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This article could contain outdated information that is inaccurate for the current version (0.49) of the game. It was last updated for 0.48.

This small tank has been recently recommissioned to the Warden arsenal. It boasts high maneuverability and an antenna that allows for long-range communications during high-stakes recon operations.
In-game description

The King Spire MK-I is a Scout Tank, a warden mid-game armored combat vehicle, armed with a 12.7mm machine gun turret. It has a built-in antennae which automatically gathers Map Intelligence and transmits it Transmitting UI Icon.png to friendly lines even while mobile.



It has one driver and one gunner/commander.

The driver has control of the King Spire's movements. They have the important job of positioning the tank to execute it's role faithfully and outmanoeuvre enemy weapons that could damage or destroy the vehicle. The driver is the only crew member who can track the fuel of the tank, and should monitor this to prevent the tank running out mid-combat.

The commander is the gunner and controls the machinegun turret. Press E to toggle the cupola hatch. When the hatch is open the commander can use their secondary equipment, which is mostly useful to spot enemies from a distance with Binoculars. Arguably, the commander should be the most experienced member of the crew, to both deliver driving instructions to the driver and fire the gun.


It has 2 inventory slots, one of which needs to be reserved for the machine gun's 12.7mm magazines (stacks up to 100 per slot).


The King Spire MK-I is equipped with a mounted version of the Malone MK.2 Machine Gun on a 360° turret. It has the same statistics as the infantry version except its effective range is 36m (from the gunner's position) and its maximum range is 41m. Its accuracy is pretty good although not pin-point accurate, but sustained fire quickly makes it lose that accuracy. This limitation incentives the gunner to fire in relatively short bursts.

Health & Armor[]

Scout Tanks have heavy armor but only about as much health as Half-Tracks. They are able to soak up small arms fire, shrapnel, and even 12.7mm caliber. Anything else should be considered a threat you can't ignore. Their armor is thick enough to have some chance to deflect shells that are not Armour Piercing, especially from the front and at long ranges as long as the armor is in good shape. AP shells have a much higher chance to penetrate, which becomes a near certainty at any range or angle when the armor is in bad shape.

Their tracks can be disabled by explosives and Anti-Tank Mines, making the vehicle much slower and thus vulnerable. A single mine will cripple a scout tank, two will kill it.

Engine & Size[]

Scout Tanks have good mobility off-road. The King Spire MK-I's engine has a relatively high fuel consumption rate but one of the lowest for tanks. Its 250L fuel tank gives it a decent fuel autonomy. The Fuel Tank is placed at the rear and can be disabled with explosives, making it leak fuel very rapidly.

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

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


The King Spire is effective at dispatching infantry, light structures, and light vehicles. Its heavy armor and commander slot gives it a significant advantage over Armored Cars and Half-tracks.

One of its weakness is the anti-tank mines, which the crew cannot see when off-road.


Its design appears to be based on the Italian L6/40 light tank.