recursal/Fanatic-Fandom huggingface dataset:
Foxhole Wiki/fr/Section 2

Navigation Principale

**Mises à Jour**
**Structures/fr**
**Véhicules**
**Crafting/fr**
* Ressources
* Armes
	+ Munitions
* Utilitaires
* Medical/fr

**Modes de Jeu**
* Conquête du Monde
* Phase de Résistance

**Lore**
* Factions/fr

**Mécaniques de Jeu**
* Couverture & Suppression

**Guides Communautaires**
* Getting Started

News de foxholegame.com

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

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

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

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

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

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

**Pillbox** may refer to:

* Rifle Pillbox
* Machine Gun Pillbox
* Anti-Tank Pillbox

 *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.*

## History

Before the introduction of the three types of **Pillbox** listed above, the Pillbox was a concrete structure with a Heavy Machine Gun inside it. It acted much the same as the current Machine Gun Pillbox, with the exception of being rectangular. This was complimented by the Light Pillbox, a wooden version of the Pillbox with much less health.
Decay

All player made structures start to suffer from **decay** after a grace period. Decay slowly damages structures until they're destroyed. The duration of the grace period depends on the structure type but is usually around one day. The time it takes for decay to fully destroy a structure also depends on its type but is usually around one day as well.

## Affected Structures

Decay affects all player placed structures, including deployed tripods and shippables (containers, concrete mixers, emplacements, etc...). The two exceptions are Anti-Tank Mines which always last 48 hours and Signposts which last 50 hours by default but changes depending on the numbers of votes they receive.

Unfinished structure blueprints suffer from decay but it cannot be prevented.

World structures (e.g. Garrisoned Houses, Town Bases, World Resource Mines, etc...) are not affected by decay. The only exception are Border Bases due to the Frontier Border mechanic.

Decay does not affect vehicles.

## Decay Prevention

To prevent decay, the structure must be connected to a base (within its AI range) that has the **Small Garrison**  upgrade unlocked and that is stockpiled with Maintenance Supplies. The prevention slowly consumes those supplies at a rate of 2 per structure per hour. The rate is reduced to 1 if the **Large Garrison**  upgrade is unlocked. The add-ons on Trenches and Bunkers do not count as separate structures. Structures not affected by decay do not consume supplies.

You can check the health percentage of a structure with your hammer equipped and switched to "Upgrade Mode" (with `F`).
Repairing a decayed structure partially resets the grace period, proportionally to how much health you repaired.

Alternatively, certain facility structures can have their decay prevented by being within 40m of a Maintenance Tunnel stockpiled with Maintenance Supplies. Those structures are: Facilities (including player-built Resource Mines), Foundations, Power Poles, Pipelines, Provisional Roads, Small Gauge Railway Tracks, and Railway Tracks. The rate of consumption is 2 Maintenance Supplies per-hour per-structure.

A handful of structures have increased consumption, multiply the expected consumption rate by the number below:

* Foundations consume x2 (So one foundation consumes 4 Maintenance Supplies per hour when using a Maintenance Tunnel or Base with small garrison upgrade, and 2 per hour when using a base with large garrison upgrade).
* Underground Pipelines consume x4.
* Provisional Roads consumes x3.

## Rapid Decay Zone

Structures built within 150m of a region border suffer from **rapid decay**. Trying to place a structure blueprint in that area will show you a warning. Rapid decay cannot be prevented and the grace period and decay duration are much faster (only a few hours). The only exception to the Rapid Decay Zone is if a structure is within 50m from a Resource Field, Resource Mine, Border Base, or World Base.

Small Gauge Railway Tracks and Railway Tracks are the only player built structures that do not suffer from Rapid Decay near a region border.
Fire Pit

**Versioning**

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

## View Structure Health

The **Fire Pit** is a faction-neutral, player-built structure that warms up soldiers and thaws frozen pipes and vehicles in a 6m radius. It is only able to do this as long as the structure is fueled with Diesel.

Other than flamethrowers, using Fire Pits is the only way to thaw frozen vehicles. (this largely depends on the vehicle due to armored vehicles being able to resist fire damage more than unarmored vehicles)

## Construction

The fire pit is built using a Hammer and 35 Basic Materials. It can be built pretty much anywhere, such as Roads, Bridges, or Beaches, however it cannot be built on rocks or on a Field Bridge.

Due to being a structure, they are also maintained by Garrison Supplies, which can increase the gsupp usage of any nearby bases.

With Railway Tracks and Small Gauge Railway Tracks it is the only player structure that can be built within the no-build zone near region borders.

## Fueling

In order to use the fire pit, simply equip a diesel can and click on the pit by pressing `LMB`. The fire will automatically start as soon as it has diesel. The fire pit does not accept Petrol. One full can of Diesel will fully fuel the fire, which lasts 20 minutes, however the thawing process of vehicles takes less time than that. How big the fire is indicates how much fuel is left in the fire pit.

## Destruction

The fire pit is very vulnerable, it is one of the few structures that can be destroyed with small arms. 11 shots with a basic pistol will destroy it. It can also be destroyed by vehicles that run into or over it. In addition to its fragility, if the blueprint is hit by a vehicle, it will also be destroyed.

## Tips

In order to prevent accidental ramming by friendly vehicles, you can build Storage Boxes surrounding a fire pit.

While they are necessary to thaw vehicles, they are not needed all the time. As such, only build them during Snowstorms, when Fire Pits are most needed.

## Gallery

* A Fire Pit not lit.
* A fully fueled Fire Pit.
* The radius of the warmth effect
Ignifist 30

**Versioning**

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

## Logistics

### Cost

85
35

### Amount in Crate ()

10 per Crate

A colonial single-use Anti-Tank RPG.

## Description

The **Ignifist 30** is a single-use Anti-Tank RPG for the colonial faction. As a disposable single-shot weapon, it does not require any ammunition. The Ignifist has the shortest maximum range of any RPG (18m) and a small 2m explosion radius. Unlike other consumable weapons, such as grenades, it does not auto equip a replacement launcher even if you have another in your inventory. It is meant to be used on armored vehicles but it can also deal mediocre damage against structures if need be. It deals less damage and gains less of a penetration bonus to armor from range than the heavier AP⧸RPG. Unlike other RPG launchers it uses the third equipment slot.

Like every other RPG Launchers and Anti-Tank RPGs, the Ignifist slows you down when equipped (on top of the encumbrance slowdown). It is recommended to move with your primary or secondary equipped and to only draw the Ignifist just before use. The Ignifist's relative light weight (for a RPG launcher) allows you to carry 4 without being overencumbered.

It is one of the few AT weapons not to require Refined Materials.

## Aiming

RPG Launcher aim behaves like firearms, your actual aim point hovers at a fixed height above your cursor when placed on a flat surface. However the projectile fired is affected by gravity and follows a slightly curved downward trajectory which is represented by the white aim line. The RPG launchers are perfectly accurate (no crosshair) and will explode exactly where the white aim line becomes red. If the projectile reaches the launcher's max range it automatically explodes in the air.

To make use of the maximum range of the RPG launcher you must often aim at a high point rather than at the ground. However, given the Ignifist's short maximum range the difference is minimal (about 1m) so you don't have to worry too much about maximizing your range.

## Tactics

The Ignifist's unique use of the third equipment slot allows its user to carry a primary weapon for self-defense. As such the Ignifist can be used by regular infantry, as opposed to heavier Anti-Tank RPGs, which normally require a loadout dedicated to the launcher and its ammo. While it's range and damage are inferior to other Anti-Tank RPGs the Ignifist is perhaps better compared to the Anti-Tank Sticky Bomb, which is also equipped in the player's third equipment slot - in addition to having roughly three times the effective range of the sticky grenade, the Ignifist can also be used effectively against structures making it both easier to use and more utilitarian. It is especially devastating at night against armored vehicles, where its short range is less of a hindrance.

## Trivia

* The weapon's name derives from the Latin *ignis*, meaning "fire".

* The design and icon for the Ignifist 30 appear to be based off the German Panzerfaust series of anti-tank launchers.

## Gallery

* A colonial soldier holding an Ignifist
Day-Night Cycle

Foxhole simulates the day and night cycle by changing the lighting and reducing your visual range at night.

A 24hr day in the game takes one real hour. One in-game hour lasts 2.5 real minutes.

You can check the in-game time at the bottom left of the map.

Daylight starts at 6AM and ends at 6PM. During the night your vision is limited to circle of light around your character. That circle shrinks as the night advances and is smallest at midnight, then it starts growing back til dawn breaks. Soldiers, Emplacements, tripods, and Field Guns outside the circle of light are invisible to you.

During the night, the circle of light has a radius of 31m at 6AM or 6PM, and a radius of just 14m at midnight.

## Gallery

* Midnight in foxhole, when your visual range is shortest
* Noon in foxhole
Iron Alloy

Iron Alloy's in-game icon.

**Iron Alloy** is used to produce item prototypes at the Engineering Center. It is obtained by refining Iron at a Refinery (1:1 ratio). It can be retrieved as crates in the refinery, in crates of 20. Like the other materials crate it can be crated/uncrated at a Storage Depot or Seaport.
Emplacement House

**Versioning**

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

## View Structure Health

The **Emplacement House** is a world structure that can be found in many towns and surrounding areas in a demolished state. It has the same health as a small Garrisoned House.

A fixed Mortar built on top of the house can be used to directly target and fire with the range of 100m at attackers during a siege. You don't select the distance with the mouse wheel like other mortars, you simply aim and click on your target. The fixed mortar is NOT affected by wind, allowing for precise shelling. The mortars must be placed in the Emplacement House's inventory where they stack. With 5 slots, you can theoretically store 500 shells in it.

It can be rebuilt with a Construction Vehicle. The Emplacement House's Town Base must have the **Fortifications**  upgrade unlocked before the house can be built.

## Gallery

* Images of Mortar Emplacement
* Mortar Emplacement unlocked.
* Emplacement House.
Fists

**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

### Maximum Range

Contact

**Fists** are a melee weapon that the Player uses when they have no other weapon equipped. The damage of a punch scales with the health of the attacker: a fully healed player needs two punches to kill another fully healed player. A Leg kick animation is used when finishing off a wounded enemy soldier. Players can't hit or damage allies with punches. You can only use your fists while standing.

To draw your fists simply re-holster your current weapon by pressing `1`, `2`, or `3`.
Diesel/fr

Le **Diesel** est l'un des deux types de carburant disponible dans Foxhole avec le Pétrole. Il s'agit de la forme la plus commune, disponible dès le début de la guerre. Le Diesel ne peut pas être empilé dans un inventaire. Chaque bidon contient 100 litres. Il peut être chargé dans un Fuel Tanker pour ravitailler les autres véhicules ou équipé comme n'importe quel item pour ravitailler manuellement.

Le Diesel est fabriqué à partir de Salvage à un ratio de 10 pour 1 dans une Raffinerie.

* Temps d'assemblage manuel pour un bidon: 6 secondes

## 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 Diesel 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.
Garage

**Versioning**

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

## View Structure Health

The **Garage** is a world structure where all non-variant land based vehicles are built and can be repaired. If destroyed it can be rebuilt with a Construction Vehicle and 400 Basic Materials (the connected Town Base must have unlocked the "Industry" upgrade).

## Building Vehicles

To build vehicles, the player interacts with the building (by default pressing the E key). A vehicle build menu opens and the player can select which vehicle they want to build. A blueprint of the selected vehicle will spawn inside the Garage. Players can then build the vehicle using their hammers on the blueprint. Similar to building defenses, players need to have the right materials in their inventories in order to build. Up to 3 players can construct a single vehicle at the same time. Only one vehicle blueprint can be created at a time.

Only vehicle models belonging to your Faction and that have been researched can be created at a garage.

If the inside of the garage is blocked by players or vehicles, new vehicles cannot be built.

Vehicles spawn with 10% fuel (Diesel) inside them.

Garages can only produce the base chassis for vehicles. Most vehicle variants can only be produced in the Light Vehicle Assembly Station by upgrading the base chassis. Other than vehicle variants, there's also a few land based vehicles that cannot built at a Garage:

* Harvester, small Train cars, and Field Launchers are built at a Light Vehicle Assembly Station.
* Construction Vehicles and Cranes can built near World Bases or made in a Mass Production Factory.
* Bicycles randomly spawn around towns near safehouses.

The Land vehicles buildable at a Garage can also be mass produced at a Mass Production Factory.

## Repairing Vehicles

The Garage can instantly repair any land vehicle via a button  in the Garage menu. The vehicle must be parked inside the Garage. The action costs 100 Basic Material that must be in the Garage inventory. Garage repairs also reset armor on armored vehicles, the only method to do such thing. However, vehicles specific to one faction cannot have their armor reset at a garage owned by the opposite faction.

## Trivia

Prior to the official release of Update 1.50 (officially known as 'Inferno'), the Garage and the MPF were able to build all vehicle variants. When Update 1.50 was released, this was changed so that you needed to use Facilities in order to produce vehicle variants.
R-1 Hauler

**Versioning**

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

## Information

### Variants

R-9 “Speartip” Escort,
 R-17 “Retiarius” Skirmisher

## Cost

###

100

## Crate Cost

###

300

## View Vehicle Strength Table

The **R1-Hauler** is the standard colonial Truck.

## Description

It is an all-purpose logistics vehicle and the colonial equivalent of the Dunne Transport. It is available at war start. The truck can seat 6 people (5 passengers and 1 driver), the driver enters from the front left, passenger 2 from front right, and the rest from the back. The truck inventory of 15 slots can be accessed from the front doors or the rear. It is pretty fragile, and can be disabled by basically all weapons in a few shots. It only costs 100 Basic Materials to make inside a Garage. It's fast on roads (slower when loaded) but very slow off-road. It has a low fuel consumption rate and has a 100L fuel tank. It can be packaged and transported only by a Barge or Freighter.

You can directly interact with most structures that have an inventory from the driver seat by pressing `E`.

## Trivia

* The R-1 appears to be similar to the American GMC CCKW Cargo Truck and M35 Cargo Truck.

## Gallery

* Colonial and Warden trucks
* An R-1 Hauler undergoing repair on the coloinal home island

## External Links

* Foxhole - Colonial Supply Truck by Clapfoot - 3D model - Sketchfab
Dropped Items

When Players drop items on the ground, the game creates a temporary wooden box where the item is stored. If another item is dropped within 5m of that box the item is stored inside it, if it is further away a new box is created. Players can interact with it like with any other storage by pressing `E`. Every type of item stacks inside those boxes.

The mechanic was added to reduce lag from item clutter on the ground.

The box isn't solid and doesn't block movement, but it can prevent structure placement when building.

## Lifespan

The box is temporary and automatically disappears after some time. The lifespan of the box depends on a few criterias:

* If the box is empty or contains only starter kit equipment (Hammer, Ferro 879 pistol, Ahti Model 2 pistol, or 8mm mags) it will disappear after 30 seconds.
* If the box contains any other type of item it will disappear after 10 minutes of existence if no player is within 5m of it. As long as there is at least one player next to it the box won't disappear but as soon as that changes the box disappears in less than 30 seconds (if the box is more than 10 minutes old).

The lifespan is not affected by:

* items being added or removed from the box (unless this changes the criterias met above)
* Quantity of items
* Cost of items

## Large Items

The only items to not use the dropped items box system are the Large Items. They have their own models when dropped on the ground and they last exactly 5 minutes if not picked up (except Critically Wounded Soldier which lasts 1 minute).

## Other Dropped Boxes

**Vehicle/Structure Storage Box**: When a vehicle or structure is destroyed, it drops its inventory on the ground in a box called "vehicle storage" or "structure storage". This box behaves exactly like a dropped items box.

**Dead player backpack**: When a soldier dies they drop a backpack on the ground containing their items. The backpack also behaves exactly like a dropped items box.

## Tips

* Unlike soldiers, the "Dropped Items" boxes are always visible even in the dark or behind obstacles (like vehicles). This can reveal your position if you drop something on the ground while behind cover or at night.
* If you want to despawn enemy supplies without them being found, you can drop them in a bush. Since the dropped items box doesn't get a colored outline when in a bush like soldiers it's very hard to see.
* Items dropped while in water disappear without generating a box. This allows denying supplies to the enemy if there is a body of water nearby.
Foxhole Wiki/fr

Bienvenue sur le Wiki Foxhole Officiel
La référence Foxhole écrite et entretenue par les joueurs.
Le wiki est loin d'être complet et évolue constamment. Il a besoin de votre aide.
N'hésitez pas à contribuer en créant de nouveaux articles et en développant ceux existants.

Nous entretenons actuellement 4,839 pages et (972 articles).

À propos de Foxhole

**Foxhole** est un jeu massivement multijoueur où vous travaillerez avec des centaines de joueurs pour influer sur l'issue d'une guerre persistante en ligne. C'est l'ultime jeu de stratégie et tactiques collaboratives. Chaque action que vous entreprenez peut avoir un puissant effet à travers un monde en état de guerre.

***Vous débutez sur Foxhole?* Assurez-vous de lire nos Guides Communautaires utiles, *surtout* le guide Pour Bien Démarrer!**[Lire plus...]

Navigation Principale

**Mises à Jour**
**Structures/fr**
**Véhicules**
**Crafting/fr**
* Ressources
* Armes
	+ Munitions
* Utilitaires
* Medical/fr

**Modes de Jeu**
* Conquête du Monde
* Phase de Résistance

**Lore**
* Factions/fr

**Mécaniques de Jeu**
* Couverture & Suppression

**Guides Communautaires**
* Getting Started

News de foxholegame.com

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

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

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

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

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

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

Liens Externes

* Official Website
* Page Steam
* Discussions Steam
* Twitter
* Site Web 1 de Suivie de la Guerre

* Discord (Discord du Wiki)
* Reddit
* Youtube
* Twitch
* Site Web 2 de Suivie de la Guerre

Communauté du Wiki Foxhole

* Portail de la Communauté
* Panneau d'Affichage Admin
* Wiki d'Aide Gamepedia
* Nouvelles pages
* Changements Récents
* Pages manquantes
* Projets du Wiki
* Guide d'Edition
* Liste des tâches

Carte du Monde
Cliquer sur une région pour ouvrir la page correspondante.

Sections de la page principale: 1 · 2 · 3 · 4. Vous avez des suggestions, idées, ou vous voulez juste aider? Rejoignez nous sur notre Serveur Discord!

\*Foxhole est une marque déposée de Clapfoot Inc., utilisée sur ce site web avec leur permission
Home Spawn Point

**Home Spawn Point** (or Home Base) is the technical term for all Base types where players can respawn if they've set their spawn there but also deploy to from Home Region. Players can also build Cranes and Construction Vehicles next to it.

You can only deploy there if the base's Garrison Size isn't zero. Garrison Size and Garrison Activity of those bases can be checked by putting your cursor on the base's icon on the map when in the world.

On the deployment menu, Home Spawn Points appear as black diamonds whose size represents their Garrison Size.

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

Base types that are Home Spawn Points:

* Border Base
* Landing Ship
* Relic Base
* Town Base
Heavy Explosive Materials/fr

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

Les **Heavy Explosive Materials** (*Matériaux hautement explosifs*) sont une ressource utile pour la fabrication de plusieurs types d'obus lourds ainsi que des Satchel Charge.

Il est possible de les obtenir en raffinant du Soufre dans une Raffinerie. Le ratio de fabrication est de 20 pour 1.
G40 “Sagittarii”

**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

###

20

## Crate Cost

###

75

## View Vehicle Strength Table

The **G40 “Sagittarii”** is a Colonial Field Machine Gun, an unpropelled vehicle with a 12.7mm Heavy Machine Gun. It is designed to engage enemy infantry and suppress structures.

## Description

It requires a crew of two to be moved. The left slot is for the driver who controls movement, while the right slot is for the gunner. The gunner cannot aim the machine gun without the driver; however they can fire in the current direction and reload without a driver. The machine gun has a maximum range of 42m.

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

## Trivia

* In Latin, "Sagittarii" means "archers".

* Prior to Update 0.45 the G40 used 14.5mm ammunition - after this ammo type was removed from the game, it was changed to use 12.7mm ammo and provided with a "high velocity" damage bonus to keep its damage output the same as before.

## Gallery

* The colonial FMG
* A damaged Sagittarii on the coloinal home island
Movement Speed

**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.

This page references the various speeds of soldier and vehicles for comparison purposes.

## On foot

### Walking

* with 0% encumbrance: 6 m/s
* with 25%: 5 m/s
* with 50%: 4.5 m/s
* with 75%: 4 m/s
* with 99%: 3.5 m/s
* with 100+%: 2.2 m/s

### Sprinting

* with 0% encumbrance: 6.5 m/s
* with 25%: 5.9 m/s
* with 50%: 5.2 m/s
* with 75%: 4.6 m/s
* with 99%: 4.1 m/s
* with 100+%: 2.7 m/s

Note that those values are averages, you sprint faster with a full stamina bar than with a bar nearly empty.

### Other

* Swimming with 0% encumbrance: 1.75 m/s
* Moving through barbwire: <0.3 m/s
* Walking through knee-deep water with 0% encumbrance: 1.7 m/s (running: 1.9 m/s)
* Walking through knee-deep water with max level of encumbrance: 0.66 m/s
Flood Juggernaut Mk. VII

The Juggernaut's in-game icon.

###

###

###

55
65
30

###

45

* 75mm Tank Cannon
* Heavy Flamethrower
* Commander

## View Vehicle Strength Table

The **Flood Juggernaut Mk. VII** is Warden Battle Tank variant with heavier armor and reinforced treads.

## Description

The **Flood Juggernaut Mk. VII** is a variant of the Flood Mk-1 with heavier armor plating, giving it both more health and more Tank Armor. It also has reinforced treads giving it better traction in weather.

Can be packaged and transported by a Freighter.

## Trivia

 •  Flood Juggernaut Mk. VII was equipped with 12.7mm heavy machine gun prior to Update 40, until taken down for game balance concerns. Juggernaut was not added to the game with Update 50, but will return in Update 51, losing it's heavy machine gun in favor of heavy flamethrower.

## Gallery

* The current Flood Juggernaut Mk. VII, with its Heavy Flamethrower armament.
Sandbags

*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.*

* Sandbags (Material) refers to the Large Material.
* Sandbags (Structure) refers to the Protective Structure.
Howitzer 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.

## View Structure Health

The **Howitzer Garrison** is an automated defensive artillery Bunker Garrison.

## Description

It is a modification of a Bunker. It fields a large 120mm howitzer, which will only return fire when hit by an enemy projectile dealing High Explosive damage (e.g. Artillery or Mortar). It only functions when its AI is activated (large flag on the turret) by being within the range of a base with AI Upgrade.

When triggered, the howitzer garrison will fire 120mm shells over 600m range. It takes about 2~3 seconds to start returning fire then keeps firing at a default rate of once every 10 seconds. It will impact like a 120mm shell, with the whining incoming noise. When a bunker has multiple guns, they will all fire simultaneously. They will fire until the target is out of range or when the target is destroyed. They have a fire arc of 120 degrees. The gun is inaccurate and shells randomly land in a 25m radius.

The shell fired by Howitzer Garrisons deals 25% more damage than standard 120mm (500 vs 400 damage), the explosion deals the full damage in a 4m radius and decreasing amount until 25m radius.

The field of view of the howitzer must be unobstructed for it to fire. It won't fire if placed near and facing a tall mountain for example.

It doesn't return fire when hit by enemy Howitzer Garrisons.

## Construction

Howitzer Garrison can be constructed on any Tier 3 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 **Howitzer Garrison**  and **Concrete**  upgrades

## Structure Integrity Rating

The Howitzer Garrison modification significantly decrease the Structural Integrity of its bunker, even with tier 3.

## Infrastructure Bonus

The fire rate of the gun can be increased by adding certain "Garrison" type Infrastructure Modifications  to the connected Bunker Base network (2% increase per infrastructure, up to 40% increase).

## Trivia

* Are not affected by smoke grenades, requiring ground to ground fighting to destroy.
Factions/FR

Actuellement, il y a deux factions principales: les **Colonials** et les **Wardens**.

Le gameplay des deux factions est principalement le même. Les deux factions utilisent les même armes et peuvent construire les même bâtiments. Les joueurs des deux factions peuvent utiliser les armes et équipements de l'autre faction.

Les véhicules fonctionnent de la même façon pour les deux factions. Cependant, la plupart des véhicules ont deux variantes visuelles, une pour chaque faction. Les joueurs peuvent utiliser des véhicules des deux factions, mais lorsqu'ils en construisent, ils adopteront la variante visuelle de leur propre faction.

## Colonials

Les **Colonials** sont décrits comme une faction forte de son ingéniosité et son esprit pratique. Ils sont parfois mentionnés en tant que "The Colonial Legion".

Durant une conquête terrestre typique, les Colonials contrôlent les régions au Sud de la carte. Certaines configurations de la carte peuvent faire varier ce standard.

L'uniforme actuel des Colonials semble être basé sur l'uniforme de l'armée américaine pendant la Seconde Guerre mondiale (en), cependant, d'autres disent qu'il s'agirait de l'uniforme des parachutistes britanniques de la Seconde Guerre mondiale.

## Wardens

Les **Wardens** sont décrits comme une nation d'honneur et de tradition. Ce sont les habitants natifs du monde actuel. Probablement issu d'un très grand empire, ils ont connu un déclin et sont aujourd'hui en guerre avec les Colonials.

Durant une conquête terrestre typique, les Wardens contrôlent les régions au Nord de la carte. Certaines configurations de la carte peuvent faire varier ce standard.

L'uniforme actuel des Wardens semble être basé sur le Bleu Horizon de l'armée française.
Foxhole/fr

Template:Foxhole Template
***Foxhole/fr*** est un jeu massivement multijoueur où vous travaillerez avec des centaines de joueurs pour influer sur l'issue d'une guerre persistante en ligne. C'est l'ultime jeu de stratégie et tactiques collaboratives. Chaque action que vous entreprenez peut avoir un puissant effet à travers un monde en état de guerre.

## Caractéristiques

* Guerre bac à sable, où les joueurs déterminent le récit d'une guerre de long terme.
* Les joueurs dirige chaque élément de la guerre, de la production des armes et la construction des bases à la stratégie et au combat.
* Exécuter des stratégies de long terme qui prennent des semaines à planifier, qui change le cours de la guerre.
* Combat tactique en vue du dessus où compétence et stratégie sont plus importants que les points d'EXP ou les statistiques.
* Conquérissez et céder des territoires dans un conflit en va-et-vient et aux enjeux élevés.
* Capturer et mettez en place des lignes d'approvisionnement pour garder votre ligne de front bien équipée.
* Jouer un personnage persistant tout au long de la guerre, qui gagne en notoriété et influence parmi votre faction.
* Munitions, ressources, et informations sont limité, obligeant les joueurs à travailler entre eux pour gagner.
* Conditions de bataille dynamiques: Utiliser le moment de la journée et les caractéristiques du terrain pour gagner un avantage.
* Rejoigner un universe alternatif où les grandes guerres ne se sont jamais terminées et le monde est en conflit depuis plus de cent ans.

## Foxhole Credits

Mark Ng
President
Alkas Baybas
Co-Founder
Chris Grebeldinger
Senior Programmer
Stephan van den Heuvel
Programmer
Adam Garib
Lead Artist
Matthew Rigg
3D Artist and Game Designer
Henrique Barbieri
3D Artist and Animator
Rohun Banerji
Programmer
Grenade

## Description

The (fragmentation) **Grenade** is a throwable anti-infantry explosive. It is obtained via production in a Factory. This grenade is commonly used to attack enemy positions on the land. It is aimed by holding, and thrown by releasing the left mouse button.

It cannot damage Structures and deals mediocre amounts to Vehicles. Its blast radius and damage towards infantry is what it is best suited for. Enemies inside structures (like Pillboxes) or vehicles do not receive any damage, but the health of the vehicle is decreased by a bit. On the other hand, soldiers in structures and vehicles that have an open top (Emplacement Machine Gun, Half-Track, Tankette, etc...) can be injured and killed by well placed frag grenades.

*NOTE:*

* When a grenade is thrown, if a grenade of the same type exists in the backpack, it will automatically be equipped.
* Grenade types are not stackable.

## Usage

To **throw** it:

1. Hold down `RMB` (right mouse button). This will show a white arch, showing the path of the Frag Grenade.
2. Press `LMB` (left mouse button) to throw it.

You can also hold `LMB` with a Grenade in your hand, you can cook it, making it explode earlier, therefore not giving the enemy time to react. But if you hold it too long, it can explode in your hand!

## Grenade List

* **Bomastone Grenade**
* **A3 Harpa Fragmentation Grenade**

## Crafting

Grenades are produced in a Factory or Mass Production Factory.
Rocket Booster

**Versioning**

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

## Logistics

### Amount in Crate ()

1 per Crate

The **Rocket Booster** is a late-game item used for constructing Ballistic Rockets. They function as the propelling device for said rockets and is one of the 2 parts needed in order to construct and launch a rocket.

Must be unlocked in the tech tree and can only be manufactured in a Factory under the Utility category. Due to its high cost, its only recommended to construct it when you are absolutely sure you are going to launch a Rocket.
Flamethrower

## Description

**Flamethrowers** are handheld heavy weapons which uses Flamethrower Ammo backpacks. Wielding a flamethrower slows you down, similar to a Machine Gun. Switch to your secondary weapon to move faster. Once your ammo backpack is empty it disappears from your soldier's back. Unlike other firearms the flamethrowers always aim where your cursor is, aiming at the ground will make you shoot at the ground.

## Flamethrower List

* **“Molten Wind” v.II Flame Torch**
* **Willow's Bane Model 845**

## Crafting

All Flamethrowers are produced at a Factory or Mass Production Factory.
Foxhole Wiki/ru

Добро пожаловать в Официальную Вики по игре Foxhole

 "Foxhole Вики" - справка, написанная и поддерживаемая игроками.
Вики далека от совершенства и постоянно развивается в связи с тем, что игра находится в стадии раннего доступа. Ей нужна "ваша" помощь! Не стесняйтесь вносить свой вклад, создавая новые статьи или расширяя существующие, тем более на русском языке.

В настоящее время мы поддерживаем 4,839 страниц (972 статей).

О игре foxhole
***Foxhole*** это массовая многопользовательская сетевая игра, в которой вы вместе с сотнями игроков будете определять исход непрекращающейся войны. Это лучшая игра в жанре совместной стратегии и тактики. Каждое ваше действие может оказать влияние на весь мир, находящийся в состоянии войны.

***Новичок в Foxhole?** Обязательно прочитайте наши полезные Гайды*

Навигация

**Обновления**
**Структуры**
**Транспорт**
**Крафтинг**
* Ресурсы
* Оружие
	+ Боеприпасы
* Инструменты
* Медицина
* Униформа

**Режимы**
* Завоевание мира
* Фаза сопротивления

**Лор игры**
* Фракции

**Гайды**
* Гайды
* War API

News from foxholegame.com

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

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

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

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

Внешние ссылки

* Официальный сайт
* Страница Steam
* Обсуждение в Steam
* Twitter(ENG)

* Discord(ENG) (Wiki Discord(ENG))
* Reddit(ENG)
* Youtube(ENG)
* Twitch(ENG)
* Live War Monitoring Site

Сообщество Foxhole Wiki

* Портал сообщества (ENG)
* Доска объявлений администратора (ENG)
* Gamepedia Help Wiki (ENG)
* Новые страницы
* Последние изменения
* Отсутствующие страницы
* Wiki Projects (ENG)
* Editing Guide (ENG)
* To-do List (ENG)

Карта мира
Нажмите на регион, чтобы открыть соответствующую страницу.

Разделы главной страницы: 1 · 2 · 3 · 4. Есть предложения, идеи или просто нужна помощь? Присоединяйтесь к нам в нашем Discord(ENG) сервере!

\*Foxhole является зарегистрированной торговой маркой Siege Camp Inc. и используется на этом сайте с их разрешения
Provisional Road

The Provisional Road's in-game icon.

## View Structure Health

The **Provisional Road** is a player built structure designed to make vehicle transportation to more remote areas quicker and more viable. It provides a faster driving speed compared to being off-road but it is still slower than a permanent road. It consumes three times more Garrison Supplies to prevent decay than ordinary structures.

## Construction

It is built with a Construction Vehicle and costs Gravel. A single piece can have a length between 4 and 25 meters. Use `RMB` to rotate and curve the road, and `Mouse Scroll Wheel` to adjust its width. When constructing it, it cannot cross a real Road, or Small Gauge Railway Track, or Railway Track. It can't be built on beaches. The blueprint automatically snaps to existing provisional road pieces, hold `Shift` to disable that behavior.

## Tactics

Due to the high maintenance cost that provisional roads have, it is imperative to maximize the length of your roads, as well as minimize the number of roads being placed. It is best to plan ahead in order to reduce the amount of Garrison Supplies needed to maintain them.

The best way to use Provisional Roads would be for hard to reach areas, such as Resource Fields, or Bunker bases in certain defensive areas. Any other locations is not recommended if your aim is to reduce unnecessary Garrison Supply consumption.
Refined Materials/fr

Les **Refined Materials** (*Matériaux raffinés*), couramment appelés "rmats" [ɑr-mæts], sont une ressource utilisée pour la construction. Il s'agit d'une ressource avancée plus difficile à obtenir que les Basic Materials. Ils sont utilisés pour la construction de Véhicules et de Défenses de niveau supérieur.

Ils s'obtiennent dans une Raffinerie à partir de Components. Tout comme le Soufre, le ratio de raffinage est de 20 pour 1. Raffiner 100 Components prends 5 minutes pour obtenir 5 Refined Materials.

Un Refined Materials est trois fois plus lourd qu'un Basic Materials, il est donc recommandé de les transporter dans un véhicule lorsque de grandes quantités sont nécessaires.
Refined Materials/pt

Peso: | 3%

**Materiais Refinados (Refined Materials)**, muitas vezes referenciados como "rmats" (ɑr-mæts), são um recurso de construção de Foxhole. Eles são um recurso avançado que é mais difícil de encontrar do que sua contraparte mais comum, Materiais Básicos. Eles são usados na construção de Veículos e Defesas.

Materiais Refinados são criados na Refinaria por meio do processamento de Componentes. E assim como o Enxofre, são processados na proporção de 20:1.
Refinar 100 componentes custa 5 minutos e 5 materiais refinados.

Materiais Refinados são 3x mais pesados que Materiais Básicos, como resultado, é comum transportá-los em um veículo ao construir estruturas de defesa.
Leary Shellbore 68mm

**Versioning**

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

## View Structure Health

The Leary Shellbore 68mm (EAT) is a Warden mannable defense built at the Construction Yard. It fires 68mm shells. It is an Emplacement and thus can be lifted onto a Flatbed Truck. It can be placed on the ground or on a Trench Emplacement.

## Description

The Leary Shellbore 68mm is produced on the Construction Yard like most Shippables. It can be packaged (via a button in its inventory) and lifted by a Crane and loaded onto the Flatbed Truck. To place the gun, it has to be unloaded using a crane and then unpacked by pressing `E` on it. The cannon reloads in 2.6 seconds, which is much faster than cannons on armored vehicles, with a 45m range.

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

The gun has a single inventory slot, into which you load the 68mm shells, which stack in its inventory.

Similar to the 12.7mm Anti Infantry Flak Gun, the stats are boosted when placed in a Trench Emplacement. Its health is quadrupled, and its turning speed increased. There is a specific center spot on which the emplacement can be placed using a crane. Destroying the trench destroys the gun as well. Repackaging or upgrading the trench cancels the effect, you need to pick up the gun with a crane and put it back in to get the boost back.

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

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

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

## Visibility

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

## Trivia

* Prior to Update 1.50 (officially known as "Inferno") this emplacement was known as the "68mm Anti-Tank Cannon" and was faction neutral. It became a Warden exclusive and was renamed after the introduction of the Colonial DAE 1o-3 “Polybolos”.
Prototype Kit

## Information

### Use

Used to create weapon prototypes at a Factory, vehicle prototypes at a Garage or Shipyard, or structures at a Construction Yard.

### Encumbrance

4%

A Prototype Kit is an item generated following a research at the Engineering Center. They can be submitted to Factories,
Garages/Shipyards, or Construction Yards in combination with Basic Materials and/or Refined Materials in order to manufacture certain weapon, vehicle or structure prototypes. For prototype vehicles and structures, all of them cost 100 Basic Materials.

Due to being a product of the Tech Tree, Prototype Kits can either cost Aluminum Alloy, Copper Alloy, or Iron Alloy.

* Weapon/Structure Prototype Kits will be created using Aluminum Alloy, while Vehicle Prototype Kits can be created using Copper Alloy or Iron Alloy. (Depending on where it is located on the vehicle tech tree)

## How to Use

To use a Prototype Kit, you must first be at a Factory or MPF (Garage/Shipyard for vehicles, and Construction Yard for structures). Select the Prototype Kit while interacting with the structure's UI using `RMB` and then select the *Produce/Build Prototype* option. Assuming you have the required materials, you can then initiate the production of the corresponding item or start using your hammer on the vehicle/structure blueprint.

When produced/constructed, you will be able to use them similarly to their fully teched versions. Prototype equipment will work just like their fully teched versions, while prototype vehicles/structures take more damage and cost more to repair compared to their fully teched versions.

## Tips

Weapon Prototype Kits will always have the same material cost as their fully teched versions (i.e. a Catara mo.II Prototype Kit will cost 165 basic materials, just like when it is fully researched), so it may be beneficial to use the MPF if the Weapon costs Refined Materials.

Depending on the vehicle, it is more cost-effective to use the Prototype version, rather than its fully-teched version. (this is assuming you have Prototype Kits available for it)

## Trivia

Despite the Field Modification Center allowing vehicles to be upgraded to higher tiers, Prototype vehicles cannot be upgraded to higher tiers. (A Prototype Light Tank cannot be upgraded to a fully teched Light Tank, AKA a T1 vehicle)

There used to be a tech tree mechanic which allowed you skip multiple tech tiers in the Tech Tree. With this mechanic, depending on how far away you were from the last fully teched tier, you had a lower chance of successfully obtaining a Prototype Kit. This was later removed, and you must now progess through the tech tree tier by tier (i.e. T1 > T2 > T3 > etc.)
Field Weapons

Please help improve this if you can. The Discussion page may contain suggestions.

**This article may need cleanup to meet quality standards.**
Please help improve this if you can. The Discussion page may contain suggestions.

**Field Weapons** are unpropelled vehicles built at a Garage, or produced at a Mass Production Factory or Light Vehicle Assembly Station depending on vehicle type. They must be pushed by their two crew members to be moved. They have a heavy front shield to protect their crew. They are armored but do not have Tank Armor and thus cannot deflect incoming projectiles. They are the only vehicle type to use the same visibility system as infantry: they are invisible at night and can be hidden behind solid obstacle and in large bushes. They are small enough to fit on a Flatbed Truck once packaged.

Unlike motor vehicles, which wont freeze during a Snow storm if their engine is on, field weapons shall get frozen even if crewed and moving in the middle of a road (they stop suddenly).

A third soldier can stand on the rear part of the gun to be carried by it. That additional soldier can be useful to the crew through spotting with binoculars.

## List of Field Weapons

* **Field Artillery**
* **Field AT Gun**
* **Field Cannon**
* **Field Gun**
* **Field Launcher**
* **Field Machine Gun**
* **Field Mortar**
* **Heavy Field Cannon**
* **Heavy Field Gun**
Officer Uniform

The in-game icons for Officer Uniforms.

The **Officer Uniform** is a uniform type whose only gameplay purpose is to allow you to teamkill members of your own Regiment without repercussions, thus acting as a "commissar" uniform for roleplay purposes.

No ammo type stacks with this uniform, except for the default 8mm and .44 (3 per slot).

The uniform gives 6 inventory slots, and cost 100  per crate of 3 uniforms.

## Gallery

* Officialis' Attire
* Officer's Regalia