Incendiary mortar

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Incendiary Mortar

Incendiary Mortar

"Incendiary mortar launcher. Lobs fire-starting 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
10
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
2.9
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 Incendiary 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 EMP 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 will cause a 5x5 square explosion, deal 10 damage, and ignite flammable items potentially causing a fire in areas with heavy plant growth.


Incendiary mortar hit.png


Strategy

Incendiary mortars are effective fire-starters and serve as excellent distraction. Hitting an enemy will put them out of action for a few seconds while they put out the fire, and deal minor burn damage in the process. Fire damage also bypasses shields, making them fairly good to use vs. shield-equipped raiders, though the EMP Mortar is still king here.

2 incendiary mortars can cause enough mayhem to a siege to prevent them from building anything, unless it's raining or there are not many flammables nearby.