ZERO COMPANY
Armory Database

Weapons & Weapon Classes

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.

ByZero Company Guide Team
Last updated:

Weapon Families (4)

Confirmed ranges

Blaster Pistol

1 AP
Effective Range0 - 8 Tiles (Close-Quarters)
Armor PenetrationLight (Armor Pierce on Crit)
Best Classes:GunslingerScoundrel

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.

Blaster Rifle

1 AP (Single) / 2 AP (Burst)
Effective Range6 - 16 Tiles (Mid-Range)
Armor PenetrationModerate (Standard Coverage)
Best Classes:SoldierMedic

Tactical Role: Zero point-blank penalty; versatile all-around combat reliability.

💡 The universal baseline across Clone Wars battlefields. Steady accuracy and reliable sustained damage.

Heavy Repeater

2 AP (Sweeping)
Effective Range4 - 14 Tiles (Area Cone)
Armor PenetrationHeavy (Destroys Low Cover)
Best Classes:HeavyAssault

Tactical Role: Overloads energy shields and shreds destructible environment cover.

💡 High-capacity sustained fire; anchors defensive Overwatch walls and pins enemy assault squads.

Longarm Blaster (Sniper)

2 AP (Aimed)
Effective Range12 - 24+ Tiles (Extreme Range)
Armor PenetrationExtreme (High-Caliber Penetration)
Best Classes:SharpshooterScout

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.

Range Ladder — Pick by Engagement Distance

Most missions reward committing to one band of the range spectrum. Match the weapon to where your Specialization wants to stand.

  • Close-Quarters (0–8 tiles): Blaster Pistol — cheapest AP, triggers Quick Draw refunds and Assist Shoot reactions.
  • Mid-Range (6–16 tiles): Blaster Rifle — zero point-blank penalty, the reliable all-rounder.
  • Area Cone (4–14 tiles): Heavy Repeater — shreds low cover and overloads energy shields.
  • Extreme Range (12–24+ tiles): Longarm Blaster — highest crit multiplier, but accuracy drops inside 4 tiles.

Action Points Are the Real Currency

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.

Cheap shots compound

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.

Expensive shots must convert

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.

Budget the turn, not the shot

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, Armor and Why Penetration Matters

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:

  • Against light cover, the cheap family is usually correct — you are firing more often and the cover penalty is small enough to absorb.
  • Against heavy cover and armored units, penetration is the answer. A high-penetration family shortens the fight even when its raw damage looks unremarkable.
  • Shielded units are their own case: no amount of penetration gives you an ion effect, so the counter belongs in the squad rather than in the weapon rack.
  • Flanking is the free version of the same idea. Removing cover entirely beats paying to shoot through it, whenever the position allows it.

Pairing a Family With a Specialization

Each family has Specializations that can use it without fighting their own tree. Start from the tree you already committed to.

FamilyCost per shotPairs withWhy
Blaster Pistol1 APGunslinger, ScoundrelCheapest AP cost; triggers Quick Draw kill refunds and Assist Shoot reactions.
Blaster Rifle1 AP (Single) / 2 AP (Burst)Soldier, MedicZero point-blank penalty; versatile all-around combat reliability.
Heavy Repeater2 AP (Sweeping)Heavy, AssaultOverloads energy shields and shreds destructible environment cover.
Longarm Blaster (Sniper)2 AP (Aimed)Sharpshooter, ScoutHighest critical damage multiplier; suffers accuracy penalty within 4 tiles.

Three Loadout Mistakes

  • Giving the whole squad the same family. Range bands then become the only variable, and a mission that forces close quarters removes your entire plan at once.
  • Buying penetration for a squad that never flanks. If your Operators already move to remove cover, that investment is dead weight in the loadout.
  • Ignoring the second slot. Four Operators deploy, so the weapon you leave at The Den is a decision too — especially when the next mission is an Operation that needs no combat loadout at all.

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