recursal/Fanatic-Fandom huggingface dataset:
Heavy Explosive Materials

Heavy Explosive Materials' in-game icon.

**Heavy Explosive Materials** (aka "hemats") are a resource used to craft the heaviest explosives. This includes Alligator Charges, 150mm shells, 250mm shells, and 300mm shells. Every other explosive weapons and ammunitions is produced using Explosive Materials instead.

## Refining

Heavy Explosive Materials are created in a Refinery by processing Sulfur at a 20:1 ratio. The refining speed is much slower than for Basic Materials, it takes 1 minutes to refine 20 sulfur into 1 heavy explosive materials. Once refined the hemats can be retrieved as is with `left click` or as crates using the `right click` context menu. A crate of heavy explosive materials holds 20 units.

## Storage

Up to 300 heavy explosive materials crates can be stored in each stockpile at a Storage Depot or Seaport. Only materials crates retrieved directly from the refinery queue can be privately stored in a reserve stockpile.

## Crating Materials

Like other Materials, a stack of heavy explosive materials (20 for hemats) can be transformed into crates of materials, and vice versa, via the right click context menu but only in the inventory of a Storage Depot, Seaport, or Shipping Container. Uncrating a crate of materials will make those materials unable to be stored in a reserve stockpile as retransforming them will make a "public" crate.

Due to the small amount of hemat per crate, it is often more efficient to transport hemats uncrated where they can form stacks of 100 per slot, as long as you want to spend them on arrival and not store them in a private stockpile. A truck can carry 1500 hemats when a shipping container can only carry 1200 (20x60).

Heavy explosive materials cannot be spent while in crate form.

The weight of heavy explosive materials cannot be reduced by wearing any special uniform.

## Explosive Production

Heavy Explosive materials are the main material to craft only the heaviest of ordnances and shells in the game. They are: Alligator Charges, 150mm shells, 250mm shells, and 300mm shells. Every other explosive weapons and ammunitions is produced using Explosive Materials instead.

## Strategy

Due to its slow refining speed, it is important to always think ahead and refine sulfur into hemats before you need them as you simply cannot wait hours in front of the refinery for hemats to finish refining.

If you want to privately store crates of heavy explosive materials for later, always remember to retrieve the materials as crates using the right click context menu.

Heavy explosive materials have no use on the front, never transport them there.
H-19 “Vulcan”

*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
20
5

## Armament

* Heavy Flamethrower
* Commander

## View Vehicle Strength Table

The **H-19 “Vulcan”** is a Colonial Light Tank equipped with a heavy flamethrower turret. It is a variant of the H5 “Hatchet”.

## Description

### Crew

Like all light tanks, its crew is composed of a driver, a gunner, and a commander.

* The driver drives the tank and is the only one who can see the amount of fuel remaining.
* The gunner aims, shoots, and reload the turret. The only crew member who can see the ammo type loaded.
* The commander can use Binoculars to scan the battlefield and use a secondary weapon. They can pop in and out of the tank hatch by pressing `E`. While inside the tank, the commander cannot be killed by small arms fire or explosives.

Although it is possible to use a Light Tank without a commander, it's not recommended as it will limit your awareness on the battlefield.

### Armament

When the hatch is open, the commander can use their secondary weapon to defend the vehicle if necessary.

### Health & Armor

Light Tanks have heavy armor and more health than Half-Tracks. They are able to soak up small arms fire, shrapnel, and even 12.7mm caliber. Anything else should be considered a threat you can't ignore. Their armor is thick enough to have a decent chance to deflect shells that are not Armour Piercing, especially from the front and at long ranges as long as the armor is in good shape. AP shells have a much higher chance to penetrate, which becomes a near certainty at any range or angle when the armor is in bad shape.

Their tracks can be disabled by explosives and Anti-Tank Mines, making the vehicle much slower and thus vulnerable.

### Engine & Size

Light Tanks have good mobility off-road, the most of any armored vehicle.

The Fuel Tank is placed at the rear and can be disabled with explosives, making it leak fuel very rapidly.

The Vulcan 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.

## Trivia

* In roman mythology, Vulcan was the god of fire, volcanos, and the forge.
Cutler

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

* Cutler Launcher 4 refers to the handheld RPG Launcher.
* Cutler Foebreaker refers to the Mounted RPG Launcher.
KRN886-127 Gast 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 ()

5 per Crate

The **KRN886-127 Gast Machine Gun** is a Colonial Machine Gun with a 75 round magazine that uses 12.7mm ammo.

## Description

The Gast Machine Gun is the Colonial's heavy 12.7mm Machine Gun, able to destroy certain low tier structures while also doing damage to Light Vehicles that get too close.

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

## Trivia

* The Gast Machine Gun is very similar to the Browning M2 Machine Gun and Browning M1919 Machine Gun series of weapons.

## Gallery

* A colonial soldier holding a Gast HMG
* A colonial soldier prone, with Gast HMG ready to fire
Fuel Silo

Fuel Silo's ingame icon

## View Structure Health

The **Fuel Silo** is a large player built storage structure that is part of a pipeline network. It is used to store up to 500L of liquid resources. It doesn't requires power to function. It has one pipeline input and one output. It doesn't have a stockpile so the liquid resources inside it can't be retrieved directly, only transfered via pipelines.

### Construction

It is built with a Construction Vehicle and costs Construction Materials. It doesn't need to be built on Foundations.

### Destruction

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

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

It suffers from decay which can be prevented by Bases (requirements needed) but also Maintenance Tunnels using Garrison Supplies.

## Interactions

You can only access its interface when on foot by pressing `E`. The interface indicates the type of liquid in the silo and a gauge shows how full it is.

The liquid inside the Silo can't be retrieved manually, it's not a stockpile.

It has one inlet and one outlet to connect Pipelines to it to automatically transfer liquid resources in or out of its tank.

There are four lightbulbs above the inlet which light up depending on how full the Silo is. All lightbulbs are off if it's empty, one bulb is on if between 1% and 25% full, two bulbs if between 25% and 50%, etc...

## 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 fuel silo can be drained using a button  in its menu. This removes all liquid of the type stored in it and in the connected pipeline network (even unreserved segments), allowing new liquids to flow through it.

## Gallery

* A Fuel Silo with no outlet, a pipeline connected to its inlet, and one lightbulb on out of four.
* The Fuel Silo's interface.
Gun Turret/fr

## View Structure Health

La **Gun Turret** (*Tourelle anti-char*) est une Structure défensive active anti-véhicules. Elle ouvrira automatiquement le feu sur tout véhicule ennemi à sa portée mais ne ciblera jamais l'infanterie. Il est impossible de rentrer à l'intérieur et elle n'a pas besoin de munitions pour fonctionner. La tourelle profite d'une excellente précision, toutefois ses tirs peuvent être évités en se déplaçant derrière un obstacle.

A l'instar des autres structures défensives, la tourelle doit se trouver à moins de 80m d'une Forward Base ou à moins de 150m d'une Static Base possédant l'amélioration activant les IA pour pouvoir tirer sur une cible.

La portée maximale de la tourelle est de 22 mètres.

## Notes

* Les tourelles tirent sur les véhicules terrestres mais aussi les navires, elles peuvent donc être utilisées pour défendre une côte.
* Les tourelles sont immunisées aux tirs d'armes légères mais vulnérables aux explosifs.
* Si une tourelle est attaquée par un véhicule ou un navire ennemi, la tourelle répliquera même si la cible est hors de portée.
* Les tourelles peuvent pivoter à 360° mais leur vitesse de rotation peut être assez lente.
* Il est possible pour un joueur d'escalader une tourelle en utilisant l'échelle à l'arrière de celle-ci.
* Les tourelles ciblent les Vélos. Cela permet à ceux-ci d'agir comme des leurres pour attirer le feu de la tourelle.
* La quantité de dommages infligé par une tourelle est similaire à celle d'un RPG.
Development Branch

The **Development Branch** is an occasional release by the developers to aid in the testing of an update prior to release. These are experimental builds that contains bugs and unfinished features. Discussion regarding the Development Branch can be found on the Foxhole Official Discord in the `#development-branch` channel.

## How to participate

To opt in go to the BETAS tab on the Foxhole Steam Properties window and select "Development -". Then update the game. When you are in main menu with `Join the War` button (before selecting a faction) switch your Shard to DevBranch at top right corner.

* Development Branch
* Verify Integrity if game doesn't update

To opt out go to the BETAS tab on the Foxhole Steam Properties window and select "NONE - Opt out of all beta programs". Then update the game.
Fort

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

## View Structure Health

The **Fort** is a static world structure that requires a Construction Vehicle and a Tech Upgrade to build. Stockpile and Respawning is available at a Fort similar to how Static Bases operate. Forts have two Upgrades one activates defenses with AI defenders and the other gives it 120 meters Map Intelligence coverage. Mainly situated on region borders and coastlines, Forts are essentially a cheap FOB for defending or attacking forces.

## Takveover loss

When a Fort is rebuilt by the enemy team like any other structures the Upgrades get reverted and the Stockpiles left-overs get halfed.
Due to repair costs being based on structure costs the fort with its massive armor rating and extremly low cost is extremly easy to keep repaired even if hit by massive artillery strikes should anyone who is fixing the Fort be able to survive the enemy Artillery.

Since Forts are clearly marked on the map there is no element of suprise to them you can see all enemy owned forts even without any Intelligence coverage.
Scrap Mine

Redirect to:

* Salvage Mine

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

## View Structure Health

The **Scrap Mine** produces Scrap using Fuel as a resource. You can make up to 200 scrap in one order and always have a chance to receive some Tech Parts in each order you pick up.

It can be upgraded to a tier 2 *Advanced Mining Facility* which gives you access to produce a larger quantity of scrap.

## Advanced Mining Facility

To access the **tier 2** - **Scrap Mine**, you'll need to submit the 40 required Upgrade Parts to the **Advanced Mining Facility** icon below. Once they are submitted to the facility, they can't be retracted.

* `LMB` - Submits 1 Upgrade Part
* `Ctrl` & `LMB` - Submits 5 Upgrade Parts
* `RMB` - Submits all Upgrade Parts

After this is done, it will unlock the **Scrap Heaps** option, which can produce a large quantity of Scrap and consumes Refined Fuel instead of Fuel. Now you can make up to 400 Scrap in one order and also have a higher chance to receive some Tech Parts in each picked up order.

## Mining

*NOTE:* You can only use one tier at a time.

 2 | 100 | 5 Refined Fuel | 1:15 minutes

## Tips

* If you always keep some extra Fuel inside of the inventory of a Scrap mine, you have more space for more resources in your vehicle.
	+ Also when adding a order, the fuel is not taken from your vehicle inventory, but instead from the scrap mine inventory first.

## Gallery

* Images of a Scrap Mine
* Front view
* Back view

Observation Tower
Fort
Refinery
Storage Depot
Factory
Advanced Ammunition Factory
Salvage Mine
Sulfur Mine
Vehicle Factory
KLG901-2 Lunaire F

**Versioning**

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

## Information

### Ammunition Type

Tremola Grenade GPb-1
Green Ash Grenade
Smoke Grenade

## Logistics

### Cost

50
30

### Amount in Crate ()

10 per Crate

A Grenade Launcher exclusive to the Colonials that's designed to launch grenades over a long distance. It is a primary grenade launcher and can fire three different types of grenades.

## Description

The **KLG901-2 Lunaire F** is a Grenade Launcher. It can launch Tremola Grenade GPb-1, Green Ash Grenades, and Smoke Grenades. It possesses a slightly longer range than the warden Ospreay, however it is a primary weapon instead of an attachment and is thus heavier. Only one grenade can be loaded in the barrel at a time, which means you'll need to reload after each shot. The grenades cannot be cooked, unlike when being thrown by hand, and will detonate 4s after being launched.

## Production

The Colonial grenade launcher is produced in the Factory or the Mass Production Factory under the 'Heavy Arms' category. Each crate produces 10 GLs.

Due to needing Refined Materials in order to produce, it is recommended to use the MPF to produce them in order to save materials.

## How to Use

1. Equip the Lunaire in your inventory and press 1
2. If you have more than one type of grenade in your inventory press `F` to cycle through them
3. Press `R` (reload) to put a grenade in the grenade launcher
4. Press `RMB` to aim, and `LMB` to shoot

## Ammunition Types

* Tremola Grenade GPb-1
* Smoke Grenade
* Gas Grenade

The Lunaire cannot launch frag grenades.

## Tactics

The Lunaire's play style of launching grenades at a high rate of fire meshes really well with the Colonial's Grenade Uniform, especially when it comes to launching gas grenades. Due to the uniform stacking grenades, it is capable of carrying more grenades in its inventory compared to the standard uniform (8 grenades in the standard uniform vs 12 in the grenade uniform). Equip this uniform whenever possible when using this weapon.

## Trivia

The Warden counterpart to the Lunaire is The Ospreay, which is a rifle attachment.
Dunne Landrunner 12c

**Versioning**

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

## Cost

###

10

## View Vehicle Strength Table

The **Dunne Landrunner 12c** is a Warden Truck variant designed for all-terrain use.

## Description

The Dunne Landrunner 12c is a variant of the Dunne Transport with a lower top speed, but a higher off-road speed. It is useful for moving supplies over wilderness areas, or accessing salvage fields that aren't connected to the road network.

This vehicle is no longer aviable in garages & can only be obtained in player-created buildings that has no distinct icon on map like garage or mass-factory. Because of that numbers of this all-terrain vehicle "in wild nature" - plummeted.

Can be packaged and transported by a Freighter.
Iron/pt

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

 Peso: | ?

**Ferro** é uma matéria-prima usada para fazer a Liga de Ferro em uma Refinaria, que é usado para pesquisar Kits de Protótipos de veículos em um Centro de Pesquisa.

O ferro é coletado de pilhas de ferro em um campo de Campo de Sucatas, onde pode ocasionalmente surgir quando uma pilha de sucatas se divide ao ser minerada. A quantidade de uma única pilha varia com base no tamanho, mas a média é entre 4-10 por pilha de ferro. Há em média, cerca uma de 300 Ferros por campo de sucata, mas o número pode variar bastante dependendo de parâmetros externos.

## Coletanto Ferro

O Ferro pode ser extraído Iron utilizando Martelos ou Marretas.
Iron

Iron's in-game icon.

**Iron** is a raw resource in Foxhole used to progress your Faction's Technology research.

## Acquisition

It can be obtained by mining Salvage nodes on a Salvage Field where it occasionally spawns when a mined Salvage node splits. Note that you usually get a bigger Iron node from the first Salvage node split. You can expect to gather around 200-300 raw Iron on average per Salvage field, but the number can vary depending on outside parameters.

## Mining Iron Nodes

Iron Nodes can be mined with Hammers, Sledge Hammers or Harvesters. Like Aluminum the presence of Iron is determined randomly as the Salvage Field respawns.

## Purpose

Iron can be refined into Iron Alloy in a Refinery. Iron Alloy in turn can be used at an Engineering Center to research vehicle Prototype Kits.

## Gallery

* An iron node on a Salvage Field.
Crude Oil

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

## Information

### Encumbrance

59%

**Crude Oil** is a raw resource that can only be obtained by through an Oil Well. It is refined into Petrol at a ratio of 3 to 1 at a Refinery. Unlike other raw resources, Crude Oil does not stack and each barrel fills up one inventory slot (similar to rifles in an inventory).

Contrary to what you might think, Crude Oil cannot be transported in a Resource Container, or in a Fuel Tanker, or in Atlas or Loadlugger resources Trucks. The most efficient way to transport Crude Oil is via standard truck (R-1 Hauler or Dunne Transport).

## Tips

When transporting Crude Oil in a standard truck, you can hold one Crude Oil barrel in your inventory (assuming you don't become over-encumbered), allowing you to transport up to 16 Crude Oil Barrels every trip.

An Oil Well can only hold 50 Crude Oil barrels at a time, but it is possible for them to hold more by storing some of them in the Oil Well's Inventory. This is useful if the Oil Well is at max capacity, and you want to constantly produce Crude Oil all the time. (this is beneficial depending on how far the Oil Well is to the nearest Refinery)

## Trivia

Crude Oil was removed and replaced with Oil in Update 1.50, officially known as "Inferno." This was a part of a major rework of Logistics, with the introduction of Facilities, which introduced more complex ways for refining raw resources and materials.
Crude Oil Field

A screenshot of a Crude Oil Field.

## View Structure Health

**Crude Oil Fields**  are Resource Fields where Players collect Oil  through Oil Wells. Unlike other Resource Fields, Crude Oil Fields do not have harvestable nodes, and must use Oil Wells in order to harvest oil. Oil Wells must be constructed by a Construction Vehicle in order to harvest the resources.

Their locations are always shown on the map, they are pre-determined at the start of each war. Since Crude Oil Fields do not have resource nodes, whenever you put your cursor on its icon, it will always say zero. However, it will continuously produce resources, as long as there is room for it.

Crude Oil Fields cannot be destroyed.

## Usage

Due to not having resource nodes, Crude Oil Fields rely on Oil Wells in order to harvest resources, which must be constructed by the player.

Up to three Oil Wells can be constructed on a Crude Oil Field.

## Gallery

* A Crude Oil Field with an Oil Well built next to it.
Game Modes/fr

*This article is a stub. You can help Foxhole Wiki by expanding it.*
A travers l'histoire de Foxhole, il y a eu différents modes de jeu, mais tous ont été arrêtés depuis l'introduction de la Conquête du Monde.

## Histoire

Pendant la sortie initiale de développement, foxhole a eu des évènements de test programmé auxquels les joueurs pouvaient assister. Il n'était pas possible de jouer au jeu en dehors de ces évènements. Plus tard, des serveurs généraux devinrent disponibles, avec une Guerres Hebdomadaires organisées tous les samedis. Ces guerres avaient plus de joueurs que le reste de la semaine.

Plus tard, la première version du mode de jeu Campagne introduit dans l'Update 0.0.32.

Un prototype de la Conquête du Monde fut introduit dans l'Update 0.9. La Campagne fut officiellement remplacé dans l'Update 0.10 par la Conquête du Monde, avec l'addition des Skirmish.

Avec l'Update 0.23 les Skirmishes furent remplacés par la Phase de Résistance expérimentale. Cela fut arrêté à l'Update 0.29.
Emplacement

**Emplacements** are weapon systems that cannot be moved on their own and have to be shipped, and should not be confused with Field Guns (which are pushed). You enter an emplacement by pressing `Q`. Most are constructed at a Construction Yard or in crates of 3 at a Mass Production Factory but the most advanced are only made at a Light Vehicle Assembly Station .

All **Emplacements** get their health quadrupled in an emplacement trench as well as an increased rotation speed (2x).

They cannot be placed on most Bridges (except on Long Bridges and at the top of the ramps on Two Tier Bridges). However they can be placed in the "no build" zones within 60m of a region border, but they will suffer from fast decay.

They suffer from natural decay, like structures.

You cannot package enemy emplacements. The only way to steal one is to pick it up with a crane while it's already packaged and to submit it to a Storage Depot or Seaport.

## List of Emplacements

* **Leary Snare Trap 127**
* **Leary Shellbore 68mm**
* **Huber Lariat 120mm**
* **Huber Exalt 150mm**
* **50-500 “Thunderbolt” Cannon**
* **DAE 1b-2 “Serra”**
* **DAE 1o-3 “Polybolos”**
* **Huber Starbreaker 94.5mm**
* **DAE 2a-1 “Ruptura”**
* **DAE 3b-2 “Hades' Net”**

## Storage

Like all shippables emplacements can be submitted into a Storage Depot or Seaport but they can only be submitted to the public stockpile, not private reserve ones. Shippable Crates of emplacements produced at a Mass Production Factory can be privately stored however.

## Gallery

* A Flak Gun packaged and lifted by a Crane.
* Emplacements can be placed in Trench Emplacements for a x4 health multiplier.
Gallagher Thornfall Mk. VI

*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
10
15

## Armament

* 7.92mm Storm Rifle
* Bonesaw Mortars

## View Vehicle Strength Table

The **Gallagher Thornfall Mk. VI** is a Warden Cruiser Tank equipped with 8 ARC⧸RPG indirect launchers and a front facing 7.92mm machine gun.
Dunne Transport

**Versioning**

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

## Information

### Variants

Dunne Leatherback 2a,
 Dunne Landrunner 12c

## Cost

###

100

## Crate Cost

###

300

## View Vehicle Strength Table

The **Dunne Transport** is the standard Warden Truck.

## Description

The Dunne Transport is an all-purpose logistics vehicle and the warden equivalent of the R-1 Hauler. It is available at war start. The truck can seat 6 people (5 passengers and 1 driver), the driver enters from the front left, passenger 2 from front right, and the rest from the back. The truck inventory of 15 slots can be accessed from the front doors or the rear. It has a high top speed on road, although this does decrease as the amount of weight in the vehicle increases. It has poor handling and speed off-road. It is an unarmored vehicle with a high disabling threshold, just a few small arms bullet can disable it. It only costs 100 Basic Materials to make inside a Garage. It has a low fuel consumption rate and has a 100L fuel tank. It can be packaged and transported only by a Barge or Freighter.

You can directly interact with most structures that have an inventory from the driver seat by pressing `E`.

## Trivia

* The inspiration for the Warden truck can be seen in the French Citroën H Panel Van and/or Italian OM Lupetto.

## External Links

* Foxhole - Warden Supply Truck by Clapfoot - 3D model - Sketchfab
Diesel Power Plant

*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.

## View Structure Health

The **Diesel Power Plant** is a large player built facility that produces power by consuming Diesel. It does not require power to function. It is built with a Construction Vehicle and costs Basic Materials. It can only be built on Foundations. It can be upgraded to add more options. Only one of the production options can be active at a time. The building's diesel tank can hold 1000 Liters (10 Diesel), giving it an autonomy of 30 minutes. It can be reloaded with a Fuel Tanker or a Fuel Container. The building fits on a Foundation (2x2).

Warning: overall efficiency of diesel plant is extremelly low - for running 5 MW during 24 hours it will take 48 000 of diesel (almost 5 fuel tanks on flatbeds, each of 10 000).
Most common mistake of bad factory planning - is stacking of massives of 2-3-4 diesel plants together instead looking for other options.
Never the less - DPP can be useful in small complexes, as backup, diesel fuel useful for half-sleep or standby mode, also easy to manage consumption/generation by turning on/off plants. Still - for 4 stations for 20 MW of electricity per 24 hours - it will quadruple fuel consumption.
Mass usage of diesel plants can lead region to scrap metal, b-mats, diesel starvation - slow down economy, and else. Most of factories will stay offline most of time. Even if compare with upgrade on petrol run (which have the same speed of other fuel consumption but gives in 2.4 times more MW).
For proper size facility - use Power Station.

Advanced tip: for limit fuel usage to intencity of work in complex - builder can use fuel silo as buffer & input ventile on pipe. That will easy the task about constant use of switches.

## Power Production

25L

0:00:45

  5 MW

## Upgrades

Only one upgrade can be built on a given building.

50L

0:01:30

  12 MW
 Coal Power Plant

60

0:01:30

  5 MW
Health/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.

## Les Points de Vie du Soldat

Foxhole utilise un système diégétique: il n'y a pas de barre de vie. Au lieu de ça, le jeu montre la santé du joueur de façon visuelle. Quand un joueur est touché, du sang apparaît sur son personnage. Selon le niveau de vie, il y aura plus ou moins de sang sur lui. Vous aurez besoin de l'aide médicale d'un autre joueur équipé d'un First Aid Kit pour récupérer votre santé.

## Saignement

Quand un joueur est touché, il y a une chance qu'il se mette à saigner et perde ses points de vie progressivement. Un icône de goutte de sang s'affiche sous votre barre d'endurance pour indiquer que vous saignez. Si vous voyez du sang gicler d'un soldat, cela veut dire qu'il saigne. Vous pouvez stopper votre propre saignement en utilisant un Bandage sur vous-même, mais cela ne vous rendra pas vos points de vie. Utiliser un First Aid Kit sur quelqu'un stoppe leur saignement en plus de le soigner. Si vous saignez pendant trop longtemps, vous perdrez tout vos PV et tomberez à terre.

## Soldat à terre et le compte à rebours de mort

Après avoir reçu une quantité critique de blessures un soldat s'écroule et un compte à rebours de 30 secondes s'affiche pour lui sur son corps. C'est le compte à rebours de mort. S'il n'est pas ranimé avec un Trauma Kit avant la fin du compte à rebours, il mourra. Le Soldat à terre (Wounded Soldier) peut être soulevé et porté sur l'épaule en appuyant sur `E` afin d'être placé en lieu sûr, le compte à rebours du soldat est stoppé tant qu'il est sur l'épaule de quelqu'un. Le soldat blessé peut être reposé à terre en appuyant sur `Clic Gauche`. Le soldat à terre a l'option de succomber ("give up") après 10 secondes de décompte ou si quelqu'un le porte. Appuyez sur `E` pour succomber et ainsi aller directement à l'écran de respawn.

Un soldat à terre mourra s'il est attaqué.

## Critically Wounded Soldier

Quand le compte à rebours d'un Soldat à terre atteint zéro ou si celui-ci choisit de succomber, le joueur meurt mais il y a une faible chance qu'il laisse derrière lui un objet appelé Critically Wounded Soldier (Soldat Gravement Blessé). Cet objet ressemble à un soldat à terre excepté qu'il n'a pas de sang sur lui et qu'il est couché sur le côté. Il s'agit bien d'un objet et non d'un joueur. Il peut être ramassé en appuyant sur `E` ce qui le mets sur votre épaule, comme pour un Soldat à Terre. Vous pouvez amener cet objet à un Hôpital ou Hôpital de campagne pour qu'il soit converti en Soldier Supplies.
Gas Mask Filter/fr

Les **Gas Mask Filter** (*Filtres de Masque à Gaz* ou simplement *Filtres*) sont des objets nécessaire pour faire fonctionner un Masque à Gaz (Gas Mask). Après avoir absorbé une certaine quantité de Gaz (Green Ash), ils expirent et deviennent inutilisables. Ils ne s'empilent pas dans l'inventaire.

Lorsque vous équipez un Masque à Gaz (dans l'emplacement 5 de l'inventaire), un filtre (si vous en avez dans votre inventaire) sera automatiquement consommé par le masque, lui donnant 100 points de filtre. Lorsque vous vous retrouvez dans un nuage de gaz, le masque perd des points de filtre. Lorsque vous n'avez plus de points, le masque consommera automatiquement un nouveau filtre dans votre inventaire.

Si vous équipez un Masque à Gaz et ensuite mettez un Filtre dans votre inventaire, celui-ci ne sera pas automaquement consommé. Par contre, lorsque vous vous prendrez du Gaz, il sera consommé comme prévu pour recharger votre Masque. Si vous voulez récupérez un emplacement dans votre inventaire, déséquipez et rééquipez le masque pour qu'il consomme le Filtre.

Lorsque vous êtes dans un nuage de Gaz, vos points de filtre diminueront rapidement par incrément de 10. Rester dans un nuage de gaz pendant toute sa durée consommera 60 points de filtre.
Frontier Border

A **Frontier Border** (or "Locked Down Border") is a special border mechanic designed to prevent the frontline from being stuck at a region border and help with player queues during high population situations.

The frontier border is visually represented on the map by a red line at the border between two regions.

The frontier border triggers the spawning of Border Bases along the border near each road.

Map Intelligence is not available within 100m of the Frontier Borders on the side your faction controls, even if Watch Towers are built. Friendly structures in that area won't send an alert when attacked by the enemy.

## Requirements

A border between two regions becomes a Frontier Border when the following requirements are met:

* Regions A and B are adjacent.
* Colonial faction controls no Region Zone in Region A (i.e. controls no Town Base or Relic Base; other World Bases like Safe Houses and Keeps do not count)
* Warden faction controls at least one Region Zone in Region A.
* Warden faction controls no Region Zone in Region B.
* Colonial faction controls at least one Region Zone in Region B.

The border stops being a frontier border once a faction captures a Town Base or Relic Base in the enemy's region.

To avoid abuse of that mechanic, frontier borders cannot be prevented indefinitely by deliberately ignoring a faction's last main spawn point. After a while, the frontier border will trigger automatically despite one last spawn point being present.

## Gallery

* A frontier border with two border bases.
* A frontier border with its distinctive red line between Endless Shore and Allod's Bight.
* A frontier border occurs even if only one Region Zone is controlled, as long as the enemy controls none.
Operation Stockpile

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

## View Structure Health

The **Operation Stockpile** structure is used to securely store weapons and vehicles for an operation in the future. Once an operation start time and description are defined, equipment can only be submitted but not removed from the stockpile. Can be built with a Construction Vehicle and Refined Materials.

* Securely stores crates and vehicles that are to be used for an operation
* Once an operation start time is defined, equipment can only be added and not retrieved from the Stockpile
* Players must have 3 other Squad members in the region to schedule an Operation

This not only allow dedicated groups of players to prepare more effectively for long term operations, but also allow other players to contribute and participate.
Field Cannon

**Versioning**

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

## Cost

###

20

## Crate Cost

###

60

## View Vehicle Strength Table

The **Field Cannon**, or **Balfour Wolfhound 40mm**, is an unpropelled vehicle with a 40mm cannon. It serves to engage enemy armored vehicles and structures.

## Description

The Field Cannon requires a crew of two to move. The left slot is the driver who controls movement, while the right slot is for the gunner that loads and fires the gun. The gunner cannot aim the canon without help of the driver, but he can fire the gun straight forward from its position. The gun has a maximum range of 35 meters. The heavy front shield protects the crew but they are still vulnerable to gunfire from the top, sides, and rear.

Like every other Field Guns it uses the same visibility system as infantry: it is invisible at night and can be hidden behind solid obstacle and in large bushes.

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

**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.

Craters are holes of various sizes in the landscape created by Artillery bombardment. They can be used as a great cover position by infantry. They are indestructible but can be filled using a Shovel: equip the shovel, switch to upgrade mode (`F`), then press `E` on the crater and select the "Fill In" option and start shoveling the blueprint.

Unlike Trenches being inside a crater does not slowly warm you up during snow storms.

## Gallery

* Craters of various size created by artillery bombardment.
Infantry 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

###

###

###

20
15
5

## Armament

* Tripod Weapons
* Commander

## View Vehicle Strength Table

The **BMS Holdout**, or **Infantry Car**, is an amoured train car with two mounts where Tripod Weapons can be installed. The ammo for those weapons must be placed in the vehicle's inventory.

## Gallery

* An Infantry Car equipped with one Lamentum mm.IV.
Foxhole Wiki/fr/Section 1

Bienvenue sur le Wiki Foxhole Officiel
La référence Foxhole écrite et entretenue par les joueurs.
Le wiki est loin d'être complet et évolue constamment. Il a besoin de votre aide.
N'hésitez pas à contribuer en créant de nouveaux articles et en développant ceux existants.

Nous entretenons actuellement 4,839 pages et (972 articles).

À propos de Foxhole

**Foxhole** est un jeu massivement multijoueur où vous travaillerez avec des centaines de joueurs pour influer sur l'issue d'une guerre persistante en ligne. C'est l'ultime jeu de stratégie et tactiques collaboratives. Chaque action que vous entreprenez peut avoir un puissant effet à travers un monde en état de guerre.

***Vous débutez sur Foxhole?* Assurez-vous de lire nos Guides Communautaires utiles, *surtout* le guide Pour Bien Démarrer!**[Lire plus...]
Gravel

Gravel's in-game icon.

**Gravel** is a resource used for building Provisional Roads and Foundations.

## Acquisition

It is obtained by refining Coal in a Refinery at a 5:1 ratio and a speed of 1 Gravel every 1.2 seconds. It can be retrieved as crates of 10 from your personal refining queue with the `right click` context menu.

## Uses

It is only used to build Provisional Roads and Foundations with a Construction Vehicle.

## Storage

It makes stacks of 100 in inventory slots. It cannot be stored in a Resource Container or Resource Transfer Station. It can be packed into crates with the right click menu while in the interface of a Storage Depot, Seaport, or Shipping Container (10 per crate). Its encumbrance is reduced by 25% when wearing the Engineer Uniform.
Gas Mask

**Versioning**

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

## Information

### Use

Protects from Green Ash if you have a Gas Mask Filter installed

## Logistics

### Amount in Crate ()

20 per Crate

A piece of equipment designed to protect the player from Gas Grenades and its deadly cloud of gas, which can easily kill a player. The gas mask requires a gas mask filter in order to be effective.

## Description

The **Gas Mask** is an essential self defense *tool* against Green Ash. It is obtained via production in a Factory. When equipped, it grants a player complete immunity to the gas. The gas mask consumes Gas Mask Filters when filtering green ash. The gas mask starts without filter. When you equip an empty gas mask, it automatically loads any filter in your inventory into the mask. When the gas mask's current filter is depleted one of the spare filter in your inventory is automatically consumed to replenish the gas mask's filter. The Player model reflects the Mask being equipped. One green ash grenade consumes 90% of a filter if inside the cloud for its full duration (60% if friendly gas).

When you're wearing a gas mask, a tiny mask icon will appear under your stamina bar, with the color of that icon gives you information:

* : No Filter equipped
* : Filter equipped
* : Filter equipped but nearly empty

## Tactics

Despite infantry being a major target for gas grenades, it is discouraged for your average frontline infantry to wear them due to being able to die really quickly, which can rapidly deplete the valuable equipment.

If you are in a scenario where a gas mask is required, always have it equipped in order to prevent yourself from quickly dying from gas grenades.

The best use for gas masks would be for vehicles, like tanks and field guns. Due to these vehicles being high priority targets on the battlefield, they can easily be decrewed by spamming a ton of gas grenades on them. In order to prevent that chance from happening, it is recommended that crews have a gas mask equipped and a bunch of gas mask filters in your inventory, as those can be depleted quite rapidly in certain combat scenarios.

## Historical Reference

The gas masks in Foxhole appear to be based on the GM 1917 used by the Imperial German Army in the First World War.
Home Region/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.

## Home Region/fr

Colonial

La Home Region sert de plateforme centrale pour tous les joueurs d'une faction. Elle est réinitialisée toute les 24 heures et envoie une notification 10 minutes avant chaque réinitialisation.

## Cours de Formation

Il y a différents lieux de formation dans cette région, ils sont marqués sur la carte.

### **Basic Training**

Le tutoriel qui permet aux nouveaux joueurs d'apprendre les bases du jeu, comme les contrôles, et l’utilisation des armes.

*See: Firing Range*
### **Logi Training**

Il y a deux champs de Salvage, 1 de Components, un Construction yard, une Raffinerie, et une Usine (Factory) qui permet aux joueurs de s'entraîner à la production d'objets et mettent en avant l'aspect intégral que joue la Logistique dans la guerre du jeu.

*See: Crafting*
### **Resource Training**

Cette zone a les 4 types de Ressource sous la forme de Champs et de Mines de Ressource pour les tester.

### **Vehicle Training**

Un terrain de conduite permet aux joueurs de jouer avec les Camions, les Bus, les Voitures Blindés (Armored Cars) et les Motos. Le circuit lui-même donne aux joueurs l'occasion de tester la tenue de route et les sensations de conduit dans le jeu, ainsi que les mécaniques de ravitaillement avec du carburant.

### **Watercraft Training**

Un port sans shipyard vous permet de tester plusieurs type de bateaux et véhicules amphibies.

## Spawn & Déploiement

Sur la Zone de Déploiement les joueurs peuvent sélectionner une région pour y aller, afin de rejoindre la Guerre de Conquête ou combattre dans la Phase de Résistance.

## Tente de Guerre

Cette tente permet aux joueurs de voir toute la carte de la Guerre de Conquête. Sur la carte ils peuvent voir les Renseignements de leur faction, quelles villes leur faction contrôle, la positions des Forward Base alliées, et les champs et Mines de ressource.

## Monuments

Chaque œuvre d'art en pierre sert de trophée pour montrer quelle faction a gagné les guerres précédentes.

Il y a 2 types de Monument:

* **Gold Standing:** Guerre de Conquête perdue
* **Platinum Standing:** Guerre de Conquête gagnée

* Gold Monument
* Platinum Monument
Half-Track

**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

### Cross field bridges?

Never

The **Half-Track** is a tracked armored combat Vehicle.

## Description

Half-Tracks are light armored vehicles (not very resistant to heavy MGs). They usually have better fuel efficiency than Armored Cars and decent off-road speeds.

Direct penetrating hits or explosives to the tracks (front wheels don't count) can disable them, making the vehicle very slow.

They have more health than Armored Cars.

They have a horn (press `LMB` as driver).

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

They are heavy enough to trigger anti-tank mines and cannot safely cross Field Bridges. They cannot cross Trenches. They can run over Sandbags, tier 1 walls, and Barbed Wire Fences.

The standard Half-Tracks start with no weapon but any tripod weapon can be mounted on its forward mount. However some variants have a fixed armament that cannot be switched.

To mount a tripod weapon pick up the weapon, press `B` then `LMB` on the Half-Track. To remove the mounted weapon, open the vehicle's menu with `E` and click the "Detach Tripod Weapon" button  in the bottom right corner.

The mountable weapons are:

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

The firing arc of the mounted weapon is relatively limited.

## List of Half-Tracks

* **Niska Mk. I Gun Motor Carriage**
* **HH-a “Javelin”**
* **Niska Mk. II Blinder**
* **HH-b “Hoplite”**
* **HH-d “Peltast”**
* **Niska-Rycker Mk. IX Skycaller**

## Tactics

The gunner position on Half-Tracks is always exposed to incoming fire from the sides or rear. As such, the drivers should always keep the vehicle's front toward the enemy. The mounted weapons are also always fixed, which means the half-tracks have to rely on friendly infantry support to cover their flanks. This is even more important since the tracks are a weak point. A tracked Half-Track loses nearly all its mobility and its ability to retreat, becoming an easy target.

Using them at night is very risky.

As with other armored vehicles, the crew should always wear a gas mask with multiple filters.

### Weaknesses

The Half-Track can soak small arms and shrapnel with ease, but are vulnerable to heavy calibers, anti-tank Launchers or Explosives.

Damaging the tracks to slow down the vehicle is a must.

Two Anti-Tank mines can kill the vehicle.

## Gallery

* Colonial and Warden half-track
* Niska Mk. 2 Blinder with a gunner.
* Niska Mk.1 Half-Track without any gun mounted.
* HH-d "Peltast" Half-Track

## External Links

* GIF of a Mortar half-track in action
* Foxhole - Colonial Half Track by Clapfoot - 3D model - Sketchfab
* Foxhole - Warden Half Track by Clapfoot - 3D model - Sketchfab
Hospital

**Versioning**

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

## View Structure Health

The **Hospital** is a world structure where Critically Wounded Soldiers (CWS) can be converted into Soldier Supplies.

## Description

Hospitals are often found in cities. They are easily recognisable by their large green crosses on the roof. They offer reasonable defensibility, because the have only two accesses and players cannot enter through the windows. They are constructed using a Construction Vehicle (requires the **Industry**  upgrade at the nearby Town Base).

Their main use is creating new Soldier Supplies from casualties. when a soldier dies, there is a chance their body will convert into a CWS. These can be transported by hand or by using an Ambulance to the hospital, where they can be submitted to the inventory. After a while, they will turn into 6 Soldier Supplies each. The Hospital offers beds for 50 soldiers which is over 8 times as many as the Field Hospital.

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

## Actions

As a player you can use these buttons to interact with the structure.

###  Submit Large Item

Submits a Critically Wounded Soldier into the building inventory.

###  Submit Patient

Submit a Critically Wounded Soldier from this structure's inventory into a Hospital bed. Patients can only be submitted if there is a bed available. Each Critically Wounded Soldier is converted into 6 shirts.

## Gallery

* Abandoned Hospital at Abandoned Ward.

## Notes and Trivia

* Careful not to confuse Critically Wounded Soldiers and Wounded Players, both can be carried on your shoulders but the latter has none of the uses of the former.
* There is an unusable Hospital in Abandoned Ward which was added prior to Hospitals being introduced to the game.
* Hospitals, like other medical structures and vehicles in Foxhole, use a green cross instead of a red one. The reason for this is because the use of red crosses are restricted in use under the Geneva Convention.