EQUIPMENT INTELLIGENCE / PATCH 1.2

Build the right squad for the mission

Choose weapons by how they use Action Points, then buy mods and utilities for the current objective. Compare the four weapon classes, thirteen representative mods, twelve useful utilities, and confirmed October 2026 Upgrade Facility prices.

Official Zero Company squad artwork representing the game's turn-based squad equipment

VERIFIED GAMEPLAY / OFFICIAL STEAM LISTING

Zero Company in combat

Official Star Wars Zero Company gameplay screenshot
This official PC screenshot illustrates gameplay; no particular gear recommendation or mission outcome is inferred from the image.

01 / WEAPON TYPES

Three AP do not mean three attacks

Every ordinary operator starts a turn with three Action Points. The weapon attack rules are not interchangeable. For example, a rifle may fire once for one AP, but its next shot costs two. A repeater uses all AP remaining at the moment of firing. The Longarm's two-AP action rewards deliberate positioning, while the pistol makes short-range repeated shots easier to fit around movement.

WeaponBase damageExtra crit damageRangeAP costWhen it helpsLimitation
Blaster Pistol64Short1 AP per shot, repeatableMobility, finishing a target after using other actionsThe smallest base damage; consider reach and accuracy before moving closer.
Blaster Rifle106MediumFirst shot 1 AP; subsequent shots 2 AP eachGeneral-purpose coverage, flexible first shot plus follow-upCannot make three normal rifle shots with the standard three-AP turn.
Repeater84MediumFiring spends every remaining AP; more AP increases damageSuppression or high-commitment firing from a protected positionMove before firing: the attack is a Final Action, so no later movement.
Longarm Blaster1212Long2 AP per shotPrecision damage from cover and long sight linesOnly one regular 2-AP shot fits a standard three-AP turn.

The listed base/critical figures are launch-build values. EA's Patch 1.2 changed Upgrade Facility prices but the cited patch does not announce changes to these four base damage profiles. Always compare your actual equipped weapon's tooltip after modifications.

Trick's DC-17M is the important exception

Trick's late-game weapon has several firing modes, including Longarm, grenade, and repeating fire. Its source-recorded stats are 16 base weapon damage, +8 critical damage, 37% critical chance, Medium range, and 22 melee damage. It cannot accept weapon modifications or benefit from the ordinary weapon upgrades. Do not buy a Longarm upgrade expecting it to enhance the DC-17M.

02 / WEAPON MODS

Choose effects, not just rarity

Each compatible weapon may fit one Barrel, Cell, Scope and Stock effect, subject to available slots. Two Scopes cannot stack on one weapon. The Black Market rotates by Cycle; the Credit prices below come from the reviewed equipment catalog and are not guaranteed current inventory.

13 modifications
Scope · Exotic · 3250 Credits

Auto-Scope

Effect: Negates cover

Use when: A target often has high cover; check whether enough weapon slots are unlocked.

Scope · Superior · 1800 Credits

Enhanced Targeting Scope

Effect: Cover penalty -15%

Use when: A lower-cost response to frequent covered enemies.

Scope · Exotic · 3250 Credits

Executioner's Scope

Effect: Critical Chance +15%

Use when: A crit-focused longarm or damage build; not guaranteed best.

Scope · Exquisite · 2450 Credits

Hunter's Tracking Scope

Effect: Assist Damage +3

Use when: A support operator whose Call for Backup assists are frequent.

Barrel · Exotic · 3250 Credits

Enigma Adjuster

Effect: Enemy Defense -4

Use when: A high-Defense target causes your ordinary weapon attacks to underperform.

Barrel · Exotic · 3250 Credits

Crystalline Amplifier

Effect: Close range Damage +4

Use when: Short-range damage plan rather than long-range safe attacks.

Barrel · Superior · 2000 Credits

Dual Coil Condenser

Effect: Critical Damage +3

Use when: Critical-focused build with a reliable source of critical hits.

Stock · Exotic · 3250 Credits

D-X22R Elite Brace

Effect: Damage +4 if not moved

Use when: Defensive firing lanes where the operator stays stationary.

Stock · Basic · 1200 Credits

Balancing Stabilizer

Effect: Defense +1 after attacking

Use when: Survivability for a frontline operator that fires early.

Stock · Basic · 1150 Credits

Bracing Stabilizer

Effect: Damage +1 if not moved

Use when: Cheap stationary damage option.

Cell · Superior · 2000 Credits

Grade II Ion Modulator

Effect: Damage to Droids +2

Use when: Repeated Separatist droid encounters.

Cell · Basic · 1200 Credits

Incendiary Modulator

Effect: Burning, 1 stack

Use when: Pressure over repeated turns when burn is tactically useful.

Cell · Superior · 1600 Credits

Hypercharge Capacitor

Effect: First-turn Damage +3

Use when: Opening-turn burst, particularly on priority threats.

Four rarity levels exist: Basic, Superior, Exquisite and Exotic. The highest rarity is not always the best purchase. An inexpensive Scope that reduces cover penalties may make more difference against an entrenched enemy than a larger critical damage bonus.

03 / COMBAT UTILITIES

Utilities refresh between battles

Utilities return at the start of each battle rather than being consumed permanently across the campaign. Use the tools you carried. The table lists twelve useful selections from a catalog of forty-five. Some items have tiered upgrades and changing stock; recorded prices and short effect labels below are not complete tooltip reproductions.

UtilityRecorded CreditsJobSource-described effectSuggested use
Medpac1800RecoveryHeals 30% of a target ally's HealthNamed escort, drawn-out wave defense or low-healing team
Trauma Kit1500RecoveryImproves an ally's recovery when this operator RalliesHigh-risk or permadeath-enabled deployments
Bacta Stim800RecoveryFully heals this operatorA named Hero must survive
Concussion Grenade800ControlArea concussion attackPacked enemies in confined positions
Smoke Bomb1000ProtectionCreates a lasting smoke cloudCover an extraction or exposed crossing
Droid Popper2000DroidsPulse grenade that can Daze droidsSeparatist-heavy objective
Ion Blaster1900DroidsWeakens a single droid targetDroideka, B2 or other threatening droid
Rangefinder1050AccuracySpots an enemy for improved targetingRanged operator struggling against cover
Targeting Visor1100AccuracyImproves hit chance and Critical ChanceMake a key precise shot more dependable
Repulsor Units1000MovementMovement +1.5 metresRescue / fast terminal interaction
Reinforced Underlay1500ProtectionDefense +3Required Hero or frequent frontline target
Firebomb900Area damageApplies fire across a grenade blastAn enemy squad holds clustered positions

Astromechs and Tel-Rea

Astromechs begin with three Utility slots but no ordinary weapon, so equipment choices drive their action options. Tel-Rea has a separate group of class-specific Exotic utilities tied to Harmony and Force abilities. These are not interchangeable with generic blaster mod slots.

04 / MISSION-BASED SETUPS

Find a loadout for your next objective

Choose what is stopping you, then use the recommended weapon profile and utilities as a starting point. These are editorial suggestions grounded in documented mechanics, not a claim that a particular character, weapon rarity or map route guarantees success.

Rescue / hostage

Pistol or Rifle

Equipment: Repulsor Units, Medpac or Smoke Bomb

Movement and survival first. Keep an operator ready to interact, and cover civilians. Avoid expensive stationary damage purchases when the real failure condition is extraction.

Disable terminals

Rifle

Equipment: Smoke Bomb, Rangefinder or Trauma Kit

Use a balanced escort to protect the unit performing the marked interaction. Check the map for a second objective phase before moving everyone away.

Droids / Separatists

Rifle or Longarm

Equipment: Grade II Ion Modulator, Droid Popper or Ion Blaster

Ion effects counter droids. Confirm whether the target is shielded; displacement and map hazards can be better than a long exchange of fire.

One elite Coil prototype

Longarm or Repeater

Equipment: Enigma Adjuster, Targeting Visor or Bacta Stim

Determine its Defense and aura abilities. Attack the source of buffs before spending your strongest AP-limited shot.

Waves / defend a position

Repeater or Rifle

Equipment: Concussion Grenade, Smoke Bomb or Trauma Kit

Set complementary firing lines; avoid moving a repeater user after they already used a Final Action. Keep an emergency recovery option.

Rapid flanking / finishers

Pistol

Equipment: Repulsor Units, Bacta Stim or Targeting Visor

Spend AP on movement and reliable close-range finishing shots, not on assuming every operator benefits from a longarm.

Perma-death / wounded crew

Rifle or Pistol

Equipment: Trauma Kit, Medpac and Reinforced Underlay

Check injury settings, Rally availability and Medbay status. A 100-Credit fresh recruit may help avoid fielding a critical injured operator.

05 / OFFICIAL PATCH 1.2 PRICES

Recheck your old Den shopping list

On October 15, 2026, EA reduced weapon, Crew and Facility upgrade prices and standardized recruitment at 100 Credits. The figures here are the ones explicitly named in EA's 1.2 notes, rather than launch-build values. Upgrades may still require the Den to reach a certain level, an available Build Slot or a new Cycle.

Patch 1.2 upgrade / actionCurrent CreditsExplanation
Recruit any Custom Operator100No increasing roster-size surcharge in 1.2
Rifle Damage II2,500Reduced from 5,500 Credits
Rifle Damage III2,500Reduced from 7,000 Credits
Pistol Damage II2,500Reduced from 5,500 Credits
Longarm Damage II2,500Reduced from 5,500 Credits
Repeater Damage II2,500Reduced from 5,500 Credits
Additional Weapon Mod Slot4,000Reduced from 4,500 Credits
Additional Utility Slot4,000Reduced from 5,000 Credits
Combat Readiness I/II/III2,000 eachThree separately purchased levels
Crew Quarters capacity I–IV0 eachCost reduced to zero; unlock/build requirements may remain
Focus Point upgrades I/II/III2,000 eachReduced prices, each a separate upgrade
Extra Build SlotCheck in-gameAvailability and level vary by campaign

Costs alone do not determine priority. A zero-Credit Crew Quarters upgrade may still consume construction time or require a prerequisite. Prioritize access to mission-critical operators, a needed healing action, or a company-wide improvement used by several squad members.

Version 1.2 changed ability planning, too

Cly's Combat Jump is limited to one use per turn and Electroweb Dart to three; Scout Tactical Timing gains Advantage from ranged and melee attacks rather than every damage source. Astromech Self-Repair now has two uses per combat. Revise any build based on unlimited loops before assigning gear.

06 / VERIFY YOUR BUILD

Research and evidence

Weapon damage, weapon mod examples and utility listings are based on launch-build in-game records, with values not independently verified on a live device. The explicitly changed prices and operator limits are from EA's October 2026 update. Use your game's current tooltips for exact final numbers.

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