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Small Gauge Railway Track (Foundation)

*This article is a stub. You can help Foxhole Wiki by expanding it.*

Small Gauge Railway Track (Foundation)'s ingame icon

## View Structure Health

The **Small Gauge Railway Track (Foundation)** is a player built track used by Small Train Locomotives.

It is built with a Hammer and costs 25 Construction Materials. A track segment can be built across a Road but it cannot end in the middle of one. This variant can be built on Foundations and nowhere else.

They will suffer from decay unless they are near a Maintenance Tunnel or a Base (with the **Small Garrison**  upgrade) that is supplied with Garrison Supplies. However unlike most structures, tracks do not suffer from Rapid Decay when built near a Region's border.

With Fire Pits and Railway Tracks it is one of the few structures that can be built right next to a border. Any track built crossing the border will also appear on the border of the region across, allowing Small Train Locomotive to cross regions.
Update 0.0.13

Date: November 5, 2016

Blog link: Foxhole-0013-Release-Notes

* Players will collapse and be stunned for a moment if they run out of stamina while encumbered
* Items can no longer be transferred out of the Outpost in large quantities
* Binoculars now show distance
* Trucks can be locked/unlocked from the outside
* Trucks must be unlocked before access is allowed

### Major Bug Fixes

* Fixed bug that caused Trucks to vanish if driver is kicked from the server
* Fixed bug that caused War Correspondent to misreport which faction had their Outpost destroyed
* Fixed bug that causes Heavy Gate to seemingly open/close randomly
* Fixed exploit that allows players to build Outposts inside the mountain collision bounds
* Minimap icons are now centered (instad of being offset)

### Other Changes

* Internal adjustments to vote kick mechanism
* Many icons have had a visual refresh

### Other Changes

* Field Artillery can be fired awhile moving
* Field Artillery can be mounted from prone position

IMPORTANT NOTE: The Field Artillery is only available after upgrading the Vehicle Factory to technology level 2. This is a collaborative process that may take many hours.
Supply Station (old)

This page will not be deleted; instead it will be preserved for archival purposes.

## View Structure Health

The Supply Station is a structure found in towns. It is used to craft Soldier Supplies, the item used for respawning in Campsites, Barracks, Forward and Static Bases.

The building has 12,500 health meaning it can be destroyed with 2 Satchel Charges or 25 High Explosive Grenades.

## Locations

### Weathered Expanse

* Spire, B-7
* Crow's Nest, H-8
* Wightwalk, K-9
* Dullahan's Crest, E-10

### Endless Shore

* Brackish Point, E-1
* Saltbrook Channel, B-4
* End's Light, L-4
* Woodbind, H-7
* Dankana Post, A-11

### Umbral Wildwood

* Stray, K-2
* Golden Root Ranch, D-7
* Dredgefield, L-10
* Sentry, F-9

### Fisherman's Row

* The Rite Road, F-4
* Peripti Landing, A-5
* Eidolo, E-8
* The Bident Crossroads, F-10
Dunne Fuelrunner 2d

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

100

## Crate Cost

###

300

## View Vehicle Strength Table

The **Dunne Fuelrunner 2d** is the Warden Fuel Tanker. It is designed to carry large quantities of fuel, as well as refueling other nearby vehicles.

## Description

The Dunne Fuelrunner 2d has 25 inventory slots but can only store liquids, like Water or Diesel. Additionally it acts as a fuel source for nearby vehicles, allowing them to be refueled with the
`Refuel` inventory option.

Can be packaged and transported by a Freighter.
Stonecradle Airfield

*This article is a stub. You can help Foxhole Wiki by expanding it.*
**Stonecradle Airfield** is an area in Stonecradle. It is very notable, as so far there are no other known airfields and it is the only place where you can find planes in the world.

## See also

* Stonecradle
* Landmarks

## Sources

1. ↑ Set of images from the Foxhole Official Discord found here.
The Hangman 757

The Hangman's in-game icon.

**The Hangman 757** is a Warden Revolving Heavy Rifle that uses .44 as ammunition.

## Description

The Hangman has a shorter range than other rifles but loses less stability from movements. It has nearly a 50% chance to down enemies in a single shot. A Bayonet can be attached to the front and used while the Magazine holds 6 shots before needing to reload.

It may be wise to carry more ammo into battle than with other rifles as players are much less likely to find additional .44 ammo on the battlefield than 7.62 ammo for other rifles. Consequently, users may need to be prepared to abandon the weapon and trade it out for another found one when their .44 ammo runs dry in the field.

The Soldier Uniform reduces the Encumbrance of this weapon by 25%.

Since .44 ammo stacks in every uniform, unlike 7.62mm, the Hangman can be a good choice for specialized uniforms like Medic Uniform.

## Historical Reference

The magazine portion of the rifle appears to be inspired by the Farquar-Hill Rifle, some of the development art showed the loading system being similar to the Blake rotary clip system.

## Gallery

* Hangman equipped on a Warden soldier
Update 0.0.21

Date: January 21, 2017

Blog link: Foxhole-0021-Release-Notes

	+ A high-powered rocket propelled explosive that is highly effective against vehicles
* New Structure: Gun Turret
	+ An anti-armor turret used to fortify against heavy vehicles

### Gameplay Features & Changes

* Reprimands:
	+ Players can spend a Commend Point to reprimand a player for poor behaviour
	+ Receiving a reprimand causes the player to lose rank progress
	+ Cooldowns exist for both sending and receiving reprimands
* Players now drop their items (in a backpack) before logging off of a server
* Player character no longer plays a long animation when placing a structure build site
* Players can now unlock vehicles that have been locked by another Coalition member

### Game Balance

* Half-Track
	+ Small ballistics damage mitigation increased by 13%
	+ Health increased by 25%
* Reinforced Wall
	+ Small ballistics damage mitigation increased by 13%

### Other Changes

* Mines placed on roads are easier to spot (their material is no longer blended with the environment)
* Players must now provide a reason for vote kicking another player
* Players must now wait an extended amount of before vote kicking again
* Players that are unbanned by a game moderator have their vote kick counts reset
* Player profiles are now synchronized across server instances (delayed from 0.0.20)

### Major Bug Fixes

* Foxhole icon (instead of UE4 icon) is now shown in the Windows taskbar
* Town Halls always show up on the map regardless of whether or not they are built
* Local voice chat now works while driving a vehicle
Tripod Weapons

Weapons that must be mounted on a Tripod or a Half-Track.

## Description

**Tripod Weapons** are weapons which need to be mounted on a Tripod or Half-Track before they are able to be fired. They are also Large Items which means they are carried on the shoulder and prevent the use of Weapons or Items while being carried. Swimming while carrying a **Tripod Weapon** will cause the weapon to be dropped into the water, unable to be retrieved.

All tripod weapons can also be mounted on a Half-Track instead.

## How To Use

Press `B` to get in placement mode, press `LMB` on a deployed tripod to start installing the weapon.

Once the weapon is installed on top of a tripod, press `Q` while crouched to get on the tripod mounted weapon. If the gun is higher than the gunner you may need to stand.
The firing arc of the weapon is determined by the orientation of the tripod. You need to uninstall and reinstall the tripod if you want to change it. The weapon's inventory can be accessed by pressing `E`. The weapon's ammunition can be stored inside or kept in the gunner's inventory when firing. The weapon is fired just like any other weapon.

To uninstall the weapon and its tripod press `E` to open the weapon menu and click the "Pack Up" button  at the bottom. Once uninstalled the tripod, weapon, and its ammunition drop on the ground. Press `V` to pick the weapon up.

Press `Shift+V` to drop the weapon on the ground.

Press `V` to submit it to a structure's inventory or stockpile.

## Tactics

Tripod weapons can be installed on regular terrain but can also be smartly placed on top of Bunkers. They can be placed on the edge of trenches. They can ambush the enemy when placed inside large bushes making them invisible. When placed behind cover the tripod, its mounted weapon, and the shooter are invisible. Even with a cover as short as sandbags or Storage Box you are invisible to anyone at the same elevation and further than just a few meters if you tuck the tripod as close as possible to the cover.

You will instantly die if the tripod weapon you are using is destroyed.

## Tripod Weapon List

* **Bonesaw MK.3**
* **Malone Ratcatcher MK.1**
* **Lamentum mm.IV**
* **Daucus isg.III**
* **Cutler Foebreaker**
* **“Typhon” ra.XII**
Update 0.0.18

Date: December 10, 2016

Blog link: [1]

	+ Coalition claimed structures can be access by anyone, but item transfer is restricted (see Requisition System below) for non Coalition members
	+ Coalition must be a certain size to claim structures (5 for Barracks / 10 for Outposts)
* Requisition System
	+ When accessing a Coalition claimed Outpost or Barracks, item transfer is limited for non Coalition members:
		- ONE of Main Equipment (Rifle, SMG, Trauma Kit, etc) can be requisitioned per life
		- ONE of Extra Equipment (Pistol, First Aid Kit, etc) can be requisitioned per life
		- TWO of Consumables (Grenades, Bandages, etc) can be requisitioned
		- TWO of Ammo (Rifle Ammo, SMG Ammo, etc) can be requisitioned per life
		- All other items are restricted and can only be transferred by Coalition members
* Upper Heartlands design changes

### Game Balance

* Cost of Heavy Gate increased from 80 to 100 materials
* Transport Truck has a tighter turn radius

### Major Bug Fixes

* Fixed bug that causes names of Transport Truck passengers to be in strange positions
* Fixed bug that allows players to respawn without using Soldier Supplies by logging out while wounded
* Fixed bug that causes Transport Truck to clip into terrain and teleport to random locations
Storage Box

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Description

The **Storage Box** is a small player-created container for items. It is built with a hammer and Basic Materials. Its inventory has 15 slots. Ammo magazines, raw resources, and materials can be stacked up to 100 per slot in it (except Concrete Materials and Large Materials). It cannot be locked or claimed by a Squad, stacks of items can be freely transferred in and out of it.

You interact with it by pressing `E` by default (only possible while on foot).

It is useful to have near the frontline to safely store recovered or looted infantry equipment to be used or transported back to a base.

Like every other structure, storage boxes are immune to small arms, but they can be destroyed by 12.7mm machine gun fire or heavy explosives. It is instantly destroyed if run over by a tank, apc or half-track.

The storage box menu has a "Submit Large Item"  button to submit your equipped large item into it. You can alternatively press `V`.

## Tips

* If the boxes are placed too close together, or structures are too close, you can use `Shift+E` to select from all around you.
* You can vault the boxes with `spacebar` to get on top of them.
* Placing boxes behind tall sandbags allows vision over them.
The Fingers

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## The Fingers

A map of The Fingers.

**The Fingers** is the southeastern map in Foxhole, and is a set of long islands separated by bridges. It provides a land connection from Allod's Bight and Terminus to Tempest Island.

## History

The Fingers was added in Update 0.46 Entrenched.

## Map Locations

* Captain's Dread
* Cavitatis
* Cementum
* Fort Barley
* Headman's Villa
* Mount Talio
* The Old Captain
* Plankhouse
* The Routed
* Second Man
* Tears of Tethys
* Titancall
* The Tusk
* The Wary Nymphae
Shovel

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## Logistics

### Amount in Crate ()

10 per Crate

The **shovel** (sometimes called spade) is used to dig under the landscape to produce Trenches, Bunkers, and Foxholes. Using the shovel consumes no materials, thus can be a cheap and mobile way to create a first line of defence in the field.

## Use

Similar to the Hammer, you can open the build menu by pressing `B` while holding the shovel in your hands. You will get the choice to select a structure, which you then place down. You can then use the shovel on the blueprint to dig out the selected structure. The shovel can only be used to create a select few passive structures; to upgrade this, you will still need a Hammer and Building Materials.

The following things can be build using a shovel:

* Bunker Corner
* Bunker (only the base blocks, you will need building materials to build doors and fireholes)
* Dug Foxhole
* Trench
* Trench Connector
* Trench Emplacement

## Notes and trivia

* The dirt that one throws up while digging will be hidden while said player is in a bush.
* The player model in the open beta period (before mid 2017) had a shovel. It looks similar to the current shovel.

## Gallery

* Placing a Bunker block with Shovel in hand
* A colonial with shovel in a Trench
Soldier Uniform

### Use

Allows Light Kinetic Ammo to stack, reduces the encumbrance of Kinetic Firearms.

### Encumbrance

equipped: 0%
in backpack: 22.7%

### Equipment Slot

slot #6

The Soldier Uniform is the base Uniform that you spawn in. It reduces the Encumbrance of Kinetic Firearms (25% reduction) and allow Light Kinetic Ammunition to stack in the inventory (stacks of 3). It gives 8 inventory slots, and gives no Weather Protection. It cannot be produced.

The Colonial Uniform, the Legionary Fatigues, feature an olive drab field jacket, M1-style helmet, a short black cowl over the shoulders; a black, Y-back chest rig with olive drab belt pouches attached, and loose-fitting black trousers tucked into grey-green combat boots.

The Warden Uniform, the Infantry Battledress, is composed of a light blue greatcoat, a wide brimmed, crested helmet with insignia (resembling a mix of a French Adrian and British Brodie), a brown leather X-back chest rig with leather belt pouches attached, and form fitting dark brown trousers tucked into leather combat boots.

## Gallery

* Legionary Fatigues
* Infantry Battledress
Engineering Center

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.49.

## View Structure Health

The Engineering Center is a world structure used to progress a faction's Technology trees by production of prototype kits.

## Trivia

* The Engineering Center shares the same in-game model as the Technology Center (removed in Update 0.26).
* Each logi hub has an Engineering Center.
* The Engineering Center was formerly also used to prototype Relic Vehicles and weapons for one war only as a test of concept for what it is now.

## Gallery

* The menu of the Engineering Center.
Sulfur Field

A screenshot of a Sulfur Field.

## View Structure Health

**Sulfur Fields**  are Resource Fields where Players can manually collect Sulfur , which can be refined into Heavy Explosive Materials at a Refinery. Mining at a Sulfur Field produces Sulfur faster than automated Sulfur Mines.

Their locations are always shown on the map, they are randomly selected by the game at the start of each war and doesn't change for the whole war.

Sulfur Fields cannot be destroyed.

## Use

A Sulfur Field is composed of a large decorative center piece that can't be mined and smaller Sulfur nodes strewn around it that you mine. Sulfur nodes are mined by hitting them with a Sledge Hammer, or Harvester (hold `Left Click`). Unlike Salvage Field nodes they cannot be mined with a Hammer. The Sulfur Field starts with 30 nodes spawned on the ground, and 167 more in reserve. When a node on the field is harvested, a node from the reserve is spawned in after a few seconds. The amount of nodes left in the field's reserve can be seen by hovering your mouse over a field's icon on the map (only if your faction owns the Region Zone it's in) or by pressing `E` on a field's large center piece. Once fully depleted, the field replenishes after 80-140 real life minutes (depends on player population).

When mined, a node splits into two smaller pieces which themselves split into even tinier pieces. Fully mining one node yields 154 Sulfur by default, meaning an entire field is worth more than 30,000 Sulfur.

### Stationary Harvester

Up to 3 Stationary Harvester (Sulfur) can be built by player next to a given sulfur field. They automatically retrieve sulfur from the field's node reserve at a slow pace and consume Heavy Oil.

### Resource Transport

Collected Sulfur can be transported to a Refinery to be refined.

Resource Containers can be brought by Flatbed, Barge, or Freighter then unloaded with a Crane at a resource field to be manually filled with raw resources. The container can hold way more resources than Trucks.

### High Yield Nodes

Rarely a Field spawns a High Yield resource node. They are identified by a bright light on top of them and yield a much higher amount of resources for the same mining effort

## Gallery

* A Sulfur Field; note the large central rock which is unminable.
Smoke Grenade

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Logistics

### Amount in Crate ()

10 per Crate

A grenade that creates a smoke cloud to obscure the vision of players and defenses.

## Description

The **Smoke Grenade** is a non-lethal throwable grenade which is used to obscure the vision of players and defenses. Players outside the smoke cloud cannot see infantry that are in the cloud or behind it. The players in the smoke cloud cannot see people outside it, they can't even see other players that are in the same cloud unless they are right next to them. Unlike bushes, movement within smoke does not break concealment

Tripods, Emplacements, and Field Guns are also obscured by smoke except to players that are less than 10m away.

However the smoke cloud doesn't blind AI but only reduces its maximum range, fire rate, accuracy, and time to acquire a target.

As the grenade is able to obscure vision of players and fortifications, it helps attackers in an advance. Beware as the smoke also blocks allies' view, and could help the enemy counterattack by spraying down the smoked area or advance through it.

## Usage

To throw it:

1. Hold down `RMB` (right mouse button). This will show a white arch, showing the path of the Smoke Grenade.
2. Press `LMB` (left mouse button) to throw it.
3. The obscuring effect of smoke will begin approximately 4 seconds after being thrown and will persist for 20 seconds.

Alternatively it can be launched from a KLG901-2 Lunaire F to achieve longer range (31m, 11 more metres than if thrown by hand).

## Crafting

The **Smoke Grenade** is obtained via production in a Factory or Mass Production Factory.

## Historical Reference

The Smoke Grenade currently appears to be based on the American M18 Smoke Grenade.

## Gallery

* A soldier holding a PT-815 Smoke Grenade.
* The smoke cloud produced by the PT-815 Smoke Grenade.
Update 0.1

Date: July 28, 2017

Blog link: Foxhole-01-Release-Notes-Early-Access

	+ A wheel mounted, high caliber, anti-infantry gun that requires two soldiers to transport and operate
* Storm Rifle
	+ A selective fire rifle that supports both semi-automatic and fully automatic

### Gameplay Features & Changes

* Field Artillery and Howitzer now have only one inventory slot, but can stack their respective ammo item types

### Game Balance

* Technology levels have been increased by 1 for Field Artillery and Half-Track to account for the new level used for the Field MG
* Salve amount per node decreased from 100 to 50
* Technology Part yield rate increased by 25%

### Other Changes

* New help screens now get displayed when entering the game for the first time
* Offensive language is now filtered for profile text

### Major Bug Fixes

* All throwable items (i.e. Grenades) can no longer be thrown through walls when standing right next to them
* SFX is now played when locking/unlocking any vehicle
* Server no longer crashes occasionally when loading a new map
Swallowtail 988/127-2

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

20

## Crate Cost

###

75

## View Vehicle Strength Table

The Swallowtail 988/127-2 is a Warden Field Machine Gun, an unpropelled vehicle with a 12.7mm Heavy Machine Gun. It serves to engage enemy infantry and suppress structures.

## Description

The Swallowtail 988/127-2 requires a crew of two to move. The left slot is for the driver who controls movement and rotation, while the right slot is for the gunner who fires the machine gun and reloads. The gunner can fire in the direction of the gun without a driver but cannot rotate the gun alone.

Can be packaged and transported as a shippable by a Flatbed Truck or a Crane.

## Trivia

* Prior to Update 0.45 the Swallowtail used 14.5mm ammunition, and was named "Swallowtail 988/145-2". After 14.5mm rounds were removed from the game, it was changed to use 12.7mm ammo and provided with a "high velocity" damage bonus to keep its damage output the same as before.
Siege Camp

* Foxhole
* Fortified

**Siege Camp** is the developer of Foxhole.

## Description

The company was founded in 2011 by Mark Ng and Alkas Baybas. Initially they focused on developing mobile games, but later started development of Fortified, a 1950s inspired third person strategic shooter where you fight alien invaders, which released in 2016 for Xbox One and Steam. In 2016, they released the Combat Prototype of Foxhole, before transitioning to Early Access in 2017. In 2021, after over 10 years under the name **Clapfoot inc.**, the company rebranded into **Siege Camp**.

## Projects

* Foxhole
* Fortified

## Sources

1. ↑ http://mail.clapfootgames.com/press/sheet.php?p=fortified
2. ↑ http://mail.clapfootgames.com/press/sheet.php?p=foxhole
3. ↑ https://twitter.com/SiegeCamp/status/1400509241715269633
T8 “Gemini”

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Cost

###

###

10
10

## View Vehicle Strength Table

A colonial Armored Car fitted with twin RPG launchers.

## Description

### Crew

The **T8 “Gemini”** seats a crew of 2 (1 driver, 1 gunner), both safely enclosed in the vehicle.

### Inventory

The inventory slots are reserved for the RPGs (one per slot).

### Armament

It's armed with twin RPG Launchers on a 360 degree turret.

### Health & Armor

It has the same health as the T3 “Xiphos”. Its armor is very light, it's able to soak small arms fire and shrapnel but anything else should be considered a dangerous threat. It won't last long when faced with heavy calibers, heavy explosives. Anti-tank weaponry is almost always a death sentence.

### Engine & Size

The Gemini is relatively fast on roads but really suffers off-road. Its engine has a low fuel consumption rate which gives the vehicle good autonomy.

The Armored Car can be packaged, forming a small Shippable that can be transported by Crane, Flatbed Truck, Freighter, or Barge.

It is heavy enough to trigger anti-tank mines and but still light enough to safely cross Field Bridges without damaging it too much. It is too small to cross Trenches. It can run over Sandbags and tier 1 walls but can't run over Barbed Wire Fences.

## Trivia

* "Gemini" in Latin translates to "Twins". Commonly, Castor and Pollux, two figures in Greek and Roman mythology, are referred to as the Gemini.

## External Links

* Foxhole - Colonial Armored Car by Clapfoot - 3D Model - Sketchfab
Updates

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

Foxhole exits Early Access with the release of 1.0 Inferno on 28 sep. 2022.

Since Early Access, the game is updated on average of a little over 4 weeks, but the mode and median are 27 days. The longest wait was for Update 0.37, which revamped the vehicle system to allow for variants; it took 85 days. During the Pre-Alpha stage, the updates were usually weekly and later biweekly, with was in accordance with the Weekly wars and the very experimental nature of the updates.
Update 0.0.8

Date: October 1, 2016

Blog link: Foxhole-008-Release-Notes

### Gameplay Changes

* New Feature: Fuel is extracted at the Oil Refinery and is required for vehicle operation
* Player starts with the same starter kit, regardless of where they respawned
* Starter kit now contains only: Rifle, Rifle Ammo (3), Pistol, Pistol Ammo (3), Hammer
* Radio now uses the utility slot, instead of the tertiary equipment slot
* Players can now manually set an Outpost or Campsite as their spawn point
* Players will respawn at a random remote location if they have not set a spawn point
* Players can no longer vault over build sites
* Map changes
* All respawn times have been decreased

### Game Balance

* Landmine cost reduced from 20 to 10
* Green Ash Grenade cost reduced from 15 to 8
* Gas Mask cost increased frmo 5 to 8
* Mortar range increased by 20%
* Heavy MG range increased by 17%
* Heavy MG ammo capacity increased frmo 32 to 50
* SMG damage increased by 20%

### Major Bug Fixes

* Fix bug that allowed Satchel Charges to damage friendly Outposts

### Other Changes

* Player character visuals change as they take damage
Viper Pit

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.50.

## Viper Pit

A map of Viper Pit.

**Viper Pit** has been added with Update 0.26. The map features a mix of different styles of gameplay: urban, bridge combat, mountainous terrain, elevation. Fort Viper is surrounded by ruined fortress walls that can be climbed and used in defense of the city, or as a checkpoint during an assault.

## Update History

In Update 0.38, an observation tower was added Northeast of Blackthroat, directly across the river.

## Lore

#### Viper's Skull

Viper's Skull

A large stone sits at the center of a carefully constructed enclosure.

Here sits the Viper's Skull, Kirknell's founding stone.

This stone, as it sits, has done before us all, and will remain forever and beyond.

Location of Viper's Skull - Viper Pit - F9k4

 Viper's Skull

#### Letter From the Office of the Archon

Letter From the Office of the Archon

A stack of letters from various parts of alliance territory rest on the table.

*Return addresses from Nicnevin, Whedon’s Row, Sorovia, while some come from as far west as Wenitai.*

*You open a letter from Whedon’s Row.*

From the office of the Archon.

Judith Abell,

These pirates must be dealt with. It’s bad enough that such sensitive Warden intel has leaked, but now we’re dealing with gutless cowards too. Did you know they’re mostly deserters, the Hanged Men? I’d like to get a noose around their necks myself.

Now I’m hearing that you’re tearing apart our arsenal and fitting them with . . . with what? It seems like a buffoonish vanity project to me. The Archon is not pleased and expects a full report explaining why resources have been spent on nonsense. It would behoove you to act quickly, lest he sends the Hands. Were it a Callahan in the chair, you might have your requests placated, but alas.

Stop acting impetuously, Judith, or you will forfeit your position. There are plenty of sharks in the sea.

Location of Letter From the Office of the Archon - Viper Pit - E8k9

 Letter From the Office of the Archon

## Named Locations in Viper Pit

* Afric's Approach
* Austriaca River
* Blackthroat
* The Bloody Bowery
* Deadsteps
* Earl Crowley
* Earl's Welcome
* Fleck Crossing
* Fort Viper
* The Friars
* Hardcaps
* Kirknell
* The Lady's Lake
* Lake Mioira
* Moltworth
* Path of the Charmed
* The Rockaway
* Serenity's Blight
* The Slithering Scales
* Snakehead Lake
* The Tongue
* Twin Fangs

1. ↑  "Foxhole Stats." https://foxholestats.com/ Accessed 5 Oct. 2019.
Update 0.4

The **"Amphibious Warfare"** Update

Date: September 15, 2017

Blog link: Foxhole-04-Release-Notes

	+ A large vessel used to transport vehicles, equipment, and personnel across bodies of water
* New Vehicle: Landing APC
	+ An armored amphibious vehicle used to transport infantry across both land and sea
* New Structure: Tank Trap
	+ An anti-tank obstacle that prevents vehicle access to an area. Can be dismantled with a Wrench

### Gameplay Features & Changes

* Passive defense structures like Foxholes now fire at build sites (fixes exploit of using build sites to block Foxholes/etc)
* Vehicle inventory can now be accessed by owner when vehicle is locked
* Small ballistic weapons shoot through Chain Fences

### Game Balance

* Satchel Charge Sulfur cost reduced from 30 to 25
* Sulfur respawn time reduced from 3 to 1 hour
* Sulfur amount per node reduced from 100 to 30
* Chain Fence Basic Material cost increased from 10 to 15
* Chain Fence health increased by 100%
* Chain Fence can be destroyed by a vehicle collision

### Other Changes

* Discord Rich Presence (Experimental)
	+ See information about a player's current game (Map, Server, Faction, etc) in Discord
		- Invite players directly to Foxhole by dropping an invite into a Discord channel
* Added additional German translations to Server Browser screen
* HUD message is now shown when player attempts to salvage/refine resources in quantities of less than 5
* Campaign is now automated (so it won't shut down after a war ends)

### Major Bug Fixes

* Build ghost for Gun Turret, Howitzer, and Construction Vehicle fixed so they don't clip into other objects
* Fixed icon sizes for some World Structures on the minimap
* Some Tunnel Networks are no longer disconnected after a server loads a game
* Technology Parts no longer drop from destroyed world structures (since they are already preserved when rebuilt)
* Fixed another rare server crash

### Known Issues

* Landing APC jitters when going over certain terrain
* Aiming is blocked when directly targeting water while on a Barge or Landing APC (targeting surface level objects works fine)
Stamina

**Stamina** is a limited supply of running power. It is displayed as a bar on top of the HUD.

When a Player is running their stamina will deplete. Standing still or walking will regenerate stamina. Stamina will deplete faster the more encumbered the player is. If the player is encumbered , stamina will be depleted at significantly higher rate. If overencumbered , just walking may even slowly deplete it. Running on roads depletes stamina slower than cross country running, but increases risk of getting run over.

When overencumbered the stamina bar turn red under 20% and the player will collapse for a moment until their stamina regenerates enough. It is better to stop running and regenerate it, than collapsing. Collapsing never happens if you're not overencumbered.

Sprinting while low on stamina is slower than when stamina is full.

Vaulting an obstacle doesn't consume any stamina.

## Swimming

When swimming, any movement depletes your stamina. Standing still doesn't consume stamina but doesn't regenerate it either. If your stamina bar gets below ~12% you will drown. You can "sprint" while swimming. The more encumbered you are the slower you swim but a full stamina bar will always give you exactly 15.8s of swimming time, even if you sprint while overencumbered.

Therefore to maximize your total swimming distance you should always sprint while swimming and try to have as little encumbrance as possible. If you accidentally fall in water and fear you won't be able to swim to safety, your best chance is to drop all your gear and sprint-swim without unnecessary movements.

## In vehicles

While driving Vehicles, the stamina bar will show the amount of Fuel remaining in the vehicle's tank.
Structure Health/fr

## Description

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.42.

Ces tableaux montre combien il faut de **X** pour détruire un type de structure particulier.

Pour les armes à feux le nombre affiché est le nombre minimum de **balles** (et non de chargeurs) nécessaires pour détruire la structure à bout portant et sans rater aucun tir. En dehors des exemples de testes les résultats peuvent varier avec la distance, la fluctuation aléatoire des dégâts de l'arme, et si la structure est en train d'être réparée.
Beaucoup des armes et explosifs listés ci-dessous ne sont pas idéals pour détuire des défenses et peuvent être plus adapté contre l'infanterie ou les véhicules.

Les nombres en **gras** sont les meilleurs armes pour détruire ce type de structure en général. Les Nombres en Gris sont les pires armes pour s'attaquer à la structure. En règle générale, vous voulez une arme qui soit capable de détruire la structure de manière raisonnablement rapide et pas à un prix trop élevé ni à un trop gros risque pour vous-même.

Les différentes armes sont divisées en trois catégories: Font Rouge pour les armes à feu, Font Jaune pour les explosifs, et Font Bleu pour les armes montées.

**Note:**

* Les dégâts de type Light Kinetic, Anti-Tank Kinetic, et Shrapnel n'affectent pas du tout les structures. Donc toutes les armes et munitions qui utilisent ces types de dégâts ne sont pas listé ci-dessous (armes légères, grenades à fragmentation, obus mortier à fragmentation, fusil anti-tank, etc...).
* Les dégâts de type Heavy Kinetic (12.7mm et 14.5mm) ne peuvent faire des dégâts que sur certaines structures légères. Les Structures qui y sont immunisées afficheront "N/A".

## Défenses

*\* Les Maison en Garnison ont trois tailles possibles: petites, moyennes, et grandes. Les valeurs ci-dessus sont pour les petites. Pour les moyennes et les grandes, ajoutez +25% et +50% respectivement à chaque valeur.*

### Bunker Garrisons

Toutes les valeurs pour les bunkers sont pour des bunkers en garnison avec 1 seul pièce (100% structural integrity).

## Protections

Le Barbelé ne peut être enlevé qu'avec une Clé Anglaise (Wrench).

### Tranchées & Bunkers

Toutes les valeurs pour les bunkers sont pour des bunkers à 1 pièce (100% structural integrity). Notez que les bunkers de niveau 1 ne peuvent jamais avoir plus de 2.5 fois les PV d'un bunker à 1 pièce, quel que soit la taille du bunker. Pour le niveau 2 la limite est 7.5 fois. Pour le niveau 3 la limite est approximativement 43 fois.

## Point de Spawn

*\* Les Relic Bases ont trois 3 tailles possibles: petites, moyennes, et grandes. Les valeurs ci-dessus sont pour les petites. Pour obtenir les valeurs pour les moyennes et les grandes, ajoutez +15% et +30% respectivement à chaque valeur.*
Update 0.25

Release date: April 24, 2019

	+ Used by officers to reach the front line quickly and to deliver emergency supplies.
	+ 2 seats, 10 Item Slots
	+ Hold Sprint key to boost speed (i.e. like the Motorcycle)

* New Structure: Supply Cache
	+ An underground storage bunker used to preserve items for future conflicts.
	+ Stores Crates that can persist to the next war
	+ 15 slots that can only hold certain crates (not stackable)
	+ Are built with Strong Materials are are only available during Resistance Phase
	+ NOTE: Tempest Island may not be available in the next war, so avoid building Supply Caches there

* New Item: Strong Materials
	+ Durable materials that are used to build special structures that can persist to the next war.
	+ Are added to the Stockpiles of Town Halls that are claimed from the enemy in Resistance Phase
	+ Strong Materials are only added if a Town Hall has been held by an enemy for longer than an hour

### Gameplay Changes

* "Reduced Time" Win Condition (EXPERIMENTAL)
	+ Small/Large Garrison Facility Upgrade Part Cost requirement reduced from 50/150 to 15/30 for Town Bases and from 25/50 to 10/20 for Forward Bases
	+ Civic Center Facility Upgrade Part Cost requirement reduced from 350 to 20
* Abandoned Barges that haven't been used in a very long time that aren't near any active players will be removed from the world (to prevent unintended Barge clutter along shores, etc)
* Uprisings in Resistance Phase have been disabled for now
* Relic Vehicle Husk spawn rates have been reduced for Buses and Trucks

### Other Changes

* New login experience on the main menu
	+ New Lobby Screen
		- Integrated player profile
		- Basic war statistics are shown
		- Redesigned Faction select screen (that only appears once per war now)
		- Faction select screen is only shown once per war
* Vehicle factory visuals have been updated
* Event browser is no longer available
* Sunlight visuals have been improved

### Bug Fixes

* Backing into a CV with a Half Track will cause it to move faster
* L.U.V. collisions are incorrect
* Concrete bridges have holes in their collisions, resulting in players falling through
* Nearby Light Pillbox blocks Gun Turret targeting line of sight
* Metal walls in the Home Region can be shot through
* Westgate Keep starts destroyed when it should start built
* Vehicle driver minimap appears distorted on some maps
* Artillery shell impact disappears when elevation difference is too great
* Firing at a garrisoned house window mounted by a player will occasionally show blood
Update 0.7

Date: November 24, 2017

Blog link: Foxhole-07-Release-Notes

	+ A training area for new recruits to learn the game, veterans to practice, and all soldiers to hang out
	+ Includes a training course (mini tutorial), artillery range, driving course, and more
	+ Used as a waiting area in between wars to help with team balance
* New World Structure: Draw Bridge (2 types)
	+ Bridges that can be raised (allow water vehicles to pass through)
* Visual Character Options

### Gameplay Features & Changes

* Surrendering
	+ Used to end wars that are in a state where it's near impossible for one team to come back
	+ Players can now set a surrender flag (on F1 player screen) under certain conditions (enemy has claimed all Town Halls except one, enough time has passed)
	+ If > 70% of players set their surrender flag, then the war ends with a defeat for the surrending faction
* Water vehicles can now be repaired in water
* Players can no longer walk on top of Heavy Gate or any wall structures
* New "No HEs" game modifier that removes High Explosive grenades from the game

### Other Changes

* Landing Dock, Armory, Supply Station, Hospital, Workshop, Shipyard, and Vehicle Factory all now have visual damage states
* Dialog prompting players to join the server queue has been removed
* "Join Campaign" button added on Campaign screen (used to enter lobby)
* HUD nofitication is shown when using the Manufacturing Plant when team balance boost is applied
* #war-is-starting channel on Discord notifies players when a server has transitioned to a lobby (meaning a war is going to start soon)

### Major Bug Fixes

* Radio no longer occasionally stops working when driving a Truck
* Vehicles no longer "float" after exiting the driver's seat (Edit: This is still happening in some cases. Sorry!)
* Player will no longer be stuck in healing pose when using Medkit
* Gun Turrets will no longer fire at players when they aren't visible yet to them
* Barbed Wire and Sandbag Walls can now be repaired
* Players can now shoot over Storage Boxes and Tunnel Networks
* Moving the mouse wheel on the Mortar will no longer change the zoom amount on map screen
* Foliage no longer blocks projectiles
* Azimuth no longer disappears occasionally when using the Field Artillery
* Blood FX is no longer visible through smoke
* Barges are no longer stuck in a bad state after being loaded from a save game
* Text chat window is no longer cut off in 4:3 aspect ratio
* Grenades will no longer bounce off of an "invisible barrier" above Scrap nodes
* Mouse sensitivity will no longer constantly reset to default
* Players no longer immediately locked to a faction after joining a war (they now get the usual 5 minute grace period)
* Players no longer see a purple screen when spawning in the wild on Fisherman's Row
* Fixed various animation and FX issues with mounting Gunboat turrets
* Driver of vehicle will no longer be charged for team killing if a player from the opposite faction uses a mounted weapon
* Team killing now counts against Field Artillery users
* Various map fixes

### Known Issues

* Drawbridge basic material cost is 100 instead of 300
War 68

## Background

War 68 started on Dec 30th at 12PM EST, featured the east side of the map, with 5 Relic Vehicles available, including the all new Phalanx Assault Tank. It is the first time in recent wars that a contested region contained a significant amount of resources, with 4 Components fields in Endless Shore. The war ended on Day 463 (lasted 19.3 days) with Colonial nuking the last victory point in Hermit's Rest that was required for Warden victory.

## Media

In chronological order.

* Tech trees
* Silk Farm nuke reported went off 10m short of the Town Hall

## Enlistments this war

* 30.12: 285 Colonials / 138 Wardens
* 31.12: 1936 Colonials / 1973 Wardens
* 1.1: 1643 Colonials / 1707 Wardens
* 2.1: 1564 Colonials / 1903 Wardens
* 3.1: 1917 Colonials / 1811 Wardens
* 4.1: 1769 Colonials / 1696 Wardens
* 5.1: 1808 Colonials / 1782 Wardens
* 6.1: 1644 Colonials / 1678 Wardens
* 7.1: 1351 Colonials / 1605 Wardens
* 8.1: 1443 Colonials / 1560 Wardens
* 9.1: 1451 Colonials / 1627 Wardens
* 10.1: 1467 Colonials / 1548 Wardens
* 11.1: 1253 Colonials / 1430 Wardens
* 12.1: 1180 Colonials / 1389 Wardens
* 13.1: 1149 Colonials / 1391 Wardens
* 14.1: 893 Colonials / 1436 Wardens
* 15.1: 1065 Colonials / 1316 Wardens
* 16.1: 1210 Colonials / 1412 Wardens
* 17.1: 1197 Colonials / 1338 Wardens
* 18.1: 772 Colonials / 1262 Wardens

## Trivial

* Shackled Chasm server reset when Firstmarch invasion was raging on, mods recovered vehicles for both sides.
* Both Rebellion and Offensive were still bugged and repeated displayed and confused both sides.
* The missing of the Silk Farms rocket launch marked one of the only known instances of a rocket missing a critical target while the spotter was unimpeded by enemy forces.
* Turning point was achieved by Colonial.
* The first battle over the town of Isawa was one of the bloodiest single battles in Foxhole history, with photos of Foxholestats.com showing over 2500 soldiers dying per hour. Reportedly, more than 40,000 soldiers died in the battle.

## External Links

* Replay of War 68 on foxholestats.com's video archive

1. ↑ https://discord.com/channels/203512636556574720/543912869683789824/793677746424250368
Tank Uniform

The in-game icons for Tank Uniforms.

The Tank Uniform is a type of Uniform that allows Gas Mask Filters to stack (up to 2), while reducing the Encumbrance of Basic Materials (-25%). It gives players 6 inventory slots, and no protection from the Weather. It costs 100  per crate of 15 uniforms.

Visually the Tank Uniforms are more thickly padded versions of the Soldier Uniform, with the addition of a flight cap, diamond-quilt jacket and goggles for the Colonials' Tankman's Coverall's; and a bandana, goggles, headset and a peaked cap for the Wardens' Padded Boiler Suit.

## Gallery

* Tankman's Coveralls
* Padded Boiler Suit
Update 0.0.9

Date: October 8, 2016

Blog link: Foxhole-009-Release-Notes

* Players are prompted with a warning before taking over a truck that was recently used by another player

### Game Balance

* Outpost limit increased from 5 to 10 per faction
* Campsite starts with 3 instead of 5 Soldier Supplies
* Soldier Supply cost raised from 3 to 6
* Sandbag Wall cost raised from 6 to 10
* Landmine cost decreased from 10 to 8
* Watch Tower cost increased from 25 to 35
* Health of Sandbag Wall reduced by 30%

### Major Bug Fixes

* Fixed exploit that allowed players to manufacture materials at a faster than normal rate
* Fixed text chat UI so that wrapped lines are now instantly visible
* Fixed crashes related to truck usage
* Fixed bug that allows users to enter Foxhole when they aren't connected to Steam (Resolves issue of users not seeing any servers)
* Fixed bug that causes Rifle sound and visual effects to fire off at random in the world

### Other Changes

* Added keys for camera rotation
* Tweaked vote kicking system
* Screen no longer flashes red when player is damaged
Supply Cache

This page will not be deleted; instead it will be preserved for archival purposes.

## View Structure Health

The **Supply Cache** is an underground storage bunker that stores up to 15 Crates and allows them to be used in the next war. Because of this special power, they can only be built with a Construction Vehicle using Strong Materials, which are only obtained during the Resistance Phase. Crates of Sledge Hammers, Mortars (ammo and tubes), HE Grenades, Howitzer shells and RPGs cannot be stored in it for balance reasons.

Visually, the Supply Cache is the same as the removed Tunnel Network.

100 Strong Materials spawn per Town Hall that's captured after an hour of holding it. The supply cache does not show up on the map.
War 81

War 81 started on 8/12/21 and lasted 31 days ending in a colonial victory. This war included relic vehicles.

## Course of the war

### Early war

For the first 7 days not much happened with only the occasional taking of a town hall.

### Marban hollow offensive

The first major offensive was in Marban hollow by the colonials, taking most of the region. There was also smaller offensives in other regions

### Days 7-10

The wardens took/ took parts of the follwing region

* Fishermans row
* Linn of mercy
* Deadlands
* Temptest island
* Endless shore

But most were taken back days later

### Day 14 to 19

Days 14-19 saw the first big offensive by the wardens

#### West and central

In the west and central regions moderate gains were made by the wardens.

#### East

The eastern regions was the biggest gains by the wardens. Starting from Tempest island they advanced though most of Allods bight and even reaching shackled chasm for a short while

It seems they did over stretch though so they were pushed back to tempest 3 days after reaching shackled chasm

### Day 19 to 26

The colonials pushed back all of the fronts to about where they started. Some warden offensives did happen but most got pushed back within a few days

### Day 26 to 31

The colonials now had the advantage on most fronts and began pushing the front in all regions back to the warden side. Around day 29 the offensive was taking ground fast.

### Warden nuke meme

In order to slow down the colonial advance the wardens were nuking their own towns that were at the front. Foxcatcher in Weathered Expanse and the other was in Callahans passage.
Storm Tank

The Storm Tank's in-game icon.

###

125x2

* 40mm Tank Cannon
* Commander

## View Vehicle Strength Table

The **Storm Tank** is a Relic Vehicle variant of the modern Light Tanks. It features superior frontal armour, faster firing rate and a very fast reverse speed. The Storm Tank can be built at a Garage for 250 Relic Materials.

Storm Tanks use 40mm shells as ammunition.

### Notes

* Certain Relic Vaults contain a derelict Storm Tank inside the second room. Unfortunately, it cannot be used.

## Trivia

* The Storm Tank was likely inspired by the French Schneider CA1 and CA2 tanks. The CA1 was the first French tank designed during the First World War.

## Gallery

* Storm Tank showcase.
* Focus on the Storm Tank.
* Storm Tank size comparison to player.
* Side view.
* The Storm tank in action.

## External Link

* Foxhole - Relic War 2022 devlog - devtrackers