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{{For|additional guidance|Defense structures#Mortars{{!}}Defense structures|Weapon Guide#Mortars{{!}}Weapon Guide}}
 
{{For|additional guidance|Defense structures#Mortars{{!}}Defense structures|Weapon Guide#Mortars{{!}}Weapon Guide}}
  
Mortars are one of the best counters against [[siege]]s, who will shell you with mortars themselves. Siegers will start assaulting the colony (abandoning their mortars) once they've taken enough casualties; a few mortar shots are enough to start the assault. If you're lucky, the mortar will hit their mortar shells, creating a chain reaction. Since an uninterrupted siege is devastating to a colony outside of [[overhead mountain]], mortars are usually worthwhile to build. [[Sniper rifle]]s are an alternative, though picking off the enemy becomes dangerous if they also have snipers. Conversely, sieges are also one of the best ways to get reinforced barrels, and, if allowed to build them, mortars themselves.
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Mortars are one of the best counters against [[siege]]s, who will shell you with mortars themselves. The siegers will start assaulting the colony once they've taken enough casualties; if you are lucky, the mortar will hit their mortar shells and cause a chain reaction. Uninterrupted sieges are devastating to colonies outside of [[overhead mountain]], so mortars are usually worthwhile to build. [[Sniper rifle]]s are an alternative, though picking off the enemy becomes dangerous if they also have snipers. Conversely, sieges are also one of the best ways to get reinforced barrels, and, if allowed to build them, mortars themselves.
  
 
They are also useful against other stationary targets, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}. For the former, mechs will start assaulting the colony if you destroy the ship part. For mech clusters, note that a [[mech high-shield]]{{RoyaltyIcon}} will block mortar shots; [[EMP shell]]s can disable the shield, but not long enough to fire with the same mortar again. Using 1 EMP-firing mortar, then firing other mortars after a short delay, can allow you to bypass a high shield.  
 
They are also useful against other stationary targets, such as [[crashed ship parts]] or [[mech cluster]]s{{RoyaltyIcon}}. For the former, mechs will start assaulting the colony if you destroy the ship part. For mech clusters, note that a [[mech high-shield]]{{RoyaltyIcon}} will block mortar shots; [[EMP shell]]s can disable the shield, but not long enough to fire with the same mortar again. Using 1 EMP-firing mortar, then firing other mortars after a short delay, can allow you to bypass a high shield.  
  
Due to their long delay and overall inaccuracy, mortars aren't recommended against mobile targets, except perhaps if you're using an [[antigrain warhead]].
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Due to their long delay and overall inaccuracy, mortars aren't recommended against mobile targets, except perhaps with an [[antigrain warhead]].
  
 
Generally, you'll want pawns with the best Shooting to operate a mortar, as they are the most accurate. [[Manipulation]] and [[Sight]] are also factors. See [[Mortar Miss Radius Multiplier]] for more details.
 
Generally, you'll want pawns with the best Shooting to operate a mortar, as they are the most accurate. [[Manipulation]] and [[Sight]] are also factors. See [[Mortar Miss Radius Multiplier]] for more details.

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