What THEY Won't Teach You In Marine Guides: Mortar!?

Foreword

There is one Mortar guide on the forum covering some advanced techniques: How to be a Strong Independent Mortar User (Advanced Mortar guide and maybe a little CAS)

I wanted to cover the basics of Mortar-ing, primarily because I often hear “I have no idea how to use the Mortar” when I ask someone to buddy up with me.

The Mortar used to be a staple of every FOB, Bravo SL would sit his ass on a chair and drop shells into a tube.

A little like this:

However, THEY didn’t like that you could spam Mortar under FOB Siege concerned citizens thought Mortar would be more interesting if it had a minimum range and maximum range.

Where THEY take, THEY give: Mortar shells were made cheaper and moving the Mortar closer meant that the “closer to target = shorter flight time” mechanic made Mortar more responsive to the front.

This change, effectively, deleted the Mortar mains that existed at the time because now you have to roleplay to use the Mortar and the skill floor raised from “sit in FOB, put one hand on the numpad and one hand on your mouse” to having to move and navigate Prime Lurker Mafia hunting you while you try to provide fire support.


This guide will:

  1. Teach you how to use the Mortar
  2. Work the basics of co-ordinates, offsets and lasering targets.
  3. Teach you how to co-ordinate with someone and use the Mortar
  4. Give an opinion on what maps you would enjoy using the Mortar on

This guide will not teach you:

  1. How to make custom mortar shells
  2. Map-Specific strategies to use

What is a Mortar?

Image of a Mortar

The Mortar is an important fire support asset for the Marines, capable of bombarding Xeno positions and inflicting damage and crowd control without having to risk the infantry’s life and limbs.

While it’s not as powerful as the Normandy Gunship, it fires with less warning meaning it requires less prediction to be successful, at the expense of being less powerful.

It comes inside the Mortar Kit (location explained later).

The Mortar Kit contains a Mortar, two Mortar Pamphlets, two belts and a backpack as well as complimentary wrench and binoculars.

Use Z to deploy the Mortar from your hand onto the floor.

  • The Pamphlets are needed to give Riflemen access to the Mortar.
  • The Binoculars are used find targets for the Mortar
  • The Wrench is used to un-set the Mortar.
  • The Backpack and Belts can be used to carry some of the shells to remain somewhat mobile, without being tied to a crate.

What you need to know to use the Mortar

Understanding co-ordinates:

Press Z while holding a Rangefinder or Laser Designator to look down the binoculars.

Press Left Control + Left Click to laze the tile you click on. You MUST have direct line-of-sight to the tile to laze it.

Successful:

Failed:


Left Alt + Left Click a Laser Designator to swap it to co-ordinates mode. A rangefinder only has co-ordinates mode.


The read-out will give you the X, Y and Z co-ordinates.

The Mortar Operator will dial these co-ordinates.

Understanding Offsets:

The Mortar has an offset menu, which allows you to offset along the X and Y axis.

You probably learnt co-ordinates in school. SOUTH and WEST are negative offsets. NORTH and EAST are positive offsets.

Due to poor line of sight, the Spotter may laze a co-ordinate but the shell needs to land 3 north and 3 east of the lazed tile. That is +3Y +3X offset.

Important: the offset stays between shots. Set to 0,0 before changing co-ordinates to prevent accidents.

Z-Level Offsets

Mortar is a little fuck-y with Z-Levels.

A fun thing to do is being lazing over the top of Xenos, knowing where they are, relaying co-ordinates to the Operator and telling them to lower Z-Level. You can laze Xeno positions without being at risk in any way.

As far as I understand, a shell hitting “empty air” tiles will make the shell land on the lower Z-Level.

Incendiary shells that come into contact with “empty air” tiles will spill out onto the lower Z-Level.

Understanding Shells:

You have five shell types:

  • (Inc)endiary
    Incendiary Mortar Shells

    • This will cause a pool of fire in a vaguely star pattern, about 9x9 (5 in each direction from the laze) in size.
  • (H)igh (E)xplosive
    HE Mortar Shells

    • This will cause a blast in a 9x9 (5 in each direction from the laze) circle.
  • (Frag)mentation
    Fragmentation Mortar Shells

    • This will send shrapnel in a wide radius, causing basically no damage to Xenos. The primary use of this is scaring Xenos via the whistle of the mortar shell, or griefing Marines.
  • (Cam)era
    Camera Mortar Shells

    • This lets the Operator see the target area through the Mortar’s interface, allowing them to fire independently if the Spotter needs to focus on something else.
  • Custom
    Custom Mortar Shells

    • You should call the Ordnance Lab (Almayer Tab) and ask them what this does. It will normally be labelled: either a huge blast, or an *-shaped fire (typically 10-15 tiles in each direction from center). Both are capable of huge friendly-fire, even gibbing Marines.
    • Fire at your own risk.
What can I ask the Ordnance Lab to make for me?

Refer to this: What THEY Won't Teach You In Marine Guides: Mortar!? - #2 by Ammoniacres

Don’t worry too much about ranges, you will instinctively learn where you will and won’t hit friendlies as you use the Mortar.

Finding the Mortar, Finding Friends.

The best way to use the Mortar, in my opinion, is as part of a 2-Marine team:

  • Spotter: Fireteam Leader that spends his time lazing targets on the front.
  • Operator: Combat Technician, or Rifleman, that fires shells using the Mortar.

If you can’t convince a friend to play Mortar with you, you will need to find someone at the start of the round who’s willing to play with you.

If you have a friend:

The Spotter will roll Fireteam Leader for the insane JTAC skill the role has, making lazes near instant.

The Operator will roll Rifleman or Combat Technician; Rifleman can use the Mortar if they read the pamphlet however Combat Technician can bring a turret for self defense and assist with building in the rear for Corpsmen and Supply Dumps.

Rush to Req, you want to ask for the Mortar Kit. It’s near the Supply Launch Pads if the Cargo Tech isn’t aware.

You should ask for boxes of M20 Mines, an RTO Bag and JTAC Key for the Operator.

  • Mines will cover the Operator.
  • The RTO bag and JTAC Key will be used so you can directly call the Operator to use the Mortar, and the JTAC Key will be used for co-ordinates from non-Spotter FTLs.

At the consoles opposite Req, put in an order for:

  • 2 x High Explosive Mortar Shell Crate
  • 2 x Incendiary Mortar Shell Crate
  • 1 x Camera-Flare Mortar Shell Crate (Optional but beneficial)

    Then hand the paper to the Cargo staff.

You should get some MREs from your prep, as well as some flashlights or flares and carry them with you.

  • Keeping the area lit and
  • your Operator fed will reduce their chance of getting killed or captured.

Requsitions and You

Ask Requsitions to pack the Mortar Shells into a crate, and loaded onto a supply drop pad. This means you don’t have to waste time hauling the shells around. When you set the Mortar up, you can laze under your feet and relay the co-ordinates in order to have them sent to you planetside, effort free!

I’ve got too many friends!

Asking the Captain or Major for Echo could be a good idea. I, personally, struggle to keep up with the chat especially in crowded squads when I’m in a Mortar Team.

The More the Merrier. You can always use help guarding, and if you’re on good terms with QM you can order a second tube. Otherwise, the cooldown to firing shells is as fast as you can load it. You can have two people fire two shells almost at once.

I’ve got no friends!

All of the above, but go around begging for someone to spot or fire for you.

You should be ready to teach someone how to use the Mortar, and be ready to be patient.

I’ve got the Mortar, I’ve got friends, what do I do?

1. Agree on your “Fire Mission”

Targets, especially on a fluid front, will appear only for a few seconds. Agree what shells you will be sending upon any “FIRE!” order. High Explosive, then Incendiary is a good idea. You clear the area, stunning Xenos, then maximise the area you light up with the incendiary shell.

2. Get to work!

Set up close to the front, you shouldn’t be able to see the line of contact with your binos from the Mortar (this’ll keep you outside minimum range.)

You are handling one of the most important pieces of Fire Support that Marines have: no one else was going to take it anyways but you’re still contributing a lot to the team.

Use JTAC or the Radio-Telephone to keep contact between Mortar and Spotter.

Using JTAC:

  • Warns people shells are coming
  • Lets other people freely give co-ordinates for targets

Using the Radio-Telephone:

  • Your only option if the Communication Tower is down, other than running back and forth (waste of time).
  • Lets you use the phone in-hand to block the headset from working, letting you freely relay messages without having your chat spammed.
  • If there’s no reply, you can know your Mortar is under attack.

With, then without activating the phone in-hand:

The Operator should set up, get comfortable so shells are accessible, keep an eye out and set up mines around themselves. Light the area up with flares for safety. Position the Mortar interface on-screen somewhere comfortable for quick access.

Placing barricades around the Mortar Pit, or better, positioning the Mortar at a Supply Dump or Triage is important for safety. More populated areas will have Marines close by who can protect the Mortar.

The Spotter should primarily aim to disrupt the Boiler with High Explosive, Incendiary, Fragmentation shells. After that, the Spotter should aim to land Incendiary shells behind Xenos, especially Queen Pushes to disrupt Xenos who are retreating and keep other Xenos from pushing ahead. Camera shells can be sent into large concentrations of Xenos to let the Operator fire at will.

Xenos fled to caves under intense artillery bombardment!

You get a break. Stock up on shells. Keep the Mortar somewhere safe, where backliners can’t melt your crate or push it into Brazil. Get ready for the front to collapse and Marines to come pouring out of caves.

You need to be ready for the Queen to flank your rear, your position should be secure so you don’t wipe out. The Queen could also chase Marines directly out of caves, be ready to provide Incendiary Shells to prevent the complete wipe.

Xenos are coming to the FOB!

You managed to save the Mortar, or the shells. If you failed to save one, or the other, or either - beg Req… (and be told they’re out of money).

If you have anything left, set up near the Alamo and try your best to break any large concentrations of Xenos from breaking into the LZ. Be ready to move to counteract your minimum range. Be ready to get screeched.

Extra: When should I play Mortar?

I polled the only Mortar-Guy I know from after the Mortar Nerf: @Ammoniacres

This is what maps they recommend for playing the Mortar on:

Extra: Laser Targeting Mode

Left Control + Left Clicking the Mortar can switch it to “laser targeting mode”, meaning it will fire at the CAS (red) lazes from the linked laser designator.

Left Click the Mortar with your Laser Designator to link it to the Mortar.

This makes the Mortar automatically target the laser, without need for co-ordinates.

It sounds nice, but the red dot is a HUGE warning for Xenos, and it’s not capable of offsets. If there’s a need for the Mortar to fire independently, there’s no co-ordinates to offset from. It sounds easy, but it’s generally not worth much, especially given most combat areas in a map can’t be CAS-lazed anyways.


Final Words:

Thank you for your time reading this. I hope to inspire more people to try it out, I feel the Mortar is very overlooked because it really should be 2-Marine-Operated.

This guide is intended to get people to just try the Mortar! The focus was more on getting started: but the little I’ve wrote about actually firing and picking targets should help get you started! A lot can be picked up from experience, your aim is to help the Marines! Direct kills are a bonus if you get any!


PS: Don’t worry about hitting friendlies. Obviously, it’s bad, but it’s just a game. You’re not the first to hit the Marines with a mortar shell, you won’t be the last. Other Marines have caused worse damage with a Mortar shell, apologise in the radio and move on.

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You should call the Ordnance Lab (Almayer Tab) and ask them what this does. It will normally be labelled: either a huge blast, or an *-shaped fire (typically 10-15 tiles in each direction from center). Both are capable of huge friendly-fire, even gibbing Marines.

Most people aren’t at all aware of what mortar is actually capable of when the right people come together, so I’ll try my best to explain the most common types of mixtures.

OT custom mortar shells come in two primary categories:

Custom Incendiaries!

Star-shells, decal-bombs and 16-tile mini-OBs.

Star-shells are 8-tile flames spread from a 3x3 nucleus. Incredibly powerful at area denial- but usually a lot weaker at actually killing things caught in the center. Because of how flame-code works, however, they have a higher capacity for direct flame damage compared to non-star-shell custom shells. Ethanol star-shells are incredibly easy to make, and can be produced in bulk- while not sacrificing damage. They’re usually cheaper than buying straight incendiary shells. Incredibly useful if you manage to get the space in the field.

Full range not depicted here.

Nor here. Get a sense of the scale.

Next up are Decal bombs, otherwise knowns as airbursters. These are rarer, most OTs don’t know how to do them, but they offer a greater flame coverage than normal incendiaries and most max-capacity shells for a typically smaller radius. The welder-gas will reignite xenos caught in the center, making it particularly hazardous to push through. Consider them a mixture, or balance of the above and below.

Courtesy of Arbs.

Last up for incendiaries are non-star-shells, or medium-capacities. Trading the higher damage of max-capacity incendiaries with better coverage within the circumference of the blast, these shells are adept at covering untold amounts of space, generally in indoor areas- and will punish xenos far more for trying to maneuver through. Particularly amazing at punishing retreats compared to star-shells larger area denial.

If you don’t like the colours these come in, don’t worry. Depending on what types of Ethanol your OT uses, the resultant mixture will vary greatly. Communicate with your OT before you order.

(Hint: Ask for Thirteen Loko.)

Custom Explosives!

The stuff everyone actually wants. These are a lot easier to distinguish than incendiaries, and usually only differ in explosive power when research develops a powerful explosive/oxidizing chemical.

The usual CYCLO/ANFO mix combines into a (near) max-cap mortar shell with this amount of power. There are alternative mixtures that use more Cyclo for something closer to capacity, but this tends to be the cheapest combination.

Now, if research comes up with an EXP3 chemical, the average OT can make a custom mortar shell with about 120u of beaker-space to spare. This can be filled with either ethanol, or shrapnel. I’ll go into shrapnel further at the end of the post, but it’s harder to visually display compared to the explosion radius.

This is 120u of an EXP3-rated chemical.

Every human in the red, as in, taking more than 200 explosive power (especially with no armor to reduce the explosive power) will get gibbed.

If an OT mortar’s dropping near you and you can’t get out of the way in time, go prone. It might just save your life.

Lastly, shrapnel. It comes in three variants-

Incendiary shrapnel; which sets everything hit with fire equivalent to M240 napalm.

Holo-targeting shrapnel; which travels faster than regular shrapnel, and makes every target hit receive 20% more damage for 5-10 seconds.

Neurotoxic shrapnel; …gives xenomorphs hit the research neurotoxic gas effect, which provides them welder-vision and prevents auto-trigger (on-key-press) abilities from being used. This can, for example, prevent a ravager from hitting shield, a defender from lowering crest, or a queen from screeching. Potentially the oddest version of shrapnel, and because it requires 10u of neurotoxin plasma, it is exceedingly rare.

Every version of shrapnel that isn’t unmodified will reduce the amount of shrapnel created by 75%. This means that it’s usually added best on top of shell combinations that either don’t use a lot of reagents and can offset the reduction in target acquisition through sheer bulk of iron, or with specialized combinations of the above types. Get creative.

That should cover everything. Every shell can be customized for a specific purpose, just make sure to talk to your OTs and have an idea of what you want (or want to do). Happy ‘sploding. Blurst every day.

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Here’s my personal quick advice from using the mortar a shitload:

Time-Insensitive/Untrusty Coords

Summary

You are given time-insensitive coordinates or coordinates by someone you don’t trust.

  1. Camera shell
  2. Observe targets
  3. Adjust offset onto targets
  4. Fire HE then Incendiary
  5. Stop. Do not fire more shells.
  6. Observe results
  7. Adjust offset and fire again only if it will be effective

Do not:

  1. Fire 8 rounds at 1 set of coordinates
  2. Fire regular HE by itself unless clearing terrain
  3. Fire on the coordinates without looking

This all maximizes your effective firepower both from ammo efficiency and on target effectiveness, while also avoiding needless friendly fire.

Rolling barrage

Summary

You want to hit a wide area or trap xenos and then kill what’s in the trap. Shell-pair HE+Incendiary, or individual shells if they’re custom.

  1. Camera Shell
  2. Observe Targets
  3. Mentally map out offsets for multiple shell-pairs. Offset 4+ tiles between them.
  4. Adjust offset, fire shell pair #1, adjust offset, fire shell pair #2, […] etc.
  5. Observe results

When this is done right, it is extremely effective. Probably the most effective way to intentionally kill xenos with the mortar. It also burns through your ammo fast.

Time-Sensitive Firemission

Summary

When you trust the coordinates are safe and you need to hit them immediately.

  1. Input coords
  2. HE then Incendiary
  3. Stop

Do not fire more than once on a single set of coordinates. Wait for your spotter to tell you effectiveness or adjustment.

Good spotters who understand how to use the mortar themselves will give you new coordinates quickly so be prepared to adjust quickly. Your spotter has a wider field of view and can better gauge where to hit with followups than you can with a camera shell. Good spotters can guess the followup coords for you without even lazing, they just math in their head. You can math in your head too, but you can’t see what they can.

Rules of thumb/tips:

  • Always offset at least 4 tiles between shell pairs.
  • Aim for retreat paths, don’t aim directly at xenos; you’ll almost never hit them
  • More than half your kills will be purely accidental, don’t fret about perfect accuracy
  • Don’t fire HE by itself unless you are desperate or clearing terrain
  • It’s OK to fire incendiary by itself to kill stuff
  • Don’t fire multiple separate firemissions in quick succession at the same coords
  • When incompetent/malicious people give you coordinates always fire a camera shell first
  • Target sleepy xenos behind walls over the ones walking around
  • Your shots all have a deviation, your shells will not hit exactly where you aim

  • Offset from an initial camera shell, and fire another camera shell to ‘walk’ your view around the map without getting coordinates from people.

  • Shift+click on tiles you want to offset onto while looking through the camera to double check the roof is clear on that tile.

  • Offsets max at +/- 12 tiles I think (not sure) but your main target coords can be adjusted to anywhere within range.

  • Open your notes section in-game, (or use notepad out of game) and laze coordinates for locations ahead of time. e.g. Fob North - 156, 67; Fob South - 160, 32; etc. in a pinch you can fire blindly on these coords without anyone lazing for you. You can even glance at these pre-written coords and guesstimate on the fly where to shoot on the map without any spotters or lazes by adjusting from them (best done with camera shell first). This is done in real life using a range table. Your notes are effectively your range table.

  • Mortar works best defensively, not offensively - xenos will push forward into your shells, marines will retreat to safety from them. When offensive, the reverse is true. Most friendly fire happens on the offense because marines push towards xenos whom you just fired at and get subsequently hit by your shells.

  • Incendiary is good for cutting off escape routes - you don’t have to kill directly if you can constrain positions and set up kills for marines who push and pressure xenos. For example, find a hallway or path a runner/lurker takes when they go and attack people, watch with a camera shell, then when you see one go through this path, put an incendiary on that path to cut the retreat off. Sometimes the timing will land a shell on a wounded lurker/runner trying to get away, other times you force them to double back into chasing marines who finish them off.

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Excellent guid. Can’t wait to use it to grief the frontline.

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Necroing this thread to lower Shiva’s tier by two (maybe three?) spots. Holy hell is that map so much worse than I remember.

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+1

the entirety of the map west of Botany is simultaenously “indoors” yet you can look up and see clear skies somehow.

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Acceptable Necro post. Well done!