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Star Wars Zero Company Weapons, Utilities and Equipment Guide

Updated: August 24, 2026

Status: Pre-release

Quick answer

Star Wars Zero Company has four announced weapon types: Longarm, Repeater, Rifle, and Pistol. You manage them in the Armory, where you can change weapons, add Weapon Modifications, equip Utilities, and customise cosmetic appearance.

The simplest way to think about the system is:

Do not spend Credits on every item. Start with the problem your next mission presents, then buy or equip the item that solves that problem.

Where do you manage equipment?

The Armory in The Den is the main equipment hub. Outside Operations and Tactical Missions, you can use it to manage weapons, Modifications, Utilities, and Black Market purchases.

Every Operator comes with a default weapon, but you can change it in the Armory. Weapons also have a set number of Modification Slots, and the number of slots can increase during the campaign.

The exact facility upgrade path, item refresh rules, and equipment costs are Retail verification required.

The four weapon types

Official materials confirm four weapon types. Their final numerical stats and mission-by-mission ranking are Retail verification required.

This table is a way to think about choices, not a final damage chart. Do not call one weapon type the universal best until the retail build has been tested.

What are Weapon Modifications?

Weapon Modifications are attachments or upgrades that can be slotted into a weapon. They can alter stats and apply distinct effects.

A useful decision process is:

  1. Check how the Operator normally attacks.
  2. Identify whether the mission needs more reliability, range, damage, or a special effect.
  3. Check how many Modification Slots the weapon has.
  4. Equip the Modification on the Operator who will use it most often.
  5. Test the result rather than assuming the item is valuable because it sounds rare or powerful.
  6. The exact stats, effects, rarity rules, stacking rules, and best combinations are Retail verification required.

    What are Utilities?

    Utilities are equippable items that give Operators extra combat abilities. Official examples include Impact Bombs and Concussion Grenades.

    Utilities are useful when your normal weapon cannot solve a battlefield problem. For example, a Utility may help with:

    • Enemies grouped together
    • Enemies protected by cover
    • Enemies that need to be displaced or disrupted
    • Objectives that punish direct movement
    • A squad that lacks crowd control or area pressure

    The number of Utilities an Operator can carry depends on Specialization. Some Operators may carry one, while others can carry more.

    Do not judge a Utility only by damage. A lower-damage item that moves, disables, or separates an enemy may create a better attack for the whole squad.

    Weapon vs Modification vs Utility

    The best equipment choice depends on how the Operator and squad actually play together.

    How should a beginner choose a weapon?

    Start with the Operator’s role, not the weapon name.

    For a Sharpshooter

    Prioritise a weapon and Mod combination that supports safe sight lines and reliable target selection. Avoid exposing the Operator just to force a slightly better attack.

    For an Assault or Soldier

    Look for equipment that supports the distance and pressure the Operator is expected to handle. A Utility may be more valuable than a small increase to ordinary weapon damage.

    For a Medic or Scout

    Do not assume support Operators need the highest-damage weapon. Their value may come from staying alive, using abilities, and keeping a useful position for the team.

    For an Heavy

    Consider whether the equipment helps the Operator hold a position, survive pressure, or create space for more vulnerable squad members.

    These are role-based suggestions, not final builds. Exact weapon and Mod performance is Retail verification required.

    When should you spend Credits?

    Credits can be used at facilities and for purchases such as weapons, Modifications, Utilities, recruitment, and healing.

    Before buying equipment, ask:

    • Is this item for the next mission or only a possible future build?
    • Does the Operator have enough Modification Slots?
    • Will the item solve a problem the squad actually has?
    • Would healing or recruitment create more value right now?
    • Is this a permanent improvement or an item I may replace soon?

    The safest early approach is to upgrade the Operators you regularly deploy and keep some Credits available for injuries, recruitment, and mission-specific needs.

    The exact Credit economy and best spending order are Retail verification required.

    Should you buy from the Black Market?

    The Black Market in the Armory is one way to purchase Weapon Modifications and Utilities with Credits.

    Treat the Black Market as an opportunity, not a shopping list. Buy an item when it fills a clear gap or supports an Operator you already use.

    Do not empty the Black Market every time it refreshes unless the retail economy proves that Credits are easy to replace.

    Can equipment be used to create unusual builds?

    Yes, the announced systems are designed around mixing Operators, weapons, Modifications, Utilities, Specializations, and Bonds.

    That flexibility means a character’s label does not tell you everything about their final role. A support-focused Operator may still contribute meaningful damage, while a damage-focused Operator may become more useful when equipped to control or disrupt enemies.

    The exact hybrid builds and strongest combinations are Retail verification required until the full ability and item lists are available.

    What about astromech equipment?

    Astromechs are part of the game’s playable squad archetypes, and official material describes them as able to use Utilities. Some preview coverage reported an astromech carrying several grenade-type Utilities rather than relying on a normal basic attack.

    That specific loadout detail comes from preview material, not a complete official equipment database. Treat the exact number of Utility slots, charges, and available items as Retail verification required.

    Common equipment mistakes

    Chasing damage without checking range

    A powerful attack is not helpful if the Operator cannot safely reach or see the target.

    Using the same Modification on everyone

    The best effect for a Sharpshooter may not help a Medic, Scout, or Heavy in the same way.

    Treating Utilities as emergency-only items

    Utilities are meant to create tactical options. Saving every grenade can be as wasteful as using one at the wrong time.

    Spending all Credits before a mission

    Keep resources for healing, recruitment, or an item that directly solves the next mission’s problem.

    Confusing cosmetics with stats

    Weapon models and colours can be customised for appearance. Do not assume a cosmetic change improves combat performance.

    A simple pre-mission equipment checklist

    Before launching a Tactical Mission:

    1. Check the mission objective and likely enemy problem.
    2. Confirm each Operator’s weapon and range.
    3. Check Modification Slots and effects.
    4. Equip Utilities that solve the mission’s biggest risk.
    5. Make sure an injured Operator is not carrying the squad’s only important role.
    6. Keep enough Credits for a necessary heal or recruit.
    7. Do not change a working setup without a clear reason.
    8. Bottom line

      The Armory is not about finding one weapon that solves every encounter. It is about matching equipment to the Operator, the mission, and the squad’s current weakness.

      Start with the four weapon categories, use Modifications to improve a weapon’s role, and use Utilities to create options ordinary attacks cannot provide. Save Credits when you are unsure, and do not publish or follow a definitive “best equipment” list until the retail version has been tested.

      What is confirmed and what needs checking?

      Confirmed by official materials

      • Four weapon types: Longarm, Repeater, Rifle, and Pistol.
      • Weapons can be changed in the Armory.
      • Weapon Modifications alter stats and can add effects.
      • Modification Slots can increase during the campaign.
      • Utilities add combat abilities such as Impact Bombs and Concussion Grenades.
      • Utility capacity depends on Specialization.
      • Modifications and Utilities can be purchased from the Armory’s Black Market with Credits.
      • Weapon appearance can be customised separately from combat choices.

      Retail verification required

      • Exact weapon stats, range, damage, and AP costs
      • Complete Modification list, rarity, and stacking rules
      • Utility charges, cooldowns, and restrictions
      • Best weapon and Mod combinations by Specialization
      • Exact Credit prices and Black Market refresh rules
      • Astromech Utility capacity in the retail build
      • Equipment changes introduced by launch patches

      Official sources