Bunker Base

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A large forward operating base. Players can spawn and stockpile items here.
In-game description

The Bunker Base (colloquially known as BoB or BB) is a Bunker modification that acts as a Forward Base and provides Infrastructure for nearby connected Bunker and Trench segments. It can be upgraded for additional health and resistance.

Construction

It is built by modifying a tier 1 Bunker with a Construction Vehicle and 300 Basic Materials.

The bunker needs the following requirements:

  • Must be part of a Bunker Network with at least 6 bunker pieces (any tier, any upgrade)
  • Not be adjacent to a bunker with a garrison modification.

Installing that modification greatly decreases (0.7) the Structural Integrity of its Bunker Network.

Adding this modification removes the demolish option from the bunker piece.

Tier 2

The Tier 2 Bunker Base is built by upgrading a Tier 1 Bunker Base that has unlocked the Small Garrison IconFacilitiesSmallGarrison.png upgrade with a Construction Vehicle and 100 Basic Materials. It needs be part of a Bunker Network with at least 6 bunkers (any tier, any upgrade).

Tier 3

The Tier 3 Bunker Base is built by upgrading a Tier 2 Bunker Base that has unlocked the Large Garrison IconFacilitiesLargeGarrison.png upgrade with a Construction Vehicle and 25 Concrete Materials. It needs be part of a Bunker Network with at least 6 bunkers (any tier, any upgrade). The concrete requires 24 hours to dry (longer if there is a Snow Storm or Rain Storm) during which the structure is more vulnerable.

Destruction

It is immune to Friendly Fire but if it's not Tier 3 it can be flagged for "Disruptive Structure Placement" BtRemove.png to remove the immunity (10 "votes" needed at Tier 1, 20 at Tier 2). Bunkers in the same Bunker Network are also immune.

Reconstruction

When destroyed, the Bunker Base leaves behind a "husk" that can be destroyed or rebuilt. Reconstruction uses the same tool and materials as the current tier's construction. Reconstruction does not have the 6 bunker piece requirement thus allowing the creation of single piece Bunker Bases.

If the faction which most recently owned the base rebuilds it then its Stockpile and all Base Upgrades that were unlocked will be preserved. If the faction that didn't own it last captures it then the base keeps 25% of its Stockpile (excluding Soldier Supplies and Maintenance Supplies which are all lost) and loses all its base upgrades.

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 prioritized by voting for it in the menu of the Base but only by players that have that base assigned as one of their spawn and remain in that region. Progression is sped up by things like supplying the base and building structures. The Base upgrades status and progress of a given base can be viewed remotely by placing the mouse mouse over its icon on the map.

Bunker Bases have two unique upgrades trees ("Garrison" and "Command") to unlock bunker specific upgrades. Those bunker upgrades also require Infrastructure, which is provided by building Infrastructure Modifications in Bunkers connected to the base by Trenches and Bunker (up to a max range of 40 pieces). There are two types of Infrastructure: "Garrison" IconInfrastructureCommand.png and "Command" IconInfrastructureGarrison.png, one for each upgrade tree.

Image Name Required Infrastructure Modifications Description Progress Needed Unlock Time*
"Friendly" Territory
Unlock Time*
"Neutral/Enemy" Territory
"Base" Tree IconFilterBase.png
IconFacilitiesProvisionalGarrison.png Provisional Garrison A Provisional Garrison connects the base to nearby defensive structures (80m radius). Defensive structures will deactivate if player activity (set spawn) is too low (<10). 50 40min 110min
IconFacilitiesSmallGarrison.png Small Garrison A small Garrison permanently connects the base to nearby defensive structures (80m radius).

Increases Garrison Activity effect on Garrison Size growth.

Required to upgrade Base to Tier 2.

1200 14.5hr 44hr
IconFacilitiesLargeGarrison.png Large Garrison A large Garrison permanently connects the base to nearby defensive structures (80m radius).

Increases Garrison Activity effect on Garrison Size growth.

Required to upgrade Base to Tier 3.

4800 2.5days 7.5days
"Garrison" Tree IconInfrastructureGarrison.png
InfantryGarrisons.png Defensive Garrisons (Tier 1) 4 Allows connected bunkers to be upgraded into Tier 1 Rifle Garrisons, Machine Gun Garrisons, AT Gun Garrisons, Artillery Garrisons. 50 40min 110min
InfantryGarrisons02.png Defensive Garrisons (Tier 2) 12 Allows connected bunkers to be upgraded into Tier 2 Rifle Garrisons, Machine Gun Garrisons, AT Gun Garrisons, Artillery Garrisons. 150 110min 5.5hr
InfantryGarrisons03.png Defensive Garrisons (Tier 3) 24 Allows connected bunkers to be upgraded into Tier 3 Rifle Garrisons, Machine Gun Garrisons, AT Gun Garrisons. 2210 26hrs 3.3days
FortT3HowitzerAIIcon.png Artillery Garrison (Tier 3) 30 Allows connected bunkers to be upgraded into Tier 3 Artillery Garrisons. 5650 2.8days 8.4days
"Command" Tree IconInfrastructureCommand.png
ObservationBunkerT2ItemIcon.png Support Bunkers (Tier 1 & Tier 2) 6 Allows Observation Bunker, Medical Room, Storage Room, Engine Room, Fire Suppression Room, Bunker Hearth, Artillery Shelter Room to be built in this network (except Tier 3). 10 10min 25min
ObservationBunkerT3ItemIcon.png Support Bunkers (Tier 3) 12 Allows Tier 3 Observation Bunker, Medical Room, Storage Room, Engine Room, Fire Suppression Room, Bunker Hearth, Artillery Shelter Room as well as Large Structure Foundations and Weather Stations to be built in this network. 150 3.3hr 5.5hr
IconFacilitiesDeploymentPoint.png Deployment Point 24 Allows players to deploy to this forward base from the Home Region. 4150 2.1days 6.3days
AdvancedBunkerIcon.png Advanced Bunker 40 Allows construction of Storm Cannon, Intelligence Center, and Underground Fortress. 6800 3.4days 10.4days

*Unlock Times listed here are approximate values and correspond to a Base's passive unlock time: zero player spawns assigned, 5+ friendly structures in range, 800+ Salvage (or equivalent value) in stockpile. Unlock times can be much shorter if many player spawns are assigned.

During the first 7 days (168 hours) of the war, bases in friendly territory get a bonus to the progress that player activity generates. It is indicated by an icon in the top right of their interface BtUpgrade02.png. The bonus is finite and faction-wide, it decreases as it is consumed.

Use

Bunker Access

It has a built-in ramp that gives players access to the bunker network interior, similar to a Bunker Ramp.

At Tier 3 it gains a ladder that gives infantry access to its rooftop.

Forward Base

It acts as a Forward Base. Players can resupply at its stockpile, update their Map Intelligence by accessing its interface, and respawn there if they have set their spawn there and its stockpile has Soldier Supplies.

Garrison Provider

It provides Garrison to all friendly structures in a 80m radius if it has unlocked the Small Garrison IconFacilitiesSmallGarrison.png upgrade, or if it has the Provisional Garrison IconFacilitiesProvisionalGarrison.png upgrade and at least 10 players have their spawn assigned there.

Deployment Point

If it has unlocked the Deployment Point IconFacilitiesDeploymentPoint.png upgrade, players can deploy to it from the Home Region

Decay Prevention

It can prevent the decay of player built structures in a 80m radius by consuming Maintenance Supplies from its stockpile.

Bunker&Trench Connections

Every Trench and Bunker physically connected to a Bunker Base form a network. The network starts at the Bunker Base and reaches every connected bunker and trench for which the shortest connection to the bunker base is a chain of 40 trench/bunkers or less (including themselves and the bunker base). Husked Trenches and Bunkers as well as breached Bunkers also count as valid connections for the network. Trench and Bunker Build Sites on the other hand do not count (excluding upgrade blueprints). The following effects are spread throughout this network:

  • Faction Ownership: Bunkers and Trenches in the network cannot be modified by the opposing faction.
  • Base Upgrades: Base Upgrades unlocked by the Bunker Base apply throughout the network. They allow connected Bunkers to be modified into the various bunker garrisons unlocked. Once a bunker has been modified into a bunker garrison it won't lose its modification if it's disconnected from the network.
  • Infrastructure: Infrastructure Modifications installed in the network's bunkers count towards the infrastructure requirements to unlock certain Base Upgrades at the Bunker Base.

Do not confuse that type of network with Bunker Networks.

Resistance

At Tier 1 it is immune to small arms fire but not to 12.7mm machine gun fire. It isn't particularly resistant againt heavy explosives and is vulnerable to Demolition damage. With Tier 2 it becomes immune to 12.7mm. With Tier 3 it become more resistant to most damage types except Demolition.

The husks of each Tier have much more health than their live counterpart (4000 Tier 1, 20000 Tier 2, 40000 Tier 3). They can be destroyed permanently to prevent the enemy faction from rebuilding it.

Tips

  • Once an upgrade that required Infrastructure Modification is unlocked, removing those modifications won't make the base lose the upgrade.
    • This is particularly useful if the builder only wants certain modifications, and doesn't want to deal with the increased maintenance cost
  • A destroyed Bunker Base can be rebuilt without the required 5 additional bunker pieces, allowing players to have a Bunker Base with no other bunker pieces attached to it
    • This is done by blueprinting the next tier Bunker Base, then demolishing the previously connected Bunkers while still in their grace period, and only then, completing the Bunker Base blueprint. This must be for each Bunker Base upgrade.
  • With equipment and materials on site, it will take a single player 11 minutes 49 seconds to dig and hammer (with the Construction Vehicle) the minimal requirements for a Bunker Base. Rounded up to an even 12 minutes to account for placing the blueprints, walk between dig sites, and entering/positioning the CV

Tutorial Video

Gallery