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The artillery piece is a mortar capable of high precision, high accuracy, and highly-damaging fire. However, has a maximum range of approximately 5 squares as viewed on the Pip-Boy's world map. Artillery strikes can be called down by throwing an artillery smoke grenade within range of a placed cannon.
The artillery piece does not require ammunition but it does require a dedicated settler to operate.
Throwing a grenade in range of several settlements with manned artillery pieces allows for more hits during a single salvo: each piece affords five shots. Only one artillery piece per settlement will launch each fire mission, even if several are within range. After a successful artillery strike, there will be a short delay before the artillery is ready to fire again.
The artillery piece can be built after recovering the artillery schematic.
Artillery piece (1)
- To maximize artillery coverage of the Commonwealth it is wise to place one at each settlement.
- If tuned in to Radio Freedom, the Minutemen will tell when the artillery is about to fire, and when the artillery strike is finished.
- Each gun fires five shots during a fire mission, but the shells always fall at the same rate. Additional artillery pieces extend the duration of the fire mission.
- When calling artillery in the city, the rounds may simply hit a building instead of the designated area.
- Artillery makes use of the in-game timescale, so the lower the timescale, the longer it takes for each shell of artillery to land (Standard timescale is 16 and each shell takes 3.5 seconds to land at that timescale).
- If a settler assigned to the cannon is unable to make their way towards the cannon or is otherwise trapped by object placement, the cannon may begin to turn by itself.
- Following the system of gears, turning the wheel on the side clockwise would lower the mortar and counter-wise would raise it.
- Artillery pieces cannot be built on the Island and in Nuka-World, nor do the Minutemen have any sort of jurisdiction there. This renders artillery smoke grenades useless in those regions.
Behind the scenesEdit
- Originally the artillery pieces were going to be laser cannons, as can be seen in the concept art.
|The following is based on unverified behind the scenes information and has not been confirmed by canon sources.|
- Artillery seems to be heavily based on the 12-inch coast defense mortar, which was in service from the late 19th to the mid 20th centuries.
|End of information based on unverified behind the scenes information.|
- ps4 Sometimes when calling in a strike, the sound of the mortar coming in can be heard, but no explosion will follow. [verified]
- pc Multiple artillery pieces in one settlement causes bugs with it proper firing. The more of them you have, the worse they work. For example: 2 pieces can take more time to start firing than one or fire the same quantity of shots. The main reason - they run consequentially, not simultaneously. After they start - first artillery slowly rotates, then fires. Then second artillery begin to rotate, and this animation takes more time than delay time between shots of one piece, while the first one freezes for the time of this animation.
- pc After a fire mission request, it can happen that only 1 or 2 rounds arrive at the target area. Sometimes nothing hit the target area.
- pc Stealth Boy doesn't protect the player from being detected by the enemy if an artillery round hits an enemy. You get detected instantly.