recursal/Fanatic-Fandom huggingface dataset:
Kivela Power Wheel 80-1

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

###

85

## Crate Cost

###

255

## Description

The **Kivela Power Wheel 80-1** is the base Motorcycle of the Warden faction. Designed for getting around, it moves quickly on roads. It possess a boost (used with `Shift`).

### Crew

It has two seats: 1 driver and 1 passenger. The vehicle is open-top making the crew vulnerable from all directions. The passenger in the sidecar can use its secondary equipment (secondary weapons, Binoculars).

### Inventory

It has 2 inventory slots which accepts any item and where small caliber ammo stacks.

### Armament

The vehicle has no armament except whatever secondary gun the passenger is using, making the vehicle vulnerable.

### Health & Armor

The Kivela is unarmored and weaker than even a truck. Its low disable point (50%) allows it to soak a tiny bit of small arms and shrapnel but far less than even a Light Utility Vehicle.

### Engine & Size

Motorcycle are nearly as fast as empty Trucks on road and are only slower than LUVs offroad. The Kivela has a medium fuel consumption giving the vehicle an average autonomy and range of action, but less than its colonial counterpart. It is highly maneuverable and agile.

The motorcycle can use its boost capability using `Shift`, making it nearly the fastest vehicle both on roads and off-road. However the fuel consumption quadruples while boosting, meaning you should only use the boost for specific purposes (catching up with a vehicle or outrunning and evading a pursuer).

The motorcycle 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 at all. It is too small to cross Trenches. It cannot run over Sandbags, tier 1 walls, or Barbed Wire Fences. It is small enough to cross the narrow wooden Bridges.

## Tactics

Due to its high speed, it's a great tool to scout the enemy's positions and attack the enemy's supply convoys.

Motorcycles can be used to transport a mounted weapon and its tripod while the driver carries the ammo in their backpack. This allows the mounted weapon to be relocated quickly and used more efficiently. The Heavy Ammo Uniform can be used to increase the amount of shells the soldier can carry to increase your efficiency.
Ash Fields

**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.

## Ash Fields

A map of the Ash Fields.

The **Ash Fields** is a map in the southwest of the world with a large river running through the middle of it. It provides a land connection to Origin.

## History

The Ash Fields was added in Update 0.46 to make the overall world hexagonal, giving it the same width at any point.

## Map

Ash Fields features much wasteland forests. The two sections, split by the Tar Creek, are called The Stillness and Wasteful Calm.

Central in the map is Ashtown, an industrial settlement. The architecture is of southern design. In the south of Ashtown, there is a long line of windmills along the road.

At the other side of the meandering Red River, you can find Ash Fort, a Relic Base. It offers a lot of large bushes in the surrounding area, ideal for ambushes by both attackers and defenders.

## Map Locations

* Ash Step
* The Ashfort
* Ashtown
* The Calamity
* Camp Omega
* Cinder Road
* Cometa
* Electi
* Ember Hills
* Gunslinger's Pass
* Mount Blackmoth
* Mount Brimstone
* Omega Valley
* The Red River
* Sootflow
* The Stillness
* Tar Creek
* Twin Flames
* Wasteful Calm
Resource Container/fr

## View Structure Health

Le **Container de Ressource (Resource Container)** est une large benne utilisée pour livrer de large quantitiés de ressources brutes, il peut contenir jusqu'à 5000 ressources. Il est construit à un Construction Yard pour 50 Basic Materials. Vous ne pouvez pas interagir avec depuis un Camion, il peut être chargé et déchargé à la main. Vous pouvez voir visuellement les ressources s'empiler dans le container au fur et à mesure qu'il se remplit, sans avoir à ouvrir son menu.

Le Containers de Ressource peut être posé sur la zone de chargement d'une Raffinerie afin de transférer les ressources dedans et commencer leur raffinage. Les mines disposent également d'une zone de chargement devant elles.

Quand il est rempli, vous pouvez l'emballer et le mettre sur un Camion Flatbed ou dans un Navire Cargo (Freighter) avec une Grue (Crane). Il faut que son inventaire soit vide et toute ressource mis dans son stockpile avant de pouvoir l'emballer.

Il ne peut contenir que du Salvage, Souffre, Composants, Fer ou Aluminium mais pas de Pétrole brut.

## Galerie

* Grue soulevant un container de ressource emballé.
* Container de Ressource plein de sulfur.
Radio Backpack

**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

Update & Record Map Intelligence, Transmit Rocket Launch coordinates.

## Logistics

### Amount in Crate ()

5 per Crate

The **Radio Backpack** is a utility item that allows a player to gather Map Intelligence and transmit it  when equipped. The Radio Backpack is held in the same inventory slot as the Radio. It is obtained via production in a Factory.

### Functionality

The Radio Backpack can be used to spot targets that will then be shown on the Map, viewable to the rest of the faction, classified in accordance with Map Intelligence. Once equipped, the Radio Backpack automatically gathers map intelligence in a 26m radius if you are standing on the landscape or a building. (i.e. not barges, rocks, etc.)

The Radio Backpack also functions like a Radio as well, automatically receiving map intelligence updates. Any player with the Radio Backpack equipped does not need a Radio.

With Update 0.20, the Radio Backpack now automatically gathers map intelligence.

The Radio Backpack can also transmit codes for Ballistic Rockets to the target by holding down J.

## Gallery

* Warden soldier with radio backpack
Machine Gun Pillbox

The Machine Gun Pillbox's in-game icon.

## View Structure Health

The **Machine Gun Pillbox** is an automated anti-infantry and anti-light armored vehicle Defensive Building.

## Description

The Machine Gun pillbox automatically fires 12.7mm rounds on any enemy infantry or vehicle. It only functions when its AI is activated (large flag on the turret) by being within the range of a Base with an AI Upgrade. Its shots can be avoided by moving behind obstacles. It has a limited firing arc of 90 degrees but more range than a Rifle Pillbox. Players can get inside by pressing `Q`, allowing them to fire their equipped weapon (not the structure's MG) from within in the limited firing arc.

It has decent health and is immune to Small Arms and Heavy Machine Gun fire.

It will retaliate if fired upon by soldiers or vehicles and will keep firing until the enemy is out of the retaliation range or breaks the pillbox's line of sight.

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

## Gallery

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

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

Pipeline Underground's ingame icon

## View Structure Health

A **Pipeline Underground** is a segment of underground Pipeline. It is used to avoid obstacles on the ground. A single segment can hold 100L of a given liquid (no mixing possible).

## Construction

It is built with Pipe Large Materials and costs 5. A single pipeline segment can have a length between 5 and 20 meters.

Pipeline segments can be attached to each other or to various Facility inlet and outlet. The pipeline blueprint automatically snap to viable connection points, you can hold `Shift` to disable it.

## Destruction

A pipeline segment is pretty weak and can be destroyed by 12.7mm Machine Guns. 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.

The builder can instantly demolish the structure 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 suffers from decay which can be prevented by Bases (requirements needed) but also Maintenance Tunnel using Garrison Supplies. It consume four times as many Garrison Supplies as other structures to prevent decay.

## Squad Reservation

The original builder of a pipeline segment 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 attach other structures to it or drain it. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Pipe Draining

A reserved pipeline can be drained using a button  in its menu. This removes all liquid of the type stored in this pipe from the connected network, allowing new liquids to flow through it.
Frontier Base

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

## View Structure Health

The **Frontier Base** is a player-created structure that can function as a spawn point if stocked with S. Supplies. Its inventory cannot be accessed by enemies, unlike the Storage Box.

A Frontier base is built with a hammer and 50 Basic Materials. It can only be built in a region with no friendly static base and within close proximity of the region border. Once built it allows the construction of defenses in a 40m range, bypassing the no-build interdiction close to the border. However those defenses will still suffer the fast decay linked with border zone.
Relic Base

**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

A sturdy World Base where players can deploy, respawn, and rearm.

## Description

The **Relic Base** is an old stronghold used as a base. It comes in three models, each with its own size, layout and health. The building has a walkable interior where infantry can seek shelter, multiple doorways, and multiple reinforced windows. The windows serve as firing positions enterable by players (press `Q`) to fire their equipped weapon. Once the base has its garrison active, the windows will also automatically shoot at enemy infantry with Rifles and at enemy vehicles with Anti-Tank Rifles. However they cannot fire at enemies that are inside the base.

The Relic Base has a lot of health and is very resistant to most damage types. It's immune to small arms and 12.7mm machine gun fire and it takes a lot of most explosives to kill it. It doesn't have any Garrisoned Houses around it to protect it but it also doesn't have a three tier system like the Town Base, Safe House, and Garrisoned House. When rebuilt the Relic Base is instantly just as resistant as the tier 3 of those bases, making the relic base immediately strong and defensible after being captured. The medium and large models have about 15% and 30% more health than the small model respectively.

Relic Bases are Home Base Spawn Points: you can deploy to them from Home Region and you can build Construction Vehicles and Cranes near them.

Ownership of a relic base determines the ownership of the Region Zone it's in, just like Town Bases.

When a new war begins, relic base stockpiles start only with Rifles, Rifle ammo, HE Grenades, Radios, Wrenches, Basic Materials, Diesel, and Soldier Supplies.

## Construction

As a world base, new relic bases cannot be built. Destroyed Relic Bases can be rebuilt with a Construction Vehicle. The cost depends on the model: 200 Basic Materials for the small one, 300 for medium, and 400 for the largest. Drive the CV to the base, press `F` to switch to upgrade mode, aim at the base with `RMB` and press `E`, then hit the blueprint by holding `LMB` until completion.

## Tactics

Due to their sturdiness, capturing a Relic Base is easier if your infantry manage to get inside the building. Either to kill respawning enemies to deplete their soldier supplies or to safely use explosives. Without any investment in player built defences it's relatively easy for rush into the building to deploy explosives (Alligator Charges) due to the blindspots in the windows AI coverage. This also means most anti-structure vehicles can relatively safely attack the base if there's no anti-tank defenses built by players around it.

## Gallery

* view from outside
* "Small" Relic Base
* "Medium" Relic Base
* "Large" Relic Base
* Close up of a Relic Base window.
Seasonal Event

Seasonal events are events which take place at different times of the year.

## Dead Harvest

Dead Harvest is an event which takes place around Halloween every year. When the event is running, Mechanized Utility Vehicles and Cursed Zombies are added to the game. Each Faction has figured out how to weaponize the Cursed, and use them to augment their armies against the enemy. Creating Cursed, Avartachs, and Balor Spawn with different types of Soulstone, each having a different attack and damage system. Players fight against each other as usual, but may change into a zombie to fight in that form.

### History

Dead Harvest was initially run in 2018, where it was more cooperative than it is now. Taking place on an early version of Tempest Island, the first version of Dead Harvest made both teams work together against a zombie horde. When a player died, they joined the zombie horde. Zombies who lived longer and got more kills would evolve, gaining more health, speed, and damage with each kill. The second version, run in 2019, saw the Cursed trying to take over the mainland by creating an Endless Night by taking over and cursing Forts around the map.

*See: Dead Harvest*

## Foxhole Annual Festival

The Foxhole Annual Festival is, as its name says, a yearly event. It was originally organized by the player base, but since 2020 it is organized by many of the same players working with the Developers to have space for it to run outside of the regular war.

### History

The first festival was held on the 23rd of April 2017 during Weekly War #32, the last one before the implementation of Update 0.10. It was called "First Unofficial Foxhole Festival", and was fully organised by the players unbeknownst to the development team as a surprise. A large number of vehicles were made for a grand parade with many clans participating.

On 21st of April 2018, the Second Unofficial Foxhole Festival was held. A compilation of the second festival can be hound here.

### Past Mini-games:

* Capture The Flag
* Urban Team Death Match
* Hunger Games
* Matt's 2v2 Tournament
* Howitzer Death Run
Resource Transfer Station

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

Resource Transfer Station's ingame icon

## View Structure Health

A storage facility used to store large quantities of solid resources from Resource Fields.

## Description

The **Resource Transfer Station** is a large player-built structure with an item stockpile that only accepts solid resources from Resource Fields (Salvage, Coal, Components, Damaged Components, Sulfur, Aluminum, Iron, Copper) and also Coke. It can hold 12,000 items. Its visual model changes depending on the types and amount of resources in it.

### Construction

It is built with a Construction Vehicle and costs Construction Materials. Like other facilities it must be built on Foundations. It doesn't require power to function.

### 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`.

It possesses a loading area where Resource Containers can be placed using a crane to directly transfer resources in and out.

Trains with a Resource Car can interact both with the Resource Transfer Station to allow very fast retrieve and allow filling of a nearby Resource Container. It is advisable to place the Railtrack near the Container pad, so that both structures can be acessed.

### Squad Claim

The original builder of a Resource Transfer Station can reserve the stockpile 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 retrieve items from the stockpile (everyone can still submit items). The reservation lasts 52 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Gallery

* An empty Resource Transfer Station.
* A Resource Transfer Station with Coal and Salvage.
Emplacement/fr

*This article is a stub. You can help Foxhole Wiki by expanding it.*
Les Emplacements structures défensives construite à un Construction Yard. Contrairement aux véhicules, les Emplacements ne peuvent pas bouger d'eux-mêmes et doivent être livrés. Ils ne doivent pas être confondu avec les Field Guns (qui sont eux poussés).

## Liste des Emplacements

* 14.5mm Anti Infantry Flak Gun
* 68mm Anti-Tank Cannon
* Huber Lariat 120mm
* Huber Exalt 150mm
* 50-500 “Thunderbolt” Cannon

## Galerie

* Un Flak Gun emballé et soulevé par une Grue (Crane).
R-5 “Atlas” Hauler

**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

A colonial Truck used to transport raw resource only. This truck has 5 extra inventory slots but can only transport Salvage, Sulfur, Components, Iron, Coal and Aluminum.

## Trivia

* In Greek mythology, Atlas was a titan condemned by Zeus to hold up the sky.

## Gallery

* R-5 “Atlas” Hauler
Rank & Level

## Rank

**Rank** is an in-game system primarily used to identify player participation in the game, either how long they played the game, or participated in the game's logistics system. Rank is based on the Commendation system, which uses **Commends**, or player-rewarded "marks of approval". The more commends you receive from other players the higher your rank is. Rank differs from your **Level**, the latter is only based on doing certain useful actions (farming resources, killing enemies, etc...). You can see your Rank in the player menu by pressing `F1`. Rank appears after a player's nametag on top of their soldier. Rank never resets and is kept across factions and server shards.

### Commendations

The Commendation system allows players to reward the good behavior of other players in game. Commendations (to give to others) can be earned through positive actions such as; enemy kills, friendly heals/revives, building structures, destroying enemy structures, collecting resources, picking up Factory orders and supplying bases.

You can see your available commendations in the player screen by pressing `F1`. Commend other players by right clicking their name in the player list and selecting "Commend" in the context menu, or through `Alt+Click` context menu on their player model.

The amount of Commends players can give is limited to giving 3 per day towards each player, with a maximum of 20 players per day. The amount of Commends a player can receive is unlimited.

The amount of commends required per rank grows exponentially with every rank.

### Rank-locked functionalities

Very few things in the game require a rank, they include:

* Squads creation (LCpl Rank required)
* Map Posts creation (Cpl Rank required)
* Regiments creation: (Ssgt Rank required)

## Level

The player's level is distinct from their rank. Doing useful actions slowly increases your level (farming resources, killing enemies, etc...). Level is shown in the player menu by pressing `F1`. Your level cannot be viewed by other players.

Level currently only has one use: players under level 5 that have been faction-locked get one free faction unlock which they can access from the faction select screen on the top-right corner of the deploy screen (after pressing play at the main menu).

Like Rank, your Level never resets and is kept across factions and server shards.

## Trivia

The rank structure is the exact same as the current British Army ranks.
Research Part

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

## Information

### Use

Can be submited to the Tech Tree

**Research Parts** can be submitted to the Tech Tree on Static Bases to unlock new Vehicles and Equipment for use. They are obtained by refining Technology Parts at the Refinery.

A player can submit **Research Parts** by interacting with a Garrison Camp, Garrison Base, Town Hall or Fort using `E` and selecting "View Tech Tree" in the actions, 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.
Pipeline (Overhead)

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

Pipeline Overhead's ingame icon

## View Structure Health

A **Pipeline Overhead** is a segment of Pipeline. It is used to avoid obstacles on the ground such as Small Gauge Railway Tracks. A single segment can hold 100L of a given liquid (no mixing possible).

## Construction

It is built with a Pipe Large Material and costs 2. A pipeline overhead segment can have a length between 8 and 20 meters. It must be connected to an existing pipeline segment.

Pipeline segments can be attached to each other or to various Facility inlet and outlet. The pipeline blueprint automatically snap to viable connection points, you can hold `Shift` to disable it.

## Destruction

A pipeline segment is pretty weak and can be destroyed by 12.7mm Machine Guns. 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.

The builder can instantly demolish the structure 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 suffers from decay which can be prevented by Bases (requirements needed) but also Maintenance Tunnel using Garrison Supplies.

## Squad Reservation

The original builder of a pipeline segment 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 attach other structures to it or drain it. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Pipe Draining

A reserved pipeline can be drained using a button  in its menu. This removes all liquid of the type stored in this pipe from the connected network, allowing new liquids to flow through it.
Light Pillbox

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

## View Structure Health

A dugout covered with wooden slats, the **Light Pillbox** plays an important role in early-game defensive building layouts. It is armed with a machine gun that provides solid suppressive fire against enemy infantry. A builder must consider where they place the Light Pillbox, as it only fires in a frontal arc approximately 115 degrees. If a player chooses to take cover inside, they may only fire their weapon in that same frontal arc.

Like other static defensive structures, the Light Pillbox needs to be within 80m of a Forward Base or 150m of a Static Base (with AI upgrade activated) for it to fire on its own.

The Light Pillbox can be upgraded to the Pillbox, vastly increasing its health and resilience to small arms fire.

## Builder Tips

* They have more HP than Foxholes.
* They are considerably more resilient to decay than Foxholes, making them a good long-term defense.
* Mind the placement! Remember, they only fire in a frontal arc!
Large Crane

*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

## View Vehicle Strength Table

Can only be built and move on Crane Railway Tracks. It consumes Oil as fuel.
Damage Resistance

In Foxhole each weapon can deal a specific amount of damage, however how much of that damage is actually dealt to the target depends on the target's nature and its resistance to particular Damage Types.

## Infantry

Soldiers receive the full damage amount regardless of the type.

The only exception is for Light Kinetic damage received when wearing an Armour Uniform (-33% damage for colonial uniform, -50% for the warden one).

## Vehicles

The damage a vehicle receives depends on the damage type and the vehicle's armor type. There are three armor types for vehicles: unarmored, light armored ("Tier1Tank" in the Resistance Table below), and heavy armored ("Tier2Tank"). All vehicles in a specific vehicle class (e.g. Armored Car, Cruiser Tank) share the same armor type.

On top of this vehicles of a higher tier get an additional damage resistance applied across the board regardless of damage type. They are roughly -9% for Tier 2 and -17% for Tier 3, which is equivalent to them having 10% and 20% more health respectively. This additional resistance won't be taken into account in the resistance table below.

**Unarmored Vehicles:**

Ambulance  •  Bicycle  •  Construction Vehicle  •  Crane  •  Fire Engine  •  Flatbed Truck  •  Fuel Tanker  •  Harvester  •  Light Utility Vehicle  •  Motorboat  •  Motorcycle  •  Small Container Car  •  Small Flatbed Car  •  Small Train Locomotive  •  Transport Bus  •  Truck

**Light Armor Vehicles:**

Armored Car  •  Barge  •  Caboose  •  Container Car  •  Field Artillery  •  Flatbed Car  •  Freighter  •  Gunboat  •  Half-Track  •  Infantry Car  •  Landing APC  •  Landing Ship  •  Landing Ship/uk  •  Locomotive  •  Long-Range Artillery Car  •  Rycker 4/3-F Wasp Nest

**Heavy Armor Vehicles:**

Assault Tank  •  Battle Tank  •  Combat Car  •  Cruiser Tank  •  Destroyer Tank  •  Field AT Gun  •  Field Cannon  •  Field Machine Gun  •  Field Mortar  •  Heavy Field Cannon  •  Heavy Field Gun  •  Light Infantry Tank  •  Light Tank  •  Scout Tank  •  Siege Tank  •  Super Tank  •  Tankette
## Structures

Each structure's resistance to various damage types depends on its armor type. Those armor types are not shown in-game. See the large table at the bottom to check which armor type each structure has.

Additionally the devastation of the land a structure is on can increase the damage it receives across all damage types, virtually decreasing its maximum health. This effect won't be taken into account in the resistance table below.

## Resistance Table

The following table shows the percentage of damage received depending on the damage type and the target's armor type. See the bottom table to check the armor type of each structure.

## Structure Armor Types

The armor type of every structure in the game.
R-5b “Sisyphus” Hauler

**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 **R-5b “Sisyphus” Hauler** is a Colonial variant of the Truck. It offers the ability to boost (by pressing `Shift`) in exchange of an inventory slot (14, against 15 of the standard Truck). Boosting the truck will increase its speed by circa 10%, but increases fuel consumption by 5 fold. Constantly using boost is very fuel inefficent, and can use up a full tank in a little over 3 minutes of driving.

## Trivia

* The model is very similar to the default Colonial truck, save for the wheels and canvas roof.
* The name refers to the Greek legend Sisyphus, who was the king of Ephyra. He was cursed to roll a big boulder up a hill, only for it to roll down every time he reaches the top, having to repeat this task for eternity.
Noble Widow MK. XIV

The Noble Widow's in-game icon.

###

160

* High-Velocity 68mm AT Gun
* Commander

## Vehicle Crate

###

480

## View Vehicle Strength Table

The **Noble Widow MK. XIV** is a Destroyer Tank fitted with a high velocity 68mm gun.

## Description

### Crew

The tank seats three people: the driver, the gunner, and the commander. The commander can toggle their hatch by pressing `E` and use their secondary equipment when it is opened (binoculars to observe the battlefield, secondary weapon to kill rushing enemy infantry). Although you can use the tank without a commander it is very much recommended for better awareness.

### Inventory

The single inventory slot is reserved for the cannon's 68mm shells (can stack up to 100 shells).

### Armament

The tank is fitted with a high velocity 68mm gun that deals 75% more damage than a normal 68mm gun but can only fire forward with about 40 degrees of traverse in total. The gun has a maximum effective range of 40m.

### Health & Armor

The Widow has more health than a Light Tank but less than an Assault Tank. It possesses more armor than most other tanks, it deflects more and lasts longer. Its fuel tank at the back is more prone to being disabled than other tanks however.

### Engine & Size

The tank's engine is its main drawback. Its speed is very slow and it also turns slowly. Its fuel consumption rate is one of the highest in the game. All this makes the Widow a tank with very little mobility and autonomy.

It can be packaged, forming a large Shippable that can be lifted by a Crane but only transported by a Freighter or Barge.

It is heavy enough to trigger anti-tank mines and too heavy to safely cross Field Bridges. It is large and powerful enough to cross Trenches with ease, run over Sandbags, tier 1 walls, and Barbed Wire Fences.

## Tactics

The tank is very slow and has a strictly forward facing gun. This means it becomes extremely vulnerable if tracked, as it will be nearly immobile and unable to retaliate against flanking enemies. As such, the Widow needs to have significant support to cover its flanks and not push too much forward on its own. Either have infantry and other tanks covering it or keep the Widow within close proximity of your own defenses.

Another consequence of its forward gun and slow speed is that the Widow should always use its gun at its max range and keep itself with its front toward the danger to make the most out of its superior frontal armor and to be able to fire at the enemy.

## Trivia

The vehicle is visually similar to casemated Tank Destroyer designs of World War 2, notably the Jagdpanzer IV, Jagdpanzer 38 "Hetzer" and GAZ-74b/SU-76D. Aesthetically, it appears to draw on inspiration from French designs of the period as well, much like the Devitt Mark III or Silverhand Assault Tanks, seemingly sharing a suspension/road wheel system with the Char B1 or Churchill tanks.

## Gallery

* The Noble Widow advances and shoots.

## External Link

* Foxhole - Update 43 devlog - devtrackers
Factory/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.

## View Structure Health

L'Usine (Factory) est une structure qui produit des **caisses**  d'armes, de munitions, d'outils, d'objets médicaux, et de Provisions pour les bases en consommant des matériaux. Les objets sont divisé en 5 catégories à la factory: Armes Légères , Armes Lourdes , Utilitaire , Medical , et Provision (Supplies) .

Seulement une commande d'objets par catégorie peut être produit à la fois. Les commandes suivantes sont en file d'attente. Les commandes peuvent contenir jusq'à 4 caisses et peuvent être réglées sur "personal" (seul vous peut récupérer les caisses finies), "squad" (les membres de votre escouade peuvent), et "public". Les commandes listés dans la fenêtre "Output" peuvent être filtrées par type "personal" , "squad" , ou "public" . Si vous ne les récupérez pas au bout de 30 minutes après qu'elles soient terminées, les commandes en "personal" et "squad" sont transférées automatiquement dans l'inventaire de la Factory où tout le monde peut les prendre.

Les objets produits à la Factory sont sous forme de caisses. Les objets ne peuvent pas être utilisé tant que leur caisse n'est pas livrée dans le stockpile d'une Base.

Si une ville ennemie est capturé, sa factory ne pourra être reconstruite que lorsque l'amélioration "Industry"  de la ville sera débloquée.
Light Machine Gun

**Versioning**

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

## Logistics

### Amount in Crate ()

10 per Crate

The **Catara mo.II** is a Colonial **Light Machine Gun** (LMG for short)

## Description

The Catara LMG is an infantry weapon that fires 12.7mm with a high rate of fire and high damage output. It has an effective range comparable to rifles. It is unable to get pinpoint accuracy, making it more suited for suppression and dealing with closer targets than precision shots. It deals the same damage as the Colonial KRN886-127 Gast Machine Gun and can damage weak defenses (Rifle Pillboxes, watch towers). Wielding it slows your movement, but it can be fired even when standing.

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

When wielded, the gun reduces your movement speed by 15%, similar to Assault Rifles.

## Tactics

Since the Catara slows you down when wielded, it can be advantageous to switch to your secondary weapon when you want to move. The gun can deal meaningful damage at up to 35m, giving it an edge over regular rifles.

Best employed from a static, supported position like a trench or sandbag wall. The accuracy when firing full auto from a standing position is poor, but the massive damage per-shot and decent rate of fire means it can be an effective close quarters weapon in a pinch.

It is the only weapon using 12.7mm that can be used on an undeployed Barge.

## Trivia

* Prior to the introduction of faction specific small arms in Update 0.42 the Catara was also used by the Wardens and was referred to simply as an "LMG". This version of the weapon used 7.92mm ammunition, a feature it retained until update 0.44.

* The Catara seems to be a Lewis Gun Mark III, with its iconic pan magazine and deleted barrel shroud. The barrel and handguard portion of the gun seems to be based on a M1918 Browning Automatic Rifle (BAR). The Soviet DP-27/28 light machine gun may also have influenced the design.

* The pan magazine is also very similar to that of the gas operated Vickers K machine guns of World War 2.

## Gallery

* Catara mo.II LMG
Pistol

## Description

Pistols are short-range secondary weapons chambered in 8mm. Their quick-draw and relative accuracy while moving is what makes them most useful. They can be useful for the increased mobility for players using heavy weapons such as a Machine Gun or Mortar.

## Pistol List

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

## Crafting

Pistols are produced in a Factory or Mass Production Factory. There are two exceptions: the Ferro 879 and the Ahti Model 2 are the weapon players spawn with (in the Colonial and Warden faction respectively) and cannot be crafted.
Resistance Phase/fr

La phase de résistance est une période indéfinie de temps suivant la conclusion d'une Conquête du Monde durant laquelle il n'y a pas d'objectif en jeu. Autrement elle est indistinguable de la Conquête du Monde elle-même, la phase de résistance fonctionne comme une période de transition durant laquelle les développeurs organise une nouvelle configuration de la carte et la communauté se prépare pour une nouvelle Conquête du Monde.

La durée de la phase de résistance n'est pas uniforme, cependant elle ne dure jamais moins d'un jour ni plus d'une semaine. La date exacte et l'heure de la prochaine Conquête du Monde, ainsi que la nouvelle configuration de la carte du monde peuvent être trouvé dans le canal "Updates" de discord officiel de Foxhole. (http://discord.gg/foxhole)

La phase de résistance était une fonctionnalité expérimentale originellement ajouté pour créer un cycle de guerre plus fluide. Théoriquement elle devait illustrée les troubles à la conclusion de la guerre: durant laquelle la faction vaincue devait rétablir sa présence dans Coavia, et les avancées technologiques apportées par la guerre précédente devait être perdues dans le chaos résultant. Cela devait donner un sentiment plus organique à la juxtaposition des “redémarrages” de cycles de Conquête du Monde.
Mortar Flare Shell

**Versioning**

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

## Logistics

### Cost

60
10

### Amount in Crate ()

15 per Crate

The **Mortar Flare Shell** illuminates an area in a 30m radius for 30 seconds. Visibility in that circle is the same as regular daylight. Soldiers hidden in bushes or behind solid objects remain hidden. The shells can be fired at any time of day but their effect is pointless during daylight.

## Vehicles Using Mortar Flare Shells

* **Devitt-Caine Mk. IV MMR**
* **HH-d “Peltast”**
* **Type C - “Charon”**

## Tactics

Due to its large area of effect the mortar flare shell doesn't require as much firing accuracy as other mortar shells types to be effective. However you should always try to have your flares only illuminate areas with enemy presence but not so far from friendly lines that your allies cannot use the illumination to their advantage. The illumination effect can also be used to help the vision range of garrisoned defenses at night.
Player Profile

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

The **Player Profile** can be accessed by hold tab to open the player screen and then clicking on a player name. A profile does not show any relevant ingame informations yet. You can add a Full name and Clan Name, but these are not shown anywhere alse than in your profile. Some players have medals from the Pre-Alpha stage attached to their profile pictures.

* Can only be edited from the Main Menu
* See other player's profiles by clicking on names on the Player Screen

## Medals

*Medals were given to players in the Pre-Alpha, based on their current ingame Level.*

 Bronze: Level 2 - 9

 Silver: Level 10 - 14

 Gold: Level 15+

## Update

* Player Profile and Medals added with Update 0.0.34
Observation Bunker

**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 **Observation Bunker** is the Bunker equivalent of a Watch Tower but with a larger range.

## Description

The Observation Bunker is a bunker modification that acts as a watchtower. It has longer range than the watchtower, dependent on its tier, but costs 1000 Watts of power to run. Due to this longer range, they are able to spot enemies placing Listening Kits to copy their intelligence radius as well as having more health to prevent easy destruction.

## Construction Requirements

The Observation Bunker can only be built on a T2 or T3 Square Bunker segment, and in the case of a T3 the Concrete must be fully cured. Observation Bunkers cannot be built if more than one side of the Observation Bunker is touching another bunker segment, and will say "Must not be adjacent to other Bunker structure upgrades" in their tooltip when this is the case.

## Observation Bunker (Tier 2)

The Tier 2 Observation Bunker's in-game icon.

## View Structure Health

Built by upgrading a Tier 2 bunker into an Observation Bunker at the cost of 125 .

The Tier 2 Observation Bunker provides a range of 130 meters, which can be increased to up to 156 meters with the range boost from Infrastructure Modifications. This additional range will not be shown on the map, but will show players within this range.

* An image of a Colonial Tier 2 Observation Bunker.

## Observation Bunker (Tier 3)

The Tier 3 Observation Bunker's in-game icon.

## View Structure Health

The Tier 3 Observation Bunker is an upgrade to the Tier 2 variant, and costs a different amount depending on the upgrade path. If upgraded from a Tier 2 Observation Bunker, it costs 20 . If built from a Tier 3 Bunker, it costs 30 . The Tier 3 Observation Bunker provides a 180 meter intelligence range, 50 meters larger than the Tier 2. This can be increased to 216 meters through the use of Infrastructure Modifications.

* An image of a Warden Tier 3 Observation Bunker.

## Comparison with Watch Tower

The Observation Bunkers are more expensive, take longer to build, and have costlier upkeep than regular watch tower to prevent decay (must be built with a bunker base and engine room). They also consume power to function, meaning you have to refuel the engine room every 48hours with 2 cans of Diesel.

But they are far more resistant than regular Watch Towers and see much farther. They are especially useful to watch region border areas since their range allows them to be placed outside the 150m fast decay area from the border and thus not need to be rebuilt every few hours. The longer range is also useful to watch a river (ship traffic) and the other side (enemy defenses).

## Trivia

* The Observation Bunker was added in Update 0.46.
Mortar

**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

### Ammunition Type

Mortar Shell
Mortar Shrapnel Shell
Mortar Flare Shell

## Logistics

### Cost

100
25

### Amount in Crate ()

5 per Crate

The **Cremari Mortar** is an indirect launcher that fires Mortar Shells over obstacles. It has a range between 45 and 80 meters, and is crafted in a Factory or Mass Production Factory. To use a Mortar you must be crouching or prone, or the mortar cannot be fired. Its projectile's trajectory is affected by wind but much less than larger artillery types. It can fire multiple types of shells.

## Ammunition Types

* Mortar Shell
	+ *An explosive projectile from a mortar. Useful against vehicles and structures.*
* Mortar Shrapnel Shell
	+ *A shell that explodes into shrapnel on impact, devastating nearby infantry. Only useful against infantry.*
* Mortar Flare Shell  (Flare effect GIF)
	+ *A shell that ignites midair and illuminates a large area, revealing enemy targets.*

## Tips & Notes

* When equipped, the mortar tube will significantly slow the user's movement and turn radius. It is recommended to switch to your secondary weapon to re-position before firing again.
* Its main advantage is firing from a distance. Keep yourself behind the front line to greatly increase your chance of survival.
* A mortar's fire can be seen through the night, like gunshots.
* Mortar Shells do not stack, so it is imperative that a mortar crew be well supplied by a logistics team.
* Predict enemy movement as the shells have a 1-4 second travel time based on distance.
* Remember what mortars sound like, as it is easy to tell if you are under attack by them and need to retreat.
* Adjust your shots by taking wind into account by checking the flags on pillboxes and other garrisoned structures.
* Use the 'F' key to select the shell type to load.

## Historical Reference

The design and icon for the Cremari Mortar appear to be based off the Japanese Type 89 Mortar.

## External Links

* Foxhole Artillery Calculator
* Artillery Strike
RPG

**Versioning**

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

## Logistics

### Cost

60
45

### Amount in Crate ()

15 per Crate

A **RPG** is an explosive projectile used by RPG Launchers. It deals good damage against structures and vehicles. It also receives scaling bonuses to its penetration when closer than 25m and/or at an angle (up to 95 degrees).

## Weapons Using RPG

* **Cutler Foebreaker**
* **Cutler Launcher 4**

## Vehicles Using RPG

* **T8 “Gemini”**
* **Herne QMW 1a Scourge Hunter**
* **UV-24 “Icarus”**
* **Niska Mk. I Gun Motor Carriage**
* **HH-a “Javelin”**
* **HH-b “Hoplite”**
* **86K-c “Ranseur”**
Relic Assault Tank

## PL-1 “Phalanx”

The Phalanx's in-game icon.

###

150x4

* Two 40mm Tank Cannons
* Commander

## View Vehicle Strength Table

The **PL-1 “Phalanx”** is a Relic Vehicle variant of an Assault Tank with two 40mm cannons on either side of the hull and can be built in a Garage for 600 Relic Materials. The **Phalanx** has, despite it's in-game description, relatively light armor. This is compensated by it's surprising durability making the **Phalanx** a good tank to lead a charge or "tank" shots for other vehicles.

## Historical Reference

The tank's shape suggests it could be inspired by the German World War I A7V Tank.

### Notes:

* The **Phalanx** is not a fast or nimble tank. Keep this in mind when engaging other vehicles and especially infantry as it is easy to get overwhelmed.
* The cannons have traversal arc of about 150 degrees. This means that there's a dead zone behind the tank that should be kept in mind when fighting more agile vehicles such as light tanks or infantry.
* The two cannons require plenty of ammo to be carried; 30-40 for each.
* The 4 person crew coupled with the **Phalanx'**s high durability means it can be used effectively to lead assaults and charges, absorb shots, pull back and repair quickly.

Video featuring tank in action:
https://youtu.be/imQtWc0e4Dg

## Trivia

* The word "Phalanx" is a Greek originating word used to refer to a rectangular mass military formation composed mostly of soldiers with long weapons such as pikes, spears, and other long pole-like weapons.

## Gallery

* Phalanx showcast.
* Phalanx in action.

## External Link

* Foxhole - Relic War 2022 devlog - devtrackers
Red River

**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.

## Red River

A map of Red River.

**Red River** is a map in the south of the world with a long winding river running through it.

## Update History

Red River was added as a map in Update 0.46 Entrenched, but the name was previous used during the Red River Demo event.

## Map

The map features a heavily meandering river called Red River, after which the map is named. It features 4 settlements: Penance in the northern peninsula; Minos lays centrally; Cannonsmoke is an industrial city featuring the region's Seaport; and Judicum in the east of the map.

Penance is a small town with only one road access from the rest of the map. The peninsula features a short rocky cliff for most of its coast; suitable for infantry to jump off an APC or Barge, but impossible to land vehicles.

## Map Locations

* Camp Upsilon
* Cannonsmoke
* Climb
* Fort Matchwood
* Fragment Knolls
* Gunpowder Lane
* Judicium
* Minos
* Penance
* Perish
* Red Crossing
* The Red River
* Twelve Drops
* Victoria Hill