Mortar
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Mortar
A manned mortar that launches all kinds of shells. While it can inflict devastating damage, the mortar's inherent inaccuracy makes it more useful for attacking large fortifications than groups of enemies in the field.
Base Stats
Building
- Size
- 2 × 2
- Minifiable
- True
- Placeable
- True
- Passability
- pass through only
- Cover Effectiveness
- 40%
- Terrain Affordance
- Heavy
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
- Warm-Up
- 240 ticks (4 secs)
- Cooldown
- 1,680 ticks (28 secs)
- Range
- 500 tile(s)
- Minimum Range
- 29.9 tiles
- Velocity
- 41 (m/s)
- Burst Count
- 1 (per burst)
- Miss Radius
- 9 tile(s)
Creation
- Required Research
- Mortars
- Skill Required
- Construction 5
- Work To Make
- 2,000 ticks (33.33 secs)
- Stuff Tags
- Metallic
- thingCategories
- BuildingsSecurity
The Mortar is a manned Security building similar to a turret. It launches mortar shells at targets outside of a minimum range, either automatically targetted by the manning colonist, or targeted by the player. The effects of the mortar depend on the shell loaded.
Acquisition
Mortars can only be constructed once the Mortars research project has been completed. Each mortar requires 50 Stuff (Metallic, 500 for SMVs), 1 Reinforced barrel, 6 Components, 2,000 of work, and a Construction of 5. If the Classic mortars storyteller option is enabled, the removal of reinforced barrels changes this recipe instead to: 75 stuff (Metals), 150 steel, and 6 components.
Alternatively, they can be claimed and taken from Sieges once all the raiders have been killed.
The mortar shells required to use the mortar must also be acquired separately. See their respective pages for details.
Summary
Mortars, when manned by a pawn, launch mortar shells one at a time at any enemy that enters its 500-tile firing radius, or at a target set by the player inside this radius. The player can target a location or a specific pawn. Regardless of the type of targetting, the mortar cannot fire at targets within its 29.9 tile minimum range. The displayed range indicator of mortars is not its range, but instead the size of this minimum range. Mortars cannot fire if covered by a roof. Firing can be toggled with the "Hold Fire" widget.
Mortars require a pawn to load and fire shells. Pawns incapable of violence will refuse to man them. Unlike drafted colonists, mortar personnel do not return to their normal schedule when undrafted and must be manually relieved from the mortar job.
Mortars have a forced miss radius of 9 tiles, i.e., the shell will land somewhere within 9 tiles of the designated tile. This radius is then multiplied the pawn's Mortar Miss Radius Multiplier, which in turn depends on the Shooting skill, and the Manipulation and Sight capacities. For more detail, see the Mortar Miss Radius Multiplier page. This base miss radius is increased to 13 if the Classic Mortars storyteller option is enabled. It is currently unclear if the pawn's radius multiplier applies when Classic Mortars is enabled.[Fact Check]
It has a 240 ticks (4 secs) warmup time and a 1,680 ticks (28 secs) cooldown. Note that the cooldown does not tick down while no pawn is manning the turret, even if they are in the process of retrieving another shell.
Every 20 shots, a new reinforced barrel is required to rearm the mortar and allow continued firing. This requirement does not exist, and reinforced barrels are removed from the game entirely, if the Classic mortars storyteller option is enabled.
The effect on target depends on the type of mortar shell loaded into it. These shells can be manually extracted from the mortar. Mortars can be set to only accept specific types of shells at will. A summary of available shells is provided in the table bellow, but see the relevant shell pages for full details.
Damage Base | Damage Type | Blast Radius | Market Value Base | |
---|---|---|---|---|
Antigrain warhead | 550 | BombSuper | 14.9 | 1,200 |
Deadlife shell | 4.1 | 55 | ||
EMP shell | 50 | EMP | 8.9 | 55 |
Firefoam shell | 0 | Extinguish | 5 | 55 |
High-explosive shell | 50 | Bomb | 2.9 | 55 |
Incendiary shell | 10 | Flame | 2.9 | 55 |
Smoke shell | 0 | Smoke | 7.2 | 55 |
Tox shell | 4 | 55 |
If it is damaged below one third of its hitpoints, or 60 HP, it has a chance[What chance?] to 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 the tile covered by the mortar closest to the interaction spot - that is, the explosion is not centered on the true center of the 2x2 mortar.
Analysis
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Mortars are too inaccurate to target moving enemies, except when targeting large, dense groups or when using antigrain shells. Instead, they're better suited against sieging enemies, preparing raiders, and mech clusters . Note that Mech high-shields will block mortar shots and, if present, can render mortars ineffective against clusters, however the use of EMP shells will temporarily disable the shield. The shield will not be down long enough for a the EMP-firing mortar to load a shell and fire again, but a single EMP-firing mortar and several HE-firing mortars can work in tandem to attack the shielded clusters during the vulnerability by firing the EMP slightly in advance of the HE rounds.
Enemy sieges typically spawn with 2 mortars, that will be constructed by the enemy, and then fired at your base. Shells fired from mortars will break through constructed roofing but not through mountains (or any tile underneath one). 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.
When they explode, they sizzle for 240 ticks (4 secs) and explode with a radius of 4.9 cells.
When hit by an EMP from any source, they are prevented from firing and the reload countdown is paused for the duration of the stun. Mortars do not 'adapt' to EMP. If an EMP attack does more EMP damage to a mortar than its remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.
Make sure the shells you need are in an "allowed" zone for your mortar operators; a set of shelves works well to store mortar shells.
Stats table
Mortar | Beauty | Work to Build | HP | Flammability | Market Value |
---|---|---|---|---|---|
Material | |||||
Bioferrite | -20 | ticks (1.39 mins) | 5,000360 | 52.5% | 845 |
Gold | 0 | ticks (30 secs) | 1,800108 | 28% | 5,800 |
Plasteel | -20 | ticks (1.22 mins) | 4,400504 | 0% | 1,260 |
Silver | -14 | ticks (33.33 secs) | 2,000126 | 28% | 1,300 |
Steel | -20 | ticks (33.33 secs) | 2,000180 | 28% | 895 |
Uranium | -20 | ticks (1.06 mins) | 3,800450 | 0% | 1,105 |
Image gallery
Version history
- 0.5.492 - Added as the Incendiary Mortar and Explosive Mortar
- 0.6.532 - EMP mortar added.
- 0.9.722 - Now requires shells to fire.
- 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.
- 1.1.2618 - the cost was increased from 100 steel, 50 materials and 4 components.
- 1.3.3066 - Mortars now require uncraftable reinforced barrels to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable mortar shells have had their crafting recipes lowered by 10 steel. All 1.3 changes are reversible in the "Classic Mortars" storyteller option.
- 1.3.3067 - Mortars don't drop their barrels when deconstruct if under 50% "fuel" i.e. after 10 shots have been fired with that barrel.