Squad Mortar Calculator






Ultimate Squad Mortar Calculator | Calculate Mils & Bearing


Squad Mortar Calculator

Your essential tool for precise indirect fire calculations in Squad. Get accurate distance, bearing, and mils instantly.



Enter the grid coordinate of your mortar (e.g., Letter-Number-Keypad-Subkeypad).



Enter the grid coordinate of your target.



Positive if target is higher, negative if lower. Use 0 for flat ground.

What is a Squad Mortar Calculator?

A squad mortar calculator is a critical tool used by players in the tactical first-person shooter game, Squad. It translates map grid coordinates for a mortar team and their target into a precise firing solution. This solution consists of two key numbers: the bearing (azimuth in degrees) and the elevation (in milliradians or ‘mils’). Without a squad mortar calculator, hitting distant targets accurately is nearly impossible, relying on guesswork which wastes ammunition and compromises strategic objectives. These calculators are essential for any player serious about providing effective indirect fire support. Using a reliable squad mortar calculator is often the difference between suppressing the enemy and becoming a battlefield liability.

Squad Mortar Calculator Formula and Explanation

The core of this squad mortar calculator involves two main steps: coordinate conversion and ballistic calculation. First, it converts the game’s alphanumeric grid references into Cartesian coordinates (x, y) measured in meters. Then, it uses these coordinates to determine the firing solution.

  1. Distance Calculation: The straight-line distance (D) between the mortar (x1, y1) and the target (x2, y2) is found using the Pythagorean theorem:
    D = √((x2 - x1)² + (y2 - y1)²)
  2. Bearing Calculation: The bearing (B) is the compass direction from the mortar to the target. It’s calculated using the arctangent function:
    B = atan2(y2 - y1, x2 - x1). The result is converted to degrees from 0 to 360.
  3. Elevation (Mils) Calculation: The elevation is determined by a pre-calculated ballistic lookup table specific to Squad’s physics. This table maps distance to the required mils. This calculator uses linear interpolation between known data points for high precision. A final adjustment is made for any height difference between the mortar and the target.
    Final Mils = Mils_from_Table(Distance) + Elevation_Difference
Formula Variables
Variable Meaning Unit Typical Range
Mortar/Target Grid Alphanumeric map position Grid Reference e.g., A1-1-1 to Z30-9-9
Distance Horizontal distance to target Meters (m) 50 – 1250 m
Bearing Compass direction to target Degrees (°) 0 – 360°
Elevation Vertical angle of the mortar tube Milliradians (mils) ~890 – 1600 mils

Practical Examples

Example 1: Mid-Range Engagement

A mortar team is set up at C4-8-8 and needs to hit an enemy HAB spotted at D5-2-4 on relatively flat ground.

  • Inputs:
    • Mortar Location: C4-8-8
    • Target Location: D5-2-4
    • Elevation Difference: 0 m
  • Results (Approximate):
    • Distance: ~544 m
    • Bearing: ~118°
    • Elevation: ~1365 mils

Example 2: Long-Range with Elevation

Your squad is attacking a position uphill. Your mortar at G10-1-1 needs to hit a target at G11-9-6, which is approximately 25 meters higher than you.

  • Inputs:
    • Mortar Location: G10-1-1
    • Target Location: G11-9-6
    • Elevation Difference: 25 m
  • Results (Approximate):
    • Distance: ~885 m
    • Bearing: ~17°
    • Elevation: ~1145 mils (includes +25 for height)

This demonstrates how a good squad mortar calculator must account for all variables. Check out our guide on advanced mortar techniques for more.

How to Use This Squad Mortar Calculator

  1. Enter Mortar Location: Type your mortar’s grid coordinate into the “Your Mortar Location” field. Use the format LetterNumber-Keypad-Subkeypad (e.g., F10-3-5).
  2. Enter Target Location: Enter the target’s grid coordinate in the same format.
  3. Enter Elevation Difference: If the target is on a hill above you, enter a positive number (e.g., 20). If they are in a valley below you, enter a negative number (e.g., -15). If the ground is flat, leave it at 0.
  4. Calculate: Click the “Calculate” button.
  5. Interpret Results: The calculator will provide the precise Elevation in Mils and Bearing in Degrees. Aim your mortar using these values. The table and compass provide additional targeting context.

Key Factors That Affect Squad Mortar Accuracy

  • Precise Coordinates: The most common error source. A mistake in even one sub-keypad number can cause a miss of over 30 meters. Always double-check your inputs into the squad mortar calculator.
  • Elevation Differences: Firing uphill or downhill changes the shell’s trajectory. Ignoring elevation can lead to shots falling short or long. A 20-meter height difference equals a 20 mil adjustment.
  • Mortar Dispersion: Mortar rounds in Squad have inherent inaccuracy. They land within a radius around the target point, which increases with range. Fire multiple rounds to saturate an area.
  • Target Movement: Mortar shells have a flight time of 15-25 seconds. You must lead moving targets or predict where stationary targets will move to after hearing the initial shots.
  • Incorrect Bearing: Ensure you are facing the correct compass direction before firing. A few degrees off can result in a miss of hundreds of meters at long range.
  • Out-of-Date Calculators: Squad updates can sometimes tweak weapon physics. Using an outdated tool or mortar firing chart might provide inaccurate data. This squad mortar calculator is maintained for accuracy with current game versions.

Frequently Asked Questions (FAQ)

1. Why are my shots missing even with the calculator?

Check your inputs first. A single digit off in the grid coordinate is the most common reason. Also, remember the shell’s travel time (lead moving targets) and inherent mortar dispersion. For more details, see our troubleshooting guide.

2. How do I find my grid coordinates?

Open your map (M key). The letters are along the top/bottom, and numbers are along the sides. Each large square is a grid. Zoom in to see the keypad (1-9) and sub-keypad (1-9) divisions.

3. Is the elevation difference important?

Yes, especially on hilly maps. For every meter the target is above you, add 1 mil to your elevation. Subtract 1 mil for every meter below. This squad mortar calculator does this automatically.

4. What do “mils” and “bearing” mean?

Bearing is your compass direction (0-360 degrees). Mils (milliradians) is the vertical angle of the mortar. Higher mils = shorter range. Lower mils = longer range.

5. What is the max range of a mortar?

The standard mortar has an effective range from about 50 meters to 1250 meters.

6. Do I need to lead moving targets?

Absolutely. Mortar shells can take over 20 seconds to land at max range. You must fire where you think the target *will be* when the shell arrives.

7. Can I use this calculator for Hell Cannons or UB-32s?

No, this calculator uses the ballistic data for the standard faction mortars. Other indirect fire weapons have different properties. You need a specific technical rocket calculator for those.

8. How accurate is the grid system?

A full grid square (e.g., G7) is 300x300m. A keypad (G7-5) is 100x100m. A sub-keypad (G7-5-2) is roughly 33x33m. Providing the full coordinate is essential for the squad mortar calculator to be accurate.

© 2026. This squad mortar calculator is an unofficial tool and is not affiliated with Offworld Industries.


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