Gaming How-To

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

Buy grenades at the Armory, move them onto the right Operator, and unlock all three utility slots.

Buy grenades at the Armory, move them onto the right Operator, and unlock all three utility slots.

Grenades in Star Wars Zero Company are utility items, and utility items are bought, not crafted. They live in a separate slot from an Operator’s blaster, they cost one Action Point to throw, and they refresh at the start of every combat encounter — which means hoarding them is the single most common mistake new squads make.

Quick answer: Head to the Armory inside the Den, open the Utilities tab, buy a grenade with Credits, then select the Operator you want to carry it and transfer the item into their utility slot.


Buy grenades at the Armory in the Den

The Armory is a counter inside the Den, Zero Company’s base on the Ring of Kafrene, and it is staffed by the vendor Neesh. Everything here is paid for in Credits, the same currency you earn from missions and Operations.

From the Den, pull up the base map to find the Armory. The Den is walked around in third person, so the map is the fastest way to spot which counter you actually need.
Walk over to the Armory counter and interact with Neesh to open the shop menu. This is the same screen used for weapons and mods, so it will not open on grenades by default.
Switch to the Utilities tab. Grenades, thrown explosives, stims, Medpacs, secondary weapons and droid tools are all filed here, sorted by rarity and price.
The Utilities tab in the Armory, with the Concussion Grenade selected.00:23
The Utilities tab in the Armory, with the Concussion Grenade selected. Shown at 00:23 in PazarGamingGuides’s video. Image: Electronic Arts
Pick a grenade and confirm the purchase. A Concussion Grenade is the cheapest entry point at 800 Credits; Firebombs, Smoke Bombs and Impact Bombs sit alongside it, and Medpacs are on the same tab if you want a heal instead.

Equip a grenade to a specific Operator

Buying an item does not automatically arm anyone with it. Utilities are assigned per Operator, and any utility can go on any Operator regardless of their Specialization — a grenade on a Sharpshooter or a Medpac on a Heavy is perfectly legal.

In the Armory or the personnel screen, select the Operator you want to carry the item, such as Jae Mordant or one of your custom recruits.
Open their utility slot and choose the grenade from your inventory to transfer it across. If the item is currently sitting on someone else, moving it removes it from that Operator — you are relocating one object, not copying it.
Confirm the loadout and check the slot now displays the item. In combat it appears as an action costing one AP, which is how you know the transfer stuck.

Tip: run a final loadout check on the mission prep screen before deploying. Early on you will not own enough gear for everyone, so the same handful of grenades gets shuffled between whichever four Operators you are fielding.


Grenade prices and effects

Most utilities exist in four escalating versions. A higher version is a stronger take on the same effect rather than a new one, so a Mk. III Firebomb burns harder but behaves identically to the Mk. I.

ItemCreditsEffect
Concussion Grenade800Impact damage and pushes enemies
Firebomb900Fire damage, 4 stacks of Burning, targets lose Defense
Smoke Bomb1,000Lasting smoke cloud, 2 stacks of Smoke inside it
Impact Bomb2,000High straight damage
Droid Popper2,000Dazes and strips Ray Shields, no effect on organics
Thermal Detonator2,100High straight damage (Mk. II tier)
Thermal Imploder2,900High straight damage (Mk. III tier)
Prototype Imploder5,000High straight damage (Unique tier)

The Concussion Grenade’s push is worth more than its damage number suggests. Plenty of maps are built around catwalks and drops, and an enemy shoved off a ledge is gone no matter how much health it had left.


Other ways to pick up utilities

The Armory is not the only supplier. The Black Market tab in the same menu rotates its stock each cycle, so what it sells is never guaranteed, and its inventory size and quality can be raised through Den upgrades or Zone rewards.

The Black Market tab, with the Rangefinder listed at 1,050 Credits.00:57
The Black Market tab, with the Rangefinder listed at 1,050 Credits. Shown at 00:57 in PazarGamingGuides’s video. Image: Electronic Arts

Tactical Missions and Operations also hand out utilities as rewards. Operations rarely show what you are getting in advance, so treat side work at the Holotable as a steady but unpredictable supply line. The strongest gear tends to sit behind Influence — each of the twelve zones can be raised three times, and each rank pays out a reward.


Unlocking all three utility slots

Every Operator starts with a single utility slot, which is the real bottleneck on grenade throwing. Three is the maximum, and there are only two ways to get there.

Upgrade the Den to Level 5, then buy the Additional Utility Slot from the Crew tab. It costs a few thousand Credits and the build finishes after you complete a mission.
The Den facility map with Upgrade selected, where facility and roster-wide improvements are purchased.00:11
The Den facility map with Upgrade selected, where facility and roster-wide improvements are purchased. Shown at 00:11 in PazarGamingGuides’s video. Image: Electronic Arts
Progress the campaign until the Underworld Intel Operation triggers, then choose the utility slot over the extra weapon mod slot. The two are mutually exclusive, and picking one permanently locks out the other, so there is no route to a third utility slot afterwards.

Astromechs are the exception worth planning around. They have all three utility slots open from the moment you unlock them, and their Extended Storage and Storage Optimization perks each add an extra use to limited-charge items — enough to turn one Impact Bomb into three, and a full loadout into a stack of grenades per fight.


How charges work in combat

Utilities are consumable but not disposable. An equipped grenade gives its Operator a limited number of uses inside a battle, and spending it does not delete the item — it persists between missions and comes back for the next encounter.

Story missions with several fights back to back restock everything at the start of each one, which is why there is no reason to ration. If you keep finishing missions with unused grenades, swap that item out for something you will actually throw.

Charge counts also vary by role. Medic and Astromech Specializations carry two charges of a utility item where every other Specialization carries one, so those two Operators get the most out of an expensive explosive or a Medpac.


Why a grenade is not showing up in combat

  • The item was bought but never transferred — purchasing adds it to your inventory, not to a slot.
  • The Operator has one slot and it is already occupied by another utility.
  • The grenade is equipped on an Operator you did not bring on the mission.
  • You are short on Credits, so the purchase never completed at the Armory counter.

Once the slot is filled and the squad is picked, the grenade sits in the Operator’s action list for one AP, alongside their blaster and abilities. Throw it early, throw it often, and remember it will be back next fight.