Difference between revisions of "Mortar"

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The mortar is a ''manned'' stationary defense mechanism which launches [[mortar shell]]s at any enemy within its 30 to 500-tile range. It fires a 1-round artillery weapon after a 5.8-second warmup time, has 28 cooldown seconds  and a 11-tile forced miss radius. There is no way to increase mortar accuracy. Reliable shelling for this mortar is somewhat expensive and usually requires multiple manned mortars. A mortar will explode a 4.9-tile radius and deal 50 damage when severed. Mortars must be placed in an unroofed area to fire.
  
{{Info|The '''mortar''' is a stationary defense mechanism which, when manned, launches [[mortar shell]]s at any enemy pawns which enter its firing range. It will target any raiders, [[mechanoid]]s, and psychotic [[animals]] which enter within a 500-tile radius around the mortar. It will not fire at enemies within 30 tiles.}}
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There are many Mortar varieties such as the [[incendiary mortar]] and [[EMP mortar]].  
  
  
The mortar is a 1-round artillery weapon with a 5.8-second warmup time, 28 second cooldown time and a 11-tile forced miss radius. When a mortar is severely damaged, it will explode. The explosion has a 4.9-tile radius and deal 50 damage.
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== Strategy ==
  
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Mortars are effective to attack [[Raid#Siege|siege]] bases, shell raiders while they are preparing or walking towards your base, or shell crashed ships and their mechanoid passengers. While 2 mortars are enough for siege bases, at least 4 will be needed for direct attacks on raiders.
  
There is no way to increase mortar accuracy. Reliable shelling for this mortar is somewhat expensive and usually requires multiple manned mortars. Do not forget to unassign pawns from mortars, or they will become exhausted, starve, and potentially suffer a [[Mood|mental break]].
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Mortars are ineffective against enemies equipped with [[shield belt]]s, as they are resistant to mortar hits and those of high qualities can regenerate faster than the mortar fires. Pairing them with [[EMP mortar]]s can overcome this problem easily.
 
 
 
 
Mortars may also be built in [[incendiary mortar]] and [[EMP mortar]] varieties. All mortar varieties must be placed in an unroofed area to fire.
 
 
 
 
 
===Strategy===
 
Mortars can be used to attack [[Raid#Siege|siege]] bases, shell raiders while they are preparing or walking towards your base, or shell crashed ships and their mechanoid passengers. While 2 mortars are enough for siege bases, at least 4 will be needed for direct attacks on raiders.
 
 
 
 
 
Mortars are not effective against enemies equipped with [[shield belt]]s, as they can take hits from the mortar, reducing its effectiveness. High quality shields can also survive a direct hit and regenerate faster than the mortar fires. Pairing them with [[EMP mortar]]s can overcome this problem easily.
 
  
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 17:12, 16 June 2017

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

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
2,040 ticks (34 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
1.18 (Expression error: Unexpected / operator.)

The mortar is a manned stationary defense mechanism which launches mortar shells at any enemy within its 30 to 500-tile range. It fires a 1-round artillery weapon after a 5.8-second warmup time, has 28 cooldown seconds and a 11-tile forced miss radius. There is no way to increase mortar accuracy. Reliable shelling for this mortar is somewhat expensive and usually requires multiple manned mortars. A mortar will explode a 4.9-tile radius and deal 50 damage when severed. Mortars must be placed in an unroofed area to fire.

There are many Mortar varieties such as the incendiary mortar and EMP mortar.


Strategy

Mortars are effective to attack siege bases, shell raiders while they are preparing or walking towards your base, or shell crashed ships and their mechanoid passengers. While 2 mortars are enough for siege bases, at least 4 will be needed for direct attacks on raiders.

Mortars are ineffective against enemies equipped with shield belts, as they are resistant to mortar hits and those of high qualities can regenerate faster than the mortar fires. Pairing them with EMP mortars can overcome this problem easily.