Utilities & Items
Overview
Utilities are equippable items that grant either a passive or an active ability in combat. They are the squad’s answer to a turn where a standard attack is not the best option: most cost 1 AP, which is less than the majority of weapon attacks.
They are also the one resource that is not worth conserving.
Figures on this page were checked against the launch build on 30 Aug 2026. See Game Updates.
Utilities Refresh Every Battle
Utility items refresh at the start of every battle, including consecutive battles inside a single story mission. They are not a stock carried across a campaign.
The consequence is worth stating plainly: an item carried and never used is an item wasted. A loadout that consistently comes home unspent is a sign to swap it for something that will be spent, not evidence of good discipline.
Carrying Capacity
How many Utilities an Operator can carry is set by their Specialization, and the allowance can be raised several ways:
| Source | Effect |
|---|---|
| Den Upgrade Facility | An additional utility slot for every Operator at Den level 5, plus +2 grenade throw distance for all |
| Operations and Missions | Certain choices raise an Operator’s allowance |
| Astromechs | Carry three utility slots from the start, with no weapon |
| Medic, First Responder | Permanently equips a Medpac that does not use a utility slot |
| Astromech, Extended Storage | Limited-use items gain +1 use, and a later rank another, reaching 3 uses each |
Because Astromechs cannot equip a weapon or weapon mods, utilities are what they fight with entirely, which is why the Extended Storage ranks matter more on them than the raw numbers suggest.
Every Utility Item
Forty-five utilities are sold in the Armory. Prices are the Black Market’s asking price; several carry their own upgrade tiers, shown where they apply.
| Effect | ||||
|---|---|---|---|---|
| Attuned to All Things | Exotic | 1,500 | Push and Pull now grant +1 additional Harmony when used. | |
| Auto-Rangefinder | Superior | 1,800 | Spots the chosen enemy with a handheld scope making it… | |
| Bacta Stim | Basic | 800 | Fully Heals this Operator. | |
| Bonded to the Blade | Exotic | 1,500 | Lightsaber Strike can now be used 2 times per turn. | |
| Concussion Grenade | Basic | 800 | 4 | Throw a Grenade that emits a concussive blast. Deals Im… |
| Control Pain | Exotic | 1,500 | If Tel-Rea's Health is below 50%, she gains +2 extra Ha… | |
| Custom RSKF-44 | Exotic | 5,000 | Fire a very powerful, but short range armor-piercing pi… | |
| Deluxe Bacta Stim | Exquisite | 2,350 | Fully Heals this Operator. | |
| Double-dose Bacta Stim | Superior | 1,500 | Fully Heals this Operator. | |
| Droid Dismantler | Exotic | 1,500 | When an enemy Droid is defeated, Tel-Rea gains +1 Harmony. | |
| Droid Popper | Basic | 2,000 | 3 | Throw a powerful pulse Grenade that can Daze targets an… |
| Experimental Repulsor Units | Exotic | 5,000 | Increases Movement by +2.0m. This bonus affects all of… | |
| Fast Healing | Exotic | 1,500 | Tel-Rea recovers 8 Health at the beginning of each turn. | |
| Firebomb | Basic | 900 | 3 | Throw a Grenade that explodes into flames. Deals Fire D… |
| Flamethrower | Basic | 1,800 | 4 | Sprays a stream of flame over the targeted area. Deals… |
| Fortified Will | Exotic | 1,500 | Grants Tel-Rea immunity to Dazed, Disoriented, and Stun… | |
| Gas Dispenser | Basic | 1,600 | 4 | Sprays a stream of gas that Dazes all units in the targ… |
| Hunter's Rangefinder | Exquisite | 2,500 | Spots the chosen enemy with a handheld scope making it… | |
| Hyper-Bacta Stim | Exotic | 2,300 | Fully Heals this Operator and grants 5 Stacks of Stimul… | |
| Hyperinsulated Underlay | Superior | 1,500 | Grants Burning Immunity and Shock Immunity while worn. | |
| Impact Bomb | Basic | 2,000 | Throw a powerful explosive Grenade that deals excellent… | |
| Impact Underlay | Superior | 1,200 | Reduces Melee Damage dealt to this Operator by 50%. | |
| Ion Blaster | Basic | 1,900 | 4 | Fire an ion blaster at the target that severely weakens… |
| Listen Through Chaos | Exotic | 1,500 | Each time an enemy attacks Tel-Rea, her Deflection Chan… | |
| Medpac | Basic | 1,800 | 5 | Heals 30% of the target ally's Health. Cannot be used o… |
| Presence in the Force | Exotic | 1,500 | Dealing Force Damage to an enemy Taunts that enemy. | |
| Prototype Imploder | Exotic | 5,000 | Throw a powerful explosive Grenade that deals excellent… | |
| Rangefinder | Basic | 1,050 | Spots the chosen enemy with a handheld scope making it… | |
| Reinforced Underlay | Basic | 1,500 | 3 | Increases Defense by +3. |
| Remachined RSKF-44 | Superior | 2,800 | Fire a very powerful, but short range armor-piercing pi… | |
| Repulsor Units | Basic | 1,000 | 3 | Increases Movement by +1.5m. This bonus affects all of… |
| Restored RSKF-44 | Exquisite | 3,900 | Fire a very powerful, but short range armor-piercing pi… | |
| Scattergun | Basic | 1,100 | 4 | Fire a short range, wide-angled blast that damages ever… |
| Serenity | Exotic | 1,500 | Tel-Rea's Defense is increased by +4. | |
| Smoke Bomb | Basic | 1,000 | 3 | Throw a Grenade that creates a lasting Smoke Cloud. Uni… |
| Stabilizing Underlay | Superior | 1,900 | Grants Daze Immunity and Stun Immunity while worn. | |
| Surging Harmony | Exotic | 1,500 | When an enemy Surges, Tel-Rea gains 2 stacks of Harmony. | |
| Targeting Visor | Basic | 1,100 | 3 | Increases this Operator's Chance to Hit by +15% and Cri… |
| Thermal Detonator | Superior | 2,100 | Throw a powerful explosive Grenade that deals excellent… | |
| Thermal Imploder | Exquisite | 2,900 | Throw a powerful explosive Grenade that deals excellent… | |
| Tranquility | Exotic | 1,500 | Reflected blaster bolts deal an additional +4 Damage. | |
| Trauma Kit | Basic | 1,500 | 4 | When this Operator Rallies a Downed ally, that ally ret… |
| Visions of the Future | Exotic | 1,500 | Increases Tel-Rea's Deflection Chance by +10%. | |
| Visions of the Past | Exotic | 1,500 | Tel-Rea gains +1 additional stack of Harmony each turn. | |
| Worn RSKF-44 | Basic | 3,000 | Fire a very powerful, but short range armor-piercing pi… |
45 of 45 shown
Grenades explode at the target location and damage every unit inside the blast radius, so they are the reliable answer to a cluster. The Soldier’s Strength passive increases both melee damage and grenade throw distance.
Three groups are worth reading as sets rather than as individual entries. The Bacta Stim line (Bacta Stim, Double-dose, Deluxe, Hyper) all fully heal, and differ in price and in what else they add. The RSKF-44 pistol runs Worn, Remachined, Restored, and Custom, an armour-piercing shot carried as a utility rather than a weapon. The Rangefinder line applies Spotted, and on the Hunter’s Rangefinder the effect never expires.
Tel-Rea’s Utilities
Thirteen utilities exist only for Tel-Rea Vokoss, nine of them naming her directly in their effect text: Attuned to All Things, Bonded to the Blade, Control Pain, Droid Dismantler, Fast Healing, Fortified Will, Listen Through Chaos, Presence in the Force, Serenity, Surging Harmony, Tranquility, Visions of the Future, and Visions of the Past. All are Exotic and all cost 1,500 Credits, which makes them the cheapest Exotic items in the game. The four Exotic utilities anyone can use are far dearer: Hyper-Bacta Stim at 2,300, and the Custom RSKF-44, Experimental Repulsor Units, and Prototype Imploder at 5,000 each.
They are how the Jedi Padawan is tuned. Most work on Harmony, the resource behind her exotic class, either generating extra stacks or converting them into Deflection.
Where Utilities Come From
| Source | Notes |
|---|---|
| Black Market | In the Armory, sells Utilities and Weapon Mods for Credits. Stock refreshes every Cycle, and both volume and quality improve through the Upgrade Facility and campaign progress |
| Tactical Missions | Reward Credits, Weapon Mods, Utilities, Focus Points, and Zone Influence |
| Operations | Cost Intel to launch and return immediate rewards including Utilities |
| Zone Influence | Completing work in a region unlocks Zone Rewards: Upgrades, Utilities, and Contacts |
Because the Black Market refreshes on the Cycle clock, it is worth a look each time the campaign advances rather than only when something is needed.
Utilities Are Not Weapon Mods
The two are bought in the same place and easily confused:
- Utilities are consumable equipment carried into a battle and refreshed after it
- Weapon Modifications are permanent fittings that change a weapon’s stats, slotted at the Armory, one per category
Trick’s DC-17M Weapon System is the exception that takes neither: it accepts no mods at all.
Related
- Base Management for the Armory, Black Market, and Upgrade Facility
- Weapons for weapon modifications and their rarity tiers
- Squad Customisation for loadouts and roster limits
- Combat System for Action Points and what else a turn can be spent on
References
| # | Source | Date |
|---|---|---|
| 1 | EA: Lead Zero Company To Victory | 9 Jun 2026 |
| 2 | EA: Answering the Internet’s Biggest Questions (community Q&A) | 21 Jul 2026 |
| 3 | EA Help: Specialization and Weapon guide | 28 Aug 2026 |
| 4 | EA Help: Turn-based tactics and combat basics | 28 Aug 2026 |
| 5 | Star Wars Zero Company in-game Armory, Focus Tree, and ability cards | Aug 2026 |
| 6 | Star Wars Zero Company in-game Armory and Black Market listings | Sep 2026 |
If information is missing, it has not yet been confirmed. Corrections are welcome.