recursal/Fanatic-Fandom huggingface dataset:
Ambulance

The **Ambulance** is a small Vehicle with 2 seats used for all things medical.

## Description

The ambulance is a nimble vehicle, used for transporting Critically Wounded Soldiers and Medical equipment. **All medical supplies can be stacked** in the ambulance inventory, making it useful for transporting Blood Plasma, Trauma Kits and First Aid Kits, which normally does not stack. Besides that, the ambulance can also transport any other item which means it can be used as a general logistic vehicle alongside the Truck.

In order to transfer a Critically Wounded Soldier into the ambulance, the player must be carrying the Critically Wounded Soldier and simply press `LMB` while next to the ambulance, or they can access the ambulance inventory and then click on the "Submit Large Item" button  at the bottom right of the interface. Each CWS takes up 1 inventory slot. To remove bodies from the ambulance, simply click on it; it will automatically transport to your 8th equipment slot. It can then be submitted to a Hospital or Field Hospital.

The ambulance is faster off-road than trucks but still slower than any Light Utility Vehicle.

It's one of the few vehicles to not be able to run over sandbags (with the Motorcycle and Bicycle).

Instead of a horn, a siren can be activated to alert on-coming vehicles and soldiers to move out of the way. This siren does not loop, and is functionally identical to a regular horn.

## List of Ambulances

* **Dunne Responder 3e**
* **R-12 - “Salus” Ambulance**

## Trivia

* The Colonial Ambulance model appears to have been inspired by the SPA Dovunque 35 Italian light off-road truck used during WW2.
* The Warden Ambulance model appears to have been inspired by the GAZ-55 Soviet ambulance developed in 1943.
* The ambulance is the only vehicle in game able to transport all inventory items.
* The Warden and Colonial ambulances have different siren sound effects, unlike most horns that share the same sound between faction variants.
* They do not fit on a Flatbed Truck when packaged.

## Gallery

* Warden and Colonial Ambulances
* Warden Ambulance
* Ambulance Menu
Callahan's Passage

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

## Callahan's Passage

A map of Callahan's Passage.

**Callahan's Passage** is a snow-covered map with mountainous terrain, a frozen lake, and several strategic chokepoints. The map was added in Update 0.0.19.
It's named after Callahan, a prominent character in the Foxhole, he lends his name to many places. He is known for a variety of actions and events.

## Update History

In Update 0.12, all production buildings (barring the Medical Lab and Refinery) were removed from the map as a World Conquest balancing measure.

In Update 0.20, the already on other maps existing Observation Towers and the new structure Safehouses have been implemented to this map.

In Update 0.41, a seaport has been added to Lochan Berth.

## Lore

#### Lochan Depths

Lochan Depths

Kneeling over the ice, you peer into the frigid water.

*There’s a chain of pallid blue corpses. Your eyes dart from one to the next, and you can’t shake the feeling that they’re climbing over one another desperate to reach the surface.*

*A pang of terror runs through your spine, and you blink the vision away. They are still, frozen and lost. To be reminded of this brings you no comfort.*

Location of Lochan Depths - Callahan's Passage - K8k7

 Lochan Depths

## Map

The Center of Callahans Passage sports 4 docks, which access the rest of the waters via a thin river to the East. The maps lacks any Factory or Construction Yard. It only has a single refinery in the southwest.

## Named Locations in Callahans Passage

* Callahan's Eye
* Chapel Access
* Cragsfield
* Cragsroad
* Cragstown
* The Crumbling Passage
* Crumbling Post
* The Key
* The Lance
* The Latch
* Lingering Lashes
* Lochan
* Lochan Berth
* Lost Tops
* Overlook Hill
* The Procession
* The Rust Road
* Scáth Passing
* Sioc Approach
* Solas Gateway
* Solas Gorge
* Soured Fields
* The Stern
* Twisted Mumble
* White Chapel
* Winding Crag

1. ↑ https://foxhole.fandom.com/wiki/File:Regional\_Lore.png
Component Field

A screenshot of a Component Field.

## View Structure Health

**Component Fields** are Resource Fields where Players can manually collect Components, which can be refined into Refined Materials at a Refinery. Mining at a Component Field produces components faster than automated Component Mines.

Their locations are represented by a  on the map and are always visible. The locations are randomly selected by the game at the start of each war and doesn't change for the whole war.

Components Fields cannot be destroyed.

## Use

A Component Field is composed of a large decorative center piece that can't be mined and smaller Components nodes strewn around it that you mine. Components nodes are mined by hitting them with a Sledge Hammer, or Harvester (hold `Left Click`). Unlike Salvage Field nodes they cannot be mined with a Hammer. The Component Field starts with 30 nodes spawned on the ground, and 167 more in reserve. When a node on the field is harvested, a node from the reserve is spawned after a few seconds. The amount of nodes left in the field's reserve can be seen by hovering your mouse over a field's icon on the map (only if your faction owns the Region Zone it's in) or by pressing `E` on a field's large center piece. Once fully depleted, the field replenishes after 80-140 real life minutes (depending on player population).

After being mined, a node splits into two smaller pieces which themselves split into even tinier pieces as they are mined. Fully mining one node yields 154 Components by default, meaning an entire field is worth more than 30,000 Components.

### Resource Transport

Collected components have no direct use, they must first be transported to a Refinery to be refined.

Resource Containers can be brought by Flatbed, Barge, or Freighter then unloaded with a Crane at a resource field to be manually filled with raw resources. The container can hold more than 3x more resources than a Truck.

### High Yield Nodes

A field will periodically spawn a High Yield resource node. They are identified by a bright light on top of them and yield a much higher amount of resources for the same mining effort.
Community Guides

Here you will find some useful guides if you are a beginner.

## Guides

* Technical Help
* Code of Conduct
* FAQ
* Getting Started
* Artillery Guide
* Logistics Quickstart
* Logistics
* Medic Guide
* Building Guide
* Combat Guide
* Vehicle Guide
* Map Guide
* Technology
* Slang
* Aiming Guide
* Getting Started with Facilities

## Mechanics

* Alerts
* Base
* Callouts
* Controls
* Cover & Suppression
* Damage Types
* Day-Night Cycle
* Decay
* Deployment
* Dropped Items
* Encumbrance
* Frontier Border
* Garrison
* Health
* Large Item
* Map Intelligence
	+ Map Post
* Movement\_Speed
* No Man's Land
* Player
* Power System
* Rank & Level
* Regiment
* Respawning
* Road
* Squad
* Stamina
* Status Effects
* Stockpile
* Shippable
* Structure Health
* Tank Armor
* Tech Tree
* Vehicle Health
* Vehicle Subsystems
* Vehicle Tiers
* Vision Mechanics
* War Achievements
* Weather System
* Wind

## External Links

* Steam Community Guides
* List of clans
* Foxhole Stats
* Sigil HQ
* LogiWaze
* Foxhole Planner
* Foxhole Logistics Calculator
* Arty Map
Coastal Gun/fr

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

## View Structure Health

Le **Coastal Gun** (*Canon côtier*) est une Structure défensive active situé au bord de l'eau et dont la fonction est d'ouvrir le feu sur tout navire ennemi repéré. Le canon dispose d'une bonne précision pour une cible située à moins de 150m mais perd en efficacité pour une cible située au delà.

Déjà présent sur la carte en début de partie, il peut être reconstruit à l'aide d'un Marteau (Hammer) avec 200 Basic Materials.
Abandoned Armouries

## View Structure Health

**Abandoned Armouries** (also called Relic Vaults), are pre-built world structures that used to contain Relic Vehicles and multiple Volta Repeater rifles separated across 3 sections. The main gate could be opened using Unexploded Ordnance, the internal doors with other explosives. As of [world conquest number], Relic Vehicles within these vaults have been removed and the stockpile is no longer accessible. As of Update 0.34, Relic Vaults now passively generate Research which can be used for prototyping at the Engineering Center.

## Access

The main vault gate can be blasted open with 25 Unexploded Ordnances; each deals 4% damage. Once inside, the cracked wall to the left needs to be blasted open with 4 Satchel Charges or 40mm High Explosive Rounds. The concrete wall to the right needs to be blasted open with 75mm High Explosive Rounds.

### First Section

The first section used to contain :

1. Staff Cars (20)
2. Repurposed Trucks (20)
3. Armored Tractors (10)
4. A number of Volta Repeater rifles

### Second Section

The second section used to contain :

1. A number of Volta Repeater rifles
2. One or more Storm Tanks

### Third Section

The third section used to contain :

1. One Heavy Infantry Carrier

### Vault Locations

Relic Vaults are often found off the beaten path inside large mountains and rock features.

* There is one in Drowned Vale. It is located north-west of Willow Wood next to the road (E11-2). This one is easily shown on the wall.
* There is one in Callahan's Passage, located South-West of the procession, a small dirt path which isn't shown on the map leads to it.

* There is one found in Linn of Mercy, located N-W of Outwich. This one is easily spotted from the road.
* There is one found in Umbral Wildwood, located N-W of Clotho's Refuge, at The Strands.
* There is one found in Marban Hollow, located at the Curse, east of Maiden's Veil.
* There is one found in Loch Mor, located south of Tomb of the First (F7-8).

* There are two in the Deadlands. First located south-east of Iron's End. Another found south of Brine Glen.

### Notes

* Inside the second room of the Relic Vault in The Drowned Vale lies a corpse. If the player presses `E` on the corpse it will display a UI window labelled 'Mad Scrawlings' (see below).
* Currently, all relic vaults spawn with their doors open and the second rooms exposed. Some relic vaults have an exposed third room.
* The interiors of the vaults vary. Some contain abandoned Relic Vehicles covered in crates while some do not. These are purely for aesthetics.

## Gallery

* Inside the Vault's first section with the second room exposed.
* Second section.
* 'Mad Scrawlings' UI window.
Coastal 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 1.50.

## View Structure Health

The **Coastal Gun** is a defensive world structure found near water in certain towns that automatically fires at enemy ships.

## Construction

As a world structure new ones cannot be built you can only rebuild existing ones when they are destroyed. It is rebuilt with a hammer and 200 Basic Materials (switch hammer to Upgrade Mode with `F` then press `E`). The **Fortifications**  upgrade is required at the nearest Town Base or Relic Base before you can rebuild it.

## Behavior

It automatically fires at any enemy ships, accurately in 150m range, and inaccurately up to 200m. It can fire in a full 360 degree arc. The shots it fires are not actual projectiles, and instead put an explosion on a spot directly. Due to this its shots are not blocked by obstacles or terrain the gun can fire at any vehicle in water within its range. It treats land vehicles mostly or fully submerged in the water as ships and fires at them until they are destroyed. It doesn't target swimming infantry.

## Gallery

* Coastal Gun owned by Wardens
* A destroyed Coastal Gun
Argenti r.II Rifle

**Versioning**

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

## Logistics

### Amount in Crate ()

20 per Crate

The **Argenti r.II Rifle** is the standard Rifle of the Colonial faction.

## Description

The Argenti r.II has less range than its Warden counterpart, the No.2 Loughcaster, and can't be pin-point accurate but makes up for it with a higher fire rate and equal damage per shot.

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

## Tactics

Although its range is less than that of the No.2 Loughcaster, this rifle is perfect for night time engagements. The reduced field of view while aiming (bright white line indicated when aiming) for the night time is just within the effective range for this rifle, coupled with the high rate of fire stops enemies running away once in view.

In the open field, when facing Loughcaster users, Argenti users should move to the side and close the distance, as this rifle's stability gain is fast enough to allow constant repositioning and its accuracy is decent inside of its range.

## Trivia

* The Argenti r.II seems to be based on the Swedish Automatgevär m/42 (based on its upper receiver), the Italian Cei-Rigotti Rifle and the American M14 Rifle.
* The word “*Argenti*” is likely the subjunctive form of the Italian word “*Argento*” meaning “to be plated in silver” in a metaphorical sense.
Bunker Supplies

**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

Prevents Trenches and Bunkers from decaying.

## Description

Bunker Supplies work similar to Garrison Supplies but only prevent decay for Bunkers and Trenches. If a base has both garrison and bunker supplies, it will use the garrison supplies first.

They cannot prevent the fast decay of structures within 150m of a region border.

## Crafting

**Bunker Supplies** are obtained via production in a Factory.

## Gallery

* A base warning about missing Bunker supplies.
40mm

**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

160
120

### Amount in Crate ()

20 per Crate

The **40mm** shell is the standard shell used in Light Tanks, Medium Tanks, and various Field Guns. Deals explosive damage, and is effective against both Structures and armored vehicles. It is the most expensive shell that uses Explosive Materials. It also receives scaling bonuses to its penetration when closer than 25m and/or at an angle (up to 95 degrees).

Due to its powerful damage to structures, and the most commonly used ammunition in tanks, 40mm shells are always in high demand.

## Production

40mm shells are produced in a Factory or a Mass Production Factory under the 'Heavy Ammunition' category.

* Due to its high cost, it is recommended to use the MPF whenever possible to produce 40mm shells, as it saves explosive materials

## Vehicles Using 40mm

* **Silverhand - Mk. IV**
* **85K-b “Falchion”**
* **85K-a “Spatha”**
* **Devitt Mk. III**
* **H-5 “Hatchet”**
* **H-8 “Kranesca”**
* **Devitt Ironhide Mk. IV**
* **Storm Tank**
* **PL-1 “Phalanx”**
* **O'Brien V.101 Freeman**
* **Gallagher Outlaw Mk. II**
* **Balfour Wolfhound 40mm**
* **40-45 “Smelter” Heavy Field Gun**
* **O'Brien Warsmith v.215**
* **Aegis Steelbreaker K5a**

## Trivia

* The Colonial's earliest vehicle to use 40mm shells is the H-5 “Hatchet”
* The Warden's earliest vehicle to use 40mm shells is the O'Brien V.101 Freeman, commonly referred to as the HAC
Construction Materials

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

Construction Materials's in-game icon.

**Construction Materials** is a material used for building various Facilities.

## Acquisition

It is crafted with Salvage at a Materials Factory.

## Uses

* used in the construction of many Facilities and Facility upgrades
* used to produce certain materials at a Metalworks Factory
* used to produce certain ammo at an Ammunition Factory
* used to produce certain vehicles at a Light Vehicle Assembly Station
* used to upgrade the tier of certain vehicles at a Field Modification Center

## Storage

It makes stacks of 100 in inventories. It can be stored in the stockpile of Material Pallets, Material Transfer Stations, and Small Flatbed Cars (the only non-Large Item to do so). It can be packed/unpacked into crates of 20 in the menu of a Storage Depot, Seaport, or Shipping Container.
Aluminum/fr

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

L'**Aluminium** (*Aluminum*) est une matière première servant à produire de l'Aliage d'aluminium dans une Raffinerie qui est ensuite utilisé pour rechercher des Kits de Prototypes d'armes et de matériel dans un Centre d'ingénierie.

Il peut s'obtenir lors de la collecte dans un champ de Salvage où il apparait parfois lorsqu'un tas de Salvage se sépare en deux. Lorsque le premier tas se sépare, la quantité d'aluminium récupérable est souvent plus grande que sur les tas plus petits. Il est habituellement possible de récupérer 300 Aluminium jusqu'à ce qu'un champ de Salvage s'épuise, mais cette valeur peut changer selon plusieurs paramètres.

## Extraction de l'aluminium

L'aluminium peut être récolté à l'aide d'un Marteau (Hammer), d'une Masse (Sledge Hammer) ou d'une Moissonneuse. Tout comme le Fer, la présence d'aluminium est déterminée aléatoirement à chaque fois que le champ se régénère.
Barbed Wire

*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.*

* Barbed Wire (Material) refers to the Large Material.
* Barbed Wire (Structure) refers to the Protective Structure.
Copper

Copper's in-game icon.

**Copper** 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 Copper node from the first Salvage node split.

Copper only starts spawning after Harvester Technology is unlocked. A harvester isn't required to mine it, a Hammer or Sledge Hammer will do.

## Purpose

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

## Gallery

* A Copper node on a Salvage Field.
* Copper collected by a Harvester.
ARC⧸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
75

### Amount in Crate ()

15 per Crate

**The ARC⧸RPG** is a special anti-tank shell that follows an indirect trajectory, much like a grenade. It is very destructive against armored vehicles due to its high penetration chance and high damage against armored vehicles. It doesn't receive any penetration bonus from range and angle, but makes up for this with an additional 2x penetration chance (Additive to the penetration chance it receives from the Armour Piercing damage type giving it a total of an additional 2.5x penetration chance). It is very mediocre against structures.

## Production

The ARC⧸RPG shells are produced in the Factory or the Mass Production Factory under the Heavy Arms  category. One crate requires 60 Basic Materials and 75 Explosive Materials in order to produce 15 AP/RPG shells.

They do not have to be unlocked by tech in order to be produced.

## Weapons Using ARC⧸RPG

* **Bonesaw MK.3**
* **Bonesaw MK.3**

## Vehicles Using ARC⧸RPG

* **O'Brien V.113 Gravekeeper**
* **Niska Mk. I Gun Motor Carriage**
* **HH-a “Javelin”**
* **HH-b “Hoplite”**
* **Gallagher Thornfall Mk. VI**

## Trivia

Prior to Update 1.50 (officially known as "Inferno"), the ARC/RPG was a Warden exclusive ammunition type, which meant that Colonials could not produce them in Factories or the MPF.
3C-High Explosive Rocket

**Versioning**

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## 3C-High Explosive Rocket

The 3C-High Explosive Rocket's in-game icon.

## Logistics

### Cost

1
2

### Amount in Crate ()

1 per Crate

The **3C-High Explosive Rocket** is an artillery rocket that deals High Explosive damage and also applies additional incendiary effect in its area. It is a Large Item carried on the shoulder. The rocket produces a 5.5m radius explosion that deals decreasing damage the further you are from the point of impact. The full damage is applied within a 2.25m inner radius. The explosion doesn't devastate the ground. Due to its incendiary nature the rocket can't disable Vehicle Subsystems or cause soldiers to bleed but it can light infantry on fire. The shell is effective against structure except trenches (extremely reduced damage). The incendiary effect can leave buildings on fire and slowly damage them. The rocket is awful against armored vehicles damagewise, it can't be deflected by armor but has no chance to disable subsystems.

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

## Production

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

## Trivia

Despite the rocket only usable on Colonial equipment, both factions are able to manufacture them. While it is possible to make them, it is only recommended to manufacture them if you were able to capture/manufacture the equipment that is capable of using it.

Although Colonials are the only faction who can use this ammunition, the devs have stated that they do plan on making equipment that can use these rockets for both sides.

It appears to be a hybrid of the American M8 Rocket for the body and warhead, along with the Engine and fins being inspired Soviet RS-82 family, confusingly also named the M-8.
945g “Stygian Bolt”

*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

###

###

###

15
20
15

## Trivia

* If something is "Stygian", it is related to the river Styx. This adjective is often used to describe a deep and dark black color.
* The "Stygian Bolt" appears to take heavy inspiration from the German 7.5 cm Pak 40 and the American 3-inch gun M5.
Coke

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

Coke's in-game icon.

**Coke** is a type of resource that is used in various material recipes, or in power generation at a Power Station with a Sulfuric Reactor upgrade. Coke can only be obtained by refining Coal at an Coal Refinery.

Coke can be stored in a Resource Container, Container Car, or a Resource Transfer Station.

## Production

Coke is only made at a Coal Refinery, with various recipes that either improve the efficiency of the output, or gives other byproducts which can be used for other recipes.

## Power Generation

With the Power Station's Sulfuric Reactor Upgrade, it gives you the option to produce 16 MW of power by using Coke and Water.

Consumes 30 Coke and 1L of water every time, which lasts 2 minutes before consuming more. Does not consume products or produce power unless the amount is met.

Through this process, you produce 5 Sulfur as a byproduct, which can make it a convenient way to obtain sulfur.

30

1L

5

0:02:00

  16 MW

## Trivia

Despite being a product of a raw resource, coal, it is the only type of resource that can be stored in those types of stockpiles.
Howl County

**Versioning**

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## Howl County

A map of Howl County.

**Howl County** is a map in the northeast of the world with multiple peninsulas extending into a central lake, with outlets into rivers running through Viper Pit and the Clanshead Valley.

## History

The map of Howl County was added in Update 0.46 Entrenched.

## Map Locations

* Austriaca Reservoir
* Checkpoint Titim
* Fort Red
* Fort Rider
* Great Warden Dam
* Hungry Wolf
* Little Lamb
* Sickleshire
* Slipgate Outpost
* Snakewell
* Teller Farm
* The Hunting Grounds
* Viperwalk
AP⧸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
75

### Amount in Crate ()

15 per Crate

The **AP⧸RPG** is a Colonial anti-tank shell used in the Venom c.II 35 and Bane 45. It's primary use is to be used on armored vehicles in order to deal tons of damage against them. However, it can also deal moderate damage against structures if need be, though this is not recommended due to there being more effective tools to take down structures. Like other RPG shells, its trajectory is affected by gravity as represented by the slightly curved white line when aiming a RPG.

Unlike its counterpart, the ARC⧸RPG, it fires in a more direct line, meaning that it requires direct line of fire in order to use this ammunition effectively. Likewise, it also receives scaling bonuses to its penetration when closer than 25m and/or at an angle (up to 95 degrees).

## Production

The AP/RPG shells are produced in the Factory or the Mass Production Factory under the Heavy Arms  category. One crate requires 60 Basic Materials and 75 Explosive Materials in order to produce 15 AP/RPG shells.

They do not have to be unlocked by tech in order to be produced.

## Weapons Using AP⧸RPG

* **Bane 45**
* **Venom c.II 35**
Heavy 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 1.50.

## Cost

###

###

5
5

## View Vehicle Strength Table

The **Heavy Field Cannon**, or **Balfour Rampart 68mm**, is a Warden unpropelled vehicle with a High Velocity 68mm anti-tank cannon. It serves to engage enemy armored vehicles.

## Description

The Heavy 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 cannon. The gunner cannot aim the cannon without help of the driver, but he can fire the cannon straight forward from its position. The cannon has a maximum range of 45 meters.

The High Velocity 68mm cannon deals 25% more damage than regular 68mm shells.

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

Can be packaged and transported by a Flatbed Truck, Freighter or a Crane.
Booker Storm Rifle Model 838

**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 Booker is a warden three-round burst Assault Rifle best suited for short to mid range engagements.

## Description

The assault rifle has a counterintuitive short range, even compared to SMGs. The three-round burst fire gives it a great fire rate. The damage is good, making you certain to kill in three shots (and possibly in two if very lucky). At 18% it's the lightest assault rifle.

The key feature of the gun is that although it's slow to stabilize its aim it loses very little accuracy when shooting. So much so that you can shoot as fast as possible while standing outside cover without losing accuracy between bursts. Combined with the relatively good maximum accuracy the gun can be a killer as long as you engage your enemy at the right range and manage your stability carefully.

Although the gun starts losing damage beyond 22m, its relatively good accuracy and fire rate means you can still be a real threat at up to 25m (the very end of the white aim line) but not beyond that.

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

The Soldier Uniform reduces the Encumbrance of this weapon from 20% to 15%.

## Use

The gun's short range makes it adapted to night and close quarter combat. During a night encounter you can immediately start shooting and keep shooting when other guns would need you to get into a stable position before shooting or risk losing all accuracy very fast. You can move at a decent pace without losing accuracy if you keep aiming and alternate between crouch walking and walking standing. Of course if the enemy flanks and forces you to quickly flick your mouse you will lose the precious accuracy advantage of the gun.

Good cover isn't crucial unlike with other guns because the Booker has zero accuracy loss between bursts even while standing without cover. So cover is only used to help you regain your accuracy faster after a move.

Using the gun in a trench is not recommended. You won't get any real advantage from the cover and your short range makes it very difficult to stop enemies rushing to get in close range to frag you. You'd be more effective using a rifle or SMG.

The gun is also not recommended if you need to rush into a place before firing, like a trench assault.

At very short ranges (<7m), the gun can be used more liberally since even at its worst accuracy you're bound to get some hits.

Past 25m the gun's damage is too low to be useful.

## Historical Reference

The Booker has shares a very slight similar appearance to the Huot Automatic Rifle.
Hydra's Whisper

**Versioning**

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

## Logistics

### Cost

100
40

### Amount in Crate ()

5 per Crate

The **Hydra's Whisper** is a place-able explosive charge that deals demolition damage. It is a Large Item that is carried in the shoulder slot. 5 seconds after it's placed three separate explosions are triggered (these explosions do not deal extra damage, only the listed 350 damage value is dealt). It destroys obstacles that can otherwise only be dismantled with wrenches (Barbed Wire, Barbed Wire Fence, Tank Trap, Anti-Tank Mine). Can be used to deal damage to other structures as well.

## Crafting

The **Hydra's Whisper** is obtained via production in a Factory.

## Historical Reference

The design and icon for the Hydra's Whisper appear to be based off the Bangalore Torpedo series of explosives.
Abisme AT-99

**Versioning**

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

## Logistics

### Cost

100
10

### Amount in Crate ()

10 per Crate

A placeable explosive charge that serve as an anti-tank mine.

## Description

The **Abisme AT-99** is an anti-tank mine that detonates on contact with armored vehicles. It will detonate under both friendly and enemy vehicles. Infantry and unarmored vehicles don't trigger it. It has a 10x modifier on its chance to track tanks.

It can be placed down by equipping the items into your hands. Move to the desired location in a standing position and then place it down with the "fire" key (default `Left Click`). The user will crouch forwards for approximately 4 seconds and then the mine will appear on the ground. Mines can't be placed on rocks, on top of structures, inside buildings, or less than 60m from a region border.

Deployed mines are visible to all soldiers on foot. Vehicle crewmembers and passengers can see friendly mines as well as enemy mines placed on roads, but enemy mines placed offroad are invisible to them. So it is advisable to have someone on foot scouting for mines if moving into a new area. They aren't concealed by the night's obscurity or when placed in bushes (will show colored outline).

Players can dismantle mines by crouching and using a Wrench. They can also be destroyed using a Hydra's Whisper.

Mines deal Anti-Tank Explosive damage which can never be deflected by Tank Armor. Mines always disable the tracks subsystem if the vehicle has it.

If not triggered AT mines despawn after 48 hours.

## Vehicles that trigger mines

* Armored Car
* Tankette
* Landing APC
* Half-track
* Tanks

Every other type of vehicle does NOT trigger AT mines and can safely driver over them.

## Crafting

The Anti-Tank Mine is obtained via production in a Factory.

## Gallery

* A mine equipped by a soldier.
* Deployed Mines
* Battle Tank in front of a minefield; notice how all mines are visible, which implies they are friendly mines. They will detonate regardless when driving over them.
Foxhole

Foxhole's official logo.

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

## Features

* Sandbox warfare, where players determine the narrative of a war lasting from a week to a month or longer.
* Players driven war; from weapon manufacturing and base building to strategy and combat.
* Players execution of long term strategies, changing the tide of the war.
* Top-down, tactical combat where skill and strategy matter more than stats or XP points.
* Conquering and relinquishing territories in a back and forth, high stakes conflict.
* Capturing and setting up supply lines to keep the front line well equipped.
* Play as a persistent character throughout the war, gaining notoriety and influence among your faction.
* Ammunition, resources, and information are limited, requiring players to work together to win.
* Dynamic battle conditions: Use the time of day and terrain features to gain an advantage.
* Join an alternate timeline universe where the great wars never ended and the world has been in conflict for over a hundred years.

## Foxhole Credits

Mark Ng
President
Alkas Baybas
Co-Founder
Chris Grebeldinger
Senior Programmer
Stephan van den Heuvel
Programmer
Adam Garib
Lead Artist
Matthew Rigg
3D Artist and Game Designer
Henrique 'HB' Barbieri
3D Artist and Animator
Rohun Banerji
Programmer
Max Greenall
Community Manager
Philip Diehl
Programmer
Casey Banner
Programmer
Julian Lancaster
Concept Artist
Leon Cao
3D Artist
Brett
Quality Assurance
## External links

* Becoming a Foxhole Youtuber (ft. I Saw A Bear) - Foxcast #3 - YouTube, I Saw A Bear recounting early Foxhole in 2016/2017
Foxhole Wiki/ru/Section 1

Добро пожаловать в Официальную Вики по игре Foxhole

 "Foxhole Вики" - справка, написанная и поддерживаемая игроками.
Вики далека от совершенства и постоянно развивается в связи с тем, что игра находится в стадии раннего доступа. Ей нужна "ваша" помощь! Не стесняйтесь вносить свой вклад, создавая новые статьи или расширяя существующие, тем более на русском языке.

В настоящее время мы поддерживаем 4,839 страниц (972 статей).

О игре foxhole
***Foxhole*** это массовая многопользовательская сетевая игра, в которой вы вместе с сотнями игроков будете определять исход непрекращающейся войны. Это лучшая игра в жанре совместной стратегии и тактики. Каждое ваше действие может оказать влияние на весь мир, находящийся в состоянии войны.

***Новичок в Foxhole?** Обязательно прочитайте наши полезные Гайды*
Endless Shore

**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.

## Endless Shore

A map of Endless Shore.

**Endless Shore** is a map with many river channels and bridges, as well as a large coastal island. These limit avenues of approach and create
natural choke points at the bridges. The map was added in Update 0.0.22, and later revamped in Update 0.0.31.

All bridges start off destroyed, with the exception of the bridges south of **Weathered Landing** and **The Selkie Bluffs**, west of **The Dannan Coast**, and at **Kelpie's Mane**.

## Update History

In Update 0.20, the new structure Safehouses have been implemented to this map.

In Update 0.41, the north entrance to Saltbrook Channel has been narrowed into a mountainous passage. An extra set of ramps have been added to the south entrance of Saltbrook Channel.

## Lore

#### Somber Note

Somber Note

You find a somber note nailed to the tree.

This war—why keep fighting it? What are we fighting for? I won't anymore. Not now, not after Jackson—

*There's a smear of ink between lines.*

We've stood side by side since we were children. Trained together for years on, only to watch him put a bullet in his head. Everything's heavy now, I am underwater, I can't breathe. It's been days, and I'm still here. Getting hungry, haven’t eaten in days. But, I can't leave him. He fears the night. What would he do without me? Besides, I just want to stare out into the sea. At least I'll always have that, eh, Jackson?

*There are two ragged sunflowers carved into the bark.*

Location of Somber Note - Endless Shore - M13k5

 Somber Note

#### Sign

Sign

A sign with directions to various locations in the region.

↑ Tuatha Watchpost.

*Someone scratched in some illegible letters. It's hard to tell what it means.*

→ Saltbrook Channel.

↑ Vulpine Watch.

Location of Sign - Endless Shore - F3k4

 Sign

#### Vandalised Plaque

Vandalised Plaque

What might have once been a fitting memorial to a lost war hero is now in shambles before you, the plaque vandalised and defaced.

*You can only make out a couple of letters from the inscription underneath,* "u, a, n, w, v,” *and what is clearly the word the word* “us.” *The rest has been painted over with slurs and vulgar imagery.*

Location of Vandalised Plaque - Endless Shore - F6k2

 Vandalised Plaque

## Named Locations in Endless Shore

* Balor's Crown
* Brackish Point
* The Dannan Coast
* Dannan Ridge
* The Dark Road
* Dearg's Fang
* Enduring Wake
* The Evil Eye
* Iron Junction
* Kelpie's Mane
* Kelpie's Tail
* Merrow's Rest
* The North Star
* The Old Jack Tar
* The Overland
* Saltbrook Channel
* The Selkie Bluffs
* Sídhe Fall
* The Styx
* Tuath Watchpost
* Vulpine Watch
* Weakthered Landing
* Wellchurch
* The Whispering Waves
* Woodbind

1. ↑ https://foxhole.fandom.com/wiki/File:Regional\_Lore.png
Advanced Ammunition Factory

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

## View Structure Health

The **Advanced Ammunition Factory** is a world structure used for producing advanced ammunition types and Warheads used for a Rocket Launch Site.

NOTE:

* Only one order of items from a category can be produced at a time. Subsequent orders are queued.
* Completed orders are initially private, but become public if they aren't picked up after a prolonged period of time.

## Craftable Items

### Tank Ammunition

*All type of ammunition need the specific tank unlocked in the Tech-Tree to be produced in the factory.*
Cranes

*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.*

### Crane Vehicles

* BMS - Class 2 Mobile Auto-Crane (Crane)
* BMS - Overseer Sky-Hauler (Large Crane on rails)

### Crane Structures

* Stationary Crane (world structure)
* Facility Crane (player built)
Clanshead Valley

**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.

## Clanshead Valley

A map of Clanshead Valley.

**Clanshead Valley** is a map in the northeast of the world with a central river running through it that provides land connection to Morgen's Crossing.

## History

The map of Clanshead Valley was added in Update 0.46 Entrenched.

## Map Locations

* The Bastard's Channel
* Bramble Field
* Fallen Crown
* Fort Ealar
* Fort Esterwild
* The King
* Lost Orphans
* ort Windham
* The Pike
* Sweetholt
* Tallowild
* Throne of Druiminn
* The Weathered Advance
Copper Alloy

Copper Alloy's in-game icon.

**Copper Alloy** is a resource used to produce vehicle Prototype Kits at the Engineering Center which advances the Technology tree.

## Acquisition

It is obtained by refining Copper at a Refinery (1:1 ratio). It can be retrieved as crates of 20 from your personal refining queue with the `right click` context menu.

## Uses

It can be spent at an Engineering Center to produce prototype kits of certain advanced vehicles, doing so slighly advance the technology for the vehicle selected. The kit can then be used at a Garage to build the prototype vehicle for just 100 Basic Materials.

## Storage

It makes stacks of 100 in inventory slots. It can be packed/unpacked into crates of 20 in the menu of a Storage Depot, Seaport, or Shipping Container using the right click context menu.
Balfour Stockade 75mm

*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

###

###

###

15
20
15

## Trivia

The design of this cannon bears some resemblance to the German 7.5 cm Pak 97/38, especially regarding the muzzle brake. This was a cannon made by mounting a French 75mm artillery piece barrel on a German anti-tank gun carriage.
Foxhole Вікі/Section 3

Зовнішні посилання
* Офіційний сайт
* Сторінка Steam
* Обговорення в Steam
* Twitter(ENG)

- Discord(ENG) (Wiki Discord(ENG))

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- Моніторинг війни онлайн
Спільнота Foxhole Wiki

- Портал спільноти (ENG)
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- Нові сторінки
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Foxhole Wiki/fr/Section 3

Liens Externes

* Official Website
* Page Steam
* Discussions Steam
* Twitter
* Site Web 1 de Suivie de la Guerre

* Discord (Discord du Wiki)
* Reddit
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* Twitch
* Site Web 2 de Suivie de la Guerre

Communauté du Wiki Foxhole

* Portail de la Communauté
* Panneau d'Affichage Admin
* Wiki d'Aide Gamepedia
* Nouvelles pages
* Changements Récents
* Pages manquantes
* Projets du Wiki
* Guide d'Edition
* Liste des tâches
Garrison Supplies

**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.

## Description

**Garrison Supplies** (also known as **G.Supplies** or **GSup**) are used to prevent the decay of the player made structures around Bases.

After stockpiling them in a base that has the **Small Garrison** upgrade, they are slowly consumed to prevent the decay of any player made structure surrounding the base in range.
They are consumed at a rate of two Garrison Supplies per hour per structure in range of the base. The consumption rate can be reduced to one Garrison Supplies per hour perstructure if the base has the **Large Garrison** upgrade.

If a base has both Garrison Supplies and Bunker Supplies, it will first use all the garrison supplies.

You can check a base's current Garrison Supplies and Bunker Supplies consumption by hovering your mouse over the tiny icons in the top right corner of the Base menu. If a particular supply type is currently preventing decay and getting consumed the text will say "On" rather than "Off".

"Supply Surplus" are a supply bonus that can occur in backline regions if there are very few structures in the region, decreasing the hourly consumption of garrison or bunker supplies.

Garrison Supplies cannot prevent the fast decay of structures within 150m of a region border.

Anti-Tank Mines and Signposts use their own special decay method and as such do not consume Garrison Supplies.

## Crafting

**Garrison Supplies** are obtained via production in a Factory under the Resource Tab.

Garrison Supplies can also be produced in a Maintenance Tunnel using power and Construction Materials, however, these cannot be pulled out of the facility, and are only meant for maintaining the nearby Facilities.

## Gallery

* text shown when placing your mouse on the tiny Garrison Supplies icon.
* A base warning about missing G.supplies.

## Notes

Bunker Supplies are the bunker equivalent of Garrison Supplies, except they only prevent decay of bunkers and trenches.
Drydock

**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.

## Drydock

Light Vehicle Assembly Station's ingame icon

## THIS ENTRY IS UNDER DEVOLPMENT, MOST INFO IS INCORRECT

The **Light Vehicle Assembly Station** is a large player built facility structure that is used to produce a wide variety of vehicles and equipment. It requires 2MW of power to produce things. It can be upgraded to add more vehicle production options. Only one of the production options can be active at a time.

## Construction

It is built with a Construction Vehicle and costs [Rare Alloy]].

## Destruction

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

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

## Interactions

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

## Squad Reservation

The original builder can reserve it for its active squad  or a particular squad  in the structure's menu so that only the original builder and the players in that squad can upgrade it. Its producton options and stockpile cannot be reserved. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.
Facility Crane

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

## View Structure Health

The **BMS Foreman Stacker** is a player built structure that can be used for moving shippables around. It is very similar to the Stationary Crane however it requires 0.5MW of power to function and can be built by players on Foundations using a Construction Vehicle.

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

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

Its decay can be prevented using Maintenance Tunnels, on top of the normal prevention method.
Iron/fr

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

L'**Iron** (*Fer*) est une matière première servant à fabriquer de l'Alliage de Fer dans une Raffinerie qui sert ensuite à produire des Kits de Prototypes dans un Centre d'ingénierie.

Le fer se récolte dans un champ de Salvage où il peut apparaitre lorsqu'un tas de Salvage se sépare en deux. La quantité obtenue sur un tas varie selon sa taille avec une moyenne de 4 à 10 Fer par tas. Il est possible de récolter environ 300 fer avant que le champ ne soit épuisé, cette quantité variant selon plusieurs paramètres.

## Extraction du Fer

Le Fer peut être extrait à l'aide d'un Marteau (Hammer) ou d'une Masse (Sledge Hammer).