Forward Operating Base
The Forward Operating Base (or "FOB") is the area around a radio that enables a team to place spawn bunkers, resupplies, defensive structures, weapon emplacements, and other deployables that can only be placed within the range of a FOB. FOBs allow players to physically reinforce a position and establish a presence on the battlefield.
Placing a FOB[edit | edit source]
Any friendly Squad Leader (or "SL") can place a FOB, but they cannot do it alone; the SL needs one additional team member and a logistics vehicle within 30m to place a FOB. New FOBs must be at least 300 meters from other friendly FOBs and 150 meters from main.
When placing a FOB, if one or more criteria are not met, the FOB placement appears red. If the SL attempts to place a red FOB, an error message appears, indicating which criteria are not met.
Tip: Any team member from any squad can assist the SL in placing a FOB. Use local voice or team-text chat to call over nearby team members.
Supplying a FOB[edit | edit source]
After placing a FOB, it starts with 0 Construction Points (or "CP") and 0 Ammo Points (or "AP"). A FOB must be supplied by a vehicle—either by transporting supplies from main or transferring supplies from another FOB—and can hold a total of 20,000 supplies of each type (20,000 CP + 20,000 AP). Load and unload supplies from a vehicle using the radial vehicle interaction menu. Tip: Multiple players can load or unload the vehicle faster than if it were just one player.
Spawning at a FOB[edit | edit source]
FOBs gain an active spawn point after a spawn bunker is built (aka a "HAB" for US, British, or Russians; or a "Hideout" for Militia or Insurgents). The respawn timer on a FOB is typically shorter than on a rally point.
Taking Down a FOB[edit | edit source]
As of version 21.1, upon the FOB being initially destroyed - either by de-shoveling or otherwise - a 60 second bleed-out timer starts where the FOB is invulnerable. If a friendly teammate doesn't rebuild the FOB during this time, the FOB is lost.
Losing a FOB costs 10 tickets.
|An "inactive" FOB—the spawn bunker is either disabled or not built yet.|
|An "active" FOB with a spawn bunker next to it—the whole team can spawn here.|
|After you select a spawn bunker, you see a white square around it the same way you do with a selected rally point.|
Trivia[edit | edit source]
- In versions prior to Alpha V9, the FOB radio acted as the spawn point which was initially inactive for spawning until a time period passed or the FOB was resupplied. No CPs were consumed to activate the FOB.
- Since v10 supplies can now be transferred between FOBs with logistics vehicles.