Difference between revisions of "Mortar"

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{{Infobox main|security|
 
{{Infobox main|security|
 
|name = Mortar
 
|name = Mortar
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The '''Mortar''' is a ''manned'' stationary siege defense mechanism which launches 1-round artillery [[mortar shell]]s 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.
{{For|additional guidance|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. 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.
 
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.
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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.
 
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.
  
<gallery widths="300px" heights="300px" class="center" mode="nolines">
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{{For|additional guidance|Defense structures#Mortars}}
File:Mortar placement.png|'''Plan grid: Mortar sits between 4 tiles'''
 
File: Man steel mortar.png|'''Manning a mortar'''
 
File: Mortar set forced target.png|'''Setting a forced target'''
 
</gallery>
 
 
 
== Strategy ==
 
 
{{See also|Defense_tactics#Mortars}}
 
{{See also|Defense_tactics#Mortars}}
  
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== Ammunition ==
 
Different shells can allow the mortar to serve a variety of functions.
 
Different shells can allow the mortar to serve a variety of functions.
  
 
=== High-explosive shell ===
 
=== High-explosive shell ===
 
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{{: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; [[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 ===
 
=== Incendiary shell ===
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{{: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.
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=== EMP shell ===
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{{:EMP shell}}
  
=== EMP shell ===
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=== Antigrain warhead ===
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{{:Antigrain warhead}}
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{{clr}}
  
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.
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== Image Gallery ==
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<gallery widths="300px" heights="300px" class="center" mode="nolines">
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File:Mortar placement.png|'''Plan grid: Mortar sits between 4 tiles'''
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File: Man steel mortar.png|'''Manning a mortar'''
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File: Mortar set forced target.png|'''Setting a forced target'''
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</gallery>
  
 
== Version history ==
 
== 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]].
 
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 22:20, 4 January 2018

Mortar

Mortar

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

Base Stats

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

Building

Size
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
Damage
50 dmg
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%
Velocity
41 (m/s)
Burst Count
1 (per burst)
Miss Radius
16 tile(s)
Blast Radius
3.5
DPS
1.38 (Expression error: Unexpected / operator.)

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 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.

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.

Ammunition

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

High-explosive shell

High-explosive shell

High-explosive shell

A shell filled with high explosives. Can be fired from mortars or installed as a trap. Explodes when damaged.

Base Stats

Type
Crafted ResourcesMortar shell
Tech Level
Industrial
Market Value
55 Silver
Stack Limit
25
Mass
1.25 kg
HP
60
Deterioration Rate
1.5
Flammability
100%
Path Cost
14

Ranged Combat

Damage
50 dmg (Bomb)
Armor penetration
10%
Velocity
41 (m/s)
Blast Radius
2.9
Stopping power
0.5

Creation

Crafted At
Machining table
Required Research
Mortars
Skill Required
Crafting 4
Work To Make
800 ticks (13.33 secs)
Resources to make
Steel 15 + Chemfuel 15
Technical
defName
Shell_HighExplosive
thingCategories
MortarShells
tradeTags
MortarShell


The high-explosive shell is the most common kind of mortar shell, that deals 50 damage in a 3-tile radius upon exploding.

Acquisition

High-explosive shells can be crafted at a [[]] once the Mortars research project has been completed. They require Stuff 50 Stuff (Metallic), Reinforced barrel 1 Reinforced barrel, Component 6 Components, 2,000 ticks (33.33 secs) of work, and a Construction skill of 5. The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.

They can also be purchased from traders.

Finally, siege raids will have high-explosive shells drop podded to them, and if unused by the raid, can be taken by the player.

Usage

  • Product Ingredients Type [ExpandCollapse]
  • Summary

    When fired from a mortar, mortars deal [[Damage types#|]] damage in a tile radius.

    When damaged beyond 70% of its health, it will explode after between 30 ticks (0.5 secs) and 60 ticks (1 sec), dealing 50 Bomb damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of 6 tiles at a full stack of 25.

    They are also used in the construction of explosive IED traps.

    Analysis

    High-explosive is the standard shell for mortars, dealing high damage to any target with a decent blast radius. Mortars in general are quite resource-intensive, so it's best to wait until mid-game until beginning the use of mortars. Given the mortar's inaccuracy, it's best to have a battery of mortars firing at once to deal heavy damage to the enemy.

    Mortars are most useful against stationary targets, such as sieges, crashed ship parts, and mech clustersContent added by the Royalty DLC. Against sieges in particular, dealing enough damage will force the raiders to assault directly - as opposed to them peppering your base with mortar shells. A siege's mortars can and will deal large infrastructural damage to any base not under overhead mountain; your mortars are powerful defenses against them.

    Storage

    As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.

    Gallery

    Version history

    • 0.18.1722 - Added to replace mortar type system.
    • 1.1 - Crafting cost was increased (20 --> 25 steel, 10 --> 15 chemfuel).
    • 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.

    Incendiary shell

    Incendiary shell

    Incendiary shell

    A shell filled with flammable gel and a small explosive charge. Starts fires when detonated. Can be fired from mortars or installed as a trap. Explodes when damaged.

    Base Stats

    Type
    Crafted ResourcesMortar shell
    Tech Level
    Industrial
    Market Value
    55 Silver
    Stack Limit
    25
    Mass
    1.25 kg
    HP
    60
    Deterioration Rate
    1.5
    Flammability
    100%
    Path Cost
    14

    Ranged Combat

    Damage
    10 dmg (Flame)
    Velocity
    41 (m/s)
    Blast Radius
    2.9

    Creation

    Crafted At
    Machining table
    Required Research
    Mortars
    Skill Required
    Crafting 4
    Work To Make
    800 ticks (13.33 secs)
    Resources to make
    Steel 10 + Chemfuel 20
    Technical
    defName
    Shell_Incendiary
    thingCategories
    MortarShells
    tradeTags
    MortarShell


    The incendiary shell is a type of mortar shell that explodes into a conflagration, dealing flame damage and setting the area alight.

    Acquisition

    Incendiary shells can be crafted at a [[]] once the Mortars research project has been completed. They require Stuff 50 Stuff (Metallic), Reinforced barrel 1 Reinforced barrel, Component 6 Components, 2,000 ticks (33.33 secs) of work, and a Construction skill of 5. The steel cost is increased to 20 if the Classic Mortars difficulty option is enabled.

    They can also be purchased from traders.

    Usage

  • Product Ingredients Type [ExpandCollapse]
  • Summary

    When fired from a mortar, mortars deal [[Damage types#|]] damage in a tile radius. They also set the area on fire and creating chemfuel puddles which themselves burn.

    When damaged beyond 70% of its health, it will explode after between 30 ticks (0.5 secs) and 60 ticks (1 sec), dealing 10 Flame damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 2.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of 6 tiles at a full stack of 25.

    They are also used in the construction of IED incendiary traps.

    Analysis

    Incendiary shells are most useful against sieges - stationary targets with explosive mortar shells to light on fire. The fire makes it more likely to "hit" an explosive target than the use of regular high-explosive shells, but watch out for pawns with firefoam pop packs.

    Otherwise, incendiary shells are of limited use. The other "main" target of mortars, stationary mechanoids, are completely immune to fire. For ordinary raids, fire spreads too slowly to be useful in combat. As mobile raiders are smart enough to avoid the flames, only a direct hit would cause damage. As high-explosive shells deal much more damage on direct impact, they're the superior choice. Note that the game will automatically cause rain if fires get too far out of control.

    Sieges can and will use incendiary shells against you, which will ravage rooms floored with carpet, fields of plants, and storage rooms filled with flammable items. Firefoam poppers are ideal for protecting against fire. These incendiary shells that can also be looted once the siege is repelled - while crafting them typically isn't worthwhile, these shells are free and sometimes suboptimality can be outweighed by volume of fire.

    Storage

    As with all explosive items, these should be stored in separate storage containers. For maximum protection, put each stack of shells in a separate 1x1 stone box to prevent chain reactions. Pawns currently in a tantrum should be stopped at all costs, whether it be by arresting, creating another stockpile zone with a higher priority than the shell zone and prioritizing hauling the shells, or simply by shooting the pawn.

    Gallery

    Version history

    • 0.18.1722 - Added to replace mortar type system.
    • 1.1 - crafting cost was increased (15 --> 20 steel and chemfuel cost).
    • 1.3.3066 - Steel requirement decreased from 20 -> 10 unless Classic Mortar difficulty option selected.

    EMP shell

    EMP shell

    EMP shell

    A shell filled with batteries and antennas, for generating an electromagnetic pulse when detonated. Electromagnetic pulses temporarily disable electrical devices and mechanoids. Can be fired from mortars or installed as a trap. Explodes when damaged.

    Base Stats

    Type
    Crafted ResourcesMortar shell
    Tech Level
    Industrial
    Market Value
    55 Silver
    Stack Limit
    25
    Mass
    1.25 kg
    HP
    60
    Deterioration Rate
    1.5
    Flammability
    100%
    Path Cost
    14

    Ranged Combat

    Damage
    50 dmg (EMP)
    Velocity
    41 (m/s)
    Blast Radius
    8.9

    Creation

    Crafted At
    Machining table
    Required Research
    Microelectronics
    Skill Required
    Crafting 4
    Work To Make
    800 ticks (13.33 secs)
    Resources to make
    Steel 15 + Component 2
    Technical
    defName
    Shell_EMP
    thingCategories
    MortarShells
    tradeTags
    MortarShell


    The EMP shell is a type of mortar shell that upon exploding, releases an EMP burst.

    Acquisition

    EMP shells can be crafted at a [[]] once the Mortars research project has been completed. They require Stuff 50 Stuff (Metallic), Reinforced barrel 1 Reinforced barrel, Component 6 Components, 2,000 ticks (33.33 secs) of work, and a Construction skill of 5. The steel cost is increased to 25 if the Classic Mortars difficulty option is enabled.

    They can also be purchased from traders.

    Usage

  • Product Ingredients Type [ExpandCollapse]
  • Summary

    When fired from a mortar, mortars deal [[Damage types#|]] damage in a tile radius, stunning mechanoids, turrets and other mortars for 25 seconds, and instantly but temporarily downing shield belts, low-shield packs Content added by the Royalty DLC, mech low-shieldsContent added by the Royalty DLC, and mech high-shieldsContent added by the Royalty DLC.

    After being stunned, mechanoids become 'Adapted' and gain immunity against further stuns for 2,200 ticks (36.67 secs). Immunity is applied on stun, and will not be extended by stunning an adapted or already stunned mechanoid.

    When damaged beyond 70% of its health, it will explode after between 30 ticks (0.5 secs) and 60 ticks (1 sec), dealing 50 EMP damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 11.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of 15 tiles at a full stack of 25.

    They are also used in the construction of IED EMP traps.

    Analysis

    It is a niche weapon that is extremely good at whatever it does- downing shields and stunning mechanoids. Its blast radius is much larger than regular high-explosive shells, so only a few shells are required per barrage. Because of this, it finds good value even though it deals no physical damage whatsoever. Given that, as well as its combat effectiveness, it is a very cost-efficient choice - despite requiring components to make.

    EMP shells are required to down mech high-shieldsContent added by the Royalty DLC from a distance, so that other mortars can fire. The shield stun isn't enough for the same mortar to fire an EMP shell, then fire a mortar shell. Therefore, 2 (or more) separate mortars must be used together, with the EMP shell firing slightly before the others.

    The radius from an exploding EMP shell is significantly larger than that of a fired EMP shell. Depending on the purpose, placing a single shell and causing it to explode may be more efficient than firing it from a mortar.

    Gallery

    Version history

    • 1.1 - crafting cost was increased (20 --> 25 steel, 1 --> 2 components).
    • 1.3.3066 - Steel requirement decreased from 25 -> 15 unless Classic Mortar difficulty option enabled.

    Antigrain warhead

    Antigrain warhead

    Antigrain warhead

    An ultra-tech warhead powered by a grain of antimatter. Usually used by spacecraft or glitterworld war machines, it creates a huge explosion and starts fires around the target. Can be fired from mortars or installed as a trap. Explodes when damaged.

    Base Stats

    Type
    ResourcesMortar shell
    Tech Level
    Spacer
    Market Value
    1200 Silver
    Stack Limit
    25
    Mass
    1.25 kg
    HP
    60
    Deterioration Rate
    1.5
    Flammability
    100%
    Path Cost
    14

    Ranged Combat

    Damage
    550 dmg (BombSuper)
    Armor penetration
    130%
    Velocity
    41 (m/s)
    Blast Radius
    14.9
    Stopping power
    2
    Technical
    defName
    Shell_AntigrainWarhead
    thingCategories
    MortarShells
    thingSetMakerTags
    RewardStandardHighFreq
    tradeTags
    MortarShell


    The antigrain warhead is a mortar shell that can be fired by using a mortar or used as material to make an IED antigrain warhead trap. It both does massive damage and has a large blast radius, making it exceptionally effective, although rare.

    Acquisition

    Antigrain warheads cannot be crafted nor bought from traders. Instead they can only be acquired as a reward for performing quests. Note that quest rewards are selected with a weighted random generator, so there is no way to guarantee access to antigrain warheads in a given play-through. Anecdotally, it is often reported that the increased number of reward options added by the DLC dilute the reward pool with more options.

    They can also rarely be found inside an ancient shrine.

    Summary

    When fired from a mortar, mortars deal [[Damage types#|]] damage in a tile radius, dealing at the center and Expression error: Unexpected * operator. damage at the extreme edge of the radius and linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles.

    When damaged beyond 70% of its health, it will explode after between 30 ticks (0.5 secs) and 60 ticks (1 sec), dealing BombSuper damage in a radius around itself. The radius depends on the quantity in the stack, with a single shell covering a 14.9 tile radius, and expanding this radius proportional to the square root of the stack size times 0.4 up to a maximum radius of 18 tiles at a full stack of 25. As above, it will deal at the center of the explosion, Expression error: Unexpected * operator. damage at the extreme edge of the radius and be linearly interpolated in between. It will also set fire to roughly 22% of the affected tiles.

    Deterioration damage, however, will not cause an explosion, and the warhead will "deteriorate to nothing" instead.

    They are also used in the construction of IED antigrain warhead traps.

    Analysis

    Antigrain warheads deal more than enough damage to one-shot most enemies in the game. This makes them utterly unmatched in siege defense, as they are capable of wiping out entire groups of raiders in a single blast. Additionally, their blast radius is sufficient to always hit the targeted tile in the blast, giving them reliability in hitting point targets far exceeding that of normally inaccurate mortars.

    Tougher, armored enemies such as the centipede are a bit more than likely to survive a blast, but will be severely weakened such that finishing them off becomes much easier. Also take note that a direct hit, rare as it is, will likely kill it outright.

    Installed as a trap, it can be extremely useful against crashed ship parts as doing so helps overcome the inaccuracy of mortars.

    Storage

    As with all mortar shells, it is heavily advised that you keep it in a safe place where it cannot deteriorate, come under fire, or be targeted by a tantrum. In addition to the loss of the antigrain warhead itself, its detonation is likely to cause massive damage to your base, anything inside it, and its occupants. If a tantruming pawn does decide to punch an antigrain warhead, try arresting them. If your pawns are too far, shooting them may be the better option than the alternative - the injuries, mood and social penalties, and even risk of death are still better than the almost-guaranteed death of the tantruming pawn, let alone the collateral damage. For maximum safety, consider sealing it behind a quickly-deconstructable wall, ideally under thick mountain roof on the small chance that a mortar hits that single tile.

    Gallery

    Version history

    • 0.18.1722 - Added.
    • ? - Description changed from "A tiny ultra-tech warhead [...]" to "An ultra-tech warhead [...]".
    • Between 1.0.2096 - 1.3.3159 - Texture changed.
    • Between 1.4.3523 - 1.4.3901 (inclusive) - Tech level changed from industrial to spacer.


    Template:Clr

    Image Gallery

    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.