Difference between revisions of "Mortar"

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(→‎Analysis: Added crosslink to mechanoid cluster, and note about high shields blocking mortar fire)
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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 return to their normal schedule when undrafted and must be manually relieved from the mortar job. There is no way to increase mortar accuracy.
 
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 return to their normal schedule when undrafted and must be manually relieved from the mortar job. There is no way to increase mortar accuracy.
  
Mortars are too inaccurate to target moving enemies, except when targetting large, dense groups or when using antigrain shells. Instead, they're better suited against sieging enemies, preparing raiders, and mech clusters {{RoyaltyIcon}}.
+
Mortars are too inaccurate to target moving enemies, except when targetting large, dense groups or when using antigrain shells. Instead, they're better suited against sieging enemies, preparing raiders, and [Mechanoid_cluster|mech clusters] {{RoyaltyIcon}} (provide the cluster does not container a Mech High Shield building, which blocks mortar shots).
  
 
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.
 
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.

Revision as of 03:53, 9 August 2021

Mortar

Mortar

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.

Base Stats

Type
StructureSecurity
Mass
30 kg
Beauty
-20
HP
180
Flammability
70%

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

Skill Required
Construction 5
Work To Make
2,000 ticks (33.33 secs)
Stuff Tags
Metallic
Resources to make
Stuff 75 + Steel 150 + Component 6
Deconstruct yield
Steel 112 + Building Material (steel, wood, plasteel, etc.) 56 + Component 4

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 firing. 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 shells. 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.

Acquisition

To construct a mortar, the Mortars research must be complete and a construction skill of 5 is required. Each mortar requires Steel 150 steel, Component 6 components and Building Material (steel, wood, plasteel, etc.) 75 of any metal.

Alternatively, they 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.

Analysis

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 return to their normal schedule when undrafted and must be manually relieved from the mortar job. There is no way to increase mortar accuracy.

Mortars are too inaccurate to target moving enemies, except when targetting large, dense groups or when using antigrain shells. Instead, they're better suited against sieging enemies, preparing raiders, and [Mechanoid_cluster|mech clusters] Content added by the Royalty DLC (provide the cluster does not container a Mech High Shield building, which blocks mortar shots).

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 (4 secs) and explode with a radius of 4.9 cells.

When hit by an EMP from any 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 its remaining HP, the mortar will explode. For most sources of EMP damage, this is below 50 HP.

Stats table

  • Mortar Mortar Beauty Work to Build HP Flamma­bility Market
    Value
    Material
    Bioferrite Bioferrite Content added by the Anomaly DLC -20 005,000 ticks (1.39 mins) 360 52.5% 845 Silver
    Gold Gold 0 001,800 ticks (30 secs) 108 28% 5,800 Silver
    Plasteel Plasteel -20 004,400 ticks (1.22 mins) 504 0% 1,260 Silver
    Silver Silver -14 002,000 ticks (33.33 secs) 126 28% 1,300 Silver
    Steel Steel -20 002,000 ticks (33.33 secs) 180 28% 895 Silver
    Uranium Uranium -20 003,800 ticks (1.06 mins) 450 0% 1,105 Silver
  • 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.
    • 1.3.3066 - Mortars now require uncraftable reinforced barrels to build and rearm after every 20 shots. Forced miss radius lowered from 13 to 10. All craftable mortar shells have had their crafting recipes lowered by 10 steel. All 1.3 changes are reversible in the "Classic Mortars" storyteller option.