the important move, attack or rescue within the turn. Compare its current AP cost and shot preview first; buy a damage upgrade when it changes a useful kill, or range when it removes a wasted move.
Editorial equipment priorities based on EA rules checked October 17, 2026. Read your current Armory and action previews for exact values; the AP examples below use stated assumptions.
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For Star Wars Zero Company weapons, choose by the turn you need to complete: a mobile objective runner needs an affordable attack after moving, a ranged finisher needs a useful firing lane, and a support Operator needs AP left for the teammate. Start with those jobs, then compare the current Armory weapon, Mods and Utilities. Against Separatist droids, inspect an Ion option: EA specifically recommends bringing Ion weapons for that faction.
Choose equipment by the problem it solves
| Your next mission problem | Equipment decision | Check before deployment |
|---|---|---|
| Moving to the objective leaves no attack | Compare a lower-cost attack against a shorter move | The actual move plus attack preview must fit your remaining AP |
| A priority target survives the planned finish | Compare damage Mods or a roster-wide damage upgrade | Does the new damage cross that target's remaining-health threshold? |
| A target cannot be reached safely | Compare range or a different firing lane | Range does not remove blocked line of sight or cover penalties |
| An ally needs help while the squad keeps fighting | Carry a recovery Utility on a reachable Operator | Can the rescuer afford movement and the Utility action? |
| Several enemies are grouped together | Inspect an area Utility or area attack | Check allies, objective units and the selected Advantage rules before use |
| The plan relies on assisted fire | Compare the supporting Operator's actual weapon preview | With Assist Shots Can Miss, do not budget that damage as guaranteed |
These are selection rules, not a fixed tier list. They let you compare gear already available in your save rather than wait for a named late-game unlock.
Compare the four weapon families in the Armory
EA identifies Longarm, Repeater, Rifle and Pistol as the four weapon families. Weapon appearance is separately customizable; a cosmetic model alone does not establish a better attack. Use the selected weapon's AP cost, range and Shot Breakdown for the comparison.
| Family | A useful comparison to make | Reason to keep your current weapon |
|---|---|---|
| Longarm | Can this firing lane exploit the range you are buying? | The objective requires movement and the planned shot becomes unaffordable |
| Repeater | Does the planned attack or Overwatch cover the approach that matters? | A different weapon completes the required action at a lower total turn cost |
| Rifle | Does it give the damage or assist role a useful attack from the intended position? | Extra damage overkills a target that already dies to the current shot |
| Pistol | Does the current attack leave AP for support or repositioning? | Its preview does not reach or finish the actual target you need |
Do not infer a universal AP price from these labels: EA notes that costs vary and some attacks consume all available AP. Check the selected action, including its minimum cost, before assigning any remaining AP to another job. Use the cover and shot-preview guide for position checks and the AP guide for turn order.
Three AP: compare a complete turn
Each Operator starts a turn with three AP. The examples below are planning arithmetic, not claims about every weapon or ability. Substitute your own previewed costs; Utilities typically cost one AP, but their selected action remains the authority.
| Assumed costs in your preview | Planned turn | Result |
|---|---|---|
| Move 1 AP; attack 2 AP | Move → attack | All 3 AP used; no AP remains for a recovery Utility |
| Recovery Utility 1 AP; attack 2 AP | Help an ally → attack without moving | Fits 3 AP if range and action conditions already work |
| Move 2 AP; attack minimum 2 AP | Long move → attack | Needs 4 AP; choose a shorter move, another action or prepared AP support |
| An attack consumes all remaining AP | Utility or move first → attack | Recheck the attack's new availability and effect; do not assume its damage stays the same |
Overwatch ends that Operator's turn. Place it after any needed Utility or movement, rather than discovering too late that the rescue action is unavailable. An Astromech can help an ally afford an action, but the donor also spends resources and Patch 1.2 caps maximum-rank Comlink at three uses per turn.
Mods: fix the missed action before adding excess damage
Use one comparison at a time in the Armory:
- Make the attack possible. If range is the obstacle, compare a range change with a safer firing position. Check line of sight separately.
- Make the result dependable. Inspect hit chance and damage together. Extra listed damage does not rescue a shot you cannot reliably land; under No Perfect Shots, the ranged cap is 99%.
- Cross a useful threshold. If a damage Mod changes a two-attack finish into one, it can free another Operator's action. If both versions already finish the same target, compare a different benefit.
- Check the whole team. A Mod on one weapon and a facility upgrade affecting multiple Operators spend the same Credits budget. Equip a reward you already own before buying a marginal replacement.
Mods have limited slots, which can increase during the campaign. The Black Market sells Mods and Utilities. Check ownership and available slots before buying; an additional slot is useful when you have something worth putting into it.
Patch 1.2: which upgrade should you buy first?
These are selected current Credit costs from EA's Patch 1.2 notes, not a mandatory purchase order. Facility projects also need an available Build Slot and at least one Cycle, so time the purchase around the next mission.
| Upgrade | Patch 1.2 cost | Buy when |
|---|---|---|
| Rifle Range I or II | 1,500 each | A frequently used Rifle can attack from the position you need with the improved range |
| Rifle Damage II or III | 2,500 each | The preview improvement changes an important finish for your Rifle users |
| Longarm Range II | 2,000 | A Longarm user has a clear lane but insufficient range |
| Longarm, Repeater or Pistol Damage II | 2,500 each | That family is used often enough for the roster-wide investment to matter |
| Additional Weapon Mod Slot | 4,000 | You have a useful additional Mod and enough compatible weapons to benefit |
| Additional Utility Slot | 4,000 | A needed recovery or objective tool would otherwise displace another important Utility |
A practical order: solve the next mission's missing action, then improve equipment used by several deployed Operators, then expand slots you can actually fill. If a cheap range project removes an AP-consuming move, compare that benefit before buying a more expensive slot. Check prerequisites in your Upgrade Facility; a price does not mean every campaign can purchase that tier immediately. See The Den upgrade guide for the wider budget.
Utilities: assign the rescuer before the mission
EA names Medkits, Impact Bombs and Concussion Grenades among the available Utilities. Equip each to answer a specific problem and inspect the action's target rules, range, uses and AP cost. Keep a recovery carrier near the Operator most likely to need help; a medkit across the map is not a usable rescue plan.
Combat healing and recovery do not remove a persistent campaign Injury. Use a healthy replacement or The Den's recovery options for that problem. Equally, an area attack is a damage or control tool, not automatically an Advantage generator:
- No Advantage from Area Attacks: grenades, scatterguns and flamethrowers do not generate Advantage through damage.
- No Advantage from Assist Attacks: backup shots and Easy Mark cannot supply damage-based Advantage.
- Reduced Advantage from Damage: eligible damaging attacks generate Advantage with only a 50% chance.
Reserve the resource you already have before spending an area Utility to set up an ultimate. The Campaign Modifiers guide explains which rules your new campaign can enable.
Locked weapons and older damage tests
With Locked Weapon Respec, you cannot confirm a weapon change in the Armory. Trick has one permitted change after his mandatory switch. Plan around the weapon already assigned to an eligible Operator; choose another recruit for a missing weapon job instead of assuming a future swap will fix it.
For older comparisons, Patch 1.1 corrected Tier 2–4 Scatterguns using Tier 1 values, Ion Blasters applying double Critical Damage, and missing DC-17m Anti-Armor critical/grenade-related behavior. Recheck affected damage in your current Shot Breakdown before spending Credits on the strength of an older clip.
Sources and review
Official rules checked October 17, 2026: EA gameplay and facilities guide, developer Q&A, Patch 1.1 notes and Patch 1.2 notes. Tables of choices, purchase priorities and AP scenarios are our editorial synthesis. They are not independent damage benchmarks or a claim that we playtested every loadout. Match equipment to your Operator build and squad plan.
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