Deployables are structures that Squad Leaders can deploy within the 150-meter build radius of a Forward Operating Base. Once deployed, these structures require other players to construct using the Entrenching tool. Deployables allow players to change the tactical situation anywhere on the map. Forward Operating Bases are designed to support your team in achieving the gameplay objectives by providing Spawn points, resupply in the form of ammo crates and repair stations, cover in the form of fortifications, as well mortars, heavy machine guns, and anti-tank guided missiles, in the form of emplacements.
Gameplay[edit | edit source]
Building Deployables[edit | edit source]
Once a Radio Hub has been placed and supplied with construction points from a Logistics vehicle, deployable assets can be built within 150-meters of where the Radio was placed. Only the Squad Leader with a Squad Leader kit has the ability to place deployable assets. The Squad Leader is not able to complete the building process by himself, players with the Entrenching tool will need to build the assets before they are usable. The Squad Leader chooses deployables from the Deployables Menu by holding down the default T. Once a deployable is chosen it can be rotated with the lean keys.
FOB widget[edit | edit source]
After a Radio Hub is placed, the FOB widget appears. Ammunition and supplies begin at 0. Logistics Vehicles will be needed to provide additional resources for the Forward Operating Base. The progress displays the health status of the Radio Hub. The ammo counter, number to the left, shows the available ammo supply at this FOB.
The construction supply, the number to the right, shows the supply balance you have available for building objects.
The icon below the ammunition and supply counters displays the status of the Forward Operating Base as a spawn location (designated Inactive or Active).
Deployables Menu[edit | edit source]
|This is the first Deployables Menu when you hold down the key T. Only Squad Leader has this menu. Be aware if the SL is not holding the Squad Leader kit, he will not see the option for the Deployables. Change your kit at an ammo box or respawn with the kit equipped|
|When selecting the Deployables, you get to the second Deployables Menu where you choose the desired object and see its supply costs required for its construction.|
|The Deployables Menu has 3 menus.|
|With the first one you can place a Spawn HAB , Ammo Crate and a Repair Station|
|With the second menu you can place Bunkers, HESCOs, Sandbags, Ladders, Razorwires|
|And with the third you can place stationary weapons like TOW, MG Bunker, Mortar|
Placement[edit | edit source]
With the Radio Hub deployed and with enough supplies accumulated, the Squad Leader can build deployable assets within a 150m-radius of the Radio Hub. Open up the deployables menu and choose the object with the mouse and click the Left-Mouse-Button to select it. You will now see a red or green shape of the object. Red means you cannot place it at the moment, green means you can place it. Move around with this shape to choose a suitable location. Click the Left-Mouse-Button to set down the object when it is shown in green, click the Right-Mouse-Button to cancel the build.
When the Squad Leader is able to place the green shape, construction stakes appear at its location and team members need to start the construction by using their shovels. Stand near the stakes and aim at them, then hold the Left-Mouse-Button to start building the objects. Note that you can only shovel if you are next to a constructible object (very useful!) and shoveling will also automatically stop after the object is finished. Except for the Radio Hub, all objects need to be shoveled to be fully constructed. The more people that shovel, the quicker the construction is finished.
Objects can be stacked on top of themselves. This way, for example, you can build a tall wall of Sandbags. You can also build objects on top of houses and other locations. The construction of deployables goes through three stages. You physically see the progress of these three stages in the game – there exists no progress bar.
Stages[edit | edit source]
Building of emplacements happens in 3 stages:
|Stage 1: Construction stakes/foundation put down by the Squad Leader, object does not yet exist||Stage 2: First stage of construction completed, object is half finished||Stage 3: At the final stage of construction the object is completed|
Using an emplacement such as an ammunition box requires it to be in its final stage of completion, otherwise it won't be usable.
Destroying Deployables[edit | edit source]
You can take down your own or enemy deployables with your shovel and holding down the Right-Mouse-Button. It will deconstruct the object until it disappears.
You can also use explosives, rockets, grenades, high calibre vehicle weapons with varying effectiveness against deployables.
|An example of the different damage states a Radio Hub can have|
Destroying deployables happens in the same 3 stages as construction in reverse order. That means that reaching the second stage while destroying an object renders it unusable until it's reconstructed to final stage again. That is especially useful when deconstructing enemy spawns, as you don't need to worry about enemies spawning on you while you're destroying their spawn. To destroy a deployable completely you have to keep digging until the lowest stage (foundations) is gone, too.
The Radio Hub works in a slightly different way. Reducing the radio to stage 2 only disables the spawns in its area, other deployables are still functioning. Further the Radio Hub can't be destroyed directly by enemies. After reaching the point where it would normally de-spawn (lowest stage + 30 hits with a shovel), it enters a bleed out phase. In that stage it can't be damaged any further by enemies but can still be repaired (or further damaged by friendlies). This phase lasts 60 seconds and if the radio is not sufficiently repaired at that point, it is completely destroyed. If the Radio Hub is destroyed, all deployables except fortifications are destroyed with it. The bleed out phase is indicated to the friendly team by the HUD. At the moment there's no indication for the enemy team.
Tip: If your Radio Hub is in danger, take it down by deconstruction with the Entrenching tool before the enemy does it. This way you don't lose any tickets. Destroying your own Radio Hub by using e.g. explosives will still cost you tickets.
Deployable Objects and costs[edit | edit source]
Tech structures[edit | edit source]
These are the structures essential to the proper use of the FOB.
|US / CAN / GB / RUS||FOB Limit||'MILITIA||FOB limit||Insurgents||FOB Limit|
|Spawn Bunker||500||1||Spawn Bunker||100||1||Spawn Bunker||100||2|
|Ammo Crate||100||None||Ammo Crate||100||None||Ammo Crate||100||None|
|Repair Station||500||1||Repair Station||500||1||Repair Station||300||1|
Fortifications[edit | edit source]
These are structures that are used to provide shelter and cover from enemy fire, provide access to higher areas like onto roofs, or seal of areas.
|US / CAN / GB / RUS||FOB Limit||Militia / Insurgents||FOB Limit|
|Bunker||500||None||Dirt-filled Oil Barrels||150||None|
|Hesco Block||50||None||Wooden Trench Wall||150||None|
|Indirect Fire-shelter (*not available for INS)||600||3|
|Pillbox Sandbag line||50||None|
Emplacements[edit | edit source]
These are the stationary weapons which can be used by both friendly and enemy infantry.
|US / GB / CAN||FOB Limit||RuS||FOB Limit||MILitia / Insurgents||FOB Limit|
|BGM-71 TOW||600||500||1||9M133 Kornet Missile||600||500||1||ZU-23-2 AAA||400||100||1|
|M2A1 HMG Tripod||200||50||2||NSV HMG Tripod||200||50||2||SPG-9 Tripod||300||100||3|
|M2A1 HMG Bunker||500||50||2||NSV HMG Bunker||400||50||2||DShK HMG Tripod||150||50||2|
|L16A2 Mortar (GB)||300||25||2||2B14 Podnos Mortar||300||25||2||DShK HMG (Shielded)||150||50||2|
|M252 Mortar (US, CAN)||300||25||2||M1937 Mortar||250||25||2|
- Emplacements will start empty and unloaded upon finishing construction. This means that, upon entering, the player will start the reload cycle provided there is enough ammunition from the FOB to draw upon.