Difference between revisions of "Mortar"
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* [[Version/0.9.722|0.9.722]] - Now requires shells to fire. | * [[Version/0.9.722|0.9.722]] - Now requires shells to fire. | ||
* Beta 18 - the three types of mortars ([[Incendiary shell|Incendiary]], [[EMP shell|EMP]] and [[High-explosive shell|explosive]]) were replaced with a single type, which fires different types of shells that achieve the same effect. In addition, two new shells are added, the [[firefoam shell]] and the [[antigrain warhead]]. | * Beta 18 - the three types of mortars ([[Incendiary shell|Incendiary]], [[EMP shell|EMP]] and [[High-explosive shell|explosive]]) were replaced with a single type, which fires different types of shells that achieve the same effect. In addition, two new shells are added, the [[firefoam shell]] and the [[antigrain warhead]]. | ||
− | *[[Version/1.1.2618|1.1.2618]] - the cost was increased from 100 steel, 50 materials and 4 components. | + | * [[Version/1.1.2618|1.1.2618]] - the cost was increased from 100 steel, 50 materials and 4 components. |
− | *[[Version/1.3.3066|1.3.3066]] - Mortars now require uncraftable [[reinforced barrel]]s to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable [[mortar shell]]s have had their crafting recipes lowered by 10 [[steel]]. All 1.3 changes are reversible in the "Classic Mortars" storyteller option. | + | * [[Version/1.3.3066|1.3.3066]] - Mortars now require uncraftable [[reinforced barrel]]s to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable [[mortar shell]]s have had their crafting recipes lowered by 10 [[steel]]. All 1.3 changes are reversible in the "Classic Mortars" storyteller option. |
+ | * [[Version/1.3.3067|1.3.3067]] - Mortars don't drop their barrels when deconstruct if under 50% "fuel" i.e. after 10 shots have been fired with that barrel. | ||
+ | |||
<gallery> | <gallery> | ||
TurretMortarEMP.png|Sprite of the EMP mortar before merge | TurretMortarEMP.png|Sprite of the EMP mortar before merge |
Revision as of 13:35, 17 August 2021
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Mortar
A manned mortar that launches all kinds of shells. While it can inflict devastating damage, the mortar's inherent inaccuracy makes it more useful for attacking large fortifications than groups of enemies in the field.
Base Stats
Building
- Size
- 2 × 2
- Cover Effectiveness
- 40%
Ranged Combat
-
"Single-shot" is not in the list (Melee, Single-Shot, Single Thrown, Single-Use, Burst) of allowed values for the "Mode" property.
- Mode
- Single-shot
- Warm-Up
- 500 ticks (8.33 secs)
- Cooldown
- 1,680 ticks (28 secs)
- Range
- 500 tile(s)
- Minimum Range
- 30 tiles
- Velocity
- 41 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 13 tile(s)
Creation
- Skill Required
- Construction 5
- Work To Make
- 2,000 ticks (33.33 secs)
- Stuff Tags
- Metallic
The Mortar is a manned stationary siege defense mechanism. It launches mortar shells one at a time at any enemy that enters its 500-tile firing radius, or at a target set by the player. Once an enemy has entered within 30 tiles of the mortar, it will cease firing. The range indicator of mortars is not its actual range, but the size of its blind spot. It cannot fire if covered by a roof. It has a 4-second warmup time, a 28-second cooldown, and a 13-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed, dealing 50 damage.
Loading different shells into it will produce different effects. These shells can be manually extracted from the mortar. Mortars can be set to accept different types of shells. Make sure the shells you need are in an "allowed" zone for your mortar operators; a set of shelves works well to store mortar shells.
Acquisition
To construct a mortar, the Mortars research must be complete and a construction skill of 5 is required. Each mortar requires 150 steel, 6 components and 75 of any metal.
Alternatively, they can be claimed and taken from Sieges.
The mortar shells required to use the mortar must also be acquired. See their respective pages for details.
Analysis
Mortars require a pawn to load and fire shells. Their skills have no effect on accuracy, however, pawns incapable of violence will refuse to man them. Unlike drafted colonists, mortar personnel do not return to their normal schedule when undrafted and must be manually relieved from the mortar job. There is no way to increase mortar accuracy.
Mortars are too inaccurate to target moving enemies, except when targetting large, dense groups or when using antigrain shells. Instead, they're better suited against sieging enemies, preparing raiders, and mech clusters . Note that Mech high-shields will block mortar shots and, if present, can render mortars ineffective against clusters, however the use of EMP shells will temporarily disable the shield. The shield will not be down long enough for a the EMP-firing mortar to load a shell and fire again, but a single EMP-firing mortar and several HE-firing mortars can work in tandem to attack the shielded clusters during the vulnerability by firing the EMP slightly in advance of the HE rounds.
Enemy sieges typically spawn with 2 mortars, that will be constructed by the enemy, and then fired at your base. Shells fired from mortars will break through constructed roofing but not through mountains (or any tile underneath one). Following a siege, it is possible to loot mortars from siege attacks, so long as the enemy builders complete construction, by reinstalling them in your base. Pawns assigned to construction will haul them to their new location.
When they explode, they sizzle for 240 ticks (4 secs) and explode with a radius of 4.9 cells.
When hit by an EMP from any source, they are prevented from firing and the reload countdown is paused for the duration of the stun. Mortars do not 'adapt' to EMP. If an EMP attack does more EMP damage to a mortar than its remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.
Stats table
Mortar | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | -20 | ticks (1.39 mins) | 5,000360 | 52.5% | 845 |
Gold | 0 | ticks (30 secs) | 1,800108 | 28% | 5,800 |
Plasteel | -20 | ticks (1.22 mins) | 4,400504 | 0% | 1,260 |
Silver | -14 | ticks (33.33 secs) | 2,000126 | 28% | 1,300 |
Steel | -20 | ticks (33.33 secs) | 2,000180 | 28% | 895 |
Uranium | -20 | ticks (1.06 mins) | 3,800450 | 0% | 1,105 |
Image Gallery
Version history
- 0.5.492 - Added as the Incendiary Mortar and Explosive Mortar
- 0.6.532 - EMP mortar added.
- 0.9.722 - Now requires shells to fire.
- Beta 18 - the three types of mortars (Incendiary, EMP and explosive) were replaced with a single type, which fires different types of shells that achieve the same effect. In addition, two new shells are added, the firefoam shell and the antigrain warhead.
- 1.1.2618 - the cost was increased from 100 steel, 50 materials and 4 components.
- 1.3.3066 - Mortars now require uncraftable reinforced barrels to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable mortar shells have had their crafting recipes lowered by 10 steel. All 1.3 changes are reversible in the "Classic Mortars" storyteller option.
- 1.3.3067 - Mortars don't drop their barrels when deconstruct if under 50% "fuel" i.e. after 10 shots have been fired with that barrel.