I’d recommend some kind of behavior state machine, like @JoeStrout said with his second option. The way I see it working, your incoming mortar indicator would spawn a cylinder trigger collider along with it. Any object that needs to react (ground units) should have a component on them that has an OnTriggerEnter method defined. That method should set a flag in your state machine to have them flee as opposed to their normal move/attack state.
Depending on how realistically you want the units to act and react, you could spawn another (larger) trigger once the round impacts. Any unit inside this radius that isn’t killed would switch to an explosion-react state where they dive to the ground if they’re moving or hunker down if they’re stationary. After their appropriate animation finishes, they can go back to their normal state.
How the units flee the impact zone is another matter. Realistically, there’s no way to tell where the precise impact point is when you hear a mortar round incoming. (Well, realistically, there’s no way to outrun an incoming mortar… you’d just try to get behind/under cover if you hear one) People would probably pick a semi-random direction to run in (with a preference towards objects that may protect them, or even other units as your survival instinct may suggest their bodies could shield you), but they’d also tend to flock together a bit. The best way to simulate that would be to detect nearby objects and units to the impact zone and find a normalized point within the impact zone that lies close to their location. The point from which units would flee would be the inverse of that point.
So for example, you have a blast radius that lies directly west of a “bunker” object, with a small group of trees to the east. Assuming the points of the impact zone have (-1,-1) at the SW corner and (1,1) at the NE, the closest point of desirable movement would be something like (0,0.75), with the fleeing point being (0,-0.75). Units would spread out from that point, with ones really close to the trees running for them, while everyone else more or less makes for the bunker (kinda, since objects at the N and S ends of the impact zone would actually run more or less perpendicular to it, but they’re still getting away from the mortar round).
Of course, if this is all a bit more complex than you cared to get, you could just select the fleeing point at random. It’ll have the unfortunate side-effect that if the fleeing point is at (-1,0) and a unit is standing slightly to the east of that, he’s probably not going to make it out alive, since he’ll foolishly run through the entire impact zone instead of moving a few feet to the west. So if you care more about troops surviving (to avoid frustrating the player or making mortars too overpowered), I’d recommend just offsetting the center of the impact zone by 0.25 or so in a random direction and have units run from that.