EMP mortar

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EMP Mortar

EMP Mortar

"Mortar launcher. Lobs EMP bombs over walls. Very inaccurate but long-ranged."


Type
StructureSecurity
Size
2 ˣ 2
HP
180
Market Value
1500 Silver.png
Beauty
-60
Mass
200 kg
Cover Effectiveness
40%
Mode
Single-shot
Dmg Type
Sharp
Damage
360
Warm-Up
500 ticks (8.33 secs)
Cooldown
1,680 ticks (28 secs)
Range
500 tile(s)
Minimum Range
30 tiles
Accuracy
79% - 42% - 18% - 6%
Average Acc.
36.25%
Velocity
41 (m/s)
Burst Count
1 (per burst)
Miss Radius
16 tile(s)
Blast Radius
8.5
Buy
Steel 150 + Building Material (steel, wood, plasteel, etc.) 100 + Component 4
Sell
Steel 112 + Building Material (steel, wood, plasteel, etc.) 75 + Component 3


For additional guidance, see Defense structures#Mortars .

The EMP mortar is a manned stationary siege defense mechanism which launches 1-round artillery mortar shell at any enemy that enters its 500-tile firing radius but it will not fire once the enemies have reached within 30 tiles, or can be manually set a forced target. This is one of the three varieties available once Mortars technology has been researched, the other two being the Explosive mortar and the Incendiary mortar. All mortar varieties must be placed in an unroofed area to fire. It has a 5.8-second warmup time, a 28-second cooldown, and an 11-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed and deal 50 damage.

Mortars require a pawn each to load and fire shells. Their skills have no effect on accuracy and either melee or ranged can operate them. Unlike drafted colonists, mortar personal do not relieve their position once the battle is over and must be manually unassigned, or they will become exhausted, starve, and potentially suffer a mental break. There is no way to increase mortar accuracy.

Each shell deals 360 EMP damage, stunning mechanoids, improvised turrets and mortars for 90 seconds, detonate mortar shells lying on the ground, and fully deplete personal shields in an 8.5-tile radius. It does not deal physical damage.


Strategy

EMP mortars are highly situational, as they cannot deal any physical damage.

However, their ability to stun mechanoids and shut down shields is extremely useful. Stunned mechanoids cannot fight back at all, making them sitting ducks to your colonists, and melee fighters without their shields can be destroyed easily simply by firing from a distance.

They are highly devastating against sieges, as they can stun the enemy mortars and detonate the mortar shells easily, leading to secondary explosions which may injure or kill raiders.