Mortar

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Mortar

Mortar

"Mortar launcher. Lobs 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
Mode
Single-shot
Dmg Type
Sharp
Damage
50
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%
Average Acc.
36.25%
Velocity
41 (m/s)
Burst Count
1 (per burst)
Miss Radius
16 tile(s)
Blast Radius
3.5
DPS
1.18 (0.43)
Buy
Steel 150 + Building Material (steel, wood, plasteel, etc.) 100 + Component 4
Sell
Steel 112 + Building Material (steel, wood, plasteel, etc.) 75 + Component 3


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. Mortars explode a 4.9-tile radius when destroyed and deal 50 damage. Mortars must be placed in an unroofed area to fire.

There are three Mortar versions: explosive, 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.