recursal/Fanatic-Fandom huggingface dataset:
Base Upgrades

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

**Base Upgrades** can be unlocked to enable new functionality at their base, nearby Structures, and connected Trench/Bunkers. Upgrades are automatically unlocked over time, at a rate determined by the amount of player activity at this base. Player activity is primarily determined by the number of players that have this base as their Home or Forward Base. Player activity is also influenced by supplying the base and building structures nearby. The unlocking rate is also faster if the base is in a Region Zone that started as "Friendly territory" rather than "Neutral / Enemy territory.

Players can also choose to prioritize one Upgrade over another by clicking on it. The Upgrade that is prioritized by the most players progresses the fastest.

Some Upgrades require Infrastructure, which is provided by building Infrastructure Modifications in Bunkers. This applies only to Bunker Bases. Once the upgrades are unlocked the required infrastucture can be removed without losing the upgrade.

You can check a Base's upgrade progress by opening its menu or by putting your mouse over its icon on the map.
150mm

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

### Cost

120
10

### Amount in Crate ()

5 per Crate

**150mm** is an artillery shell that deals High Explosive damage. It is a Large Item (carried on the shoulder). It deals more damage than the 120mm shell. The shell produces a 11.25m radius explosion that deals decreasing damage the further you are from the point of impact. The full damage is applied within a 7m inner radius. The explosion leaves a mark on the ground that can devastate the ground. The shell is effective against structure except trenches (extremely reduced damage). It can kill infantry and unarmored vehicles although that isn't cost efficient. It's mediocre against armored vehicles damagewise but it can't be deflected by armor and can disable their subsystems (the tracks in most cases).

Like other artillery shells it's indirect fire: it has a natural inaccuracy which increases with range, its trajectory is affected by the wind, and it can trigger the retaliation of Howitzer Garrison AI.

Whereas 120mm is the go-to shell to destroy Tier 1 and Tier 2 structures, 150mm is often used to siege concrete, and other structures with higher resistances due to its increased damage.

## Production

It can be produced at both Factory and Ammunition Factory and stored in either crates or pallets.

## Structures Using 150mm

* **Huber Exalt 150mm**
* **50-500 “Thunderbolt” Cannon**

## Gallery

* 150mm shell on the ground.
* 150mm shell being carried.
Assault Rifle

## Description

**Assault Rifles** are automatic medium-range weapons chambered in 7.92mm. When wielded they reduce your speed by 15%. Movements reduce their stability faster than SMGs but slower than Rifles.

## Assault Rifle List

* **Booker Storm Rifle Model 838**
* **“Dusk” ce.III**
* **Aalto Storm Rifle 24**

## Crafting

**Assault Rifles** are all produced in a Factory or Mass Production Factory.
8mm

**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 ()

40 per Crate

**8mm** is the standard ammunition for pistols. It's the only ammunition with .44 to stack in all uniforms (3 per inventory slot).

## Weapons Using 8mm

* **Cascadier 873**
* **Ferro 879**
* **Ahti Model 2**
Coal

**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.

## Information

### Use

Refines into Gravel at Refinery or Coke at a Coal RefineryFuel for Locomotive and Small Train Locomotive

### Encumbrance

0.36%

**Coal** is a raw resource obtained from Coal Fields.

## Acquisition

Coal can only be acquired from a Coal Field. Unlike Salvage, Components, and Sulfur there is no World Resource Mine for coal.

### Mining Coal Fields

Coal can be acquired by mining the nodes on a Coal Field  with a Hammer, Sledge Hammer or a Harvester. When mined, a node splits into two smaller pieces which themselves split into even tinier pieces. One fully mined node yields 270 Coal by default. The field has a reserve of nodes to replace the ones mined. The amount of nodes left in the reserve can be seen by hovering your mouse over a field's icon on the map or by pressing `E` on the field's large unminable center piece. Once fully depleted, the field replenishes after an hour or two.

### Coal Stationary Harvester

Coal Stationary Harvesters are player built structures placed next to Coal Fields. These structures harvests Coal from the field's reserve when fueled with Petrol. It does not require power to harvest resources. They cannot harvest the nodes that have spawned on the field, those can only be manually mined by the player. You can only build up to 3 per coal field.

## Usage

### Fuel

It is used as fuel by Locomotives and Small Train Locomotives.

### Production

It can be refined into Gravel in a Refinery.

It can be transformed into Coke in a Coal Refinery. It is also an ingredient in the crafting recipes of Coal Refinery upgrades, producing Concrete Materials, Sulfur, Oil, or Heavy Oil.

Power Stations can use Coal with Water to produce power. (10 MW every 90 seconds)

## Storage

Like other raw resources coal can be stored in Resource Container and Resource Transfer Stations. It can't be packed into crates

## Gallery

* Coal Field close-up.
Gold

*This article is a stub. You can help The Guild 3 Wiki by expanding it.*

As The Guild 3 is an economic simulation, **gold** is probably the most important item in the game. As soon, as the player's cash sinks below zero at the end of a round, the dynasty is bankrupt, and the game is lost.

The player's currently owned gold is displayed in the top left corner of the screen above the current influence in the dynasty panel.

Gold is needed for practically everything like: buying items on the market place or elsewhere, learning new skills, errecting and repairing buildings, performing certain actions, paying wages etc.

The amount of gold given to a player in the beginning of the game depends on the difficulty level, but not on the game mode or the family campaign:

 Impossible | 2,100 gold

Gold was last edited for version 1.0.4.

Gold was last edited for version 1.0.4.
Acrithia

**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.

## Acrithia

A map of Acrithia.

**Acrithia** is a map in the southeast of the world with a lot of large bodies of water separated by small passages, and a town in the middle. It provides a land connection to Terminus.

## History

The map of Acrithia was added in Update 0.46 Entrenched.

## Map Locations

* Astero's Spear
* The Brinehold
* Camp Omnicron
* Duelling Kegs
* Fated Heel
* Final March
* Heir Apparent
* Legion Ranch
* Nereid Keep
* Patridia
* Riverlands
* Swordfort
* Thetus Ring
* Weary Slumber
Collins Cannon 68mm

**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

###

60

## View Vehicle Strength Table

The **Collins Cannon 68mm** is a Warden Field AT Gun, an unpropelled vehicle with a 68mm gun.

## Description

The **Collins Cannon 68mm** 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 that loads and fires the cannon. The gunner cannot rotate the Field AT Gun without a driver, but can fire the cannon in the direction it is currently rotated in. The cannon has a maximum range of 40 meters.

Can be packaged and transported by a Flatbed Truck, Freighter or a Crane.
Aluminum/pt

*Este artigo é um esboço. Você pode ajudar o Foxhole Wiki expandindo-o.*

 Peso: | ?

**Alumínio (Aluminum)** é a matéria-prima utilizada para produzir Liga de Alumínio na Refinaria que é utilizada para pesquisar Kits de protótipos em um Centro de Pesquisa. Pode ser obtido coletando pilhas de Alumínio em Campos de Sucata onde ocasionalmente surgem quando uma pilha de Sucata se divide. Note que as pilhas de Alumínio maiores geralmente surgem da primeira divisão de uma pilha de Sucata. Em média é possível coletar 300 Alumínio por cada Campo de Sucata totalmente esvaziado, mas esse número pode váriar baseado em fatores externos.

## Coletando Alumínio

Alumínio pode ser coletado com Martelos, Marretas ou Harvesters. Como Ferro, a presença de alumínio é determinada aleatoriamente quando o Campo de Sucata ressurge.
Callahan

**Callahan** can refer to several things:

## A series of settlements

The "Callahan line" in The Deadlands

* Callahan's Belt
* Callahan's Boot
* Callahan's Gate
* Callahan's Pass

 *This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*
Concrete Materials/fr

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

Les **Concrete Materials** (*Béton*) sont une ressource utile pour bâtir des structures de niveau supérieur. Ils sont notamment utilisés dans la construction des Tranchées et des Bunkers de niveau final ainsi que leurs améliorations.

Ils s'obtiennent en ajoutant des Components dans un Concrete Mixer. Ils ne peuvent pas être empilés dans un inventaire sauf celui du Concrete Mixer.
Bunker Ramp

**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

**Bunker Ramps** are a Bunker Modification upgrade that provides access to the underground section of Bunkers. It's used as an alternative to Trench and doorway for the entrance to a bunker complex.

Bunker Corners cannot be upgraded into Bunker Ramps. Upgrading a Bunker into a Bunker Ramp will remove all Adds-ons and Infrastructure Modifications in it.

## Trivia

* Can be turned into a Rifle Garrisons (RG), Machine Gun Garrison (MG), Anti Tank Garrison (AT), and Howitizer Garrison. If prerequisites are unlocked and connected to the main Bunker Base or BoB with said upgrades.
Alerts

**Alerts** are automated messages that appear in the top left corner of the screen to inform the players when certain events occur. Each message only stays on screen for a few seconds. You can hide/show an alert by pressing `I`, however this only applies to the messages currently on screen and not future ones.

Events that trigger an alert are:

* Spawning in Home Region: shows the Code of Conduct.
* Being commended by another player.
* A friendly structure is under attack.
* Your Map Intelligence getting updated
* A World Base owned by your faction is under attack
* A world base is lost or captured by either faction.
* A new Technology is unlocked by your faction.
* Supplies have been delivered to a base where you have your spawn.
* Supplies have been delivered to the public stockpile of a Storage Depot or Seaport in the region you're in.
* After you travel to another region: tells you you're temporarily prioritized in queue to return to the previous region.
* Setting your spawn at a base: shows confirmation message.
* Worldwide admin message.

The friendly structure attack alerts do not specify the structure type and only give the closest location name. They also don't appear if the attacked structure is near a Frontier Border.

The supplies alerts contain a detailed breakdown of what items were supplied as well as the name of the supplying player and a button to commend them.

## Gallery

* Example of an alert when a friendly Relic Base is attacked.
Bunker Corner

**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.

Reason: "*Need more description and a gallery, especially image showcasing bunker garrisons connected to the same bunker corner*"

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

Reason: "*Need more description and a gallery, especially image showcasing bunker garrisons connected to the same bunker corner*"
}}

## View Structure Health

**Bunker Corners** are an alternative type of Bunkers in a some-what triangular rather than square shape. They are built the same way as a regular square bunker piece. The diagonal side is as wide as a regular bunker side, and bunkers can be added to the diagonal side to create 45 degree angles in your bunker structures. This is useful for ensuring proper coverage of your Machine Gun Garrisons and AT Gun Garrisons.

Regular Bunkers can be modified into Bunker Corners but not the other way around.
30mm

**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

### Cost

80
20

### Amount in Crate ()

20 per Crate

**30mm** Shells are useful against both structures and vehicles but have a chance to be deflected by Tank Armor. They receives scaling bonuses to its penetration against armor when closer than 25m and/or at an angle (up to 95 degrees). Likewise they are also cheap enough of a shell to be cost-effective against infantry.

## Vehicles Using 30mm

* **King Gallant Mk. II**
* **T20 “Ixion” Tankette**
Ammunition/fr

Les **Munitions** sont utilisés dans les Armes par les Joueurs. Les défenses en Garnison ont des munitions à l'infini. Certaines munitions type obus ne sont pas empilable dans l'inventaire de véhicules, il faut donc livrer les munitions sous forme de caisse directement à un Stockpile pour être plus efficace, et ensuite de les assembler pour charger une arme. Pour voir les temps de production, voir Crafting/fr. Tous les types de munition sont produit dans les Usines (Factory) ou les Usines de Production de Masse (Mass Production Factory).

*\* Encombrement pour un seul objet, Les caisses ont toujours un encombrement de 55%*

\* *Temps de Production donné en secondes par caisse (sec/caisse).*
Campaign

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

**Campaign** mode, known as Foxhole Classic, was a game mode of Foxhole. There were multiple servers that would each have their own campaign running. This game mode made use of the server browser, allowing a player to pick a server and a faction and jump right into the action, as opposed to the intermediary Home Region in World Conquest. Server limits meant that there would be multiple servers with their own respective campaigns, instead of the unified war that Update 0.10 brought.

Wars were fought in one region at a time. Victory went to the faction that rebuilt all Town Halls in the region. After a game ended, players were transferred to the Lobby Islands for 10 minutes for an intermission. The server would change regions, and another war would be fought. After all regions were played on, the process would repeat again, allowing all regions to be fought over again. Following this second run of games, the faction that won a majority of the regions became the victor for that campaign.

The Skirmish maps (Fisherman's Row and Tempest Island at the time) were hosted on their own, separate servers apart from the Campaign servers.
Alligator Charge

Reason: "*Info needs to be updated and added*"

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

Reason: "*Info needs to be updated and added*"
}}

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.51.

## Logistics

### Cost

150
80

### Amount in Crate ()

10 per Crate

The **Alligator Charge** (Satchel Charge) is a Warden set explosive charge which deals Demolition Damage. It is recommended to use for destroying any structure which has high damage resistances such as garrison houses, Town Halls, Relics, and Concrete. Satchels take 1.5 seconds to plant and 5 seconds to explode subsequently. Most high-level structures will take several charges to destroy. It is extremely heavy - soldiers can only carry one without being over encumbered.

Beginning WC 102 (Update 52), the technology is unlocked in the early-mid game, and its damage significantly nerfed, to be replaced by the Havoc Charge.

The Colonial counterpart is the Hydra's Whisper.

## Crafting

The Alligator Charge is obtained via production in a Factory, and is producible only by the Wardens.
Aluminum Alloy/pt

*Este artigo é um esboço. Você pode ajudar o Foxhole Wiki expandindo-o.*

## Liga de Alumínio (Aluminum Alloy)

ícone in-game da Liga de Alumínio.

**Liga de Alumínio (Aluminum Alloy)** é usada para produzir Weapon e Equipamentos Prototype Kit no Engineering Center, e no processo ganhar mais tecnologia para a facção criando o protótipo.

É obtido pelo refino Aluminum a uma proporção de 1:1 em uma Refinery. Como outros Resources pode ser acondicionado e não acondicionado em um Storage Depot ou Seaport, com 20 '**Liga de Alumínio (Aluminum Alloy)'** por caixa.
300mm

**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

### Cost

6
4

### Amount in Crate ()

1 per Crate

**300mm** is a heavy artillery shell that deals a huge amount of High Explosive damage. It is a Large Item (carried on the shoulder). The shell has an explosion radius of 15m that deals decreasing damage the further you are from the point of impact. The full damage is applied within a 4.5m radius. The explosion leaves a mark on the ground that can devastate the ground. The shell is effective against structure except trenches (extremely reduced damage). It can kill infantry and unarmored vehicles although that isn't cost efficient. Due to its massive raw damage it can be effective against even armored vehicles (if you manage to hit them). It can't be deflected by armor and can disable their subsystems (the tracks in most cases).

It is the only shell that can be fired across a Region border.

Like other artillery shells it's indirect fire: it has a natural inaccuracy which increases with range, its trajectory is affected by the wind, and it can trigger the retaliation of Howitzer Garrison AI.

## Production

It can only be produced in single shells at an Ammunition Factory's Large Shell Factory. The shells can be stored in item stockpiles but also in Material Pallets, Material Transfer Stations, and Storage Rooms.

## Gallery

* 300mm Shells on ground and in ammo rack
9mm

**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 ()

40 per Crate

The caliber used by all Submachine Guns. Only more powerful than 8mm. Deals no damage to structures.

## Weapons Using 9mm

* **No.1 “The Liar” Submachine Gun**
* **“Lionclaw” mc.VIII**
* **“The Pitch Gun” mc.V**
* **Fiddler Submachine Gun Model 868**
Bayonet

## Buckhorn CCQ-18

The Buckhorn CCQ-18's in-game icon.

A Rifle attachment to stab enemy soldiers.

## Description

The **Bayonet** is an accessory that can be attached to any Rifle, Long Rifle, or Heavy Rifle. When equipped, it turns the rifle into a stabbing weapon. Compared to the player's fists, a rifle with a bayonet has a longer reach and one stab will kill a player. Unlike the fists, the bayonet can hit teammates. It can be used while sprinting or turning. It can hit the crew of Field Guns, Bicycles, and Motorcycles. But it cannot reach soldiers inside closed vehicles or structures.

The only rifle that cannot use a bayonet is the Sampo Auto-Rifle 77 since it uses `F` to toggle its firing mode.

A warden soldier with a Gunner's Breastplate uniform takes 3 stabs to kill.

## Usage

1. Equip a Rifle and the **Bayonet**.
2. Take your rifle out and attach the Bayonet to it by pressing `F` (takes 3 seconds).
3. Press `LMB` (left mouse button) to melee attack anything in front of player.
4. Press `LMB` while aiming with `RMB` to fire the rifle normally.

* You must reattach the bayonet every time you retrieve your rifle, if you wish to use it.
* Turning while aiming with the bayonet allow the player to slash with it.

## Crafting

The **Bayonet** is obtained via production in a Factory.

## Gallery

* A soldier holding a Blakerow 871 rifle equipped with a bayonet.
* A warden soldier, bayonet charging into a colonial soldier.
Barbed Wire (Material)

## Barbed Wire

Barbed Wire's in-game icon.

**Barbed Wire** is a Large Material used to build barbed wire defenses like Barbed Wire (Structure) and Barbed Wire Fence. It can only be carried one by one on the Player's shoulder. They are produced in crates at a Factory. The crates can be directly submitted to Material Pallets for easier transportation.

This shouldn't be confused with the structure of the same name. See Barbed Wire (Structure).

To build with them, equip them and press `B` to open the building menu, then select an option and rotate the blueprint with `Right Click` and place it with `Left Click`. When the blueprint is placed, submit your large materials with `Left Click`, and bring more large materials until completion.

## Barbed Wire Constructions

* Barbed Wire (Structure)
* Barbed Wire Fence
* Barbed Wire add-on on Trenches

## Gallery

* A barbed wire being carried to build a Barbed Wire Fence.
* All three large material types on the ground.
120mm

**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

### Cost

60
15

### Amount in Crate ()

5 per Crate

**120mm** is an artillery shell that deals High Explosive damage. It is a Large Item (carried on the shoulder). The shell produces a 11.25m radius explosion that deals decreasing damage the further you are from the point of impact. The full damage is applied within a 4m inner radius. The explosion leaves a mark on the ground that can devastate the ground. The shell is effective against structure except trenches (extremely reduced damage). It can kill infantry and unarmored vehicles although that isn't cost efficient. It's not very effective against armored vehicles damagewise but it can't be deflected by armor and can disable their subsystems (the tracks in most cases).

Like other artillery shells it's indirect fire: it has a natural inaccuracy which increases with range, its trajectory is affected by the wind, and it can trigger the retaliation of Howitzer Garrison AI.

## Production

It can be produced at both Factory and Ammunition Factory and stored in either crates or pallets.

## Vehicles Using 120mm

* **74b-1 Ronan Gunship**
* **74c-2 Ronan Meteora Gunship**
* **120-68 “Koronides” Field Gun**

## Gallery

* 120mm shell on the ground.
* 120mm shell being carried.
50-500 “Thunderbolt” Cannon

The Thunderbolt's in-game icon.

## View Structure Health

The **50-500 “Thunderbolt” Cannon** is the Colonial Heavy Artillery which fires 150mm shells. Its minimum range is 200m and its max range is 350m, 50m more than the warden Huber Exalt. It has an 8.5s reload speed. It can be placed on the ground or on a Trench Emplacement. It is built at the Construction Yard.

It can be claimed by a squad (button in the menu) preventing anyone not in that squad from packaging and thus moving the artillery (squad must have at least 3 members online in the region). A squad claimed artillery can still be used by everyone however, except for enemy players. Artillery pieces cannot be locked to prevent entry.

Prolonged use of heavy artillery on an area will slowly transform it into No Man's Land.

It can't be placed on Bridges. However it can be placed within the "no build" zones within 60m of a region border, but it will suffer from fast decay.

Unlike Field Guns and some other emplacements the Heavy Artillery is not invisible at night and cannot be hidden inside large bushes.

When placed inside a trench emplacement its health is quadrupled and its rotation rate doubled.

## Gallery

* Colonial Heavy Artillery
Components/fr

Les **Composants** (*Components*) sont une matière première qui peut être raffinée en Matériaux raffinés dans une Raffinerie. Ils peuvent être obtenus soit en les collectant dans un champ de Components soit grâce à une Mine de Components qui doit être ravitaillée en carburant pour fonctionner.

## Extraction des Components

Les Components peuvent être récoltés manuellement avec une Masse (Sledge Hammer) ou de manière plus rapide avec une Moissonneuse. Un champ apparait avec 30 tas visible et 167 autres en réserve. Chaque tas rapporte 154 Components ce qui veut dire qu'un champ entier renferme environ 30 000 Components. Une fois épuisé, un champ se régénère en 6 à 10 heures. Les réserves du champ peuvent être connue en appuyant sur la touche `E` en étant proche du tas gros central ou bien en passant la souris au-dessus de l'icône du champ sur la carte.

* Tas à rendement supérieur
	+ Des tas spéciaux ont une petite chance d'apparaitre.
	+ Ils sont reconnaissables à la petite lumière qui les surplombe.
	+ Ils fournissent une plus grande quantité de matériau pour une durée de collecte égale.
Ahti Model 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 0.49.

## Information

### Equipment Slot

slot #2

The **Ahti Model 2** Pistol is the default weapon for any fresh Warden player spawn.

## Description

This secondary weapon has poor damage and low range but very fast accuracy recovery and decent max accuracy. This weapon is not available for production. Players will spawn with a Pistol and two 8mm clips. As a result, pistol ammo is plentiful compared to other weapon types.

## Tactics

The Ahti Model 2's rapid accuracy recovery makes it a better choice than a rifle for storming trenches if a Bayonet is unavailable.
The gun kills in 3 shots in most cases and its max accuracy makes it rarely miss within its effective range (16m). The rapid accuracy recovery means you can walk without aiming and not lose accuracy. Even if you sprint and move around, the recovery is such that you'll be back to a decent accuracy within moments. All this means the gun is great for fast paced close quarter combat. It is still going to be outgunned by SMGs however.

Rifle users should probably switch to this pistol when fighting in close quarters, especially if using the slow firing No.2 Loughcaster.

## Tips

Remember to reload the weapon each time you spawn, as it will always start out unloaded.

## Trivia

* Prior to the Ahti's addition in Update 0.47, Warden players would spawn with a Ferro 879.
* According to the gun's description, the gun is of Nevish design. The Nevish from a lore perspective are heavily inspired by Sweden. The Swedish military adopted the Lahti L-35 in 1940 known as the Husqvarna M40 pistol or officially as the "Pistol m/40". This, combined with it's physical resemblance to the Lahti, is the most likely inspiration for the Ahti Model 2 although it is possible there could be other influences to the gun such as the Japanese Nambu series of pistols.
* The lore developer and writer of Foxhole, Matt, has stated that development of the gun from a developer perspective was done in parallel. This meant that Matt had not seen the concept for the gun before writing it. The word similarity between "Ahti" and "Lahti" was a "funny accident that was kept in".
* The pistol also shares its name with a character from old Finnish mythos. The character is often described as a fierce seagoing warrior. The word "Ahti" may also be related to "Ahto" which is a Finnish sea god.

## Gallery

* Ahti equipped on a Warden soldier
* Ahti equipped on a Warden soldier 2

1. ↑ Foxhole Official Discord message link to Matt's response:https://discord.com/channels/203512636556574720/317403051784798208/1014578059589976124
Caboose

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 1.51.

## Cost

###

###

###

20
15
5

## View Vehicle Strength Table

The Caboose is a railway car designed to massively simplify railroad maintenance/upkeep. Prior to 1.51, railroad tracks were required to be supplied with Maintenance Tunnels or strategically-placed Forward Bases. This proved incredibly time-consuming to setup and maintain.

With the Caboose, frequently-used railroad networks can be maintained automatically. However, trains without Cabooses or disused rail networks will still result in the same level of decay as before.

## Utility

Repairs tracks while traversing over them using Garrison Supplies, which are produced automatically by placing Construction Materials in the Caboose's inventory - functioning exactly like a Maintenance Tunnel.

Repairing is applied as long as any part of the train with a Caboose crosses over a track.

## Production

Similar to the BMS Black Bolt and its respective cars, the Caboose Car can only be constructed in a Facility, specifically the Large Assembly Factory. It does not need an upgrade to the Facility or an existing vehicle, AKA the *chassis*, in order to produce it.

Like other vehicles, it will take time to construct one Caboose Car.

## Transportation

Caboose Cars are incapable of moving on their own, requiring a BMS Black Bolt to be attached to them in order to move places. In order to connect the two, you must move the two locomotive pieces close to each other, then press `Shift + E`. This will couple the two cars together, allowing you to move them at once. If you want to separate them, you need to use a wrench.
Callum's Cape

**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.

## Callum's Cape

A map of Callum's Cape.

After Callum’s death, the Caoivish and the Nevish came to blows over ownership of the keep. The keep changed hands until Nicnevin took control of the region through superior military technology for the time. A series of border disputes between the two countries during Caoiva’s fledgling years as a growing power followed. Callahan officially recognized Callum’s Keep as protected Nevish land in an offering of peace. It was clear then that the Caoivish intended on tackling grander ambitions rather than squabbling over control of an old fortress.
As news of The Great Wars reached the Nevish nobility, they fortified the keep should the front advance to their shores. Deeming the keep as a valuable base of operations, the Mesean senate ordered the Lionheart and his fleet to wrestle control of the cape from the Nevish. While he launched a valiant offence, the Nevish king, Olavi Koskinen, personally led his fleet to clash with the legend.
Koskinen felled The Lionheart’s namesake flagship that day, but whether or not the man survived is unknown. What is known is that Colonial hands have never felt the dust upon the walls of Callum’s Keep.

**Callum's Cape** is a map in the northwest corner of the world with a large central city that has a river running through it. It provides a land connection to the Nevish Line.

## History

The map of Callum's Cape was added in Update 0.46 Entrenched.

## Map Locations

* Callum's Keep
* Camp Hollow
* The Dreg
* The Gunwall
* Holdout
* Hollowhill
* Ire
* Lookout
* Naofa
* Princefal Burn
* The River Vein
* Scouts Jest
* Trail of the Dead
* Valta Downs
68mm

**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

### Cost

120
120

### Amount in Crate ()

20 per Crate

The **68mm** shell is an anti-tank shell. It has the same base damage as the 40mm shell but receives a 1.5x modifier to its chance to penetrate armor. It is less effective against structures. It has a 2.5m explosion radius. It is slightly cheaper than the 40mm shell. It also receives scaling bonuses to its penetration when closer than 25m and/or at an angle (up to 95 degrees).

## Vehicles Using 68mm

* **AA-2 Battering Ram**
* **Collins Cannon 68mm**
* **Niska Mk. II Blinder**
* **86K-a “Bardiche”**
* **Silverhand - Mk. IV**
* **H-10 “Pelekys”**
* **Noble Widow MK. XIV**
* **Balfour Rampart 68mm**
Armored Car

The **Armored Car** is a small armored combat Vehicle with 2 seats.

## Description

The **Armored Car** seats a crew of 2 (1 driver, 1 gunner). It's the armored vehicle type with the lowest health. The default variant has a pair of 7.92mm machine guns. Most variants have decent fuel consumption and mediocre off-road speed.

An Armored Car is very lightly armored, it can soak up 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. The armor has a small chance to deflect 20mm, 30mm, and R.P.G. Shells.

It is heavy enough to trigger Anti-Tank Mines (a single mine nearly kills it). It can safely cross Field Bridges without damaging them too much. It cannot cross Trenches. It can run over Sandbags and tier 1 walls but can't run over Barbed Wire Fences. It is small enough to cross the narrow wooden Bridges usually reserved for just infantry.

Armored Cars are small enough to fit on a Flatbed Truck once packaged.

They have a horn (press `LMB`).

## List of Armored Cars

* **O'Brien V.101 Freeman**
* **T5 “Percutio”**
* **O'Brien V.121 Highlander**
* **T3 “Xiphos”**
* **O'Brien V.110**
* **O'Brien V.113 Gravekeeper**
* **T8 “Gemini”**
* **O'Brien V.130 Wild Jack**
* **O'Brien V.190 Knave**

## Gallery

* Three warden armored car variants using the "O'Brien" chassis.

## External Links

* Foxhole - Colonial Armored Car by Clapfoot - 3D Model - Sketchfab
* Foxhole - Warden Armored Car by Clapfoot - 3D Model - Sketchfab
Aalto Storm Rifle 24

**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.

## Information

### Damage

Auto: 35-52
 Semi: 42-63

### Fire Rate

Auto: 4 rounds/s
 Semi: 1.6 rounds/s

### Effective Range

Auto: 20 meters
 Semi: 21 meters

### Maximum Range

Auto: 40 meters
 Semi: 40 meters

## Logistics

### Amount in Crate ()

10 per Crate

The Aalto Storm Rifle is a selective-fire Warden Assault Rifle chambered in 7.92mm.

## Description

The gun supports both semi-automatic (S) and fully-automatic (A) modes, giving it the close quarters effectiveness of a Submachine Gun and single shot accuracy for medium range. However, the flexibility comes at a cost, as the Aalto Storm Rifle is heavy. It has the perk of retaining stability while walking during aiming, allowing it to fire accurate bursts even while moving.

The Aalto Storm Rifle's select fire mode (default `F`) gives this weapon an edge in battle.

* The weapon can switch to semi-auto (S) for greater single shot damage and accuracy at longer ranges.
* Full automatic (A) mode is best suited for close to mid-range encounters.
* The weapon is a "Jack of all trades, master of none, but still better than a master of one"

In full auto, the gun is a better version of the Fiddler except heavier and with more stability reduction during fast movement. The higher damage and higher accuracy make it a deadlier close quarter weapon but less mobile.

In single shot, the gun is a worse version of the Blakerow 871 carbine rifle. A stable firing position is recommended in this mode.

Like the other assault rifles, wielding the Aalto reduces your speed by 15%.

The Soldier Uniform reduces the Encumbrance of the Aalto from 29% to 22%.

## Trivia

* Prior to the introduction of faction specific small arms in Update 0.42 the Aalto Storm rifle was also used by the Colonials, and was referred to simply as a "Storm rifle". The weapon's stats, however, were identical.

* The main inspiration for the Aalto Storm Rifle is the 1941 Johnson machine gun with slight references to the FG (*Fallschirmjägergewehr)* 42.

* While its name may be a reference to the STG-44 and Finnish designer Alvar Aalto.

## Gallery

* Aalto Storm Rifle 24
* Aalto equipped on a Warden soldier
* Aalto equipped on a Warden soldier 2
Anti-Tank 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

### Cost

100
40

### Amount in Crate ()

10 per Crate

The **BF5 White Ash Flask Grenade** is a warden anti tank grenade. It has a longer range than the sticky bomb but deals less damage. It cannot be deflected by vehicle armor, and has a 7x modifier on its chance to track tanks.

It is one of the few AT weapons not to require Refined Materials.

## Historical Reference

It appears to resemble a Hawkins Grenade / Hawkins Mine.

## Gallery

* A soldier holding a BF5 White Ash Flask Grenade
Bicycle

**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.

## View Vehicle Strength Table

The **Bicycle** (also: Bike) is a small single person vehicle randomly spawning in the world. They often appear in urban areas, most often next to larger buildings. Bicycles allow infantry to move quicker and offer a single inventory slot, enabling a soldier to carry a heavy stack of items without being slowed down.

## Description

Bicycles spawn randomly in the world; most often they are found outside Safe Houses, Churches and other larger buildings.

Bicycles are a good method to get to the front if you encounter one. They travel twice as fast as a soldier with 50% Encumbrance, and faster than any Tank (except when the H-8 "Kranesca" uses its boost). They also do not endure an Encumbrance speed penalty. They can also drive over Barbed Wire unobstructed. However, off-road, they perform significantly worse, reaching only 4 m/s.

Players hit by a Bicycle will fall over. However, they will not take any damage.

Bicycles can make a bell sound (activated with `LMB`).

Bicycles have very few hit points; just a few small arms hits can destroy it. However, they cannot be run over by vehicles, and in fact have a vehicle collision boxes. Thus, a bicycle can be used to block vehicles.

When abandoned, a bicycle will quite quickly despawn. This is why you will rarely find an unattended bike on front lines.

Unlike motor vehicles, which wont freeze during a Snow storm if their engine is on, the bicycle shall get frozen even if you are pedaling in the middle of a road (it stops suddenly).

## Tips

* Can be used to transport heavy equipment and ammo over short distances, it isn't slowed when its inventory is loaded with heavy things. It can quickly reallocate Large Items instead of slowly carrying them on your shoulder.

## Trivia

* Bicycles were added in Update 0.36.
* They were teased in Devstream #85 on the 5th of May, incidentally the national holiday of the Netherlands (who are well known to ride bikes).
* The bike travels at circa 33 km/h, which is more near the speed of the Tour de France than the average cyclist.

## Gallery

* Warden soldier riding a bicycle.
* Bicycle icon.
7.92mm

**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 ()

30 per Crate

**7.92mm** is the caliber used by Assault Rifle and certain vehicle mounted machine guns. It's more powerful than 9mm SMG. Deals no damage to structures.

## Weapons Using 7.92mm

* **Aalto Storm Rifle 24**
* **“Dusk” ce.III**
* **Booker Storm Rifle Model 838**

## Vehicles Using 7.92mm

* **Armoured Fighting Tractor**
* **O'Brien V.110**
* **O'Brien V.121 Highlander**
* **T3 “Xiphos”**
* **Drummond Spitfire 100d**
* **00MS “Stinger”**
* **R-9 “Speartip” Escort**
* **Gallagher Outlaw Mk. II**
* **Gallagher Thornfall Mk. VI**
Anti-Tank Pillbox

The Anti-Tank Pillbox's in-game icon.

## View Structure Health

The **AT Pillbox** is an automated anti-vehicle defensive building.

## Description

The pillbox automatically fires 20mm rounds on any enemy vehicle within range but ignores enemy infantry. It only functions when its AI is activated (large flag on the turret) by being within the range of a base with AI Upgrade. It has perfect accuracy, however its shots can be avoided by moving behind obstacles. It can fire in a full 360 degree arc. Its fire rate is about 0.7 rounds per second. Players can get inside by pressing `Q`, allowing them to fire their equipped weapon (not the structure's gun) from within.

It fires on both ships and land-based vehicles meaning they can be used for coastal defense.

If fired upon by a vehicle mounted weapons it will retaliate in a 45m range until the target is either destroyed, out of sight, or out of range.

It has a decent amount of health and is immune to small arms and heavy machine gun fire.

It can be Suppressed. While suppressed, the player inside is unable to fire.

## Notes

* The Anti-Tank Pillbox will target enemy Bicycles. This allows Bicycles to be used as temporary decoys.

## Gallery

* All three pillbox types: Rifle, Machine Gun, Anti-Tank (from top to bottom).
Barbed Wire Fence

The Barbed Wire Fence's in-game icon.

## View Structure Health

A defensive structure used to prevent enemy infantry movement built with barbed wire materials.

## Description

The **Barbed Wire Fence** is a fence made with Barbed Wire material that blocks infantry movement as well as vehicles (except for Tanks, APCs, and Half-Tracks).

Bullets pass through the fence like with the larger wall fence, but even aiming at the fence posts doesn't result in a hit. Every hitscan shell (30mm, 40mm, etc...) also passes through but other projectiles do not (RPG, AP⧸RPG, ARC⧸RPG, Grenades, etc...).

Despite its look the fence is extremely resistant to explosives, but it can be removed with a Wrench or a single Hydra's Whisper.

It can only be run over and destroyed by harvesters, tanks (except Tankettes), Landing APCs, and Half-Tracks.

## Construction

They are built with 3 barbed wire materials.

Grab a barbed wire material and press `B` to open the build menu. Select the Barbed Wire Fences option, then press `LMB` to place the first end of the blueprint and `RMB` to rotate it, then move your mouse to change the length of the structure and `RMB` to curve it and press `LMB` to place the other end. A blueprint will spawn, submit the barbed wire on your shoulder into it by pressing `LMB`. Submit two more to finish the construction

The length of one Barbed Wire Fence is between 4 and 10 meters. The health of the fence is proportional to its length. Since cost doesn't scale with length it's preferable to always build fences with the maximum length allowed (10m). A minimum length fence has exactly half the health of a maximum length fence.

It can be built on the dry part of beaches.

Unlike Barbed Wire, it cannot be built on roads or bridges or on the paved areas inside large towns.

## Tactics

Barbed Wire Fences go well with Anti-Tank Mines as every vehicle capable of running over the fence triggers them (except harvester).

They can be used to prevent the enemy soldiers from rushing inside friendly Garrisoned Houses or Town Bases, similar to
Barbed Wire (Structure) but it will also stop rushes with vehicles.

They are a great way to protect Pillboxes from RPGs because they are tall enough to prevent the shell from flying over it on flat ground, the pillboxes can fire through them, and it takes a lot of shells to destroy the fence, unlike T1 Wall.

## Gallery

* A barbed wire being carried to build a Barbed Wire Fence.
AA-2 Battering Ram

**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.

## Information

### Variants

40-45 “Smelter” Heavy Field Gun,
 945g “Stygian Bolt”

## Cost

###

20

## Crate Cost

###

60

## View Vehicle Strength Table

The **AA-2 Battering Ram** is a Colonial Field AT Gun, an unpropelled vehicle with a 68mm anti-tank gun. It serves to destroy enemy armored vehicles.

## Description

The **AA-2 Battering Ram** requires a crew of two to move. The left slot is the driver who controls movement, while the right slot is the gunner. The gunner loads and fires the cannon, but cannot aim without the help of the driver. He can however fire the cannon in it's current orientation without the driver being in the AT Gun. The cannon has a range of 40m.

Can be packaged and transported by a Flatbed Truck, Freighter or a Crane.
Clancy Cinder M3

The Clancy Cinder's in-game icon.

The **Clancy Cinder M3** is a Warden Long Rifle.

## Description

The Clancy Cinder M3 is nearly identical to the No.2 Loughcaster except it has 3 more meters of range, a heavier recoil and a slower timer to stabilize. It can use a Bayonet. Its appearance is also nearly identical to that of the Loughcaster, implying it may be a previous model of the rifle or simply a variant of the same rifle intended for longer range engagements. It outperforms the Loughcaster when in a stable position but is a poorer choice otherwise.

The Soldier Uniform reduces the Encumbrance of the gun by 25%.

## Historical Reference

The action of this rifle bears some resemblance to the Remington Model 8 Rifle, though that rifle is a semi-automatic carbine, not a bolt action long rifle. The lever on the side of the rifle could suggest that this is supposed to be a straight pull rifle, the pull resembles those on Swiss rifles like the Schmidt-Rubin.

The overall look of the rifle might also be influenced by the Mexican Mondragon rifle, which is itself heavily influenced by the Swiss straight-pulls, as it lacks the characteristic "ring safety" on the corresponding Swiss rifles.
Assembly Materials

*This article is a stub. You can help Foxhole Wiki by expanding it.*
**Assembly Materials** are a special class of advanced materials that are crafted in Materials Factory (with Forge Upgrade) and Metalworks Factory (with Blast Furnace or Engineering Station Upgrade). They are used in Light Vehicle Assembly Station, Large Assembly Factory, and Field Modification Center to produce advanced vehicles and emplacements. They are Large Materials, which will require additional equipment to transport them efficiently. Each type of Assembly Material has their own recipe.

## Logistics

### Production Time

60 seconds

Assembly Materials I can be produced at a Materials Factory with a Forge upgrade. Requires Salvage, Coke, and power in order to produce them.

15

75

1

0:01:00

  -2 MW

## Logistics

### Production Time

60 seconds

Assembly Materials II can only be produced at a Materials Factory with a Forge upgrade. Requires Salvage, Petrol, and power in order to produce them.

15

50L

1

0:01:00

  -2 MW

## Logistics

### Production Time

120 seconds

Assembly Materials III can be produced at Metalworks Factory with a Blast Furnace Upgrade. Requires Construction Materials, Sulfur, and power in order to produce them.

3

20

1

0:02:00

  -5 MW

## Logistics

### Production Time

120 seconds

Assembly Materials IV can be produced at Metalworks Factory with a Blast Furnace Upgrade. Requires Processed Construction Materials, Heavy Oil, and power in order to produce them.

1

66L

1

0:02:00

  -5 MW

## Logistics

### Production Time

120 seconds

Assembly Materials V can be produced at a Metalworks Factory with an Engineering Station Upgrade. Requires Steel Construction Materials, Coke, Assembly Materials I and II, and power in order to produce them.

3

245

10

10

1

0:02:00

  -8 MW

## Gallery

* How each type of Assembly Materials looks when stored on a Small Flatbed Car.