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 type | Main role | How to get/use it |
|---|---|---|
| Longarm | Long-range precision | Equip through the Armory |
| Repeater | Sustained fire | Equip through the Armory |
| Rifle | General-purpose combat | Equip through the Armory |
| Pistol | Fast close-to-mid-range attacks | Equip through the Armory |
| Weapon Mods | Stat and effect customization | Missions or Black Market |
| Cosmetic weapon models | Appearance customization | Found/unlocked through progression |
- Star Wars: Zero Company – Longarm
- Star Wars: Zero Company – Repeater
- Star Wars: Zero Company – Rifle
- Star Wars: Zero Company – Pistol
- How to get more weapon models and cosmetic blasters
- How to get Weapon Mods in Star Wars: Zero Company
- How weapon upgrades work across the campaign
- What about sniper rifles, shotguns and heavy weapons?
- How to choose the right weapon for your squad
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.

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.

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 theme | Availability |
|---|---|
| 100th Clone Company | Deluxe Edition |
| Kafrene Informant | Deluxe Edition |
| Black Sun Syndicate Enforcer | Deluxe Edition |
| Bespin Security | Deluxe Edition |
| Separatist Warrior | Deluxe Edition |
These should not be confused with additional weapon types. They are weapon appearance themes.

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:
- Complete Tactical Missions to earn rewards that can include Weapon Mods.
- Complete Operations, which can also provide Weapon Mods alongside Credits and other rewards.
- Visit the Black Market in the Armory. Spend Credits to purchase available Weapon Mods.
- 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.

How to choose the right weapon for your squad
| Item | How to obtain | Purpose |
|---|---|---|
| Longarm | Armory | Long-range combat |
| Repeater | Armory | Sustained fire |
| Rifle | Armory | General-purpose combat |
| Pistol | Armory | Close-to-mid-range combat |
| Weapon Mods | Tactical Missions | Weapon customization |
| Weapon Mods | Operations | Weapon customization |
| Weapon Mods | Black Market | Purchase with Credits |
| Cosmetic models | Campaign/Armory progression | Weapon appearance |
| Painted weapon themes | Deluxe Edition | Cosmetic customization |
| Roster-wide weapon upgrades | Upgrade Facility | Improve 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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