Auto mortar

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Revision as of 18:51, 17 October 2021 by Cheldra (talk | contribs) (type: Buildings -> Building; type2: -> Mechanoid cluster; placeable: -> false; path cost: - -> 50; passability: - -> pass through only; cover: -> 0.4; destroyyield: - -> {{Icon small|Steel slag chunk}} 1 + {{Icon small|Steel}} 60 + {{Icon small|Plasteel}} 10 + {{Icon small|Reinforced barrel}} 1; range: - -> 500; minrange: - -> 29.9; burst: - -> 1; warmup: - -> 4; velocity: - -> 41;)
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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

Warm-Up
ticks (0.07 secs)
Range
500 tile(s)
Minimum Range
29.9 tiles
Velocity
41 (m/s)
Burst Count
1 (per burst)
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 high explosive shells, which explode in as normal to deal 50 damage in a 2.9-tile radius. Like normal mortars, it has a forced miss radius of 10 tiles, and if you roof over it, it can't fire.

They are a source of the reinforced barrels needed to construct mortars.

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.