All of the different pieces of equipment will prove vital to your survival in battle. Each piece of equipment has localizations to the fronts and sides, though these differences are exclusively visual with no changes to gameplay.
Passive[]
Medkit - Occupies the "Inventory" slot in your soldier's inventory and will allow the soldier to enter a "down but not out' state when taking near fatal amounts of damage that would normally kill the soldier. When in this state, the soldier is allowed to "Revive" and get back into the fight. The medkit will also allow you to heal yourself while still alive to add some more health into your health pool
Tools - Occupies the "Inventory" slot in your soldier's inventory and is mutually exclusive with the medkit. The tools allow you to repair damaged vehicles, like tanks and jeeps. it is most useful when equipped on a tanker to help repair the gun or tracks when disabled
Flask - Occupies the "Flask" slot in your soldier's inventory and will give a short boost to stamina after usage
Binoculars - Occupies the "Binoculars" slot in your soldier's inventory, these will give you the edge in a long-range engagement by allowing you to see finer detail from further away
Melee[]
Knife - The knife is your bread-and-butter melee weapon, and is standard for all soldiers to have
Shovel - Not only a melee weapon, but the shovel can also be used to dig a small hole, that then can be used for cover or vehicle traps
Axe - A slightly heavier melee option for causing the most damage to infantry while also being able to damage fortifications
Sword/Saber - One of the heaviest hitting melee weapons in the game with a fast-swing time
Bayonet - The only melee weapon that can be attached to the end of your rifle for quick use
Backpacks[]
Small backpack - adds another slot in the "Inventory" section
Grenade pouch - allows your soldier to carry another grenade
Small ammo pouch - adds another magazine for any weapons you have equipped
Large Backpack - adds two new slots to the "Inventory" section
Large grenade pouch - allows your soldier to carry two more grenades
Large ammo pouch - adds two magazines into your soldier's ammo reserve
Parachute - This is a standard piece of any pilot's and flight crews equipment and when used can allow the soldiers to survive a fall that normally would kill them
Radio pack - a part of the Radio Operator's standard kit and cannot be unequipped
Medical bag - added in the "Battle of Stalingrad" front, it is a default piece of the medic's equipment and cannot be removed. It is implied that it contains the healing syringes that the medic class can used to heal their comrades
Throwables[]
Fragmentation grenade - The best and option for flushing out enemies from a fortified position. These will cause the highest damage to infantry while only causing extremely limited damage to armored targets
Explosion pack - One of the main ways of destroying armored vehicles in Enlisted. This grenade will cause the most damage to any vehicle it's near, but will cause limited damage to infantry
Smoke grenade - When thrown, this grenade will put out a plume of smoke, obscuring vision both ways
Molotov - This grenade is a small bottle of flammable fluid, that when thrown will cover a small area in fire, damaging both enemies and friendlies (to a lesser extent) so be careful where you throw them
Impact grenade - This grenade has no fuse and will explode on impact with any surface. The downside to this type of grenade is that it deals less damage than a standard grenade
White phosphorus grenade - A more powerful incendiary option that will produce a toxic cloud of smoke that will limit visibility when thrown
Landmines[]
Anti-tank mine - powerful landmine that can destroy or disable a tank, an infantry cannot detonate these
Anti-personal mine - shrapnel landmine that will be detonated by any infantry that step on it. A tank can set off an Anti-personal mine, though will not do damage the tank
TNT charge - The TNT charge is a very versatile explosive that can be used to lay traps, kill infantry, and destroy tanks