Squad equipment

STAR WARS Zero Company Weapons Guide

Compare primary weapon classes, action behavior, range roles, specialized options, and Armory upgrades.

Original concept illustration of a tactical battlefield plan with cover positions and movement routes
Tactical planning
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.

WeaponAction identityPractical fit
Blaster PistolFast; 1 AP shotsFlexible turns
Blaster RifleFast; firing limitDependable mid-range
RepeaterFinal ActionCommitted sustained fire
Longarm BlasterSlowLong-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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