recursal/Fanatic-Fandom huggingface dataset:
Ferro 879

**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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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 **Ferro 879** Pistol is the default weapon for any fresh Colonial player spawn.

## Description

This secondary weapon has poor damage and low range but fast stability gain 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.

The Soldier Uniform reduces the Ferro's Encumbrance by 25%.

## Tactics

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

The Ferro 879'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 means it rarely misses within its effective range (16m). The rapid stability gain allows you to 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 stability within moments. This results in a weapon that meshes very well with fast paced combat at short ranges - it is still outperformed by SMGs in this role, however.

Rifle users should probably switch to this pistol when fighting in close quarters, especially if using the slower firing Argenti r.II Rifle.

## Trivia

* The Ferro 879 Pistol's icon and in-game model appear to be based on the American Colt M1911 and the  Browning Hi-power.

* The Ferro 879 Pistol may also be based off a Spanish Astra Arms copy of the American M1911 pistol. A particular copy known as the Astra 1911 A1 Daytona bares close resemblance to the Ferro 879 Pistol. Although the company's origins are Spanish, a Swiss manufacturing company would take over the name and logo rights in 2008.

* The word "Ferro" translates to Iron in Portuguese and Italian.

* The "879" in the weapon's name seems to denote a year of introduction.

* Prior to Update 0.47 the Ferro 879 was the default sidearm of both factions and was referred to simply as the "pistol". Additionally, it used "9mm" pistol rounds, that were converted to 8mm after the update.

## Gallery

* Ferro 879 Pistol Model
Intelligence Center

The Intelligence Center's in-game icon.

## View Structure Health

The **Intelligence Center** is a Bunker modification which allows Factions to intercept enemy intelligence transmissions, listening in to the intelligence their Watch Towers and other structures produce.

## Description

The Intelligence Center is a player controlled listening array, which has a range of 500 to 2000 meters.

Similar to the Storm Cannon, it can only be built on the center of a 3 by 3 Tier 3 Bunker complex.

It costs 250 Concrete Materials to build and must dry off before it can be used.

To use the intelligence center, it needs to charge energy, which is done by connecting Engine Rooms to it with pipes. It requires at least 12 connected Engine rooms to operate optimally as it can accept a maximum of 35,000 Watts of power. Engine Rooms supply power to the power reserve pool when fueled with Diesel. It uses stored power to "fire", each use requires 35% power, and will steal intelligence from watchtowers, observation towers, and observation bunkers in 120(?) meter radius at the point its aimed. This lasts for 15 minutes, during which its aim cannot be adjusted. It requires 1.8% power to adjust its aim by 1 degree. A single Engine Room recharges 1% of the Center's power in 24 minutes.

During a scanning operation, the intelligence center will emit ambient audio which can be heard from a distance of at least 50m. It will also emit a sound when the scanning operation is finished.

The power costs can be reduced by installing (at a maximum of 20) Infrastructure Modifications which specifically reduce its power requirements to fire and turn.

It can be squadlocked by a squad with at least 5 players in the region.

It is immune to friendly fire.

## Construction Requirements

The Intelligence Center can only be built on the center piece of a 3 by 3 Tier 3 Bunker complex with the following requirements:

* The bunkers in the 3x3 square must all be Tier 3 and have no bunker modifications (except Ammo Rooms and Infrastructure Modifications). The corner pieces can be Tier 3 Bunker Corners
* The bunker at the center of the square must be fully cured, the other ones don't need to be dry.
* Connected to a Bunker Base through trenches or bunkers
* Bunker Base must have unlocked the **Advanced Bunker**  upgrade (requires 40 "Command"Infrastructure Modifications).

## Structure Integrity Rating

The Intelligence Center modification greatly decreases the Structural Integrity of its bunker.
Godcrofts

**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.

## Godcrofts

A map of Godscrofts.

**Godcrofts** is a map in the Northeast of the world map. It features a bunch of islands, all interconnected with bridges, and two medium sized towns. The islands also have several bridges connected to the mainland and the industry is focused on the west side, which makes it significantly different from its mirror counter part Fisherman's Row. It is connected to the main land via the maps Endless Shore and Weathered Expanse, the latter being only connected with a slither of land and a single road. Godscrofts also shares it eastern island with the map bellow, Tempest Island, for which it forms a staging ground.

## History

Godcrofts has been added with Update 0.26.

In Update 0.41, the easternmost landmass (including the town Promithiens) has been relocated to the center of the map, replacing the island crossroads.

## Lore

#### Old Flask

Old Flask

Just an old, empty flask.

*It hasn't rusted, so you hold onto it. Just in case.*

Location of Old Flask - Godcrofts - G10k4

 Old Flask

#### Hollow Book

Hollow Book

At first glance, it appears to be a simple book. As you shift it between your hands, you feel something clanking around inside.

*You tap the cover; It’s hollow.*

*Inside you find a hole carved out between the pages, revealing a generous amount of dried jerky bound with cedar twine. It smells delicious, but you know it’s worth too much to consume. Though your hunger might betray you.*

*It’s been ages since you’ve smelled decent meat.*

Location of Hollow Book - Godcrofts - G10k4

 Hollow Book

#### Skeleton

Skeleton

A sun-bleached human skeleton lies on the deck.

*The bones have been picked clean. You suspect it might have been carrion birds or some kind of wild animal. Or both. Either way, a rough way to go.*

Location of Skeleton - Godcrofts - G10k4

 Skeleton

#### Island Outhouse

Island Outhouse

An old, rickety outhouse.

*A sign on the privy reads, "Occupied."*

Location of Island Outhouse - Godcrofts - F10k5

 Island Outhouse

#### Old Map

Old Map

Amongst the rubble you find a large map of Caoiva laid across a table. It’s wine-stained and torn.

*The map is wine-stained and torn.*

*Despite the damage, you notice something peculiar. Various locations are marked by a black X.*

Location of Old Map - Godcrofts - G5k5

 Old Map

## Named Locations in Godcrofts

* Anchor Beach
* Argosa
* The Axehead
* Bagh Mòr
* Barreller's Bay
* Blackwatch
* Chamil Ravine
* Den of Thieves
* The Dice Road
* The Fleece Road
* Gambler's Gulf
* Isawa
* Kolas
* The Kris Ford
* Lipsia
* Peripti Depths
* Perpetua Channel
* Primus Trames
* Promithiens
* Protos
* Saegio
* Skodio
* Ursa Trail
* Vicit Lagoon

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

Diesel's in-game icon.

### Use

Fuelling Vehicles, Resource Mines, Fire Pits, Diesel Power Plants and Engine Rooms.

### Encumbrance

52.7%

**Diesel** is a liquid resource in a 100L canister. It is one of the two main fuel types in Foxhole, alongside Petrol.

## Acquisition

Diesel is refined from Salvage at a 10:1 ratio, at the Refinery.

## Uses

* It is the fuel used by most vehicles in the game. All vehicles that use Diesel can also use Petrol instead.
* Diesel Power Plants use it to produce power.
* It is the only fuel type that Fire Pits and Engine Rooms can use.

### Refueling

To manually refuel the vehicles and structures that use Diesel:

1. For vehicles currently using Petrol, open the vehicle menu with `E` and click the `Change Fuel` button to siphon the Petrol and toggle the fuel type to Diesel.
2. Equip the Diesel canister.
3. Select the Diesel by pressing your `3` key.
4. Hold down `LMB` (left mouse button) next to the thing that requires fuel. You will stop the fueling process automatically, if either the vehicle/structure is full or when your Diesel canister is empty.

Alternatively you can store the Diesel canisters in a Fuel Tanker or Fuel Container and place it close by, then open the target's menu with `E` and click the Refuel button .

## Storage

Like other liquid resources Diesel canisters do not stack in inventories but can be stored in the stockpile of Fuel Containers and Liquid Transfer Stations. Full canisters can be changed into crates with the `right click` menu while in the interface of a Storage Depot, Seaport, or Shipping Container (1 canister per crate). A canister's encumbrance depends on how much fuel is left in it. A Fuel Tanker can hold 25 cans.

## Trivia

* Diesel was introduced in Update 0.26 with the rework of fueling mechanics. Before this, fuel was added and consumed from the inventory of the vehicles, and fuel could be acquired directly from mining at specific resource nodes.

* The UI icon and 3D model for diesel are based on the iconic "Jerry can".

## Gallery

* A soldier holding a diesel can.
* Indication of low fuel in a vehicle.
HE Grenade

## Description

 **HE Grenades** are explosives designed to damage structures. Despite their name, the HE Grenades deal Explosive damage (and not "High Explosive"). Wearing a Grenade Uniform allows you to stack HE Grenades in your backpack (2 per slot) and reduces their encumbrance by 25%.

It is not advised to use HE Grenades to destroy very sturdy Structure due to the sheer amount of grenades needed, using Alligator Charges is more advised.

## HE Grenade List

* **Mammon 91-b**
* **Tremola Grenade GPb-1**

## Crafting

HE Grenades are produced in a Factory or Mass Production Factory.
Grenade Uniform

The in-game icons for Grenade Uniforms.

The Grenadier's Baldric is a Colonial exclusive uniform, which features 6 inventory slots and allows Grenades to stack (stacks of 2), as well as reducing their Encumbrance by 25%. The Grenade Uniform does not provide any protection from Weather, and costs 100  per crate of 15 uniforms.

30mm ammo also stacks to 2 and receives an encumbrance reduction.

Visually, the Grenadier's Baldric is extremely similar to the Soldier Uniform, however some of the belt pouches have been removed and replaced with a grenade bandolier going across the back of the soldier.

## Production

The Grenadier Uniform is produced at a Factory or the Mass Production Factory under the Uniforms Category.

* One crate produces 15 uniforms

It must be fully researched in the tech tree in order to be produced.

## Tips

The Grenadier Uniform meshes really well with the play style of the Colonial's KLG901-2 Lunaire F, as you are able to carry a ton of launch-able grenades, like the Gas Grenades, and launch them far away at a relatively fast rate.

Due to the uniforms ability to stack grenades types in stacks of 2, you can stack 2 grenades in your inventory, then equip that stack into your 3rd inventory slot. This will allow you to carry up to 14 grenades in total with a full inventory. (2 in the 3rd equipment slot + 12 in your inventory) ***Depending on how you are playing the frontline, this is discouraged since you may die before emptying out your inventory during the fight.***

## Trivia

The Wardens do not have an equivalent to the Grenadier Uniform, but their asymmetrical counterpart is the Heavy Ammo Uniform.

Previously, the Grenadier Uniform could not stack 30mm, but was later added due to Colonial's usage of the Mounted Infantry Support Gun, which uses 30mm ammo.
Foundation (1x2)

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

Foundation (1x2)'s ingame icon

## View Structure Health

**Foundation (1x2)** is a player built Foundation tile. It is built with a Construction Vehicle and costs Gravel. It can be upgraded into Concrete Foundation (1x2) with Concrete Materials. It consumes twice as much Garrison Supplies as normal structures to prevent its decay.

Despite being twice as large as the Foundation (1x1) they both consume the same amount of Garrison Supplies.

## Gallery

* The 1x2, 2x2, and 1x1 Foundation pieces.
Dunne Loadlugger 3c

**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

###

120

## Crate Cost

###

360

## View Vehicle Strength Table

The **Dunne Loadlugger 3c** is a Warden Truck which is only able to transport raw resources.

## Description

The Dunne Loadlugger 3c has an 20 inventory slots, however, it can only transport Salvage, Sulfur, Components, Aluminum. Copper, Iron, Coal, Coke, Damaged Components, and Rare Metal.

Can be packaged and transported by a Freighter.

## Gallery

* Loadlugger filled with Salvage.
Fiddler Submachine Gun Model 868

**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 ()

20 per Crate

The Fiddler is a Warden Submachine Gun that excels at close quarters combat due to its light weight, high fire rate and large magazine.

## Description

The SMG has a high fire rate, a large magazine, a good reload speed, and enough damage to kill in 3 or 4 shots. At 14% encumbrance it's one of the lightest primary weapon in the game. Its stability is relatively mediocre however.

The gun's stability suffers less from sudden mouse movement and turning than other guns.

The key feature of the gun is its ability to retain its stability while you walk without aiming, as long as you move in a relative straight line. You can even do short sprints without losing too much accuracy.

### Tactics

The Fiddler excels in close quarter combat and has the means to close in on its target quickly without sacrificing stability. The recommended use for the gun is clear: stay lightweight to move fast and close the distance with your target before firing. You can even close in on your target while shooting.

The gun is especially useful at night and in urban combat. It's also one of the best firearms for assaulting trenches.

It is also a great tool to suppress soldiers and defenses. For defenses, make sure to find a good position to stabilize your accuracy as your bullets need to hit to help suppress a defense.

When shooting continuously while standing and without cover, the gun will reach its lowest accuracy after only 8 bullets.

Although it still deals some damage past 23m, the bullets will struggle to connect due to the gun's low stablity after firing a few bullets. If you are forced to engage targets beyond 20m you will absolutely need to utilize cover to retain your max accuracy. Past 29m, the mediocre accuracy of the gun makes hitting enemy infantry nearly impossible. One consequence of this is that you cannot fight against rifles at their effective range (28m) no matter how good your position is.

## Trivia

* Prior to the introduction of faction specific small arms in Update 0.42, the Fiddler was the the standard SMG used by both factions, simply being titled "SMG".

* The number "868" may refer to the weapon's year of introduction.

* The Fiddler SMG icon is unmistakably based on the German MP-40, but the in-game model seems more similar to the Yugoslavian M56.

## External Links

* Foxhole - Submachine Gun by Clapfoot - 3D model - Sketchfab
Crude Oil/fr

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

**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.

## Information

### Encumbrance

59%%

Le **Pétrole brut** (*Crude Oil*) est une matière première récupérable grâce à un Puit de pétrole. Il peut être raffiné en Pétrole à un ratio de 3 pour 1 dans une Raffinerie.
Heavy Oil

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

Oil's in-game icon.

**Heavy Oil** is an advanced liquid resource in a 30L canister.

## Acquisition

It is refined from Oil at an Oil Refinery's Cracking Unit upgrade. It can also be produced by a Coal Refinery's Advanced Coal Liquefier upgrade using Water and Coal.

## Uses

* Combined with Sulfur it is used to produce Enriched Oil at an Oil Refinery's Petrochemical Plant.
* In a Power Station's Sulfuric Reactor it produces Sulfur and generates power.
* It is an ingredient in the production of Processed Construction Materials and Assembly Materials IV at a Metalworks Factory's Blast Furnace.
* It is an ingredient in the production of Steel Construction Materials at a Metalworks Factory's Engineering Station.
* It is also used as fuel by Battle Tanks and Stationary Harvester (Sulfur).

### Refuelling

When you equip a heavy oil canister you can manually refuel Battle Tanks or the internal heavy oil tank of facilities that require heavy oil by holding `LMB` (just like Diesel cans). Alternatively, you can store the Heavy Oil canisters in a Fuel Tanker or Fuel Container and place it close by, then open the target's menu with `E` and click the Refuel button .

## Storage

Like other liquid resources, Heavy Oil canisters do not stack in inventories, and they can be stored in Fuel Containers and Liquid Transfer Stations. They can be crated/uncrated in the menu of a Seaport, Storage Depot, or Shipping Container using the `RMB` context menu (need 1 heavy oil canisters to make a crate). A canister's encumbrance depends on how much fuel is left in it.

## Trivia

* The design of the heavy oil can appears to be copied from the predecessor to the ubiquitous "Jerry can"
Drummond 100a

**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

Drummond Spitfire 100d,
 Drummond Loscann 55c

## Cost

###

10

## Crate Cost

###

30

## Description

The **Drummond 100a** is the base Warden Light Utility Vehicle. It automatically gathers and transmit Map Intelligence of its surroundings within a 60m radius.

### Crew

It has two seats: 1 driver and 1 passenger. The vehicle is fully closed, protecting the crew but preventing them from using any equipment while seated.

### Inventory

It has 9 inventory slots that accepts any item and in which small caliber ammo stacks.

### Armament

The vehicle has no armament making the vehicle vulnerable.

### Health & Armor

The Drummond has slightly more health than a truck but it is still unarmored. Its low disable point (55%) that allows it to soak a bit of small arms and shrapnel but far less than even an Armored Car. Heavy calibers, anti-tank Launchers and heavy explosives are a death sentence.

Like other LUVs, repairing the vehicle costs a lot of Basic Materials (125 to repair 100%), more than for a Truck or Armored Car.

### Engine & Size

LUVs are the fastest off-road vehicle class. The Drummond is fast on road and can outrun off-road most vehicle types (except a boosting Motorcycle). Combined with its low fuel consumption, the vehicle has great autonomy and range of action. It is highly maneuverable and agile.

The LUV can be packaged, forming a small Shippable that can be transported by Crane, Flatbed Truck, Freighter, or Barge. However due to its speed there's little reason to transport it that way.

It doesn't trigger anti-tank mines and can safely cross Field Bridges without damaging them 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.

## Tactics

Due to it's relatively large inventory, this makes it a good vehicle to use as a support vehicle for mechanized attacks. With its intel gathering capability and fast offroad speed it's also a great tool to scout the enemy's positions.

In backline - this is useful "city-car": it can retrieve all 9-pack from mass factory in 1 go, easy traverse on horrible gravel parking lots (probably from refinery to factories) near garages, car small & agile in port full of trucks and flatbeds. Most useful for people who often moves between & around factories & seaport. Or move a lot of small deliveries. In some tasks fair better than trucks.

## External Links

* Foxhole - Warden Light Utility Vehicle by Clapfoot - 3D model - Sketchfab
First Aid Kit

**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

### Use

Heals and stops bleeding of other soldiers.

## Logistics

### Amount in Crate ()

10 per Crate

It is held in the tertiary slot, and consumes Bandages from your inventory.

## Usage

1. Equip the First Aid Kit
2. Press and hold `LMB` to heal a soldier

Healing time varies depending on the severity of the patient's wounds, around 2-6 seconds.

### Bandages

Bandages are consumed by **First Aid Kit**'s as charges, each Bandage adds 10 charges, and each charge allows the First Aid Kit to heal roughly 10% of a soldier's health and stop any bleeding.

After all charges are depleted, upon the next attempt to heal a soldier, another Bandage will be automatically consumed to replenish the kit's charges.

## Crafting

**First Aid Kits** are obtained via production in a Factory.

## Tips

* Refer to this medic guide for more information.
* Although bandages are easy to produce, a battlefield with active medics carrying first aid kits can rapidly deplete local bases of bandages as they are constantly needed for tending wounds. Medics are encouraged to carry only 5 bandages at all times and to rely on leftover battlefield equipment in order to reduce overall bandage consumption rate. One should only take bandages from a base **fully aware** that the battlefield has none leftover.
* As a medic, **always** carry a first aid kit. Without one, you are utterly useless.
Heavy Ammo Uniform

The in-game icons for Heavy Ammo Uniforms.

The Specialist's Overcoat is a unique Warden Uniform also known as the Heavy Ammo Uniform. The Specialist's Overcoat reduces the Encumbrance of Shells (33.3% reduction) and let them stack up to 2 per inventory slot. It does not provide any protection from the cold, and has 5 inventory slots. It costs 100  per crate of 15 uniforms.

Visually the Specialist's Overcoat is similar to the basic Soldier Uniform for the Warden Faction, but has a backpack closely resembling a British 3-inch mortar bomb pack as well as a large amount of belt pouches.

## Production

The Heavy Ammo Uniform is produced at a Factory or the Mass Production Factory under the 'Uniforms' category. One crate costs 100 Basic Materials and produces 15 Heavy Ammo Uniforms.

It must be fully researched in the tech tree in order to be produced.

## Trivia

The Colonials do not have an equivalent to the Heavy Ammo Uniform, but their asymmetrical counterpart is the Grenade Uniform.
DAE 2a-1 “Ruptura”

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

**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

### Cost

135
10
15

## View Structure Health

The **DAE 2a-1 “Ruptura”** is a mannable defence that fires 75mm explosive shells. It is an Emplacement and thus can be lifted onto a Flatbed Truck. It can be placed on the ground or on a Trench Emplacement.

## Description

It is produced at the Light Vehicle Assembly Station with Tank Factory upgrade, unlike most Shippables. It can be packaged (via a button in its inventory) and lifted by a Crane and loaded onto the Flatbed Truck. To place the gun, it has to be unloaded using a crane and then unpacked by pressing `E` on it. The cannon reloads in 3 seconds, which is much faster than cannons on armored vehicles, with a 45m range. The cannon has a high velocity barrel that deals 35% additional damage.

The structure does not have any AI, a player needs to man it to fire it. Like all emplaced weapons, it cannot be used by enemy players, and thus cannot be locked.

The gun has a single inventory slot, into which you load the 75mm shells. The shells being Large Items do NOT stack in the inventory which means you can only have one shell loaded in the cannon and one in the inventory.

Like other emplacements, the stats are boosted when placed in a Trench Emplacement. Its health is quadrupled and its turning speed increased. There is a specific centre spot on which the emplacement can be placed using a crane. Destroying the trench destroys the gun as well. Repackaging or upgrading the trench cancels the effect, you need to pick up the gun with a crane and put it back in to get the boost back.

The gun has a shield to protect the user from fire. Gunners should carry gas masks and filters so that they cannot be easily killed by gas grenades.

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.

## Visibility

It is invisible at night and behind tall obstacles, just like infantry. It can also be hidden by being placed inside large bushes, but is revealed to people within 10m. Only its firing effects (smoke and flashes from the barrel) will betray its presence. This only works if it's not packaged.
Gunboat

### Cross trenches?

**Gunboats** are combat vessels armed with a front and rear turrets. The rear turret is a 120mm artillery battery for bombardment of static targets. The front turret is a 12.7mm machine gun on standard gunboats.

## Description

The gunboat does not have Tank Armor but they are very resistant to small arms fire. It moves and turns quite slowly. It can be a little difficult to access from the land, but careful parking by a pier will allow the crew to exit onto dry land along the right side. Like all naval vessels, it can still move slowly ("drift") while damaged or out of fuel.

Even though it looks quite large and intimidating, the gunboat can be destroyed by just three RPGs. A potential predator is the Landing APC, which is faster than the gunboat while in the water and can sneak up behind it and have its rear passengers throw Anti-Tank Sticky Bombs.

The light artillery turret has a 270-degree traverse centered on the back of the ship. It delivers inaccurate 120mm artillery rounds between 50 minimum range and 100m maximum range. Like the Field Artillery, its shots can also hit high intervening terrain or buildings instead of the intended target.

The standard gunboats come with a front turret armed with a twin barreled high velocity 12.7mm machine gun, able to rotate through the 270 degrees in front of the vehicle. The gunner can see a fair distance, but due to the gunboat's fragility it can't really loiter near the shore to engage targets. The machine gunner's purpose is mostly to engage targets on the sea - particularly hostile gunboats - and provide extra situational awareness.

## List of Gunboats

* **74b-1 Ronan Gunship**
* **Type C - “Charon”**
* **74c-2 Ronan Meteora Gunship**

## Tips

You can switch directly between different crew positions in the gunboat using Ctrl-1 through Ctrl-4 by default. This can allow you to switch from a gunner seat to the driver's seat without swapping to the commander seat and potentially being killed. The recommended minimum amount of players to crew a gunboat is three with the driver swapping between spotting for the artillery gunner and moving the ship.

## Development

Upon initial release in update 0.6, gunboats were smaller and had a deck able to be walked on.

The light artillery cannon used to be at the front while the field machine gun was located at the rear. The positions of these guns were latter swapped over when the gunboat model was updated.

The original cost to build a Gunboat was 120 Refined Materials but this was later changed to the current cost of 160.

1. ↑ https://www.youtube.com/watch?v=KsM7FQxwx3s

## Gallery

* Colonial and Warden Gunboats
* Colonial Gunboat
* Warden Gunboat
* Old Gunboat Design With Walkable Deck
* Colonial Gunboat docked at a Shipyard

## External Links

* Foxhole - Warden Gun Boat by Clapfoot - 3D model - Sketchfab
* Foxhole - Colonial Gun Boat by Clapfoot - 3D model - Sketchfab
* Foxhole Artillery Calculator
* Artillery Strike
Herne QMW 1a Scourge Hunter

The Scourge Hunter's in-game icon.

###

185

* Quad RPG Launcher
* 12.7mm Quad-Barrel Heavy Machine Gun
* Commander

## View Vehicle Strength Table

The **Herne QMW 1a Scourge Hunter** is a Warden Mechanized Utility Vehicle which is only usable during the Dead Harvest event. It has a Quad-R.P.G. launcher on the top of the Vehicle that serves as its main weapon, and a Quad-12.7mm Heavy Machine Gun on the underside of the vehicle, between its front legs. The **Scourge Hunter** is designed to use these armaments to combat the Undead as well as enemy vehicles that may be supporting their advance. Due to its high fuel consumption, it's a good idea to keep extra fuel on hand.

## Crew

The **Scourge Hunter** has 4 crew positions:

* **Driver:** Controls the movement of the vehicle.
* **Main Gunner:** Controls the Quad-R.P.G. Launcher.
* **Secondary Gunner:** Controls the Quad Heavy Machine Gun.
* **Commander:** Views the battlefield, is able to use Secondary Weapons from the hatch.

## Gallery

* Scourge Hunter in action.

## External Links

* Foxhole - Update 39 Dead Harvest Reckoning - devtrackers
Gas Mask Filter

**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

Protects from Green Ash if you have a Gas Mask

## Logistics

### Amount in Crate ()

20 per Crate

**Gas Mask Filters** (Filters for short) are items Gas Masks consume in order for them to prevent the player from dying from Gas Grenades. After taking in a certain amount of gas grenade damage, they will expire. They do not stack in your inventory, but Tank Uniforms are capable of stacking them.

When you have a Gas Mask equipped, a filter will automatically be consumed by the mask, giving it a value of 100 hit points. When you are in a Green Ash cloud, the mask will decrease in filter points. When you are hit by Green Ash and the mask has no more points left, it will consume the first Filter from your inventory.

If you equip a Gas Mask and then put Filters in your backpack, these will not automatically be consumed. However, upon getting hit by Green Ash, they still get consumed as usual. If you need a free space in your inventory, you can also de-equip the mask and then re-equip the Gas Mask.

A single Filters will give the Gas Mask 100 hitpoints. When in a Green Ash cloud, these will quickly decrement by steps of 10. Sitting it out in a cloud for the full duration will cost 90% of a filter if it is the enemies, or 60% if allied.

## Production

Gas Mask Filters are produced in a Factory, under the 'Utility' category. One crate contains 20 Gas Mask Filters.

Must be unlocked in the tech tree before it can be produced.

## Tactics

Generally speaking, infantry should not be equipping them, unless they are using equipment that requires them to be stationary. (i.e. tripod weapons)

You should always carry multiple filters whenever use a vehicle, or a field gun, as those are high priority targets for gas attacks. If you are planning on using a tank, it is recommended to have multiple filters on you so you do not easily die to gas attacks.
Crafting/fr

**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.

Dans Foxhole il existe une vaste variétés d'Armes, de Munition et d'objets utilitaires qui ont chacun leurs usages. Il est donc important d'avoir de bons stocks de ceux-ci. La façon la plus efficace de toujours avoir de bons stocks et d'en **fabriquer** lorsque nécessaires. La production d'objets se fait à une Usine (Factory) ou Usine de Production de Masse (Mass Production Factory).

## Raffinerie (Refinery)

Pour fabriquer des objets, des matériaux bruts doivent d'abord être raffiné à une Raffinerie. Les coûts de raffinement varie selon le produit fini. Le Raffinement lancé par un joueur est traité à la Raffinerie en parallèle du raffinement pour les autres Joueurs. Le joueur peut choisir de garder en privé le produit fini à la raffinerie ou bien le faire se déposer directement dans le stock public de la raffinerie.
Field Artillery

Reason: "*need more images and a section about tactics & uses*"

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

Reason: "*need more images and a section about tactics & uses*"
}}

**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

###

50

## Crate Cost

###

150

## Description

The **Field Artillery**, or **120-68 “Koronides” Field Gun**, is a Colonial unpropelled vehicle with a 120mm artillery gun that serves to engage the enemy at a distance and destroy fortifications.

It requires a crew of two to move. The left slot is the driver who controls movement. The right slot is for the gunner who loads and fires the gun as well as sets the range.

It fires its shells in an arc. The range of the artillery piece is 100 meters (min) - 250 meters (max). The range can be adjusted with the `Mouse Wheel`. At an elevated height, the artillery piece can fire past its 250 meter maximum distance. The wind affects the shell's trajectory.

The gun's single inventory slot can only hold one shell (another can be loaded in the barrel).

This gun trades the range, security, and cost of the Warden 120mm Light Artillery for mobility. It has a shorter range, cannot be emplaced, and can be stolen by enemy soldiers. However, its wheeled nature makes it easier to change firing positions to avoid counter fire and move with the front line. It is also less accurate than its counterpart. It is recommended that the driver use Binoculars as they help estimate the desired range more effectively.

Like every other Field Guns, they use the same visibility system as infantry: they are invisible at night and can be hidden behind solid obstacle and in large bushes.

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

It's the only Field Gun with Light Armor instead of Heavy Armor.

## Gallery

* Images of Field Artillery
* Colonial (left) and Warden (right)(removed from the game) FA side by side.

## See also

* Community Guides/Field Artillery Guide
* Mortar

## External Links

* Foxhole - Field Gun by Clapfoot - 3D model - Sketchfab
* Artillery Strike
KRR2-790 Omen

The Omen's in-game icon.

The **KRR2-790 Omen** is a Colonial Long Rifle.

## Description

The Omen is a long rifle, an alternative to the colonial's standard issue rifle, the Argenti r.II. While the Argenti sports a much higher rate of fire, lighter weight and a larger magazine, the Omen is geared more towards long-range combat with a noticeably improved effective range and a tighter maximum accuracy. Both weapons use the same ammo and deal the same damage per-shot, however. It can use a bayonet.

The Soldier Uniform reduces the Omen's Encumbrance by 25%.

## Tactics

The Omen gives the colonials a means to outrange the No.2 Loughcaster in open range fire fights. Players who prefer to engage at longer ranges and have the patience to wait for their aim to settle will get the most use out of the Omen.

## Trivia

* The Omen is visually similar to the KRR3-792 Auger, possessing a similar bolt and magazine and suggesting a shared development history. Strangely, the Omen appears to have a longer barrel than the Auger despite the Auger having superior range.

* The rifle seems to be based on the early patterns of Lee-Enfield "Long Lee" British service rifle or possibly its predecessor, the Lee-Metford Rifle.

## Gallery

* A colonial soldier holding an omen
Field Modification Center

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

Field Modification Center's ingame icon

## View Structure Health

A large player built facility structure that is used to upgrade vehicles to a higher tier.

## Description

The **Field Modification Center** is a large player built facility structure that is used to upgrade vehicles to a higher tier. It requires 8MW of power to function. Some vehicles cannot be upgraded: ships, industrial vehicles ("BMS"), Battle Tanks, Super Tanks. The vehicle to upgrade needs to be placed inside the facility.

### Construction

It is built with a Construction Vehicle and costs Processed Construction Materials. It must be built on Foundations.

### Destruction

The original builder can instantly demolish it using the  button in its menu. However it can only be done if it's fully repaired, there are no enemy nearby, and it was built less than 7 days ago. If the structure is reserved for a squad the members of that squad can also use the demolish option.

It is immune to Friendly Fire. However it can be can be flagged for "Disruptive Structure Placement" using a button  at the bottom of its menu. If enough players flag it for disruptive placement, then the Friendly Fire immunity is removed and can be destroyed.

### Interactions

You can access its interface when on foot or in a logistics vehicle by pressing `E`.

### Squad Reservation

The original builder can reserve it for its active squad  or a particular squad  in the structure's menu so that only the original builder and the players in that squad can use it. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.
Flood Mk. I

Please help improve this if you can. The Discussion page may contain suggestions.Reason: "*battle tanks are being reintroduced with foxhole 1.0*"

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*battle tanks are being reintroduced with foxhole 1.0*"

**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

###

###

###

50
30
60

###

35

## Armament

* 75mm Tank Cannon
* 12.7mm Heavy Machine Gun
* Commander

## View Vehicle Strength Table

The **Flood Mk. I** is the main Warden Battle Tank, with a 75mm main cannon and a 12.7mm Machine Gun.

## Description

The **Flood Mk. I** has a forward facing 12.7mm Machine Gun for engaging infantry, and a 75mm main cannon for engaging other tanks. The cannon has a range of 35 meters.

## Lore

*When Cormac Flood designed this, the Warden’s newest armour, they knew it needed to compete with what was, at the time, a far more versatile Colonial assault division. During the burnout of the Great Wars, Flood tore apart an abandoned Colonial Lance. With new knowledge gained, he applied his skill as craftsman and engineer to design a vehicle that was more efficacious and could out-maneuver or out-gun anything the Colonials could throw at it.*

## Gallery

* 0.20 Steam Update
* Specifications

## External Links

* Foxhole - Warden Battle Tank by Clapfoot - 3D Model - Sketchfab
Flamethrower Ammo

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

**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 types of ammunition used by Flamethrowers.

## “Molten Wind” v.II Ammo

The “Molten Wind” v.II Ammo's in-game icon.

## Information

### Encumbrance

equipped: 42%
in backpack: 63%

## Logistics

### Cost

160
5

### Amount in Crate ()

10 per Crate

The **Flamethrower Ammo** backpack used by the Colonial “Molten Wind” v.II Flame Torch. The backpack automatically disappears when empty.

## Information

### Encumbrance

equipped: 33%
in backpack: 54%

## Logistics

### Cost

135
5

### Amount in Crate ()

10 per Crate

The **Flamethrower Ammo** backpack used by the Warden Willow's Bane Model 845. The backpack automatically disappears when empty. It weights 54% when in your inventory but only 33% when equipped.
Flatbed Car

**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
15
10

## View Vehicle Strength Table

The BMS Longrider is a railway car designed to transport containers and vehicles, similarly to how Barges and Freighters are able to transport various pieces of equipment. While capable to transporting heavy vehicles like Battle Tanks, it is incapable of transporting Super Tanks.

A single railway car can only carry one type of packaged item at a time, similarly to a Flatbed Truck. However, a single BMS Black Bolt is capable of connecting up to 15 railway cars, giving the train a potential transportation capacity of 15 Shipping Containers, or 900 crates of equipment, or 15 vehicles. This is a larger carrying capacity than a Freighter, which can only carry 5 Shipping Containers, or 300 crates of equipment.

Unlike Freighters, the Flatbed Car is locked behind the tech tree, along with the locomotive to move it.

## Production

Similar to the BMS Mineseeker and its respective cars, the Flatbed 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 Flatbed Car.

## Transportation

Flatbed Cars are incapable of moving on its 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.

## Gallery

* A Locomotive connected to a Container Car and a **Flatbed Car**.
Field Hospital

**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 **Field Hospital (FH)** is a structure that is a smaller version of the Hospital, except buildable by players with a Hammer. It provides 6 beds for Critically Wounded Soldiers and they are converted into 6 Soldier Supplies (increased in war 108, previously 4) each to its inventory once recovered.

Soldiers can be delivered to Field Hospitals by an Ambulance or carried by players on foot. To submit them while on foot either press `V` or open the Field Hospital's menu and click the `Submit Large Item`  button. Once Critically Wounded Soldiers are in the hospital's inventory, click `Submit Patient`  to start the conversion. Patients can only be submitted if there is a bed available.

Despite being a field hospital, the structure doesn't offer any way to heal a soldier's injuries.
Engineer Uniform

**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

### Encumbrance

equipped: 0%
in backpack: 22.7%

## Logistics

### Amount in Crate ()

15 per Crate

The Engineer Uniform is a type of Uniform that reduces by 25% the amount of Encumbrance given by the three construction materials: Basic Materials, Refined Materials, and Concrete Materials (but not Large Materials). This uniform gives 8 inventory slots, and gives no Weather protection. It costs 100  per crate of 15 uniforms.

For Basic Materials, the uniform only gives one more slot then the Tank Uniform. It is helpful for concrete construction as it allows the player to hold a Hammer and 7 Concrete Materials without being overencumbered (vs 5 with standard uniform), which speeds up construction.

Visually, the Engineer Uniforms are extremely similar to the player models from before Update 0.46, when uniforms were added. They are the standard soldier uniform with the addition of a soft cloth rucksack for the Colonial Fabric Rucksack and a large leather knapsack for the Warden Sapper Gear.

## Gallery

* Fabri Rucksack
* Sapper Gear
Foxhole Wiki/Section 3

External Links

* Official Website
* Steam Page
* Steam Discussions
* Twitter

* Discord (Wiki Discord)
* Reddit
* Youtube
* Twitch
* Live War Monitoring Site

Foxhole Wiki Community

* Community portal
* Admin noticeboard
* Gamepedia Help Wiki
* New pages
* Recent changes
* Missing pages
* Wiki Projects
* Editing Guide
* To-do List
Foxhole Wiki/ru/Section 3

Внешние ссылки

* Официальный сайт
* Страница Steam
* Обсуждение в Steam
* Twitter(ENG)

* Discord(ENG) (Wiki Discord(ENG))
* Reddit(ENG)
* Youtube(ENG)
* Twitch(ENG)
* Live War Monitoring Site

Сообщество Foxhole Wiki

* Портал сообщества (ENG)
* Доска объявлений администратора (ENG)
* Gamepedia Help Wiki (ENG)
* Новые страницы
* Последние изменения
* Отсутствующие страницы
* Wiki Projects (ENG)
* Editing Guide (ENG)
* To-do List (ENG)
Foundation Corner (1x1)

Foundation Corner (1x1)'s ingame icon

## Concrete Foundation Corner (1x1)

Concrete Foundation Corner (1x1)'s ingame icon

## View Structure Health

**Foundation Corner (1x1)** is a player built Foundation tile. It is built with a Construction Vehicle and costs Gravel. It can be upgraded into Concrete Foundation Corner (1x1) with Concrete Materials. It consumes twice as much Garrison Supplies as normal structures to prevent its decay.

Despite being four times smaller than a Foundation (2x2) they both consume the same amount of Garrison Supplies.
Dunne Leatherback 2a

**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

## View Vehicle Strength Table

The **Dunne Leatherback 2a** is a Warden Truck variant which is reinforced with additional armor.

## Description

The Dunne Leatherback 2a is reinforced with additional armor, bringing its disable point to 50% instead of the more common 81% of other trucks. However, due to this armor it loses 1 inventory slot and accelerates slower.

Can be packaged and transported by a Freighter.
Firing Range

The **Firing Range** is a set of targets found on the Home Region of each faction. When hit with any weapon, they will display the amount of damage dealt as a number.
You have magic boxes that automaticly refill with all kind of weapon and ammo types.

1. The (yellow) marked boxes are filled with weapons and ammo that you acces by pressing `E`.
2. The (red) square shows the test dummys you can shoot. As soon as you hit them, the two orange marked windows will show up.
3. The right (orange) square shows your **damage** and **range**.
4. The left (orange) square shows your **weapon stability**.