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
Cover Effectiveness
40%
Mode
Single-shot
Dmg Type
Sharp
Damage
50
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
3.5
DPS
1.38 (0.5)
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 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.

Loading different shells into it will produce different effects. In addition, a new type of shell, the antigrain warhead was added, which is a high tech extremely powerful shell that is only purchasable from traders.

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. However, pawns incapable of violence will refuse to man 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.


Strategy

Different shells can allow the mortar to serve a variety of functions.

High-explosive shell

The high-explosive shell is the 'regular' kind of shell, that deals 50 damage in a 3.5-tile radius upon exploding.

They are effective against most enemies; siege bases, resting or charging raiders, crashed ships and their mechanoid passengers, the high-explosive shell reliably deals damage against all of them (assuming you can hit). While two mortars are enough against siege bases, around 4 - 8 will be needed for direct attacks on raiders.

Less effective against enemies equipped with shield belts, as they can block mortar hits and those of high qualities can survive a blast and regenerate faster than the mortar fires. Pairing these with other mortars firing EMP rounds can overcome this problem easily.

High-explosive shell

The high-explosive shell is the 'regular' kind of shell, that deals 50 damage in a 3.5-tile radius upon exploding.

They are effective against most enemies; siege bases, resting or charging raiders, crashed ships and their mechanoid passengers, the high-explosive shell reliably deals damage against all of them (assuming you can hit). While two mortars are enough against siege bases, around 4 - 8 will be needed for direct attacks on raiders.

Less effective against enemies equipped with shield belts, as they can block mortar hits and those of high qualities can survive a blast and regenerate faster than the mortar fires. Pairing these with other mortars firing EMP rounds can overcome this problem easily.

Incendiary shell

The incendiary shell deals 10 damage in a 2.9-tile radius (i.e. a 5x5 square) upon exploding, and setting the area on fire.

EMP shell

The EMP shell contains a specialized warhead that deals 360 EMP damage in a 8.5-tile radius upon exploding. EMP does not physically harm enemies, but stuns mechanoids and depletes shield belts.

Version history

In Beta 18 the three types of mortars (Incendiary, EMP and explosive) were replaced with a single type, which fires differnet types of shells that achieve the same effect.