recursal/Fanatic-Fandom huggingface dataset:
Crane Railway Track

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

Crane Railway Track's ingame icon

## View Structure Health

The **Crane Railway Track** is a player built structure used by Large Cranes. It is built with 3 Steel Construction Materials and must be placed on Foundations. It is the only place where you can build Large Cranes.

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

They will suffer from decay unless they are near a Maintenance Tunnel or a Base (with the **Small Garrison**  upgrade) that is supplied with Garrison Supplies. However, currently, if there is a Large Crane on top, the Railway track (and the crane) wont decay, even if the Foundation decays.
Fuel Tanker

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This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game.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

### Cross field bridges?

Somewhat Safe

The **Fuel Tanker** is a vehicle intended to transport cans of liquid resources (Diesel, Petrol, etc...) which it can use to refuel other vehicles, ships, Resource Mines, Rockets, Facilities, or just to transport more than what a regular truck would be able to.

It has 25 inventory slots that only accept cans of liquids.

## Refueling with a Fuel Tanker

To refuel something with the tanker, you need to access the inventory of whatever you wish to refuel and press the "Refuel"  button in the UI. If a fuel tanker is close enough and has the type of fuel the vehicle or structure is using then a hose will then automatically connect to the tanker until the refueling is completed. You can cancel this process in the same way by pressing the "Stop refuel"  button appropriate for the fuel you are using.

If a vehicle needs just 10L and refueling with a tanker removes a whole can from the inventory don't worry. The remaining 90L of the can are remembered by the tanker and will be used for the next refuel, no fuel is wasted.

The fuel tanker doesn't have to be unlocked to refuel things.

## List of Fuel Tankers

* **Dunne Fuelrunner 2d**
* **RR-3 “Stolon” Tanker**

## Loading The Fuel Tanker

Loading the fuel tanker with cans of liquid can be done by hand but you can retrieve them from the stockpile of various structures by interacting with them from the driver seat:

* Diesel from a Refinery
* Oil from an Oil Well
* Oil and Heavy Oil from a Coal Refinery
* Petrol, Heavy Oil, Enriched Oil from an Oil Refinery
* Water from a Water Pump
* Any liquid from a Liquid Transfer Station

You can retrieve cans 3 by 3 by using `Shift + LMB`.

## Gallery

* The warden and colonial fuel tankers
* Component Mine being fueled by a Fuel tanker

## External Link

* Foxhole - Warden Oil Tanker by Clapfoot - 3D model - Sketchfab
* Foxhole - Colonial Oil Tanker by Clapfoot - 3D model - Sketchfab
Emplacement House/fr

**Versioning**

This article *could* contain outdated information that is inaccurate for the current version (1.52) of the game. It was last updated for 0.42.

## View Structure Health

Les **Emplacement House** (*Maison à emplacement*) sont des World Structure statiques trouvable dans les villes et leurs alentours sous forme de ruines. Elles peuvent être reconstruites avec un Construction Vehicle. Leur santé est équivalente à celle d'une Garrisoned House. Un mortier construit au sommet d'une telle maison peut être utilisé pour cibler n'importe quelle cible dans un rayon de 100m, ce qui peut s'avérer utile en cas de siège.

Pour pouvoir reconstruire la maison, la Static Base la plus proche doit avoir débloqué l'amélioration "Fortifications".

## Galerie

* Un emplacement de mortier sur une maison.
* Une Emplacement House.
* Un mortier Warden monté sur une Emplacement House.
Ammunition Factory

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

Ammunition Factory's ingame icon

## View Structure Health

A **Ammunition Factory** is a large player built facility that is used to produce a wide variety of advanced ammunition. It requires power to produce things. It can be upgraded to add more ammo production options. Only one of the production options can be active at a time.

## Construction

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

## Destruction

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

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

## Interactions

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

## 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 use it. The reservation lasts 50 hours but it can be refreshed  at any moment by the original builder or their squad mates.

## Production

1

1

1

0:00:25

  -4 MW

6

5

1

0:00:30

  -4 MW

## Upgrades

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

1

2

1

0:00:25

  -4 MW

1

2

1

0:00:25

  -4 MW
 Assembly Bay

2

2

1

0:01:00

  -4 MW

2

2

1

0:01:00

  -4 MW

6

4

1

0:02:00

  -6 MW

3

2

1

0:00:25

  -4 MW

2

3

1

0:00:40

  -4 MW
Game Modes

Throughout the history of Foxhole, there have been various Game Modes, most of which have been discontinued with the introduction of World Conquest. Current game modes consist of only World Conquest.

## History

During its initial development release, foxhole had timed testing events, where players could attend in. It was not possible to play the game outside of these events. Later on, general servers became available, with a Weekly War being organized every Saturday. These would usually see a large player base compared to the rest of the week.

Later on, the first version of the Campaign game mode was introduced in Update 0.0.32.

A prototype of World Conquest was introduced in Update 0.9. The Campaign was officially replaced in Update 0.10 by the World Conquest, with the addition of Skirmishes.

Update 0.23 Skirmishes were replaced by the experimental Resistance Phase. It was discontinued in Update 0.29.
Diesel/pt

Peso: | 59%

**Diesel** é um dos dois tipos de combustível em Foxhole, o outro é Gasolina. É o mais comum e pode ser obtido a qualquer momento durante a guerra. O diesel não pode ser empilhado e cada unidade tem 100L. Ele pode ser colocado em um Caminhão-tanque para abastecer outros veículos ou ser equipado e utilizado para abastecer um veículo diretamente.

O diesel é refinado do Resgate na proporção de 10:1, na Refinaria.

Diesel é criado na Refinaria, através do processamento de Sucata a uma taxa de 10:1.

## Usage

Para abastecer um veículo:

1. Se o veículo estiver usando Gasolina no momento, abra o menu do veículo com `E` e clique no botão `Change Fuel` (Alterar Combustível) para descartar a Gasolina e alternar o tipo de combustível para Diesel.
2. Equipe o galão de Diesel.
3. Selecione o Diesel 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.

## História

O Diesel foi introduzido na Atualização 0.26.

## Galeria

* Indicação de pouco combustível em um veículo.
Anti-Tank Sticky Bomb

**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.

## Anti-Tank Sticky Bomb

The Anti-Tank Sticky Bomb's in-game icon.

## Logistics

### Cost

50
50

## Description

The **Anti-Tank Sticky Bomb** is an explosive that can be thrown and sticks to practically anything, inflicting great damage to vehicles but none to structures. The Sticky Bomb has a tiny radius in which it inflicts splash damage. Its throw range is very short. The sticky bomb has a 7x increased chance to the modifier of disabling track subsystems on tracked vehicles if it lands on the tracks. It can't be deflected by Tank Armor.

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

## Usage

To throw it:

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

## Crafting

The Sticky Bomb is obtained via production in a Factory or Mass Production Factory.

## Tips

* The Sticky Bomb has a short timer when activated, so one should distance themselves from it rather quickly after throwing one.
* Sticky bombs can stick to infantry. However, it is not advisable to use them against non-vehicle targets.
* They deal zero damage to structures.
* You can hold `LMB` like with other grenades but it doesn't affect the timer and if you hold for too long you will automatically throw it at your feet.

## Historical Reference

The Sticky Bomb currently appears to be based on the British no. 74 Anti-Tank grenade.

## Gallery

* A soldier holding an Anti-Tank Sticky Bomb.
Encumbrance/fr

Chaque objet dans le jeu a un poids. Quand un joueur met des objets dans son sac à dos ou les équipe son encombrement augmente. Les soldats tout juste réapparu ont 16% d'encombrement, à cause de leur marteau, pistolet et ses deux chargeurs.

L'encombrement affecte directement la vitesse de diminution de l'Endurance du joueur quand il marche ou court, ainsi que sa vitesse de déplacement. Pour les véhicules, cela affecte uniquement la vitesse.

## Niveau d'Encombrement

L'encombrement est affiché en jeu sous forme de pourcentage d'un niveau maximum d'encombrement. Le nombre est visible dans l'écran d'inventaire.

## Joueurs

Pour les joueurs, la vitesse de déplacement est corrélé au pourcentage d'encombrement. Etre à 0% donne boost significatif comparé à 40%, mais même la différence entre 15 et 20% est visible quand on court. Les joueurs à 0% d'encombrement courent à une vitesse de 6.5m/s.

Lorsque l'encombrement atteint 100%, même marcher consommera de l'endurance et le joueur ne pourra plus monter dans un véhicule. Si votre barre d'endurance devient rouge, votre soldat s'écroulera au sol épuisé pendant un instant. Au delà de 100%, plus l'encombrement augment plus le joueur utilisera d'endurance pour courir et marcher.

## Orage

Pendant un orage, le sol devient boueux. Plus un joueur marche sur de la terre plus ses bottes deviennent boueuses (représenté par un icône de botte sous la barre d'endurance), ce qui se traduit par une augmentation artificiel du pourcentage d'encombrement. Ce malus peut rajouter jusqu'à 50 points d'encombrement au maximum. La seul façon de se débarrasser de cette boue est d'aller nager dans l'eau.

## Véhicules

Certain véhicules ont aussi un système d'encombrement. Cela affecte surtout les véhicules de logistiques. On peut vérifier si un véhicule est affecté par l'encombrement en regardant s'il affiche ou non un pourcentage d'encombrement dans son menu d'inventaire. Plus le véhicule est encombré moins il est rapide, mais la réduction de la vitesse du à l'encombrement change selon le type de véhicule.

Les valeurs d'encombrement des objets dans un véhicule sont différent que lorsque dans l'inventaire d'un soldat. Pour un Camion, le ratio semble être 50:9. L'encombrement des joueurs dans le véhicule ne se rajoute pas à l'encombrement du véhicule, ainsi stocker des objet dans votre sac à dos peut potentiellement réduire le temps de trajet de votre véhicule. Le carburant dans le réservoir du véhicule n'affecte pas l'encombrement de celui-ci.

Donnée sur l'encombrement d'un Camion:

* 15 Caisses donnent 150% d'encombrement.
* 500 Basic Materials donnent 100% )
* 50 chargeurs de fusil donnent 16%

Liste des véhicules avec système d'encombrement:

* Camion

* Ambulance

* Flatbed Truck

* Light Utility Vehicle (jeep)

* Harvester

* Freighter

* Barge

## Voir Aussi

Pour plus de données sur la vitesse des joueurs et véhicules et sur la réduction du à l'encombrement, voir Vitesse de Déplacement.
Cullen Predator Mk. III

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

**Versioning**

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

## Cost

###

###

###

275
105
95

###

175

## Armament

* 94.5mm Turret
* Quad Grenade Launcher
* Quad Grenade Launcher

### Ammo

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

### Ammo

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

## Trivia

Its design appears to be based on the French FCM 2C super heavy tank
Foxhole Вікі

Ласкаво просимо до Офіційної Вікі по грі Foxhole"Foxhole Вікі" - довідник, написана та підтримувана гравцями.
Вікі далека від досконалості і постійно розвивається у зв'язку з тим, що гра перебуває на стадії раннього доступу. Їй потрібна "ваша" допомога! Не соромтеся робити свій внесок, створюючи нові статті або розширюючи чинні, тим більше українською мовою.

В даний час ми підтримуємо 4,839 стоірнок (972 статтей).Про гру Foxhole***Foxhole*** це масова багатокористувацька мережева гра, в якому ви разом із сотнями гравцями будете вирішувати результат безперервної війни. Це найкраща гра в жанрі спільної стратегії та тактики. Кожна ваша дія може вплинути на весь світ, що перебуває у стані війни.
***Новачок у Foxhole?** Обов'язково прочитайте наші корисні Гайди*

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Новини з 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:...
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Dunne Caravaner 2f

**Versioning**

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

## Cost

###

100

## Crate Cost

###

300

## View Vehicle Strength Table

The **Dunne Caravaner 2f** is the Warden Transport Bus.

## Description

The Dunne Caravaner 2f has space for 11 passengers and 1 driver, and is designed to move large amounts of people around quickly and easily.

It cannot be packaged.
Gun Turret

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

## View Structure Health

The **Gun Turret** (also called an AT) was an automated anti-vehicle defensive building.

## Description

The turret automatically fires on any enemy vehicle within range but ignores enemy infantry. It only functions when its AI is activated (large flag on the turret) by being within the range of a base with AI Upgrade. It cannot be manned and does not need ammunition. It has perfect accuracy, however its shots can be avoided by moving behind obstacles. It can fire in a full 360 degree arc but it is slow to turn, and it goes back to facing its original direction once it loses its target.

It fires on both ships and land-based vehicles meaning they can be used for coastal defense. It also targets enemy Tripod mounted weapons and enemy structure blueprints.

The Gun Turret has a maximum range of 22m, but if fired upon by a vehicle or tripod mounted weapons it will retaliate in a 45m range until the target is either destroyed, out of sight, or out of range.

Gun Turrets have a decent amount of health and are immune to small arms and heavy machine gun fire.

They deal approximately the same amount of damage as RPG Shells.

It is immune to suppression.

## Notes

* Players can climb on top of the turret using the ladder at the rear.
* Gun Turrets will target enemy Bicycles. This allows Bicycles to be used as temporary decoys.
Falheim

**Falheim** is a region. It is located in the far north and possibly lies either fully or partially within the Foxhole Universe equivalent of the Artic Circle. It borders the Nevish region of The Silts. Falheim is only mentioned once in Foxhole lore and was mentioned in "A Chronicle of Ashes - The Tower: Chapter 1".

## Sorovia Theory

Although the region is not explicitly mentioned as Sorovian, it is mentioned from the perspective of a Sorovian and the etymology indicates that the word is possibly Norwegian in origin. Sorovia is believed to be inspired by Norwegian language and culture based on the etymology of Sorovian personal names and place names. The word “Falheim” is believed to roughly translate to “Land of Autumn”. There is a possibility that this word relates to Sorovian religion which is likely inspired by Norse mythology.

## Nevish Theory

It was originally believed by some that Falheim was a new, previously unmentioned country in Foxhole lore. This was later clarified as not the case by Foxhole lore developer Matthew Rigg. Almost the entirety of the "A Chronicle of Ashes - The Tower" takes place within Nicnevin and thus many made the assumption that Matt was referring to Falheim as a region of Nicnevin. Further evidence backs up this claim due to a comment by Matt stating that Sorovia was in the southwestern peninsula next to Nicnevin. Because of this comment, some claim that it is not possible for Sorovia to have territory so far north from the peninsula.

1. ↑ 1.0 1.1 Post by Siege Camp Foxhole Lore Developer Matthew Rigg.

Foxhole Official Discord message link:https://discord.com/channels/203512636556574720/317403051784798208/1022945148793004052

Screenshot of message:

https://i.ibb.co/t8W38sb/image.png
2. ↑ A Chronicle of Ashes - The Tower: Chapter 1.

https://www.foxholegame.com/post/a-chronicle-of-ashes-the-tower-chapter-i

Archived Link:https://web.archive.org/web/20211020165802/https://www.foxholegame.com/post/a-chronicle-of-ashes-the-tower-chapter-i
3. ↑ 3.0 3.1 Etymology of "Heim" https://en.wikipedia.org/wiki/Heim
4. ↑ Potential reference to Norse Mythologyhttps://en.wikipedia.org/wiki/Norse\_cosmology#Nine\_Worlds
5. ↑ Post by Matthew Rigg on the Foxhole Official Discord regarding the location of Sorovia. 07/24/2020 2:52 PM Link to Discord message:https://discord.com/channels/203512636556574720/317403051784798208/736340110605287505 Link to image of Discord message:https://cdn.discordapp.com/attachments/870732583925858384/871630459132600320/unknown.png Screenshot of Discord message:https://i.ibb.co/6yqysPS/unknown.png
Heavy Infantry Carrier

The HIC's in-game icon.

* Two 12.7mm Heavy Machine Guns

## View Vehicle Strength Table

The **Heavy Infantry Carrier** (HIC for short) was a relic vehicle. Its initial release was unannounced by the developers and it was first sighted in war 45 of Update 0.32. This vehicle is currently no longer in the game.

## Description

It is a large cubic formed tracked vehicle with a roof sloped to its sides. In the middle there is a superstructure with a commanders-hatch-like structure. There are also two 12.7mm Machine Guns in the front two corners of the superstructure, giving coverage to the front half of the vehicle. It appears to be Colonial-like in design.

When the vehicle is destroyed, it leaves a husk that will be repairable into another HIC for the cost of 200 Rmats. However, the husk can also be destroyed, removing the vehicle from the game.

They were very rare and appeared only in a few wars thus far.

## Historical Reference

This vehicle is likely inspired by British World War I landship designs such as the Mark I- Mark VII tanks or the British-American Mark VIII Design, also known as the "Liberty Tank".

## History

The Heavy Infantry Carrier was not mentioned in patch notes, but was discovered on the 21st of December 2019 and confirmed the same day by developer Markfoot with the warning that players who managed to 'glitch into the vault and enter the vehicle will start the decay timer of the vehicle'. It was obtainable via the Vaults of the hidden armouries for only a few wars.

Although initially appearing on the DevBranch of Update 0.36 as a possible prototype to be researched, it didn't end up making it to the official release.

## Trivia

* It is implied that the vehicle is a predecessor to the O-75b "Ares" Colonial Super heavy tank and that it's official designation is O-75a, although this has not been confirmed.
* The rusted husk of a long-derelict HIC can be found in Umbral Wildwoods.
* The Inferno update dev blog detailing concept art mentions that the HIC was originally intended to be a colonial super unit but was deemed not "super" enough - its hull design was later reused for the O-75b "Ares".
* The design seems to have been inspired by the British Mark A Whippet Medium Tank of the First World War.

## Gallery

* Icon.
* A HIC in the field
* HIC husk leftover after a battle.
* HIC size comparisment to a warden BT
Forward Base

**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 **Forward Base** (**Forward Operating Base**, abbreviated **FOB**) is a type of Base that can be built by players wherever they want with a Construction Vehicle. Stockpile and Respawning is available at a FOB like every other base.

## Description

A FOB is significantly weaker than a Town Base in terms of health and base connection range. Due to its ability to be built anywhere on the map, it is used as a forward staging point for offensive operations as well as defensively through the use of defensive structures.

Defensive structures placed within a radius of 80m around the FOB have their AI activated and will engage enemies if the **Small Garrison**  or **Large Garrison**  upgrade is installed in the FOB (or even just the  **Provisional Garrison**  upgrade if 10 players set spawn, ie, player activity is high at the FOB).

It can be destroyed by 12.7mm machine gun fire or heavy explosives.

The FOB's orientation should be considered to ensure infantry access on one side while Trucks can drive to it without running over players.

Players can see all FOBs owned by their faction on the map.

## Forward Base Upgrades

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

## Husk

**Forward Bases** when destroyed leave behind a "husk" to rebuild them (with a Construction Vehicle). Like every other base types if the faction which previously owned the base rebuilds it then it regains all the Stockpile and every Base Upgrades that was unlocked. But if the enemy faction captures it by rebuilding it then the base keeps 25% of its stock (none of the Soldier Supplies) and loses all its upgrades.

The husk itself has twice the health of the base, it can be destroyed permanently to prevent the enemy faction from rebuilding the FOB.

## Gallery

* An Encampement.
* FOB Husk.
Facilities

*This article is a stub. You can help Foxhole Wiki by expanding it.*
**Facilities** are large player-built structures that are constructed with a Construction Vehicle on Foundations. To learn more about facilities, please read our guide on Getting Started with Facilities.

While it is possible to play the game without needing to use a Facility, various items and vehicles require facilities to produce them. All vehicle variants, Harvesters, Trains, and other high end vehicles can only be built via facilities.

Various Facilities and Facility Upgrades are locked behind the tech tree, requiring your faction to advance through tech in order to unlock various upgrades or structures.

## Facilities List

* **Light Vehicle Assembly Station**
* **Oil Refinery**
* **Coal Refinery**
* **Materials Factory**
* **Metalworks Factory**
* **Ammunition Factory**
* **Diesel Power Plant**
* **Power Station**
* **Large Assembly Factory**
* **Field Modification Center**
* **Resource Transfer Station**
* **Material Transfer Station**
* **Liquid Transfer Station**

## Squad Reservation

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

For Transfer Stations the reservation also prevents non squad members from retrieving items from their stockpile.

## Destruction

The original builder of a facility 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. During construction the blueprint can be demolished and refunded within 3 hours by the original builder.

Facilities are immune to Friendly Fire. However one can be flagged for "Disruptive Structure Placement" using a button  at the bottom of its menu. If 5 or more players flag it for disruptive placement, then the Friendly Fire immunity is removed and can be destroyed. If it is a facility that is in an encampment that is controlled by the player, then an alternative but tedious option is to deprive the forward base of garrison supplies whilst only repairing the facilities/structures that are desired to stay operational. The unwanted structures will slowly decay until eventual destruction by the game's built-in decay mechanics.

## Trivia

* Facilities were introduced in Update 1.50 (officially known as "Inferno")
Heavy Field 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 1.50.

## Cost

###

###

5
5

## View Vehicle Strength Table

The **Heavy Field Gun**, or **40-45 “Smelter” Heavy Field Gun**, is a Colonial unpropelled vehicle that fires 40mm shells. The High Velocity Cannon adds 35% more damage to the 40mm shells it fires.

## Description

The Heavy Field Gun requires a crew of two to be moved. The left slot is the driver who controls rotation and movement, while the gunner in the right slot reloads and fires the cannon. The gunner cannot change the rotation without the assistance of a driver, but can fire the cannon in it's current orientation without a driver. The cannon has a range of 45 meters. One weakness of the Smelter is that it can not move while reloading.

It is a heavy armored and stronger Field Cannon.

Like other Field Guns, it uses the same visibility system as infantry: it is invisible at night and can be hidden behind solid obstacles and in large bushes.

The 40-45 "Smelter" Heavy Field Gun can be packaged and transported by a Flatbed Car, Flatbed Truck, Freighter or a Crane.

## Production

The Smelter is a variant of the AA-2 Battering Ram, which requires the player to modify an existing Battering Ram in order to create a 40-45 "Smelter" Heavy Field Gun.

It is created in a Light Vehicle Assembly Station with the Field Station Upgrade constructed on it.

## Tactics

The Smelter's strength lies in being a cheap, sturdy and hard hitting weapon. The fast reload time makes it able to destroy tanks in a head-on engagement. The best way to utilize this is to have the driver spot with binoculars every so often for tanks. If the driver spots the enemy tank he will call out to the gunner and advance towards this tank. Keep in mind that it is only possible to do this effectively with infantry support, as the gun lacks any rear shield the enemy infantry can be a serious problem.

Once the tank is near, it is important to keep the range of the weapon in mind, as it outranges most tanks by 5 meters. This allows for hitting the enemy without worrying about the foe returning fire. Shooting at max range can easily scare off tanks as the damage of the gun is something to be reckoned with. If trying to destroy a tank however is it is a viable tactic to not shoot until the enemy is further in range, allowing for the gunner to hit it more than once before it retreats, depending on given situation of course.

## Trivia

Prior to the release of Update 1.50 'Inferno', the Smelter was named "68-45 'Smelter' Heavy Field Gun" and fired 68mm shells with a significantly higher HV bonus. It was changed to use 40mm shells and had its HV bonus reduced.
KRR3-792 Auger

**Versioning**

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

## Logistics

### Cost

200
25

### Amount in Crate ()

5 per Crate

The **KRR3-792 Auger** is a slow firing Colonial Sniper Rifle chambered in 7.62mm that downs its target in two shots.

## Description

This sniper rifle stabilizes faster than its Warden counterpart, the Clancy-Raca M4, but still nowhere near as fast as conventional Rifles. Compared with the Raca it is lighter and possesses a larger magazine, but has a shorter range and a lower minimum damage value meaning it will not always kill the enemy with one shot. Although its theoretical fire rate is 0.5 rounds/s, you need to wait for your accuracy to recover between shots to be effective. In practice the maximum effective fire rate is around 0.2 rounds/s (5s between shots) which is achieved when prone behind full cover. It cannot be fired while standing without cover or from an Landing APC or Barge, similar to Machine Guns.

The Auger uses a high velocity barrel that increases the damage of its 7.62mm ammunition by 25%.

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

## Tactics

With its long range, the gun is the best choice to kill enemy machinegunners with impunity. Tank commanders are also desirable targets, but can be difficult to engage if their vehicle is moving. Due to the gun's weight and very slow stabilization, firing from cover and from a crouched or prone position is strongly recommended. Due to the heavy movement penalty when the auger is equipped, it's better to switch to your secondary weapon when you want to move.

## Trivia

* The auger bears some resemblance to a M1903A4 Springfield Rifle with a USMC Unertl style scope.

* The "792" in the auger's full designation could be a reference to its year of introduction. The Omen - which bears a striking resemblance to the auger - seems to use a similar nomenclature.

## Gallery

* KRR3-792 Auger Sniper Rifle
DAE 3b-2 “Hades' Net”

*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.

## Information

### Cost

20
15
3

## View Structure Health

The **DAE 3b-2 “Hades' Net”** is a mannable defense that fires 3C-High Explosive Rockets, up to 8 can be loaded into the battery. 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

It is produced at a Light Vehicle Assembly Station's Rocket Factory unlike 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 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.

It has a left and a right seat but only the latter is used to man the gun. Press `LMB` to fire a rocket, `R` to reload one, use `RMB` to rotate the gun and `Mouse Scroll Wheel` to set the range. Its range is between 200 and 425 meters.

The gun has a single inventory slot, into which you load the 3C-High Explosive Rockets. The rockets being Large Items do NOT stack in the inventory which means you can only have one rocket in the inventory and must load it into the battery before submitting another one.

Like other emplacements, the stats are boosted when placed in a Trench Emplacement. Its health is quadrupled, and its turning speed increased. There is a specific centre 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.

Unlike most emplacements it doesn't have a shield to protect the user from fire.

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

* In greek mythology, Hades was the god of the dead and ruler of the underworld.
Flood Ascension Mk. V

**NOTE:**

The Ascension's in-game icon.

* 75mm Tank Cannon
* 12.7mm Heavy Machine Gun
* Commander

## View Vehicle Strength Table

The **Flood Ascension Mk. V** is a Warden Battle Tank variant with a 75mm main cannon designed for long-range engagements.

## Description

The **Flood Ascension Mk. V** is a variant of the Flood Mk-1 with a longer barrel, extending its range to 45 meters. It does the same amount of damage as the normal variant however.

Can be packaged and transported by a Freighter.
Conventional payload

**Conventional payload** is one of the missile payloads in *Alpha Centauri*.

## Description

The **Conventional Payload** weapons package can be used to create conventional missiles. It can be used only with the Missile chassis.
Conventional missiles attack at the following strengths:

* Fission: **9**
* Fusion: **18**
* Quantum: **27**
* Singularity: **36**
Cruiser Tank

**Cruiser Tanks** are late-game heavy armored combat Vehicles

## Description

**Cruiser Tanks** are heavily armored tracked medium tanks capable of boosting their speed at the cost of fuel. They are more durable and have more armor than Light Tanks. The amount of crew differs between the variants. Like all tanks, its turret, tracks, and fuel tank can be disabled by explosives. Without boosting, the cruiser tanks are the medium tanks with the lowest fuel consumption rate.

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

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

## List of Cruiser Tanks

* **Gallagher Outlaw Mk. II**
* **Gallagher Highwayman Mk. III**
* **Gallagher Thornfall Mk. VI**

## Historical Reference

The Cruiser Tank was a British tank concept of the interwar period. See Cruiser Tank.
Foxhole Wiki/Section 2

Main Navigation

**Updates**
**Structures**
**Vehicles**
**Crafting**
* Resources
* Weapons
	+ Ammunition
* Utility
* Medical
* Uniforms

**Game Modes**
* World Conquest
* Resistance Phase

**Lore**
* Factions

**Community Guides**
* Getting Started
* Game Mechanics
* 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:...
Hotfix 0.14.16

Release Date: June 18, 2018

### Release Notes

* Players now receive a warning notification when a Cargo Ship is about to deploy
* Tunnel Networks are no longer difficult to build from certain angles
* Players no longer unequip their weapons when walking into shallow waters
* Trucks and Light Tanks no longer get stuck when driving down a Barge ramp (though this still happens in some extreme edge cases)
* Fixed landscape issues in Oarbreaker Isles, Westgate, Farranac Coast, and Mooring County that hindered amphibious landings
* Players no longer drop below the landscape when spawning at a Forward Base that is partially embedded in the landscape
* Small beach rocks no longer prevent build ghost placement
* "Build Rocket" button no longer appears when using some structures
* Player input no longer gets stuck when getting queued while border travelling
* CVs build ghost placement is no longer blocked near Cargo Ships on some shores
Critically Wounded Soldier

**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.

## Critically Wounded Soldier

The Critically Wounded Soldier's in-game icon.

## Information

### Use

Converts into Soldier Supplies at a Hospital

### Equipment Slot

slot #8

A **Critically Wounded Soldier** (sometimes abbreviated to **CWS**) is a large item that has a 5-10% chance to spawn when a player dies. It can be submitted into a Field Hospital or Hospital to be converted into 4 Soldier Supplies after 10 minutes. Ambulances are the only vehicle that can transport them.

Critically Wounded Soldiers can be picked up by pressing `V` on them. You can submit them by pressing `V` or the `Submit Large Item`  button on the relevant vehicle or building interface. Once submitted to a Field Hospital or Hospital they can be converted by clicking the `Submit Patient`  button.

If not picked up a CWS disappears after 1 minute.

## CWS vs Corpse vs Wounded Player

A CWS can be distinguished from a corpse or a Wounded Player as they are always lying on their left side and are not covered in blood. A wounded player will always have the player's name above them.

## Tips

* Enemy Critically Wounded Soldiers can be picked up and treated at a Hospital just like friendly ones.
* While carrying a Critically Wounded Soldier, players can climb over obstacles like fences, sandbags or out from trenches.
* If a player dies while carrying a Critically Wounded Soldier, it will drop into their backpack.
* If the carrier tries to swim, the Critically Wounded Soldier is automatically dropped.
* Careful not to confuse Critically Wounded Soldiers and Wounded Players. CWS are items.

## Gallery

* Player carrying a critically wounded soldier.
* Critically Wounded soldier on the ground.
* A critically wounded soldier
* Criticially Wounded Soldier compared to Wounded Player and corpse.
Heavy Artillery

## Description

A long range heavy artillery cannon Emplacement that uses 150mm shells. Can be placed on the ground or on a Trench Emplacement. Built at the Construction Yard.

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

Prolonged use of heavy artillery on an area will slowly transform it into No Man's Land.

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.

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

## List of Heavy Artilleries

* **Huber Exalt 150mm**
* **50-500 “Thunderbolt” Cannon**

## Gallery

* Colonial Heavy Artillery
* Warden Heavy Artillery
Technology tree

The technology tree in *Alpha Centauri* and its expansion is *vast*, with nearly 90 technologies shared across four categories (Conquer, Discover, Build, Explore). Depending on game settings, you can either direct research or randomly uncover technologies depending on your focus (default setting). The tree below attempts to chart the relationships between the different techs.
Explosive Materials/fr

Les **Explosive Materials** (*Matériaux explosifs*), couramment appelés emats, sont une ressource utile pour la fabrication. Ils sont utilisés pour fabriquer des Explosifs tels que la Frag Grenade, la Sticky Bomb, ainsi que les Munitions de RPG et de les mortiers.

Les Explosive Materials sont fabriqué dans une Raffinerie à partir de Salvage à un ratio de 10 pour 1. Il faut 4 minutes pour raffiner 100 Salvage en 10 Explosive materials.
Huber Exalt 150mm

The Exalt's in-game icon.

## View Structure Health

The **Huber Exalt 150mm** is the Warden Heavy Artillery cannon. It fires 150mm shells. Its minimum range is 100m and its max range is 300m. It is more sturdy than the colonial variant. It can be placed on the ground or on a Trench Emplacement. It is built at the Construction Yard.

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

Prolonged use of heavy artillery on an area will slowly transform it into No Man's Land.

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.

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

When placed inside a trench emplacement its health is quadrupled and its rotation rate doubled.
Basic Materials/fr

Les **Basic Materials** (*Matériaux de base*), appelés couramment "bmats" [bi-mæts], sont la ressource permettant de construire presque tous les bâtiments de Foxhole.
Ils sont la ressource la plus abondante et la plus importante du jeu. Ils sont utilisés dans la construction des Structures, des Véhicules, des Structures défensives, des Armes et de tous les éléments Usinables.

Les matériaux de base sont conçus dans une Raffinerie à partir de Salvage à un ratio de 2 pour 1 (Deux unités de Salvage donnent une unité de bmat). Le raffinage de 100 Salvage prends 1 minute pour un résultat de 50 matériaux de base.

* Temps d'assemblage manuel pour 20 matériaux de base: 2,5 secondes
* Temps d'assemblage avec un Camion pour 60 matériaux de base: 7,8 secondes

Une fois produits à la Raffinerie, les matériaux peuvent être récupérés dans des caisses. Chaque caisse contient 100 matériaux de base. Comme toutes les autres ressources, les matériaux de base peuvent être mis en caisse ou sortis de caisse dans un Storage Depot ou un Seaport.
Gas Grenade

**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 ()

10 per Crate

The **Green Ash** Gas Grenade is a throwable grenade type, which creates a poisonous cloud of green gas. Players caught in the gas without a Gas Mask will take damage over time and be inflicted with the bleeding status. The damage is significant, as it can kill a player in under 4 seconds. It affects even players inside structures or vehicles. The gas cloud has a 7 meter radius and lasts for 8 seconds.

Like every other grenade type, it is not stackable. When a grenade is thrown, if a grenade of the same type exists in the player's inventory, it will automatically be equipped.

## Usage

To throw it:

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

Alternatively It can be launched from a Grenade Launcher to achieve a longer range.

## Tips

* The grenade can be cooked, like the Frag Grenade, by holding `LMB`
* Green Ash is particularly useful against enemy infantry garrisoned in structures, inside trenches, or inside a vehicle
	+ While capable of killing infantry with a single grenade, it works best as an area denial tool
* The grenade's large area and duration is excellent for area denial, especially at choke points
* In order to get the most range out of them, use a Grenade Launcher

## Crafting

The Green Ash is obtained via production in a Factory or Mass Production Factory under the 'Small Arms' category. Each crate produces 10 gas grenades.

Just like the Smoke Grenade, it only requires Basic Materials to produced, unlike other grenades which requires Basic Materials and Explosive Materials.

## Historical Reference

The Green Ash resembles the American Mk. II KJ gas grenade.

## Weapons Using Green Ash Grenades

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

## Gallery

* A soldier holding a Green Ash Grenade
* The toxic cloud produced by the green ash grenade.
Foundation (1x1)

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

Foundation (1x1)'s ingame icon

## View Structure Health

**Foundation (1x1)** is a player built Foundation tile. It is built with a Construction Vehicle and costs Gravel. It can be upgraded into Concrete Foundation (1x1) with Concrete Materials. It consumes twice as much Garrison Supplies as normal structures to prevent its decay.

Despite being half the size of a Foundation (1x2) they both consume the same amount of Garrison Supplies.

## Gallery

* The 1x2, 2x2, and 1x1 Foundation pieces.