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Every Operator in STAR WARS Zero Company carries a Weapon Specialization alongside their class. It is one of the four parts of a combat kit, sitting beside the Talent Specialization, the Primary Specialization, and the Secondary Specialization that unlocks partway through the campaign.
The Four Weapon Specializations
There are four weapon families. Each one shapes how far an Operator can usefully shoot and what an attack costs from the three Action Points available on a turn.
Weapon Specialization | What It Shapes |
|---|---|
Pistol | Short range work, with the lowest cost to fire |
Rifle | The general purpose middle ground |
Long arm | Long range fire, at a heavier cost per shot |
Repeater | Sustained fire across a shorter band |
The cost of an attack varies by weapon type, and some shots consume every remaining Action Point rather than a fixed amount. Range is not the same as vision: a long range shooter can outrange a target it still has no line to, which is why an all sniper squad tends to under-perform its stat sheet.
Weapon Models
Each of the four weapon classes offers between four and six cosmetic models. Two Operators can run the same Weapon Specialization and still carry visibly different hardware, and the choice of model changes nothing about performance.
The Deluxe Edition adds five painted weapon themes on top of the base models: 100th Clone Company, Kafrene Informant, Black Sun Syndicate Enforcer, Bespin Security, and Separatist Warrior. Like every other bonus in that edition they are appearance only. See Release Date and Editions for the full contents.
Arming the Squad
Weapons are handled at the Armory station in the Den. That is where the squad is outfitted, where Weapon Mods are slotted, and where gear and Utilities are bought from the Black Market. Neesh Renark runs both the Armory and the black market side of it.
The Upgrade station covers the other half of the equation. Funding work there buys roster-wide weapon upgrades rather than kitting out one Operator, so weapon progression runs on two tracks: what an individual carries, and what the whole company has unlocked.
Weapons in Combat
Firing is a confirmed action rather than a click. The prompt names the weapon being used, a blaster rifle in the material shown so far, and puts the hit chance, the damage, and the target's remaining health on screen before the shot is committed. See Turn-Based Combat for how that fits into a turn.
Weapon choice also interacts with the enemy roster. Ion weapons deal with Separatist droid armies quickly, while the Infinite Coil brings a spread of abilities that makes target priority the harder problem. Explosives and rocket launchers do something no rifle does: they remove an enemy's cover outright rather than flanking around it.
Beyond Blasters
Not every weapon is a firearm. The Soldier class fights with melee, grenades, heavy blaster fire, and a rocket launcher; the Heavy also brings rocket attacks. Kabb Uppercut fights at close range with a cybernetic arm rather than a gun, and astromechs can be loaded with firebombs, thermal detonators, and droid poppers and used as weapons in their own right. Utilities such as Medpacs and grenades usually cost a single Action Point.