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MechanicsUtilities & Items

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.

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:

SourceEffect
Den Upgrade FacilityAn additional utility slot for every Operator at Den level 5, plus +2 grenade throw distance for all
Operations and MissionsCertain choices raise an Operator’s allowance
AstromechsCarry three utility slots from the start, with no weapon
Medic, First ResponderPermanently equips a Medpac that does not use a utility slot
Astromech, Extended StorageLimited-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.

Known Utilities

ItemEffect
MedpacHeals the user or a single ally. Cannot be used on Droids
Impact BombA 1 AP grenade throw dealing 8 damage
Concussion GrenadeArea damage
Thermal detonatorArea damage; cited by the developers as an Astromech loadout item
FirebombCited alongside thermal detonators for Astromech loadouts
Droid popperAnti-droid grenade, also cited for Astromech loadouts
Prototype ImploderUnlocked through Zone Influence rewards

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.

Where Utilities Come From

SourceNotes
Black MarketIn 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 MissionsReward Credits, Weapon Mods, Utilities, Focus Points, and Zone Influence
OperationsCost Intel to launch and return immediate rewards including Utilities
Zone InfluenceCompleting 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.

References

#SourceDate
1EA: Lead Zero Company To Victory 9 Jun 2026
2EA: Answering the Internet’s Biggest Questions (community Q&A) 21 Jul 2026
3EA Help: Specialization and Weapon guide 28 Aug 2026
4EA Help: Turn-based tactics and combat basics 28 Aug 2026
5Star Wars Zero Company in-game Armory, Focus Tree, and ability cardsAug 2026

If information is missing, it has not yet been confirmed. Corrections are welcome.

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