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Foxhole Wiki/pl

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O Foxhole

**Foxhole** to gra typu MMO, w której w raz z setkami graczy kształtujesz początek, trwanie i wynik ciągłej sieciowej wojny. Jest to gra oparta na współpracy między graczami w dobieranej strategii i taktyce. Każda rzecz, którą zrobisz, będzie miała ogromny wpływ na ten świat pogrążony w ciągłej wojnie.

***Grasz pierwszy raz?* Zapoznaj się z naszymi Poradnikami Społeczności, *w szczególności* z poradnikiem Jak zacząć!**[Czytaj dalej...]

Główna nawigacja

**Aktualizacje**
**Budynki**
**Pojazdy**
**Wytwarzanie**
* Surowce i zasoby
* Uzbrojenie
	+ Amunicja
* Narzędzia

**Tryby rozgrywki**
* Podbój
* Faza Oporu

**Uniwersum**
* Frakcje

**Mechanika**
**Poradniki Społeczności**
* Jak zacząć

News from foxholegame.com

**CHARLIE War 8 Starting Conditions - Clapfoot - 2024/01/15 18:45**

War 8 will start on Wednesday the 17th of January at 1:00PM ET. The starting conditions for War 8 are as follows:...

**ABLE War 110 Starting Conditions - Clapfoot - 2024/01/08 14:05**

War 110 will start on Wednesday the 10th of January at 1:00PM ET. The starting conditions for War 110 are as follows:...

**Update 55 Release Notes - Siege Camp - 2023/12/05 17:20**

Hotfix 1.55.2.3 Bug Fixes Client would crash due to some rare errors. Hotfix 1.55.2.2 Bug Fixes Gate collisions are too large making......

Linki zewnętrzne

* Strona oficjalna gry
* Strona Steam
* Dyskusje Steam
* Twitter
* Foxhole Global HQ

* Discord gry (Discord Wiki)
* Reddit
* Youtube
* Twitch
* Foxhole Game Stats Live & Historic

Foxhole Wiki Community

* Portal społeczności
* Panel admina
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* Nowe strony
* Ostatnie zmiany
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* **Projekty Wiki**
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Mapa świata
Kliknij na wybrany region by otworzyć jego opis.
Error: Invalid coordinate at line 3, must be a number.

Sekcje strony głównej: 1 · 2 · 3 · 4. Masz sugestie, pomysły albo potrzebujesz pomocy? Dołącz do nas na naszym Discordzie!

\*Foxhole jest zarejestrowaną marką należącą do Clapfoot Inc., wykorzystaną za ich pozwoleniem.
Energia Rakud

Mall:Esemed
**Energia Rakud** on Tarbitav Energia allikas. Olles kord Valmistatud, need toodavad Energiat sellele mille küljes need hetkel on. Kui kõik 8 rakku on tarbitud, siis **Energia Rakud** hävivad.

## Kasutus

* **Energia Rakud** on tegelikult komplekt kaheksast rakust mis igaüks sisaldavad kaks ühikut Energiat. Kokku 16 ühikut, või 4 Tulpa energiat.
* Kuna iganes Sinu karakter tarbib Energiat, siis **Energia Rakud** on esimene koht kuskohast energiat saadakse.
* Selle põhiline funktsioon on häda-abi Energia kui näiteks Mängia Sõiduki aku on tühi.
* **Energia Rakud** on lihtne moodus Energia Saamiseks kui Sul on Ühendi ülejääk.
* Alternatiivselt, **Energia Rakke** võib paigutada ükskõik millisele Baasi pessa.
DAE 1b-2 “Serra”

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

The DAE 1b-2 “Serra”'s in-game icon.

## View Structure Health

The **DAE 1b-2 “Serra”** (Short: EMG, Flak Gun) is a Colonial mannable defense built at the Construction Yard. It uses 12.7mm magazines. It is a Emplacement and thus can be lifted onto a Flatbed Truck. It can be placed on the ground or on a Trench Emplacement.

## Description

It is produced on the Construction Yard like all other Shippables. When produced, it must be 'packaged' (press 'package' button in its inventory) before it can be picked up by a Stationary Crane / Mobile Auto-Crane and loaded onto a Flatbed. To place the gun, it has to be unloaded using a crane and then unpackaged by pressing `E` on it.

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

The gun is similar to the Field Machine Gun. Its high rate of fire (5 rounds per second) makes it kill infantry very quickly. It has a high velocity barrel that makes it deal 20% more damage per 12.7mm bullet (66-99 damage). It has a 300-round magazine and reloads in 6 seconds.

The gun has a single inventory slot, into which you load the ammunition (up to 100 magazines).

Similar to other emplacements, the stats are boosted when placed in the Trench Emplacement. There is a specific centre spot on which the emplacement can be placed using a crane. Destroying the trench destroys the gun as well.

It can also be manufactured at the Mass Production Factory in Structure Crates containing 3.

The shield protects well from small arms incoming fire but the gunner is susceptible to sniper rifle fire and gas.

It can't be placed on Bridges. However it can be placed in the "no build" zones within 60m of a region border, but it will suffer from fast decay.

## Visibility

It is invisible at night, just like infantry. It can also be hidden by being placed inside large bushes, but is revealed to people within 10m. Only its firing effects (smoke and flashes from the barrel) will betray its presence. This only works if it's not packaged.
Drummond Loscann 55c

**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

###

###

3
5

## Description

The **Drummond Loscann 55c** is a Warden Light Utility Vehicle variant capable of amphibious movement.

### Crew

The Loscann has 4 seats: 1 driver and 3 passengers. The vehicle is open-top making the crew vulnerable to thrown explosives and to small arms fire from the rear and from above. The back seat passengers can use their secondary equipment (Binoculars or Secondary Weapons).

### Inventory

It has 7 inventory slots which accepts any item and where small caliber magazines stacks.

### Health & Armor

It is the LUV with the lowest health (on par with the UV-05a "Argonaut") and is unarmored. Its low disable point (55%) allows it to soak a tiny bit of small arms and shrapnel but far less than even an Armored Car. Heavy calibers, anti-tank Launchers and heavy explosives are a death sentence. A single Anti-Tank Sticky Bomb can disable the vehicle.

Like other LUVs, repairing the vehicle costs a lot of Basic Materials (120 to repair 100%), more than for a truck or Armored Car.

### Armament

The vehicle is not equipped with any armament, but crew members can use their secondary weapons while seated in the back.

### Engine & Size

LUVs being the fastest off-road vehicle class, the Loscann is fast on road and can outrun off-road pretty much any other vehicle type (except a boosting Motorcycle). Combined with its low fuel consumption, the vehicle has great autonomy and range of action. It is highly maneuverable and agile. Unlike other LUVs though, the Loscann can drive on water. Care should be taken however, as when in the water the fuel consumption increases drastically, while the speed also decreases massively. For this reason it is recommended not to take the vehicle into the open sea, and either keep it near the shore or use it to cross rivers. It's small enough to pass under closed drawbridges.

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

It doesn't trigger anti-tank mines and can safely cross Field Bridges without damaging them too much. It is too small to cross Trenches. It can run over Sandbags and tier 1 walls but can't run over Barbed Wire Fences.

## Tactics

With 4 seats, the Loscann can be a good method of ferrying teammates across rivers. Combined with the medium sized inventory, it can also be used for resupplying cut-off positions across rivers or short stretches of sea.

## Trivia

* The Loscann is likely inspired by the Ford GPA, or "Sea Jeep" https://en.wikipedia.org/wiki/Ford\_GPA
Dunne Dousing Engine 3r

Dunne Dousing Engine 3r's in-game icon

###

###

15
5

## View Vehicle Strength Table

The **Dunne Dousing Engine 3r** is the Warden Fire Engine. Designed to transport water quickly and easily.

## Description

The **Dunne Dousing Engine 3r** has 15 inventory slots which can only hold water can. Each water can takes up one inventory slot.

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

## External Link

* Foxhole - Dunne Dousing Engine 3r by Gabriel Dubois - Artwork and 3D model - Artstation
.44

**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.

## Description

.44 ammunition is the standard ammunition for the Cometa revolver and the Warden Hangman rifle. It is produced in a factory or mass production factory alongside other small arms and ammunition.

It is the only ammunition with 8mm to stack in all uniforms (3 per inventory slot).

## Weapons Using .44

* **Cometa T2-9**
* **The Hangman 757**

## Trivia

The .44 round in-game is likely based off the .44 Magnum, a rimmed cartridge originally designed for revolvers but later adopted for use in rifles and carbines. It is a high-power round that can deliver significant kinetic energy to its target and has been used in hunting elk and even bison. However, it is a relatively slow and heavy round and drops off quickly at long ranges[1].
Iron Alloy/fr

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

L'**Iron Alloy** (*Alliage de fer*) est une ressource utilisé dans la fabrication de Kits de Prototypes dans un Engineering Center.

Il peut être obtenu en raffinant du Fer dans une Raffinerie avec un ratio de 1 pour 1. Une fois raffiné, il peut être récupéré dans des caisses contenant 20 unités. Comme toutes les autres ressources, les alliages d'aluminium peuvent être mis en caisse ou sortis de caisse dans un Storage Depot ou un Seaport.
Foundation

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

**Foundations** are player built tiles. Most facilities can only be built on top of those tiles. They are built with a Construction Vehicle and costs Gravel. The tiles comes in a variety of shapes to better suit the terrain. They can't be built on Road, rocks, Beaches, or Bridges. They can be built on cliffs and even protrude a bit over the water. The foundations can be upgraded into Concrete Foundation with Concrete Materials. They consume twice as much Garrison Supplies as normal structures to prevent their decay. That consumption is the same for all tile shapes incentivizing you to build the larger shapes.

Pillboxes, Dug Foxholes, Trenches, and Bunkers can't be built on those tiles.

## Foundation Tiles

* **Foundation (1x2)**
* **Concrete Foundation (1x2)**
* **Foundation (1x1)**
* **Concrete Foundation (1x1)**
* **Foundation (2x2)**
* **Concrete Foundation (2x2)**
* **Foundation Corner (1x1)**
* **Concrete Foundation Corner (1x1)**

## Destruction

The original builder of a foundation tile can instantly demolish it using the  button in its menu. However it can only be done if there are no enemy nearby, and it was built less than 3 hours ago.

Foundations are immune to Friendly Fire. However one 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 it can be destroyed.

## Gallery

* Foundations can be built on cliffs and even protrude a bit over the water.
Factory

**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 **Factory** is a structure that produces **crates**  of weapons, ammunition, tools, Medical, and base Supplies using materials as input. Items are split into 7 categories at the factory: Small Arms , Heavy Arms , Heavy Ammunition , Utility , Medical , Resource , and Uniforms .

Only one order of items from a category can be produced at a time. Subsequent orders are queued (up to 6 per category). Orders can contain up to 4 crates and can be set to "personal" (only you can retrieve them once completed), "[squad name]" (only members of that squad can), and "public". Orders listed in the Output window can be filtered by "personal" , "squad" , or "public"  type. Completed personal and squad orders become public if they aren't picked up after 60 minutes.

* When the phrase "released to the public" is being used, it refers to the order being publicly thrown into the MPF or Factory's inventory. If it was produced either as a Private, or Squad order, then it will have the "Reservable" labeled on it.

Items produced in the Factory are packed into crates. Items can not be used until the crate is submitted to a stockpile.

If an enemy town is captured, its factory can only be rebuilt once the "Industry"  Base Upgrade has been unlocked.

Unlike the Refinery and Mass Production Factory, the factory does not have a loading zone to deposit Shippables like Shipping Containers, meaning the factory can't directly interact with them.

You can check the status of each individual production queue of a given factory by putting your cursor on that factory's icon on the map (press `M`).

You can also check who made an order by opening the menu and putting your cursor on the category icon on the left of the order, this only works if the player is online.

## Tips

Whenever possible, produce an order of Garrison Supplies or Bunker Supplies. Due to the high demand for Garrison Supplies to maintain structures like Facilities and Bunkers, they are always needed somewhere. In order to help your faction, constantly producing Garrison Supplies (commonly referred to as "Gsupps") will help your faction immensely as you reduce the amount of time someone needs to obtain them (due to their high demand and long production time, a single order can range between around 13 minutes to upwards of more than an hour, depending on how many people are queued in the Factory)

* While Bunker Supplies are more efficient in maintaining a base due to only preventing decay to Bunker Pieces and Trenches, Garrison Supplies are more beneficial as they cover a wider range of defenses and structures, especially if they are being used to maintain a Facility.
Foundation (2x2)

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

Foundation (2x2)'s ingame icon

## View Structure Health

**Foundation (2x2)** is a player built Foundation tile. It is built with a Construction Vehicle and costs Gravel. It can be upgraded into Concrete Foundation (1x2) with Concrete Materials. It consumes twice as much Garrison Supplies as normal structures to prevent its decay.

Despite being four times larger than a Foundation (1x1) they both consume the same amount of Garrison Supplies.

## Gallery

* The 1x2, 2x2, and 1x1 Foundation pieces.
Field Mortar

**Versioning**

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

## Cost

###

35

## Crate Cost

###

105

## View Vehicle Strength Table

The **Field Mortar**, or **Balfour Falconer 250mm**, is a Warden unpropelled vehicle with a 250mm Heavy Mortar. It serves to engage fortified structures.

## Description

The Field Mortar requires a crew of two to move. The left slot is the driver who controls movement and the azimuth of the mortar. The right slot is the gunner who loads, adjusts the range with `Mouse Scroll Wheel`, and fires the mortar with `LMB`. The gunner cannot aim the azimuth of the mortar without help of the driver, but he can fire the gun straight forward from its position. The gun has a maximum range of 25 meters. Reload takes 8.5 seconds. 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.
Forward Spawn Point

Bases where players can respawn if they've set their spawn there and there are Soldier Supplies left.

Unlike Home Spawn Points, players can't deploy there from the Home Region. Players cannot build Cranes and Construction Vehicles next to it.

Players can have one spawn set to a Forward Spawn Point and another to a Home Spawn Point.

Base types that are Forward Spawn Points:

* Bunker Base
* Forward Base
* Keep
* Safe House
Huber Starbreaker 94.5mm

*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.

## Huber Starbreaker 94.5mm

The Huber Starbreaker 94.5mm's in-game icon.

## Information

### Cost

155
10
25

## View Structure Health

The **Huber Starbreaker 94.5mm** is a mannable defence that fires 94.5mm anti-tank shells. It is an Emplacement and thus can be lifted onto a Flatbed Truck. It can be placed on the ground or on a Trench Emplacement.

## Description

It is produced at the Tank Factory unlike most Shippables. It can be packaged (via a button in its inventory) and lifted by a Crane and loaded onto the Flatbed Truck. To place the gun, it has to be unloaded using a crane and then unpacked by pressing `E` on it. The cannon reloads in 3 seconds, which is much faster than cannons on armored vehicles, with a 45m range. The cannon has a high velocity barrel that deals 50% additional damage.

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

The gun has a single inventory slot, into which you load the 94.5mm shells. The shell being Large Items do NOT stack in the inventory which means you can only have one shell loaded in the cannon and one in the inventory.

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

The gun doesn't have a shield to protect the user from gun fire or tank shells. Gunners should carry gas masks and filters so that they cannot be easily killed by gas grenades.

It can't be placed on Bridges. However it can be placed within the "no build" zones within 60m of a region border, but it will suffer from fast decay.

## Visibility

It is invisible at night and behind tall obstacles, just like infantry. It can also be hidden by being placed inside large bushes, but is revealed to people within 10m. Only its firing effects (smoke and flashes from the barrel) will betray its presence. This only works if it's not packaged.
DAE 1o-3 “Polybolos”

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

The DAE 1o-3 “Polybolos”'s in-game icon.

## View Structure Health

The **DAE 1o-3 “Polybolos”** is a mannable defence built at the Construction Yard. Its twin launcher fires ARC⧸RPG indirect shells. It is an Emplacement and thus can be lifted onto a Flatbed Truck. It can be placed on the ground or on a Trench Emplacement.

## Description

It is produced on the Construction Yard like most Shippables. It can be packaged (via a button in its inventory) and lifted by a Crane and loaded onto the Flatbed Truck. To place the gun, it has to be unloaded using a crane and then unpacked by pressing `E` on it. The twin launcher can fire two projectiles in quick succession at a range of 45m. Each launcher takes 3 seconds to reload.

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

The gun has a single inventory slot, into which you load the ARC⧸RPG shells, which stack in its inventory.

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

It can also be manufactured at the Mass Production Factory in Structure Crates containing 3.

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

It can't be placed on Bridges. However it can be placed within the "no build" zones within 60m of a region border, but it will suffer from fast decay.

## Visibility

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

## Trivia

* "Polybolos" means "Multi-thrower" in Greek, and was the name of an actual repeating ballista used in ancient times.
* The gun has a loose resemblance to the 7.5cm le.IG 18 infantry support gun used in WW2.
Grenade Launcher

Grenade Launchers are a type of Infantry weapon designed to fire Grenades over a long distance. When equipped, they are capable of firing a variety of grenades. Each weapon has a list of grenades they can and cannot fire.

There are two infantry grenade launchers currently in the game. One is a primary weapon, while the other is a rifle attachment.

## Description

**Grenade Launchers** are weapon capable of launching certain grenade types. Only one grenade can be loaded at a time, which means you'll need to reload after each shot. Unlike throwing grenades by hand, launched grenades cannot be cooked, and will always detonate 4s after being launched.

Pressing `F` cycles through grenade types currently in your inventory.

For the Warden's Grenade Launcher, due to it being an attachment, similar to a bayonet, it must be equipped by pressing `F`. When it is equipped, you are unable to fire the rifle's ammunition and can only fire grenades.

* Weapons with select fire options are unable to equip the grenade launcher attachment

## Crafting

Grenade Launchers can be produced in a Factory, either under the Heavy Arms category or Utility category (depending on the grenade launcher).

* The Colonial Grenade Launcher can be made in both the Factory and the Mass Production Factory (Under the Heavy Arms category)
* The Warden Grenade Launcher can only be made in the Factory (Under the Utility category)

## Ammunition

While both grenade launchers are capable of firing some of the same grenade types, a couple of them are weapon-exclusive

* Gas Grenade
* Tremola Grenade GPb-1
* Smoke Grenade (Colonial GL only)
* A3 Harpa Fragmentation Grenade (Warden GL only)

## Grenade Launcher List

* **KLG901-2 Lunaire F**
* **The Ospreay**
Deadly Soulstone

The Deadly Soulstone's in-game icon.

The **Deadly Soulstone** is a Dead Harvest item which is used to turn the player into an Avartach, a type of Zombie able to spit acid as a secondary attack. Avartachs are faster and have more health than a regular cursed. This speed and health increases even more at night, where their spit attack also gains even more damage, allowing it to kill infantry with ease.

The **Deadly Soulstone** can be used in two ways. The first way is active, and requires the player to equip the stone in their 3rd slot, before selecting that slot and using it. This will immediately transform the player into a Cursed, no matter where they are. It will also reset their health to full. The second way is to have the **Deadly Soulstone** in their inventory when they die, which will turn them into a Cursed upon death. This will also reset the player's health to full.
Enriched Oil

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

Enriched Oil's in-game icon.

**Enriched Oil** is an advanced resource that can be crafted by combining Heavy Oil and Sulfur at an Oil Refinery's Petrochemical Plant upgrade. It is used in advanced crafting at a Metalworks Factory and also serves as fuel for Super Tanks.
Iron Alloy/pt

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

 Peso: | 2,5% por unidade

**Liga de Ferro** é usada para produzir protótipos de itens no Centro de Pesquisa. É obtido por refino de Ferro em uma Refinaria (na proporção de 1:1). Ele pode ser retirado em caixas da refinaria, 20 unidade em cada caixa. E pode ser encaixotado/desencaixotado em um Depósito ou Porto.
Fuscina pi.I

The Fuscina's in-game icon.

The **Fuscina pi.I** is a Colonial 3-round burst Rifle.

## Description

The Fuscina is limited to 3-round burst fire. Its maximum accuracy and range are less than that of other rifles but the 3-round burst gives it a high rate of fire, making it suited for suppressing defensive structures and trench combat. It is also capable of killing in one burst if all three shots land. This comes at the expense of ammo capacity - it possesses a 18 round magazine that is emptied in just 6 presses of the trigger, making the gun very ammo hungry. It is noticeably heavier than other rifle class weapons at 18.2% encumbrance, but sports best in class damage output and volume of fire.

The Soldier Uniform reduces the Encumbrance of this weapon by 25%.

## Tactics

The Fuscina is very good for suppressing defenses if you have a stable enough position to land most of your shots. A single soldier can suppress a Tier 2 Rifle Garrison with just a few mags in an ideal scenario.

Because of its high fire rate and reduced accuracy, this gun should not be used as a main battle rifle. Its reduced range make Fuscina users vulnerable to conventional rifle armed soldiers in open terrain. The Fuscina pi.I is best used to assault trenches, suppress structures and prepare ambushes from a position where the player will have the stability hit targets with ease.

At night the Fuscina has the upper hand, as the limited view distance allows players to close in on the target to increase their accuracy and avoid being engaged from outside the Fuscina's range. However, the gun will struggle against SMGs in short range engagements, especially if it doesn't have its full accuracy or if the first burst misses.

It benefits from good cover not only because it requires a stable shooting position to be used effectively but also because it needs a safe spot for frequent reloads.

## Trivia

* The Fuscina pi.I bears a resemblance to the FN FAL and H&K G3 series of rifles.

* In Latin, a “Fuscina” is a three pronged trident.
Damage Types/fr

*This article is a stub. You can help Foxhole Wiki by expanding it.*
Ceci est une liste de tous les types de dégâts dans le jeu, les armes qui les utilisent, et leurs effets.

## Light Kinetic

* 8mm
* .44
* Buckshot
* 9mm
* 7.62mm
* 7.92mm
* A3 Harpa Fragmentation Grenade

## Heavy Kinetic

* 12.7mm
* 14.5mm

## Anti-Tank Kinetic

* 13.5mm

## Shrapnel

**Effets:** Fait toujours saigner la victime.

**Utilisé par:**

* Bomastone Grenade
* Mortar Shrapnel Shell

## Poisonous Gas

* Gas Grenade

## Explosive

* HE Grenade
* 30mm
* RPG Shell

## High Explosive

**Effets:** Dégâts réduits contre les Tranchées.

**Utilisé par:**

* 40mm

* Mortar Shell
* 120mm
* 150mm
* 250mm

## Demolition

* 300mm Round
* Satchel

## Armour Piercing

* 68mm AT
* Anti-Tank R.P.G. Shell
* Anti-Tank Indirect R.P.G. Shell
* Ignifist 30

## Anti-Tank Explosive

* AT mine
* Anti-Tank Sticky Bomb
Foxhole Вікі/Section 2

Навігація**Оновлення****Структури****Транспорт****Крафтинг**
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	+ Боєприпаси
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* Медицина
* Уніформа**Режими**
* Завоювання світу
* Фаза опору
**Лор гри**
- Фракції**Гайди**

- Гайди

- War API

Новини з foxholegame.com
**CHARLIE War 8 Starting Conditions - Clapfoot - 2024/01/15 18:45**

War 8 will start on Wednesday the 17th of January at 1:00PM ET. The starting conditions for War 8 are as follows:...

**ABLE War 110 Starting Conditions - Clapfoot - 2024/01/08 14:05**

War 110 will start on Wednesday the 10th of January at 1:00PM ET. The starting conditions for War 110 are as follows:...
Flatbed Truck

**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

###

30

## Crate Cost

###

90

## View Vehicle Strength Table

The **Flatbed Truck** is a vehicle intended to transport Shippables, including certain packaged Vehicles. The Flatbed Truck is a preferable option to use over regular Trucks when large amounts of crates or materials need to be transported over large distances, as a single Container can carry much more than a regular truck would.

## Description

The Flatbed Truck is a very large vehicle with a bay at the rear. Shippables, like Containers, Packaged Vehicles, Shippable Crates, and Emplacements, can be loaded onto this bay. To do this, a Crane must load and unload the truck manually as unlike the Barge, the Flatbed Truck doesn't have a ramp.

Like the other Logistics vehicles the Flatbed Truck moves slower when loaded. Loading anything onto the bay sets the Flatbed Truck's encumbrance to 66% regardless of what it is.

Despite costing more Basic Materials to repair and requiring Refined Materials to build, the Flatbed Truck takes damage easily from enemy fire. A single rifle bullet at close range costs it 3% Health.

The Flatbed moves slower than regular Trucks on roads but doesn't lose speed on rough terrain, making it actually faster than regular trucks there.

It has a sweet reverse noise.

## Tips

* Due to their high price for a logistics vehicle, flatbeds are prohibitively expensive in the early war, and are accordingly a favored target of partisans.
* Instead of a container, it can carry 6 players in the back, but they have to hop in the back on higher elevation.
* If a Flatbed Truck is carrying a load in the back and the Flatbed gets destroyed, the load simply drops to the ground unharmed
* Flatbed Trucks cannot be packaged.
* Known vehicles it can carry:
	+ LUV, Motorcycle, Field Guns, Armored Car

## Lore

The Flatbed's full name is "BMS Packmule Flatbed".

## Gallery

* Flatbed Trucks with diffrent types of packaged vehicles
* The Flatbed's menu shows what's loaded on its back.

## External Link

* Foxhole - Flatbed Truck Vehicle by Clapfoot - 3D model - Sketchfab
Deployment

**Deployment** is the process of Players joining the world from the Home Region. In Foxhole, deployment is made strategic through the **Deployment System**.

## Deploying from Home Region

From the Home Region players can deploy into the "real" World by interacting (`E`) with the Deployment area. This opens the Deployment Screen where they are asked to select a "Deployment Point". Each black diamond on the screen is a deployment point and corresponds to a Base in the world that's a Home Spawn Point. After selecting one, they will spawn at the corresponding base. Valid Deployment Points are defined by the Deployment System.

## Deployment System

The **Deployment System** determines where a player can spawn upon entering the war from the Home Region. Each Home Spawn Point (Town Base, Relic Base, Border Base, and Deployed Landing Ship) has a "**Garrison Size**" that can be viewed on the Deployment Screen (relative size of the black diamonds) and on the map by putting your cursor on the base. Garrison Size grows with time at a rate that depends on the number of players that have their spawn assigned at the base ("**Garrison Activity**") and on the Garrison Upgrades the base has. If a base has a positive Garrison Size, it can be a valid Deployment Point, and players can spawn there from the Deployment Screen. A player deploying to a base reduces that base's Garrison Size. The system ensures a huge group of players cannot suddenly deploy to a newly built base from Home Region.

Bunker Bases with the Deployment Point upgrade unlocked become possible Deployment Points.

Deployments from the Home Region do not require or consume Soldier Supplies, unlike respawns after death. However there's a limit to how frequently you can deploy, go back to the Home Region, and deploy again. You won't be able to deploy if your second to last deployment was less than 400 seconds ago (6min 40s).

Deploying to a base automatically assigns it as your Home Spawn Point for respawn purposes. One exception: deploying to a Bunker Base with **Deployment Point**  unlocked assigns it as your Forward Spawn Point.

## Starting Gear

Upon deploying, each player will start out with a Pistol, two 8mm magazines, and a Hammer. The pistol will be unloaded.
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News from foxholegame.com

**CHARLIE War 8 Starting Conditions - Clapfoot - 2024/01/15 18:45**

War 8 will start on Wednesday the 17th of January at 1:00PM ET. The starting conditions for War 8 are as follows:...

**ABLE War 110 Starting Conditions - Clapfoot - 2024/01/08 14:05**

War 110 will start on Wednesday the 10th of January at 1:00PM ET. The starting conditions for War 110 are as follows:...
Damaged Components

Damaged Components' in-game icon.

**Damaged Components** are a raw Resource that can be refined into Components at a 30:20 conversion rate in a Metalworks Factory's Recycler.

They are produced by a Stationary Harvester (Components)'s Excavator upgrade. Unlike the normal components the production of damaged components do not consume nodes of the Component Field and continue to produce Damaged Components even while the field is empty. They consume 1 L of Petrol to produce 1.5 Damaged Component (6L / 9 Damaged Component), taking 12 seconds.

As you need to convert the Damaged Components to Components in the Recycler, in the end, the ratio is 1:1 of Petrol:Component (compare with around 1:30 ratio of Component Mine)
Howitzer

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

## View Structure Health

The howitzer is a defensive long range static artillery emplacement that can provide heavy suppressive fire against advancing enemy infantry. The howitzer lacks the accuracy of the Field Artillery - it is so inaccurate that it will frequently miss even Static Bases when correctly aimed - and seems to do much less damage to most structures. It also has a 360 degree field of fire and a 75-150 meter range. It fires 120mm Shells, and each of them requires a separate slot in inventory.

To use a howitzer enter it by pressing `Q`, reload with `R`, rotate the cannon and aim with `RMB`, adjust distance with `Mouse Wheel`, and fire with `LMB`. You can spot with binoculars from the howitzer's little platform after exiting the howitzer.

The howitzer must be built with a Construction Vehicle for 150 Basic Materials.

The howitzer works better with one operator and one spotter to utilize its maximum range.

The Howitzer is a pretty vulnerable structure. It takes damage from heavy machine guns and can be destroyed with just 3 HE grenades.

## Ammunition - Shell Types

* 120mm **Shell**
	+ *High explosive shell used in the Howitzer*
* 120mm **Smoke Shell**  (Smoke effect GIF)
	+ *A shell that emits a thick cloud of smoke that lingers for a prolonged period, providing cover for massive infantry pushes. The impact also unleaches a barrage of shrapnel to nearby infantry.*

## Tips & Strategy

Firstly scout ahead and find a potential spot for building. Build a walled "room", so that it can't be rushed or captured by the enemy. 150m for static targets, 120m for shelling infantry and other mobile targets (doesn't require calculating). Unload shells with a truck, it's faster, mind that excess unloaded shells appear under the truck. If you are shelling enemy Base, then try to unload it all at once, so there'd be less time for repairing.

Spotter can lay in a bush (good for surviving) or garrisoned (good for calculating, as Dist/Azim to friendly howitzer is constant). View distance from higher ground is better. Spotters should remember to calculate distance if you're separated from the howitzer.If stood in front of the howitzer It is recommended to stay in line with the guns barrel and calculate the distance from the howitzer to your position, then adding the distance to the target.

Howitzer's do minimal damage to forts (2% give or take) and as such should be focused on attacking defensive items instead or the spawn area of such.

## External Links

* Foxhole - Static Artillery by Clapfoot - 3D model - Sketchfab
* Foxhole Artillery Calculator
* - Another Foxhole Artillery Calculator but this one can overlay on the game requiring less Switching windows for non Smartphone users
Encumbrance

Every item in the game has a weight. When the player puts items in their backpack or equips them their **encumbrance** increases. Newly respawned soldiers are 14% encumbered, due to their hammer, pistol and two pistol clips. Your encumbrance also increases when mud  accumulates on your soldier from moving on muddy terrain during Rain Storm.

Encumbrance directly affects the player's rate of decrease in Stamina when walking or running, as well as their movement speed. For vehicles, it only affects the speed in the three encumbrance stages.

## Encumbrance levels

Encumbrance is displayed in game as a percentage of a set maximum encumbrance. The number can be seen in the inventory UI screen.

## Players

For players, the movement speeds is directly related to the percentage of encumbrance. Being 0% gives a significant boost compared to 40%, but even the difference between 15 and 20% is noticeable during sprint. Players 0% encumbered sprint at a speed of 6.5m/s.

When encumbrance reaches 100%, walking itself will start consuming stamina. Reaching red stamina will cause your soldier to fall over. As encumbrance rises over 100%, the player will use more and more stamina for walking and running.

## Vehicles

As of Update 0.26 some vehicles are subject to some level of encumbrance system as well. This was implemented in order to increase speed for empty logistics vehicles doing return trips.

The encumbrance values of items in a vehicle are different than from a players inventory. For a Transport Truck, the ratio appears to be 1:0.18. The encumbrance of players in the vehicle does not count towards the encumbrance of the vehicle, thus storing items in your backpack could potentially lead to faster travel speeds in vehicles. The fuel in the fueltank also does not count towards the encumbrance of the vehicle.

The affect of travel speed of vehicles works different than from players. It is not directly tied to the encumbrance, but works with a constant speed within a encumbrance range (light, heavy, overweight), with each range having a different speed. With high encumbrance (100+%), the truck moves at 75% speed compared to 0% encumbrance. Going over 100% encumbrance does not affect the vehicle's speed further.

Data on encumbrance values in the Transport Truck:

* 15 Crates encumbered for 150% (while on a person, that amount would weigh 825%).
* 500 Basic Materials or 300 Pistol clips in a truck weigh 100% (on a person, they both weigh 545% each)
* 50 Rifle clips weigh 16% (on a person, it would be 90%)

List of vehicles with speed affected by encumbrance:

* Ambulance
* Fire Engine
* Flatbed Truck
* Harvester
* Light Utility Vehicle
* Truck
Explosive Materials/pt

Peso: | 1%

**Materiais Explosivos (Explosive Materials)** Também conhecidos como "emats" são um recurso de construção em Foxhole. São utilizados na Fabricação de Armas Explosivas Leves, Como a Granada de Fragmentação, Bomba Adesiva, Morteiro, RPG e munições.

Materiais Explosivos são criados na Refinaria processando Sucata a uma proporção de 10:1.

Leva 4 minutos para refinar 100 Sucatas em Materiais Explosivos.
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About Foxhole
***Foxhole*** is a massively multiplayer game where you will work with hundreds of players to shape the outcome of a persistent online war. This is the ultimate game of collaborative strategy and tactics. Every action you take can have a powerful effect across a world in a state of war.

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

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News from foxholegame.com

**CHARLIE War 8 Starting Conditions - Clapfoot - 2024/01/15 18:45**

War 8 will start on Wednesday the 17th of January at 1:00PM ET. The starting conditions for War 8 are as follows:...

**ABLE War 110 Starting Conditions - Clapfoot - 2024/01/08 14:05**

War 110 will start on Wednesday the 10th of January at 1:00PM ET. The starting conditions for War 110 are as follows:...

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Fuel

*This article is a stub. You can help Foxhole Wiki by expanding it.*
**Fuels** are Resources consumed by vehicles to move and by certain structures.

## Fuel Types

* Diesel
* Petrol
* Oil
* Heavy Oil
* Enriched Oil
* Coal

## Vehicles

Bicycle and Field Guns don't need any kind of fuel to move.

Battle Tanks consume Heavy Oil.

Super Tanks consume Enriched Oil.

Locomotives and Small Train Locomotives consume Coal.

Large Cranes consume Oil.

Every other type of vehicle in the game can only consume Petrol and Diesel interchangeably.

For info on vehicle fuel consumption, see Vehicle Fuel Consumption.

## Structures

Engine Rooms consume Diesel to produce power.

Fire Pits consume Diesel to warm nearby players and vehicles.

Stationary Harvesters all consume Petrol to harvest resources except the Stationary Harvester (Sulfur) which needs Heavy Oil

Certain production facilities also use certain fuel types in their crafting recipes.
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В даний час ми підтримуємо 4,839 стоірнок (972 статтей).Про гру Foxhole***Foxhole*** це масова багатокористувацька мережева гра, в якому ви разом із сотнями гравцями будете вирішувати результат безперервної війни. Це найкраща гра в жанрі спільної стратегії та тактики. Кожна ваша дія може вплинути на весь світ, що перебуває у стані війни.
***Новачок у Foxhole?** Обов'язково прочитайте наші корисні Гайди*
Gun Nest

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

## View Structure Health

The **Gun Nest** is a defensive building an upgraded version of the Manned Foxhole and shares the same mechanics. The upgrade costs 100 Basic Materials.

It has a higher fire rate than the Foxhole and includes the ability to throw Frag Grenades at enemies within 20m.

Like all Defenses, the Gun Nest has to be in proximity to a Static Base (150m) or Forward Base (80m) with the AI upgrade activated in order to automatically attack enemies.

Firing range: Daytime - 26m; Nightime - 22m.
Field AT 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.

## Information

### Cross field bridges?

Safe

**Field AT Guns** are unpropelled vehicles with a 68mm gun. It serves to engage enemy armored vehicles.

## Description

The Field AT Gun 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 40 meters.

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

Can be packaged and transported as a shippable by a Flatbed Truck or a Crane.

## List of Field AT Guns

* **AA-2 Battering Ram**
* **Collins Cannon 68mm**
Fire

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

* Lit buildings can reach a Blazing state. Once this state is reached surrounding buildings have a chance to catch on fire. The impacted area is influenced by the wind direction. Neutral structures do not spread fire.

* Accurate Flamethrower bursts on players will set them on fire.

* Many of the buildings in the world can be burnt, including Garrisoned Houses and Bunker Bases. Extinguishing fires can be done by throwing Water on fires with Water Buckets. Water Buckets can be filled from any body of water, including from wells in towns.

* Some lighter vehicles can be burnt and destroyed by Flamethrowers.