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{{Image wanted|reason=Clean images of all the command gizmos (Hold fire, forced target etc.). Image of building explosion (not shell explosion) AOE in the style of [[:File:Friendly Fire Radii.png]]}}
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{{Image wanted|reason=Clean images of all the command gizmos (Hold fire, forced target etc.)}}
 
{{Infobox main|security
 
{{Infobox main|security
 
| name = Mortar
 
| name = Mortar
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| warmup = 240
 
| warmup = 240
 
| velocity = 41
 
| velocity = 41
| mode = Single-Shot
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| mode = Single-shot
 
| burst = 1
 
| burst = 1
 
| missRadius = 9
 
| missRadius = 9
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== Summary ==
 
== Summary ==
Mortars launch [[mortar shell]]s. The manning pawn will load and fire shells at targets within a {{P|Range}}-tile firing radius, but outside of the {{P|Minimum Range}}-tile blind zone. Mortars can't fire if under any [[roof]], but the mortar shells themselves are only stopped by [[overhead mountain]]. Mortar shells can be fired over [[wall]]s. Mortars can fire 20 shots before needing to be re-armed by a {{Icon Small|reinforced barrel}} [[reinforced barrel]].
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Mortars launch [[mortar shell]]s. A manned pawn will load and fire shells within a {{P|Range}}-tile firing radius, but outside of the {{P|Minimum Range}}-tile blind zone. Mortars can't fire if under any [[roof]], but the mortar shells themselves are only stopped by [[overhead mountain]]. Mortar shells can be fired over [[wall]]s. Mortars can fire 20 shots before needing to be re-armed by a {{Icon Small|reinforced barrel}} [[reinforced barrel]].
  
Pawns can be selected to man the mortar. They will automatically aim at enemies in range, but the player can force-target a location or pawn. Firing can be toggled with the "'''Hold Fire'''" gizmo. Note that pawns will continuously fire the mortar until ordered to leave or otherwise stop.  A mortar has a {{Ticks|{{P|Aiming Time Base #}}}} warmup time and a {{Ticks|{{P|Ranged Cooldown Base #}}}} cooldown. The cooldown does not tick down until a pawn actually mans the turret, not counting the time to grab the shell.
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Pawns can be selected to man the mortar. They will automatically aim at enemies in range, but the player can force-target a location or pawn. Mortars cannot fire if covered by a [[roof]]. Firing can be toggled with the "'''Hold Fire'''" gizmo. Note that pawns will continuously fire the mortar until ordered to leave or otherwise stop.  A mortar has a {{Ticks|{{P|Aiming Time Base #}}}} warmup time and a {{Ticks|{{P|Ranged Cooldown Base #}}}} cooldown. The cooldown does not tick down until a pawn actually mans the turret, not counting the time to grab the shell.
  
 
Mortars have a natural Forced Miss Radius of 9 tiles, i.e., the shell will land somewhere within 9 tiles of the designated tile. This is multiplied by the shooter's [[Mortar Miss Radius Multiplier]], which can be lowered by increasing [[Shooting]] skill, [[Manipulation]], and having 100% [[Sight]].
 
Mortars have a natural Forced Miss Radius of 9 tiles, i.e., the shell will land somewhere within 9 tiles of the designated tile. This is multiplied by the shooter's [[Mortar Miss Radius Multiplier]], which can be lowered by increasing [[Shooting]] skill, [[Manipulation]], and having 100% [[Sight]].
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When hit by an [[EMP]] from any source, mortars are prevented from firing and the reload countdown is paused for the duration of the stun. Mortars do not 'adapt' to EMP. If an EMP attack does more EMP damage to a mortar than its remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.
 
When hit by an [[EMP]] from any source, mortars are prevented from firing and the reload countdown is paused for the duration of the stun. Mortars do not 'adapt' to EMP. If an EMP attack does more EMP damage to a mortar than its remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.
  
If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a chance{{Check Tag|What chance?}} to explode. The mortar will spark and emit a hissing sound shortly before exploding {{Ticks|240}} later. The explosion deals 50 [[Damage Type#Bomb|Bomb]] damage in a 4.9 tile radius centered around the tile covered by the mortar closest to the interaction spot - that is, the explosion is not centered on the true center of the 2x2 mortar.
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If it is damaged below one third of its hitpoints, or {{#expr: {{P|Max Hit Points Base #}}/3}} HP, it has a chance{{Check Tag|What chance?}} to explode. The mortar will spark and emit a hissing sound shortly before exploding {{ticks|240}} later. The explosion deals 50 [[Damage Type#Bomb|Bomb]] damage in a 4.9 tile radius centered around the tile covered by the mortar closest to the interaction spot - that is, the explosion is not centered on the true center of the 2x2 mortar.
  
 
Mortars are ''not'' affected by [[solar flare]]s or [[EMI dynamo]]s{{RoyaltyIcon}}.
 
Mortars are ''not'' affected by [[solar flare]]s or [[EMI dynamo]]s{{RoyaltyIcon}}.
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* [[Version/1.3.3066|1.3.3066]] - Mortars now require uncraftable [[reinforced barrel]]s to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable [[mortar shell]]s have had their crafting recipes lowered by 10 [[steel]]. Recipe changed from 75 stuff, 150 steel and 6 components to 50 stuff, 1 reinforced barrel, and 6 components. All changes are reversible in the "Classic Mortars" storyteller option.  
 
* [[Version/1.3.3066|1.3.3066]] - Mortars now require uncraftable [[reinforced barrel]]s to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable [[mortar shell]]s have had their crafting recipes lowered by 10 [[steel]]. Recipe changed from 75 stuff, 150 steel and 6 components to 50 stuff, 1 reinforced barrel, and 6 components. All changes are reversible in the "Classic Mortars" storyteller option.  
 
* [[Version/1.3.3067|1.3.3067]] - Mortars don't drop their barrels when deconstructed if under 50% "fuel" i.e. after 10 shots have been fired with that barrel.
 
* [[Version/1.3.3067|1.3.3067]] - Mortars don't drop their barrels when deconstructed if under 50% "fuel" i.e. after 10 shots have been fired with that barrel.
* [[Version/1.3.3200|1.3.3200]] - Forced miss radius reduced from 10 to 9. Mortar accuracy now varies by its crewman's [[Mortar Miss Radius Multiplier]]. Previously nothing but the Classic Mortars option affected mortar accuracy. Uninstalling and reinstalling a mortar no longer resets its cooldown. Fix: Mortar draws interaction spot when selected.
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* [[Version/1.3.3200|1.3.3200]] - Forced miss radius reduced from 10 to 9. Mortar accuracy now varies by its crewman's [[Mortar Miss Radius Multiplier]]. Previously nothing but the Classic Mortars option affected mortar accuracy. Uninstalling and reinstalling a mortar no longer resets its cooldown.
* [[Version/1.4.3534|1.4.3534]] - Fix: Yttakin settlements can have mortars manned by animals.
 
  
 
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