STAR WARS ZERO COMPANY GUIDE

Weapon Classes & AP Economy — Rifle vs Pistol vs Repeater vs Longarm

Compare all four Zero Company Weapon Classes and use AP-breakpoint logic for Scout, Gunslinger, Sharpshooter, Heavy, and hybrid builds.

Weapon class interface explaining action point costs

Zero Company has four standard Weapon Classes, and the meaningful difference is not only damage. AP cost changes what the rest of the turn can look like. That matters for repositioning, applying Spotted, using utilities, and setting up abilities.

Base weapon stats

Weapon ClassDamageCrit damage bonusBase crit chanceRangeAP behavior
Blaster Rifle10+65%MediumFirst shot 1 AP, additional shots 2 AP
Repeater8+45%MediumDamage scales with AP committed
Blaster Pistol6+45%Short1 AP per shot
Longarm Blaster12+125%Long2 AP per shot
Zero Company squad fighting battle droids in turn-based tactical combat

Why the Pistol can beat higher damage on support builds

On a Scout, the pistol’s 1-AP shots can create more opportunities to apply Spotted. That is a team-value calculation, not a DPS calculation. A low-damage hit that removes range and smoke penalties for a stronger teammate can be worth more than a single heavier shot.

After movement, cheap remaining pistol shots can create more Spotted attempts than a single 2 AP Longarm attack. It does not guarantee that several safe targets will be available.

Why Longarm loves guaranteed-crit setup

Longarm has the largest base crit-damage bonus of the four classes. That makes it an obvious beneficiary of effects like Identify Weakness or a Vicious stack from Cold-Blooded. A guaranteed crit is more valuable when the underlying crit bonus is already large.

The price is turn rigidity: a 2-AP shot leaves less room for repositioning and utility.

Repeater is an AP commitment, not a default Heavy weapon

Repeater fits high-damage playstyles including Gunslinger, Soldier, and Heavy. That does not mean every Heavy should equip one. A Heavy frequently wants AP for taunt, movement, or a utility item. If the mission requires frequent repositioning, the Repeater’s damage ceiling can become a trap because you rarely get to feed it the AP it wants.

Blaster Rifle is the safest learning weapon

The Rifle’s 1-AP first shot makes it forgiving. You can move, shoot, and still preserve choices. That makes it a strong starting pick for Soldier or Assault.

Decision rule

That rule survives balance patches better than a one-number “best weapon” list.