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Star Wars Zero Company All Weapons and How to Unlock Them

Here is everything you need to know about the four weapon types in Star Wars Zero Company and the fastest ways to customize your squad's arsenal.

Here is everything you need to know about the four weapon types in Star Wars Zero Company and the fastest ways to customize your squad’s arsenal.

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Image credit: Bit Reactor

Star Wars Zero Company takes a slightly different approach to weapons than games such as XCOM. Rather than having a long technology tree where you research increasingly powerful weapon tiers, the game gives you four core weapon categories and lets you customize them with modifications, cosmetic models and upgrades.

The game launched on August 27, 2026, and the current information confirms four weapon types: Longarm, Repeater, Rifle and Pistol. EA has also confirmed that each class contains several cosmetic blaster models.

Weapon typeMain roleHow to get/use it
LongarmLong-range precisionEquip through the Armory
RepeaterSustained fireEquip through the Armory
RifleGeneral-purpose combatEquip through the Armory
PistolFast close-to-mid-range attacksEquip through the Armory
Weapon ModsStat and effect customizationMissions or Black Market
Cosmetic weapon modelsAppearance customizationFound/unlocked through progression

Star Wars: Zero Company – Longarm

The Longarm is Zero Company’s long-range weapon category. It is the weapon type most naturally associated with precision-focused Operators such as the Sharpshooter, although weapon choice and Specialization are separate systems. You are not permanently locked to a Longarm just because an Operator is a Sharpshooter.

The Longarm is particularly useful when you want an Operator positioned away from the main fight, especially when taking advantage of elevated positions. High ground can improve hit chance, making the combination of a long-range weapon and a strong firing position particularly effective.

You don’t need to research the Longarm as a separate technology. The important progression is gaining access to equipment and modifications through the campaign and Armory systems.

Image credit: Bit Reactor

Star Wars: Zero Company – Repeater

The Repeater is designed around sustained fire and is the weapon category that best fits Operators who want to keep enemies under pressure. It is particularly suited to frontline and area-control play.

The name can be confusing if you’re coming from other tactical games. You may see people describe this weapon as a machine gun, LMG or repeating blaster, but Repeater is the weapon terminology used for Zero Company.

Star Wars: Zero Company – Rifle

The Rifle is the game’s general-purpose weapon category. It sits between the specialized roles of the Longarm, Repeater and Pistol, making it a useful option when you want an Operator to remain effective across a variety of combat situations.

This is also where some of the terminology surrounding Zero Company can become confusing. Players may refer to individual models as assault rifles, carbines or blaster rifles, but the game’s confirmed weapon category is simply Rifle.

The Rifle is a particularly straightforward choice for Operators who don’t need the extreme range of a Longarm or the specialized firing role of another weapon type.

Star Wars: Zero Company – Pistol

The Pistol is the fourth core weapon type. It is designed around close-to-medium-range combat and fits Operators who benefit from mobility and frequent attacks.

Image credit: Bit Reactor

Gunslinger builds are particularly associated with Pistols, and preview coverage has described Pistols as trading raw damage for the ability to fire more frequently. That makes them useful for builds that take advantage of repeated attacks and effects triggered by attacking.

One important point is that the Pistol isn’t exclusively locked to Gunslingers. Weapon selection is separate from Specialization, so you have considerably more freedom when creating custom builds.

How to get more weapon models and cosmetic blasters

If you’re looking for individual blaster names rather than the four weapon categories, the distinction is important. EA has confirmed that there are four weapon classes with roughly four to six cosmetic models available within each class. These models change the appearance of your weapon rather than functioning as a completely separate weapon technology tier.

The Armory is where you manage these appearances. Weapon cosmetics include different blaster models, colors and patterns, allowing you to give Operators more distinct visual identities.

The Deluxe Edition also includes five exclusive painted weapon themes based on Clone Wars-era factions and units. These are cosmetic rather than new weapon classes.

Deluxe weapon themeAvailability
100th Clone CompanyDeluxe Edition
Kafrene InformantDeluxe Edition
Black Sun Syndicate EnforcerDeluxe Edition
Bespin SecurityDeluxe Edition
Separatist WarriorDeluxe Edition

These should not be confused with additional weapon types. They are weapon appearance themes.

Image credit: Bit Reactor

How to get Weapon Mods in Star Wars: Zero Company

Weapon Mods are much more important to actual equipment progression than cosmetic weapon models. They can modify weapon statistics and add additional effects, allowing you to tailor the same basic weapon category to a particular Operator or mission.

You can obtain Weapon Mods in several ways:

  1. Complete Tactical Missions to earn rewards that can include Weapon Mods.
  2. Complete Operations, which can also provide Weapon Mods alongside Credits and other rewards.
  3. Visit the Black Market in the Armory. Spend Credits to purchase available Weapon Mods.
  4. Install the Mods on your weapons before the next mission.

The number of Modification Slots on weapons can also increase as you progress through the campaign, giving you more room to specialize your loadouts.

How weapon upgrades work across the campaign

There is another progression system worth knowing about: Den upgrades. The Upgrade Facility can provide roster-wide weapon improvements that enhance the combat effectiveness of your Operators rather than simply giving one character a new gun.

That means your weapon progression has three major layers: the weapon category you choose, the Mods you install, and the broader upgrades you purchase at The Den.

You can therefore keep using the same weapon category while making it increasingly specialized for your squad.

What about sniper rifles, shotguns and heavy weapons?

This is one of the biggest sources of confusion when searching for Zero Company weapon information.

There is no separately confirmed “Sniper Rifle” weapon category. The game’s long-range category is called Longarm. Likewise, Repeater is the official category rather than “machine gun” or “LMG,” while Rifle covers the general-purpose blaster category.

There also isn’t a separately confirmed shotgun weapon class. Some preview material has mentioned shotguns as special weapons or utilities, but they should not be counted as a fifth core weapon category.

The four core weapon types remain Longarm, Repeater, Rifle and Pistol.

Image credit: Bit Reactor

How to choose the right weapon for your squad

ItemHow to obtainPurpose
LongarmArmoryLong-range combat
RepeaterArmorySustained fire
RifleArmoryGeneral-purpose combat
PistolArmoryClose-to-mid-range combat
Weapon ModsTactical MissionsWeapon customization
Weapon ModsOperationsWeapon customization
Weapon ModsBlack MarketPurchase with Credits
Cosmetic modelsCampaign/Armory progressionWeapon appearance
Painted weapon themesDeluxe EditionCosmetic customization
Roster-wide weapon upgradesUpgrade FacilityImprove Operators’ weapon performance

The best approach is to build around what the Operator needs to accomplish rather than simply looking for the weapon with the biggest damage number.

A Longarm is the natural choice when you need long-range precision. A Repeater is better suited to sustained pressure. A Rifle gives you the most straightforward general-purpose option, while a Pistol works well for mobile Operators who benefit from frequent attacks.

The important part is that Specialization does not permanently determine your weapon. You can use the Armory to change equipment and then use Weapon Mods and Operator abilities to build a more specialized role.

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