Pre-release reference — content last verified August 28, 2026

ZEROCOMPANY

Pre-release

Weapons and Weapon Mods

A reference for the four weapon categories recorded in current guide material, their turn patterns, and the equipment boundaries for special Operators.

External Guide overview with pre-release detail limits

§The four recorded weapon types#

Blaster Rifle

External Guide claim

Flexible generalist

GamesRadar records a lower-cost first shot in a turn, followed by higher-cost shots.

Best fit: Operators who need to balance movement, steady damage, and adaptable positioning.

Blaster Pistol

External Guide claim

Mobile follow-up fire

GamesRadar records low-cost shots with lower individual damage and strong mobility value.

Best fit: Mobile attackers, weak-target cleanup, and turns that need room for movement or abilities.

Longarm Blaster

External Guide claim

Long-range precision

GamesRadar records a larger AP investment per shot in exchange for higher range, damage, and Critical potential.

Best fit: Sharpshooter-style Operators who can protect a firing position and value sightlines.

Repeater

External Guide claim

Committed burst

The guide records the weapon as spending the Operator's remaining AP for one concentrated attack.

Best fit: Operators who can stay in position and invest most of the turn into one target.

§Choose by turn pattern#

QuestionStarting directionReasonStatus
I need a safe defaultBlaster RifleStart with Blaster Rifle while you learn how often the Operator moves, uses Utility, and takes follow-up shots.External Guide interpretation
I move every turnBlaster PistolConsider Blaster Pistol so the weapon leaves more room for repositioning and low-cost follow-up attacks.External Guide interpretation
I can hold a firing laneLongarm BlasterConsider Longarm Blaster when range and precision matter more than flexible movement.External Guide interpretation
I want one damage turnRepeaterConsider Repeater when the Operator can remain in place and commit the remaining AP to a priority target.External Guide interpretation

§Armory and Weapon Mods#

  1. 01

    Return to the Den

    External Guide procedure

    The recorded equipment route happens between missions at the base.

  2. 02

    Open the Armory

    External Guide procedure

    GamesRadar places the Armory near the central map table and associates it with Neesh. Confirm the final layout in the launch build.

  3. 03

    Choose the Operator and weapon

    External Guide guidance

    Compare the weapon pattern with the character's Specialization, movement plan, and remaining AP for abilities.

  4. 04

    Use Weapon Mods with a clear purpose

    External Guide claim, details under review

    Current guide material describes Weapon Mods as changing properties or appearance. The final sources and attribute pool remain open.

§Special equipment limits#

Astromech Droids

External Guide claim, launch limits under review

Current guide material records Astromechs as unable to equip the standard Blaster categories and as relying on Utility support instead.

Tel-Rea Vokoss

External Guide claim, launch limits under review

Tel-Rea is recorded as using a dedicated Lightsaber rather than the four ordinary gun categories.

Standard Operators

External Guide claim, weapon matrix under review

The current guide source presents weapon choice as a build layer connected to role, movement, and equipment rather than a permanent one-class lock.

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