Kinetic Module

The Kinetic Module is a special ability that can be utilized to move and throw objects. To use it, the player must move their crosshair onto a character, weapon, or barrel, then press and hold down C.

This feature can be used by the Marine and other playable characters within the campaign. It enables the player to move barrels, characters, and weapons to a specified location using an unknown force, represented by a glistening white light over objects and the player's arm.

Unlike Time Warp, the Kinetic Module does not consume energy while in use.

Use
The Kinetic Module can be used to perform a number of special tasks. These operations are difficult and often impossible to perform without the help of this feature. The Kinetic Module can be used to move bodies, move already thrown grenades, throw barrels, or grab distant weapons or other similar objects. When activated, a white circle of energy is seen around the players hand as well as the object being picked up. Heavier objects like barrels and enemies will be harder to move than lighter ones like weapons.

The Kinetic Module (especially in the Heavy Battlesuit) can be extremely useful in throwing explosive barrels at an enemy. In the earlier levels such as level 1 it is easy to slice right through an enemy and kill them with a hard blow from a barrel. What may be even more potent is throwing one of the barrel halves after its detonation. If utilized correctly, a piece of barrel shrapnel thrown at an enemy at high speed can slice right through them and other nearby enemies.

Despite the risks, the Kinetic Module is a useful and versatile tool. However, the battlesuit cannot maintain a kinetic hold with an object while jumping. Another useful ability of the Kinetic Module is utilized by picking up an enemy's corpse to use it as a shield. Despite this granting ludicrously high amounts of speed, it is also very unstable, and it is easy to crash into walls with an accompanying explosion if not controlled or reined in properly.


 * The module can be used to grab items from a distance that are otherwise booby trapped (for example, the Plasmagun CS-Bloom on Level 7) or too hazardous to reach physically.
 * It can be used to steal guns from allies. If a character has only one weapon and it is taken via the Kinetic Module, their PSI Blades will not appear.
 * It is easier to pick up a body by decapitating it and aiming for its neck with the Kinetic Module. This appears to grab the creature's top vertebrae. This can be used to fling an enemy at another or move the dead out of the way.
 * The Kinetic Module has unlimited range and is only limited by visual range.
 * It is unknown if the Kinetic Module is just a part of the Marine's suit or if it is used by others.

Trivia

 * Prior to version 1.31, the Kinetic Module had different properties.
 * The Kinetic Module could affect grenades, as well as Virus drones.
 * This could be done in version 1.31 as well, but this functionality is bugged as of version 1.32 onwards.
 * The strength of the pull was determined by a characters default mobility, which could not be changed by a trigger action.
 * The "Alternative Gameplay" engine mark in the Map Editor could be used to disable the Kinetic Module. This function has instead been relegated to trigger actions.
 * It cannot be used while the user is mid-air, or underwater.
 * Characters could be affected by it, but would not be moved unless the target was dying, or dead.
 * A similar function exists in Star Defenders, used by Player drones by pressing and holding right click.
 * In multiplayer, the same hotkey that is used to activate the Kinetic Module (C) is used to throw Portnades.
 * Despite this, it is possible to use the Kinetic Module in multiplayer via trigger action, attempting to use it will also throw Portnades if the Player has any.