In Star Wars Zero Company, you will come across all types of enemies who want to make you past tense. From battle droids to pirates to a virus-worshipping cult, it's critical to scrounge up any advantage you can to survive. Enter Utilities: finite items such as Thermal Detonators, Trauma Kits, and unique weapons you can use during combat.
These items can make a huge difference in combat and can help carry you through some pretty tough encounters. Here's everything you need to know about Utilities, how to unlock more slots, and where to find them.
Simply put, Utilities are consumable items that (usually) have a finite number of charges you can use during a combat encounter. For example, if I equip an Operator with an Impact Grenade, they can only use this item once in a battle. This does not mean that the Impact Grenade will vanish entirely if used, as Utilities persist between missions.
Additionally, during missions with multiple combat encounters, all your Utilities will become fully restocked, allowing you to use them again. Because of this, you should always try to use whatever Utilities you bring in that can damage or outright kill enemies, since you won't need to worry about rationing them throughout an entire mission.
As for the Utilities themselves, they can be more or less separated into three categories: explosives, support items, and weapons. Explosives are items such as Thermal Detonators, Firebombs, and Concussion Grenades, which can be thrown by operators at enemies and detonate upon impact. These can have additional properties beyond damage, such as setting targets on fire or displacing them via knockback.
Support items are largely used to heal or provide tactical advantages in combat. Medpacs act as a quick way to recover from damage, while a Repulsor Unit gives your team more movement distance for a turn. Finally, weapons are more situational tools, such as the shotgun-style Scattergun or the Ion Blaster, which is fantastic against Droids.
Any piece of Utility can be equipped to any operator, and you can carry more than one of the same type, provided you have enough slots. Additionally, the Medic and Astromech Specializations can carry two charges for Utility items, while the rest can only hold one. Use this to your advantage to stack these operators with key items like Medpacs or hard-hitting explosives.
When it comes to getting Utilities, there are several ways to obtain them during a playthrough. Before we go into more detail, here's a quick breakdown of all the methods for obtaining new Utilities:
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