There is no one absolute best arsenal in Star Wars Zero Company – each of the four weapon types is designed for a specific tactical role and specialization. For a beginner, a blaster rifle is a good start: it has balanced damage (10), the first shot costs only 1 AP, and the effective range forgives mistakes in positioning. Fans of sniper ranges should take a long-barreled blaster (damage 12, crit +125%, cost 2 AP), fans of high mobility should take a blaster pistol (1 AP for each shot, demolishes B1 droids with one hit), and for the total demolition of armored targets, a repeater is suitable, which spends all AP and destroys cover. A mistake with the first choice will not be fatal, because you can change the arsenal immediately after the prologue in the Lair of the character Nish.
Table of Contents
All types of weapons in Star Wars Zero Company – characteristics and features
The developers from EA abandoned the strict link between guns and classes – any operative can pick up a heavy repeater or a sniper. The base critical hit chance for the entire arsenal is fixed at 5% (before installing modifications), and customizing the appearance does not change combat numbers in any way.

The summary of characteristics is as follows:
Blaster rifle – the golden mean
A reliable workhorse that covers most combat scenarios. The first pull of the trigger requires only 1 AP, but for a second attack in the same turn you will have to pay 2 AP. For a total of 3 APs, the rifle produces exactly 20 units of damage – this is the highest fixed indicator of stable damage in the game without taking into account random critical crashes.
The long-barreled blaster is the king of range and critical damage
This gun is designed for those who prefer to take down threats before they launch a counterattack. Each shot will cost 2 AP, but the base damage of 12 combined with the wild +125% crit multiplier turns any accurate hit into a death sentence for infantry.
The Blaster Pistol is an Underrated Mobile Tool
Many people immediately discount the pistol because of its modest damage of 6 units. In vain. Each shot always costs 1 AP with no penalties or turn restrictions. In addition, the gun is guaranteed to one-shot B1 droids with one hit. Infusing 18 damage for 3 APs, simultaneously distributing statuses to several enemies – a scenario in which the pistol shows its best side.
Repeater – a weapon for one powerful blow
A unique “commitment” mechanic is used here: the shot consumes absolutely all remaining action points, and the resulting salvo scales depending on how much AP you put into it. The main feature of the repeater is its ability to destroy shelters, depriving enemy units of any protection.
Which weapon should a newbie in Star Wars Zero Company choose?
The “Blaster Rifle + Assault/Soldier” combo is the most comfortable setup to start with. It will forgive you bad timing, wrong choice of position and will allow you to calmly get used to turn-based tactics.
Why a blaster rifle is the best starting choice
The blaster rifle maintains perfect balance. The pistol at the start lacks pure damage against armor, the repeater is too risky due to the complete burning of AP, and the long-barreled blaster seriously delays the squad on dynamic missions with evacuation. The rifle perfectly synergizes with Assault skills (like Sweeping Salvo and Strike the Flanks), allowing you to play aggressively and safely.
Which weapon is right for each operator?

To get the most out of your operators, it’s best to choose weapons that match their unique talents and passives.
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Luco Bronk: Ideal with a Longarm and the Sharpshooter specialization. A pistol and the Gunslinger tree are ideal as a secondary weapon—the Quick Draw talent allows for an extra shot for just 1 AP.
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Hawkes: Starts with a Blaster Rifle paired with an Assault/Soldier build. Later, he excels as a medic-cum-gunslinger.
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Kubb Uppercut: Prefers a Scoundrel paired with a rifle or an Assault build for brutal close-range combat.
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Jay Mordant: A versatile player who thrives in an Assault/Scoundrel combo with a pistol or rifle.
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Klai Kullervo: Thrives with a Blaster Pistol and the Mandalorian Warrior tree, turning him into an elusive unit.
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Trick: Takes on the role of a hard-hit suppressor through Soldier and Repeater.
SQUAD WEAPONRY RECOMMENDATIONS
How do weapons and specializations influence squad tactics?
The combination of class and weapon determines the entire combat algorithm:
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Sharpshooter + Longarm: The Zero In skill reduces accuracy penalties and maximizes critical hits.
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Gunslinger + Pistol: A mobile storm. This branch grants Quick Draw (a shot for 1 AP) and Onslaught, which increases damage with each new attack per turn.
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Heavy + Repeater: A key weapon against bosses. Maximum single-target damage and total dismantling of fortifications.
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Scundrel + Longarm/Pistol: The Identify Weakness ability marks the target, guaranteeing that your next hit will be critical.
How do I change weapons in Star Wars Zero Company?
You can change your loadout at any time while in the Lair. Visit the NPC named Nish in the Armory. This feature is unlocked immediately after completing the introductory chapter, “Business as Usual.” Experiment as much as you like—there are no penalties for switching.
Frequently Asked Questions about Weapon Selection
Can I use a long-barreled blaster with the Gunslinger?
Technically, the game doesn’t prohibit it, but you’ll lose a lot of tempo. The Gunslinger’s abilities are geared toward cheap AP attacks, while the sniper rifle is too resource-hungry.
Repeater or rifle—which deals more damage per turn?
The rifle is more consistent: 20 damage for 3 AP is guaranteed. The Repeater only wins when pouring a full AP pool into a vulnerable target or when you need to take down cover.
Does the pistol even make sense on difficult levels?
Yes. It works as a primary tool for instantly taking down B1 droids and inflicting negative statuses without losing movement points.
Does the weapon’s appearance affect its stats?
No. In Star Wars Zero Company, visuals are responsible for the aesthetic impression, and all combat parameters are determined solely by the base barrel type and installed mods.
Conclusion – How to Choose a Weapon in 30 Seconds
If you want to quickly determine your style without worrying about numbers, answer one question about your team preferences:
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Do you like to work from extreme range and take your time? Choose a long-barreled blaster.
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Do you need maximum speed, constant movement, and shooting on the move? Choose a blaster pistol.
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Do you need a reliable all-rounder to bring the matter to victory without unnecessary risk? Choose a blaster rifle.
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Do you want to obliterate enemy Elites in a single turn and break down walls? Our choice is a repeater.
