recursal/Fanatic-Fandom huggingface dataset:
War 84

War 84 started on 10/30/21 and lasted 14 days and ended in Colonial victory. The war starting conditions were East vs West split from Speaking Woods to Acrithia with Colonials in the east and Wardens in the west.

## Course of the war

### Initial server issues

The war was supposed to start at 1pm EST but ended up starting around 2:15pm EST because of server issues

Some were able to get in during this time but only about 5-10 people were there (I was one, this is a first hand account)

### Colonials start off strong (Day 1-3)

The colonials started off strong taking most of the neutral zones and making advances in these areas:

* Speaking Woods
* The Moors - Took most of
* Deadlands - Took most of
* The Drowned Vale - Took the whole region in the first days
* Acrithia

The Wardens didn't fare well in the start but did make some gains in Linn Of Mercy and took then held Silk farms in Shackled Chasm

### Colonial offensive (Day 3 - End of war)

Going off of their momentum from the first few days they made more gains eventually leading to colonial victory over the next 1.5 weeks. The wardens held Callums Cape and The Moors with the colonials primarily moving along the centre and south side of the map.
Venom c.II 35

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

### Cost

100
15

### Amount in Crate ()

5 per Crate

A Colonial Anti-Tank RPG that uses AP⧸RPG.

## Description

The **Venom c.II 35** is an Anti-Tank RPG for the colonial faction. It uses AP⧸RPGs like the heavier Bane 45 and deals the same damage amount with the same armor penetration chance. However it has a shorter range than the Bane (28m vs 40m), making it much more tricky to use safely. Unlike the Bane, it can be fired standing even without solid cover. The AP⧸RPG is meant to be used on armored vehicles and deals great damage against them but it can also deal moderate damage against structures if need be.

Like every other R.P.G.s and Anti-Tank RPGs, the Venom slows you down when equipped (on top of the encumbrance slowdown). It is recommended to move with your secondary equipped and to only draw the Venom just before use. Due to the weight of the weapon and shells, which cannot be reduced by any colonial uniform, you can only carry the Venom itself and 3 shells if you don't want to be overencumbered (one more shell than with the Bane). You need another soldier to carry additional shells for you.

## Aiming

RPG launcher aim behaves like firearms, your actual aim point hovers at a fixed height above your cursor when placed on a flat surface. However the shell fired is affected by gravity and follows a slightly curved downward trajectory which is represented by the white aim line. The RPG launchers are perfectly accurate (no crosshair) and the projectile will explode exactly where the white aim line becomes red. If the projectile reaches the launcher's max range it automatically explodes in the air.

To make use of the maximum range of the RPG launcher you must often aim at a high point rather than at the ground. However, given the Venom's relatively short maximum range the difference is minimal (about 1 or 2 meters) so you don't have to worry too much about maximizing your range. When firing at structures from a short distance you should not aim at the top of the structure because your actual aim point will be a fixed height above it so your shell risks flying over the structure.

## Tactic

Like with other RPG launchers, the user is vulnerable as they do not have a primary weapon to fight enemy soldiers. This is why you should have one or two soldiers with firearms protecting you that will also carry additional shells for you. The Venom is especially devastating at night against armored vehicles.

## Historical Reference

The design and icon of the Venom c.II 35 appear to be based off the American M1A1 "Bazooka" rocket launcher, with some design tweaks.

## Gallery

* Venom c.II 35 Model
War 82

War 82 started on 13th Sept 2021 and lasted 6.1 days finishing on 19th Sept 2021 ending in Warden victory. The developers had stated the war would be end early with the winner being the side with the most victory towns. However, the Wardens had won before this deadline could be reached. This would be the last war of update 0.45 with the new 'Entrenched' update releasing on Sept 22nd 2021 for war 83.

## Warden clan name changes

Most warden clans changed their names in some way to have 82 or DK in the name (ex: 27th ---> 827th). This was because of it being war 82 and the biggest clan on the warden side being called the 82DK. The name changes were temporary and were changed back in war 83.

## Course of the war

### Early warden gains

The wardens took almost all (5/6) of the starting neutral town halls. The wardens also took all of drowned vale early on into the war expanding the front to umbral wildwood.

### Deadlands and Umbral wildwood offensives

For the next 3 days after day 1 ,the wardens took all of the deadlands and half of umbral wildwood. This lead to a short offensive into Loch Mor that lead to half of it being taken but taken back just as quick by the colonials

### Moors offensive

While the Deadlands and Umbral wildwood offensives were going on the colonials took all of the Moors.

### Battle of the central regions

The front moved back and forth in Linn of mercy, The deadlands and Umbral wildwood but ending with the wardens winning the skirmish and taking all of Linn of mercy and the Deadlands.

### The major warden offensive

About 24 hours before the end of the war is when the great offensive started. Starting in the north and central regions with the simultaneous offensives of multiple clans the colonials were pushed back far. Building off of the struggle in the north for the colonials the southern regions soon joined and leading to a great warden offensive all across the map leading to several regions being fully taken.

### The battle for the last Victory Point

With everyone knowing the war was nearing its end and only 1 more victory point being needed to win there was a race for the last victory point. Multiple regions tried to beat the others to get the victory point in a fun competition. If i remember right the big ones were jade cove, the blemish and the VP in great march. (forgot the name)
UV-05 “Collector”

Reason: "*Need images*"

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

Reason: "*Need images*"
}}

**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.

## Cost

###

10

## Crate Cost

###

30

## Description

The **UV-05 “Collector”** is a Colonial Light Utility Vehicle. It automatically gathers and transmit Map Intelligence of its surroundings within a 60m radius. Its warden counterpart is the Drummond 100a. Made unbuildable in Update 0.41 it is currently only available on the Colonial Home Region.

### 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 which accepts any item and where small caliber ammo stacks.

### Armament

The vehicle has no armament making the vehicle vulnerable.

### Health & Armor

The Collector 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 Collector 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.

## External Links

* Foxhole - Colonial Light Utility Vehicle by Clapfoot - 3D model - Sketchfab
Vehicle Crate/fr

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

## View Structure Health

La Caisse de Véhicule est une structure livrable de la taille d'une container et qui contient par défaut 3 véhicules d'un type donné. Elle peut être chargée à l'arrière d'un Flatbed ou dans un Freighter, et être entreposé dans un Storage Depot ou Seaport.

Une fois entreposée, la caisse de véhicule peut être ouverte via le menu du Dépôt en faisant `Clic Droit` sur l'icône du véhicule correspondant dans l'onglet pour les caisses de véhicules et de choisir "**Release Vehicle to Public/Reserve Stockpile**". Cela détruit la caisse et place les véhicules qu'elle contenait dans le stockpile public ou privé. Ces véhicules sont ensuite récupérables du Dépôt comme des véhicules normaux.

Les caisses de véhicule sont produite à la Mass Production Factory. La quantité de Basic Materials requise sera le triple du coût d'un véhicule, avec une réduction de 10%, qui montra jusqu'à 50% si vous produisez plusieurs caisses à la fois (5 caisses au maximum).

Pour certains véhicules, comme le tank colonial 85K-b "Falchion", une caisse contient non pas 3 mais 5 véhicules!

## Galerie

* Caisse de véhicule sortie d'une Mass Production Factory.
* Caisse de véhicule avec 3 motos dedans.

## Liens Externes

* Foxhole - Production Parts by Clapfoot - 3D model - Sketchfab
Small Gauge Railway Track

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

Small Gauge Railway Track's ingame icon

## View Structure Health

The **Small Gauge Railway Track** is a player built structure used as tracks for Small Train Locomotives, Small Flatbed Car, and Small Container Car.

## Construction

It is built with a Hammer and costs 25 Construction Materials. It must be built on land but not on beaches, rocks, Foundations, or Bridges. A track segment can be built across a Road but it cannot end in the middle of one. A track can cross another track. Track blueprints will automatically snap to built tracks, hold `Shift` to disable it. A track can split from an existing track, this will create a fork in the track and automatically spawn a semaphore next to the split which can be toggled with `E` to select the desired path. The semaphore is incorporeal, it doesn't block anything.

Unlike most structures, a track can be built right next to a Region border. Any track built crossing the border will also appear on the border of the region across, allowing Small Train Locomotive to cross regions.

Two track segment variants exist:

* Small Gauge Railway Track (Biarc) can have a curve at both ends
* Small Gauge Railway Track (Foundation) can be built on Foundations.

## Destruction

Tracks are pretty sturdy structures. They can't be damaged if a train car is on top of them (and they also do not decay in this situation)

Tracks are immune to Friendly Fire. However, one 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.

The original builder can instantly demolish it using the  button in its menu (press `E`) with the hammer in upgrade mode to open the menu). However, it can only be done if it's fully repaired, there are no enemy nearby, and it was built less than 6 hours ago. If the structure is reserved for a squad the members of that squad can also use the demolish option. Demolishing refunds the building materials, which are dropped on the ground.

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

## Gallery

* Railway Tracks can be raised a bit above the ground.
* The semaphore that appears when a track forks.
Vehicle Fuel Consumption

## Fuel Consumption Mechanic

Vehicles that consume fuel do so at a constant rate every second which depends on the vehicle type. Vehicles only consume fuel when the driver is holding the forward or backward buttons or when they are moving on their own through gravity (going down a hill). Holding the left or right button do not consume fuel which means that vehicles that can turn on themselves (Crane, Tanks) can do so without consuming fuel (and even when out of fuel entirely). Idling in the driver seat does not consume fuel.

The consumption rate is not affected by the type of fuel used (Diesel or Petrol), the vehicle's speed, or the vehicle's encumbrance.

For vehicles with a Fuel Tank subsystem, if the fuel tank is disabled then the vehicle will lose fuel extremely fast even if not moving.

## Amphibious Fuel Consumption

Certain amphibious vehicles have an increased fuel consumption when driving over water. The only vehicle currently doing so is the Drummond Loscann 55c.

## Boost Fuel Consumption

Certain vehicles can use a boost by holding `Shift` to increase their speed but this increases their fuel consumption rate dramatically. The vehicles that can use a boost are: Motorcycles, Cruiser Tanks, the H-8 “Kranesca”, and the R-5b “Sisyphus” Hauler.

## Special Action Fuel Consumption

The Harvester is the only vehicle to consume fuel for something other than driving: harvesting with `LMB` consumes 10L/min (on top of its normal fuel consumption if driving).

## Consumption & Capacity Comparison

Here's a table to compare the fuel consumption rate and fueltank capacity of all vehicles.
Update 0.9

Release Date: February 9, 2018

* Construction Vehicles can now be built anywhere if no friendly Town Halls exit [Non World Conquest Only]
* Tempest Island layout changes

### Game Balance

* Sticky Bomb can now be thrown
* Sticky Bomb damage has been increased by 100%
* Sticky Bomb is now stackable
* Build kits are no longer necessary to build Howitzers or Light Tanks
* Scouting no longer gives XP
* Storm Rifle have improved accuracy

### Other Changes

* UI has been updated for improved clarity
* Notification system has been updated so that multiple notifications can exist at a time
* Server browser no longer shows player counts (but shows a volume qualifier instead)

### Major Bug Fixes

* Fixed using Binoculars making you not hear local chat
* Fixed ladders on Westgate
* Fixed players failing to join the server after waiting in Queue
* Bug with 'Not Allowed' prompt when trying to drop items
* Can no longer shoot to destroy barbed wire
* Barbed wire no longer blocks damage from explosions
* Fixed seeing player silhouettes outside visibility radius at night when using the Binoculars
* Upgrading walls no longer prevent attached gates from working
* Grenade explosion decals no longer become attached to characters/vehicles
* Fixed walking underwater in Deadlands
* Female Character Model now casts helmet shadow
* Fixed Invisible Collision on Endless Shore G5 keypad 2,5 and 6
* Fixed players shooting through walls of an APC
* Tempest Island stuck spot (SE bridge)
* Binoculars no longer pickup enemy proximity chat over short range
* No longer can stack build barbed wire
* Fixed character slides deeper into water when standing in shallows, causing them to drown after some time
* Fixed being able to build Foxholes on top of each other
* Fixed Callahans Passage H10 mountain giving unfair advantage to snipers
* Players can no longer walk on wall buildsites
* Corrected Soldier Supply tooltip typo
* Fixed Fuel node on Deadlands
* Corrected construction tooltip on Workshop
* Fixed getting stuck on the Warden side of lobby map
* Fixed primary weapons being able to be equipped in Vehicles
* Corrected Town Hall typo in construction prompt
* Fixed not being to reload or exit howitzer after entering with Binoculars
* Gunboat azimuth no longer goes past 360 degrees
* Players can no longer build gate underwater in south river of Tempest Island
* Fixed mountain climbing spot near Cragstown
* Can no longer place buildings outside of the map borders to make them invulnerable
* Fixed sulfur pile in ash step
* Bridge build sites now have equal armor against small arms as the built bridges
* Fixed being able to shoot around corners with the bayonet attached
* Fixed map edge on Westgate
* Russian chat no longer gets disabled after every log on
Foxhole Wiki/Section 1

Welcome to the Foxhole Wiki

The *Foxhole* reference written and maintained by the players.
The wiki is far from finished and is constantly evolving due to the Early Access nature of the game. It needs *your* help! Feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 4,839 pages (972 articles).

About Foxhole
***Foxhole*** is a massively multiplayer game where you will work with hundreds of players to shape the outcome of a persistent online war. This is the ultimate game of collaborative strategy and tactics. Every action you take can have a powerful effect across a world in a state of war.

***New to Foxhole?* Make sure to read our helpful Community Guides, *especially* the Getting Started guide!**
Update 0.0.20

Date: January 13, 2017

Blog link: Foxhole-0020-Release-Notes

* Outpost no longer has item transfer restrictions when unclaimed by a Coalition
* Outpost no longer has a build limit
* Outpost now takes damage from friendly fire

### Game Balance

* Mortar production time is now 60 seconds instead of 90
* Grenades are now produced in stacks of 3 instead of 5
* Outpost now requires 400 instead of 650 materials to build
* Outpost starts with 10 Soldier Supplies instead of 25
* Callahan's Passage:
	+ Vehicle Factory and Oil Refinery moved from Lochan's Berth to White Chapel

### Other Changes

* Support for 3 language channels (English, Russian, and Korean)
* Graphics settings can now be further customized
* Unreal Engine 4.14 upgrade

### Major Bug Fixes

* Technology UI no longer shows up for structures that don't have Technology Levels
* Can no longer drop items out of Coalition secured structures
* Cursor is no longer visible on the map when using a Half-track
* Character meshes for vehicle passengers are no longer visible
* Local chat text is now visible for vehicle drivers
* Fixed bug that causes Half-track gunner movement to jitter
* Build site health is now set to the correct value for all structures
* War-Correspondent when it reports on subsequent wars

### Known Issues

* Town Hall marker icons on the map don't always show up for all unbuilt Town Halls
Technology Center

Redirect to:

* Engineering Center

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

## View Structure Health

The **Technology Center** is a World Structure unique to each team and limited to the Port Bases on each map. They allow players to view the teams progress on the tech tree and to place blueprint orders on items. Research Parts are submitted here in order to advance the tech tree, the distribution of which is picked by the player.

It is invulnerable to damage and unable to be destroyed.

## Blueprints

Blueprints are printed at Technology Center and are used to make higher-tier items at the cost of Scrap and sometimes, Research Parts. The amount of Scrap and time needed to produce a blueprint is independent to that blueprint, however typically vehicles and other later game technology require much more time to produce over early, smaller items. A maximum of 3 blueprint orders can be placed in one region and once completed, can be claimed at any tech center.

All blueprints must be submitted to a Factory, Garage, or Shipyard before the corresponding item or vehicle can be produced. Submitting requires the blueprint to be in the player's backpack.

Each blueprint allows the production of 3 items with the exception of the Cargo Ship and the Battle Tank which allow only 1.

## Tech Tree

The Tech Tree is the progress of technology in World Conquest. The tech tree is mostly linear with a preceding technology needed to progress to the next with exceptions where it branches off. As an example, Bandages are necessary to research First Aid Kits, but Bandages are not required to research end-game tech like Light Tanks.

A player can submit Research Parts by interacting with the building using `E`, then clicking on the technology they wish to contribute to: `LMB` will put in one Research Part, while `RMB` will put in all the Research Parts in the player's inventory.

Observation Tower
Fort
Refinery
Storage Depot
Factory
Advanced Ammunition Factory
Salvage Mine
Sulfur Mine
Vehicle Factory
The Silts

**The Silts**, or **Silts**, is an area or region located in the country of Nicnevin. It is located in the far north and possibly lies either fully or partially within the Foxhole Universe equivalent of the Artic Circle. It borders the region of Falheim. The Silts is only mentioned once in Foxhole lore and was mentioned in "A Chronicle of Ashes - The Tower: Chapter 1". The region is the primary setting for almost the entirety of "A Chronicle of Ashes - The Tower".

## Caoiva Theory

The exact political boundaries of The Silts are unknown. While "A Chronicle of Ashes - The Tower" does not explicitly mention Caoiva, it does feature the Wardens in it's third chapter. The Wardens are depicted moving along a road with trucks who then spot the Sorovian patrol of the protagonists and open fire on them. After a lengthy engagement, the Wardens are surrounded and captured by Nevish and/or Sorovian allies. They are described as "turncoats" and were unexpected. Because of this event, it is speculated that The Silts borders Caoiva.

1. ↑ A Chronicle of Ashes - The Tower: Chapter 1. https://www.foxholegame.com/post/a-chronicle-of-ashes-the-tower-chapter-i Archived Link:https://web.archive.org/web/20211020165802/https://www.foxholegame.com/post/a-chronicle-of-ashes-the-tower-chapter-i
2. ↑ A Chronicle of Ashes - The Tower: Chapter 2. https://www.foxholegame.com/post/a-chronicle-of-ashes-the-tower-chapter-ii Archived Link:https://web.archive.org/web/20221129223707/https://www.foxholegame.com/post/a-chronicle-of-ashes-the-tower-chapter-ii
3. ↑ 3.0 3.1 A Chronicle of Ashes - The Tower: Chapter 3.https://www.foxholegame.com/post/copy-of-a-chronicle-of-ashes-the-tower-chapter-iii Archived Link:https://web.archive.org/web/20221129224228/https://www.foxholegame.com/post/copy-of-a-chronicle-of-ashes-the-tower-chapter-iii
Wall/fr

## View Structure Health

Un **Wall** (*Mur*) est une structure défensive passive qui permet d'interdire l'accès à une zone pour n'importe quelle unité ennemie. Il est impossible pour l'infanterie de les escalader et les murs renforcés ne peuvent être détruits par le passage d'un véhicule. L'utilisation de Portails permet de garantir l'accès à la zone derrière les murs pour les troupes alliées.

Le mur de rang 1 est semblable à une grande clôture, il arrête les mouvements mais il est possible de tirer au travers. Il peut être renforcé en un mur de rang 2 à l'aide d'un Marteau en mode Améliorer en appuyant sur la touche `E` et en frappant le plan du mur avec le marteau et les ressources requises dans l'invantaire. Un mur de rang 1 est relativement faible et peut être détruit par le passage d'un véhicule, des explosifs ou les tirs d'armes lourdes.

## View Structure Health

Le mur de rang 2 est la version la plus courant sur le champ de bataille de part sa solidité et son coût de construction assez faible. Seuls les explosifs lourds peuvent le détruire bien qu'il reste bien moins résistant que sa contrepartie de rang 3.

## View Structure Health

Le mur de rang 3 est extrêmement résistant. Leur destruction requiert des armes de grande puissance comme de l'Artillerie ou des Charges Satchel. En revanche un tel mur est construit avec du Béton prenant 24 heures pour sécher, il reste donc fragile tant qu'il n'est pas sec.

## Conseils

* Les murs et les Portails de rang similaire ont le même nombre de point de vie.

## Galerie

* Les différents rangs de murs et de portails
Trains

Reason: "*need some words*"

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

Reason: "*need some words*"
}}
**Trains** are railway vehicles that have been introduced to the game with Update 50. Trains require a locomotive to move, which comes in 2 sizes, small train locomotive BMS Mineseeker and locomotive BMS Black Bolt. Train locomotives burn Coal as fuel. On logistics side both large and small trains are great vehicles that can make huge shipments of equipments and raw resources over great distances but their benefits are not limited to that.

Large trains are the main powerhouse of cross-hex and inter-hex logistics due to their fast movement speed and large carrying capacity. One large train of 5 Resource Containers can easily fill an entire queue in the Refinery. Logistics trains generally consist of the BMS Black Bolt, BMS Rockhold and two or more BMS Longrider cars. Large Trains situationally can also be turned into deadly war machines with various train cars such as infantry car BMS Holdout, Combat Cars or Long-Range Artillery Car.

BMS Mineseeker, BMS Railtruck and BMS Linerunner are crucial to run a facility effectively due to players being able to move materials between carts and facility buildings, and collect facility outputs while sitting on a driver seat. It is generally not recommended to use small trains for shipping over large distances due to their slow movement speed and limited capacity, but are fantastic for short-distance hauling within facilities and nearby resource fields.

Small trains can be produced at Light Vehicle Assembly Station and large ones at Large Assembly Factory, all trains require materials that can be produced only in facilities to build therefore they are precious vehicles and should be treated so and protected by players.

## List of Trains

* **BMS Black Bolt**
* **Tempest Cannon RA-2**
* **O'Brien Warsmith v.215**
* **Aegis Steelbreaker K5a**
* **BMS Linerunner**
* **BMS Railtruck**
* **BMS Mineseeker**
* **BMS Longrider**
* **BMS Holdout**
* **BMS Rockhold**
* **BMS Roadhouse**
Steel Construction Materials

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

Steel Construction Materials's in-game icon.

**Steel Construction Materials** is an advanced material that is crafted at Metalworks Factory. It is used in building advanced Facilities and producing advanced vehicles. It is a Large Item.

### Facility Recipes

These Recipe options are only seen once the Engineering Station upgrade has been fully constructed. Only one crafting option can be activated at a time.

3

200

65

35L

1

0:01:30

  -9 MW

9

375

90L

100L

3

0:01:30

  -12 MW
Submachine Gun

## Description

**Submachine Guns** (often called SMG) are low damage, fully automatic weapons which uses 9mm as ammunition. Their high fire-rate and somewhat low accuracy make it best suited for close range engagements.

They work best in night-time and close quarters engagements such as building-to-building combat in towns. Engaging enemies out in the open is dangerous, as they usually have Rifles that can hit more accurately, at longer distances. They lose less stability from movements than most weapons, making them a high mobility weapon and complements players with low encumbrance.

## Submachine Gun List

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

## Crafting

SMGs are produced in a Factory or Mass Production Factory.

## Tips

* Carrying slightly more than the recommended 1-2 magazines is advised, as the SMG chews through ammunition during sustained fire.
* Short bursts will benefit accuracy and ammunition consumption.
Structures/fr

Les Structures à travers le monde sont soit construites soit réparées par les joueurs. Chaque structure a un coût différent en ressource selon sa résistance et son utilité.  **Les Structures ne prennent pas de dégâts des tirs d'armes légères** et seul quelques-unes prennent des dégâts des tirs de mitrailleuses, il vous faut des explosifs lourds pour détruire la plupart des structures.

## Voir Aussi

* Points de Vie des Structures
* Guide de Construction
T14 “Vesta” Tankette

*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.

## Cost

###

###

10
15

## View Vehicle Strength Table

A colonial Tankette variant possessing superior armor, tracks, and a Flame Turret.

## Description

### Crew

The **T14 “Vesta” Tankette** seats a crew of 2 (1 driver, 1 gunner).

### Health & Armor

The Vesta has slightly more durability than Armored Cars but possess heavy armor. It is able to soak damage from small arms fire, shrapnel and even heavy calibers. Its strong armor also gives it deflection rates comparable to Light Tank armor.

However heavy explosives, anti-tank weaponry and Anti-Tank Mines remain dangerous threats.

Its tracks can be disabled.

Despite using tracks, the vehicle is still considered an armoured car and thus cannot run over storage boxes or Barbed Wire Fences and cannot cross Trenches.

### Engine & Size

The Vesta is slow, even on roads and its engine has a high fuel consumption rate reducing the vehicle's autonomy. Any use will require a reliable source to refuel.

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

It is heavy enough to trigger anti-tank mines and but still light enough to safely cross Field Bridges without damaging 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.

## Trivia

* In roman mythology, Vesta was the goddess of the hearth, home, and family. Interestingly, she is rarely depicted in a human form, instead being represented by the fire maintained in her temples.
Update 0.0.11

Date: October 22, 2016

Blog link: Foxhole-0011-Release-Notes

### Major Bug Fixes

* Fixed bug in the vote kick system (that makes it unintentionally easy to be kicked)
* Fixed bug that sometimes causes build sites to be indestructible
* Fixed bug that made damage inconsistent on Concrete Wall and Heavy Gate structures
* Fixed bug that allows Hammer to be unequipped while a build ghost is active
* Fixed bug that causes Truck to end up nose down when going over some bridges
* Fixed bug that causes server performance degredation after players use vehicles
* Fixed FPS drops that occur when near a Heavy Gate

### Other Changes

* Left click to honk horn when driving a Truck
* Players can no longer switch factions during weekly wars (after playing with one for a short amount of time)
* Players can no longer log into the server in quick succession
* Team kills and truck transfers are publically reported to the chat log
* Improved SFX attenuation so it's much easier to tell what direction a SFX is coming from
* War Correspondent
	+ Discord bot that reports information about weekly wars in real-time
Small Gauge Railway Track (Biarc)

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

Small Gauge Railway Track (Biarc)'s ingame icon

## View Structure Health

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

It is built with a Hammer and costs 25 Construction Materials. A track segment can be built across a Road but it cannot end in the middle of one. This biarc variant can be curved at both ends of the segment (hold `RMB`).

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

With Fire Pits and Railway Tracks it is one of the few structures that can be built right next to a border. Any track built crossing the border will also appear on the border of the region across, allowing Small Train Locomotive to cross regions.
Update 0.17 Hotfixes

There are a total of 6 hotfixes for Update 0.17.

* Rare in-game client crash fixed (not the one that happens on startup/main menu)
* Fixed clipping issues with 4:3 resolutions
* Map image errors fixed
* Travel map queue icon updated
* Main menu / options menu background image updated
* Other UI style tweaks

### 0.17.16.3 Client Hotfix

*Release date: September 27, 2018*

* Fixed crash on start up for some users after updating to 0.17
* Fixed issue that causes "Lost Connection to Server. Please try again" under normal network conditions for some users
* Fixed issue that causes players to disconnect when they are killed while shooting the Field MG

### 0.17.16.5 Client/Server Hotfix

*Release date: September 28, 2018*

* Fixed another rare crash on startup
* Fixed issue that caused border travel to break for certain vehicles like CVs
* Fixed issue where client would disconnect from Operations after travelling between regions

### 0.17.16.8 Client/Server Hotfix

*Release date: October 2, 2018*

* TAB key can be used again to close all inventory screens (not just backpack)
* Increased opacity of text chat background so messages are more legible
* New tutorial tooltips added to many in-game screens (Factory, Refinery, etc)
* Existing help tooltips have been updated
* Squad invite dialog button text is no longer cut off
* Added some minor improvements to new player experience (directing players where to go when they enter)
* Fixed issue that caused player list scroll bar to not disappear
* Fixed issue that sometimes caused connection error dialog to not show up after failing to connect
* Fixed issue that sometimes caused queue alert to not appear
* Fixed another rare in-game client crash
* Fixed bug that causes Smoke Grenades to not block visibility

### 0.17.16.11 Client Hotfix

*Release date: October 4, 2018*

* Assign spawn point button flashes now if you spawn point is not set at the current base

### 0.17.16.15 Client Hotfix

*Release date: October 12, 2018*

* Fixed rare client crash that occurs under high latency conditions

## Sources

Foxhole Official Website. [1]

Official Discord announcements for release dates. [2]
Small Container Car

*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.

## Cost

###

###

###

35
15
5

## View Vehicle Strength Table

The **Small Container Car** is a logistics vehicle primarily used for transporting large quantities of raw Resources and Coke. It cannot move on its own, it must first be packaged and placed on Small Gauge Railway Tracks using a Crane then coupled with a Small Train Locomotive. The car has 25 inventory slots, capable of carrying a total of 2,500 resources.

## Interactions

When connected to a Small Train Locomotive, the driver can interact with nearby structures and transfer resources in or out of the Small Container Car. It retrieves raw resources from stockpiles at the fastest rate in the game, more than 4 times faster than a truck or than a Crane with a Container or Pallet on a loading pad.

The Small Container Car has an operator seat, the operator can press `LMB` to instantly submit all content into the nearest interactable structure.

## Production

It is built at a Light Vehicle Assembly Station.
War 64

## Summary

War 64 saw the return of west vs east map. After Warden's 6 winning streaks, some Warden clans switched to Colonial side for War 64. This war saw the Colonials finally breaking Warden's winning streak. Despite Mechs also enabled this war, none saw combat due to the war also ending early like War 63.

War 64 started with a general offensive by the Colonials in all three contested regions. Mid war, along with the capture of Shackled Chasm by the Colonials, also captured the Wardens' only Mass Production Factory, crippling Wardens' war material production. Warden mounted a counteroffensive afterwards, saw some successes in The Drowned Vale but they were soon repelled by Colonials. The final showdown took place in Allod's Bight with both sides fielding numerous Light Tanks and Half-tracks which was captured on video by Duri89.

## External Links

* Replay of War 64 on foxholestats.com's video archive

1. ↑ https://discord.com/channels/203512636556574720/543912869683789824/772877956502388737
War 67

## Background

War 67 featureed a west side of map, with 3 Mass Production Factory in both faction's backline regions. With the starting date being 2020-12-17, there was a Christmas truce as well as a Chirstmas offensive,

## Media

* Video of the Moors landing invasion

* Christmas truce at Scarp of Ambrose, Farranac Coast.
* Day 261, Colonial attack routes by Jankosek#3549
* Day 283, 9527 landing ship at Ogmaran, the Moors
* Day 284, the Moors seaport lootbox
* Colonial tech tree
* Warden tech tree

## Enlistments

There was a sales of 40% off of the game, bringing new players. Despite the waves of new players, this war saw a major faction population advantage on the Colonial side, resulting in frequent global queue and long respawn timer for Colonial players.

## Trivial

* There was a server crash in The Linn of Mercy, both sides lost vehicles due to server roll back and caused salt on both sides. Most vehicles were later recovered.
* Clans showing off their kill counts on Reddit resulted in parodies making fun of the kill counts.
* Both Rebellion and Offensive were bugged and repeated displayed and confused both sides.
* The resistance mode after the war was cut short to less than 24 hours due to not wanting new players from sales to wait.

## External Links

* Replay of War 67 on foxholestats.com's video archive
* War 67 Newswire releases by PressCorp

1. ↑ https://discord.com/channels/203512636556574720/543912869683789824/788549565166256148
Update 0.0.30

Date: May 26, 2017

Blog link: Foxhole-0030-Release-Notes

	+ The Weathered Expanse is a vast wintery wasteland, featuring harsh and unforgiving features. With large open snowy fields, the remains of a devastated fortress, and complex road structure, this might be the most dynamic map in Foxhole yet.

### Gameplay Features & Changes

* Vehicles can now travel between regions in World Conquest mode
* Manufacturing Plant can now be destroyed and rebuilt using Scrap
* Manufacturing Plant, Medical Lab, Weapon Factory, Workshop, and Supply Station structures in non-starter towns start destroyed in contested regions in World Conquest mode
* Players can now enter enemy overrun regions from the World Conquest screen if they have a spawn point set there
* Early War Restrictions will now be enforced for the first 2 hours of World Conquest wars (temporary workaround)
	+ No traveling between regions
	+ Joining a faction that has more than 15 players than the other in the region will not be allowed
	+ No building structures at far distances from friendly Town Halls (distance increased over the span of restriction period)

### Game Balance

* Bunker health increased by 25%
* Reinforced Wall health increased by 20%
* Heavy gate health increased by 25%
* Fortress Wall Refined Material cost increased from 30 to 50
* Fortress Wall health increased by 100%
* Town Hall Basic Material cost increased from 250 to 300
* Chance of yielding Tech. Parts from gathering Scrap or Components decreased by 20%

### Other Changes

* New text chat channel "World Team", allows players to communicate between regions in World Conquest mode
* Persistent server policy
	+ - Server browser servers will not be shut down until the next update is released (exceptional circumstances excluded)
* World Conquest servers will no longer roll over into a new war after the current one ends
* New Callouts:
	+ "Help Me Build" (HUD)
	+ "Materials Required" (MAP)
* Vote Kick system changes
	+ Vote kick reasons are now selected from a list of choices
	+ Players will now enter a restricted state when vote kicked a certain number of times for a particular violation
Sulfur/fr

Le **Sulfur** (*Souffre*) est une matière première qui peut être raffinée en Matériaux hautement explosifs dans une Raffinerie. Il peut être obtenu en le récoltant dans un champ de souffre ou en l'extrayant dans une Mine de souffre qui doit être ravitaillée en carburant pour fonctionner.

## Extraction du Soufre

Le Soufre peut être récolté manuellement avec une Masse (Sledge Hammer) ou en plus grande quantité avec une Moissonneuse. Un champ de souffre  apparait avec 30 tas visible et 167 autres en réserve. Chaque tas contient 154 soufre, donnat au champ une capacité totale de 30,000 soufre. Une fois épuisé, le champ se renouvelle en 6 à 10 heures. L'état actuel du champ peut être consulté grâce à la touche `E` sur le tas central ou alors en passant la souris au-dessus de l'icône du champ sur la carte.

## Galerie

* Un champ de soufre. Le grand tas central n'est pas exploitable
Stationary Crane

**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 **Stationary Crane** is a world structure that can be used for moving shippables around, similar to the mobile Crane. The can be found in large production hubs. The Crane is usually placed beside the container bay of Storage Depots and Factories, where it easily can load and unload Flatbed Trucks.

You can enter a Stationary Crane similar to defences using `Q` (default). By using `RMB` you can aim the crane to its desired position. While the arm is moving, an icon will show on the ground directly below the crane hook. When aiming said icon above a shippable, it will change icon to a set of gears. When using `LMB`, it will pick up the shippable, which then can be unloaded at another spot or into a shipping vehicle, like the Flatbed Truck or Freighter.

You can rotate the crane hook and what it's lifting using `A` and `D`.

## Notes

* A Construction Vehicle is required to rebuild this structure.
* Remember, Resource Containers, Shipping Containers and Vehicles must be packaged first before they can be lifted. Both containers and vehicles have to be at 100% health to be packaged. All land vehicles can be packaged except for Construction Vehicles, Transport Buses, Flatbed trucks, and Cranes.
* You'll see a double gear icon on the ground when it's the right place for placing a shippable onto a Flatbed Truck.
* The Crane's range measures a little over 20m from its center.

## Gallery

* Stationary Crane beside a Mass Production Factory in The Blemish.
Update 0.0.4

Date: September 1, 2016

Blog link: Foxhole 0.0.4 Released!

### New Content

* New Item: Smoke Grenade (Buildable from Workshop)

### Gameplay Changes

* Players now spawn on top of Outposts (to mitigate spawn camping)
* Manned Foxhole begins firing immediately after being built
* Mortar Shell material cost has been reduced to 8

### Major Bug Fixes

* Fixed bug that causes sound options to not save
* Fixed bug that allowed players get gain XP by killing themselves

### Other Changes

* Voice chat support (experimental feature) [push to talk]
* Key remapping
* Outposts visuals have been comletely redesigned
* Player name is now hidden on the HUD
Update 0.0.10

Date: October 14, 2016

Blog link: Foxhole-0010-Release-Notes

	+ Building Materials can only be obtained by salvaging at the Manufacturing Plant
	+ Salvage can be extracted from Salvage nodes (using the Hammer) that exist in the world

### Game Balance

* Campsite starts with 1 instead of 3 Soldier Supplies
* Increased damage of Landmines (it's no longer possible to Sprint over them unharmed)

### Major Bug Fixes

* Fixed bug that allows Soldier Supplies to be removed from the Outpost via dropping
* Fixed bug that allows players to keep a Truck's inventory UI open after it drives away
* Fixed bug that causes passive defense structures to fire at destroyed Vehicles
Update 0.0.12

Date: October 29, 2016

Blog link: Foxhole 0.0.12 Release Notes

* Soldier Supplies, Medkit, Grenade, Smoke Grenade, Green Ash, and Ammo types are now produced in stacks
* Salvage, encumbrance value, production time, and material cost have been tweaked for many items
* Truck health has been increased by 33%
* Outpost inventory size increased to 16

### Major Bug Fixes

* Fixed bug that caused War Correspondent to misreport which faction has constructed an Outpost
* Fixed bug that caused player visibility to not properly update when inside a truck

### Other Changes

* Added the ability to transfer an entire stack of items with right click
* Increased size of the text chat window
* War Correspondent posts now refer to in-game time (as oppose to real world time)
* Show # of produced items on the Armory/Workshop menu
* Improved FPS for some GPUs
Sulfur Mine

**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 Structure Health

The **Sulfur Mine** is a World Resource Mine that produces Sulfur when fueled by either Diesel or Petrol.

## Mining

A **Sulfur Mine** is the only source of Sulfur before Sledge Hammers have been unlocked, meaning that it can become a way to have a good reserve of Heavy Explosives ready when you need it. Yet, it is usually not a priority over Components.

**Sulfur Mines** produce Sulfur at different rates depending on the fuel being used. **Sulfur Mines** have a production cycle time of 30 seconds, meaning that they produce an amount of Sulfur every 30 seconds. The type of fuel put in only changes the amount being output, not the rate at which the mine cycles. Also depending on the fuel type is what efficiency the mine is running at, which is what determines the amount of Sulfur produced.

* **Diesel**: Produces 9 Sulfur every 30 seconds. Low Efficiency.
* **Petrol**: Produces 27 Sulfur every 30 seconds. High Efficiency.

## Fuel

A **Sulfur Mine** that is running will consume 1L of Fuel per production cycle, meaning that it will fully empty a fuel can in 50 or 25 minutes (Diesel or Petrol, respectively). 1000 units of fuel of each type are capable of being stored in a **Sulfur Mine** (10 Cans of Diesel/20 cans of Petrol), meaning that when filled the mine can last for 8 hours and 20 minutes.

### Refueling

A mine can be refuelled by hand (by equpping a fuel can, then holding `LMB`) or by using a Fuel Tanker or Fuel Container, it is much quicker to use the last two options .
Whilst fueled, it dispenses Sulfur into the inventory at a constant cycle. As stated previously, Fuel type **does not** change the speed of a cycle, only the amount produced.

### Resource Collection

The sulfur produced can be retrieved by hand using `Left Click` on the sulfur icon on the right side of the Mine's interface, one stack at a time. From the driver seat of a truck you can use `Shift + Left Click` to retrieve 3 stacks at a time.

There is an invisible loading area in front of the mine that allows to place containers to transfer resources directly, similar to the loading area at a Refinery. To find the exact spot, simply aim the crane's arm that's lifting the container near the front of the mine until your cursor becomes a gear symbol.

## Tips

* Check a mine's inventory and fuel status from the map by hovering your mouse pointer over the mine's icon.
* The Sulfur Mine creates Sulfur and is the only early game way to acquire Heavy Explosive Materials for Howitzers until the sulfur can be acquired by mining.

## Gallery

* Front view
* Back view
* All World Resource Mines
* Sulfur Mine interface.