Template:A/M-12 Mortar Sentry

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Stats

 * Call-in Time : 3 seconds
 * Uses : Unlimited
 * Cooldown Time : 180 seconds (3m)
 *  Lifetime : Unlimited
 *  Maximum Active At Once : 1
 *  Capacity : 20 shells (30 with "Shock Absorption Gel" Ship Module)
 *  Firing Mode : 4 round burst

Gameplay Tips

 * Mortar sentries - like all other sentries - will not stop firing at hostiles even at risk of friendly-fire. Due to their explosive payload, any helldivers caught in the blast are extremely likely to take fatal damage. For this reason, it is not recommended to use the mortar against Terminids unless you plan on leaving the area immediately due to their tendency to rapidly close the distance between themselves and you.
 * Even when fighting against Automatons, Helldivers should consider the type of mission, as mortars are riskier when you're likely to be overrun but can also be used as great distractions when fleeing a completed objective
 * The mortar sentry is especially vulnerable at close range so consider protecting it with other sentries, placing it out of reach, or disintegrating the enemy before they have a chance to spread their anti-democratic schemes upo n Super Earth's poor, innocent mortar sentries.
 * Due to the high arcs it fires at, it can also be deployed behind cover, whereas regular sentries need a direct line of sight to fire.
 * The A/M-12 Mortar Sentry synergizes well with the A/M-23 EMS Mortar Sentry; the A/M-23 E MS freezes anti-democracy in its tracks and the A/M-12 executes the final blow, as the gavel of true democratic justice.
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