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Mortars are a new type of weapon in Valkyria Chronicles 4, exclusively used by the Grenadier class. They use a context action prompt to either set down or pick up their Mortar: pressing the button for Aim Mode will also have them set down their Mortar. They must be deployed in order to either enter Aim Mode or deliver Interception fire, a process that takes several seconds during which enemies can still fire at the Grenadier, and cannot be used while in cover or hiding in grass. If they are not in cover or ducked, a Grenadier who is standing will set up their Mortar when their Movement Phase is ended. Blast damage or being run over by a vehicle will knock the Grenadier out of their deployed position, and they will not re-enter it until they are controlled again.

Primary fire is limited, usually to three shots, but Interception fire uses a limitless supply of ammunition. Like Elite Snipers, Grenadiers have different stats for their interception fire, and these stats are based on the specific model. Seeing the actual interception fire damage of a specific mortar requires it be equipped by a Grenadier: simply highlighting it in the Equipment menu will show the primary fire stats of the highlighted weapon, but the interception fire stats will remain those of the equipped weapon.

Like Rifle Grenades, Mortars have both a minimum and a maximum range: Grenadiers have no means of engaging an opponent who gets under their minimum range (which appears to be roughly as far as the maximum range of a hand grenade), and are as helpless at close range as a Lancer or non-Elite Sniper. At such a range they will not turn to face enemies, making it very easy to go behind them for a Surprise Attack and negate their dodge stat.

It is worth noting that the blast radius of a mortar is not displayed: the aiming reticle is not a blast area indicator, but a target indicator that works like the standard crosshair. See Accuracy for more information on what the standard reticle shows.

Mortars are totally ineffective against areas that count as overhead cover, such as the metal-roofed structures found in many maps or the shaded tunnel areas in the ice maps. These areas are effectively anti-damage zones, not only protecting from direct impact, but also splash damage.

Orders and Potentials that say they effect "grenades" will also affect Mortar projectiles.

Federation Mortars

Stock weapons

Sanders series - Balanced

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The Sanders series are the default, jack-of-all-trades mortars, with moderate accuracy, medium range, and a balance between vs Pers and vs Armor performance, though their mediocre accuracy and low vs Armor makes aiming for tank radiators a somewhat fraught endeavour. They have a moderately large blast radius, and their accuracy means they are reasonably likely to hit close enough to a point target to do significant damage.

Their interception fire has the "Speed Down" status effect. This will slow the target's movements for several seconds after taking a reasonably direct hit, making them more vulnerable to follow-up shots. It does not affect vehicles.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Sanders M1 D+ 600 240 300 1 N/A
Sanders M2 D+ 600 255 305 1 N/A
Sanders M3 D+ 600 270 310 1 N/A
Sanders M4 D+ 600 285 315 1 N/A
Sanders M5 C 600 300 320 1 N/A
Sanders M6 C 600 315 325 1 N/A
Sanders M7 C 600 330 330 1 N/A
Sanders M8 C 600 350 335 1 N/A
Sanders M9 C 600 370 340 1 N/A
Sanders M10 C 600 390 350 1 N/A
Sanders M11 C+ 600 410 360 1 N/A
Sanders M12 C+ 600 440 370 1 N/A
Sanders M13 C+ 600 470 380 1 N/A
Sanders M14 C+ 600 500 400 1 N/A


Interception fire stats.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Sanders M1 E+ 600 110 240 1 Speed Down
Sanders M2 E+ 600 120 245 1 Speed Down
Sanders M3 E+ 600 130 250 1 Speed Down
Sanders M4 E+ 600 140 255 1 Speed Down
Sanders M5 D 600 160 260 1 Speed Down
Sanders M6 D 600 170 265 1 Speed Down
Sanders M7 D 600 180 270 1 Speed Down
Sanders M8 D 600 200 280 1 Speed Down
Sanders M9 D 600 210 290 1 Speed Down
Sanders M10 D 600 220 300 1 Speed Down
Sanders M11 D 600 240 310 1 Speed Down
Sanders M12 D 600 260 320 1 Speed Down
Sanders M13 D+ 600 280 330 1 Speed Down
Sanders M14 D+ 600 300 340 1 Speed Down


Hartman series - Anti-Personnel

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The Hartman series mortars boast an improved blast radius and an almost exclusive focus on antipersonnel attack power. They boast greater power against infantry than even a mortar-lance and the longest range of any mortar. However their accuracy is extremely low, making them more suited to bombardment of groups of enemies than hitting single targets.

Their interception fire also has the "Speed Down" status effect. This will slow the target's movements for several seconds after taking a reasonably direct hit, making them more vulnerable to follow-up shots. It does not affect vehicles.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Hartman MS1 E 650 350 280 1 N/A
Hartman MS2 E 650 370 285 1 N/A
Hartman MS3 E 650 390 290 1 N/A
Hartman MS4 E 650 420 295 1 N/A
Hartman MS5 E+ 650 450 300 1 N/A
Hartman MS6 E+ 650 480 305 1 N/A
Hartman MS7 E+ 650 510 310 1 N/A
Hartman MS8 E+ 650 540 315 1 N/A
Hartman MS9 E+ 650 570 320 1 N/A
Hartman MS10 D 650 600 325 1 N/A
Hartman MS11 D 650 630 330 1 N/A
Hartman MS12 D 650 675 340 1 N/A
Hartman MS13 D 650 700 350 1 N/A


Interception fire stats.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Hartman MS1 E 650 170 200 1 Speed Down
Hartman MS2 E 650 180 205 1 Speed Down
Hartman MS3 E 650 190 210 1 Speed Down
Hartman MS4 E 650 200 215 1 Speed Down
Hartman MS5 E 650 220 220 1 Speed Down
Hartman MS6 E 650 240 225 1 Speed Down
Hartman MS7 E 650 260 230 1 Speed Down
Hartman MS8 E 650 280 235 1 Speed Down
Hartman MS9 E 650 300 240 1 Speed Down
Hartman MS10 E+ 650 320 245 1 Speed Down
Hartman MS11 E+ 650 340 250 1 Speed Down
Hartman MS12 E+ 650 360 260 1 Speed Down
Hartman MS13 E+ 650 380 270 1 Speed Down


Elias series - Anti-Armor

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The Elias series are the most accurate among the mortars, focused on attacking precision targets such as Fixed Weapons and accurate enough at high levels to specifically target a tank's radiator. Their vs Armor is extremely high, though they pay the price for this with a very focused blast area, shorter range, and weak performance against infantry: at high levels, the final model can only really kill Snipers or Engineers in one shot.

Despite their high vs Armor, because they are counted as a blast weapon they are still ineffective at killing Lancers.

Their interception fire has the "Tank AP 0" status effect. A reasonably direct hit with interception fire will instantly reduce a vehicle's Action Points to zero, acting as a sort of substitute for destroyed treads in the original game. It has no effect on infantry.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Elias MA1 C+ 550 150 900 1 N/A
Elias MA2 C+ 550 160 930 1 N/A
Elias MA3 C+ 550 170 960 1 N/A
Elias MA4 C+ 550 180 1000 1 N/A
Elias MA5 C+ 550 190 1040 1 N/A
Elias MA6 C+ 550 200 1090 1 N/A
Elias MA7 C+ 550 210 1140 1 N/A
Elias MA8 C+ 550 220 1200 1 N/A
Elias MA9 C+ 550 230 1260 1 N/A
Elias MA10 B 550 240 1320 1 N/A
Elias MA11 B 550 260 1380 1 N/A
Elias MA12 B 550 280 1440 1 N/A
Elias MA13 B 550 300 1500 1 N/A


Interception fire stats.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Elias MA1 E+ 550 60 800 1 Tank AP 0
Elias MA2 E+ 550 70 820 1 Tank AP 0
Elias MA3 E+ 550 80 840 1 Tank AP 0
Elias MA4 E+ 550 90 860 1 Tank AP 0
Elias MA5 D 550 100 890 1 Tank AP 0
Elias MA6 D 550 100 920 1 Tank AP 0
Elias MA7 D 550 110 950 1 Tank AP 0
Elias MA8 D 550 120 980 1 Tank AP 0
Elias MA9 D 550 130 1020 1 Tank AP 0
Elias MA10 D 550 140 1060 1 Tank AP 0
Elias MA11 D 550 140 1100 1 Tank AP 0
Elias MA12 D+ 550 150 1150 1 Tank AP 0
Elias MA13 D+ 550 150 1200 1 Tank AP 0


Limited-Quantity Weapons

Rewards

Most of these weapons are earned by fulfilling certain criteria in Chapter 2 part 1, Chapter 4 parts 1 and 3, Chapter 6 part 1, Chapter 9, Chapter 11, Chapter 13, Chapter 14, Chapter 15 part 1, Chapter 17 part 1, and the sub-episode Squad E Assembles. Specifically, a random reward weapon (all types) is unlocked for each of the following:

  • Obtain A rank.
  • Kill all enemy Leaders.
  • Destroy all tanks (doesn't include bosses or fixed weapons).
  • No squad member deaths.
  • No squad members in critical condition or evacuated.

The quality of the unlocks appears to be based on the amount of R&D weapons researched, and is based on a rank system from 1 to 5. Post-game, Renown Points can be traded for a random reward weapon of a specified level at the Infirmary.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Hartmann MS1R E+ 650 260 270 1 N/A Rank 1 reward
Sanders M3R D+ 600 290 290 1 N/A Rank 2 reward.
Requires Sanders M4 researched
Elias M4AR C 550 210 1100 1 N/A Rank 3 reward.
Requires Sanders M6 researched
Sanders M8R C 600 440 300 1 N/A Rank 4 reward
Hartmann MS10R D 650 620 320 1 N/A Rank 5 reward
Hartman MS5D D 600 420 280 1 N/A A Captainless Squad DLC
Elias MA9D B 600 300 1400 1 N/A Expert Skirmish DLC


Interception fire

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Hartmann MS1R E+ 650 145 220 1 Speed Down
Sanders M3R E+ 600 200 200 1 Speed Down
Elias M4AR D 550 160 900 1 Tank AP 0
Sanders M8R C 600 250 240 1 Speed Down
Hartmann MS10R E+ 650 240 280 1 Speed Down
Hartman MS5D E+ 600 180 200 1 Speed Down
Elias MA9D D+ 600 200 1180 1 AP Down


Captured

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Imperial mortars have an odd quirk in that typically their interception fire is more accurate than their aimed fire. Oddly, captured Imperial anti-tank Mortars all have the Speed Down status effect rather than Tank AP 0 as one might expect. On the other hand, this means they can keep damaging enemy tanks while they're moving rather than forcing them to stop. The DLC-only VB GW 8(e) is a super-powerful combination anti-tank and antipersonnel mortar, and has no status effect on its intercept fire at all.

Despite that the non-B GW series used by enemies are balanced damage Mortars like the Sanders series, the GW (e) mortars are mostly antipersonnel-focused like the Hartman-series Mortars.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
VB GW 1(e) E 450 380 180 1 N/A Chapter 6
VB GW 2B(e) D 450 150 1100 1 N/A Chapter 10
VB GW 3(e) E 450 520 200 1 N/A Squad Story: Honor, Pride, and Regret
VB GW 4B(e) E+ 450 200 1380 1 N/A Squad Story: Love and Logic
VB GW 5(e) E 500 670 230 1 N/A Hard Skirmish 5
VB GW 6(e) E 500 760 250 1 N/A Hard Skirmish 7
VB GW 7B(e) E+ 500 240 1550 1 N/A Squad Story: Reluctant Solitude
VB GW 8(e) E+ 600 720 2300 1 N/A Expert Skirmish 6 (DLC). Default max ammo is 1.


Interception fire

Model Aim Range VsPsnl VsArmor Shots Effect Notes
VB GW 1(e) E+ 450 160 240 1 Speed Down
VB GW 2B(e) E+ 450 150 920 1 Speed Down
VB GW 3(e) D 450 210 225 1 Speed Down
VB GW 4B(e) D 450 160 1200 1 Speed Down
VB GW 5(e) D 500 240 240 1 Speed Down
VB GW 6(e) D 500 320 250 1 Speed Down
VB GW 7B(e) D 500 220 1000 1 Speed Down
VB GW 8(e) E+ 600 340 1400 1 N/A


Other

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Multi-Ray D 700 450 480 7 N/A Crymaria Levin's unique weapon


Interception fire

Model Aim Range VsPsnl VsArmor Shots Effect Notes
Ray D 700 300 420 8 N/A Crymaria Levin's unique weapon


Imperial-only Mortars

VB GW

Imperial equivalent to the Sanders series.

Their interception fire has the "Speed Down" status effect. This will slow the target's movements for several seconds after taking a reasonably direct hit, making them more vulnerable to follow-up shots. It does not affect vehicles.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
VB GW 1 D 600 210 360 1 N/A
VB GW 2 D 600 240 370 1 N/A
VB GW 3 D 600 270 380 1 N/A
VB GW 4 D 600 300 390 1 N/A
VB GW 5 D 600 350 400 1 N/A
VB GW 6 C 600 370 410 1 N/A
VB GW 7 C 600 400 420 1 N/A
VB GW 8 C 600 450 430 1 N/A


Intercept Fire

Model Aim Range VsPsnl VsArmor Shots Effect Notes
VB GW 1 E 600 90 218 1 Speed Down
VB GW 2 E 600 100 221 1 Speed Down
VB GW 3 E 600 120 225 1 Speed Down
VB GW 4 E 600 120 229 1 Speed Down
VB GW 5 E 600 140 233 1 Speed Down
VB GW 6 E 600 150 237 1 Speed Down
VB GW 7 E 600 160 240 1 Speed Down
VB GW 8 E 600 180 245 1 Speed Down


VB GW B

Imperial equivalent of the Elias series.

Their interception fire has the "Tank AP 0" status effect. A reasonably direct hit with interception fire will instantly reduce a vehicle's Action Points to zero, acting as a sort of substitute for destroyed treads in the original game. The Order "Fortify Treads" can be used to protect one tank per turn from this status effect. It has no effect on infantry.

Model Aim Range VsPsnl VsArmor Shots Effect Notes
VB GW 2B D 550 150 1020 1 N/A
VB GW 3B D 550 180 1090 1 N/A
VB GW 4B C 550 200 1140 1 N/A
VB GW 5B C 550 240 1200 1 N/A
VB GW 7B C 550 280 1350 1 N/A
VB GW 8B C 550 300 1400 1 N/A


Intercept Fire

Model Aim Range VsPsnl VsArmor Shots Effect Notes
VB GW 2B E 550 60 740 1 Tank AP 0
VB GW 3B E 550 90 780 1 Tank AP 0
VB GW 4B E 550 100 820 1 Tank AP 0
VB GW 5B E 550 120 880 1 Tank AP 0
VB GW 7B E 550 140 960 1 Tank AP 0
VB GW 8B E 550 150 1000 1 Tank AP 0
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