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==Kinetic damage== Kinetic damage is dealt by explosive devices of various kinds. In addition to the Kinetic Damage, these weapons often have secondary effects, in some cases dealing additional Energy Damage or Exotic Damage to the target in a single hit or as a <span title="Damage over Time" style="cursor: help; border-bottom: 1px dotted #09c;">DoT</span> or <span title="Area of Effect" style="cursor: help; border-bottom: 1px dotted #09c;">AoE</span>. On the ground, Kinetic Damage is dealt by Mines, Bombs and Mortar type turrets deployable by the use of [[Kit]]s, and Grenades thrown by using Kits or abilities. The [[TR-116A Rifle - Sniper Rifle|TR-116A]] and [[TR-116B Rifle - Sniper Rifle|TR-116B]] rifles also deal kinetic damage. Kinetic Damage is more effective against armor than shields, and there is a dedicated resistance against Kinetic Damage. All [[Body Armor]] types provide varying levels of resistance against Kinetic Damage. ''Note: Melee attacks such as martial arts or with the [[Klingon Bat'leth|Bat'leth]] do <u>NOT</u> count as Kinetic damage. Instead, this is ''<u>Physical</u>'' damage.'' ===Grenades=== There are four basic types of Grenade--Photon, Plasma, Smoke and Stun--though Smoke grenades do not cause kinetic damage. There are also other types of grenade which are specially obtained. It is important to note that shields drastically reduce the damage of grenades. *{{ability2|Photon Grenade}} - Causes AoE kinetic damage upon contact, causing damage and knockback to the enemies within the blast radius at the point of contact. It has a large blast radius, however enemies can enter and exit the blast radius before the AoE kinetic damage occurs. **{{ability2|Bio-Molecular Photon Grenade}} - A specialty photon grenade that partially ignores shields, reduces runspeed and causes [[#Radiation|radiation]] damage. **{{ability2|Neutronic Grenade}} - A specialty photon grenade that partially ignores shields, and debuffs the enemies' outgoing energy damage and movement speed. *{{ability2|Plasma Grenade}} - Causes small AoE kinetic damage, but also leaves a plasma damage [[hazard]] at the point of detonation. **{{ability2|Cryonic Grenade}} - A specialty "plasma" grenade that partially ignores shields, causing kinetic and [[#Cold|cold]] damage and leaves a freezing hazard. *{{ability2|Stun Grenade}} - Low kinetic damage in the AoE, however it explodes on contact and causes all enemies within the AoE which holds them in place for a period of time. This hold is not fragile, so wonβt break upon being damaged by character and allies. *{{iconlink|Cryo Grenade|24px}} [[Cryo Grenade]] - a ground device that deals kinetic and cold damage. **{{ability2|Active Immunity Grenade}} - A specialty grenade that partially ignores shields, reduces runspeed and causes [[#Toxic|toxic]] damage, with a chance to spread the infection. **{{abilityicon2|Corrosive Grenade}} [[Tactical Kit Module - Corrosive Grenade]] - A specialty grenade that partially ignores shields, does shield-penetrating toxic damage, reduces damage output and leaves a toxic [[DoT]]. *{{abilityicon2|Crystalline Spike}} [[Universal Kit Module - Crystalline Spike]] - not a grenade per se, but is thrown like one and causes kinetic damage and knockback when it expires or explodes. The following grenades do not actually cause any damage, and so are outside the scope of this article: *{{ability|Anesthizine Gas}} *{{ability|Frictionless Particle Grenade}} *{{ability|Smoke Grenade}} ===Mines=== Similar to grenades, mines are placed by Engineering or Intel officers on the ground and only detonate either when an enemy walks over them, or after a set amount of time. *{{ability2|Chroniton Mine Barrier}} - Kinetic damage and runspeed reduction. *{{abilityicon2|Active Immunity Mine Field}} [[Engineering Kit Module - Active Immunity Mine Field]] - a mine version of the Active Immunity Grenade, dealing Kinetic and infectious Toxic damage. *{{ability2|Subspace Anesthezine Mine}} - an Intel ability. Unlock Anesthezine grenades, these deal Kinetic damage and inflict numerous debuffs. *{{abilityicon2|Flash Bombs}} [[Engineering Kit Module - Flash Bombs]] *{{abilityicon2|Crawler Swarm}} [[Universal Kit Module - Crawler Swarm]] *{{ability2|Enhanced Crawler Mine}} from the [[Na'kuhl Temporal Operative]] set (also leaves a [[#Toxic|toxic]] hazard) *[[File:spec_commando_t1_wrecking_ball_icon.png|24px]] '''Wrecking Ball''' from the [[Captain Specialization/Commando skills|Commando specialization tree]] leaves behind a kinetic damage mine whenever you roll. ===Bombs=== Bombs act like mines, except they explode on your command, not due to proximity. *{{abilityicon2|Place Transphasic Bomb}} [[Engineering Kit Module - Transphasic Bomb]], which arm after 3 seconds. *{{abilityicon2|Place Flash Freeze Bomb}} [[Engineering Kit Module - Flash Freeze Bomb]], which deals both Kinetic and Cold damage. ===Mortar=== *{{abilityicon2|Quantum Mortar Fabrication}} {{ability|Quantum Mortar Fabrication}} *{{ability2|Photon Grenade Launcher Fabrication|TOS Federation}} *{{abilityicon2|Neutronic Mortar Fabrication}} [[Engineering Kit Module - Neutronic Mortar]] ===Other sources=== *{{abilityicon2|Chroniton Micro-Torpedo Spread}} [[Tactical Kit Module - Chroniton Micro-Torpedo Spread]] *{{ability2|Coordinate Bombing Strike}} *{{ability2|Graviton Spike}} *{{ability2|Micro Photon Torpedo Launcher}} *{{ability2|Micro Cryonic Warhead}} (part Kinetic, part Cold damage) *{{ability2|Protomatter Munition Deployment}} (part Kinetic, part Physical damage) *{{ability2|Seismic Agitation Field}} - Creates a kinetic damage hazard that knocks those in range toward the center, and causes them to stumble. *[[File:Repulsor Burst icon (Federation).png|31x31px]] [[Ability: Repulsor Burst|Repulsor Burst]]
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