Squad equipment
STAR WARS Zero Company Weapons Guide
Compare primary weapon classes, action behavior, range roles, specialized options, and Armory upgrades.

014 primary types02Fast / Slow / Final Action03Range defines fit04Upgrade at the Armory
01
Primary weapon classes
Choose by action rule and useful range rather than damage alone.
| Weapon | Action identity | Practical fit |
|---|---|---|
| Blaster Pistol | Fast; 1 AP shots | Flexible turns |
| Blaster Rifle | Fast; firing limit | Dependable mid-range |
| Repeater | Final Action | Committed sustained fire |
| Longarm Blaster | Slow | Long-range precision |
02
Specialized weapons
Specialized options include anti-droid Ion variants and character-specific equipment. Treat character-locked weapons as part of that Operator’s kit, not a universal recommendation.
03
Weapon choice and AP
Write the usual turn: move, setup, fire. Fast weapons preserve flexibility; Slow and Final Action weapons demand positioning before the attack.
04
Armory upgrades
Weapons are managed at the Den’s Armory. Credits and mods from Operations or Tactical Mission rewards support upgrades, so reassess a weapon after modifying it.
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