L81 Mortar
| L81 Mortar | |
|---|---|
| General | |
| Type | Stationary mortar emplacement |
| Arcs | One |
| Range | |
| Minimum range | 132 m (measured); about 103 m allowed by the data (derived) |
| Maximum range | 684 m |
| Travel time | 15.9 to 22.4 s (game table) |
| Building | |
| Build cost | 600 Build Supplies |
| Health | 3,000 HP |
| Hammer | Large Hammer |
| 3D hitboxes | Open in the viewer |
| Internal name | STN_03 |
The L81 Mortar is a stationary emplacement that fires mortar rounds over short distances. It is built like the other stationary weapons, with a hammer, and it has a shorter reach than the SPH-2 artillery gun. For the long-range artillery system, see Artillery.
Overview
Destroying an enemy L81 Mortar pays 650 cash and 175 Role XP.
The mortar can hit targets from 132 m to 684 m away. It has one firing arc only, so each range has a single elevation setting. The setting to dial for each range, and the game’s own range table with travel times, are in the table below.
Effects
Weapon
The gun fires 120x800 mm shells in semi-automatic mode at 50 rounds/min. It reloads in 4.5 s and starts with 3 shells. A restock takes 150 Ammo Supplies, and the data does not store how many shells one restock gives, so the engine default of one is used (derived). The data gives a windup time of 2.5 s before each shot.
Range and elevation
The game files hold a range table for the mortar: 17 rows, each giving a firing elevation in milliradians (mrad), the distance the shell lands at and its travel time. The “dial” column is the setting on the sight’s MIL scale as measured in game by the community calculator wardogs-calculator by apollyon-sys (MIT licence); the calculator gives the dial range as 150 to 850 mils. Dial the numbers in the “dial” column. The calculator reads between its rows in a straight line.
| Range (m) | Dial (mils) | Game table (mrad) | Travel time (s) |
|---|---|---|---|
| 684 | 150 | -500 | 15.9 |
| 661 | 200 | -450 | 16.6 |
| 637 | 248 | -400 | 17.2 |
| 609 | 300 | -350 | 17.9 |
| 578 | 350 | -300 | 20.0 |
| 545 | 400 | -250 | 19.0 |
| 510 | 449 | -200 | 19.5 |
| 470 | 500 | -150 | 20.0 |
| 430 | 549 | -100 | 20.5 |
| 385 | 600 | -50 | 20.9 |
| 340 | 649 | 0 | 21.2 |
| 290 | 700 | 50 | 21.6 |
| 240 | 749 | 100 | 21.9 |
| 187 | 800 | 150 | 22.1 |
| 132 | 850 | 200 | 22.3 |
| 110 | 900 | 250 | 22.4 |
| 80 | 950 | 300 | 22.0 |
Mils fall as range rises, so a longer shot needs a lower elevation setting. A shell is in the air for 16 to 22 s: the longer the shot, the shorter the flight, which is the opposite of the SPH-2 low arc. The data stores the travel times as plain numbers, and they are read here as seconds.
How the game table and the dial compare
At the same range, the dial setting is the game table’s elevation plus 650, to within 2 mils, on every one of the 17 rows. The two lists therefore agree on the shape of the mortar’s range curve and differ by a fixed shift. The sight adds the 650 itself: its mil label is the table value plus 650. The two lists are therefore one measurement shown twice, not two independent measurements.
The travel time in the -300 mrad row (20.0 s) breaks the pattern of its neighbours (17.9 s before it, 19.0 s after), and is probably a data oddity. The value is a round number among two-decimal values (the +300 row is 22.0 too), which suggests a hand-entered entry; a smooth value from the neighbouring rows would be about 18.4 s. The cause is not known.
Minimum range
The calculator’s minimum range is 132 m, at 850 mils, the end of the dial range it measured (150 to 850 mils). The game table has rows beyond that stop, down to 80 m at 950 mils. The barrel’s data limits its pitch to -29 to +15 degrees. The +15 degree limit is about 262 mrad, which is dial 912, and the table interpolated at that limit puts the shell about 103 m out (derived). The 110 m row (dial 900) is inside the limit, and the 80 m row (dial 950) is beyond it. So the data would allow shots down to about 103 m, and no limit found explains the community’s 132 m stop. Treat 132 m as the shortest range measured in play and about 103 m as the shortest the weapon data appears to allow.
Season 2 changes
- Build cost went from 150 to 600 Build Supplies.
- The restock needed went from 75 to 150 Ammo Supplies.
- The windup time went from 0.85 s to 2.5 s.
- Two damage entries were added to the mortar’s damage table: one for 20x102 mm cannon hits (amount -70) and one for 125 mm rocket hits (amount -50). The amounts use the same units as the other entries in the vehicle damage table.
Cost
| Item | Value |
|---|---|
| Build Supplies | 600 |
| Health | 3,000 HP |
| Hammer | Large Hammer |
The Build Supplies cost is taken from the Buildables article, which lists the stationary weapons with their Build Supplies, health and hammer. The Build Supplies cost is not a cash price. Build Supplies are bought in the shop, as the Buildables article explains.
See also
- Artillery: how the SPH-2 fires, with its arcs and firing table
- Buildables: Build Supplies costs, health and hammers for every structure and stationary weapon
- Talon 9K-SAM, Vanguard CIWS, Stingray, MG Nest and Loudspeaker: the other stationary emplacements
- SPH-2
- Aiming the SPH-2
Sources
- Buildables: build cost, health and hammer (stationary weapons table)
- wardogs-calculator by apollyon-sys (MIT licence): range, one arc and dial settings, measured in game
- artillery_range_tables.py: prints the table and compares it with the dial readings
- Mortar weapon extension data: the 17-row range table (mrad, impact distance, travel time), reload, restock, windup and starting shells
- All vehicles stat and damage sheet: the mortar’s rate and damage table
- Vehicles changes, Season 2: cost, restock, windup and damage table changes
- Vehicle hitboxes: the 3D hitbox set used by the viewer link
- Round 36 combat evidence: mortar sight labels, and the minimum range from the barrel’s pitch limit.
- Round 39 weapon evidence: the -300 mrad row (20.0 s) check
- Round 42 buildables and economy evidence: the reward and hit-count rows used on this page.