Demo Mortars
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A deployable 81 mm-style mortar for DayZ. Carry it in two pieces, set it up anywhere flat, dial in a bearing and elevation, and drop rounds on targets more than a kilometre and a half away.
- Two-piece carry. A base plate and a tube that deploy into a working mortar in 3 seconds and pack back up just as fast.
- Real ballistics. Rounds fly a true arc from the bearing and elevation you set. No markers, no lock-on: you range the target yourself.
- Six round types: high explosive, smoke, illumination, gas, concussion cluster, and a poultry delivery round.
- Air-burst rounds. Gas, concussion and chicken rounds burst 75 m above the target and scatter their payload.
- Illumination flares that light 375 m around them for 3 minutes as they drift down on the wind.
- Breaches bases. HE damages every part of a base-building wall at once and fells trees in the blast.
- Wear and cook-off. Every shot wears the tube. A ruined mortar or HE round explodes.
- Mortar ranging calculator to turn a distance into an elevation.
The numbers on this page are the defaults. Servers can change most of them.
Items
| Item | What it is |
|---|---|
| Mortar Base Plate | 3x3, 7.5 kg. Hold it in your hands to deploy the mortar |
| Mortar Tube | 2x6, 10 kg. Must be somewhere in your inventory when you deploy |
| Deployed Mortar | What the two make together. Can't be picked up, only packed up. Takes one round |
| HE Mortar Round | High explosive. 3x1 |
| Smoke Mortar Round | Purple smoke screen on impact. 3x1 |
| Illumination Mortar Round | Parachute-style flare that lights the area at night. 3x1 |
| Gas Mortar Round | Air-burst chemical round. 3x1 |
| Concussion Cluster Mortar Round | Air-burst, non-lethal knockout submunitions. 3x1 |
| Poultry Delivery Mortar Round | Air-burst. Looks exactly like an HE round. 3x1 |
The base plate and tube are repaired with a Blowtorch.
Getting started
- Carry the Mortar Tube anywhere in your inventory and take the Mortar Base Plate in your hands.
- Face the way you want to shoot and use Deploy Mortar (3 seconds). The mortar appears 1.5 m in front of you, pointing the way you face, at 85° elevation.
- Look at the mortar and use Set Aim. Type a bearing and an elevation and press Enter or SET.
- Drag a round into the mortar's Mortar Round slot. It fires half a second later. Step back.
- Pack Up Mortar (3 seconds) gives you the base plate and tube back.
Deploying
The spot 1.5 m in front of you must be:
- no steeper than 15°,
- on land, not in the sea,
- at least 2 m from a building.
If it isn't, the mortar says Cannot deploy mortar here - find flatter ground! and nothing is used up. A ruined base plate or tube can't be deployed.
The deployed mortar takes the health of whichever piece was more damaged, and packing up gives both pieces the mortar's health.
Loading and firing
- Putting a round in the slot is the trigger. There is no fire button and no way to unload: once it's in, it goes.
- The mortar fires at whatever bearing and elevation it is set to, so set the aim before you load.
- The launch is loud. It can be heard up to 2.5 km away.
- The mortar stays too hot to pack up for 3 seconds after a shot.
- The bearing and elevation are saved with the mortar and survive server restarts.
Set Aim
| Field | Range | Notes |
|---|---|---|
| Bearing | 0 to 360 | Compass degrees: 0 north, 90 east, 180 south, 270 west. Turning it turns the mortar |
| Elevation | 45 to 90 | Degrees above the horizon. Lower is farther. The menu shows the server's limits |
Both take one decimal place (72.5). SET stays greyed out until both values are valid. Enter submits and Esc cancels.
Ranging
The mortar fires every round at 125 m/s. There is no air drag, so the range depends only on the elevation and the height of the target.
The calculator
The Demo's DayZ Mortar Calculator is built for this mod.
- Enter 125 for Muzzle Velocity and 9.81 for Gravity.
- Enter an elevation and press CALCULATE TRAJECTORY to get the range, flight time, peak height and impact speed for that angle.
- The Range Table (All Elevations) under it lists every elevation at once. Find the range closest to your target's distance and use that elevation.
If your server has changed the muzzle velocity, enter the server's value instead. Ask the admins.
Quick range table
Target at the same height as the mortar:
| Elevation | Range | Flight time | Peak height |
|---|---|---|---|
| 45° | 1593 m | 18.0 s | 398 m |
| 50° | 1569 m | 19.5 s | 467 m |
| 55° | 1497 m | 20.9 s | 534 m |
| 60° | 1379 m | 22.1 s | 597 m |
| 65° | 1220 m | 23.1 s | 654 m |
| 70° | 1024 m | 23.9 s | 703 m |
| 75° | 796 m | 24.6 s | 743 m |
| 80° | 545 m | 25.1 s | 772 m |
| 85° | 277 m | 25.4 s | 790 m |
| 90° | straight up | 25.5 s | 796 m |
To work it out yourself: elevation = 90 − ½ × asin(range ÷ 1593), in degrees. For 1000 m, that's 90 − ½ × asin(0.628) = 70.6°.
Getting it on target
- Bearing: measure it from the mortar to the target on the map, or stand at the mortar and take it with a compass.
- Distance: measure it on the map. The grid squares are 1 km.
- Height: a target below the mortar is hit farther out, one above it closer in. The shift is about the height difference divided by tan(elevation). At 85° a 20 m drop moves the impact less than 2 m. At 50° it moves it about 17 m. Steep shots forgive bad height estimates.
- Spread: each round wanders up to 1.5° off the bearing and 0.5° off the elevation. At 1 km that's up to about 25 m to either side, so expect to walk rounds onto a target.
- Minimum range: at 90° the round comes straight back down on the mortar, give or take the spread. Don't.
- Air-burst rounds (gas, concussion, chicken) burst 75 m above the ground on the way down, a little short of the impact point: about 7 m short at 85°, 43 m at 60° and 75 m at 45°. Their scatter usually covers it.
Rounds
HE
Explodes on impact with the ground, a building, a vehicle or a large item.
| Effect | Radius | Default |
|---|---|---|
| Health damage to players | 35 m | 75 at the centre, falling off sharply with distance |
| Shock | 40 m | 50 at the centre |
| Bleeding | 40 m | 1 to 3 bleeding wounds, more the closer you are |
| Infected and animals | 35 m | 300 at the centre |
| Base building | 35 m | 300 at the centre, to every damage zone of the part |
| Loose items | 35 m | 2% of the base damage |
| Trees | 15 m | Felled |
- Being under a roof (a building or a vehicle) cuts the damage, shock and bleeding by 90%.
Smoke
Lands with a bang, then puts up a purple smoke screen. Does no damage.
Illumination
Climbs, then ignites 300 m above the ground on the way down. The flare:
- burns for 3 minutes,
- sinks at 2 m/s and drifts with the wind,
- lights everything up to 375 m around it at its full height, less as it gets lower,
- flickers like a real magnesium flare.
The light only shows at night.
Gas
Air-bursts 75 m above the ground and drops a toxic cloud on the area below:
- 40 patches of contaminated gas scattered within 75 m of the burst,
- 1 to 3 chemical gas grenades among them.
It's the same gas as a vanilla chemical gas grenade. You need a gas mask to stay in it.
Concussion cluster
Air-bursts 75 m above the ground and scatters 8 submunitions within 40 m. They go off one after another over 2.5 seconds. Each one is a flashbang that deals heavy shock (100) but almost no health damage and no bleeding, so it knocks survivors unconscious instead of killing them.
Poultry delivery
Uses the HE round's model, so on the ground and in flight nobody can tell it apart. Air-bursts 75 m above the ground with a puff of smoke and a hen's scream, and drops 30 live chickens within 30 m over 2 seconds. They are ordinary chickens: you can chase, kill and eat them. Survivors wander off after 10 minutes.
Wear and damage
- The mortar has 500 health. Every shot costs it 5 to 15, so a mortar in pristine condition lasts roughly 50 rounds.
- Below 30% health, everyone within 5 m is warned it's critically damaged.
- A mortar that becomes ruined explodes, whether from firing or from being shot. The blast hits everything within 15 m (150 damage at the centre) and stuns within 30 m. The wreck disappears 2 seconds later.
- HE rounds cook off. An HE round that's ruined, from being shot or caught in a blast, explodes with full HE damage wherever it is, including your backpack.
- Repair the base plate and tube with a Blowtorch before they get that far. Packing up a damaged mortar passes the damage to both pieces.
Messages
| Message | What it means |
|---|---|
| Need base plate in hands and tube in inventory! | Hold the base plate and carry the tube |
| Base plate is ruined! Cannot deploy. / Mortar tube is ruined! Cannot deploy. | Repair it with a Blowtorch, or find another |
| Cannot deploy mortar here - find flatter ground! | Too steep, in the sea, or too close to a building |
| Mortar deployed facing 214°! | Set up, aimed where you were facing |
| Components damaged (45%). / WARNING: Critically damaged (20%)! | The pieces you deployed were worn |
| MORTAR AUTO-FIRING! | A round was loaded. It fires now |
| HE FIRE! Bearing: 214° | Elevation: 72° | The shot went out at those settings |
| Mortar is too hot to pack up! | Wait 3 seconds after a shot |
| Mortar critically damaged! (25%) | A few more rounds and it blows up |
| MORTAR DESTROYED! | You are probably dead |