The Colonials
One of the war's two great powers.
The Colonials are one of Foxhole's two factions. They fight the same war as the Wardens with their own equipment line and community culture. Pick them for the people you will fight alongside, not for a balance claim.

What this page teaches
- Who the Colonials are
- The character of their equipment
- What their culture feels like
- How to decide if they suit you
Who they are
The Colonials are a faction defined in-fiction by a long struggle for self-determination. In gameplay terms they are a full faction with their own infantry, vehicles, artillery, naval, and aviation lines.
Everything the war offers — logistics, combat, building, facilities — is available to Colonial players.
Equipment character
Foxhole's factions are asymmetric. The Colonials field their own weapons and vehicles that often differ from Warden counterparts in handling, role emphasis, and feel rather than being simple recolours.
Exact performance shifts with balance updates, so learn the role each piece of Colonial equipment fills rather than memorising numbers.
Community and culture
Each faction develops its own culture, regiments, and habits across wars. The Colonial community has its own identity, in-jokes, and veteran expectations.
That culture matters more to your day-to-day experience than any stat line.
Is this faction for you
Choose the Colonials if your friends or chosen regiment play Colonial, or if their equipment style appeals after you have seen both.
Do not choose based on which side is 'winning' — wars reset, and balance changes.
Related reading
Compare directly with the Wardens, then read Choosing a Faction for a clear decision process.
Picking Colonials because of a balance rumour. Asymmetry is real but it is tuned every update, and culture outlasts any patch.
If your friends already play Colonial, the decision is made. Shared comms and a regiment matter more than equipment preference.