Difference between revisions of "Mortar"

From RimWorld Wiki
Jump to navigation Jump to search
(29 intermediate revisions by 9 users not shown)
Line 7: Line 7:
 
|hp = 180
 
|hp = 180
 
|beauty = -60
 
|beauty = -60
|mass base = 200
+
|mass base = 30
|size = 2|2
+
|size = 2 ˣ 2
|damage = 50
 
 
|mode = Single-shot
 
|mode = Single-shot
 
|minrange = 30
 
|minrange = 30
Line 16: Line 15:
 
|warmup = 500
 
|warmup = 500
 
|cooldown = 1680
 
|cooldown = 1680
|missRadius = 16
+
|missRadius = 13
 
|burst = 1
 
|burst = 1
|blastRadius = 3.5
 
 
|velocity = 41
 
|velocity = 41
 
|worktomake = 2700
 
|worktomake = 2700
|DPS = DPS
+
|resources to make = {{icon|steel|150}} + {{icon|buildingmat|75}} + {{icon|component|6}}
|buy = {{icon|steel|150}} + {{icon|buildingmat|100}} + {{icon|component|4}}
+
|deconstruct yield = {{icon|steel|112}} + {{icon|buildingmat|56}} + {{icon|component|4}}
|sell = {{icon|steel|112}} + {{icon|buildingmat|75}} + {{icon|component|3}}
 
|accuracyTouch = 79
 
|accuracyShort = 42
 
|accuracyMedium = 18
 
|accuracyLong = 6
 
 
|marketvalue = 1500
 
|marketvalue = 1500
 
|cover = 0.4
 
|cover = 0.4
 
}}
 
}}
 +
{{For|additional guidance|Defense structures#Mortars}}
 +
{{See also|Weapon Guide#Mortars}}
 +
The '''Mortar''' is a ''manned'' stationary siege defense mechanism. It launches 1-round artillery [[mortar shell]]s at any enemy that enters its 500-tile firing radius, or at a target set by the player. Once an enemy has entered within 30 tiles of the mortar, it will cease fire. 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 4-second warmup time, a 28-second cooldown, and a 13-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed, dealing 50 damage.
  
{{For|additional guidance|Defense structures#Mortars}}
+
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. Make sure the shells you need are in an "allowed" zone for your mortar-operators; a set of shelves works well to store mortar shells.
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. The range indicator of mortars is not its actual range, but the size of its blind spot.
 
  
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. There is no way to increase mortar accuracy.
  
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 [[Mood|mental break]]. There is no way to increase mortar accuracy.
+
Enemy [[Events#Sieges|sieges]] typically spawn with 2 mortars, that will be constructed by the enemy, and then fired at your base. Shells fired from mortars will break through constructed roofing but not through mountains (or any tile underneath one). Following a siege, it is possible to loot mortars from siege attacks, so long as the enemy builders complete construction, by reinstalling them in your base. Pawns assigned to construction will haul them to their new location.
  
Loading different shells into it will produce different effects. These shells can be manually extracted from the mortar. Mortars can also be set to allow different types of shell.
+
== Image Gallery ==
  
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
 
<gallery widths="300px" heights="300px" class="center" mode="nolines">
Line 47: Line 42:
 
</gallery>
 
</gallery>
  
== Strategy ==
 
{{See also|Defense_tactics#Mortars}}
 
  
Different shells can allow the mortar to serve a variety of functions.
+
== Version history ==
 +
* [[Version/0.5.492|0.5.492]] -  Added as the Incendiary Mortar and Explosive Mortar
 +
* [[Version/0.6.532|0.6.532]] - EMP mortar added.
 +
* [[Version/0.9.722|0.9.722]] - Now requires shells to fire.
 +
* Beta 18 - the three types of mortars ([[Incendiary shell|Incendiary]], [[EMP shell|EMP]] and [[High-explosive shell|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]].
 +
*[[Version/1.1.2618|1.1.2618]] - the cost was increased from 100 steel, 50 materials and 4 components.
  
=== High-explosive shell ===
+
<gallery>
 
+
EMPMortar.png|Sprite of the EMP mortar before merge
The [[high-explosive shell]] is the 'regular' kind of shell, that deals 50 damage in a 3.5-tile radius upon exploding.
+
</gallery>
 
 
They are effective against most enemies; [[Raid#Siege|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 belt]]s, 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 different types of shells that achieve the same effect. In addition, two new shells are added, the [[firefoam shell]] and the [[antigrain warhead]].
 
  
 
{{nav|security|wide}}
 
{{nav|security|wide}}
 
[[Category:Security]]
 
[[Category:Security]]

Revision as of 12:57, 19 January 2021

Mortar

Mortar

"Mortar launcher. Lobs bombs over walls. Very inaccurate but long-ranged."

Base Stats

Type
StructureSecurity
Market Value
1500 Silver
Mass
30 kg
Beauty
-60
HP
180

Building

Size
2 × 2
Cover Effectiveness
40%

Ranged Combat

"Single-shot" is not in the list (Melee, Single-Shot, Single Thrown, Single-Use, Burst) of allowed values for the "Mode" property.
Mode
Single-shot
Warm-Up
500 ticks (8.33 secs)
Cooldown
1,680 ticks (28 secs)
Range
500 tile(s)
Minimum Range
30 tiles
Velocity
41 (m/s)
Burst Count
1 (per burst)
Miss Radius
13 tile(s)

Creation

Deconstruct yield
Steel 112 + Building Material (steel, wood, plasteel, etc.) 56 + Component 4

The Mortar is a manned stationary siege defense mechanism. It launches 1-round artillery mortar shells at any enemy that enters its 500-tile firing radius, or at a target set by the player. Once an enemy has entered within 30 tiles of the mortar, it will cease fire. 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 4-second warmup time, a 28-second cooldown, and a 13-tile forced miss radius. Mortars explode in a 4.9-tile radius when destroyed, dealing 50 damage.

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. Make sure the shells you need are in an "allowed" zone for your mortar-operators; a set of shelves works well to store mortar shells.

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. There is no way to increase mortar accuracy.

Enemy sieges typically spawn with 2 mortars, that will be constructed by the enemy, and then fired at your base. Shells fired from mortars will break through constructed roofing but not through mountains (or any tile underneath one). Following a siege, it is possible to loot mortars from siege attacks, so long as the enemy builders complete construction, by reinstalling them in your base. Pawns assigned to construction will haul them to their new location.

Image Gallery


Version history

  • 0.5.492 - Added as the Incendiary Mortar and Explosive Mortar
  • 0.6.532 - EMP mortar added.
  • 0.9.722 - Now requires shells to fire.
  • 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.
  • 1.1.2618 - the cost was increased from 100 steel, 50 materials and 4 components.