| Name | Type | Ammo | Damage | Fire Rate | Firing Mode | Range | Accuracy | Magazine | Reload | Weight | In Crate |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Aalto Storm Rifle 24 |
Assault Rifle | 7.92mm |
Auto: 35-52 Semi: 42-63 |
Auto: 240 Semi: 96 |
Auto / Semi | Auto: 20-40 Semi: 21-40 |
Auto: 3.5°-9.5° Semi: 2°-9° |
25 | 2.3 | 215 | 20 |
| Booker Storm Rifle Model 838 |
Assault Rifle | 7.92mm |
42-63 |
180 1s per burst |
3-round burst | 22.5-32 | 2.5°-9° | 36 | 3.5 | 225 | 20 |
| The Hangman 757 |
Heavy Rifle | .44 |
78-117 |
56.4 | Revolver | 22.5-32.5 | 1.5°-8.5° | 6 | 3.5 | 115 | 20 |
| Clancy Cinder M3 |
Long Rifle | 7.62mm |
45-67 |
42 | Bolt-action | 33-43 | 1°-9° | 12 | 3.5 | 120 | 15 |
| Ahti Model 2 |
Pistol | 8mm |
30-45 |
80 | Semi-automatic | 14-40 | 2°-10° | 8 | 2.5 | 25 | |
| Cascadier 873 |
Pistol | 8mm |
26-39 |
257 0.7s per burst |
3-round burst | 12-18 | 3°-10° | 12 | 2.5 | 25 | 40 |
| Cometa T2-9 |
Revolver | .44 |
60-90 |
60 | Revolver | 12.35-18 | 1°-8° | 6 | 3 | 45 | 30 |
| Blakerow 871 |
Rifle | 7.62mm |
39-58 |
112.5 | Semi-automatic | 25-40 | 2°-9° | 15 | 2.5 | 75 | 20 |
| No.2 Loughcaster |
Rifle | 7.62mm |
45-67 |
55 | Bolt-action | 27-40 | 1°-8° | 12 | 3.5 | 100 | 20 |
| No.2B Hawthorne |
Rifle | 7.62mm |
39-58 |
60 | Bolt-action | 22-35 | 2.5°-9° | 8 | 2.75 | 25 | 15 |
| Sampo Auto-Rifle 77 |
Rifle | 7.62mm |
Auto: 36-54 Semi: 45-67 |
Auto: 240 Semi: 72 |
Auto / Semi | Auto: 24-38 Semi: 25-40 |
Auto: 2.5°-9.5° Semi: 1.75°-8° |
12 | 3.5 | 100 | 20 |
| No.4 The Pillory Scattergun |
Shotgun | Buckshot |
112-168 |
120 | Break-action | 7-25 | 4°-15° | 2 | 3 | 25 | 15 |
| Clancy-Raca M4 |
Sniper Rifle | 7.62mm |
101-151 |
30 | Bolt-action | 57.5-62.5 | 0.001°-12° | 5 | 4 | 200 | 3 |
| Fiddler Submachine Gun Model 868 |
Submachine Gun | 9mm |
27-40 |
240 | Automatic | 22-40 | 4°-8.5° | 25 | 2.5 | 80 | 20 |
| No.1 “The Liar” Submachine Gun |
Submachine Gun | 9mm |
27-40 |
171 | Automatic | 24-40 | 3°-8.5° | 25 | 3.2 | 100 | 20 |
Weapons
Foxhole features a wide variety of weapons that are able to be used with Ammunition.
Overview
Like every other item in the game, weapons and their ammo are produced by players in Factories, Mass Production Factories or, in a few cases, in Facilities.
Each weapon has unique characteristics and purpose, they can be ideal in certain situations and terrible in others. Submachine Guns have a high rate of fire but low accuracy so they are great for close-quarter engagements but significantly worse at longer ranges.
Each weapon deals damage of a particular type which defines how good or bad the weapon is against particular targets (armoured vehicles, infantry, structures) depending on their Damage Resistance. For example, the Anti-Tank Rifles deal Anti-Tank Kinetic
damage which is very good against armoured vehicles, and can kill infantry but cannot harm structures.
The weight of weapons and ammunition carried is important to consider when selecting a load-out to avoid being overencumbered or too quickly out of stamina when sprinting.
Certain heavy weapons slow down the player when they are wielded. The player should holster them or switch to their secondary weapon when they want to move.
Certain heavy weapons can only be fired from a prone or crouched stance or from behind cover.
Weapons cannot be fired from the hip, they must be shouldered before they can fire. The time it take to shoulder a weapon depends on its type and increases when the player is low on stamina.
As wars progress new weapons technologies are unlocked.
Controls:
: Aim
: Fire
: Reload
: Switch fire mode / toggle Rifle Attachment (e.g. Bayonet) / Switch ammo type (if applicable)
Firearms
Firearms in Foxhole are hitscan weapons. The tracers visible when firing are purely visual effects that do not match the trajectory of the actual bullets (however bullet holes do). The accuracy of a firearm at a given moment is shown by the size of the player's crosshair. The white aiming line starts fading past a firearm's effective range. The ammo they use represents magazines, not individual bullets. Reloading discards the old magazine. The damage dealt by most firearm bullets decreases once past the weapon's effective range and reaches zero at its max range. Certain heavy firearms need to be mounted on a tripod or certain vehicles to be used.
Small Arms
Firearms that deal Light Kinetic
damage. They can't damage structures and do very little against armored vehicles.
| Name | Type | Ammo | Damage | Fire Rate | Firing Mode | Range | Accuracy | Magazine | Reload | Weight | In Crate |
|---|---|---|---|---|---|---|---|---|---|---|---|
| “Dusk” ce.III |
Assault Rifle | 7.92mm |
35-52 |
300 | Automatic | 18-37 | 2.5°-8.5° | 40 | 3.5 | 225 | 20 |
| Volta r.I Repeater |
Heavy Rifle | 7.62mm |
78-117 |
27.6 | Lever-action | 29.5-35.5 | 1.5°-9° | 8 | 3.5 | 115 | 15 |
| KRR2-790 Omen |
Long Rifle | 7.62mm |
45-67 |
30 | Bolt-action | 35-45.5 | 1.25°-9° | 10 | 3.5 | 120 | 15 |
| Ferro 879 |
Pistol | 8mm |
30-45 |
80 | Semi-automatic | 14-40 | 2°-10° | 8 | 2.5 | 25 | |
| Cometa T2-9 |
Revolver | .44 |
60-90 |
60 | Revolver | 12.35-18 | 1°-8° | 6 | 3 | 45 | 30 |
| Argenti r.II Rifle |
Rifle | 7.62mm |
45-67 |
81 | Semi-automatic | 25-40 | 1.5°-8° | 12 | 3.5 | 70 | 20 |
| Catena rt.IV Auto-Rifle |
Rifle | 7.62mm |
45-67 |
133 | Automatic | 23-40 | 2°-8.5° | 10 | 3.5 | 120 | 15 |
| Fuscina pi.I |
Rifle | 7.62mm |
39-58 |
180 1s per burst |
3-round burst | 23-35 | 2°-9° | 18 | 3.5 | 100 | 20 |
| KRF1-750 Dragonfly |
Shotgun | Buckshot |
70-105 |
50 | Pump-action | 17-25 | 3°-15° | 5 | 3 | 140 | 15 |
| KRR3-792 Auger |
Sniper Rifle | 7.62mm |
69-103 |
30 | Bolt-action | 54-59 | 0.001°-12° | 10 | 4 | 125 | 5 |
| “Lionclaw” mc.VIII |
Submachine Gun | 9mm |
27-40 |
240 | Automatic | 22-40 | 3°-8.5° | 20 | 3.2 | 100 | 20 |
| “The Pitch Gun” mc.V |
Submachine Gun | 9mm |
20-30 |
240 | Automatic | 16.5-36 | 3.5°-6.5° | 15 | 2.5 | 25 | 20 |
Machine Guns
Automatic firearms that deal Heavy Kinetic
damage. They can damage Tier 1 structures and do some damage against light armored vehicles but very little against heavy armored vehicles.
| Name | Type | Ammo | Damage | Fire Rate | Firing Mode | Range | Accuracy | Magazine | Reload | Weight | In Crate |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Catara mo.II |
Light Machine Gun | 12.7mm |
35-52 |
240 | Automatic | 27-40 | 3.5°-9.5° | 30 | 2.5 | 250 | 20 |
| KRN886-127 Gast Machine Gun |
Machine Gun | 12.7mm |
55-82 |
240 | Automatic | 27-40 | 2.5°-8.5° | 75 | 3.5 | 200 | 5 |
| Malone MK.2 |
Machine Gun | 12.7mm |
35-52 |
300 | Automatic | 27-40 | 2.5°-8.5° | 125 | 3.5 | 200 | 5 |
| Lamentum mm.IV |
Mounted Machinegun | 12.7mm |
82-123 |
180 | Automatic | 37.5-45 | 2.5°-8° | 200 | 5 | 300 | 5 |
| Malone Ratcatcher MK.1 |
Mounted Machinegun | 12.7mm |
55-82 |
300 | Automatic | 37.5-45 | 3°-8° | 150 | 4.5 | 300 | 5 |
Heavy Weapons
Heavy firearms that deal Anti-Tank Kinetic
, Incendiary
, or Explosive
damage.
| Name | Type | Ammo | Damage | Fire Rate | Firing Mode | Range | Accuracy | Magazine | Reload | Weight | In Crate |
|---|---|---|---|---|---|---|---|---|---|---|---|
| “Dawn” Ve.II |
Anti-Tank Rifle | 20mm |
105-157 |
180 1s per burst |
3-round burst | 22.5-32 | 3.5°-10° | 21 | 4 | 200 | 3 |
| 20 Neville Anti-Tank Rifle |
Anti-Tank Rifle | 20mm |
150-225 |
34.2 | Bolt-action | 34.5-40 | 3.5°-10° | 8 | 3.5 | 170 | 3 |
| Booker Greyhound Model 910 |
Anti-Tank Rifle | 20mm |
105-157 |
133 | Automatic | 22.5-32 | 2.5°-10° | 14 | 2 | 200 | 3 |
| 228 Satterley Heavy Storm Rifle |
Assault Rifle | 20mm |
112-168 |
240 0.5s per burst |
2-round burst | 29.5-40 | 4°-8.5° | 10 | 4 | 200 | 5 |
| “Molten Wind” v.II Flame Torch |
Flamethrower | “Molten Wind” v.II Ammo Willow's Bane Ammo |
15 |
240 | Automatic | 14 | 125 | 10 | |||
| Willow's Bane Model 845 |
Flamethrower | Willow's Bane Ammo “Molten Wind” v.II Ammo |
15 |
240 | Automatic | 16 | 105 | 10 | |||
| “Typhon” ra.XII |
Mounted Anti-Tank Rifle | 20mm |
180-270 |
66 | Automatic | 39.5-45 | 3°-8.5° | 10 | 3.5 | 300 | 5 |
| Daucus isg.III |
Mounted Infantry Support Gun | 30mm |
400 |
15 | Semi-Automatic | 40 | 0°-4° | 3 | 300 | 5 | |
| “Quickhatch” Rt.I |
Sniper Rifle | 20mm |
150-225 |
30 | Bolt-action | 52.5-57.5 | 0.001°-12° | 6 | 4 | 250 | 3 |
Grenades
Weapons with an arc trajectory that are either thrown by hand, launched, or both.
| Name | Type | Damage | Firing Mode | Fuze | Explosion Radius (Effective - Max) |
Range (Thrown) | Weight | In Crate |
|---|---|---|---|---|---|---|---|---|
| Anti-Tank Sticky Bomb |
Anti-Tank Grenade | 407 |
Thrown | 2.5s (after contact) | 0m - 2m | 7.2 | 75 | 10 |
| B2 Varsi Anti-Tank Grenade |
Anti-Tank Grenade | 412 |
Launched | 4s timer | 0m - 2.75m | 75 | 20 | |
| BF5 White Ash Flask Grenade |
Anti-Tank Grenade | 280 |
Thrown | Contact | 0m - 1.25m | 13 | 75 | 10 |
| Green Ash Grenade |
Gas Grenade | 25 |
Thrown / Launched | 4s timer | 15 | 20 | 10 | |
| A3 Harpa Fragmentation Grenade |
Grenade | 200 |
Thrown / Launched | 4s timer | 0m - 5.5m | 15 | 20 | 20 |
| Bomastone Grenade |
Grenade | 125 |
Thrown | 4s timer | 0m - 6.5m | 17 | 20 | 25 |
| Mammon 91-b |
HE Grenade | 229 |
Thrown | Contact | 0m - 1.75m | 11 | 75 | 20 |
| Tremola Grenade GPb-1 |
HE Grenade | 388 |
Launched | 4s timer | 0m - 2.75m | 75 | 20 | |
| PT-815 Smoke Grenade |
Smoke Grenade | Thrown / Launched | 2.8s timer | 20 | 20 | 15 |
Explosive Charges
Explosives that must be deployed by hand. Deployment takes a few seconds.
| Name | Type | Damage | Fuze | Explosion Radius (Effective - Max) |
Weight | In Crate |
|---|---|---|---|---|---|---|
| Abisme AT-99 |
Explosive Charge | 850 |
Contact | 0m - 4m | 40 | 10 |
| Alligator Charge |
Explosive Charge | 400 |
5s timer | 0m - 2m | 385 | 10 |
| Crow's Foot Mine |
Explosive Charge | 250 |
Proximity (1m) | 0m - 3m | 40 | 10 |
| Havoc Charge |
Explosive Charge | 1950 |
Light Kinetic damage | 6m - 7m | 385 | 5 |
| Hydra's Whisper |
Explosive Charge | 550 |
5s timer | 0m - 2m | 125 | 5 |
| E680-S Rudder Lock |
Sea Mine | 1350 |
Contact | 7.5m - 7.5m | 385 | 1 |
Launchers
Launchers are weapons that fire slow-moving explosive projectiles with a trajectory affected by gravity. Certain launchers need to be mounted on a tripod or certain vehicles to be used.
Mortar
Mortars are handheld indirect-fire artillery weapons with a natural inaccuracy and a projectile that takes a few seconds to land and is affected by the Wind.
| Name | Type | Ammo | Damage | Explosion Radius (Effective - Max) |
Fire Rate | Range | Magazine | Reload | Weight | In Crate |
|---|---|---|---|---|---|---|---|---|---|---|
| Cremari Mortar |
Mortar | Mortar Shell Shrapnel Mortar Shell Flare Mortar Shell Incendiary Mortar Shell |
300
125 55 |
2.5m - 5m 4.5m - 7.5m 2.25m - 5.5m |
10 | 45-80 | 3 | 180 | 5 |
Melee Weapons
| Name | Type | Damage | Attack Mode | Weight | In Crate |
|---|---|---|---|---|---|
| Fists |
50 |
||||
| Buckhorn CCQ-18 |
Bayonet | 55 100 |
Quick / Charged | 10 | 20 |
| Eleos Infantry Dagger |
Melee Weapon | 55 100 |
Quick / Charged | 60 | 10 |
| Falias Raiding Club |
Melee Weapon | 55 100 |
Quick / Charged | 60 | 10 |