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The Sniper Kinetic Module is an elemental module introduced in the 16.2.0 update.

Appearance

It appears to be a green sniper magazine with a white bullet on it.

Use

It is used to insert in a Sniper weapon so that it can be part of a module combination. It also allows to damage enemies in Raid that require kinetic damage on it to be damaged. It also gives more kinetic damage to weapons.

The level I module is enough to go against monsters and bosses in Dead City in Raid in easy.

The level IV module is enough to go against monsters (if a level IV energy module is also equipped) and bosses (only this module is required for the bosses) in Dead City in Raid in easy and medium.

The level V module is enough to go against monsters (if a level V energy module and a level V magic module are also equipped) in Dead City and Magical Valley and bosses (only this module is required for the bosses) in Dead City in Raid in all difficulties.

Combination

The combination in which this module can be used in is the Steel Hands. This combination, which also requires the Handgrip, completely removes bullet spread when shooting (passive).

Buffs

Level Modules required Cost Buff
I None None +2% kinetic damage
II 2 Sniper Kinetic Modules 5 coins +1% kinetic damage (total: +3% kinetic damage)
III 5 Sniper Kinetic Modules 25 coins +1% kinetic damage (total: +4% kinetic damage)
IV 10 Sniper Kinetic Modules 50 coins +2% kinetic damage (total: +6% kinetic damage)
V 30 Sniper Kinetic Modules 100 coins +2% kinetic damage (total: +8% kinetic damage)
VI 100 Sniper Kinetic Modules 250 coins +4% kinetic damage (total: +12% kinetic damage)
VII 200 Sniper Kinetic Modules 500 coins +4% kinetic damage (total: +16% kinetic damage)
VIII 400 Sniper Kinetic Modules 1000 coins +4% kinetic damage (total: +20% kinetic damage)
IX 500 Sniper Kinetic Modules 2000 coins +5% kinetic damage (total: +25% kinetic damage)
X 1000 Sniper Kinetic Modules 4000 coins +5% kinetic damage (total: +30% kinetic damage)
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