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Weapons and Weapon Specializations
September 12, 2026 at 10:56 PM
Added a named weapon models section covering Scatterguns, DC-17m Anti-Armor, Ion Blasters and the M-32, added multi-cycle Upgrade Facility work, and corrected the 100 percent chance to hit bug as fixed
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.
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.
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.
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, also called the Upgrade Facility, 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. Work there is not instant. An upgrade runs across several cycles, and one already in progress can be cancelled, which resets the progress put into it rather than banking it.
A single weapon takes up to four Weapon Mods. One of the game's achievements is awarded for filling all four slots on one weapon, which puts a firm ceiling on how far an individual gun can be built out before the roster-wide upgrades are the only remaining gains.
Firing is a confirmed action rather than a click. The prompt names the weapon being used 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.
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.
The four Weapon Specializations name families rather than individual guns, and a handful of specific models have been named on top of them. None of them has published stats, and which Specialization each belongs to has not been stated either, so what follows is limited to the behaviour each model is actually known to have.
Weapon | What Is Known |
|---|---|
Scatterguns | Exist in at least four tiers, and the tier is what carries the numbers: a Tier 2, 3 or 4 Scattergun is meant to hit harder than a Tier 1 rather than differing cosmetically. |
DC-17m Anti-Armor | A heavy weapon aimed through its own targeting control. Its base damage sits alongside Critical Hits and grenade damage bonuses rather than cancelling them. |
Ion Blasters | The ion option against the droid lines, and the one place Critical Damage and ion damage meet. |
M-32 | The weapon Kabb Uppercut is shown firing, which puts a blaster in the hands of an Operator otherwise built around a cybernetic arm. |
Scatterguns are the clearest window onto how weapon progression works underneath the model names: the same weapon exists at several tiers and the tier carries the numbers. Where a tier comes from, whether it is bought at the Black Market, found in the field, or unlocked on the roster-wide upgrade track, has not been published.
Weapons take modifications, and the ceiling is four mods on a single weapon. That number is fixed by an achievement that asks for exactly that, which makes it one of the few loadout limits with a hard published figure rather than an estimate. See Achievements.
One targeting behaviour is worth knowing about, because it shaped how players read the interface for the game's first two weeks. A shot displayed at a 100 percent chance to hit could still miss when it was actually taken, which made a displayed certainty unreliable. The September 9, 2026 update fixed it, and a displayed 100 percent can now be trusted. Known Issues and Bugs covers what is still open, and Patch History records the fix.