Difference between revisions of "Mortar"

From RimWorld Wiki
Jump to navigation Jump to search
Line 52: Line 52:
  
 
== Version history ==
 
== Version history ==
In 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]].
+
In 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]].
  
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 19:05, 22 May 2018

Mortar

Mortar

"Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged."

Base Stats

Type
StructureSecurity
Market Value
1500 Silver
Mass
200 kg
Beauty
-60
HP
180

Building

Size
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
Damage
50 dmg
Warm-Up
500 ticks (8.33 secs)
Cooldown
1,680 ticks (28 secs)
Range
500 tile(s)
Minimum Range
30 tiles
Accuracy
79% - 42% - 18% - 6%
Velocity
41 (m/s)
Burst Count
1 (per burst)
Miss Radius
16 tile(s)
Blast Radius
3.5
DPS
1.38


The Mortar is a manned stationary siege defense mechanism which launches 1-round artillery mortar shells at any enemy that enters its 500-tile firing radius but it will not fire once the enemies have reached within 30 tiles, or can be manually set a forced target. 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 5.8-second warmup time, a 28-second cooldown, and an 11-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed and deal 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 shell.

Mortars require a pawn each 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 relieve their position once the battle is over and must be manually unassigned, or they will become exhausted, starve, and potentially suffer a mental break. There is no way to increase mortar accuracy.

Enemy siege's typically spawn with 2 mortars, that will be constructed by the enemy, and then fired at your base. Shells fired from mortar's will break through constructed roofing, however will not break through mountains (or any tile underneath one), so hiding people under a mountain in a panic room is a good method to survive a siege. 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 but haulers won't.

Image Gallery


Version history

In 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.