Blaster Pistol
1 APTactical Role: Cheapest AP cost; triggers Quick Draw kill refunds and Assist Shoot reactions.
💡 Weapon Damage 6 baseline. Fast cycling makes it ideal for farming Advantage and finishing off wounded targets.
Zero Company's 4 primary weapon families set each Operator's engagement range, action-point cost and cover penetration. The weapon you carry defines how a build wants to fight — pick the family that matches your Specialization's range sweet spot.
Tactical Role: Cheapest AP cost; triggers Quick Draw kill refunds and Assist Shoot reactions.
💡 Weapon Damage 6 baseline. Fast cycling makes it ideal for farming Advantage and finishing off wounded targets.
Tactical Role: Zero point-blank penalty; versatile all-around combat reliability.
💡 The universal baseline across Clone Wars battlefields. Steady accuracy and reliable sustained damage.
Tactical Role: Overloads energy shields and shreds destructible environment cover.
💡 High-capacity sustained fire; anchors defensive Overwatch walls and pins enemy assault squads.
Tactical Role: Highest critical damage multiplier; suffers accuracy penalty within 4 tiles.
💡 Elite sniper platform. Position on elevated terrain or rooftops to execute priority targets and Seers.
Most missions reward committing to one band of the range spectrum. Match the weapon to where your Specialization wants to stand.
Damage numbers vary a little between families; the Action Point cost is what actually separates them. An Operator gets a fixed pool of AP per turn, and a weapon that costs less per shot converts that pool into more actions — more shots, or the shot plus the movement that keeps them in cover.
A low-AP family is not weaker, it is more flexible: the same pool buys more attempts, which matters most when the shot is risky or the target is nearly dead.
A high-AP family only pays off if the shot reliably lands on something worth removing. Pairing it with a Specialist who can hold a sightline is what makes the cost rational.
Plan the whole turn before the first shot: movement into cover, the reload, and the Overwatch you want to leave behind all draw on the same pool as your attacks.
Cover reduces what a shot does; armor penetration reduces how much cover is allowed to matter. That interaction is the reason two weapons with similar damage behave nothing alike against a dug-in enemy:
Each family has Specializations that can use it without fighting their own tree. Start from the tree you already committed to.
| Family | Cost per shot | Pairs with | Why |
|---|---|---|---|
| Blaster Pistol | 1 AP | Gunslinger, Scoundrel | Cheapest AP cost; triggers Quick Draw kill refunds and Assist Shoot reactions. |
| Blaster Rifle | 1 AP (Single) / 2 AP (Burst) | Soldier, Medic | Zero point-blank penalty; versatile all-around combat reliability. |
| Heavy Repeater | 2 AP (Sweeping) | Heavy, Assault | Overloads energy shields and shreds destructible environment cover. |
| Longarm Blaster (Sniper) | 2 AP (Aimed) | Sharpshooter, Scout | Highest critical damage multiplier; suffers accuracy penalty within 4 tiles. |