Star Wars: Zero Company - Weapons
Weapon systems, modification mechanics, and ordnance in Star Wars: Zero Company. Combat utilizes 4 primary Weapon Classes with stat profiles tied to weapon type rather than named models. Weapon visuals can be customized freely with 4 to 6 cosmetic models per class, while combat performance is tuned...
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of 11 entries
· updated 2026-09-10
| Name | Type | Description | Stats | Cosmetic Models | Source |
|---|---|---|---|---|---|
| Blaster Pistol (Weapon Class) | Fast Weapon | A light, rapid-firing sidearm with no per-turn shot limit. | Ap Cost: 1 AP (Fast Action, no per-turn limit) Base Damage: 6 Crit Damage: +4 Crit Chance: 5% Optimal Range: Short-Medium | DC-17 Blaster Pistol (Republic clone sidearm) DL-44 Heavy Blaster Pistol SE-14r Light Repeating Pistol WESTAR-34 Blaster Pistol | Armory standard issue; compatible with any specialization |
| Blaster Rifle (Weapon Class) | Fast Weapon (Escalating AP) | The quintessential medium-range infantry arm offering balanced damage and range. | Ap Cost: 1 AP for 1st shot, 2 AP for subsequent shots (Fast Action) Base Damage: 8 Crit Damage: +6 Crit Chance: 5% Optimal Range: Medium | DC-15S Blaster Carbine DC-15A Blaster Rifle (Infantry variant) E-5 Blaster Rifle (Separatist Droid model) EE-3 Carbine Rifle | Armory standard issue; compatible with any specialization |
| Repeating Blaster (Weapon Class) | Final Action (All Remaining AP) | A heavy suppressive weapon that expends all remaining Action Points when fired (Final Action). | Ap Cost: All remaining AP (Final Action) Base Damage: 8 base (+ Rapid Fire scaling at 2 and 3 AP) Crit Damage: +8 Crit Chance: 5% Optimal Range: Medium Special Effect: Shreds enemy cover and suppresses targets | Z-6 Rotary Blaster Cannon E-Web Heavy Repeating Blaster (Modified) XT-12 Repeating Blaster DC-15 Heavy Repeater | Armory standard issue; favored by Heavy specializations |
| Longarm Blaster (Weapon Class) | Slow Weapon | A high-caliber sniper blaster designed for maximum single-shot kinetic impact at extreme distances. | Ap Cost: 2 AP (Slow Weapon) Base Damage: 12 Crit Damage: +10 Crit Chance: 5% Optimal Range: Long Special Effect: High single-target critical burst damage | DC-15X Sniper Rifle Valken-38X Sniper Rifle Cycler Rifle Variant E-5S Sniper Rifle | Armory standard issue; favored by Sharpshooters |
| DC-17M Weapon System | Exotic Assault Weapon (Trick Unique) | A state-of-the-art reconfigurable modular blaster exclusive to Trick upon equipping his Katarn-class Commando armor late in the campaign. | Anti Armor Mode: 1 AP, 12 base damage, AoE explosive blast, strips 3 Defense from targets Longarm Mode: 2 AP, 26 observed high-precision blaster damage Repeater Mode: Final Action (All AP), 18 base damage + AP-scaled Rapid Fire damage (observed up to 45 damage on 3 AP pool); always destroys target cover Crit Chance: 5% Special Rules: Unique to Trick (Clone Commando); cannot be modified with weapon attachments | — | Story progression reward granted with Trick's Commando armor |
| Dual Lightsabers | Exotic Melee Energy Weapon (Tel-Rea Unique) | Twin plasma blades wielded exclusively by Tel-Rea Vokoss. | Ap Cost: 1 AP for Lightsaber Strike (costs 3 Harmony stacks) Base Damage: 12 (+4 damage per active Harmony stack) Deflection Chance: +4% per Harmony stack (up to 80-90% deflection fully upgraded) Range: Melee Special Rules: Locked to Tel-Rea Vokoss (Jedi Padawan) | — | Tel-Rea Vokoss signature armament |
| 64 Weapon Modifications System | Weapon Upgrade Mechanics | Weapons can be customized with attachments across 4 socket categories: Barrel, Cell, Scope, and Stock. | Barrel Sockets: Damage Boosts, Armor Piercing, Ion Charge (anti-droid), Heavy Recoil Dampening Cell Sockets: Energy Capacitors, Overcharge Cells, Supercharge Cells, Coolant Vents Scope Sockets: Targeting Scopes (Crit Chance), Long-Range Optics, Auto-Scopes (negates cover), Assist Matrices Stock Sockets: Recoil Dampeners, Ergonomic Grips, Quickdraw Stocks, Steadying Rigs Exotic Tier Cost: Flat 3,250 Credits at Neesh's Black Market | — | Purchased from Neesh Renark in the Armory or earned via Tactical Missions and Operations |
| Thermal Detonator | Ordnance / Utility Grenade | High-yield baradium thermal explosive thrown into enemy positions. | Damage: High (AoE Blast) Radius: Medium-Large Area Effect: Cover Destruction & Knockdown | — | Purchased from the Armory Black Market or equipped via utility slots |
| Fragmentation Grenade | Ordnance / Utility Grenade | A standard anti-personnel fragmentation grenade that blankets a designated perimeter in lethal shrapnel, effectively softening entrenched battle droid squads. | Damage: Medium (Shrapnel AoE) Radius: Medium Area Effect: Armor Shredding | — | Armory standard utility issue |
| Ion Grenade | Ordnance / Anti-Droid Weapon | Specialized electromagnetic pulse charge designed to overload electrical systems, instantly depleting shields and causing devastating ionic damage to Separatist battle droids. | Damage: Massive vs Droids and Shields / Low vs Biologicals Radius: Medium Area Effect: Shield Disruption & Droid Stun | — | Armory Black Market |
| Combat Stimpack / Trauma Kit | Medical Utility | Emergency battlefield pharmaceutical injector carried in utility slots, used by Medics and squadmates to instantly restore hit points, stabilize fatal bleeds, and clear combat trauma. | Ap Cost: 1 AP Effect: Restores Health & Stabilizes Critical Injuries | — | Armory standard utility supply |
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