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This article is considered accurate for the current version (0.48) of the game.

This "Javelin" variant is fitted with a 360 degree mortar platform, designed to support infantry in frontline operations.
In-game description

The HH-d "Peltast" is a Colonial Half-track variant equipped with a Mortar tube on a 360° rotating platform.



The Peltast has a crew of 3: a driver, a gunner, and a spotter. The spotter sits next to the driver and has a hatch (toggled with E)that allows them to use their secondary equipment, like Binoculars. The gunner operates the mortar in the back. Unlike other half-track models, there is no rear seat behind the gunner.


It has 20 inventory slots that can only hold mortar shells.


It is armed with a Mortar tube on a 360 rotating platform. It has a fire range of 45 to 80 meters. It can load and use all mortar shell types (explosive, shrapnel, flare), the gunner switch between types by pressing F. The mortar fires nearly twice as fast as the infantry mortar. It has a natural inaccuracy that grows with range (2.5m radius at 45m, 9.5m radius at 80m). The mortar shell's trajectory is also affected by Wind.

Unlike other Half-Tracks the weapon cannot be swapped with a tripod mounted weapon.

Health & Armor[]

It possess the same resistance and armor as the colonial Javelin Half-Track. It is more durable than standard Armored Cars. It can soak small arms and shrapnel, but heavy calibers, anti-tank Launchers and heavy explosives are a real danger. A single Anti-Tank Mine will track and cripple the Peltast, two will kill it.

Its armor is too thin to ever deflect Armour Piercing shells.

It is relatively cheap to repair.

The Peltast's tracks can be damaged by explosives, making it very slow.

Engine & Size[]

The engine is identical to the Javelin's. It has a decent off-road speed and a relatively low fuel consumption, so the vehicle can last for a long time without having to refuel. Its on-road speed is good but not extraordinary.

The Half-Track can be packaged, forming a large Shippable that can be lifted by Crane, but only transported by a Freighter or Barge.

It is heavy enough to trigger anti-tank mines and cannot safely cross Field Bridges. It cannot cross Trenches. It can run over Sandbags, tier 1 walls, and Barbed Wire Fences.


With the protection the vehicle gives, the Peltast's mortar can be used close to the front and can quickly shell enemy infantry and defenses deeper into the enemy line than an infantry mortar could. Given the mortar's restrictive minimum range, crews fielding the Peltast may consider working with an infantry screen, in order to deal with close-range anti-vehicle threats without dismounting the vehicle.


The high speed and good fuel economy of the vehicle, even off-road, means it is able to escape situations quickly. If aiming to destroy one of these, it is best to work in a group with AT weapons (R.P.G., Sticky Bombs, Anti-Tank Rifle) and to aim at the tracks to damage them and slow down the vehicle. A small organized force is able to quickly destroy these with minimal effort if working together. Anti-Tank mines, which remain invisible to the crew and can cripple the vehicle, make a viable counter as well, although Peltast crews with luck on their side might drive right past them.



  • According to the game's animation files, the minimum angle for the Peltast's mortar when firing is 35 degrees, and the maximum angle is 85 degrees.

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