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A manned mortar that launches all kinds of shells. While it can inflict devastating damage, the mortar's inherent inaccuracy makes it more useful for attacking large fortifications than groups of enemies in the field.
- 30 kg
- 2 ˣ 2
- Cover Effectiveness
- 500 ticks (
- 1,680 ticks (
- 500 tile(s)
- Minimum Range
- 30 tiles
- 41 (m/s)
- Burst Count
- 1 (per burst)
- 13 tile(s)
- Skill Required
- Construction 5
- Work To Make
- 2,000 ticks (
- 112 + 56 + 4
- For additional guidance, see Defense structures#Mortars .
The Mortar is a manned stationary siege defense mechanism. It launches mortar shells one at a time 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.
Alternatively the can be claimed and taken from Sieges.
The mortar shells required to use the mortar must also be acquired. See their respective pages for details.
Mortars require a pawn 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.
They are too inaccurate to target moving enemies, except when targetting large, dense groups or when using anitgrains. Instead they're better suited against sieging enemies, preparing raiders, and mech clusters .
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.
When they explode, they sizzle for 240 ticks ( and explode with a radius of 4.9 cells.
When hit by an EMP from an source, they 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 it has remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.
|Material||Stuff cost||Beauty||Work||Mass||HP||Flammability||Market Value|
|Golden Mortar||750||-40||1,800 ticks (||30||108||28%||7985|
|Plasteel Mortar||75||-60||4,400 ticks (||30||504||0%||1170|
|Silver Mortar||750||-54||2,000 ticks (||30||126||28%||1235|
|Steel Mortar||75||-60||2,000 ticks (||30||180||28%||625|
|Uranium Mortar||75||-60||3,800 ticks (||30||450||0%||940|
- 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.