recursal/Fanatic-Fandom huggingface dataset:
Explosive Materials

Explosive Materials' in-game icon.

**Explosive Materials** (aka "emats") are a material in Foxhole used to craft explosive weapons and ammunitions.

## Refining

Explosive Materials are created in a Refinery by processing Salvage at a 10:1 ratio. The refining speed is much slower than for Basic Materials, it takes 5.5 minutes to refine 100 salvage into 10 explosive materials. Once refined the emats can be retrieved as is with `left click` or as crates using the `right click` context menu. A crate of explosive materials holds 20 units.

## Storage

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

## Crating Materials

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

Due to the relatively small number of emats per crate, it is often more efficient to transport emats uncrated as stacks of 100 per slot, as long as you want to spend them on arrival and not store them in a reserve stockpile. A truck can carry 1500 uncrated emats while a shipping container can only carry 1200 (20x60) total due to the requirement of being crated in a shipping container.

Explosive materials cannot be spent while in crate form.

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

## Explosive Production

Explosive materials are the main material to craft explosive weapons and ammunitions, such as Frag Grenades, Sticky Bombs, anti-tank mines, and Mortar and R.P.G. shells. Only the heaviest of explosive ordnances are crafted with Heavy Explosive Materials instead, they are Alligator Charges, 150mm shells, 250mm shells, and 300mm shells. Every other explosive weapon or ammunition in the game is produced with explosive materials.

## Strategy

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

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

Explosive materials have no use on the front, never transport them there.
Light Artillery

**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 **Huber Lariat 120mm** is a Warden long range **Light Artillery** emplacement that fires 120mm shells.

## Description

The light artillery emplacement can be placed on the ground or on a Trench Emplacement. It is built at the Construction Yard then must be packaged and lifted with a crane. The cannon uses 120mm shells and fires between 100m and 300m. Two players are needed to rotate the gun. The left slot is to help rotate the gun while the right slot is to reload and fire the gun as well as set the range. The single inventory slot can only hold one shell (another can be loaded in the barrel though).

It can be claimed by a squad (button in the menu) preventing anyone not in that squad from packaging and thus moving the artillery. A squad claimed artillery can still be used by everyone however, except for enemy players. Artillery pieces cannot be locked to prevent entry.

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.

If placed in a Trench Emplacement the light artillery's maximum health quadruples and its rotation speed doubles, significantly increasing its survivability.

Unlike Field Guns and some other emplacements the Light Artillery is not invisible at night and cannot be hidden inside large bushes.

Compared to its Colonial counterpart it is:

* Completely immobile (Can be packaged and moved by a crane)
* More accurate
* Cheaper
* Much sturdier if placed in trench

## Gallery

* Warden Light Artillery
* The Huber Lariat 120mm placed in a trench with a soldier in the gunner seat.
Salvage Mine

**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 **Salvage Mine** is a World Resource Mine that produces and dispenses Salvage into its inventory until either it runs out of Fuel (Diesel or Petrol) or its inventory (5000) fills up. Each cycle produces a set amount of Salvage (depends on Hex conditions) running on Diesel ( about 3x that amount when running on Petrol).

### Refueling

A mine can be refueled by hand (by equipping a fuel can, then holding `LMB`) or by using a Fuel Tanker or Fuel Container. It is much quicker to use the tanker or the container.
Whilst fueled, it dispenses Salvage into the inventory at a constant cycle. Fuel type **does not** change the speed of a cycle, only the amount produced.
A mine can hold up to 1,000 liters of each type of Fuel (10 cans of Diesel/20 cans of Petrol).

### Mining function

Each cycle (8 seconds) consumes one liter of Fuel, which means a single can of Fuel will run the mine for 100 /50 cycles (around 13/6.5 minutes) and a full tank will run the mine for 1,000 cycles (2 hours and 13 minutes).

* At low efficiency it creates 7-14 salvage per cycle (or more, depending on
* At high efficiency it creates around 27-42 salvage per cycle

### Resource Collection

The salvage produced can be retrieved by hand using `Left Click` on the salvage icon on the right side of the Mine's interface, one stack at a time. From the driver seat of a truck you can use `Shift + Left Click` to retrieve 3 stacks at a time.

There is an invisible loading area in front of the mine that allows to place containers to transfer resources directly, similar to the loading area at a Refinery. To find the exact spot, simply aim the crane's arm that's lifting the container near the front of the mine until your cursor becomes a gear symbol.

## Tips

* Check a mine's inventory and fuel status from the map by hovering your mouse pointer over the mine's icon.
* The Salvage Mine is the fastest Automatic Mine.
* If you find a steady source of Petrol (Refinery in Region), it is worth using it to fuel the Salvage Mines.

## History

* The Salvage Mine (and the other two Mines, Component and Sulfur) used to produce much faster. In the case of Salvage, it would tick every second. In 1.5, they produce slower but Petrol became much easier to obtain.

## Gallery

* Salvage Mine
* All World Resource Mines
* Salvage Mine interface.
Leary Snare Trap 127

**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 **Leary Snare Trap 127** (Short: EMG, Flak Gun) is a Warden 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

The **Leary Snare Trap 127** Emplacement 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, so a soldier needs to man it in order 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 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).

The gun has a single inventory slot, into which you load the ammunition. It has a 200-round magazine and reloads in 3.5 seconds.

Similar to the 68mm Anti-Tank Cannon, 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, with each 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.

## Trivia

* Prior to Update 1.50 (officially known as "Inferno") this emplacement was known as the "12.7mm Anti Infantry Flak Gun" and was faction neutral. It became a Warden exclusive structure and was renamed after the introduction of the Colonial DAE 1b-2 “Serra”.

* Prior to Update 0.45 this emplacement used 14.5mm ammunition and was named "14.5mm Anti Infantry Flak Gun". After the removal of 14.5mm from the game, the turret was changed to use 12.7mm ammo and provided with a "high velocity" damage bonus, thus making its damage-per-shot exactly the same as before the update.

## Gallery

* Packaged and lifted by a crane.
* Occupied gun.
* Side view.
* A Leary Snare Trap 127 hidden in a large bush is revealed only if you get close.
Respawning

**Respawning** is the process of Players rejoining the game after dying. In Foxhole, respawning is made strategic through Soldier Supplies.

### Respawning after death

In the world, players can assign themselves two spawn points:

* One on a "Home Base" (Town Bases, Relic Bases, Border Bases, Deployed Landing Ships)
* One on a "Forward Base" (Forward Bases, Bunker Bases, Keeps, Safe Houses)

They assign a base as one of their spawn by clicking the `Assign Spawn Point`  button in the bottom left of the menu of that particular base.

After dying, the player can spectate any ally that's within 50m from where they died or spectate their spawn point. Use `Page Up` and `Page Down` to cycle through the spectate options. Spectating automatically ends after a minute or so.

After waiting a period of time, they are given three respawn options: to spawn at their Home Base , their Forward Base , or to return to their Home Region. Each base must still be constructed and have Soldier Supplies stockpiled in order for them to respawn. This consumes one soldier supply.

### Respawn Timer

How long a player has to wait before they can respawn is shown in the top right corner of the death screen. The duration of the timer depends on how long your previous life lasted, the population ratio between the two factions, and other hidden factors.

If you are wounded giving up immediately won't make you respawn faster, the time you spend wounded on the ground is taken into account by the respawn timer.

### Spawn Point Loss

If your "Forward" spawn point is destroyed or out of soldier supplies or your didn't set any, and you have set a "Home" spawn point in the region you're currently in, then your "Forward" respawn option will read "Respawn at nearest Safe House". It will respawn you at the Safe House owned by your faction with soldier supplies and with the  **Provisional Garrison**  upgrade unlocked that is the closest to your home base (even if your home base is destroyed), if there is any in the region. Respawning there will automatically set that safe house as your "Forward" spawn point. If your "Home" base was a Town Base with multiple connected Safe Houses then the one with the most soldier supplies is selected.

If your "Home" spawn point is destroyed or out of soldier supplies, then your "Home Base" respawn option will read "Respawn at nearest Home Base". It will respawn you at the "Home" base (Town Base, Relic Base, Border Base, or Deployed Landing Ship) owned by your faction and with soldier supplies that is the closest to your inactive "Home" base, if there is any in the region. Respawning there will automatically set that base as your "Home" spawn point. This option is available even if you died in a different region.

The game remembers your spawn points if you move to another region but will forget them if you return to the Home Region.

### Starting Gear

Upon respawning, each player will start out with a Pistol, two 8mm magazines, and a Hammer. The pistol will be unloaded.
Dunne Responder 3e

**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

###

150

## Crate Cost

###

450

## View Vehicle Strength Table

The **Dunne Responder 3e** is the Warden Ambulance. Designed to transport Critically Wounded Soldiers quickly and easily.

## Description

The Dunne Responder 3e has 9 inventory slots which can hold both Critically Wounded Soldiers as well as medical supplies. Within these inventory slots medical supplies stack, making it easier to transport large quantities of Blood Plasma, Trauma Kits and First Aid Kits, as these normally do not stack. Each Critically Wounded Soldier takes up one inventory slot.

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

*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.

## Logistics

### Cost

1
1

### Amount in Crate ()

1 per Crate

The **Flame Ammo** is the ammunition used by vehicle mounted Flame weapons. it is a Large Item. It can only be produced at Ammunition Factory.

## Vehicles Using Flame Ammo

* **O'Brien V.130 Wild Jack**
* **H-19 “Vulcan”**
* **T14 “Vesta” Tankette**
* **Noble Firebrand Mk. XVII**
* **Flood Juggernaut Mk. VII**
Rare Resource Node

**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.

**Rare Resource Node** can be found across the map. They can be mined using a hammer or sledgehammer and yield Wreckages (sorted into Basic Materials and Refined Materials at a Refinery). They are useful early-game as they provide resources that are typically in high demand.

They can appear as a high yield variant, like other resource node types. Unlike other node types, they spawn alone, not in clusters. They often spawn near roads or region borders.

## See Also

* Resources
* Resource Mines

## Gallery

* Rare Resource
* High Yield variant
Rocket

**Versioning**

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

## Information

### Cost

Rocket Booster, Warhead, and 200 Basic Materials

## View Structure Health

The **Rocket**  is a world structure that allows a group of players to permanently destroy structures within an area. It is built exclusively on a Rocket Launch Site.

To build a rocket at a launch site, the site itself must be built with 200 Refined Materials using a Construction Vehicle. Next, 10 squad members must be in the same region as the launch site and select the Build Rocket  option in the site's menu. Any Rocket built by a squad can only be accessed by that squad or by members of the enemy faction. Needless to say, the Rocket must be protected from the enemy or you risk having it shot into your own lines. Pressing the "Build Rocket" button requires a Rocket Booster and a Warhead in your inventory to create the rocket. The Rocket can then be completed with 200 Basic Materials

## See Also:

* Rocket Launch Site (info on launching the rocket)
* Rocket Booster
* Warhead
Rifle Garrison

**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.

## Rifle Garrison (Tier 1)

The in-game icon for the Tier 1 Rifle Garrison.

## Rifle Garrison (Tier 2)

The Tier 2 Rifle Garrison's in-game icon.

## Rifle Garrison (Tier 3)

The Tier 3 Rifle Garrison's in-game icon.

## View Structure Health

The **Rifle Garrison** is a defensive Bunker modification.

## Description

It is a bunker modification that is placed on top of the bunker. It has the same behavior and purpose as a Rifle Pillbox but in a bunker network. It only functions when its AI is activated (large flag on the turret) by being within the range of a base with AI Upgrade. You can enter it by pressing `Q` (like a pillbox) from underneath it, inside the bunker. The garrison remains a part of the bunker complex and still share its health.

The gun takes 3.5 seconds to reach its maximum fire rate (2 rounds/s) and accuracy.

Garrisons with active AI will shoot at optimal targets in their range and LOS much like Pillboxes. They will also reactively fire back at any enemy that damages it. The range for the reactive-fire is farther than their auto-fire. This is true for the entire connected bunker structure, so if an AT turret bunker was shot with a pistol, the Rifle Garrison next to it will return fire.

Rifle Garrison comes in three tiers. Higher tiers have more health and are harder to suppress.

## Construction

Rifle Garrison can be constructed on any Bunker with the following requirements:

* Not adjacent to another bunker modification
* Connected to a Bunker Base through trenches or bunkers
* Bunker Base must have unlocked the Infantry Garrisons tech

Tier 2 Rifle Garrisons can be built either by upgrading a Tier 2 bunker into a rifle garrison, or by upgrading a tier 1 rifle garrison. The total cost is 150 basic materials in the first case and 125 in the second.

Tier 3 Rifle Garrisons can be built either by upgrading a Tier 3 bunker into a rifle garrison, or by upgrading a tier 2 rifle garrison. The latter is cheaper as you only have to spend Concrete Materials once.

## Structure Integrity Rating

The Rifle Garrison modification slightly decrease the Structural Integrity of its bunker, less at higher tiers.

## Power

If a Rifle Garrison is powered with 600W, the spotlight on top of it turns on which increase the night range of the defense's AI. Powering a Rifle Garrison does NOT activate the AI! The direction of the spotlight doesn't matter, when enemies are in range the spotlight follows them.

## Gallery

* Tier 3 Rifle Garrison with active AI (large flag).
Manned Foxhole

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

## View Structure Health

The **Manned Foxhole** is a cheap, early-stage defensive building. Namesake of the game, Foxholes are the backbone of map control and the main tool in ensuring the security of logistic routes, material sources, and urban areas. Their primary role is aggressive area-denial against individuals and small groups of hostile players. Low cost and quick deployment also makes Foxholes an important tool in prolonged engagements on any battlefront.

A Foxhole is 'manned' by one NPC with a Rifle. While it has a fairly long range, it does not lead its shots based on target movements, which allows players to distract it continuously without being hit, especially while sprinting. However, it will easily kill anyone careless enough to get up close or moving directly towards it. A Foxhole will automatically engage enemies if in proximity to a base AND if the FOB has the upgrade to activate AI (80m for Forward Bases and 150m for Town Bases) and will keep firing at the current target until it is slain or left its firing range.

Foxholes are immune to small arms and take no damage from Frag Grenades, but are vulnerable to high explosives and heavy machine gun fire. Two High Explosive Grenades or one direct mortar hit will destroy a Foxhole. Small arms can still be used to suppress the AI and any player garrisoned in the foxhole.

Similar to all other defensive structures manned by NPCs, Foxholes within range of a base (80m for Forward Bases and 150m for Town Bases with AI upgrade activated) will have a colored flag of its faction. If disconnected, the foxhole AI will remain active for 10 minutes then the flag will become very short representing its inactivity. Foxhole texture becomes darker below 66% health.

A single player may enter the Foxhole and fire from it while being protected from harm. The only item that can damage players inside of this structure is the Green Ash grenade. Entering a Foxhole will also give players increased weapon accuracy/stability, but will limit their vertical firing angle as if they're being prone. If the foxhole is destroyed while the player is inside, the player will be killed. If the foxhole AI is suppressed (flag blinks white), the player inside cannot shoot either.
Noble Firebrand Mk. XVII

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

**Versioning**

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

## Cost

###

###

###

10
10
15

## Armament

* Heavy Flamethrower
* Commander

## View Vehicle Strength Table

The **Noble Firebrand Mk. XVII** is a Destroyer Tank fitted with a heavy flamethrower.

## Description

### Crew

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

### Armament

The tank is fitted with a heavy flamethrower, with a 100 "rounds" magazine.

### Health & Armor

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

### Engine & Size

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

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

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

## Description

**Machine Guns** are fully automatic weapons that fires the deadly 12.7mm round. They are mainly designated for suppressing infantry and defensive structures, as well as dealing damage to light defenses and lightly armored vehicles. Their magazines holds a lot of rounds and they have a long range and decent accuracy when deployed. It can only be used while prone or crouched unless you have solid cover of the correct height to use it while standing.

This weapon has high encumbrance making you an easy target for Mortars, Frag Grenades, Green Ash, and the like.

## Destruction Power Against Structures

Unlike other small arms calibers, 12.7mm machine guns are powerful enough to deal damage and destroy the weaker structures of the game. They can damage:

* Any structure made of fabric (Tier 1 Bunkers, Encampments, Rifle Pillboxes, etc) except sandbags.
* Any Shippable (structures moved by cranes, like Containers, pallets, 68mm Anti-Tank Cannons, etc)
* Watch Towers, Tier 1 Gates, Storage Boxes, Tripods, Fire Pits

## Machine Gun List

* **Malone MK.2**
* **KRN886-127 Gast Machine Gun**

## Crafting

All **Machine Guns** produced in a Factory or Mass Production Factory.

## Tips

* Moving with the secondary weapons or Fists equipped when carrying a MG is recommended, as movement speed with the MG in hand is painfully slow.
* It is faster to equip a pistol than to unequip the MG.
* When crouched or prone with the MG, you will be limited to an arc at which you can fire depending where the front of the gun is facing. The arc can only be changed by standing up again and turning to front the desired target.
* Note that the animation between crouch deploying the MG and being able to fire it is extremely quick. In fact, you're able to start firing immediately from starting to deploy, except you will be suffering from a large starting bloom. Use it when necessary (Running targets in the open).
	+ Crouching in front of waist-high obstacles (like sandbags or low walls) will place the MG on top of them, providing additional cover to the gunner.
* The MG is well suited for firing from within a Pillbox or a Bunker Garrison, as it provides cover from explosives and allows turning the MG (although very slowly).
* Moving and re-deploying between longer bursts helps to avoid incoming Mortar fire and Frag Grenades.
* A Gas Mask would be extremely viable to carry to counteract the Green Ash.
* The MG is the best weapon to suppress any static defensive structure, stopping their fire (except the Garrisoned House).
* The MG is powerful enough to damage and destroy light structures such as Rifle Pillboxes, most Tier 1 structures (Bunkers, Walls, Encampment, Garrison Camp), as well as Watch Towers, Containers and Emplacements. Try to focus your fire on the structure you can actually destroy.

## Gallery

* A Machine Gun being fired while crouched, prone, and behind a short wall.
Large Material

A **Large Material** is a building material and large item that must be carried on the Player's shoulder slot in single unit. Some are produced in crates at a Factory and those crates can be directly submitted to Material Pallets for easier transportation.

To build with them, equip them and press `B` to open the building menu, then select an option and rotate the blueprint with `Right Click` and place it with `Left Click`. When the blueprint is placed, submit your large materials with `Left Click`, and bring more large materials until completion.

## List of Large Materials

* **Metal Beam**
* **Barbed Wire**
* **Sandbags**
* **Pipe**
* **Assembly Materials I**
* **Assembly Materials II**
* **Assembly Materials III**
* **Assembly Materials IV**
* **Assembly Materials V**
* **Processed Construction Materials**

## Gallery

* All three large material types on the ground.
Pipeline System

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

**Pipeline** are networks of pipeline segments that connects Facilities or various automated mines to transfer liquid resources automatically.

Each pipeline segment has a menu that can be accessed by pressing `E` at one of the end of the segment, it shows how much liquid is in the pipeline.

## Pipeline Segment Types

* **Pipeline**
* **Fuel Silo**
* **Pipeline (Underground)**
* **Pipeline (Overhead)**
* **Pipeline Valve**

## Liquid Flow

Only one type of liquid can flow in a network, there's no mixing of liquids.

Pipes have a maximum fluid flow of 2.5L/sec (150L/min).

In a linear pipe, liquid gets split evenly between all outlets of a pipe, so every next pipe has 1/2 the amount of fluid in it, though this is often not a problem as the backflow makes its way back to the front slowly. This only becomes a noticeable problem once the backflow fills a pipe completely, rendering it impossible for new fluid to make its way into the clogged pipe. Backflow can be solved by placing Fuel Silos regularly along large pipelines.

Pipelines can freeze during Snow Storms, reducing their flow rate.

## Construction

Pipeline segments are built with Pipe Large Material. They connect to each other and to Facility inlets and outlets. Simple pipeline segments can be attached to each other either at their ends or at their center, similar to trenches. Connecting at the center will split the flow of the pipeline in two. The pipeline blueprint automatically snap to viable connection points, you can hold `Shift` to disable it.

## Destruction

A pipeline segment is pretty weak and can be destroyed by 12.7mm Machine Guns. It is immune to Friendly Fire. However it can be can be flagged for "Disruptive Structure Placement" using a button  at the bottom of its menu. If enough players flag it for disruptive placement, then the Friendly Fire immunity is removed and can be destroyed.

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

Pipeline segments suffer from decay which can be prevented by Bases (requirements needed) but also Maintenance Tunnel using Garrison Supplies.

## Squad Reservation

The original builder of a pipeline segment can reserve it for its active squad  or a particular squad  in the structure's menu so that only the original builder and the players in that squad can attach other structures to it or drain it. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Pipe Draining

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

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

## View Structure Health

The **Metal Beam Pallet** is a Pallet built at a Construction Yard and contains 72 Metal Beams. It can be transported by Flatbed Truck, Barge, Freighter, or Crane. It is not very resistant and vulnerable to Machine Gun fire.

When it is empty the pallet can be destroyed by a vehicle running over it (anything larger than a Motorcycle).

The visual model of the pallet changes depending on how many Metal Beams are left in it.
Salvage/pt

Usos: | Refinado em vários recursos na Refinaria:
Material Básico (2:1)
Diesel (10:1)
 Peso: | <1% (137=100%)

**Sucata (Salvage)** é o principal recurso dentro de Foxhole e pode ser obtido minerando pilhas de sucata em um campo de sucatas ou coletando-as de uma Mina de Sucata que deve ser abastecida com combustível para funcionar.

É refinado em Material Básico, Diesel e Material Explosivo.

## Coletando Sucatas

A sucata pode ser extraída com um Martelo, uma Marreta ou um Harvester em um campo de sucatas

Um campo de sucata é composto de uma grande peça central (que não pode ser minerada) e pilhas de sucatas menores espalhadas ao redor, que podem ser extraídas. O campo de sucatas começa com uma reserva de 250 pilhas. Quando uma pilha no campo é coletada, uma pilha da reserva é gerada após alguns segundos. A quantidade de pilhas restantes na reserva do campo pode ser vista passando o mouse sobre o ícone de um campo no mapa ou pressionando `E` na grande peça central do campo. Uma vez totalmente esgotado, o campo se reabastece após 80-140 minutos da vida real.

Quando extraído, uma pilha se divide em duas menores que se dividem em pedaços ainda menores. A mineração total de um pilha rende 200 sucatas por padrão, o que significa que um campo inteiro rende mais do que 50.000 sucatas.

* Recursos de Alto Rendimento
	+ Pilhas de recursos especiais que possuem uma chance rara de aparecer.
	+ Elas são identificadas por uma luz brilhante em cima delas.
	+ Fornece uma quantidade muito maior de recursos que a pilha normal.

* Ferro and Alumínio
	+ Ao minerar Sucatas, toda vez que uma pilha se divide, ela tem a chance de soltar pedaços de Ferro ou Alumínio em vez de sucatas. Esses pedaços são extraídos da mesma forma que a sucata. Um campo só pode gerar Alumínio ou Ferro, um dos dois recursos é escolhido aleatoriamente sempre que o campo é esvaziado e reconstituído. Esses dois recursos são usados em pesquisa de tecnologia.

## Galeria

* Campo de sucata explorado por um Harvester.
Keep

**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 **Keep** is a strong circular stone world base that exist in predetermined locations in the world, where players can respawn and gear up.

It has the same Base Upgrades as a Forward Base. It is rebuilt with a Construction Vehicle and Basic Materials.

Keeps do not fire on enemies and therefore rely on player-built defenses.

When a Keep is rebuilt by the enemy team, like any other base, the Upgrades get reverted and 75% of all items are lost. Once a Keep has been destroyed it cannot be rebuilt again for approximately 20 minutes.

If assigned as one of your respawn point a Keep counts as a "Forward Base" and not a "Home Base" unlike the other world bases. This means you can have one spawn set to a Keep and one to a Town Base for example.

## Base Upgrades

Base Upgrades are additional functionalities that the base can unlock. They are slowly and automatically unlocked over time. Upgrades progress faster the more people assign their spawn to that base. A particular upgrade can be sped up by voting for it in the menu of the Base if you've assigned your spawn there. Progression is also sped up by things like supplying the base and building structures.

## Notes

* There are four known Keeps on the current map. The first is located just south of Checkpoint Bua. The second is located at the The Wash. The third is located at Westgate Keep. The fourth is located at Checkpoint Titim.
* Some vehicles such as Motorcycles and Light Utility Vehicles can enter Keeps.
* Mortars can be fired from inside Keeps. Mortar shots fired from inside will not hit the roof (possible bug).
* Unlike Town Bases and Relic Bases, the stockpile of Keeps starts empty at the beginning of a war.
Malone MK.2

**Versioning**

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

## Logistics

### Amount in Crate ()

5 per Crate

The **Malone MK.2** is a Warden Machine Gun chambered in 12.7mm with a 125 round magazine.

## Description

The Malone is a heavy machine gun which is able to provide covering fire as well as destroy certain structures. It also does good damage against many lighter vehicles. Compared to is colonial counterpart (KRN886-127 Gast Machine Gun), the Malone deals less damage per bullet (64% of the Gast's damage) but at a faster fire rate (5 rounds/s vs 4).

The Soldier Uniform reduces the Malone's Encumbrance from 38% to 29%.

## Historical Reference

The Malone MK.2 could be based on the French Reibel machine gun, MAC mle 1931 machine gun. Most noticeable is their shared resemblance due to the side-mounted pan magazine and overall shape of the gun. The stock resembles that of a German PzB 39 anti-tank rifle.
News

Tweets by @foxholegamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

News from foxholegame.com
Heavy Explosive Materials/pt

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

 Peso: | 9%

**Materiais Explosivos Pesados (Heavy Explosive Materials)** são um recurso de construção em Foxhole. Eles são utilizados na fabricação de munições de Light Tank e Battle Tank. É obtido na Refinaria processando Enxofre na proporção de 20:1.
Scrap

Redirect to:

* Salvage

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

## Information

### Encumbrance

<1% (137=100%)%

**Scrap** is the main resource that can be mined from scrap fields or collected from Scrap Mines found across the map. It is used to be refined in a Refinery to create Basic Materials. It is also used to rebuild destroyed Refinery.

## Mining Scrap

A scrap field has 10 piles (nodes) of scrap. The nodes are spawned randomly on the scrap field. Once mined, a scrap node will respawn in 200 seconds (3 minutes and 20 seconds). If the place where the node should respawn is blocked by a structure, the node will wait another 200 seconds and then try to respawn somewhere else.

Scrap can be mined with a Hammer, a Sledge Hammer or picked up from a Scrap Mine.

### World Population Effects on Scrap Outcome:

*When a team's world population is lower than that of their enemies they will received a higher yields in resources gathered.*

* When your team has a **HIGHER** world population than the enemy.
	+ The Hammer mines 5 scrap per hit, and can mine 30 scrap from each pile of scrap. Mining a full scrap field returns 360 total scrap.
	+ The Sledge Hammer mines 10 scrap per hit, and can mine 30 scrap from each pile of scrap. Mining a full scrap field returns 360 total scrap.

* When your team has a **LOWER** world population than the enemy.
	+ N/A
	+ N/A

## Tips

* It's handy to have a Storage box close to nearest road, where mined scrap can be stored for later pickup by logistic Trucks. This way single player can focus on mining, while trips to Refinery can be done with full inventory.
R-15 - “Chariot”

**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

###

100

## Crate Cost

###

300

## Description

The Chariot is the transport bus for the Colonial faction. Its main purpose is to transport large amounts of infantry at once. It accomplishes this by having the highest passenger count of all the colonial vehicles, being able to carry 12 people (including the driver) at once.
Power Station

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

**Versioning**

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

## View Structure Health

The **Power Station** is a large player built facility that produces power by consuming either Oil or a combination of Water and Coal. It does not require power to function. It is built with a Construction Vehicle and costs Processed Construction Materials. It can only be built on Foundations. It can be upgraded to add more production options but only one of the production options can be active at a time.

Power Station have big dimensions as building, need specified fuel that not obtainable in refinery from scrap components. Also it needs water as co-component for generation - or use of oil products. Still - Coal is fast & easy to obtain. And it is a way to do something with mounts of Coke after separating Sulfur from Coal.
Building not as cheap as Diesel Generator & need more fine tuning for facility launch.
Some types of fuel & modifications can give a great ratio of efforts to find & mine fuel per obtained MW.

Advanced tip: for limit fuel usage to intencity of work in complex - builder can use fuel silo as buffer & input ventile on pipe. That will easy the task about constant use of switches.
Strict limiting water input into station by ventile - can help to save some coal/coke & decrease a time of passive consuming by complex buildings - to the tempo that resources supplied for complex.

## Power Production

50L

0:01:30

  10 MW

30

1L

0:01:30

  10 MW

## Upgrades

Only one upgrade can be built on a given building.

50L

5

0:02:00

  16 MW

30

1L

5

0:02:00

  16 MW
Foxhole/pl

Template:Foxhole Template
Foxhole jest grą MMO (massively multiplayer online), w której dzięki współpracy z setkami innych graczy wpływasz na początek, czas trwania i koniec wiecznej wojny. Jest to gra stworzona z połączenia najważniejszych elementów strategii i taktyki. Każda czynność, której dokonasz, będzie mieć wpływ na los twojej frakcji i tego świata.

## Cechy

* Wojna w otwartym świecie, gdzie gracze decydują o długoterminowych skutkach wojny.
* Gracze odpowiadają za każdy element wojny, od tworzenia broni i umocnień po strategię i walkę *per se*.
* Podejmuj się wykonania strategii o długoterminowych skutkach, które wymagają tygodni planowania, a są w stanie przechylić szalę zwycięstwa na słuszną stronę.
* Emocjonująca i taktyczna walka, w której strategia działania znaczy więcej niż statystyki czy punkty doświadczenia.
* Podbijaj i odbijaj ogromne regiony mapy świata, by zmieniać ukształtowanie linii frontu.
* Zdobywaj i twórz systemy logistyczne by żołnierze na froncie mieli zawsze dostęp do uzbrojenia.
* Graj jako stała postać podczas wojny zyskując tym samym reputację wśród członków swojej frakcji.
* Amunicja, zasoby i informacje są limitowane, wymagając tym samym od graczy stałej współpracy.
* Dynamiczne warunki wojenne: wykorzystuj czas dnia i ukształtowanie terenu by zyskać przewagę.
* Dołącz do alternatywnej linii czasu gdzie wielkie wojny nigdy się nie skończyły, a świat toczony jest walkami od setek lat.

## Autorzy

Mark Ng
Założyciel
Alkas Baybas
Współzałożyciel
Chris Grebeldinger
Starszy Programista
Stephan van den Heuvel
Programista
Adam Garib
Główny Grafik
Matthew Rigg
Artysta 3D i Game Designer
Henrique Barbieri
Artysta 3D i Animator
Rohun Banerji
Programista
Mortar Shell

**Versioning**

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

## Logistics

### Cost

60
35

### Amount in Crate ()

15 per Crate

**Mortar Shells** are shells used by Mortars. They deal High Explosive damage. The shell produces a 5m radius explosion that deals decreasing damage the further you are from the point of impact. The full damage is applied within a 2.5m inner radius.

The shell is effective against structure except trenches (extremely reduced damage). It can kill infantry and unarmored vehicles although that isn't cost efficient. It's not very effective against armored vehicles damagewise but it can't be deflected by armor and can disable their subsystems (the tracks in most cases).

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

## Production

It can be produced in crates at a Factory or a Mass Production Factory.

## Vehicles Using Mortar Shells

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

**Workshops** are important and closely linked to the skills the avatar will start with and acquire later. Building and running workshops is the only way to earn enough gold, to advance fast enough in the game.

To be able to build a certain workshop, the player has first to reach the required title, unlock the required skill, and save up enough gold to be able to purchase the desired workshop. Up to three levels of a workshop may be available and they can be improved with many add-ons. Depending on the profession, the player has selected in the character creation, a few workshops (or only one) will be available at the beginning of the game.

## Roguery businesses

 Barracks | This is the barracks of a banner of lansquenets who can be hired as bodyguards and protectors of buildings or transport. They also receive a bounty for anyone they catch committing a criminal offence. | Mercenary QuartersBarracksGarrison

## Related

* Trading
* Business Management
* Buildings

Workshop was last edited for version 1.0.4.

Workshop was last edited for version 1.0.4.
R-12 - “Salus” Ambulance

Reason: "*Need more info*"

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

Reason: "*Need more info*"
}}

**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

###

150

## Crate Cost

###

450

## View Vehicle Strength Table

The Ambulance for the Colonial faction. Salus' are the only Colonial vehicle that can carry Critically Wounded Soldiers and stack medical equipment. The ambulance has a small turning radius, and can carry 2 people (1 driver, 1 passenger), who enter from either door.

## Trivia

* “Salus” in Latin translates roughly to "safety", "salvation", or "welfare".

* In roman mythology, “Salus” was the name of the goddess associated with health and well-being.
No Man's Land

Through Artillery (120mm, 150mm, 300mm) players can permanently change the world and transform the landscape. Some changes requires a heavy and lengthy amount of bombardment however. This can also be achieved with lots of Alligator Charges or Hydra's Whispers.

### Muddy Terrain

Artillery bombardment slowly makes the terrain muddy (which compounds the effects of Rain Storms) and give it a ruined look. The aspect of the ground can give you an idea of how much bombardment it has received (light brown, dark brown, grey, dark grey).

### Craters

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

### Trees

Artillery bombardment can ruin and even destroy trees and bushes. If a gunboat is used to accurately destroy a tree, it takes on average 1-2 full barrages at the minimum distance of 50m.

### Structures debuff

Structures built on terrain that's been bombarded become more vulnerable to damage. The effect depends on how bombarded the terrain is, which is visually represented by the look and color of the ground (light brown, dark brown, grey, dark grey). The increased vulnerability varies among damage types. In the worst cases, the structure may receive 2 or 2.5 times the normal damage amount.

### Ruined Garrisoned Houses

Heavy Artillery can leave a town in ruins over time. Garrisoned Houses convert to a ruined state and cannot be rebuilt anymore. Safe Houses are not affected.

### In-Game Color

When an area has been bombarded a lot, a grey filter will apply when you are in that particular area.

## Gallery

* A ruined Garrisoned House that can no longer be rebuilt.
* Before (Left) and after (Right) severe artillery bombardment.
* Before (Left) and after (Right) severe artillery bombardment.
* Craters of various size created by artillery bombardment.