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Part 23
XCOM: Enemy Unknown

Part 23

Learn about the Kinetic Strike Module (KSM) for MECs in XCOM: Enemy Within. Discover its damage, mobility boost, and tactical advantages over the Flamethrower.

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Learn about the Kinetic Strike Module (KSM) for MECs in XCOM: Enemy Within. Discover its damage, mobility boost, and tactical advantages over the Flamethrower.

Alright, let's talk about a really cool piece of gear for your MECs: the Kinetic Strike Module, or KSM for short. Think of it as a rocket-powered fist that lets your MECs go absolutely wild in melee combat. ### Description This thing is a Tactical Subsystem that gives your MEC a powerful arm upgrade. It lets them pulverize adjacent cover and enemies. Plus, it even boosts their mobility by 2! The basic punch deals 12 damage and can destroy cover. It only works on adjacent tiles, not diagonal ones, and can cause some collateral damage to nearby tiles. If you kill an enemy with it, they usually get knocked back two tiles. This can cause some fun chain reactions, like smashing through destructible terrain or setting off vehicles. There's a Foundry project called MEC Close Combat that upgrades the KSM. It bumps the damage up to 18 and, get this, the upgraded KSM *doesn't end your MEC's turn* when used as the first action. This means you can potentially punch twice in a single turn! ### Tactics Compared to the MEC's other option, the Flamethrower), the KSM has some big advantages: * Unlimited Use: You can use it as much as you want in a mission. * Mobility Boost: That +2 mobility is super handy for getting your MEC into position. * Reliable Kills: It can reliably one-shot most standard enemies, even up to Muton Elites with the damage upgrade. Just remember, it can't hit enemies that are flying higher than ground level, like airborne Cyberdiscs or Floaters. * Turn Efficiency: The Flamethrower never gets the benefit of not ending your turn, but the upgraded KSM does. * Cover Destruction: It's great for clearing obstructions, much like Collateral Damage, but with way more damage. With the MEC Close Combat upgrade, your MEC can do a 'dynamic entry,' punching through walls to open up sightlines. The only downside is it can't destroy small cover objects. Keep in mind, the Flamethrower is better if you need to destroy Weapon Fragments) or Meld that enemies might drop, and it doesn't affect robots. The KSM, however, is fantastic for offensive MECs, especially those based on Assaults or Heavies. It also pairs well with a Grenade Launcher or Electro Pulse. The movement boost is also great for defensive MECs, helping them get into the best support positions or sightlines, especially with Advanced Servomotors. ### Notes * The KSM has some pretty cool kill animations for enemies like the Mechtoid, Berserker), and Sectopod). Watch out though, the Sectopod animation can sometimes trap your MEC in the explosion, dealing 5 damage (or 3 if they're a former Assault with Shock-Absorbent Armor). * If you have the 'Absolutely Critical' perk and the KSM kills an enemy with over 18 health (after the MEC Close Combat upgrade), the kill animation might not play. * Ethereals) don't explode when killed by the KSM; their robes just disintegrate. * Killing a Berserker with the KSM can earn you the 'Someone Your Own Size' Achievement#XCOM:_Enemy_Unknown). * With a Ghost Grenade active, you can get a critical hit with the KSM, potentially dealing up to 23 damage! * If you're using the ' Absolutely Critical' Second Wave option, the KSM gets a 50% damage boost. This means an upgraded punch can do 27 damage! Two of those can take down a Sectopod to just 2 HP on any difficulty, even with its Reinforced Armor. * Be careful using the KSM near the Encoder and Transmitter during Covert Data Recovery missions. If an EXALT agent is between your MEC and the device, don't punch them, or they might get sent flying into the device and destroy it! * There's a weird bug where if a humanoid enemy's corpse falls to a lower elevation after being hit by the KSM, it might get stuck impaled in the ground. * You can even target invisible Seekers with the KSM if they're close enough.

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