Squad Mortar Calculator – Accurate Ballistics Tool


Squad Mortar Calculator

Your essential tool for precise indirect fire support in Squad. Get accurate firing solutions quickly and dominate the battlefield.


Enter the horizontal distance to the target in meters (m). Valid range is 50m to 1600m.
Please enter a valid number for distance.


Enter the difference in height between you and the target in meters (m). Use a positive number if the target is higher, negative if lower.
Please enter a valid number for elevation.


Quick Reference Range Table

Approximate base milliradian values for conventional mortars on flat ground. Use the squad mortar calculator above for precise values.
Distance (m) Mils (Approx.)
100 877
200 981
300 1062
400 1131
500 1192
600 1248
700 1299
800 1347
900 1391
1000 1433
1100 1472
1200 1509

What is a Squad Mortar Calculator?

A squad mortar calculator is a specialized tool used by players of the tactical shooter game, Squad, to determine the correct vertical angle (measured in milliradians or ‘mils’) needed to accurately hit a target with indirect mortar fire. Unlike direct-fire weapons, mortars lob shells in a high arc, requiring complex calculations to account for distance and differences in elevation between the mortar position and the target. This calculator automates that process, turning a complex ballistic problem into a simple input-output task. Anyone serious about providing effective indirect fire support should use a calculator to ensure their shells are on target.

Without a calculator, operators must rely on in-game range charts which are often imprecise, especially when dealing with targets at non-standard distances or on hilly terrain. A good squad mortar calculator removes the guesswork, leading to faster, more accurate, and more effective fire missions that can turn the tide of a battle. For more beginner tips, check out this Squad beginner guide.

Squad Mortar Calculator Formula and Explanation

The relationship between distance and the required mils for a mortar in Squad is not a simple linear equation. It follows a complex ballistic curve. This calculator uses a method called **linear interpolation** based on a pre-defined lookup table of known, tested in-game values. This is far more accurate than a simple mathematical formula.

The process is as follows:

  1. Distance to Base Mils: The calculator takes your input distance and finds the two closest known data points in its internal range table. It then interpolates between these two points to find a highly accurate “base mil” value for that specific distance.
  2. Elevation Adjustment: The difference in elevation is then factored in. A common rule of thumb is applied: for every meter the target is higher than the mortar, you decrease the mils. For every meter the target is lower, you increase the mils. This calculator uses an adjustment factor of approximately -0.9 mils per meter of positive elevation.
  3. Final Calculation: The final formula is:

    Final Mils = Base Mils - (Elevation Difference * 0.9)

Variables Table

The key variables involved in mortar calculations.
Variable Meaning Unit Typical Range
Target Distance Horizontal distance from mortar to target. Meters (m) 50 – 1600
Elevation Difference Vertical height difference between mortar and target. Meters (m) -200 to +200
Milliradians (Mils) The unit of angular measurement used for setting the mortar’s vertical angle. Mils ~850 – 1580

Practical Examples

Example 1: Engaging a Target on a Hill

A squad leader marks an enemy radio on a hill. You determine the distance and elevation from your mortar position.

  • Inputs:
    • Target Distance: 850 m
    • Elevation Difference: +45 m (Target is 45 meters higher)
  • Results:
    • Base Mils (for 850m): ~1369
    • Elevation Adjustment: 45 * -0.9 = -40.5
    • Final Mils: 1369 – 40.5 = 1328.5 mils

Example 2: Firing into a Valley

A friendly squad is pinned down by an enemy machine gunner in a low-lying compound.

  • Inputs:
    • Target Distance: 525 m
    • Elevation Difference: -20 m (Target is 20 meters lower)
  • Results:
    • Base Mils (for 525m): ~1208
    • Elevation Adjustment: -20 * -0.9 = +18
    • Final Mils: 1208 + 18 = 1226 mils

Understanding vehicle armor is also crucial for fire support roles. Learn more from our Squad vehicle guide.

How to Use This Squad Mortar Calculator

Using this calculator is a straightforward process designed to give you quick and accurate results under pressure.

  1. Determine Target Distance: Use the in-game map, squad leader marks, or a friendly spotter to find the horizontal distance in meters from your mortar tube to the target. Enter this value into the “Target Distance” field.
  2. Determine Elevation Difference: Check the topographical lines on the map or ask your spotter for the elevation difference. If the target is uphill from you, enter a positive number. If it’s downhill, enter a negative number.
  3. Calculate: Click the “Calculate” button.
  4. Interpret Results: The calculator will display the precise Required Vertical Correction in mils. This is the number you need to set on your mortar’s sight by moving your mouse up or down. Intermediate values are also shown to help you understand how the final number was reached.
  5. Fire and Adjust: Aim your mortar in the correct direction (azimuth), set the calculated mils, and fire. Use a spotter’s feedback to make minor adjustments if necessary. For advanced map strategies, see our guide on Yehorivka strategy.

Key Factors That Affect Mortar Accuracy

Several factors can influence where your mortar rounds land. Being aware of them is key to becoming a master of indirect fire calculator use.

  • Precise Distance: This is the single most important factor. An error of 25 meters in distance can cause you to miss entirely. Always use a calculator for non-standard ranges.
  • Elevation Correction: Ignoring even a 10-20 meter elevation change will lead to significant misses, especially at longer ranges. Always account for it.
  • Mortar Placement: Ensure your mortar is on relatively flat ground. A tilted base can throw off your azimuth and elevation, adding a small but unpredictable error.
  • Accurate Spotting: The calculator is only as good as the information you feed it. Your spotter must provide accurate distance and elevation readings for the tool to work effectively.
  • Round Deviation: Mortar rounds in Squad have a natural, random deviation. They will not all land in the exact same spot. Fire multiple rounds to create a larger impact area.
  • Time of Flight: Mortar rounds can take up to 20-30 seconds to land. Moving targets are extremely difficult to hit. Prioritize static targets like HABs, radios, and stationary vehicles. Understanding squad roles can help coordinate this; see our overview of Squad roles.

Frequently Asked Questions (FAQ)

Q1: Why can’t I just use the chart on the mortar itself?

A: The in-game chart only shows values for 50-meter increments and does not account for elevation changes. For any target between those increments or on uneven ground, the chart is inaccurate. A squad mortar calculator provides the necessary precision.

Q2: How do I find the elevation difference in-game?

A: Open your map (`M` key) and look for the topographical contour lines. Each line represents a change in elevation (usually 10 meters). Count the lines between you and the target. Alternatively, a squad leader with the Forward Observer role can mark the target to get a direct elevation reading.

Q3: What does a negative elevation adjustment mean?

A: A negative adjustment means you need to *subtract* mils from your base calculation. This happens when the target is at a higher elevation than you are. You are aiming “lower” in a sense, because gravity has less time to act on the shell’s downward trajectory.

Q4: Is there a maximum range for mortars?

A: Yes, most conventional mortars in Squad have an effective maximum range of about 1200 to 1600 meters, depending on the specific model. This calculator is designed for those ranges.

Q5: Why do my rounds land in a spread and not the same spot?

A: This is an intentional game mechanic called round deviation or inaccuracy. It simulates real-world factors and prevents mortars from being perfectly precise. To counter this, fire several rounds to saturate an area rather than trying to hit a single point. A critical part of learning how to use mortars in Squad is understanding this spread.

Q6: How long does it take for mortar rounds to land?

A: The time of flight varies with distance but is typically between 15 and 30 seconds. This calculator provides an estimation. Always warn teammates before firing on a position they are close to.

Q7: Can I use this calculator for the Hell Cannon?

A: No. The Hell Cannon and other technical-based mortars have different ballistic properties. This calculator is calibrated specifically for standard deployable mortars (e.g., US, RGF, MEA factions).

Q8: What is more important, distance or elevation?

A: Both are critical for an accurate shot, but errors in distance have a slightly larger impact on the final result than errors in elevation. However, for truly accurate fire, you must account for both correctly.

© 2026 Squad Mortar Calculator. Created for the Squad community. Not affiliated with Offworld Industries.


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