Grenades are the fastest way to break a stalled firefight in Star Wars Zero Company. They sit in an Operator’s utility slot alongside a blaster, they cost a single Action Point to throw in most cases, and they hand a class a tool it would never get otherwise, like a heavy explosive on a sniper or an anti-droid pulse on a medic. Getting one onto a squadmate is a two-part job: buy the item, then physically assign it to a character before you deploy.
Quick answer: Go to the Armory in the Den, open the Utilities tab, buy a grenade with Credits, then assign it to an Operator’s utility slot from the same menu. Every Operator starts with one slot, so a new grenade replaces whatever is sitting in it until you unlock more.
How utility items behave in combat
Utilities are consumables with a limited number of charges per encounter, but they are not destroyed when used. A grenade equipped on an Operator stays equipped across the whole campaign. What runs out is the charge, and charges reset at the start of every battle, including the separate battles chained together inside one story mission.
That changes how you should treat them. There is no reason to hoard a Thermal Detonator for a rainy day, because the next fight hands it back to you. Throwing every charge you brought is close to always correct, and if a particular item never finds a moment to be useful, swap it out for something else before the next deployment.
Charge counts also depend on the Operator. Medic and Astromech Specializations carry two charges of a utility item, while every other Specialization carries one. Stacking hard-hitting explosives or Medpacs on those two roles effectively doubles what a single slot is worth.
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Which grenade to put in the slot
Five grenade families cover very different jobs. Within each family, the higher ranks are stronger versions of the same effect rather than new behavior, so upgrading is a numbers decision, not a tactical one.
| Grenade line | Effect |
|---|---|
| Impact Bomb line | Straight explosive damage with no rider effects. The highest raw damage option and the safest default pick. |
| Concussion Grenade | Concussive blast that deals Impact Damage and pushes enemies, useful for shoving targets out of cover. |
| Firebomb | Fire Damage plus stacks of Burning. Affected targets also lose Defense. |
| Smoke Bomb | Creates a lasting smoke cloud that applies Smoke stacks to anyone standing in it. |
| Droid Popper | Pulse grenade that can Daze and severely weakens Ray Shields. Does not damage organic targets. |
Tip: the Impact Bomb line is the reliable choice if you only have one slot and want the grenade to reliably kill something. Smoke and Droid Popper are situational picks that earn their spot once you have a second slot to spare.
Grenade prices by rank
| Item | Rank | Buy | Sell |
|---|---|---|---|
| Impact Bomb | I | 2,000 | 160 |
| Thermal Detonator | II | 2,100 | 600 |
| Thermal Imploder | III | 2,900 | 780 |
| Prototype Imploder | IV | 5,000 | 1,000 |
| Concussion Grenade | I | 800 | 170 |
| Concussion Grenade Mk. II | II | 1,800 | 500 |
| Concussion Grenade Mk. III | III | 2,500 | 700 |
| Concussion Grenade Mk. IV | IV | 4,500 | 900 |
| Firebomb | I | 900 | 320 |
| Firebomb Mk. II | II | 1,700 | 480 |
| Firebomb Mk. III | III | 2,300 | 720 |
| Smoke Bomb | I | 1,000 | 165 |
| Smoke Bomb Mk. II | II | 1,500 | 430 |
| Smoke Bomb Mk. III | III | 2,700 | 540 |
| Droid Popper | I | 2,000 | 400 |
| Droid Popper Mk. II | II | 2,100 | 560 |
| Droid Popper Mk. III | III | 2,400 | 700 |
Getting grenades without paying Credits
Purchases are the quickest route, but three other systems drop utility items into your inventory, and they are where most of the higher-rank gear comes from.
| Source | What to expect |
|---|---|
| Tactical Missions | Utilities appear regularly in mission reward payouts as you work through the campaign. |
| Operations | Non-combat assignments run from the Holotable. They cost Intel and can pay out Credits, Weapon Mods and Utilities, though the reward is usually hidden before you commit. |
| Influence Zone rewards | Twelve zones, each of which can be leveled three times. These payouts include some of the strongest utility items in the game and function as long-term goals. |
Running side content at the Holotable between story missions is the low-effort way to build a stockpile. There is no way to preview an Operation’s reward, so treat those as a lottery you enter whenever you have spare Intel.
Unlock the second and third utility slot
Every Operator starts the campaign with a single utility slot, and the cap is three. Both extra slots are unlocked through separate systems, and the second one is a permanent, one-time choice you cannot reverse.

Note: base the decision on the squad you actually field. If an Astromech or Medic is a fixture in your lineup, the third utility slot is worth more than a mod slot, because those Specializations get two charges out of everything you put in it.
Confirming the grenade is actually equipped
You know the assignment worked when the grenade shows up in that Operator’s utility slot on the pre-mission prep screen, and again in combat as a selectable action with its AP cost attached. If it is not in either place, one of these is usually the reason:
- The item was bought but never assigned to a character, so it is sitting in inventory.
- It is equipped on an Operator who was not deployed on the current mission.
- The Operator only has one slot and the grenade was swapped out for a different utility.
- The charge has already been spent in this encounter. It comes back at the start of the next battle.
One last habit worth building: unless you are playing the Beskar mode that blocks loading old saves, save manually before a fight you care about. The game autosaves on the first round, but the previous autosave sits back at the start of the cycle, which means a loadout mistake spotted mid-mission can cost you a chunk of replayed admin.





