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Zero Company Utilities

Utilities are equippable combat abilities, and their charges refresh at the start of every battle. There are three slots per Operator and you start with one — except on an astromech, which has all three from the outset.

Utilities are equippable combat abilities — thrown and deployed items an Operator carries into a mission. EA named three — Medkits, Concussion Grenades and Impact Bombs — and launch-week guides, a Zone Influence reward table and EA’s own Patch 1.1 notes have named the rest, sorted into three families: explosives, support items, and situational weapons that occupy a Utility slot instead of replacing your blaster. Limited uses refresh at the start of every battle, including consecutive battles inside one story mission, so a charge you carry out of a fight is a charge you wasted. Most of these have no numbers at all. A handful read off an in-game item card carry an exact figure — +3 Defense, 30% of an ally’s health, 50% less melee damage — and for the majority no damage value, radius, use count or Action Point cost has been published by anybody. Each record below says which it is.

Some Utilities are weapons

A launch-week guide sorts Utilities into explosives, support items and “situational tools” — and that third group contains the Scattergun and the Ion Blaster. They sit in a Utility slot rather than in the weapon slot, which means an Operator carrying one has a close-range or anti-droid option without giving up their primary blaster.[1]

What nobody has published is whether firing one counts as an attack for the abilities that trigger on attacking — Quick Draw, Onslaught, Overwatch. That is the difference between a third source of attacks for a Gunslinger and a panic button, so the Squad Builder offers it and claims nothing about it.

Spend your charges — they come back every battle

Limited-use Utilities refresh at the start of each battle, and that includes several battles running in sequence inside a single larger story mission. There is no reason to finish an encounter holding an unused grenade or health pack. What is still unpublished is how many charges each item starts with.[1]

There are 78 Utilities. This page has 19

A community tool that extracts its data from the retail build lists seventy-eight, and the Squad Builder offers every one of them, so a loadout you plan there can be the loadout you actually have. Most of the difference is Mk. ranks of the items below.

They are not records here because a record on this site is a claim with an effect and a source behind it, and for the other fifty-nine there is a name and nothing else — no effect, no charge count, no AP cost. Listing them here with blank rows would make the page look more complete than the evidence is. They are in content/equipment.ts as a catalogue, marked as names rather than as facts.

Impact Bombs

Confirmed

Named by EA as an example Utility. Its damage, radius, uses per mission and AP cost have not been published.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Updated 2026-08-26 with the refresh rule, which is the first thing about this item that changes how it is played rather than what it is. Nothing here names Impact Bombs specifically — the source says "utility items like grenades and health packs", and an Impact Bomb is a thrown explosive by EA's own description. That is a reading, and it is recorded as one rather than as a quotation.

Concussion Grenades

Confirmed

Named by EA as an example Utility. A previewer used one to knock enemies clean out of the combat space, so it displaces as well as damages — but the distance, the damage and the radius are all unpublished.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Updated 2026-08-26. Charges refresh each battle, which raises this item's value more than any other on the page: a displacement tool held back for the fight that might need it is a displacement tool never used, and the same source explicitly recommends against hoarding. The push distance is still the lead unknown and still decides whether this combos with Overwatch reliably. Earlier note, 2026-08-19. This record previously carried a standing instruction not to call it a displacement tool: the name implied one and no source stated one. Xbox Wire's preview is that source — they knocked enemies out of the combat space with it — and the achievement list separately confirms that removing an enemy from the map is an intended way to defeat them. So the `displacement` tag is now earned rather than inferred. What is still not evidenced is the push *distance*, which is what would decide whether this is a reliable Overwatch-combo tool or an opportunist one, so that is now the lead unknown.

Medkits

Confirmed

Named by EA as an example Utility. Utilities typically cost 1 AP and grant a new combat ability to whoever carries them, which would make a Medkit the way a squad without a Medic heals at all.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Updated 2026-08-26. "Health packs" is the source's own wording and is the closest any retail source comes to naming this item, so the refresh rule applies here on firmer ground than it does to Impact Bombs. It also sharpens the first unknown rather than answering it: a per-battle healing charge that does not treat an Injury is a very different thing from a Medic, and the two readings are still both open. The build-relevant question is the one in the first unknown. If a Medkit heals but does not treat an Injury, it changes nothing about the Medic's value on a permadeath run; if it does treat one, a squad can go without a Medic. Nothing published answers it, so the record states the item and refuses the inference.

Thermal Detonators

Retail-reported

A thrown explosive, listed among the explosive family of Utilities alongside Firebombs and Concussion Grenades. Named and described in a launch-week guide; no figure, AP cost or use limit is published for it.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Two independent launch-week guides name it, which is what carries it past the bar for a record at all. Neither describes it beyond its family. The second unknown is the one that matters for the Squad Builder: without a figure separating it from the Impact Bomb, the builder can offer both and cannot yet tell a reader which to take.

Thermal Imploder Grenade

Retail-reported

Nothing published states what it does. It is offered in the third instalment of the A Friend of a Friend Operation chain, priced at 1 Capacitor, and both sources that list it give the name and the price and stop. “Imploder” is the game's word here, not a description this site has inferred, and no source connects it to the Prototype Imploder.

The thinnest record in this file, and it is worth saying why it was entered rather than left in `unknowns`. Two independent bylines list the item by name in the same Operation at the same price, so its existence and its cost are as well evidenced as anything here. What no source supplies is a single thing it does. That asymmetry is the record: a name and a price with an empty effect is more useful to a reader than silence, because a reader meeting this choice in the campaign needs to know that nobody has published what they are buying either. The alternative — inferring an effect from “Thermal” and “Imploder”, or from what a thermal imploder does in Star Wars fiction — is exactly the invention docs/CONTENT-MODEL.md forbids, and a search for the item returns lore pages that would make it easy. The naming is the trap here and the second unknown is deliberately not resolved. Three items in this file now carry one of two words: Thermal Detonators, the Prototype Imploder, and this. Nobody should merge any pair of them without a source that names both.

Firebombs

Retail-reported

A thrown incendiary, grouped with Thermal Detonators and Concussion Grenades. This site's status-effects record has held since August that fire bombs remove Defense as well as applying Burning, from preview footage; the launch-week grouping confirms the item is real and in the explosive family. Named and described in a launch-week guide; no figure, AP cost or use limit is published for it.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

The most build-relevant Utility on this page and the one most likely to be over-claimed, so the two halves are kept apart. That fire bombs strip Defense and apply Burning is preview footage, held here since 2026-08-11. That an item called a Firebomb exists in the shipped game's explosive family is the launch-week guide. Nothing published joins the two with a number. Why it matters: Defense is flat reduction subtracted per hit, so it taxes a Pistol three times a turn where it taxes a Longarm once. An item that removes it is the counter to the one hard counter a volume-damage squad has. That is a large claim resting on a previewer's narration, and the magnitude is unknown, so the builder raises it as a pairing rather than a solution.

Droid Poppers

Retail-reported

A grenade specifically designed to do increased damage to ray shields, named as a counter to the Droideka — whose shield regenerates each round and drops only when the unit moves. Named and described in a launch-week guide; no figure, AP cost or use limit is published for it.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Two sources name it and only one describes it, and that one could not be retrieved in full — the locator on retail-gamesradar-droideka says so. The ray-shield claim is therefore single-source and second-hand, which is the weakest evidence on this page. It is entered because the effect is specific and falsifiable rather than vague, and because the same passage carries the Ion Modulator, which is checkable against it.

Ion Blaster

Retail-reported

One of the situational weapons that occupy a Utility slot rather than the weapon slot — "fantastic against Droids". From Patch 1.1 an Ion Blaster no longer doubles Critical Damage, which it had been doing since launch. Named and described in a launch-week guide; no figure, AP cost or use limit is published for it.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

This record closes half of a question this file has carried since the terminology pass: "whether Ion is a weapon type, a Weapon Mod or a Utility". The answer is that it is at least two of them. There is an Ion Blaster in the Utility slot and an Ion Modulator in the Weapon Mod list, from different sources, both anti-droid. What is *not* answered is whether Ion is also a weapon type, and the shared-unknowns entry has been narrowed rather than removed. Single-source, and the source names it in a subordinate clause. It is a name and a role, not a described item. Updated 2026-09-10. Patch 1.1 stops Ion Blasters doubling Critical Damage — listed as a bug fix, so it is also a statement that they were doing it. Any Ion build measured in the fortnight after launch was measuring twice the critical damage the item is meant to have, and this database never held a figure for either, which is the one advantage of a record that refused to guess: nothing here has to be withdrawn. The effect is written on both Ion Blaster records rather than only on this one, because a reader looking up the Mk. IV will not scroll to the base item.

Scattergun

Retail-reported

A situational weapon carried in a Utility slot, described as shotgun-style. Because it sits in the Utility slot rather than replacing the primary weapon, an Operator carrying one has a close-range option without giving up their blaster. **The higher tiers are worth buying again from Patch 1.1**: Tiers II, III and IV were using Tier I's values until then, so a Mk. IV was a Mk. I with a longer name. Named and described in a launch-week guide; no figure, AP cost or use limit is published for it.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Updated 2026-09-10. EA list under Patch 1.1's bug fixes that Scattergun Tiers II, III and IV no longer incorrectly use Tier I values, which is the first evidence of any kind that the tiers differ mechanically. Before it, four catalogue entries named a ladder and nothing said the rungs were not identical — and for the first fortnight of retail they genuinely were not different, which is a rare case of the catalogue being accidentally right about the shipped game and wrong about the intended one. What it does not do is fill the ladder in. The note says the tiers have their own statistics and prints none of them, so `content/equipment.ts` still lists four names with no values, and the honest reading of a published Cly Kullervo build carrying a Scattergun Mk. III is that nobody knows what it was worth on the day it was recorded. The most structurally interesting item here, and it is the reason `UtilityFamily` exists as a type. A second weapon bought with an equipment slot rather than with a class changes what a Utility slot is for, and a reader who thinks of Utilities as grenades will not go looking for it. The last unknown is the one that decides whether it is a curiosity or a build. If a Scattergun shot counts as an attack, a Gunslinger stacking Onslaught has a third source of attacks; if it does not, it is a panic button. Nothing published says which, so the builder offers it and claims nothing. The AP cost is deliberately omitted. Two is the figure in circulation and no bylined source prints it — which is the same discipline that kept Rocket Strike's 10 out for four days until a retail guide published it.

Repulsor Unit

Retail-reported

A support item that "gives your team more movement distance for a turn" — squad-wide rather than personal, which is what separates it from every other Utility named so far. Named and described in a launch-week guide; no figure, AP cost or use limit is published for it.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Squad-wide effects are rare enough that this is worth a record on a single source. Every other Utility named acts on one Operator or one point on the map. If the movement is generous it is a mission-opener on a timed objective; if it is a metre, it is nothing — and no figure exists, so the record says the shape and refuses the value.

Smoke Bombs

Retail-reported

Creates cover for allies. Smoke normally cuts both ways — shots through it are penalised in either direction — which is why it pairs with a Scout, whose attacks apply Spotted and cancel the penalty against a marked target. Named and described in a launch-week guide; no figure, AP cost or use limit is published for it.

Charges · Charges refresh at the start of every battle — including consecutive battles inside a single story mission. There is no reason to carry one out of a fight.[1]

Single-source, and entered because the site already documents the mechanic it feeds: the status-effects record has described smoke's two-way penalty and the Scout's Spotted cancelling it since 2026-08-11. This is the item that produces the smoke, which turns an explanation into a build decision.

Trauma Kit Mk. II

Retail-reported

When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured.

Reinforced Underlay Mk. III

Retail-reported

Increases Defense by +3.

Medpac Mk. IV

Retail-reported

Heals 30% of the target ally's Health. Cannot be used on Droids.

Repulsor Units Mk. II

Retail-reported

Increases Movement by +1.0m. This bonus affects all of the Operator's moves.

Ion Blaster Mk IV

Retail-reported

Fires an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets. From Patch 1.1 Ion Blasters no longer double Critical Damage.

Updated 2026-09-10 with the Patch 1.1 Critical Damage correction, which is written on both Ion Blaster records rather than only on the base one — a reader who came here for the Mk. IV will not scroll up to find it. The reasoning is on `ion-blaster`.

Gas Dispenser Mk. IV

Retail-reported

Sprays a stream of gas that Dazes all units in the target area.

Prototype Imploder

Retail-reported

Throw a powerful explosive Grenade that deals excellent damage.

Custom RSKF-44

Retail-reported

Fire a very powerful, but short range armor-piercing pistol shot.

DC-17m Anti-Armor

Confirmed

A weapon carried in a Utility slot. From Patch 1.1 it can score Critical Hits, and it receives the damage bonuses that apply to grenades. Both are stated as corrections to launch behaviour, in which it could do neither.

Added 2026-09-10, from the patch notes and nothing else. It is the first record on this site whose entire existence comes from a bug fix, and it is worth being clear about what that buys and what it does not. It buys tier 1. EA are describing their own game, so `confidence: "confirmed"` and `status: "official"` are correct for the two rules stated — it can critically hit, and grenade damage bonuses apply to it. Both are better evidenced than most of the figures on this page. What it does not buy is an item description. A patch note is a list of things that were wrong, so the parts that were right are simply absent, and this record therefore knows two rules about something it cannot describe. The alternative was to leave it out until a guide covers it, which docs/CONTENT-MODEL.md rules out from the other direction: withholding advice once evidence arrives is its own failure, and a build planner needs to know that grenade investment now has a second outlet even if nobody can say how big it is. The filing is the one judgement call. It has no stated slot, and it is entered as a `Utility` because every comparable named item — Scattergun, Ion Blaster, Custom RSKF-44, Flamethrower — is one. That reading is in `unknowns` rather than buried here.

Droid Dismantler

Confirmed

One of the situational weapons that occupy a Utility slot. It grants Harmony on a Droid death. From Patch 1.1 that is the only death it pays out on — in the launch build it granted Harmony on every enemy death.

Promoted from the catalogue on 2026-09-10. It has been a bare name in `content/equipment.ts` since the 2026-09-03 mod pass, one of dozens with no published effect, and a patch note has now given it the only mechanical property anybody has printed for it. The fix is unusually informative for a fix. "Harmony is granted only on Droid deaths, not every enemy death" establishes three things at once: that the item grants Harmony at all, that it did so on every death in the launch build, and that the intended behaviour is narrower. The first is what makes it a record — this database has stated in two places that the sole route past Tel-Rea's Harmony ceiling is Shockwave's sixth tier, and that has been wrong since launch in the player's favour and is now merely incomplete. The catalogue entry stays where it is and gains a pointer. Two layers, as always: the catalogue says the item exists, this record says what it does.

Impact Underlay

Retail-reported

Reduces incoming melee damage by 50%.

Promoted from the catalogue on 2026-09-10, when VULKK's Heavy guide printed an effect for it: "reduces incoming melee damage by 50%". It had been a name in `content/equipment.ts` since 2026-09-03 alongside four other Underlays, none of which had one. Single-source and single-sentence, which is why it is `strongly_supported` rather than `confirmed`, and why `costType` is `free` rather than unknown — an Underlay is worn rather than used, on the same reading as Reinforced Underlay Mk. III, and no source states a cost for either. The guide was published the same day as Patch 1.1 and does not say which build it read, so this is filed against the launch build rather than against 1.1. The figure is worth a second look precisely because it is large. Fifty per cent of a damage type is bigger than anything else published here, and the reason to publish it anyway is that it is specific and checkable: it names one damage type and one proportion, which is a claim that can be wrong rather than a vague one that cannot.

What is confirmed about Utilities

  • Limited-use Utilities — grenades and health packs among them — refresh at the start of every battle, including when several battles run in sequence inside one larger story mission. Spend them; they do not carry over.[1]
  • Utilities are moved between Operators in the pre-mission preparation screen, alongside Weapon Mods, so the squad's best items follow whoever is being fielded.[1]
  • Utilities are equippable combat abilities.[1]
  • Medkits, Concussion Grenades and Impact Bombs are named as examples.[1]
  • Utilities typically cost 1 Action Point.[1]
  • The number of Utility slots an Operator has depends on their Specialization.[1]
  • There are three Utility slots per Operator. An Operator starts with one; the second is built at the Den from Level 5, and the third comes from the Underworld Intel Operation — where it is mutually exclusive with the extra Weapon Mod slot.[1]
  • Astromechs have all three Utility slots available from the start, where every other Specialization begins with one.[2]
  • The Medic and Astromech Specializations carry two charges of a Utility item; every other Specialization carries one.[1]
  • An astromech's Extended Storage and Storage Optimization perks each add a use to limited-use Utilities, taking one Impact Bomb to three when both are taken.[1]
  • Utilities are grouped into three families: explosives, support items, and situational weapons. The third is the one that changes what a Utility slot is for — a Scattergun or an Ion Blaster occupies a Utility slot rather than replacing the primary weapon.[1]
  • They are bought from the Black Market, and rewarded by Operations and Tactical Missions.[1]
  • A previewer carried an astromech with three different Utility items at two uses each, so charges are per item rather than a single shared pool.[1]
  • A Concussion Grenade can knock an enemy clean out of the combat space, which defeats it.[2]
  • Zone Influence unlocks Utilities in a region.[1]

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • The complete Utility list. Nine is what has been named, not what exists.
  • Effects, damage values, radii, and how many charges each item starts a battle with. The charges refresh; the count does not appear anywhere.
  • AP costs. EA say Utilities typically cost 1 Action Point and no source prices a single item, so no figure is recorded against any of the nine.
  • Whether Medkits are a distinct item or the same system as the Medic's healing.
  • How far a Concussion Grenade pushes, and whether heavy or armoured enemies resist it. It decides whether this reliably combos with Overwatch or opportunistically.
  • Whether a Scattergun shot counts as an attack for Quick Draw, Onslaught and Overwatch.
  • What separates a Thermal Detonator from an Impact Bomb. Both are thrown explosives with no published statistics at all.
  • Whether the Ion Blaster and the Droid Popper answer the same droid problem or different ones.
  • Whether the Wildfire Modulator is a Utility or a Weapon Mod. Its one source files it here; its always-on behaviour reads like a mod.
  • Whether the refresh rule covers every Utility or only the consumable ones. The source names grenades and health packs, which is an example rather than a list.
  • How each Utility is acquired, beyond the Black Market and mission rewards generally.

Sources

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • Star Wars Zero Company Tips for Tactics Padawans

    Xbox Wire · Tier 3 — Retail review · accessed 27 August 2026

    Supports: "Fit Check" — "utility items like grenades and health packs are refreshed at the start of every battle (even when you have multiple battles in sequence as part of a larger story mission)", and "you'll likely be shifting your best equipment around between different operators as you field different teams". "Action Economy Is King" — "The limit of 3 action points per turn only applies to how many they can hold at any given moment", a free assist available every turn, and abilities that grant additional actions to teammates. Opening paragraph — four difficulty settings, changeable in the menu at any time between missions. Autosave on the first round of a battle, then at cycle start. Bylined Will Fulton, Xbox Wire Editor. Published 2026-08-26

  • Star Wars Zero Company: A New Hope for Turn-Based Tactics

    Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026

    Supports: Difficulty — the writer played on Hard, "third highest out of four difficulties", and "the cutely named Beskar mode is this game's equivalent for XCOM's Ironman, with no reloading previous saves". That line was the basis of this site's difficulty record from 2026-08-19 and was missing from this locator until 2026-08-27; a cited claim whose location is not recorded is a claim nobody can re-check. Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.

  • Time To Unlock More Utility Slots In Star Wars Zero Company

    TheGamer · Tier 3 — Retail review · accessed 29 August 2026

    Supports: Three Utility slots exist per Operator and players start with one; the second comes from building "the Additional Utility Slot in the Den" at Level 5, and the third from the Underworld Intel Operation's Utility Slot option, which is mutually exclusive with the Weapon Mod Slot. "the Medic and Astromech Specializations can carry two charges for Utility items, while the rest can only hold one." Utilities are grouped into three families: "Explosives are items such as Thermal Detonators, Firebombs, and Concussion Grenades"; "Support items are largely used to heal or provide tactical advantages in combat…Medpacs act as a quick way to recover from damage" and "a Repulsor Unit gives your team more movement distance for a turn"; "weapons are more situational tools, such as the shotgun-style Scattergun or the Ion Blaster, which is fantastic against Droids". Uses: "if I equip an Operator with an Impact Grenade, they can only use this item once in a battle". And one reward item: "These rewards often contain Utilities such as the Wildfire Modulator, which will apply four stacks of Burning whenever you successfully hit an enemy." No AP cost is given for any item. Bylined Collin MacGregor, published 2026-08-27

  • STAR WARS Zero Company — Always Bring A Droid!

    Quest Daily · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "While other classes only have one utility slot to begin with, Astromechs have all three available". Named Utilities carried by a droid: smoke bombs, which create cover for allies; the "droid popper", "thermal detonators" and "concussion grenade" grenades; and Medpacs for frontline fighters. On the droid's own progression: "The perks both add an extra use of utility items that have a limited use, so one impact bomb now becomes three!" — of Extended Storage and Storage Optimization together. Bylined Shaun Fullard, 28 August 2026

  • Star Wars Zero Company: A Friend of a Friend Guide

    Power Up Gaming · Tier 3 — Retail review · accessed 1 September 2026

    Supports: The full seven-cycle choice chain. Framing: "A Friend of a Friend is a multi-part Operation Chain in Star Wars Zero Company, which involves dealing with a friendly contact and making distinct choices across the seven different cycles", accessed "via the Den's Holotable, where outcomes can involve various injury risks if you make certain choices". Cycle I — "Assign her to upgrade a Facility: +3 Zone Jenth Influence; +100 Den Level" or "Bring her on as a Contact: +3 Zone Jenth Influence; +1 Contact". Cycle II — "Attack first — High Risk: +3 Zone Besh Influence; high chance of Operator injury"; "Bribe the assassin: +3 Zone Besh Influence; −1,500 Credits"; "Call the authorities: +5 Zone Besh Influence; −25 Intel; −500 Credits". Cycle III — "Purchase the Thermal Imploder Grenade: −1 Capacitor; receive Thermal Imploder Grenade"; "Purchase the Horizon Scope: −1,750 Credits; Horizon Scope (reduces Chance-To-Hit penalty on ranged attacks by 15%)"; "Pass: No cost, no reward". Cycle IV — "Try the Nysillin: +3 Zone Besh Influence; −250 Credits; participating Operators heal all injuries"; "Try the Marcan Herb: +3 Zone Besh Influence; −250 Credits; participating Operators get an additional Bond boost"; "Try the Bula Fruit: +3 Zone Besh Influence; −250 Credits; participating Operators get +4 Max Health"; "Decline: No reward". Cycle V — "Assign an Operator (Kabb): +3 Zone Esk Influence (+5 more if successful, for potential total +8); +1,500 Credits" or "Report Qwiitl: +1,000 Credits". Cycle VI — "Every option here grants +4 Zone Besh Influence", then payoffs at −250, −1,000 and −1,500 Credits (the largest also "+1 Contact") or none. Cycle VII — "Every option here grants +4 Zone Besh Influence", then "Unbroken Concentration: +2 Focus Points; −2 Max Health"; "Hand To Hand: +2 Melee Damage; −1 Ranged Damage"; "Keen Eyes: +3% Ranged Critical Chance; −1 Critical Damage"; "Compounding Strength: +1m First Movement Bonus; −5% Ranged Chance-To-Hit". The phrase "participating Operators" is the guide's own and appears on Cycle IV only; it is not defined, and it is **not** used of Cycle VII. The guide nowhere calls the Cycle VII effects permanent and nowhere states how many Operators receive them. Bylined Serhii Patskan, "On Aug 31, 2026"

  • Star Wars Zero Company Walkthrough — All Choices and Outcomes

    ShowGamer · Tier 3 — Retail review · accessed 1 September 2026

    Supports: A Friend of a Friend, third instalment: "Purchase the Thermal Imploder Grenade: −1 Capacitor; Thermal Imploder Grenade" and "Purchase the Horizon Scope: −1,750 Credits; reduces the Chance-To-Hit penalty on ranged attacks by 15%." The Capacitor appears throughout the walkthrough as a resource alongside Credits, Intel and Contacts — spent here, granted elsewhere as "+1 Capacitor" — and **the page nowhere defines it**, gives no way to earn it beyond those grants, and states no cap. The chain covered here ends at the sixth instalment; there is no seventh, and none of "Unbroken Concentration", "Hand To Hand", "Keen Eyes" or "Compounding Strength" appears anywhere on the page. Bylined Andrey Pavlenko, 28 August 2026

  • Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive

    ChristopherOdd · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction

  • Star Wars Zero Company: turn-based tactics that aren't just for XCOM experts

    IGN · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 2:15–12:39 — Advantage earned from successful attacks; four difficulty settings; ringing a droideka with Overwatch cones; Bonds granting health and critical damage; changing Hawks' species at the Den; the Bespin guest mission; preview-build defects including shots passing through solid cover

  • How to beat the Droideka in Star Wars Zero Company

    GamesRadar+ · Tier 3 — Retail review · accessed 29 August 2026

    Supports: Droideka counters: concentrated fire, because the ray shield regenerates 46 shield health per round and goes down when the unit moves, which Overwatch punishes; and "anti-Droid weapons and mods, including the Droid Popper grenade and Ion Modulator weapon mods which are specifically designed to do increased damage to ray shields". On fitting: "If you get the Ion Modulator, equip it on a Blaster Pistol so you can use it multiple times per turn." Also names the Concussion Grenade and Kabb Uppercut's punch as ways to force the droid to move. The article body could not be retrieved by this site — gamesradar.com returned truncated content to an automated fetch — so this locator records the passage as surfaced through search rather than as read on the page, and the records citing it name that limitation.

  • STAR WARS Zero Company — Patch 1.1 Notes

    Electronic Arts · Tier 1 — Official · accessed 14 September 2026

    Supports: Published 9 September 2026, the first post-launch patch; re-read in full on 14 September 2026, when it was still the newest entry on EA's News & Updates page. **Every item below is listed by EA under bug fixes**, which is what makes each one a statement about 1.0 as well as about 1.1. Secondary Specializations: their passive Cross Trainings "now correctly enter the selection pool at Relationship +8", and Secondary Specializations "now count for Specialization-specific Operation requirements and results". Chance-to-Hit: attacks displayed at 100% "can no longer erroneously miss". Scattergun: Tiers II, III and IV "no longer incorrectly use Tier I values". Droid Dismantler: Harmony "is granted only on Droid deaths, not on every enemy death". Tel-Rea: the Ranged Damage Cross Training bonus "is now applied once rather than twice" to her Force attacks, and Critical Damage bonuses "now correctly apply" to them. DC-17m Anti-Armor: it "can now critically hit" and "receives damage bonuses that apply to grenades". Ion Blasters "no longer double Critical Damage". Sweeping Salvo: "enemies outside the targeting cone are no longer hit". A Life of Labor II "can no longer infinitely accumulate bonuses when purchased repeatedly". Immovable: the status "now provides its intended bonuses". Bacta Tank, missed on the first read and added 14 September: "Fixed an issue where the Bacta Tank could be used more than one in a cycle" — EA's wording, typo included; the intended rule is one use per cycle. Overwatch, three lines, quoted verbatim on 14 September because the first pass had paraphrased the first of them too loosely: "Fixed an issue where Overwatch shots triggered against attackers caused the enemies to fire through solid objects at Operators they couldn't see" — an enemy-side line-of-sight failure, not the player's reaction shots passing through walls; "Fixed some instances of Overwatch triggering on a unit outside of the targeting cone"; and "Fixed various Overwatch issues that caused enemies and Operators to be unintentionally attacked". A fourth mentions it in passing: "Fixed a turn ordering issue that caused the Coil Captain to heal a target already slain by Overwatch". **Checked for and absent**: any figure for anything — no Scattergun tier statistics, no Harmony amount, no DC-17m damage, no figure for what Immovable now provides, no Bacta Tank cost. Also absent: any fix for Overwatch *failing* to trigger. Every Overwatch line corrects a shot that should not have happened, and none claims a shot that should have happened now does.

  • Zone Influence and Best Rewards — Star Wars Zero Company

    Mobalytics · Tier 3 — Retail review · accessed 31 August 2026

    Supports: The complete Zone Influence reward table, twelve zones at three tiers each, read from the page on 2026-08-31. Bylined Mobalytics, "Updated on Aug 30, 2026". **Weapon Mods**: "Weightless Stabilizer Weapon Mod (Provides a 33% chance to gain Evasion when firing this blaster if this Operator does not already have this effect)" at Besh Tier 3; "Advanced Range Scope Weapon Mod (Reduces chance-to-hit penalties from Range by 10%)" at Forn Tier 1; "Assassin's Scope Weapon Mod (Increases Critical Chance by 12% when attacking with this blaster)" at Forn Tier 2; "Lightning Modulator Weapon Mod (Provides a 100% chance to Shock the targeted enemy when this blaster scores a Hit)" at Herf Tier 3; "Advanced Tracking Scope Weapon Mod (Increases this Operator's Assist Damage by +2)" at Isk Tier 1; and "Wildfire Modulator Weapon Mod (Inflicts 4 stacks of Burning when this blaster hits)" at Krill Tier 3. **Utilities**: "Medpac Mk. IV Utility (Heals 30% of the target ally's Health. Cannot be used on Droids)" at Aurek Tier 3; "Repulsor Units Mk. II Utility (Increases Movement by +1.0m. This bonus affects all of the Operator's moves)" at Besh Tier 1; "Prototype Imploder Utility (Throw a powerful explosive Grenade that deals excellent damage)" at Cresh Tier 3; "Trauma Kit Mk. II Utility (When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured)" at Esk Tier 1; "Gas Dispenser MK. IV Utility (Sprays a stream of gas the Dazes all units in the target area)" at Esk Tier 3; "Custom RSKF-44 Utility (Fire a very powerful, but short range armor-piercing pistol shot)" at Grek Tier 3; "Ion Blaster Mk IV Utility (Fires an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets)" at Isk Tier 3; and "Reinforced Underlay Mk. III Utility (Increases Defense by +3)" at Krill Tier 2. **Permanent squad upgrades**: "All Zero Company Operators gain +2 Focus Points" at Besh Tier 2 and "+1 Focus Point" at Grek Tier 1; "All Operators gain +1 Weapon Mod Slot" at Forn Tier 3; "Increases Max Health by +4 for all Operators" at both Aurek Tier 2 and Esk Tier 2; "+30 Bond XP for everyone" at Herf Tier 2 and "+20 Bond XP for everyone" at Leth Tier 1. Also: Influence is "primarily earned through Operations at the Mission Table", and placing a Contact in a Zone earns "a significant amount of Influence, starting at +7".

  • Star Wars Zero Company Update 1.000.003 Patch Notes for September 9

    MP1st · Tier 3 — Retail review · accessed 10 September 2026

    Supports: Registered for one thing, and it is the one thing an official page cannot corroborate about itself: that the patch actually shipped. Independently reports Patch 1.1 going live on 9 September 2026 as console update 1.000.003. It reproduces EA's notes rather than testing them, so it is never cited for a mechanic — only alongside `ea-patch-1-1` where a record needs the deployment to be more than the publisher's own word.

  • Zero Company build planner and item database

    zerocompany.tools · Tier 4 — Community testing · accessed 3 September 2026

    Supports: Unofficial, unbylined, self-described as maintained by "a community contributor" not affiliated with Lucasfilm, Bit Reactor or EA, with its data "extracted directly from the game build 24874058". Two pages read: /build-planner for the pickers and /builds for item effect text. The planner offers four mod slots labelled **Barrel, Cell, Scope and Stock** — the fourth disagrees with Power Up Gaming, Hack the Minotaur and TheGamer, all three of which call it Stabilizer; this database keeps Stabilizer and records the variance. Three Utility slots. Four weapon classes: Blaster Pistol, Blaster Rifle, Repeater, Longarm Blaster. Three roster-wide weapon upgrades: Grenade Throw Distance +2.0m, Teamwork Assist Damage I +2, Teamwork Assist Damage II +2 additional. **No armour or armour-mod category of any kind**, and the character sheet shows Health, Attack, Accuracy, Defense and Armor as statistics rather than as equipment slots. Sixty-four mods, four ordered steps per line. BARREL: Amplifier, Second Generation Amplifier, Dual Amplifier, Crystalline Amplifier / Single Coil Condenser, Dual Coil Condenser, Spiral Condenser, Dual Spiral Condenser / Basic Adjuster, Phase Adjuster, Pirate Adjuster, Enigma Adjuster / Rapid Cycler, Turbo Cycler, Lightning Cycler, Quicksilver Cycler. CELL: High-Energy Capacitor, Hypercharge Capacitor, Ultradense Capacitor, Supernova Capacitor / Incendiary Modulator, Advanced Incendiary Modulator, Inferno Modulator, Wildfire Modulator / Ion Modulator, Grade II Ion Modulator, Superior Ion Modulator, Pulsed Ion Modulator / Shock Modulator, Voltage Modulator, Hypervolt Modulator, Lightning Modulator. SCOPE: Long Range Scope, Advanced Range Scope, Horizon Scope, Limitless Scope / Precision Scope, Sniper’s Scope, Assassin’s Scope, Executioner’s Scope / Targeting Scope, Enhanced Targeting Scope, Elite Targeting Scope, Auto-Scope / Tracking Scope, Advanced Tracking Scope, Hunter’s Tracking Scope, Stalker Scope. STOCK: Balancing Stabilizer, Advanced Balancing Stabilizer, Auto-calibrating Balancer, Experimental Model-8 Balancer / Bracing Stabilizer, Advanced Bracing Stabilizer, D-X9 Bracing Stabilizer, D-X22R Elite Brace / Ergonomic Stabilizer, Custom Ergonomic, Type-K Ergonomic, IQ Ergonomic / Lightweight Stabilizer, Superlight Stabilizer, Ultralight Stabilizer, Weightless Stabilizer. Seventy-eight Utilities: Attuned to All Things, Auto-Rangefinder, Bacta Stim, Bonded to the Blade, Concussion Grenade (+ Mk. II, III, IV), Control Pain, Custom RSKF-44, Deluxe Bacta Stim, Double-dose Bacta Stim, Droid Dismantler, Droid Popper (+ Mk. II, III), Experimental Repulsor Units, Fast Healing, Firebomb (+ Mk. II, III), Flamethrower (+ Mk. II, III, IV), Fortified Will, Gas Dispenser (+ Mk. II, III, IV), Hunter’s Rangefinder, Hyper-Bacta Stim, Hyperinsulated Underlay, Impact Bomb, Impact Underlay, Ion Blaster (+ Mk. II, III, IV), Listen Through Chaos, Medpac (+ Mk. II, III, IV), Presence in the Force, Prototype Imploder, Rangefinder, Reinforced Underlay (+ Mk. II, III), Remachined RSKF-44, Repulsor Units (+ Mk. II, III), Restored RSKF-44, Scattergun (+ Mk. II, III, IV), Serenity, Smoke Bomb (+ Mk. II, III), Stabilizing Underlay, Surging Harmony, Targeting Visor (+ Mk. II, III), Thermal Detonator, Thermal Imploder, Tranquility, Trauma Kit (+ Mk. II, III, IV), Visions of the Future, Visions of the Past, Worn RSKF-44. Item effect text quoted verbatim from /builds: Dual Coil Condenser (Barrel) "Increases Critical Hit Damage by +3 when firing this blaster."; Spiral Condenser (Barrel) "Increases Critical Hit Damage by +4 when firing this blaster."; Elite Targeting Scope (Scope) "Reduces the Chance-To-Hit penalty provided by an enemy’s Cover by 20%."; Lightweight Stabilizer (Stock) "Provides a 15% chance to gain Evasion when firing this blaster if this Operator does not already have this effect."; Custom Ergonomic (Stock) "Increases Blaster Damage by +2 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum."; Targeting Visor (Utility) "Increases this Operator’s Chance to Hit by +5% and Critical Chance by +6%." **Checked for and absent**: Superlight Stabilizer, which the planner offers and this page gives no effect text for.

  • Star Wars Zero Company Heavy Class Guide: Abilities and Builds

    VULKK · Tier 3 — Retail review · accessed 10 September 2026

    Supports: Published 9 September 2026, the same day as Patch 1.1, and **it does not state which build it was written against** — which is why nothing taken from it is filed as 1.1 behaviour. Bulwark reported at "up to 24m cast range" with an "8m area" and its Defense bonus "scaling from +2 to +6": all three reproduce `retail-htm-heavy` exactly, and are the first corroboration that ladder has had. Unstoppable "costs 1 AP", "starts with 2 Retaliation stacks", and at maximum rank "can be applied to allies" and permits "up to 4 Retaliation stacks" — the AP cost and the four-stack ceiling appear on no other source read in this pass. Impact Underlay "reduces incoming melee damage by 50%", the first published effect for any Underlay outside the Reinforced line. On Intimidating Posture: its Taunt "also triggers from blaster-based AoE attacks and from Assist Attacks", and the guide draws the conclusion itself — a Heavy with Sweeping Salvo "can Taunt every enemy the cone hits". **Checked for and absent**: any Advantage cost for Bulwark, which remains unpublished everywhere.

  • Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies

    Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17