recursal/Fanatic-Fandom huggingface dataset:
O'Brien V.113 Gravekeeper

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

## View Vehicle Strength Table

A warden Armored Car with a Bonesaw turret.

## Description

### Crew

The **O'Brien V.113 Gravekeeper** seats a crew of 2 (1 driver, 1 gunner), both safely enclosed in the vehicle.

### Inventory

The 4 inventory slots are reserved for the ARC⧸RPGs (one per slot).

### Armament

It's armed with a Bonesaw turret that fires ARC⧸RPGs. It has a range of 35m and a quick 4s reload time.

### Health & Armor

It has the same health as the O'Brien V.110. 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

The Engine characteristics are identical to the O'Brien V.110.

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

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

The vehicle is lightly armored and has no anti-infantry capability so it should always be supported by allied infantry. But its anti-tank capability surpasses any other opposing light armored vehicles, such as tankettes and armored cars. Its very quick reload time and powerful anti-tank shell gives it a clear advantage over opponents. Under favorable circumstances the car can even engage light tanks, especially when flanking or having a decoy to distract the enemy tank crew.

However its very small ammo capacity forces it to resupply very often, it is advised to have a shell supply nearby or carry a couple of shells in gunner's and driver's personal inventories.

It can also deal very mediocre damage to structures in a pinch but this is very much not cost effective.

The crew should wear Gas Masks and carry Filters to counter Gas Grenades.
00MS “Stinger”

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

## Cost

###

5

## Description

The **00MS “Stinger”** is a Colonial Motorcycle variant equipped with a mounted 7.92mm Light Machine Gun on the sidecar. Designed for fast hit and run attacks. It moves quickly on roads and possesses a boost (used with `Shift`).

### Crew

It has two seats: 1 driver and 1 gunner. The vehicle is open-top making the crew vulnerable from all directions.

### Inventory

It has 1 inventory slots which is reserved for the 7.92mm magazines (stacks up to 100).

### Armament

The Stinger has a mounted 7.92mm Light Machine Gun with a limited fire arc (120 degrees). Combining this with the motorcycle's high speed means that the Stinger will often have to pass targets very close to have sufficient time to hit the target. The machine gun has a 30 round magazine and deals 35-52 damage to infantry in its effective range, similar to other other guns chambered in 7.92mm.

### Health & Armor

The Stinger is unarmored and weaker than even a truck. Its low disable point (50%) allows it to soak a tiny bit of small arms and shrapnel but far less than even a Light Utility Vehicle. It is not cheap to repair (150bmat for 100%).

### Engine & Size

Motorcycle are nearly as fast as empty Trucks on road and are only slower than LUVs offroad. The Stinger has a low fuel consumption giving the vehicle a great autonomy and range of action. It is highly maneuverable and agile.

The motorcycle can use its boost capability using `Shift`, making it nearly the fastest vehicle both on roads and off-road. However the fuel consumption quadruples while boosting, meaning you should only use the boost for specific purposes (catching up with a vehicle or outrunning and evading a pursuer).

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

It doesn't trigger anti-tank mines and can safely cross Field Bridges without damaging them at all. It is too small to cross Trenches. It cannot run over Sandbags, tier 1 walls, or Barbed Wire Fences. It is small enough to cross the narrow wooden Bridges.

## Tactics

Due to its high speed, it's a great tool to scout the enemy's positions and attack the enemy's supply convoys. It can quickly travel across the map, shooting any enemies it may encounter.

Extended gunfights are not recommended as the vehicle offers zero protection to both crewmember and the vehicle itself is very fragile and not cheap to repair.

## Trivia

* The Stinger's machinegun appears to be identical to the gun mounted on the R-9 “Speartip” Escort. The exact make and model of this gun is unknown.
Large Item

**Large Items** are items that must be carried on the Player's shoulder and placed in a dedicated shoulder slot in the soldier's inventory.

## Description

When carried the large item can be physically seen on the player model. It prevents the player from using his primary, secondary, or tertiary equipment. Attempting to use those equipment will automatically drop the large item to the ground.

Carrying one doesn't prevent you from opening a base's menu but it prevents you from retrieving any item from the stockpile.

Attempting to swim, going prone, or entering a vehicle/structure will also force you to drop the large item. The exhaustion animation from stamina depletion also makes you drop it.

When dropped, the large item isn't bundled like other items in a dropped items box on the ground. It has its own unique physical model when laying on the ground.

The game has a dedicated key (default: `V`) to pick up on the ground, drop, or submit large items. And another key (default: `Shift + V`) to force drop them .

Large items can be submitted to the inventory of structures via a dedicated key (default: `V`).

The menu of certain vehicles and structure also has a specific button to submit large items .

## List of large items

* **Tripod**
* **Critically Wounded Soldier**
* **Wounded Player**
* **Bonesaw MK.3**
* **Hydra's Whisper**
* **250mm**
* **150mm**
* **120mm**
* **300mm**
* **Daucus isg.III**
* **Lamentum mm.IV**
* **Malone Ratcatcher MK.1**
* **“Typhon” ra.XII**
* **Cutler Foebreaker**
* **Listening Kit**
* **Sandbags**
* **Barbed Wire**
* **Metal Beam**
* **94.5mm**
* **75mm**
* **Processed Construction Materials**
* **Steel Construction Materials**
* **Assembly Materials I**
* **Assembly Materials II**
* **Assembly Materials III**
* **Assembly Materials IV**
* **Assembly Materials V**
* **Pipe**
* **Flame Ammo**
* **4C-Fire Rocket**
* **3C-High Explosive Rocket**
Refined Fuel

Redirect to:

* Petrol

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

## Information

### Encumbrance

3%%

**Refined Fuel** is a refined resource, obtained by refining Fuel in a Refinery. Every Vehicles need to have fuel in their inventory in order to move.

Refined fuel may also be consumed to perform production in some buildings.

*Note:* Regular fuel is always prioritized for consumption, when the vehicle inventory has both.

* Assembling time of 10 Fuel from Stockpile: 6 seconds.
* Assembling time of 30 Fuel with Truck: 9 seconds.
No.1 “The Liar” Submachine 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

### Amount in Crate ()

20 per Crate

The Liar is a Warden Submachine Gun that is great at short and medium ranges if it is stabilized.

## Description

On the surface the Liar looks like a worse Fiddler SMG: same damage (3 or 4 shots to kill), longer reload, heavier, slower fire rate. It loses accuracy if moving without aiming. It loses more accuracy from mouse movement. It even takes longer to aim.

However the Liar has a much lower recoil, slightly more range, and a slightly higher accuracy. If you take the time to aim the Liar can shoot long bursts with a tighter spread than any other SMG.

### Use

Due to its characteristics, the gun shouldn't be used in a "Run & Gun" fashion like the Fiddler. You should always wait for the gun to stabilize, then slowly move toward the enemy and use cover.

Like other SMGs, it's more efficient at night.

The gun's higher stability and accuracy allows it to stay competitive at the higher end of its range. At rifle range (~28m) the Liar can still kill in 5 or 6 shots and a good stable position will ensure at least half of its bullets hit (something the Fiddler definitely cannot do). The Liar also doesn't lose accuracy when firing standing and in full cover. This means the Liar is less at a loss during the day and in open combat.

## Historical Reference

The No.1 “The Liar” Submachine Gun appears to be based off the Beretta M1918 submachine gun.
Medical Lab

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

## View Structure Health

The **Medical Lab** is a world structure that can be found around certain towns, and is used for crafting medical supplies to aid soldiers in battle. It appears as a tall church like building with a cross over a green flag over some parts of its exterior. The building can be entered through its doorway to see inside and take cover from outside fire and barrages. The building can be destroyed to cease use and production, and can be rebuilt with 300 Basic Materials.

When picking up an order of medical supplies will be packed into crates which then must be submitted to a stockpile for assembly.

## Locations

###  Callahan's Passage

* White Chapel, K-3
* Lochan Berth, H-5
* Overlook Hill, G-7
* Crumbing Post, E-12

### The Deadlands

* Iron's End, E-3
* Callahan's Gate, I-2
* Abandoned Ward, E-6
* Sun's Hollow, A-12
* The Salt Farms, F-12

### Weathered Expanse

* Eldergate, C-2
* Crow's Nest, H-8
* Dullahan's Crest, E-9
* Fox Catcher, L-12

### Endless Shore

* Brackish Point, E-2
* Saltbrook Channel, C-3
* The Well, F-3
* Woodbind, G-7

### Umbral Wildwood

* The Foundry, E-3
* Thunderfoot, F-6
* Hermit's Rest, K-8
* Stray, K-2

### Fisherman's Row

* Peripti Landing, A-6
* Eidolo, E-7
* Danakana Post, A,11

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

**Roads** are paths in game on which Vehicles have better driving performance.

There are three tiers of road in the game: Mud, Dirt, and Asphalt. Vehicles can go faster on higher road tiers. Asphalt roads tend to be found on major roads and large cities, while Dirt roads are often found in smaller towns and less important road connections. The mud roads are generally found connecting an off-road item to a dirt or asphalt road (for example: a resource node outside viewing range from the main road.

Soldiers also consume less stamina when sprinting on roads.

Roads in the world cannot decay, be destroyed, or modified. However players can build their own Provisional Roads which are less effective than real roads and can decay.
Light Utility Vehicle

**Light Utility Vehicles** (abbreviated to LUV) are small cars used for scouting and transport. It has a radio on-board, which automatically gathers map intelligence within a 60m radius and transmits it .

## Description

The Light Utility Vehicle is a highly maneuverable agile vehicle commonly used to transport small amounts of equipment and personel. Its off-road speed is the best of all vehicles.

Although it is not armored, LUVs have a low disabling point that allows them to take a decent amount of small arms fire but is vulnerable to heavy machine guns and explosives. Repairing them with a hammer costs more Basic Materials than for trucks or Armored Cars, incentivizing not to use them for prolonged combat engagements.

A feature of all LUVs, with the exception of the Drummond Loscann 55c, is that they will automatically gather Map Intelligence within its radius and transmit it , similar to a Radio Backpack. This makes it a useful reconnaissance vehicle. It has a Reconnaissance range of 60m, which allows it to be outside of AI defences range.

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

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

It has a horn that can be activated by pressing `LMB`.

Like with Trucks, it is slowed the more encumbered its inventory is.

## Use

Its speed and transport abilities makes the LUV excellent for quickly relocating important ordnance, weaponry, and personnel. It is commonly used as a raiding vehicle enabling attacks on enemy defenses and supply routes in back-line regions. Additionally, it is often used to quickly respond to enemy incursions. It's also useful for scouting.

## List of LUVs

* **Drummond 100a**
* **UV-05 “Collector”**
* **UV-05a “Argonaut”**
* **UV-24 “Icarus”**
* **Drummond Loscann 55c**
* **UV-5c “Odyssey”**
* **Drummond Spitfire 100d**

## Gallery

* Argonaut Front view
* Icarus
* Spitfire Front view
* Spitfire Side view

## Trivia

* The colonial LUV model resembles a Willys Jeep with a closed top.
* A maximum of two LUVs can be transported by a single Barge.
* The Warden LUV is commonly referred to as a 'Scout Car'. The Colonial variation is often referred to as a 'Jeep'.
* The Warden LUV bears some resemblance to the Volkswagen Kübelwagen

## External Links

* Foxhole - Colonial Light Utility Vehicle by Clapfoot - 3D model - Sketchfab
* Foxhole - Warden Light Utility Vehicle by Clapfoot - 3D model - Sketchfab
Machine Gun Garrison/fr

*This article is a stub. You can help Foxhole Wiki by expanding it.*
La Machine Gun Garrison (MG garrison pour faire court) est une amélioration pour Bunker qui installe une puissante mitrailleuse. Cette amélioration possède 3 niveaux (tiers). La MG Garrison possède une IA, comme la Rifle Garrison, qui est activée par une Base avec l'upgrade nécessaire (Provisional ou Small Garrison). Le bunker amélioré en MG Garrison devient solide et impassable, mais vous pourrez entrer dedans comme dans un Foxhole. La mitrailleuse est automatique et sa cadence de tir augmente avec le niveau du Bunker. L'angle de tir est restreint à 30° sur la gauche et la droite.

Comme pour les autres bunker garrisons, deux ne peuvent pas être construit côte à côte. Cette modification peut être construite faisant face à une tranchée.

Son comportement est similaire à celui de l'anciennePillbox, mais dans un réseau de bunker.

## Conditions de Construction

La Machine Gun Garrison peut être construite sur tout Bunker avec les critères suivants:

* Pas adjacent à un autre bunker garrison
* Connecté à une Bunker Base par des tranchées ou bunkers
* La Bunker Base doit avoir l'upgrade "Machine Gun Garrison" développée.

## View Structure Health

Construit en améliorant un bunker de Niveau 1 en machine gun garrison.

## View Structure Health

Construit soit en améliorant un bunker de Niveau 2 en machine gun garrison, soit en améliorant un machine gun garrison de Niveau 1 au Niveau 2. Le coût total est 175 basic materials dans les deux cas.

## View Structure Health

Construit soit en améliorant un bunker de Niveau 3 en machine gun garrison, soit en améliorant un machine gun garrison de Niveau 2 au Niveau 3. Notez que la seconde méthode est beaucoup moins cher (30 concrete materials) que la première (40 concrete materials, à ajouter au 30 concrete materials utilisé pour d'abord faire un bunker de niveau 3).
Machine Gun 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.

## Machine Gun Garrison (Tier 1)

The Tier 1 Machine Gun Garrison's in-game icon.

## Machine Gun Garrison (Tier 2)

The Tier 2 Machine Gun Garrison's in-game icon.

## Machine Gun Garrison (Tier 3)

The Tier 3 Machine Gun Garrison's in-game icon.

## View Structure Health

The **Machine Gun Garrison** is a defensive Bunker garrison.

## Description

It is the bunker equivalent of a Machine Gun Pillbox, it fires 12.7mm in a 90 degree firing arc. 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.

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 soldier or vehicle that hits 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 Machine Gun Garrison next to it will return fire.

The machine gun takes 2.5 seconds to each its maximum fire rate (6.7 rounds/s) and accuracy.

Machine Gun Garrisons come in three tiers. Higher tiers have more health, a faster firing speed, and are harder to suppress.

## Construction

Machine Gun 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

You can either modify an existing Bunker of a given tier to a Machine Gun Garrison of that tier with a Hammer in Upgrade Mode, or you can upgrade an existing Machine Gun Garrison to the next tier.

The direction of the gun is chosen by moving the `Mouse Wheel` while your cursor is on the Machine Gun option of the Hammer's upgrade menu.

Modifying a Tier 3 bunker into a Tier 3 machine gun garrisonis more expensive than upgrading a tier 2 machine gun garrison into tier 3 as you will need to spend Concrete Materials twice overall.

## Power

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

## Structure Integrity Rating

The Machine Gun Garrison modification slightly decrease the Structural Integrity of its bunker, less at higher tiers.
Sandbags/fr

## View Structure Health

Les **Sandbags** (*Sacs de sable*) sont une structure défensive passive relativement faible mais peu chère qui fournit une couverture au Joueurs accroupis derrière. Il est possible de passer par dessus à l'aide de la touche `Espace`. Les sacs de sable sont immunisés contre les tirs des armes légères et des mitrailleuses lourdes. Pour les construire, seul un Marteau (Hammer) et 10 Basic materials sont nécessaires.

Les sacs de sable en coin sont similaires en tout point aux sacs normaux, ils sont juste incurvés.

## Amélioration

Il est possible d'améliorer des sacs de sable en un mur de sacs de sables. Équipez votre marteau et appuyez sur la touche `F` par défaut pour passer en mode amélioration, puis appuyez sur `E` sur la structure. Un plan bleu apparaitra par dessus les sacs existants, vous permettant de le construire avec votre Marteau. Les sacs de sable doivent être construits et réparés pour pouvoir être améliorés. 30 Basic Materials sont nécessaires. Si le plan encaisse des dégâts il se détruira et la structure redeviendra un sac de sable de base.

Les murs de sacs de sable sont une version plus grande de celle de base. Ils sont utiles pour fournir au joueurs de bonnes couvertures.

## Conseils

* Les sacs de sable constituent une combinaison efficace avec les Barbelés. Mettre du barbelé de l'autre côté des sacs empêche l'ennemi de sauter par dessus et de les utiliser comme couverture.

* Assurez-vous que les sacs ne bloquent pas la ligne de tir des structures défensives comme les Foxholes.

* Les véhicules terrestres (à l'exception des Side-car, des Ambulances et des Vélos) peuvent facilement détruire les sacs de sable en roulant dessus. Il est donc déconseillé de les utiliser pour barrer une route. Un Obstacle anti-char est bien plus indiquer pour bloquer le passage des véhicules.

* Les soldats peuvent monter sur une Storage Box placée derrière un mur de sacs de sable. Cela leur permet de tirer sur l'ennemi tout en bénéficiant d'une meilleure protection qu'avec des sacs standards.
Petrol/pt

**Gasolina (Petrol)** é um dos dois tipos de combustível em Foxhole, ao lado do Diesel. É o combustível mais difícil de se obter. A Gasolina não pode ser empilhada e cada unidade tem 100L. Ela pode ser colocada em um Caminhão-Tanque para abastecer outros veículos, onde pode ser empilhável, ou equipada para abastecer um veículo manualmente. Veículos a Gasolina são mais velozes que veículos a Diesel.

### Obtendo Gasolina

Você precisa coletar Petróleo Bruto de um Poço de Petróleo e refiná-lo em uma Refinaria. A uma taxa de conversão de 3:1.

* O tempo de refino de 1 Gasolina é de 6 minutos.

## Uso

Para abastecer veículos:

1. If the vehicle is currently using Diesel, open the vehicle menu with `E` and click the `Change Fuel` button to siphon the Diesel and toggle the fuel type to Petrol.
2. Equip the Petrol canister.
3. Select the Petrol by pressing your `3` key.
4. Hold down `LMB` (left mouse button) next to a vehicle requires fuel. You will stop the fueling process automatical, if either the vehicle is full or when your Petrol canister is used up completely.

Para abastecer um veículo:

1. Se o veículo estiver usando Diesel no momento, abra o menu do veículo com `E` e clique no botão `Change Fuel` (Alterar Combustível) para descartar o Diesel e alternar o tipo de combustível para Gasolina.
2. Equipe o galão de Gasolina.
3. Selecione a Gasolina pressionando a tecla `3`.
4. Mantenha pressionado o `LMB` (Botão Esquerdo do Mouse) próximo a um veículo que precisa de combustível. Você interromperá o processo de abastecimento automaticamente, se o veículo estiver cheio ou quando o galão de diesel estiver totalmente vazio.

## History

A Gasolina foi introduzida no Atualização 0.26.

## Galeria

* Indicação de pouco combustível em um veículo.
Kalokai

**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.

## Kalokai

A map of Kalokai.

With the strategic importance of the Great March and the river's connection to the Endless Sea, Caoivish missionaries recognized the region's value and infected the people of Kalokai with their silver tongues. The Kalokainians reluctantly opened their arms to the Northerners, hoping that, should they claim victory, Kalokai could declare themselves a state independent of Veli. With assurances in place, Dio and his people shared their beds and storehouses with the nobility's newly minted army, the Hands of Veli. With such a strategic location on lockdown, taking control of Kalokai gave the Hands a significant advantage in the coming conflict. Unfortunately for Dio, the Hands depleted their stores and emptied their fields.
An extended and seemingly unnatural drought followed the end of the Velian wars. Believing themselves cursed by the gods, the residents of Kalokai fled south. No one ever mentioned Dio again; perhaps he stayed behind to rule his tiny empire of dust.

Kalokai is the southernmost map in the world, and has a river which runs directly through the middle connected to Acrithia.

## History

The map of Kalokai was added in Update 0.46 Entrenched.

## Map Locations

* Baccae Ridge
* Bleary
* Camp Tau
* Clarity Meadow
* Hallow
* Lost Greensward
* Night's Regret
* Sourtooth
* South March
* Sweethearth
* The Stumble
* The Vineroad
* Vinum Rillet
Relic Materials

Relic Materials' in-game icon.

**Relic materials** are a rare resource during Relic Wars used to make Relic Vehicles at a Garage. Relic materials are acquired by collecting Wreckages from Rare Resource Nodes with a Hammer and sorting them at a Refinery using `right click`.

### Notes

* Relic materials are not a regular resource and will only be available in certain World Conquests.
* The Relic materials can be packaged into crates and put in a reserve stockpile at a Storage Depot or Seaport.
	+ One crate stores 20 Relic Materials.

## Gallery

* Rare resource node that give Wreckage which can be sorted into Relic Materials at a Refinery.
Oil Refinery

*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

An **Oil Refinery** is a large player built facility structure that is used to convert Oil into Petrol. It requires power to function. It can be upgraded to add more refining options. Only one of the refining options can be active at a time. Pipelines can be connected to it, it has two inlets and one outlet.

## Construction

It is built with a Construction Vehicle and costs Construction Materials. Like other facilities 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 liquid tanks can be automatically refuelled using the refuel button  if a Fuel Container or Fuel Tanker is near it with the necessary liquids 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.

## Refining

150L

150L

0:02:30

  -1 MW

## Upgrades

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

120L

30L

150L

0:02:30

  -1 MW
 Cracking Unit

150L

90L

0:02:40

  -1.5 MW
 Petrochemical Plant

60

30L

30L

0:03:20

  -6 MW
Motorcycle

**Motorcycles** are light reconnaissance vehicles. They can carry up to 2 players: the driver and one passenger in the side car, who can use secondary Equipment.

The Motorcycle has two inventory slots. It has the ability to travel at an increased speed, but at the cost of higher fuel consumption. This ability can be used while driving by holding the sprint key (`Shift` by default).

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

It doesn't trigger anti-tank mines and can safely cross Field Bridges without damaging them at all. It is too small to cross Trenches. It cannot run over Sandbags, tier 1 walls, or Barbed Wire Fences. It is small enough to cross the narrow wooden Bridges.

## Motorcycle List

* **Kivela Power Wheel 80-1**
* **03MM “Caster”**
* **00MS “Stinger”**

## Tips

The Motorcycle, as the name suggests, is best suited for scouting and patrol missions. It also has best road speed of all vehicles, making it well-suited for quick redeployment of a high value personnel such as a Machine Gunner or a Medic.

Motorcycle has several advantages over Light Utility Vehicle as a scouting vehicle. Passenger Player equipped with Radio Backpack and Binoculars can scout ahead, looking for vulnerable targets, such as supply Trucks, lone Watch Towers and infantry, which can be run over. A Pistol is enough to disable a Truck on the move.

Motorcycles can be used to transport a mounted weapon and its tripod while the driver carries the ammo in their backpack. This allows the mounted weapon to be relocated quickly and used more efficiently. The Warden's Heavy Ammo Uniform, or Colonial Grenadier Uniform can be used to increase the amount of shells the soldier can carry to increase your efficiency.

## Notes

* It is possible for the passenger to accidentally shoot the driver using their sidearm.
* Motorcycles generate a lot of noise and are therefore less discrete than LUVs.
* Using the boost when driving in reverse doesn't increase speed but still consumes more fuel.

## Gallery

* Warden Motorcycle
* Colonial Motorcycle

## Historical References

The Colonial Motorcycle appears to be based off of the BWM R75 German Motorcycle developed in WW2.

## External Links

* Foxhole - Colonial Motorcycle by Clapfoot - 3D model - Sketchfab
* Foxhole - Warden Motorcycle by Clapfoot - 3D model - Sketchfab
Petrol

Petrol's in-game icon.

### Use

Fuel for most vehicles and certain structuresResource for Materials Factory production

## Logistics

### Amount in Crate ()

1 per Crate

**Petrol** is a liquid resource in a 50L canister. It is one of the two main fuel types in Foxhole, alongside Diesel.

## Acquisition

You have to collect Oil from an Oil Well at a Crude Oil Field or by coal liquefaction in a Coal Refinery with the advanced coal liquefier upgrade, then refine it in an Oil Refinery. It is harder to obtain than Diesel due to the lower amount of crude oil fields compared to Salvage Fields.

## Uses

* All vehicles that use Diesel can be fueled with Petrol instead, giving them 10% faster speed and better acceleration.
* Petrol can be used as fuel in Salvage Mines, Component Mines, Sulfur Mines increasing their yield compared to Diesel.
* Petrol can be used as fuel in Diesel Power Plants (with Petrol Power Plant upgrade), producing more Power.
* It is the dedicated fuel for Stationary Harvester (Scrap), Stationary Harvester (Components), and Stationary Harvester (Coal).
* A Materials Factory uses Petrol in some of its production options.

Unlike Diesel, Petrol cannot fuel Fire Pits or Engine Rooms.

### Refueling

To manually refuel the vehicles and structures that use Petrol:

1. For vehicles currently using Diesel, open the vehicle menu with `E` and click the `Change Fuel` button to siphon the Diesel and toggle the fuel type to Petrol.
2. Equip the Petrol canister.
3. Select the Petrol by pressing your `3` key.
4. Hold down `LMB` (left mouse button) next to the thing that requires fuel. You will stop the fueling process automatically, if either the vehicle/structure is full or when your Petrol canister is used up completely.

Alternatively you can store the Petrol canisters in a Fuel Tanker or Fuel Container and place it close by, then open the target's menu with `E` and click the Refuel button .

## Storage

Like other liquid resources Petrol canisters do not stack in inventories but can be stored in the stockpile of Fuel Containers and Liquid Transfer Stations. Full canisters can be changed into crates with the `right click` menu while in the interface of a Storage Depot, Seaport, or Shipping Container (1 canister per crate). A canister's encumbrance depends on how much fuel is left in it.

## Trivia

* Petrol was introduced in Update 0.26 with the rework of fueling.

* The design of the petrol can appears to be inspired by British 2-Gallon stamped steel fuel can, which also featured a larger 4-Gallon version known as the "Flimsy".

## Gallery

* A soldier holding a petrol can.
* Indication of low fuel in a vehicle.
Region Zones

**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.

**Region Zones** are subdivision of Regions.

## Description

Each **region** in the world is divided into **zones** that can be claimed by either faction. Region zone perimeters are shown on the map, visually denoting the front line and all the territory owned by each faction into the world map. Each Region Zone has a single World Base (Town Base  or Relic Base ). The faction that owns the base owns the region zone. A region zone is colored green if owned by the Colonial faction, blue if owned by the Warden faction, and has no color if the base is destroyed. Ownership of a given zone allows you to check the content of Resource Fields and World Resource Mines in it by putting your cursor on their icon on the map.

At the start of a war, each region zone that starts under your faction's control will be considered "Friendly territory" and the other zones "Neutral / Enemy territory" for the rest of the war. This status can be checked by hovering your mouse over a zone on the map. This status influences how fast bases in the zone will unlock their upgrades.

## Gallery

* An example of how a map might look
* An example of how a map might looks with full view

## See Also

* Community Guides/Map Guide
* Region
Metal Beam

Metal Beam's in-game icon.

A **Metal Beam** is a Large Material used to build metal beam defenses like Tank Traps. It can only be carried one by one on the Player's shoulder. They are produced in crates at a Factory. The 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.

## Metal Beam Constructions

* Tank Trap
* Field Bridge
* Bridge add-on on Trenches
* Ladder add-on on Bunkers

## Gallery

* A metal beam being carried to build a Tank Trap.
* Construction Menu for Metal Beam.
Rain Uniform

The in-game icons for Rain Uniforms.

### Use

Allows Light Kinetic Ammo to stack, gives a high amount of protection in Rain Storms.

### Encumbrance

equipped: 0%
in backpack: 22.7%

## Logistics

### Amount in Crate ()

15 per Crate

The Legionary's Oilcoat is the Colonial Rain Uniform variant. The Rain Uniform provides high protection against Rain Storms, while still allowing Light Kinetic Ammo to stack. It has 6 inventory slots, and costs 100  per crate of 15 uniforms.

The uniform's rainstorm protection slows down the accumulation of mud on your soldier when moving on muddy terrain.

Visually the Legionary's Oilcoat is an oilcloth greatcoat with a matching hooded cowl. It has belt rig with ammo pouches, similar to the standard Soldier Uniform.
Regiment

The **Regiment** system is Foxhole's implementation of a 'Clan' system.

A Regiment has a dedicated chat channel and chat tab. Members of a regiment have the regiment's tag added in front of their name (for example, "K-Ron" becomes "[1st] K-Ron"). All regiment info is in the player menu (press `f1`). A discord server link for the regiment can be added and appears at the bottom of the F1 menu. Regiments are not reset between World Conquest, unlike Squads.

## Creation

You must be of rank "SSgt" or above to create a regiment. To do so open the player menu by pressing `F1` and select the appropriate option. A discord server link can be assigned to the regiment.

## Roles

There are three Roles (Ranks):

**Commander**

* Only one Commander per Regiment.
* Can promote Members to Officers.
* Can promote a Member to Commander (doing so will **demote** you to Officer).
* Can kick Officers and Members.
* Can add Members.

**Officer**

* Can add and/or kick Members.
* Can promote Members to Officer.

**Member**

* No Regiment related powers.

## Interface

The regiment information are all shown in the F1 menu. You can see the list of players in the regiment, their Roles, the squad and the region they are in.

To promote or kick a member, `right click` their name to see the options.

## Leaving

You can leave a regiment by opening the player menu with `F1` and selecting the small icon at the bottom.
Marban Hollow

**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.

## Marban Hollow

A map of Marban Hollow.

**Marban Hollow** has been added with Update 0.26. The southwestern quarter of the map offers many chokepoints that both sides can use to a defensive advantage.

## Update History

In Update 0.41, a seaport has been added to Maiden's Veil.

In Update 0.45, Saltmarch was renamed to The Claim.

## Lore

#### Engineer's Notes

Engineer's Notes

You stumble upon a rusted old toolbox and a clipboard with loose documents.

*A lot of it is remarkably well-preserved. The notes are filled with architectural sketches and engineering drafts, none of which you can make sense of.*

*Notes fill the margins, but only one in particular catches your interest.*

The internal vaults should and will hold fast against conventional methods. It would take a concentrated force to break through, considering they’ve reinforced it with slabs and braided metals.

Ordinary munitions would do little more than chip the concrete. Only those versed in proper demolitions would have a chance at breaking through. Of those, there aren’t many these days.

Our take should stay safe. Well, at least for a time.

Location of Engineer's Notes - Marban Hollow - L8k2

 Engineer's Notes

## Named Locations in Marban Hollow

* Bleating Plateau
* Bubble Basin
* Checkpoint Bua
* The Clutch
* The Curse
* Deepfleet Valley
* Gaping Maw
* Lockheed
* Lockheed Breakers
* Lughbone Dam
* Maiden's Veil
* Mount Mac Tire
* Mox
* Oster Wall
* Pilgrimage
* The Claim
* Sanctum
* Slender Cove
* The Spitrocks

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

Salvage's in-game icon.

**Salvage** is the main resource within Foxhole, and can be obtained by mining Salvage piles on a Salvage Field or by collecting them from a Salvage Mine which has to be fueled in order to work. It is refined into Basic Materials, Diesel and Explosive materials at a Refinery.

## Mining Salvage Fields

Salvage can be mined with a Hammer, Sledge Hammer or a Harvester on a Salvage Field

A Salvage Field is composed of a large center piece (that can't be mined) and smaller salvage nodes strewn around it that you mine. The Salvage Field starts with a reserve of 250 nodes. When a node on the field is harvested, a node from the reserve is spawned in after a few seconds. The amount of nodes left in the field's reserve can be seen by hovering your mouse over a field's icon on the map or by pressing `E` on a field's large center piece. Once fully depleted, the field replenishes after 80-140 real life minutes.

When mined, a node splits into two smaller pieces which themselves split into even tinier pieces. Fully mining one node yields 200 salvage by default, meaning an entire field is worth more than 50,000 salvage.

## Salvage Mines

Salvage Mines are World Structures which produce Salvage when fuel is given.
Relic Parts

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

## Information

### Use

Used in prototyping at the Engineering Center

### Encumbrance

3.7% (approx)%

*For the counterpart material, please see Relic Tech.*

Relic Parts is a material used for prototyping at the Engineering Center. While gathering Salvage or Components (with either a Hammer or Sledgehammer), there is a small chance for Relic Parts to drop onto the ground. The player must press `E` (by default) on it to pick it up. It will drop in stacks of 5. If not picked up it will despawn within 5 minutes.

### Notes

* Harvesters will also drop Relic Parts while harvesting.
* A clank sound can be heard when Relic Parts are dropped.
* Only certain Salvage and Component fields will drop Relic Parts when gathered.
* Relic Parts shares the same icon as Research Parts which were removed in Update 0.31.
R-12b - “Salva”

the Salva's in-game icon

## View Vehicle Strength Table

The **R-12b - “Salva”** is the Colonial Fire Engine. Designed to transport water quickly and easily..

## Description

The **R-12b - “Salva”** has 15 inventory slots which can only hold water can. Each water can takes up one inventory slot.

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

## External Link

* Foxhole - R-12b - “Salva” by Gabriel Dubois - Artwork and 3D model - Artstation
Metalworks 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 **Metalworks Factory** is a large player built facility structure that is used to craft advanced materials. It requires power to function. It can be upgraded to add more material crafting options. Only one of the crafting options can be active at a time.

## Construction

It is built with a Construction Vehicle and costs Construction Materials. It can only 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 liquid tanks can be automatically refuelled using the refuel button  if a Fuel Container or Fuel Tanker is near it with the necessary liquids 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

3

20

1

0:01:00

  -5 MW

3

1

0:02:00

  -5 MW

## Upgrades

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

3

20

1

0:02:00

  -5 MW

1

66L

1

0:02:00

  -5 MW

3

55

6L

3

0:01:00

  -8 MW
 Engineering Station

3

200

65

35L

1

0:01:30

  -9 MW

9

375

90L

100L

3

0:01:30

  -12 MW

3

245

10

10

1

0:02:00

  -8 MW
 Recycler

3

20

1

1

0:01:00

  -5 MW

30

20

0:01:30

  -4 MW

Damaged Components are only obtainable in a Stationary Harvester (Components) with an Excavator Upgrade
Petrol/fr

Le **Petrol** (*Pétrole*) est l'un des deux types de carburant présent dans Foxhole avec le Diesel. Il s'agit du carburant le plus difficile à obtenir. Le Pétrole ne peut pas être empilé dans un inventaire. Un bidon contient 100 litres. Il peut être chargé dans un Fuel Tanker (où il est empilable) pour ravitailler les autres véhicules. Il peut également être équipé comme n’importe quel item pour ravitailler manuellement sur le terrain. Le Pétrole permet aux véhicules de se déplacer plus rapidement qu'avec du Diesel.

Le pétrole s'obtient à partir de Crude Oil (*pétrole brut*) extrait d'un Oil Well (*puit de pétrole*) une fois porté dans une Raffinerie. Le ratio de fabrication est de 3 pour 1. Un bidon de pétrole met 6 minutes pour être raffiné.

## Usage

Pour faire le plein d'un véhicule

1. Si le véhicule à ravitailler utilise du pétrole, ouvrez le menu du véhicule avec `E` et cliquez sur l'icône `Change Fuel` pour siphonner le pétrole et le remplacer par du Diesel. Le pétrole restant sera ajouté à votre inventaire.
2. Équipez le bidon dans votre inventaire
3. Prenez-le en main avec la touche `3`.
4. Maintenez `clic gauche` à proximité du véhicule à ravitailler. Le ravitaillement s'arrêtera automatiquement une fois le réservoir du véhicule plein ou si votre bidon est vide.

## Historique

Le Pétrole a été ajouté dans l'Update 0.26 avec le révision du système de ravitaillement.

## Galerie

* Ce message indique que votre réservoir est bientôt vide.
Reaching Trail

**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.

## Reaching Trail

A map of Reaching Trail.

The **Reaching Trail** was a Skirmish map, described as a tightly paced map with a mix of varied elevations and tactical opportunities inside a small mountain pass. It is highlighted that making use of these different natural obstacles will be vital as you work to cut off supply lines and prepare for coordinated assaults.

## Update History

The map was released Update 0.11, and expanded in Update 0.14.

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

As of Update 0.26, this map has been updated to its hexagonal design and is implemented as part of the World Conquest.

## Lore

#### Meat Facility

Meat Facility

You’ve stumbled upon what appears to be some form of meat processing facility.

*Inside the cylinders, you see the remains of—as far as you can tell—small birds, oils, and a wide variety of salts and spices.*

Location of Meat Facility - Reaching Trail - F7k8

 Meat Facility

#### Curious Poetry

Curious Poetry

There’s some intriguing poetry on a journal page marked by a folded corner.

Eagles fly, but only beasts takes the sun;

The sands of time have turned to flies.

It's no gift, but a garish curse, the machine always seems to run.

Who tells tall tales? it is not I, my brethren are plump with lies.

Why shoot the messenger?

But I know you will, Callahan always takes my gun.

Location of Curious Poetry - Reaching Trail - D9k9

 Curious Poetry

#### Shocking Massacre

Shocking Massacre

There is chaos all around you.

*Blood still stains the frozen earth and viscera is splattered about.*

*The blood has long since dried, the corpses frozen for many moons, yet curiously, the coals in the fire still smoulder.*

*Almost as if someone had spent time here recently.*

Location of Shocking Massacre - Reaching Trail - C9k5

 Shocking Massacre

#### Cara's Rifle

Cara's Rifle

A standard-issue Loughcaster rifle.

*The name, "Cara" is carved into the trigger guard.*

*Small cuts are marked into the stock. This rifle cannot be cleaned. This rifle cannot be loaded. This rifle will not fire. It's too light. Blood pours out from the barrel when the trigger is squeezed.*

*You feel it must be cursed and aren't sure why you still carry it.*

Location of Cara's Rifle - Reaching Trail - C9k5

 Cara's Rifle

## Named Locations in Reaching Trail

* Windy Way
* The Ark
* The Bait
* Brodytown
* The Cairns
* Camp Eos
* Caragtais
* The Chicken Coop
* The Deckard
* Duffy's Farm
* Dungan's Approach
* Dwyersfield
* Dwyerstown
* Elksford
* Featherfield
* Fisherman's Floe
* Harpy
* Hookhall
* Humidus
* Ice Ranch
* The Knot
* Limestone Holdfast
* Mac Conaill's Pass
* Mousetrap
* Nightchurch
* Pitfall
* Puncta
* The Reaching Heights
* Reprieve
* The Rousing Fields
* The Scar
* Scorpion
* Thýlak

1. ↑  The Known World (cdn.discordapp.com link). "The Lore of Foxhole," by Africandave™, 10 July 2019, https://steamcommunity.com/sharedfiles/filedetails/?id=1100198378 . Accessed 5 Oct. 2019.