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...
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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