Utility Items

By default, XCOM kevlar armor provides slots to transport 3 utility items into combat. The following items take up one utility slot each. Equipping something in the first slot carries no penalty. Carrying 2 slots reduces your mobility for your first move of the turn by 1. Carrying all 3 slots reduces your mobility for both moves in a turn by 1.

Ablative Plating
Plating provides resistance operatives with ablative HP during missions. These HP cannot be repaired during the mission, but losing them does not count towards lost health when determining healing times in-between deployments. Though plating currently serves as the best way to increase survivability in the field, a soldier may only wear one uit of plating on a deployment.

Ceramic Plating: 2 ablative HP

==== Grenades==== Grenades can be carried by any class, but Grenadiers particularly excel with them, because they can launch them with extended range with their Grenade Launchers. Grenadiers also have an extra equipment slot that can only be used for a grenade. Non-grenadier soldiers must wait 1 round in between throwing grenades.

Frag Grenade
The default damaging grenade fielded by XCOM

Range: 5 Blast radius: 2 Damage: 3 Shreds Armor: 1

Flashbang Grenade
Disorients Organic enemies; reduces Aim and Mobility, and disables some abilities

Range: 6 Blast Radius: 3 Special: disorientation

Smoke Grenade
Grants +20 defense to units in cloud. Negates flanking bonus to lethality.

Range: 7 Blast Radius: 3 Special: cover Duration: 3 XCOM turns

Medikits


Medikits are XCOM’s means of prolonging a soldier’s involvement in a deployed engagement by staving off death. By default, they have 1 charge per mission. When used on a wounded, conscious soldier, they heal 4HP. They can also be used on a soldier who is bleeding out to stabilize them and stop their bleedout timer. Specialists can deploy medikits through the use of their Gremlin drones, otherwise they must be used at point blank range.