recursal/Fanatic-Fandom huggingface dataset:
Maintenance Tunnel

Maintenance Tunnel's in-game icon.

## View Structure Health

The **Maintenance Tunnel** is a player built facility structure that prevents the decay of nearby structures by consuming Maintenance Supplies. Unlike a Base, a Maintenance Tunnel can be configured to supply only certain categories of structures, within a specific radius of 0 to 100 meters. It can be reserved by a squad to prevent other players from changing these settings. The tunnel does not use power.

## Decay Prevention

The structure prevents the decay within the specified radius of the specified categories of structures as long as it has enough Maintenance Supplies to do so. Whenever it prevents the decay of a structure, it also repairs that structure by 1%.

Like Bases, its maintenance supplies consumption per hour is visible by hovering your mouse over the tiny icons in the top right corner of the Maintenance Tunnel menu. This tooltip will also reveal how many structures it is currently supplying. The actual consumption fluctuates based on the current supply consumption modifier, which is based on server performance and may range from Very Good to Very Poor.

The maintenance tunnel only prevents decay, and does not activate the AI of nearby friendly defenses.

## Construction

It is built with a Hammer and costs Basic Materials.

Similar to other facilities, the builder can instantly demolish the structure using the  button in its menu, refunding the construction cost. 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.

## Squad Reservation

The original builder of a Maintenance Tunnel can reserve the stockpile 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 retrieve items from the stockpile (everyone can still submit items). The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Trivia

The model of the Maintenance Tunnel is the same as the old Tunnel Network.
Listening 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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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.

## Information

### Use

steal Map Intelligence from nearby enemy structures that produce intel.

## Logistics

### Amount in Crate ()

5 per Crate

The **Listening Kit** is a large item placed on Tripods that allows Factions to steal Map Intelligence from enemy Watch Towers and other intelligence producing structures.

## Description

The **Listening Kit** must be placed within 80 meters of an intelligence producing structure, including Watch Towers, Observation Towers, Observation Bunkers, Light Utility Vehicles or Radio Backpacks. When placed, the Listening Kit will copy any intelligence within that 80 meters. It constantly emits a soft "Beep Beep" which can be heard from up to 35 meters away helping the enemy find it. The listening kit and its tripod fully decay after 48 hours. Decay can occur much faster if placed in the fast decay zone near a Region border.

The listening kit's decay could technically be prevented by being placed in range of a friendly base but that would defeat its purpose.

The enemy intelligence producing structures that are spied on appear on your map and their icon is blinking.

Since tripods and the item mounted on them are not faction locked, you can disassemble enemy listening kits you find and place them again to switch their faction to your own.

Like other tripod mounted items Listening Kits can be hidden in bushes.

It is one of the few Large Items that cannot be stored in a Material Pallets.

## Gallery

* Listening Kit installed on a Tripod.
* Soldier carrying a Listening Kit.
Malone Ratcatcher MK.1

**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.

Reason: "*need more description and tactics*"

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

Reason: "*need more description and tactics*"
}}

## Malone Ratcatcher MK.1

The Malone Ratcatcher MK.1's in-game icon.

## Logistics

### Cost

100
5

### Amount in Crate ()

5 per Crate

A Tripod Mounted Machinegun for the Warden faction. It fires 12.7mm.

## Description

The **Malone Ratcatcher MK.1** machinegun has a very fast fire rate. The machinegun excels against infantry due to its damage, accuracy, range, fire rate, and magazine size. Its main counters are Sniper Rifles, Mortars, and Artillery. Due to its fixed firing arc the gun is also susceptible to flanking.

## Tips

* Since you can't receive cover bonuses while using Tripod Weapons and given the Ratcatcher's fast fire rate, you'll keep your accuracy for longer if you use the gun on a crouch-height positioned tripod (i.e. tripod on the ground rather than on edge of Trench or Sandbags).
* A Motorcycle can be used to quickly transport the tripod and gun while you carry the ammo in your backpack.

## Historical Reference

The Ratcatcher is similar in appearance to the **DShK 1938 or commonly know as the Duska**.

## Gallery

* The Ratcatcher on its tripod.
* The Ratcatcher on a tripod in a Trench.
* The Ratcatcher on a Niska Mk. 1 Half-Track.
Rifle

## Description

**Rifles** are long range firearms which uses 7.62mm ammunition. They are very well-rounded weapons that can be used in almost any circumstances. The player can equip a Bayonet on them (press `F`) to enable stabbing enemies at short range by pressing `LMB` without aiming. Using stable firing position, like crouched or being cover, is important to make the most out of a rifle's very good accuracy and long range. They are outperformed at close range by SMGs and Assault Rifles, and outranged by Long Rifles and Sniper Rifles. Most Rifles are usually capable of killing infantry in two shots: first shot slows them down, second one kills.

Rifles lose their stability very quickly when you move.

## Rifle List

* **Fuscina pi.I**
* **Blakerow 871**
* **Argenti r.II Rifle**
* **No.2 Loughcaster**
* **Sampo Auto-Rifle 77**

## Crafting

All **Rifles** are produced at a Factory or Mass Production Factory.

## Gallery

* Fuscina pi.I rifle
* Blakerow 871 carbine

## External Links

* Foxhole - Carbine by Clapfoot - 3D model - Sketchfab
Rifle Pillbox

The Rifle Pillbox's in-game icon.

## View Structure Health

The **Rifle Pillbox** is an automated anti-infantry Defensive Building.

## Description

The rifle pillbox automatically fires 7.62mm rounds on any enemy infantry or vehicle within range. It only functions when its AI is activated (large flag on the turret) by being within the range of a Base with an AI Upgrade. Its shots can be avoided by moving behind obstacles. It can fire in a full 360 degree arc. Players can get inside by pressing `Q`, allowing them to fire from within in any direction with their equipped weapon.

It is immune to Small Arms but not to Heavy Machine Gun fire.

It will retaliate if fired upon by soldiers or vehicles and will keep firing until the enemy is out of the retaliation range or breaks the pillbox's line of sight.

It can be suppressed. While suppressed, the player inside is unable to fire.

It is short enough that infantry can stand behind it in full cover while still being able to fire over the top.

## Trivia

* It replaced the Manned Foxhole in Update 0.46.

## Gallery

* All three pillbox types: Rifle, Machine Gun, Anti-Tank (from top to bottom).
Mine

**Mine** may refer to:

## Structures

* World Resource Mines
	+ Salvage Mine
	+ Sulfur Mine
	+ Component Mine
* Facility Mines
	+ Stationary Harvester
	+ Oil Well
	+ Water Pump

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

**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.

Reason: "*need description, and tactics*"

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

Reason: "*need description, and tactics*"
}}

## Logistics

### Cost

100
5

### Amount in Crate ()

5 per Crate

A Tripod **Mounted RPG Launcher** for the warden faction.

## Description

The **Cutler Foebreaker** is a **Mounted RPG Launcher** that fires RPGs. It needs to be mounted on a tripod or Half-Track to be fired. Its dual barrel allows it to load two shells and fire them in quick succession.

## Gallery

* Cutler Foebreaker carried by a soldier.
* Cutler Foebreaker dropped on the ground.
* Cutler Foebreaker mounted on a tripod.
Scout Tank

The **Scout Tank** is an armored Tank with a crew of 2.

It's weaker and slower than a Light Tank.

It is between a Half-Track and Light Tank in terms of speed and armor.

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

Its large fuel tank and decent fuel consumption rate (for a heavy armored vehicle) gives it a good fuel autonomy, which allows it to be used in a scout role.

Like other armored vehicles it triggers Anti-Tank Mines, disabling its tracks and crippling the vehicle.

It is too heavy to safely cross Field Bridges.

Unlike other Tanks it cannot cross Trenches, but it can still run over Sandbags, tier 1 walls, and Barbed Wire Fences.

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

## List of Scout Tanks

* **King Spire Mk. I**
* **King Gallant Mk. II**
* **King Jester - Mk.I - 1**
Origin

**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.

## Origin

A map of Origin.

**Origin** is a map in the southwest of the world and has a large coast section., while also giving a land connection to Fisherman's Row.

## History

The map of Origin was added in Update 0.46 Entrenched.

## Map Locations

* Arise
* Cado
* Dormio
* The Dreamer's Road
* The Echo
* Exorior
* Finis
* Initium
* The Sundering
* Teichotima
* Temple Field
* World Star
Sampo Auto-Rifle 77

Reason: "*Need more tactics and Trivia*"

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

Reason: "*Need more tactics and Trivia*"
}}

The Sampo's in-game icon.

A Warden Auto-Rifle with both automatic and semi-automatic mode.

## Description

The **Sampo Auto-Rifle 77** has two firing modes, semi-auto and auto, which are toggled with `F`. It is the only rifle that cannot use a Bayonet because of that. The gun loses less stability during movements than other rifles. On semi-auto it behaves like the colonial Argenti r.II Rifle but with a slightly lower fire rate. On "Auto" mode the fire rate is on par with SMGs but the gun loses accuracy and a sliver of range. Combined with its significant recoil continuous full auto fire is rarely accurate, the auto mode should be used in short burst and at close range. When in auto mode you can't lose all your stability from movements, it bottoms out at 40%.

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

## Trivia

* The rifle is likely named after a magical device in old Finnish mythos.
* The rifle's receiver seems to be vaguely based of the Madsen LMG.

## Gallery

* Warden soldier with a Sampo
Pipeline Valve

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

Pipeline Valve's ingame icon

## View Structure Health

A **Pipeline Valve** is a segment of Pipeline that is used to control the rate of flow through the pipeline. Unlike other pipeline segment it does not hold any liquid.

## Construction

It is built with a Pipe Large Material and costs 2. The length of the pipeline valve is fixed.

Pipeline segments can be attached to each other or to various Facility inlet and outlet. 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.

Unlike every other pipeline segment type, the valve doesn't give the option to instantly demolish it or flag it for disruptive placement due to its lack of proper interface.
It suffers from decay which can be prevented by Bases (requirements needed) but also Maintenance Tunnel using Garrison Supplies.

## Interactions

You can check the flow rate inside the pipeline by pressing `E` on the valve (only when on foot).

The flow rate of the liquid can be adjusted by using a Wrench, reducing the flow each time, or turning it fully open if it is fully closed. The available flow settings are as follow:

* 2.5 L (fully open)
* 2.2 L
* 2.0 L
* 1.7 L
* 1.5 L
* 1.2 L
* 1.0 L
* 0.7 L
* 0.5 L
* 0.2 L
* 0.0 L (fully closed (default))

## Gallery

* A pipeline valve connected to two pipeline segments.
Lamentum mm.IV

**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

### Cost

100
5

### Amount in Crate ()

5 per Crate

A Tripod Mounted Machinegun for the Colonial faction. It fires 12.7mm.

## Description

The **Lamentum mm.IV** has best in class damage per-shot and magazine capacity, but a slow rate of fire. It has a high-velocity barrel that deals 50% more damage than normal 12.7mm Machine Guns and excels at eliminating infantry, although it is just as effective against light vehicles and some structures.

## Tactics

The Lamentum's main counters are Sniper Rifles, Mortars, and Artillery. Due to its fixed firing arc the gun's operator is susceptible to flanking. This weapon benefits greatly from pre-prepared positions and can annihilate entire attacks single-handedly if deployed in a fortified location.

A Motorcycle is an excellent way to improve the mobility of a gun team using a Lamentum: the combination of low cost, high speed, and just enough inventory slots for the tripod and gun make it well suited to shifting between positions.

## Trivia

* The Lamentum mm.IV is based on the Maxim Gun, one of the most widely used machine guns designs in history and more distinctive from its lighter variants due to the water-cooled barrel. It mostly resembles the MG-08.

## Gallery

* A colonial legionary carrying a Lamentum mm.IV
* A Lamentum deployed on a tripod and ready to fire
Map Post

**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.

A **Map Post**  is a message left by a player on the map. It can be used to communicate a variety of information including reports of enemy positions and requests for supplies at a base. Players can respond to these posts, as well as upvote and downvote the posts to affect their lifespan.

## How to use

A player can leave a Map Post by opening their map and `Right Click` on the place of interest. This brings up a message box where you can type a short message. The point you right click determines where the upper left hand corner of the box will be. When various Map Posts are placed close to each other, they will collapse in a smaller marker, which can be expanded by hovering over them.

A Map Post can be set to "Public", "Squad", or "Regiment" to limit who can see it.

You can also leave comments on a Map Post by clicking the typing bar below a posted message. You can leave only a single reaction; when you type a new reaction, the previous one will be erased. You can also leave a comment on your own Map Post.

### Tips

* All posts (as well as comments) will have a time stamp on them showing how long ago the post was made or updated. By upvoting a Map Post, you can increase the time a map post will be visible, and by downvoting it you can decrease that time.
	+ Upvoting or downvoting posts does not affect a player's Rank progression.
* Posts can be seen even if you do not update your Map Intelligence.
* Keep it brief!

### Common use

Practically anything can be put in the text box of a Map Post. However, random messages and/or unuseful messages tend to disappear quickly, as they get few interaction or get downvoted. Most commonly, you see it used for important game-related messages, such as:

* Request for delivery of weapons, materials, and the like.
* Request for manpower (both combat and non-combat roles).
* Planning and coordinating in squad, in regiment, or between squads.
* Notifications, such as a spotted enemy (remember that Map Intelligence doesn't always update for every player)
* Calling out locations for rallying troops, for example when you organise an attack with your Squad

## Gallery

* Map posts and comments
* Public, Squad, and Regiment Map posts

## History

Map posts were introduced in Update 0.27. They replaced the Squad Markers and the Map Callouts.
Landmarks

Landmarks are non-destructible structures found scattered across the world map. They are often unique and can be used as way-points by players to help with navigation. They also help provide some diversity to certain regions. A list of landmarks can be found below.

## Ancient Storm Cannons

### Liberation Point

To the south-east of Liberation Point lies a disused Storm Cannon-like artillery piece.

* A ruined Storm Cannon-like artillery piece south-east of Liberation Point.

### Kirknell

In the southern part of Kirknell, is a disused Storm Cannon-like artillery piece built into the fortifications.

## Statues

### Abandoned Ward

In the northern district of Abandoned Ward is a large statue depicting an unknown figure.

* Statue in the northern district at Abandoned Ward.

### Mercy's Wail

There is a single statue located in a small courtyard at Mercy's Wail. It appears to have depicted a soldier riding a horse but has been damaged.

* Damaged statue at Mercy's Wail.

### Sunhaven Gateway

There are two statues at Sunhaven Gateway. One statue depicts a soldier riding a horse while the other one has been damaged.

### Jade Cove

Next to the south-east road leading into Jade Cove is another damaged statue of a soldier riding a horse.

## Graveyards

### Cemetery Junction

There is a graveyard near the road at Cemetery Junction which contains a variety of tombstones and some wooden crosses.

* Graveyard at Cemetery Junction.

### Saltbrook Channel

On the northern side of the Saltbrook Channel is a large walled cemetary containing numerous tombstones.

### Kirknell

In the northern part of Kirknell is a small enclosed cemetery.

## Shipwrecks

### Witch's Last Flight

To the north-east of Witch's Last Flight lies an outcrop of rocks where you will find a large shipwreck.

* Derelict freighter ship north-east of Witch's Last Flight.

### Blunder Bight

To the north of Blunder Bight lies another derelict ship (same model) on some rocks.

### Checkpoint Bua

South of Checkpoint Bua (past the Keep), lies a wrecked Barge near the riverbank.

## Waterfalls

### Lathair

A large waterfall is located south of Lathair.

* Waterfall south of Lathair.

## Ruins

### Sun's Hollow

To the north-west of Sun's Hollow are some ancient ruins.

* Ruins north-west of Sun's Hollow

### Tomb of the First

Near to the Relic Base at Tomb of the First are some ancient ruins.

### Prairie Bazaar

There are some ruins located south of Prairie Bazaar.

### Willow Wood

There is an Abandoned Bunker in The Drowned Vale near the Abandoned Armoury.

### Scurvyshire

North of Scurvyshire is a ruined archway next to the road.

## Abandoned Vehicles

### Abandoned Ward

In the western part of Abandoned Ward, between two buildings, is a ruined Devitt Mark III Light Tank.

* A ruined Light Tank in Abandoned Ward.

### Headstone

To the east of Headstone lies an abandoned Warden Half-track.

### Stonecradle

Directly behind the Town Hall at Buckler Sound lies a crashed aircraft.

## See also

* Campsites
* Lore References
Materials Factory

*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

A **Materials Factory** is a large player built facility structure used to craft Construction Materials using Salvage. It requires power to function. It can be upgraded to add more material crafting options. Only one of the refining options can be active at a time. Currently (update 52) it allows the production of Maintenance Supplies at a similar ratio to the Factory.

## Construction

It is built with a Construction Vehicle and costs Basic Materials. It must be built on Foundations.

## Destruction

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

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

## Interactions

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

Its internal Petrol tank can be automatically refuelled using the refuel button  if a Fuel Container or Fuel Tanker is near it with Petrol in their stockpile.

## 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 or attach Pipelines to 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

10

1

0:00:25

  -2 MW

100

20

0:00:25

  -3 MW

## Upgrades

Only one upgrade can be built on a given building. Upgrades cannot be removed.

15

75

1

0:01:00

  -2 MW

15

50L

1

0:01:00

  -2 MW
 Metal Press

15

25L

3

0:00:25

  -4 MW
 Smelter

15

25

3

0:00:25

  -4 MW
 Assembly Bay

25

1

5

0:00:25

  -2 MW

25

1

5

0:00:25

  -2 MW
Crafting

**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.

In Foxhole exists a wide variety of Weapons, Ammunition, Medical items, and Utility items that each have own uses as such it is important to have a good supply of these. The most effective and efficient way of keeping supply high is by **Crafting** what is needed. Crafting is done at the Factory, Mass Production Factory.

## Refinery

In order to craft items, raw materials must first be processed in a Refinery. The refining costs vary depending on the finished good. Refining can be ordered in parallel by different Players, or output to a public stock.
O'Brien V.190 Knave

The Knave's in-game icon.

###

40

### Ammo

A3 Harpa Fragmentation Grenade, Tremola Grenade GPb-1, PT-815 Smoke Grenade or Green Ash Grenade

## O'Brien V.190 Knave

A warden Armored Car with a twin-grenade launcher turret.

## Description

### Crew

The **O'Brien V.190 Knave** seats a crew of 2 (1 driver, 1 gunner), both safely enclosed in the vehicle.

### Inventory

The single inventory slot is reserved for one type of grenade (can stack up to 100).

### Armament

It's armed with a twin-grenade launcher mounted on a slow turning turret. It has a range of 25m.

### Health & Armor

It has slighly more health than the O'Brien V.110 and the same health as the T3 "Xiphos". Its armor is very light, it's able to soak up small arms fire and shrapnel but anything else should be considered a dangerous threat. It won't last long when faced with heavy calibers or heavy explosives. Anti-tank weaponry and Anti-tank Mines are almost always a death sentence.

### Engine & Size

Due to its heavier weight it suffers from an awful off-road speed. Its max speed on road is the same as standard Armored Cars but its low acceleration makes it slower on average. Its engine has a high fuel consumption rate which reduces the vehicle's autonomy. Any long term use will require a reliable source to refuel.

The Armored Car can be packaged, forming a small Shippable that can be transported by Crane, Flatbed Truck, Freighter, Barge or Flatbed Car.

It is heavy enough to trigger anti-tank mines and but still light enough to safely cross Field Bridges without damaging it too much. It is too small to cross Trenches. It can run over Sandbags and tier 1 walls but can't run over Barbed Wire Fences.
Material Transfer Station

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

Material Transfer Station's ingame icon

## View Structure Health

A **Material Transfer Station** is a large player-built facility structure used to store large quantities of Construction Materials and Large Items. Its item stockpile that only accepts Large Items and Construction Materials. It can hold 1000 items. The only large items not accepted are Listening Kit, Hydra's Whisper, and Critically Wounded Soldiers. Item types can be mixed in it, unlike in Material Pallets. Its visual model changes depending on how many items are in it.

## Construction

It is built with a Construction Vehicle and costs Construction Materials. Like other facilities it must be built on Foundations. It doesn't require power to function.

## 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`.

It possesses a loading area where Material Pallets can be placed using a crane to directly transfer materials in and out.

## Squad Claim

The original builder of a Material Transfer Station can reserve the stockpile 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 retrieve items from the stockpile (everyone can still submit items). The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Tips

* The items stored inside visibly appear as piles on the structure however the piles are incorporeal, you can walk through or park a vehicle on there without causing any issue.

## Gallery

* An empty Material Transfer Station.
Repurposed Truck

The Repurposed Truck's in-game icon.

###

80

## View Vehicle Strength Table

The **Repurposed Truck** is a unique Relic truck variant that is a bit slower than the regular trucks but has a larger inventory, increased fuel capacity and slightly better off-road performance. The Repurposed Truck can be built in a Garage with 80 Relic Materials.

### Notes:

* Has a bit faster item pull times than regular trucks.
* Has somewhat better off-road performance; this is especially noticeable with Petrol fuel.

## Historical Reference

This truck is loosely based off of the German Opel Blitz truck.

## Gallery

* Repurposed Truck Showcase.
* Focus on the Repurposed Truck.

* Foxhole - Relic War 2022 devlog - devtrackers
Salvage/fr

Le **Salvage** (*Matériau de récupération*) est la principale ressource dans Foxhole, elle peut être obtenue soit par sa collecte sur un tas de Salvage situé dans un champ de Salvage ou bien grâce à une Mine de Salvage qui requiert du Diesel pour fonctionner.

Cette ressource peur être raffinée pour obtenir des Basic Materials, du Diesel ainsi des Matériaux explosif.

## Extraction du Salvage

Le Salvage peut être récupéré avec un Marteau (Hammer), une Masse (Sledge Hammer) ou une Moissonneuse sur un champ de Salvage.

Un champ de Salvage est constitué d'un tas central (qui ne peut pas être récolté) et de plusieurs petits tas éparpillés autours qu'il est possible de récupérer. Le champ est généré avec une réserve de 250 tas. Lorsqu'un tas est complètement récolté, un nouveau apparait quelques secondes plus tard. Il est possible de connaitre le nombre de tas restants en passant la souris au-dessus de l'icône du champ sur la carte ou en appuyant sur la touche `E` sur le tas central du champ. Une fois complètement épuisé, le champ se renouvelle après 80 à 140 minutes en temps réel.

Après avoir été récolté, un tas se séparera en deux tas plus petits qui eux-même seront séparés en deux. Un tas permet généralement d'obtenir 250 Salvage, ce qui veut dire qu'un champ contient plus de 50 000 Salvage.

* Tas à rendement supérieur
	+ Des tas spéciaux ont une petite chance d'apparaitre.
	+ Ils sont reconnaissables à la petite lumière qui les surplombe.
	+ Ils fournissent une plus grande quantité de matériau pour une durée de collecte égale.

* Fer et Aluminum
	+ Lors de la collecte, chaque fois qu'un tas se sépare en deux, il existe une chance que du Fer ou de l'Aluminium soit récolté au lieu de Salvage. Un champ ne peut générer que du Fer ou de l'Aluminium, une de ces deux ressources étant choisie aléatoirement chaque fois que le champ se régénère. Ces deux ressources sont utilisées pour la recherche technologique au Centre d’ingénierie.

## Galerie

* Une moissonneuse travaillant dans un champ de Salvage
Railway Track (Foundation)

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

Railway Track (Foundation)'s ingame icon

## View Structure Health

The **Railway Track (Foundation)** is a player built structure used by Locomotives. It is a variant of the Railway Track that can be placed on Foundations but nowhere else.

It is built with a Hammer and costs 5 Processed Construction Materials.

A track segment can be up to 50 meters long and can be built across a Road but it cannot end in the middle of one.

Railway Tracks are immune to friendly fire. However they can be flagged for "Disruptive Structure Placement" using a button at the bottom of its menu (menu can be opened with a Hammer in "upgrade Mode" by pressing `E`). If enough players flag a track then its Friendly Fire immunity is removed.

They will suffer from decay unless they are near a Maintenance Tunnel or a Base (with the **Small Garrison**  upgrade) that is supplied with Garrison Supplies. However unlike most structures, tracks do not suffer from Rapid Decay when built near a Region's border.

With Fire Pits and Small Gauge Railway Track it is one of the few structures that can be built right next to a border. Any track built crossing the border will also appear on the border of the region across, allowing Locomotives to cross regions.
Manned Foxhole/fr

## View Structure Health

Le **Manned Foxhole** () est une Structure défensive peu chère et disponible tôt dans le jeu. Donnant son nom au jeu, les Foxholes constituent le principal élément pour assurer la sécurité des routes logistiques, des champs de ressources ainsi que des zones urbaines. Leur principale fonction est d'interdire l'accès d'une zone à des petits groupes de soldats ennemis en ouvrant le feu dès qu'ils sont à portée. Un faible coût en ressources et une vitesse de construction rapide en font un outil indispensable pour tenir n'importe quelle ligne de front.

Un Foxhole est opéré par un PNJ équipé d'un Fusil, caché à l'intérieur. Bien que possédant une portée assez longue, le tireur ne compensera pas ses tirs selon le mouvement de l'ennemi visé, ce qui permet au soldat ciblé de distraire le Foxhole en slalomant entre ses tirs, technique particulièrement efficace en sprintant. Cette faiblesse est néanmoins compensée par une relative facilité à tuer tout adversaire trop proche ou courant directement vers le foxhole. Le foxhole ouvre le feu sur les ennemis à portée automatiquement uniquement si une base est suffisament proche (80m pour une Forward Base et 150m pour une Static Base) et qu'elle à débloqué la technologie activant l'IA. Il continuera de tirer sur la même cible jusqu'à sa mort ou si elle est hors de portée.

Un Foxhole est immunisé aux armes légères et ne peux pas être endommagé par des Grenades à fragmentation, il est toutefois vulnérable à tout autre explosif et aux tirs des armes lourdes. Deux Grenades HE ou un impact d'obus de Mortier suffisent pour le détruire. Il est également possible de rendre l'IA inopérante grâce à un Tir de suppression avec des armes légères.

A l'instar des autres structures défensives avec une IA, les Foxholes à portée d'une base (80m pour une Forward Base et 150m pour une Static Base possédant l'amélioration activant l'IA) possèderont un drapeau à la couleur de leur faction. En absence de liaison à une base, l'IA du foxhole restera active pendant 10 minutes avant que la taille du drapeau ne se réduise, signe de son inactivité. De plus, un foxhole aura une texture beaucoup plus sombre si sa santé est inférieure à 66%.

Il est possible pour un joueur d'entrer dans un foxhole d'où il pourra tirer sur l'ennemi tout en étant protégé des armes légères. La seule arme capable de blesser un joueur retranché est la Grenade à gaz. Un joueur posté dans un foxhole verra sa stabilité et sa précision de tir accrue mais limitera son angle de tir vertical comme s'il était couché. Si le foxhole est détruit alors qu'un joueur se trouve à l'intérieur, il sera tué sur le coup. Un foxhole subissant un tir de suppression (indiqué par un drapeau blanc clignotant) empêche le joueur à l'intérieur de tirer pour répliquer.
O'Brien V.101 Freeman

**Versioning**

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

## Cost

###

###

15
15

## Description

### Crew

The **O'Brien V.101 Freeman** seats a crew of 2 (1 driver, 1 gunner), both safely enclosed in the vehicle.

### Inventory

The single inventory slot is reserved for the 40mm shells (can stack up to 35).

### Armament

It's armed with a 40mm cannon mounted on a slow turning turret. It has a range of 35m.

### Health & Armor

It has slighly more health than the O'Brien V.110 and the same health as the T3 "Xiphos". Its armor is very light, it's able to soak up small arms fire and shrapnel but anything else should be considered a dangerous threat. It won't last long when faced with heavy calibers or heavy explosives. Anti-tank weaponry and Anti-tank Mines are almost always a death sentence.

### Engine & Size

Due to its heavier weight it suffers from an awful off-road speed. Its max speed on road is the same as standard Armored Cars but its low acceleration makes it slower on average. Its engine has a high fuel consumption rate which reduces the vehicle's autonomy. Any long term use will require a reliable source to refuel.

The Armored Car can be packaged, forming a small Shippable that can be transported by Crane, Flatbed Truck, Freighter, Barge or Flatbed Car.

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

## Tactics

Since the cannon is fitted at the back of the car, you can gain a few additional meters of range by turning the turret backwards and using the vehicle with its back toward to the enemy. This method allows for a quicker retreat, which is especially useful on a slow vehicle.

The vehicle has no anti-infantry capability and should always be supported by infantry.

The crew should wear Gas Masks and carry Filters to counter Gas Grenades.

The 40mm cannon is useful against defenses and light armored vehicles. The Freeman must manage to get in range of its target but remain far enough so that it cannot get flanked by enemy infantry.

With its relatively slow speed, especially off-road, the Freeman is used similarly to the Field Cannon.

### During Snow Storms

During Snow Storms, before tanks are unlocked, the Freeman is the only easily usable anti-structure vehicle due to its closed top. Every other early anti-structure vehicle would absolutely require the crew to wear snow uniforms and make stops to warm up.
Revolver

**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 **Cometa T2-9** **Revolver** is a secondary weapon that uses .44 ammunition. This weapon boasts high damage for a secondary.

It has the same draw time and mobility benefits as a Pistol but a shorter range.
It can be useful for any dedicated supporting class (Medics, snipers, Machine gunners and the like) who wish to keep a low encumbrance.

## Crafting

The **Revolver** is obtained via production in a Factory.

## Historical Reference

The revolver currently appears to be based on the Smith & Wesson Model 500.
List of Obscure Names

This page lists and describes names that aren't found elsewhere on the wiki, or are only briefly mentioned on other pages and should be expanded on. Locations within each World Region should be listed within their respective region. Some characters can be found at Lore#Characters. If a name gains enough content to justify its own page, it should be removed from here first.

## Locationss

### Caoiva

A region consisting of most of the playable, game world. It mostly consists of the Warden's homeland. Adjective: Caoivish. See Maps.

### Mesea

One of the two Colonial nations, along with #Veli. Adjective: Mesean. See Letter from a Legless Mesean and Deserter's Journal.

### Nicnevin

A nation North of most of #Caoiva, and possibly allianced with the Wardens. Adjective: Nevish. See A Chronicle of Ashes, and Nicnevin Paratrooper Note.

### Veli

One of the two Colonial nations, along with #Mesea. Located just South of the game world. Adjective: Velian. See Great March's In-game description, and Deserter's Journal

### Whedon's Row

The current Warden Capital, in the North East. See H5 Hatchet Lore, Whedon's Row Radio Transcript, and Warden Scout.

Older maps shows **Whedon's Row** on a peninsula to the North East. You can find the same peninsula on the modern map.
Lance-25 "Hasta"

Please help improve this if you can. The Discussion page may contain suggestions.Reason: "*Need proofreading and checkup for update 1.51*"

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "*Need proofreading and checkup for update 1.51*"

## Cost

###

###

###

60
65
45

###

65

## Armament

* 94.5mm Tank Cannon
* Commander

## Lance-25

↵The **Lance-25 "Hasta"** is a Colonial variant for Battle Tanks armed with a 94.5mm main gun. Battle Tanks must be produced through the use of a Large Assembly Factory in a facility as they are incapable of being produced in a garage or mass production factory.

The Lance-25 is fueled using heavy oil which is produced using either an advanced coal liquifier or an oil refinery in a facility.

## Description

### Crew

The Lance-25 houses a crew of 4: Driver, Gunner, Engineer and Commander.

* The driver of the vehicle drives the tank and is capable of seeing the amount of fuel remaining inside the Tank.
* The gunner aims and shoots the primary 94.5mm gun and is capable of seeing whether or not a shell is currently loaded.
* The engineer reloads the primary 94.5mm gun and repairs the tank from within the tank. The engineer also is able to see how many 94.5mm rounds are left in the tanks storage.
* The commander can use Binoculars to scan the battlefield and use a secondary weapon. They can pop in and out of the tank hatch by pressing `E`. While inside the tank, the commander cannot be killed by small arms fire or explosives.

It is possible to operate the Lance-25 without a commander however it is highly discouraged as without one it will drastically limit the crews situational awareness.

### Armament

The Lance-25 is armed with a 94.5mm main gun. The main 94.5mm gun can't turn and has a range of 40 meters. The 94.5mm ammo the tank uses is very capable of combating vehicles.

### Health & Armor

As a Battle Tank the Lance-36 is an extremely well protected tank. The Lance-36 boasts more than double the HP of a 85K-b "Falchion" and 56.25% more than the 86K-a "Bardiche". The Lance-36 is capable of soaking up small arms fire, 12.7mm fire and shrapnel. Anything greater than what is previously listed should be considered a threat. The Lance-36's armor is extremely durable and is capable of bouncing off shells that are not Armor Piercing most of the time, especially from the front and at longer ranges so long as the armor is not heavily damaged. Armor Piercing shells have a much greater chance to penetrate the Lance-36's armor however which is almost guarenteed as the range gets shorter and angle gets greater.

Its tracks can be disabled by explosives and Anti-Tank Mines, making the vehicle slow and thus vulnerable.
Sandbag Pallet

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

## View Structure Health

The **Sandbag Pallet** is a Pallet built at a Construction Yard and contains 72 Sandbags (Material). 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 Sandbags are left in it.

## Gallery

* A sandbag pallet in the field
* The 3 types of pallets
Red River Demo

**The Battle of Red River** was a demo event of the developers to test their new engine TP2 (Technology Platform 2). It functioned as a stand alone game download. The games took approximately 15 minutes each, and were run for a total 3 times on the 30th of November 2019. It featured unique character designs, weapon models, as well as cannons for each faction.

## Factions

The battle consisted of two factions, the Hands of Veli, the Warden analogues of the time period, and the Republican Colonials, the Colonial analogues of the time period.

## Weapons

Due to the Battle of Red River being far in the past, the technology level of the weapons is very low compared to the weapons used in mainstream Foxhole. This includes both factions using single-shot muzzle load rifles and cannons in the place of more advanced choices. Each faction had a variant of the cannon, renders of which are shown below.
Relic Vehicles

**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.

**Relic Vehicles** can be constructed in a Garage using Relic Materials. As of Update 0.45 the Heavy Infantry Carrier is unable to be built.

## Relic Vehicles List

### Note:

The vehicles are not reservable (no red lock), even the Staff Car and Repurposed Truck
Railway Track

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

Railway Track's ingame icon

## View Structure Health

The **Railway Track** is a player built structure used by Locomotives.

It is built with a Hammer and costs 5 Processed Construction Materials.

A track segment can be up to 50 meters long and can be built across a Road but it cannot end in the middle of one.

Two segment variants exist:

* Railway Track (Biarc) to have curves on both ends
* Railway Track (Foundation) to place tracks on Foundations

Railway Tracks are immune to friendly fire. However they can be flagged for "Disruptive Structure Placement" using a button at the bottom of its menu (menu can be opened with a Hammer in "upgrade Mode" by pressing `E`). If enough players flag a track then its Friendly Fire immunity is removed.

Tracks can't be damaged by the enemy if any train cars are on it.

You cannot connect your railway track to enemy tracks.

They will suffer from decay unless they are near a Maintenance Tunnel or a Base (with the **Small Garrison**  upgrade) that is supplied with Garrison Supplies. When their decay is being prevented they have a chance to not consume a Garrison Supplies, the fewer the tracks in the region the higher the chance (up to 75%). Unlike most structures, tracks do not suffer from Rapid Decay when built near a region's border. For areas that don't have Maintenance tunnels and are too tedious to repair, this decay can be mitigated with the use of Cabooses, which use Garrison supplies to automatically repair train tracks while travelling over a rail, as long as there are Garrison supplies in the Caboose's inventory.

With Fire Pits and Small Gauge Railway Track it is one of the few structures that can be built right next to a border. Any track built crossing the border will also appear on the border of the region across, allowing Locomotives to cross regions.

Occasionally in the world, you may come across naturally spawning railway tracks that appear at the start of the war. Player built tracks can be connected to these, allowing players to conserve materials when building a rail segment. These tracks tend to spawn near seaports and over rivers as drawbridges that can be opened or closed to let boats like the Freighters and others to pass, but these segments can also randomly spawn in the world by other facilities like Refinerys and on/beside roads, incentivising players to explore the world and experiment with rail placement.

## Gallery

* Railway Tracks can be raised a bit above the ground.
* The semaphore that appears when a track forks.
Mounted Infantry Support Gun

**Versioning**

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

## Logistics

### Cost

100
5

### Amount in Crate ()

5 per Crate

The **Daucus isg.III** is a Colonial **Mounted Infantry Support Gun** meant to provide standoff distance fire support against Vehicles and Structures. It requires a Tripod to be deployed and fired.

## Description

The **Daucus isg.III** is a small cannon that fires 30mm shells. It is a large item, which means that it is carried on the shoulder and prevents the use of Weapons or Items while being carried and must be deployed onto a Tripod before it can fire. The gun can also be mounted on a Half-Track instead of a tripod.

The 30mm shells can be stored in the deployed tripod's inventory or in the shooter's backpack.

The Grenadier's Baldric allows the wearer to stack 30mm shells in their inventory, making it a good choice for Daucus gunners.

## Tactics

It is useful against Vehicles but struggles to pierce the armor of heavier Tanks - where it truly shines is destroying Structures, particularly pillboxes, as it can engage these targets from outside their effective range and demolish them with just a few shots. However AT Gun Garrisons will retaliate on the Daucus if you fire at them or a Bunker connected to them.

Deployed tripod weapons are invisible at night, just like infantry, making them an excellent tool for ambushes. They can also be hidden by being placed inside tall grass and bushes, but are revealed to people within 10m. Only their firing effects (smoke and flashes from the barrel) will betray their presence.

## Trivia

* This weapon appears to be inspired by the French Canon d'Infanterie de 37 modele 1916 TRP.