Difference between revisions of "Auto mortar"

From RimWorld Wiki
Jump to navigation Jump to search
Line 27: Line 27:
 
Like the [[condition causer]]s, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats.
 
Like the [[condition causer]]s, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats.
  
It shoots shells  equivalent to [[high explosive shell]]s, which explode in as normal to deal 50 [[Damage type#Bomb|Bomb]] damage in a 2.9-tile radius but do not require restocking or reloading. Like normal [[mortar]]s, it has a forced miss radius of 10 tiles, and if you roof over it, it can't fire. Note that unlike normal mortars, its forced miss radius does not increase to 13 if the [[AI_Storytellers#Player_tools|Classic mortars]] storyteller option is enabled.
+
It shoots shells  equivalent to [[high explosive shell]]s, which explode as normal to deal 50 [[Damage type#Bomb|Bomb]] damage in a 2.9-tile radius but do not require restocking or reloading. Like normal [[mortar]]s, it has a forced miss radius of 10 tiles, and if you roof over it, it can't fire. Note that unlike normal mortars, its forced miss radius does not increase to 13 if the [[AI_Storytellers#Player_tools|Classic mortars]] storyteller option is enabled.
  
 
If it is damaged beyond a certain point<sup>[What point?]</sup> it will explode. The mortar will spark and emit a hissing sound shortly before exploding {{ticks|240}} later. The explosion deals 50 [[Damage Type#Bomb|Bomb]] damage in a 4.9 tile radius centered around ?which? tile.
 
If it is damaged beyond a certain point<sup>[What point?]</sup> it will explode. The mortar will spark and emit a hissing sound shortly before exploding {{ticks|240}} later. The explosion deals 50 [[Damage Type#Bomb|Bomb]] damage in a 4.9 tile radius centered around ?which? tile.

Revision as of 11:28, 18 October 2021

Auto mortar

Auto mortar

A self-powered, self-loading, automatic mortar. It can hit targets at any distance, over walls, but is quite inaccurate.

Base Stats

Type
BuildingMechanoid cluster
Beauty
-20
HP
260
Flammability
0%
Path Cost
50 (21%)

Building

Size
2 × 2
Placeable
False
Passability
pass through only
Cover Effectiveness
40%

Ranged Combat

Damage
50 dmg (Bomb)
Warm-Up
ticks (0.07 secs)
Range
500 tile(s)
Minimum Range
29.9 tiles
Velocity
41 (m/s)
Burst Count
1 (per burst)
Miss Radius
10 tile(s)
Destroy yield
Steel slag chunk 1 + Steel 60 + Plasteel 10 + Reinforced barrel 1

An auto mortar is a threat that appears in mech clusters.

Like the condition causers, it counts as a cluster's problem causer, of which each can cluster can only have one. It generates four times more often than the other problem causers, but only costs the cluster 220 combat points rather than 750, so the cluster will have more other threats.

It shoots shells equivalent to high explosive shells, which explode as normal to deal 50 Bomb damage in a 2.9-tile radius but do not require restocking or reloading. Like normal mortars, it has a forced miss radius of 10 tiles, and if you roof over it, it can't fire. Note that unlike normal mortars, its forced miss radius does not increase to 13 if the Classic mortars storyteller option is enabled.

If it is damaged beyond a certain point[What point?] it will explode. The mortar will spark and emit a hissing sound shortly before exploding 240 ticks (4 secs) later. The explosion deals 50 Bomb damage in a 4.9 tile radius centered around ?which? tile.

They are a source of the reinforced barrels needed to construct mortars. Reinforced barrels will not spawn if the Classic mortars storyteller option is enabled.

Trivia

Like all mech cluster buildings, they not only have a Flammability of 0%, but also take no damage from attacks with the Flame damage type. This is in contrast to, for example, a stone wall which will not be ignited by molotov cocktails but will take the 10 flame damage from the initial attack.