Difference between revisions of "Auto mortar"
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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 | + | 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
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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
- Building – Mechanoid 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
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.