"Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged."
- 2 ˣ 2
- 200 kg
- Cover Effectiveness
- Dmg Type
- 500 (8.33 secs)
- 1,680 (28 secs)
- 500 tile(s)
- Minimum Range
- 30 tiles
- 79% - 42% - 18% - 6%
- Average Acc.
- 41 (m/s)
- Burst Count
- 1 (per burst)
- 16 tile(s)
- Blast Radius
- 100 + 50 + 3
- 75 + 38 + 2
The Mortar is a manned stationary siege defense mechanism which launches 1-round artillery mortar shells 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.
The range indicator of mortars is not its actual range, but the size of its blind spot. It cannot fire if covered by a roof.
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, however pawns incapable of violence will refuse to man them. Unlike drafted colonists, mortar personnel 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.
Loading different shells into it will produce different effects. These shells can be manually extracted from the mortar. Mortars can be set to accept different types of shell.
- For additional guidance, see Defense structures#Mortars .
Different shells allow the mortar to serve a variety of functions.
They are effective against most enemies; siege bases, resting or charging raiders, crashed ship parts and their mechanoid guards. While two mortars are enough against siege bases, around 4 - 8 will be needed for direct attacks on raiders.
They are less effective against enemies equipped with shield belts, as the explosion is blocked by the shield. A high quality shield belt can survive a blast and regenerate faster than the mortar fires. Pairing these with other mortars firing EMP rounds can overcome this problem easily.
Upon impact, it detonates in a 15-tile radius dealing 400 damage and flammables may catch fire.
In Beta 18 the three types of mortars (Incendiary, EMP and explosive) were replaced with a single type, which fires different types of shells that achieve the same effect. In addition, two new shells are added, the firefoam shell and the antigrain warhead.