Weapon · Heavy Weapon ● Expected

Heavy Weapons

Suppression & Area Denial

Heavy weapons in STAR WARS Zero Company trade mobility for raw, sustained firepower — repeating blasters and launchers that let the Heavy class pin enemies and control whole stretches of the battlefield.

Make a doorway too expensive to use.

When a fight comes down to holding a position — and in turn-based tactics, it often does — heavy weapons are what make that position unassailable. These are the repeating blasters, rotary cannons and launchers of STAR WARS Zero Company: slow, powerful and built to dominate space rather than chase individual kills.

What heavy weapons do best

The heavy weapon’s value is control, not burst. Where a sniper deletes one target, a heavy weapon makes an entire approach lane lethal — suppressing enemies so they can’t safely peek, pinning them in place, and grinding down anyone who tries to cross open ground. That denial is what lets the rest of your squad operate freely: an enemy forced to cower behind cover isn’t shooting your Medic or flanking your Sharpshooter.

The trade-off is mobility and action-point cost. Heavy weapons reward setting up and holding, not repositioning every turn, so they punish you if you’re forced to react rather than dictate. Plan your ground before you commit.

Which operatives carry them

Heavy weapons belong almost exclusively to the Heavy class — the durable anchor built to plant in cover and turn a chokepoint into a kill zone. The synergy is total: the Heavy’s armour lets it survive the return fire that its position invites, and its kit is designed around the sustained pressure a heavy weapon provides. Pair a Heavy’s suppression with an Assault’s flank and most enemy positions collapse from two directions at once.

Loadout thinking

Think of a heavy weapon as defining the shape of a fight. Deploy the Heavy first to claim the ground you want to control, then build the rest of the turn around the space it denies. On defensive missions — where the objective is to hold rather than push — a heavy weapon is often the single most valuable thing in your squad. On fast, aggressive missions it can feel slow, so weigh the map before you bring one.

What we don’t know yet

Specific heavy weapon models, their suppression mechanics and any overheat or ammo systems haven’t been confirmed. We profile the category and its role here, and we’ll detail individual weapons as Bit Reactor reveals the full arsenal ahead of launch. For how the Heavy fits a balanced team, see best squad composition.

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