recursal/Fanatic-Fandom huggingface dataset:
War 66

## Background

   War 66 featured a rather confined map of 3 regions in each "row" from south west to north east with 8 disabled regions, compared to the inverted-heart shape map in the previous war with only 4 disabled regions. The starting contested regions are The Linn of Mercy, The Deadlands and The Drowned Vale, each featured a Factory and a Seaport, allowing local production of war materials and high-volume logistic via Freighter. The latter of which not applicable to the Colonials due to their main logistic hub Heartlands, where their Mass Production Factory was located, had no water way connected to any of the contested regions.

## Media

In chronological order (to the best of editor's knowledge).

## Trivial

* Release of Cyberpunk 2077 on Dec 10 led to peak player number drop from Dec 10's 592 to Dec 11's 463.

## External Links

* Replay of War 66 on foxholestats.com's video archive

1. ↑ https://discord.com/channels/203512636556574720/543912869683789824/783016650223386674
2. ↑ https://steamcharts.com/app/505460
Smuggler's Cove

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

*This lore piece is reported on 12 August 2017.*
The **Smuggler's Cove** is a small secret hideout of smugglers in Endless Shore. It is related to the Smuggler's Fort and is part of a smuggling network for various regional products from both sides of the conflict moving to the other.

## Description

Reason: "*Description and screenshots of the location.* "

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

Reason: "*Description and screenshots of the location.* "
}}

## Empty Flask

Reason: "*Needs icon and description and stuff*"

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

Reason: "*Needs icon and description and stuff*"
}}
Type C - “Charon”

Reason: "*need info and images*"

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

Reason: "*need info and images*"
}}

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

## Cost

###

125

### Inventory Slots

100 Mortar Shell, 100 Mortar Shrapnel Shell, 30 Mortar Flare Shell

## Armament

* Heavy Mortar
* Tripod Weapons

### Ammo

Mortar Shell, Mortar Shrapnel Shell, or Mortar Flare Shell

## Crate Cost

###

335

## View Vehicle Strength Table

Standard Gunboat for the Colonial faction.

## Trivia

* The word "Charon" is of Greek mythological origin and is the name of the ferryman to the Greek underworld of Hades.

* Prior to Update 0.45 the front turret of the Charon used 14.5mm ammo - after this ammo type was removed it was changed to use 12.7mm rounds and provided with a "high velocity" damage bonus, meaning its damage output was effectively unchanged.

* Gallery

* Colonial Gunboat Prenaval update
* concept art of the Charon's rework in update 54
Update 0.0.3

Date: August 26, 2016

Blog link: Foxhole 0.0.3 Released!

### Gameplay Changes

* Day / Night system: Players are only visible up to a certain distance during night hours
* Small Arms, Mortars, and Grenades no longer damage heavy structures (i.e. Outpost)
* Outpost has a slightly smaller footprint, allowing it to be built in more places

### Major Bug Fixes

* Fixed bug that made it hard to vault over sandbags
* Fixed issue with players not respawning after falling into water
* Fixed bug that causes players to be stuck in the hammering animation
* Fixed crash that occurs when the war ends
* Fixed bug that causes players to spawn at previously destroyed Campsites
* Fixed bug that causes players to earn Commend Points at a faster than normal rate

### Other Changes

* Lighting system has been overhauled to support the day / night system
* The world day/time is now shown on the Map screen
* Read only chat window is now displayed on the respawn screen
* Chat window is now scrollable
Update 0.0.27

Date: Apr 13, 2017

Blog link: Foxhole 0.0.27 Release Notes

	+ A lightweight, semi-automatic firearm that provides greater mobility and rate of fire
	+ Requires Technology Level 2
* New Item: 7.62 Carbine
	+ Standard ammunition for Carbines

### Gameplay Features & Changes

* New small arms damage modelling
	+ Weapons can now fire well beyond their maximum "effective" range, but damage falloff is applied
	+ This means that even a Pistol can potentially hit a distant enemy with low damage
* Garrison House structures have been added to Deadlands and Umbral Wildwood

### Game Balance

* Bleed is only applied if damage received meets a minimum threshold (25% of total player health)
* Stagger is only applied if damage received meets a minimum threshold (25% of total player health)
* Soldier Supply production time increased by ~75%
* Mortar, Mortar Ammo, Rpg, and RpgAmmo require Technology Level 2 at the Weapons Factory
		- Base damage increased by 25%
		- Equip time reduced slightly
	+ SMG:
		- Maximum effective range reduced by 27%
		- Equip time reduced slightly
	+ HMG:
		- Base damage increased by 20%
		- Maximum effective range reduced by 20%
		- View distance decreased by 10%
	+ Pistol:
		- Maximum effective range reduced by 12%
	+ Revolver:
		- Base damage increased by 20%
		- Maximum effective range reduced by 18%

### Other Changes

* Callouts: Quickly communicate location sensitive information to other players
	+ Press "F" to activate Callouts screen
	+ Can be used on the HUD or on the map screen
	+ Additional features and improvements will come to Callouts in the future
* Town Hall asset refreshed
* Help screen has been refreshed
* Aim animations improved for small arms

### Major Bug Fixes

* Transport Trucks no longer turn slowly when FPS is low
* Expired Soldier Supply orders no longer yield Crates
* Soldier Supply production time no longer produces at twice the intended speed
* Visibility is no longer blocked when firing out of the second floor of a Garrison House while crouched
* Several Garrison Houses no longer have their entrances blocked
* Exit will no longer be blocked when exiting a Howitzer
* Player no longer "twitches" when rotating while aiming in the East direction
* Small arms shot no longer goes in the opposite direction when target is too close to player

### Known Issues

* After erecting an upgraded wall build site and letting it collapse, the wall's health appears to be at maximum until it is either hit again or repaired
Trench Connector

**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.

## Trench Connector (Tier 1)

The Tier 1 Trench Connector's in-game icon.

## Trench Connector (Tier 2)

The Tier 2 Trench Connector's in-game icon.

## Trench Connector (Tier 3)

The Tier 3 Trench Connector's in-game icon.

## View Structure Health

A dynamic Trench piece that can connect two individual entrenchments within a trench system.

## Description

The **Trench connector** is a special Trench that has an irregular shape. It can be connected to trenches, bunkers, or placed on their own. It comes in three tiers. It can extend up to 7 meters from the center of the connection points. The connector connects on the same spots regular trenches and bunkers would snap.

The cost of the connector is not determined by its length; it is always the same cost. Because it spans less distance than a regular trench would, it is not cost-friendly to frequently use it in defense structures.

Trench connectors can be built on roads, to link trenches on the sides of the road, but it doesn't allow soldiers in the trench to pass under the road. This is mostly useful to spread a Bunker Base's tech across roads.

## Construction

They are built and upgraded the same way as regular trenches, but placing the blueprint is different: you place the first end with `LMB` then move your cursor to choose the desired length, use `RMB` to change the angle of the trench end, and press `LMB` to place it.

Once the blueprint is placed, the trench connector is dug with a Shovel, then upgraded with a Hammer and Basic Materials to Tier 2, then with Concrete Materials for Tier 3. Due to the increased flexibility, upgrading costs more, with Tier 2 costing 75  and Tier 3 costing 30 .

For connectors on roads, you need to place trenches or bunker blueprints on either side of the road beforehand, so the trench connector can attach to them.

## Add-ons

Trench Connectors can have the same Trench Add-Ons as regular trenches except for Stairs and Bridges. The Barbed Wire and Sandbags add-ons cover the entire length of the trench rather than just a third of it. These add-ons cost the same as they do for regular trenches, despite this increased length.

## Gallery

* Two trench connectors joined together by destroying one of the original parent trenches.
* The blueprint of the Tier 1 trench connector
* A trench connector blueprint across a road, linking two bunker blueprints.
Shippable Crate

**Versioning**

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

## View Structure Health

A large crate that contains 3 packed vehicles or structures of a given type.

## Description

The **Shippable Crate** is a container-sized shippable structure that contains 3 packed vehicles or structures of a given type. It can't be directly opened.

It can be packaged (open its menu with `E` and click the package button at the bottom) and lifted by a Crane then loaded and transported on a Flatbed, Barge or Freighter, and submitted to a Storage Depot or Seaport via their loading area. The crate can only be opened when it is stored in those two buildings. Once stored, the shippable crate can then be unpacked with the right click menu, this destroys the crate and releases the packed vehicles/structures into either the Public Stockpile or a Reserve Stockpile. These vehicles/structures can then be retrieved as normal vehicles/structures.

Shippable crates are produced at the Mass Production Factory. The material cost will be 3 times the amount of one vehicle/structure, with a 10% discount, scaling up to 50% with each order (max of 5 crates)

## How To Submit a Shippable Crate

To submit a shippable crate to a Seaport or Storage Depot, transport it there using a Flatbed, Crane, or Freighter. Then deposit it on the building's loading area using a crane. Once the menu appear, select the desired stockpile at the top right (Public or a Reserve stockpile) and press the `Submit Loading Area Equipment` button .

## How To Unpack a Shippable Crate

To unpack a shippable crate stored at a Seaport or Storage Depot, open the building's menu with `E` and select the correct stockpile (public or reserves) at the top right. Then select either the "Vehicle Crate" or "Structure Crate" section and right click the desired crate. In the context menu choose whether you want to unpack the crate to the public stockpile or a reserve stockpile. Once this is done the crate is destroyed and the structures/vehicles inside are transfered in the structures/vehicles section of the stockpile where they can be retrieved by pressing left click.

## Gallery

* showcase image
* Shippable crate when pulled out of a Mass Production Factory.
* Shippable crate with 3 packed motorcycles in it.

## External Link

* Foxhole - Production Parts by Clapfoot - 3D model - Sketchfab
Update 0.0.6

Date: September 16, 2016

Blog link: Foxhole-006-Release-Notes

### Gameplay Changes

* Revamped damage mitigation system (See Damage Mitigation section below for details)
* Added Armory and Workshop structures to the map (near The Plaza and Cemetary Lane)
* Pillbox cost changed from 80 to 150 materials
* Pillbox accuracy and rate of fire now ramps up over time
* Pillbox and Outpost are now damageable by all weapons to some degree
* Pillbox and Foxhole detection range is reduced at night
* Pillbox and Foxholes now fire target enemies blocked by enemy build sites
* Smoke grenade cost reduced to 15

### Major Bug Fixes

* Collision boxes around Outposts and Pillboxes are no longer too big

### Other Changes

* Weekly wars
	+ One scheduled war happens per week now (Sat)
	+ Countdown to the weekly war is shown in the HUD
	+ Practice mode is enabled when a weekly war isn't active
	+ Practice mode is identical to weekly war mode for now gameplay wise
* Server side world backup/restore system (experimental)
* Improved SFX attenuation

### Damage Mitigation Notes

* Pillbox, Outpost
	+ Very high resistance to small ballistics
	+ High resistance to small explosives
* Sandbag Wall
	+ Very high resistance to small ballistics
	+ Moderate resistance to small explosives
* Storage Box, Reinforced Wall
	+ High resistance to small ballistics
	+ Light resistance to small explosives
* Manned Foxhole, Wood Fence, Campsite
	+ Moderate resistance to small ballistics

Known Issues

* "Push To Talk" won't work if you previously rebound the key. Reset to default and rebind again to work around this issue.
Update 0.0.15

Date: November 19, 2016

Blog link: Foxhole 0.0.15 Release Notes

	+ When player is killed by a small ballistics weapon, they have will go into the wounded state (See KNOWN ISSUES below)
	+ Wounded players can be revived by another player using a Trauma Kit
	+ If a player has been previously wounded and revived, they won't go into the wounded state again unless they are fully treated by a First Aid Kit

### Other Changes

* Faction flags on structures visually more clear
* Server optimizations, reducing gameplay lag
* Small adjustments to vote kick system

### Major Bug Fixes

* Fixed bug that causes stamina to drain even if the player has stopped sprinting due to a wall collision
* Fixed bug that allows you to cross underneath the bridge close to the Tarshal Pathway
* Fixed bug that causes camera to snap when entering a vehicle
* Fixed several bugs related to character animation
* Fixed bug that causes HUD to remain open after player dies

### Known Issues

Sometimes players won't go into wounded state if they are busy with another activity such as deploying a Satchel Charge or Vaulting
War 79

War 79 took place from ? to ? ending in colonial victory

### Slow advance

Most of the front was either a stalemate or a slow colonial push. There were some warden advances but most were taken back a few days later.

### The conclave

With the colonials taking almost all of the oarbreaker isles only the island of the conclave still held strong. The Town hall for the conclave was on the island so it was held. The only route to the conclave was by spawning to it from home region or using a boat and travel thru collie lines. This made logistics very hard and dangerous for the wardens because there was no land route and colonials could easily destroy the water logi. But some made the journey to keep the conclave fighting. Many would travel in large groups to have strength in numbers, but many would still fall trying to keep the conclave going. The wardens and colonials fought back and forth over oarbreaker isles to free or encircle the conclave. The conclave still holding on 2 regions behind the front line would sadly fall after one real life week.

This became wildly popular on both sides leading to a lot of memes about the conclave. The wardens all across the front would also start using the line "Remember the conclave!"

### Slow Colonial offensive

During the battle of the conclave the colonials were making a slow advance across the whole map with some being taken back my the wardens

### Fast colonial offensive

2 days before the conclave fell is when the colonials made there steady advance taking region by region every day. Over the next 4 days the collies pushed the wardens back into defeat. While this was happening the wardens in the east were actually making advances, but with supplies being strained and counter attacks they were soon pushed back to godscrofts were they held firm for most of the war.

### Legend of the conclave

The battle of the conclave is a battle that will live on for a long time. Although its popularity has dropped and the phrase "Remember the conclave" has basically ceased being used it lives on in the memory of all those who fought it it

Long live the mad bastards of the conclave
Weapon Factory

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

## View Structure Health

The **Weapon Factory** is a structure found in towns. It is used to produce hand-held weapons, most explosives and ammunition.

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

## Items Craftable

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

## Locations

### Weathered Expanse

* The Weathering Halls, K-2
* Eldergate, B-2
* Spire, B-7
* Crow's Nest, H-7
* Dullahan's Crest, F-9
* Foxcatcher, L-12
* Northwatch, C-14

### Endless Shore

* Vulpine Watch, J-1
* Saltbrook Channel, B-3 & C-4
* The Well, E-3
* Tuatha Watchpost, H-4
* Enduring Post, C-7

### Umbral Wildwood

* Stray, K-2
* The Foundry, E-3
* Amethyst, N-4
* Golden Root Ranch, C-7
* Borderwatch, C-11
* Sentry, F-9

### Fisherman's Row

* Black Well, C-1
* Peripti Landing, A-5
* Danakana Post, A,10
* Arcadia, D-13

Observation Tower
Fort
Refinery
Storage Depot
Factory
Advanced Ammunition Factory
Salvage Mine
Sulfur Mine
Vehicle Factory
Static Base

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

## Garrison Camp

An in-game screenshot of a Garrison Camp.

## Garrison Base

An in-game screenshot of a Garrison Base.

## View Structure Health

A **Static Base** is a Base located in all cities, towns, and some farms at predetermined locations (unlike Forward Base or Bunker Base). Players can respawn and rearm there. They are often called "**Town Hall**" regardless of their tier.

## Description

Static Bases are World Bases that are at the center of every town. They are defended by Garrisoned Houses and Safe Houses that surround it. Unlike Relic Bases, static bases themselves do not automatically fire at the enemy.

They can be rebuilt with a Construction Vehicle and some Basic Materials.

They come in three tiers. You can upgrade one to the next tier with a Construction Vehicle and some Basic Materials once certain conditions are met.

Certain base upgrades of the Static Base are required to be able to rebuild various buildings in the town (factories, refineries, storage depots, Mortar Houses).

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

## Base Tiers

* Tier 1: **Garrison Camp**
* Tier 2: **Garrison Base**  (The Small Garrison  upgrade is required)
* Tier 3: **Town Hall**  (The Large Garrison  upgrade is required)

## Static Base Upgrades

**Provisional Garrison**

* Connects the static base to nearby defensive structures (150m radius), activating their AI. Defensive structures will deactivate if player activity (set spawn) is too low (<10).
* If the Static Base is a Victory Condition Town, getting this upgrade claims it towards the Victory Condition.

**Small Garrison**

* Permanently connects the base to nearby defensive structures (150m radius), activating their AI.
* Prevents nearby structure decay by consuming Garrison Supplies from the stockpile. Rate of consumption is 2 per hour per structure.
* Required to upgrade the Base to Tier 2 (with a Construction Vehicle).

**Large Garrison**

* Prevents nearby structure decay by consuming Garrison Supplies from the stockpile. Rate of consumption is 1 per hour per structure.
* Required to upgrade Base to Tier 3 (with a Construction Vehicle).

**Industry**

* Enables the construction of logistics structures such as factories, refineries, storage depots.

**Occupied Town**

* Enables Garrisoned Houses and Safe Houses to be built in this town.

**Fortifications**

* Enables additional town defenses to be built such as Mortar Houses.

## Victory Condition Towns

Certain towns are "victory condition" towns, indicated on the map by a faint gray circle around the town's base . To win, a faction must upgrade a specific number of these towns with the Provisional Garrison upgrade. This number can be reduced if Victory Condition towns are permanently destroyed by rockets.
Tank Trap

**Versioning**

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

## View Structure Health

A **Tank Trap** is an anti-tank obstacle that blocks the movement of vehicles. The easiest way to remove it is to dismantle it with a Wrench or Hydra's Whisper. It can also be destroyed with heavy explosives but the structure is pretty resistant. It is immune to 12.7mm Machine Guns.

## Construction

They are built with 3 Metal Beams. Grab a Metal Beam and press `B` to open the build menu. Select the Tank Trap option, then press `LMB` place the blueprint and `RMB` to rotate it. Submit the metal beam on your shoulder into it by pressing `LMB`. Submit two more to finish the construction

Tank Traps can be built on most terrain including beaches, large bridges and roads. With Emplacements they are the only defensive structures that can be placed on the wet part of beaches right next to the water. They can't be built on rocks or on top of structures however.

## Tactics

When placing tank traps, it's important to remember that they stop both friendly and enemy vehicles and should generally only be put in areas that the enemy will want to move through but your team will not.

Tank Traps are most useful in areas where enemy vehicles need to be stopped, but movement of friendly infantry forward is still necessary. Tank traps can be used as cover by enemy forces. It is generally advised to space them out to mitigate the amount of cover they provide.

## Historical reference

* The tank traps are based off of the Czech Hedgehog anti-tank obstacles used in WW2 along the Czech–German border. The Germans later adopted the design and used them in large numbers along the French coastline.

## Gallery

* A line of tank traps on a road.
* A Tank Trap being built.
Sinister Soulstone

The Sinister Soulstone's in-game icon.

The **Sinister Soulstone** is a Dead Harvest item used to turn players into Balor Spawn. This type of zombie is slow, but has a massive amount of health and a powerful short range secondary attack. During the night their speed increases a little, while their health and damage increases massively. They are the rarest type of zombie due the cost required for their production.

The **Sinister 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 **Sinister 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.
Strong Materials

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

## Information

### Encumbrance

?%

**Strong Materials** are used to build special buildings that can persist to the next war. In the Resistance Phase, 100 Strong Materials are added to the stockpiles of Town Halls that are claimed by the Resistance Faction and held for over an hour.

Currently, they are used to build Supply Caches, which can store most types of Crates that can be used in the next war.

The amount of materials that spawn per Town Hall is 100.
Transport Bus

The **Transport Bus**, commonly called Bus, is a vehicle used to shuttle personnel to the front line.

## Description

The Transport Bus is a large transport vehicle which is able to transport up to 12 soldiers (including driver). This makes it useful to transport large amount of soldiers to a front where there is no Forward Base with Soldier Supplies is nearby. It can also be used to relocate troops to a new operation quickly when there is no available spawn location.

The Transport Bus has compared to the Transport Truck more health before being disabled, but is slightly slower. However, they have the same amount of total health, and they consume fuel at the same rate.

Transport Buses are most often seen behind the front-lines. Some players set up so called "bus stops" or "battle bus" where players can wait to be transported to the front.

## List of Transport Buses

* **R-15 - “Chariot”**
* **Dunne Caravaner 2f**

## Trivia

* The Warden Transport Bus appears to be based on the 1927 model Leyland Tiger, while its Colonial counterpart may draw inspiration from classic 1940s American school buses.
* The Transport Bus has the most passenger slots of any vehicle.
* Originally, the Transport Bus was a relic vehicle, but can now be constructed in the Garage by both factions.

## External Link

* Foxhole - Transport Bus by Clapfoot - 3D model - Sketchfab
Sulfur/pt

**Enxofre (Sulfur)** é uma *matéria-prima* que pode ser refinado em Materiais Explosivos Pesados na Refinaria. Pode ser obtido coletando Pilhas de Exofre em um Campo de Enxofre ou por meio de uma Mina de Enxofre que deve ser abastecida com combustível para funcionar.

## Coletando Enxofre

Enxofre pode ser coletado manualmente utilizando uma Marreta ou de forma mais eficiente com uma Harvester. Um Campo de Enxofre  começa com 30 pilhas e mais 167 em sua reserva. Cada pilha rende 154 Enxofre por padrão, o que significa que um campo inteiro contém cerca de 30,000 Enxofre. Uma vez totalmente esgotado, o campo ressurge após 6-10 horas. O estado do campo pode ser visualizado na grande pedra no centro do campo, interagindo com ela (Por padrão: `E`) ou passando o mouse sobre o ícone do campo no mapa.

## Galeria

* Um campo de Enxofre; note que a pedra central maior não é coletável.
Super Tank

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

Super Tanks, also known as Landships, are the most destructive and durable vehicles in the game which are introduced with Update 50.

A **Super Tank,** like other large vehicles such as the Tempest Cannon should be treated with *extreme* respect. It can be very morale-boosting to see one of these monsters roll onto the battlefield, but it is equally as destroying of morale when one is lost due to carelessness. As with all things that take a lot of resources and time, it is very important to consider if you *really* need a SHT (Super Heavy Tank) before constructing one.

A few smaller, more-mobile destroyer or assault tanks could take the place of a SHT for example, allowing more spread of firepower and range while dividing up the risk. Players who choose to use a SHT are therefore expected to plan carefully, coordinate and cooperate with each other to effectively field these devastating war machines.

## Production

Producing a super tank requires enormous amount of resources and materials and players need a highly developed facility to be able to produce those materials in required amount. Production of these tanks takes 48 in real life hours for a single unit and the Large Assembly Factory must be powered during the production process. If power is lost, construction will be paused until power is restored.

It is also important to consider that a SHT under construction is a *prime-target* for Partisans who will stop at nothing to destroy all of your work. Particular and serious attention should therefore be paid to building strong defences around production facilities, and employing armed guards where possible to ensure that these bad boys get the chance to wreak the havoc they so portray.

Due to the large amount of resources and time required for construction, it is not recommended for new players or small groups to invest in SHT construction unless they are part of a large coalition with the resources and experience to do it well.

## List of Super Tanks

* **O-75b “Ares”**
* **Cullen Predator Mk. III**
Status Effects

**Status Effects** are all special effects that can affect the Player. They are shown in the top left of the screen under the Stamina bar.

## Cover & Suppression

Cover & Suppression effects do not show up under the stamina bar but are shown in the middle of your screen.

* Cover : you're behind cover, you regain your accuracy faster and are harder to hit.
* Suppression : you're being suppressed. You regain your aim accuracy slower and lose any cover bonuses.

## Vehicle Status Effects

Vehicle Subsystems can be disabled and show up for the driver as a status effect.
Мировая база

Мировая база является базой которые существуют только в заранее определенных местах в мире, в отличие от передовой и бункерной базой, которые могут быть построены игроками игроками.

Игроки на ней могут респавниться и перевооружаться.

Когда начинается новая война, несколько мировых баз находятся в "разрушенном" состоянии. Они могут быть восстановлены с помощью CV. Отстраивая базу, фракция присваивает ее себе. Во время войны одна фракция может отнять у другой уже захваченную базу, разрушив и восстановив ее.

### Типы мировых баз

* Ратуша : База в центре городов (часто называется Townhall или ТХ), с авто-защитой в окнах, которая расстреливает врагов, если у базы улучшен . Его также защищают близлежащие гарнизонные дома и убежища. Его можно модернизировать с уровня 1 до уровней 2 и 3.
* Victory Base(в ru локализации "Ратуша") : База города, которые засчитываются в условиях победы
* Реликтовая база : Древняя крепость с авто-защитой, которая расстреливает врагов, если улучшен.
* Убежище : Специальные гарнизонные дома в заранее определенных местах внутри городов, которые служат в качестве резервных баз для ратуши.
* Крепость : Мощное круглое каменное сооружение без активной защиты.
Update 0.0.33

Date: July 07, 2017

Blog link: Foxhole-0033-Release-Notes

	+ An accessory for the Rifle that allows Grenades to be projected to greater distances
	+ Press 'F' to change to fire modes
	+ Loads Grenades that are equipped (Only Frag Grenades are compatible now)

### Gameplay Features & Changes

* Transitioning to prone now takes time (and plays a proper animation)

### Game Balance

* Weapon Factory now has 6 Technology levels and item and levels have been reassigned to all items
* Workshop now has 5 Technology levels and levels have been reassigned to all items
* Sulfur spawn rate increased by 200%
* Gun Nest cost increased from 25 to 50 Refined Materials
* High Explosive Grenade cost increased from 140 to 180 Basic Materials
* Shotgun effective range increased by 33%
* Shotgun damage increased by 100%

### Other Changes

* Unreal Engine 4.16 update
* Server performance optimizations
* Default Callouts key changed to 'V'
* Reprimander name is no longer shown in chat log when a player is reprimanded
* Player capacity is now configurable

### Major Bug Fixes

* Players are no longer invulnerable when standing inside a Scrap or Sulfur node
* Minimap icons no longer disappear upon login at certain times
* Fixed bug that sometimes caused Town Hall to be built instead of Resistance Camp when no friendly Town Halls remain
* Server browser no longer misreports server information
* Server queue no longer gets into a bad state after awhile, preventing players from joining
* Fixed values of certain environment textures so they aren't overly dark
* Construction Vehicle cost now shown in the UI
Stationary Harvester (Sulfur)

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

Stationary Harvester (Sulfur)'s in-game icon.

## View Structure Health

A player built Stationary Harvester that automatically extracts Sulfur from Sulfur Fields using Heavy Oil as fuel.

## Description

The **Stationary Harvester (Sulfur)** is a player built structure that automatically extracts Sulfur from Sulfur Fields using Heavy Oil as fuel. It doesn't require power to function.

### Construction

It is built with a Construction Vehicle and costs Steel Construction Materials. It must be built next to a Sulfur Field (up to 3 per field).

### 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.

## Production

The sulfur harvested is taken from the field's reserve. The nodes spawned on the field cannot be collected by this harvester.

4L

6

0:00:12

  0 MW

The stockpile can hold up to 2500 sulfur, the production automatically halts when that limit is reached. Since the harvester produces 30 sulfur per minute the limit is reached after 83 minutes of production.

The structure's internal Petrol tank can hold 1000L (33.3 Heavy Oil Cans). It can be refuelled just like a vehicle, using a Fuel Tanker, Fuel Container, or by hand with a Petrol can. A full tank will last 50 minutes of production.

Production automatically halts once the field's reserve is empty, you do not need to manually turn it off to save fuel.
Паллет с колючей проволокой

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

## Посмотреть здоровье структуры

**Паллет с колючей проволокой** является поддоном, построенный на строительной площадке и содержит 72 колючей проволоки. Он может быть перевезен флатбедом, баржой, сухогрузом, или краном. Она не очень устойчива и уязвима к пулеметному огню.

Когда поллет пуст, он может быть разрушен наехавшим на него транспортным средством (все, что больше, чем мотоцикл).

Визуальная модель паллета меняется в зависимости от того, сколько материалов в ней осталось.

## Галерея

* 3 типа паллетов
* Паллет, строящийся на строительной площадке.
* Меню поддона с колючей проволокой.
Trauma Kit

**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

The **Trauma Kit** is a medical item used to revive downed soldiers.

It is held in the primary slot, and consumes Blood Plasma from your inventory.

## Usage

1. Equip the Trauma Kit
2. Press and hold `LMB` to revive a soldier

The revive animation lasts 5 seconds, during which the medic cannot move.

Once the patient is out of critical condition their health is set to 1 HP, they must be treated with a First Aid Kit to restore their health fully.

Revived patients automatically stand up, making themselves vulnerable to any enemies nearby.

### Blood Plasma

Blood Plasma are consumed by Trauma Kits as charges, each charge allows the Trauma Kit to revive one soldier. When the Trauma Kit is equipped one Blood Plasma is consumed from the player's inventory enabling a single use of the Trauma Kit.

### Notes

* Refer to this Medic Guide for additional information.
* The reviving timer does not stack with other medics, you only need 1 medic per soldier.
* If a soldier dies while you are reviving them the Trauma Kit will still use up the Blood Plasma.
* Once you begin reviving a soldier you will be unable to move or use weapons until the treatment is complete.
* Enemy soldiers can be revived.
* Reviving a player now grants XP

## Crafting

**Trauma Kits** are obtained via production in a Factory.
Staff Car

The Staff Car's in-game icon.

###

80

## View Vehicle Strength Table

The **Staff Car** is a fast Relic Vehicle intended to transport officers. The driver can press the sprint key (`shift` by default) to increase their speed at the expense of higher fuel consumption, like with a Motorcycle.

The Staff Car can be built in a Garage with 80 Relic Materials.

## Notes

* The Staff Car is one of the fastest vehicles in the game (on-road speed).
* Staff Cars have a largely decreased off-road speed.
* Ruined Staff Cars can be found randomly across the map; these are only for ambiance and are not rebuild-able.
* Staff Cars have the same horn sound effect as the Armored Car.

## Gallery

* Staff Car showcase.
* Staff Car next to a player.

## External Link

* Foxhole - Relic War 2022 devlog - devtrackers
The Linn of Mercy

**Versioning**

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

## The Linn of Mercy

A map of The Linn of Mercy

**The Linn of Mercy** has been added with Update 0.26.

## Lore

#### Explorer's Journal

Explorer's Journal

Buried in the sand, you find a bedroll and rucksack, the bag sunbleached, the roll teeming with tiny crabs.

*You rifle through the abandoned gear looking for something useful but find only a tattered notebook.*

*It’s filled with indiscernible drawings of what appear to be maps, each marked with an X. Some are paired with another strange symbol. Scrawlings fill the blanks, but you can only make out one paragraph near a map you recognize as the Vale.*

. . . The Hanged Men, it must be them. Who else? It yields to nothing I’ve tried thus far. Small arms are useless. We’ve tried setting a hefty charge, and the damn thing hardly creaked. If we could only find something from before.

Those made in the ways of old, they had more kick. Yes. That crater, to this day I’ve not seen another like it. Find them, yes. A hefty payload, a hefty treasure.

Location of Explorer's Journal - The Linn of Mercy - M7k8

 Explorer's Journal

## Named Locations in The Linn of Mercy

* Blackroad
* The Crimson Gardens
* The Drone
* The First Coin
* Fort Duncan
* Gallant Gough Boulevard
* The Great Scale
* Hardline
* The Last Grove
* Lathair
* The Long Whine
* Merciful Strait
* Mudhole
* Nathair
* Outwich Ranch
* The Prairie Bazaar
* The River Mercy
* Rotdust
* Solas Burn
* Ulster Falls

1. ↑  "Foxhole Stats." https://foxholestats.com/ Accessed 5 Oct. 2019.
Wounded Player

The Wounded Player's in-game icon.

A **Wounded Player** is a live player that can be carried to safety on another person's shoulder slot. You can pick up a Wounded Soldier by pressing `E`. Press `1` to drop the wounded player. Carrying a wounded player stops their death timer and it allows the wounded player to succumb by pressing `E`. You cannot carry a wounded player if they are overencumbered.

Running out of stamina while carrying a Wounded Player will result in the Wounded Player being dropped.

Wounded players are considered a Large Item.

## Wounded Player vs Critically Wounded Player

Wounded Players can be distinguished from Critically Wounded Soldiers (CWS) as they are covered in blood, periodically do an animation when on the ground, and have a name tag above their head.

## Tips

* It is currently impossible to climb out of a trench while carrying a wounded player.
* You can pick up wounded enemy soldiers.

## Gallery

* A wounded live soldier on the ground.
* View when you are the one wounded, showing the death timer.
* Wounded Player compared to Criticially Wounded Soldier and corpse.
Technology Part

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

## Information

### Use

Refined into Upgrade Parts and Research Parts

**Technology Parts** (or **Tech Parts**) are a raw resource obtained occasionally when harvesting Salvage and Components or during operation of a Salvage Mine or Component Mine. They can be refined into Upgrade Parts or Research Parts at every Refinery.

You may want to check out www.foxholetech.live to view estimations of when technology will unlock in-game.

## Chance

There is no developer-confirmed data on the exact drop chances of tech parts, but user research from Shadow\_Snatcher on the 0.11 patch produced the estimates in the table below. They suggest that the best way of getting tech parts is mining a component field with a sledgehammer, followed by mining a salvage field with a regular hammer, with mining salvage with a sledgehammer yielding the least tech.

Chance for 1 tech part per hit
 Sledge Hammer | 1.67%

Gather Ratio (Tech Ratio is # Gathered Mats divided by # Tech Parts)
 Sledge / Salvage
 Sledge / Components
Update 0.0.25

Date: Mar 17, 2017

Blog link: [1]

* Non-Coalition members can no longer transfer items from Coalition locked Barracks or Outposts
* Soldier Supplies can no longer be removed from Barracks / Outposts

#### Game Balance

* Binoculars is now equipped in the secondary item slot
* Increased Town Hall health by 30%
* Trucks now have 40% improved small ballistics mitigation, but require less damage to be disabled

#### Other Changes

* War-Correspondent (Discord) now reports on all servers, not just the one's running Weekly Wars
* War-Correspondent message formats have been condensed and now include additional details like town names and number of towns takens
* Server browser now shows the Day number of wars
* Whisper support in text chat
	+ Whisper can be activated via the player screen or by typing in \*/w <name>\*
	+ Auto complete <name> by typing in \*/w <start of name>\* and pressing \*Up/Down\*
	+ Backspace to reply to last received whisper
	+ \*Tab\* can be used to toggle to last whisper channel
* Town Halls are now associated with area names (which are mentioned when Towns are taken / lost)
* Server optimizations

#### Major Bug Fixes

* Deadlands: Invisible blocking barrier has been removed
* Half-Tracks can no longer be repaired from the inside
* Satchel Charges now count as friendly fire
* Reduce delay when transmitting local voice chat
* Fixed bug that causes players to spawn into the ground if they were inside a Foxhole when they previously logged out
* Fixed issue with players not being able to spawn after a war rollover
* Fixed bug that causes players to get stuck when spawning at a Town Hall
* Fixed bug that allows Pillbox to fire beyond it's intended firing angle
Tremola Grenade GPb-1

**Versioning**

This article is considered accurate for the current version (1.52) of the game.

The Tremola Grenade's in-game icon.

The **Tremola Grenade GPb-1** is a HE Grenade that can only be launched from a Grenade Launcher. **It cannot be thrown by hand**. It has a 4s fuse. It deals decent damage against structures. Despite its description it deals Explosive damage and not High Explosive. It has a much longer range than thrown grenades allowing it to be used efficiently and safely without the help of Smoke Grenades or friendly suppressive fire (unlike the Mammon 91-b HE grenade).

Wearing the Colonial Grenade Uniform allows you to stack Tremola grenades in your backpack (2 per slot) and reduces their encumbrance by 25%.

## Crafting

The Tremola Grenade GPb-1 is obtained via production in a Factory or a Mass Production Factory.

## Weapons Using Tremola Grenades

* **KLG901-2 Lunaire F**
* **The Ospreay**
Tankette

The **Tankette** is a small heavy armored combat Vehicle with 2 seats.

## Description

The Tankette seats a crew of 2 (1 driver, 1 gunner). It's the heavy armored vehicle type with the lowest health. Most variants have mediocre fuel consumption and off-road speed. It is a heavy armored offshoot of the Armored Car.

It can soak up small arms fire, shrapnel, and even 12.7mm caliber. Anything else should be considered a real threat.

A Tankette is armored and heavy enough to trigger Anti-Tank Mines (a single mine nearly kills it). Despite its heavy armor, the tankette can cross Field Bridges without causing too much damage to them (similar to Armored Cars), unlike Tanks, APCs, and Half-Tracks. It cannot cross Trenches. It can run over Sandbags and tier 1 walls but can't run over Barbed Wire Fences.

Tankettes are small enough to fit on a Flatbed Truck once packaged.

They are the only heavy armored vehicle with a horn (press `LMB`).

## List of Tankettes

* **T20 “Ixion” Tankette**
* **T12 “Actaeon” Tankette**
* **T14 “Vesta” Tankette**
* **T13 "Deioneus" Rocket Battery**

## External Links

* Foxhole - Colonial Armored Car by Clapfoot - 3D Model - Sketchfab
* Foxhole - Warden Armored Car by Clapfoot - 3D Model - Sketchfab
Sniper Rifle

## Description

**Sniper Rifles** are scoped, bolt action firearm chambered 7.62mm with very long range and high accuracy. They are heavier than most small arms, have a slow rate of fire, and take a long time to stabilize their aim.

Sniper rifles effectively ignore cover bonuses, allowing downing shots at targets behind cover like trenches or sandbags.

They cannot be fired while standing if you have no cover to rest the gun on, similar to Machine Guns. They also cannot be fired from Landing APCs or Barges.

It is best utilized in a prone position with cover, preferably on an elevated surface. The crosshair should be placed in the area of likely incoming enemy movement or static targets. As the sniper rifle suffers from high recoil and turning inaccuracy, an effective sniper is a patient one who waits for the target to stand still before taking a shot. Common targets of interest include (but are not limited to) machine gunners, medics, spotters, and builders, as they are typically caught in situations where they must stand still.

Wielding a sniper rifle slows you down, switch to your secondary if you need to move quickly.

It is also inadvisable to use it at night as the resulting very limited field of view means the sniper must aim for muzzle flashes in order to take advantage of its high effective range, often risking teamkills. Unless you have a teammate kind enough to illuminate the enemies with mortar flare shells for you.

## Sniper Rifle List

* **KRR3-792 Auger**
* **Clancy-Raca M4**

## Crafting

**Sniper Rifles** are produced in a Factory or Mass Production Factory.

## Tips

* It is advised to always carry either a secondary weapon in case you have to deal with the rare chance you have to defend yourself at close range.
* One of the more annoying tactics that can be executed with the sniper rifle is to shoot someone, wait for the medic to come save their fallen comrade, shoot the medic, then wait for other medics trying to save their fallen friends. Overly altruistic soldiers and oblivious medics can quickly leave the sniper with many kills.
* Players using snipers are particularly vulnerable to Mortars (especially with Mortar Shrapnel Shells) as they need to be stationary to be effective and mortars outrange snipers.
Watch Tower

**Versioning**

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

## View Structure Health

The **Watch Tower** is a reconnaissance defensive structure that constantly scans the surrounding landscape for any entities, hostile or friendly, and reports their location through Map Intelligence. It has a scanning diameter of 160 meters. This diameter is reduced to 120 meters, then to 80 meters, depending on the intensity of the **Rain storm** which is determined by the Weather System

Watchtowers provide the bulk of Map Intelligence over the course of world conquests. Watchtowers are a crucial element of logistics infrastructure as they provide Intel coverage over expanses of land too large for effective fortification. The construction, reconstruction and upkeep of watchtowers within the back-line of a World Conquest is typically in undertaking addressed by logistics personnel operating individually.

It is relatively flimsy and can be easily destroyed by heavy machine gun fire or Heavy explosives: e.g. 3 HE grenades or less than one magazine of 12.7mm machine gun.

Watch Towers cannot provide Map Intelligence for areas within 150m of a region border if the border is contested (red line).

The lifespan of a watch tower in the Rapid Decay Zone is 5 hours and 20 minutes.