Gaming Guide

Star Wars Zero Company: How to Add Skins to Weapons in the Armory

Where to find the Armory table, how paint styles and finishes work, and why models never change damage.

Where to find the Armory table, how paint styles and finishes work, and why models never change damage.

Weapon appearance in Star Wars Zero Company is handled entirely at the Armory table inside The Den, separate from the mod system that changes stats. You can swap the physical model of a blaster, repaint individual parts of it, and set a finish, all without touching a single combat number.

Quick answer: Go to the Armory in The Den, interact with the Armory table, pick the operator and weapon you want, then choose CUSTOMIZE APPEARANCE to change the model and PAINT COLOR to set style, finish, and color.


Where the weapon skin options live in The Den

The Armory sits in the holotable room, toward the back right corner. If you are not sure where you are standing, open the map and look for THE DEN layout, which lists rooms such as HOLOTABLE, MEDBAY, PERSONNEL, CUSTOMIZATION, and COMMAND CENTER. The Armory is the interaction point for everything weapon related, cosmetic or otherwise.

There is a second entry point. On the operator selection screen right before a mission, click an operator and pick Open Armory to jump straight to that character’s weapon. It opens the same menus, so you can repaint a blaster while you are already building the squad.


How to add skins and paint jobs to a weapon

Walk to the Armory in The Den. Open the map if you need to orient yourself, then head for the holotable room and approach the Armory table at the back.
The Den hub with a mission panel showing Launch Mission: Dark Waters while walking toward the Armory
Moving through The Den toward the holotable room, where the Armory table sits in the back right corner. Image: Electronic Arts
Interact with the Armory table and select the operator whose weapon you want to change. Each operator carries their own blaster, so cosmetics are applied per character rather than to the weapon class as a whole.
Open the WEAPON tab. You will see the current blaster and its model line, for example MODEL: RELBY-V10 under BLASTER RIFLE, with EQUIP MODS, CHANGE WEAPON, and CUSTOMIZE APPEARANCE listed alongside it.
Armory Weapon tab showing a Blaster Rifle with Equip Mods, Change Weapon and Customize Appearance options
The Armory’s Weapon tab, where Customize Appearance sits next to the stat-changing Equip Mods option. Image: Electronic Arts
Select CUSTOMIZE APPEARANCE and pick a model from the list for that weapon class. A Longarm Blaster can be shown as a 773 Firepuncher instead of an E-5S, for instance, and the preview updates immediately.
Model selection menu in the Armory with 773 Firepuncher highlighted next to the weapon preview
Choosing a weapon model, here the 773 Firepuncher, which changes the look only. Image: Electronic Arts
Choose PAINT COLOR to open the paint layer. Set a STYLE such as Clone Trooper, then a PAINT FINISH such as METAL GLOSS, SHINY, or MATTE, and finally a COLOR from the swatch list.
Paint Color menu open in the Armory with a Clone Trooper style rifle in the preview
The Paint Color menu, with style, finish, and color applied to the previewed rifle. Image: Electronic Arts
Confirm the look in the preview and back out of the menu. The model line under the weapon name updates to whatever you picked, and the operator carries that painted blaster into the next mission.

What each customization layer controls

Cosmetics stack in layers. The model sets the silhouette, individual weapon parts can be skinned separately, and the paint options sit on top of all of it.

LayerWhat it changes
ModelThe overall blaster used by that operator, chosen from the models tied to its weapon class
Part skinsIndividual pieces, covering the Base, Stabilizer, Cell, Barrel, and Scope, which can be mixed and matched
Paint styleThe pattern applied to the weapon, including options like Clone Trooper, Full, and Lite Trim
Paint finishSurface treatment, with Metal Gloss, Shiny, and Matte available
ColorThe paint swatch itself, from White through numbered shades such as Orange 5 and Pink 1

Skins are cosmetic, mods are not

Changing a weapon model has no effect on damage, range, or action point cost. A DC-17 blaster pistol and a DH-17 behave identically in combat, and the same holds across every class. The performance differences come from the weapon type itself, not the model you display.

The part names can be confusing, because weapon mods use the same four categories: Barrel, Cell, Scope, and Stabilizer. Those live under EQUIP MODS and do change stats or add effects such as burn damage. Anything you set under CUSTOMIZE APPEARANCE or PAINT COLOR is purely visual.

Note: mods are tied to a single operator’s blaster at a time, while paint and models are set per operator too. Repainting one operator’s rifle does not repaint another operator’s rifle of the same class.


Weapon models available in each class

There are four weapon classes, each with its own set of models to pick from in the appearance menu.

Weapon classModels
Longarm Blaster773 Firepuncher, E-5S, IQA-11, Valken 38X
Blaster PistolDC-17, DH-17, AZ-7, RG-4D, G-405
RepeaterM-32, DC-15LE, T-21, TMG-4
Blaster RifleVT-51, DC-15A, EE-3, Relby-V10, Westar M5

Extra weapon themes from the Deluxe Edition

Five painted weapon set themes come with the Deluxe Edition of Star Wars Zero Company, covering the 100th Clone Company, Kafrene Informant, Black Sun Syndicate Enforcer, Bespin Security, and Separatist Warrior. They are cosmetic only and slot into the same appearance menus described above, alongside the Grand Army of the Republic and Shadow Collective packs.


If a change does not appear to take, check that you selected the right operator at the Armory table before opening the appearance menu, since each character’s blaster is customized on its own. Once the model label and the preview both show what you picked, the look is locked in for that operator and travels with them on every deployment.