Difference between revisions of "High-explosive shell"

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(Fixed some values (Mass, MarketValue, MaxHP))
m (Icon to full stack to reflect in-game appearance (Stockpile Thing Categories, etc))
 
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{{Define|Crafted Resource
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{{Infobox main|resource
| always haulable = true
+
| name = High-explosive shell
| image = High-explosive shell
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| image = Shell highexplosive c.png
| def name = Shell_HighExplosive
 
 
| description = A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.
 
| description = A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.
| draw gui overlay = true
+
| type = Crafted resources
| graphic class = Graphic_Single
+
| type2 = Mortar shell
| graphic path = Things/Item/Resource/Shell/Shell_HighExplosive
+
| tech level = Industrial
| label = high-explosive shell
+
| path cost = 14
| parent name = MakeableShellBase
 
| path cost = 15
 
| resource readout priority = Middle
 
| rotatable = false
 
| selectable = true
 
| sound drop = Standard_Drop
 
| sound interact = Metal_Drop
 
 
| stack limit = 25
 
| stack limit = 25
| thing class = ThingWithComps
+
| beauty =  
| ticker type = Normal
+
| flammability = 1.0
| use hit points = true
+
| marketvalue = 55
| deterioration rate base = 1.5
+
| mass base = 1.25
| flammability base = 1.0
+
| hp = 60
| market value base = 55
+
| deterioration = 1.5
| max hit points base = 60
+
| damage = 50
| mass = 1.25
+
| damage type = Bomb
 +
| armorPenetration = 10
 +
| stoppingPower = 0.5
 +
| velocity = 41
 +
| blastRadius = 2.9
 +
| skill 1 = Crafting
 +
| skill 1 level = 4
 +
| work to make = 800
 +
| production facility 1 = Machining table
 +
| research = Mortars
 +
| resource 1 = Steel
 +
| resource 1 amount = 15
 +
| resource 2 = Chemfuel
 +
| resource 2 amount = 15
 +
| defName = Shell_HighExplosive
 +
| thingCategories = MortarShells
 +
| tradeTags = MortarShell
 +
| page verified for version = 1.3.3066
 
}}
 
}}
<onlyinclude>The [[high-explosive shell]] is the 'regular' kind of [[mortar shell]], that deals 50 damage in a 3.5-tile radius upon exploding.
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The '''high-explosive shell''' is the most common kind of [[mortar shell]], that deals 50 damage in a 3-tile radius upon exploding.
  
They are effective against most enemies; [[Raid#Siege|siege]] bases, resting or charging raiders, crashed ship parts and their mechanoid guards. While two mortars are enough against siege bases, around 4 - 8 will be needed for direct attacks on raiders.
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== Acquisition ==
 +
{{Acquisition}} The steel cost is increased to 25 if the [[AI Storytellers#Classic mortars|Classic Mortars]] difficulty option is enabled.
  
They are less effective against enemies equipped with [[shield belt]]s, as the explosion is blocked by the shield. A high quality shield belt can survive a blast and regenerate faster than the mortar fires. Pairing these with other mortars firing EMP rounds can overcome this problem easily.</onlyinclude>
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They can also be purchased from [[traders]].
  
== Crafting ==
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Finally, [[siege]] raids will have high-explosive shells drop podded to them, and if unused by the raid, can be taken by the player.
It is made using 25 [[steel]] and 15 [[chemfuel]] at a [[machining table]].
 
  
 
== Usage ==
 
== Usage ==
It is the standard shell for mortars, dealing high damage and having a decent blast radius. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy.
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{{Ingredient List|noCollapse=true}}
  
It is quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars.
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== Summary ==
 +
[[File:High-explosive shell radius.png|thumb|left|White, the radius of the shell's AoE when fired or when a single shell cooks off. Gold, radius when an entire stack cooks off.]]
 +
When fired from a mortar, {{lc:{{P|Name}}}}s deal {{P|Damage Base}} [[Damage types#{{P|Damage Type}}|{{P|Damage Type}}]] damage in a {{P|Blast Radius}} tile radius.
  
== Storage ==
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When damaged beyond 70% of its health, it will explode after between {{ticks|30}} and {{ticks|60}}, dealing 50 [[Damage Type#Bomb|Bomb]] damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of {{#expr: 2.9+((24*0.4)^0.5) round 2}} tiles at a full stack of 25.
 +
 
 +
They are also used in the construction of explosive [[IED trap]]s.
 +
 
 +
== Analysis ==
 +
High-explosive is the standard shell for [[mortar]]s, dealing high damage to any target with a decent blast radius. Mortars in general are quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy.
 +
 
 +
Mortars are most useful against stationary targets, such as [[siege]]s, [[crashed ship parts]], and [[mech cluster]]s{{RoyaltyIcon}}. Against sieges in particular, dealing enough damage will force the raiders to assault directly - as opposed to them peppering ''your'' base with mortar shells. A siege's mortars can and will deal large infrastructural damage to any base not under [[overhead mountain]]; your mortars are powerful defenses against them.
 +
 
 +
=== Storage ===
 
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.
 
As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.
 +
 +
== Gallery ==
 +
<gallery>
 +
Shell highexplosive a.png|One high-explosive shell
 +
Shell highexplosive b.png|Partial stack
 +
Shell highexplosive c.png|Full stack
 +
</gallery>
  
 
== Version history ==
 
== Version history ==
 +
* [[Version/0.18.1722|0.18.1722]] - Added to replace mortar type system.
 +
* 1.1 - Crafting cost was increased (20 --> 25 steel, 10 --> 15 chemfuel).
 +
* [[Version/1.3.3066|1.3.3066]] - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.
  
In 1.1 its crafting cost was increased (20 --> 25 steel, 10 --> 15 chemfuel).
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{{Nav|security|wide}}
 +
[[Category: Mortar shells]]

Latest revision as of 23:53, 28 September 2024

High-explosive shell

High-explosive shell

A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.

Base Stats

Type
Crafted resourcesMortar shell
Tech Level
Industrial
Market Value
55 Silver
Stack Limit
25
Mass
1.25 kg
HP
60
Deterioration Rate
1.5
Flammability
100%
Path Cost
14 (48%)

Ranged Combat

Damage
50 dmg (Bomb)
Armor penetration
10%
Velocity
41 (m/s)
Blast Radius
2.9
Stopping power
0.5

Creation

Crafted At
Machining table
Required Research
Mortars
Skill Required
Crafting 4
Work To Make
800 ticks (13.33 secs)
Resources to make
Steel 15 + Chemfuel 15
Technical
defName
Shell_HighExplosive
thingCategories
MortarShells
tradeTags
MortarShell


The high-explosive shell is the most common kind of mortar shell, that deals 50 damage in a 3-tile radius upon exploding.

Acquisition[edit]

High-explosive shells can be crafted at a machining table once the mortars research project has been completed. Each requires Steel 15 Steel, Chemfuel 15 Chemfuel, 800 ticks (13.33 secs) of work modified by the general labor speed of the crafter, and a crafting skill of 4. The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.

They can also be purchased from traders.

Finally, siege raids will have high-explosive shells drop podded to them, and if unused by the raid, can be taken by the player.

Usage[edit]

  • Product Ingredients Type [ExpandCollapse]
    IED trap IED trap High-explosive shell 2 Building - Security
  • Summary[edit]

    White, the radius of the shell's AoE when fired or when a single shell cooks off. Gold, radius when an entire stack cooks off.

    When fired from a mortar, high-explosive shells deal 50 Bomb damage in a 2.9 tile radius.

    When damaged beyond 70% of its health, it will explode after between 30 ticks (0.5 secs) and 60 ticks (1 sec), dealing 50 Bomb damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of 6 tiles at a full stack of 25.

    They are also used in the construction of explosive IED traps.

    Analysis[edit]

    High-explosive is the standard shell for mortars, dealing high damage to any target with a decent blast radius. Mortars in general are quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy.

    Mortars are most useful against stationary targets, such as sieges, crashed ship parts, and mech clustersContent added by the Royalty DLC. Against sieges in particular, dealing enough damage will force the raiders to assault directly - as opposed to them peppering your base with mortar shells. A siege's mortars can and will deal large infrastructural damage to any base not under overhead mountain; your mortars are powerful defenses against them.

    Storage[edit]

    As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.

    Gallery[edit]

    Version history[edit]

    • 0.18.1722 - Added to replace mortar type system.
    • 1.1 - Crafting cost was increased (20 --> 25 steel, 10 --> 15 chemfuel).
    • 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.