Impact Bombs
✓ConfirmedNamed 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
✓ConfirmedNamed 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clean out of the combat space, so it displaces as well as damages — but the distance, the damage and the radius are all unpublished.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
✓ConfirmedNamed 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-reportedA 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-reportedNothing 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-reportedA 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-reportedA 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-reportedOne 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-reportedA 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-reportedA 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-reportedCreates 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-reportedWhen 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-reportedIncreases Defense by +3.
Medpac Mk. IV
◈Retail-reportedHeals 30% of the target ally's Health. Cannot be used on Droids.
Repulsor Units Mk. II
◈Retail-reportedIncreases Movement by +1.0m. This bonus affects all of the Operator's moves.
Ion Blaster Mk IV
◈Retail-reportedFires 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-reportedSprays a stream of gas that Dazes all units in the target area.
Prototype Imploder
◈Retail-reportedThrow a powerful explosive Grenade that deals excellent damage.
Custom RSKF-44
◈Retail-reportedFire a very powerful, but short range armor-piercing pistol shot.
DC-17m Anti-Armor
✓ConfirmedA 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
✓ConfirmedOne 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-reportedReduces 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.