Gaming How-To

Star Wars Zero Company: How to Get and Equip Utility Grenades

Buy grenades at the Armory, assign them to Operators, and unlock all three utility slots.

Buy grenades at the Armory, assign them to Operators, and unlock all three utility slots.

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.


Buy and equip a grenade at the Armory

From the Den, pull up the facility map and head to the Armory. It sits alongside the Medbay, Customization, Command Center and The Pit, and it is staffed by the vendor Neesh.
Interact with the Armory station and switch to the Utilities tab. This is where grenades, Medpacs, stims and secondary weapons are listed with their Credit prices, separate from blasters and weapon mods.
Buy the grenade you want. Stock rotates each cycle, so the exact selection on offer changes as the campaign moves forward, and the number and quality of items on sale improves as you invest in the Den.
Assign the purchased item to a specific Operator. Buying it alone does nothing in the field. Any utility can go on any Operator, and you can carry duplicates of the same item on one character if you have the slots for it.
Check the loadout on the mission prep screen before you deploy. Early in the campaign you will not own enough gear to kit out everyone, so your best grenades get shuffled between Operators depending on who is on the squad.

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 lineEffect
Impact Bomb lineStraight explosive damage with no rider effects. The highest raw damage option and the safest default pick.
Concussion GrenadeConcussive blast that deals Impact Damage and pushes enemies, useful for shoving targets out of cover.
FirebombFire Damage plus stacks of Burning. Affected targets also lose Defense.
Smoke BombCreates a lasting smoke cloud that applies Smoke stacks to anyone standing in it.
Droid PopperPulse 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

ItemRankBuySell
Impact BombI2,000160
Thermal DetonatorII2,100600
Thermal ImploderIII2,900780
Prototype ImploderIV5,0001,000
Concussion GrenadeI800170
Concussion Grenade Mk. IIII1,800500
Concussion Grenade Mk. IIIIII2,500700
Concussion Grenade Mk. IVIV4,500900
FirebombI900320
Firebomb Mk. IIII1,700480
Firebomb Mk. IIIIII2,300720
Smoke BombI1,000165
Smoke Bomb Mk. IIII1,500430
Smoke Bomb Mk. IIIIII2,700540
Droid PopperI2,000400
Droid Popper Mk. IIII2,100560
Droid Popper Mk. IIIIII2,400700

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.

SourceWhat to expect
Tactical MissionsUtilities appear regularly in mission reward payouts as you work through the campaign.
OperationsNon-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 rewardsTwelve 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.

Upgrade the Den to Level 5. Facility and roster-wide purchases are handled from the Den’s upgrade menu, so this is the gate on your first extra slot.
The Den facility map with the Upgrade option highlighted, showing facility and roster-wide purchases
The Den’s facility map with Upgrade selected, where facility and roster-wide purchases are made. Image: Bit Reactor
Buy the Additional Utility Slot from the Crew tab. It costs a few thousand Credits, and the build is not instant. You need to complete a mission before it finishes and the slot appears on every Operator.
Push the campaign far enough to trigger the Underworld Intel Operation. This one shows up much later than the Den upgrade, so do not expect a third slot early.
Pick the Utility Slot option when the Operation offers a choice between an extra utility slot and an extra weapon mod slot. Choosing one locks out the other permanently, and there is no alternative route to that third utility slot.

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.