Post by bagerface on Nov 28, 2016 3:57:06 GMT -5
At one point in history war had meaning. It had value. War was not a game of heroics and sacrifice. Those who died stayed dead. However in 1968, all of this changed. Thanks to an endless feud between two brothers the Gravel War came to be. Unlike the wars that had came before it, what made the Gravel War stand out was one thing : Immortality. The mercenaries who fought viciously in the war could not stay dead.Not bullets,fire or even rockets could keep these mercenaries in their graves.
Their identities have been smeared, their past erased.
What were they? Who were they? This is their story.
Information about the RP
As stated in the title , this rp will be based off the multiplayer video game Team Fortress 2. Don't play the game nor read the comics? Don't leave just yet ! Instead of using the canon mercenaries, the rp will revolve around original characters so knowledge about the canon mercenaries is not necessary. I will also do my best to explain the classes and terms as thoroughly as I can.
Q: What time period does this RP take place in?
A: In 1968, however due to the discovery of an element known as Australium, many advance technology exist. For example, teleporters, cloaking devices, and super advanced prosthetics. This advancement in technology however, seems to be reserved only for wild and sci-fi ideas. Things such as cars and telephones are just as you would imagine them in the the 1960's.
Overall Rp information
Q: So what is the focus of this RP ? Will there be an overarching plot ?
A: For now, no. At this moment, the rp will revolve around character interactions and character development. Now, this doesn't mean no conflict/plot is allowed,it just means I would like to keep the rp filled with miniature plots. This way, things are a bit more flexible and hopefully all rpers will have something to rp about instead of sitting there and having to wait until there is an opening to put their character in.
Q: The original games have all male characters.Does this mean I have to make my characters also male?
A: No, you can make female characters too. However don't feel obliged to make more female characters if the gender ratio shows that there are more men than women in the rp.
Q: How old should the characters be ?
A: The youngest they can be is twenty. However I prefer it if there is diversity among the character's ages instead of everyone sticking around the 20-25 border.
Q: Will there be romance in the rp?
A: Romance is not the main focus of the rp but if love does bloom between characters then that's alright. Just keep things PG.
Q: Will there be characters fighting physically in the rp ?
A: Yes, but I would like to keep the gore to the minimum. So please, no long description of what
Q: How many characters may I make ?
A: As many as you want but due to the limited spots of mercenaries ( I might change this later on), the max number of mercenaries you can make is four. There is no cap on non-mercenary characters.
Lore Information
Q: Are mercenaries separated into different classes?
A: Yes they are. They are first sorted into a role : Offensive, Defensive, Support. From there, they are then divided into different classes by the Administrator and her staff depending on the mercenary's past profession and skills. More information of the classes will be down below. The Administrator will also sort the mercenary in their role depending on what classes need to be 'filled up' in the industry.
Q: Can mercenaries be in multiple classes/dual classes at the same time? For example, a mercenary who is a mix of a Spy and an Engineer and can turn invisible and set up sentries at the same time during a fight?
A: No, mercenaries can not be in multiple classes at the same time. They can serve a few classes but must do so with a total separation of their gear. For example, a mercenary can work as a Spy and an Engineer but can only fulfill the spy role in one fight and fulfills the engineer role in another.
Q: Is there some sort of ranking system among the mercenaries ?
A: Not an official one recognized by the Administration. The new/young mercenaries are usually dubbed as 'noobs' by the older mercenaries. It doesn't matter if before Team Fortress Industries that the particular new mercenary was a world class assassin. If the've just joined the Industries, they're going to a noob. Life inside the mad world of Teufort have different rules and tactics after all. As a mercenary continues to work for TF industry they increase in 'rank'. Rank doesn't necessarily means more skilled, it just means that the particular mercenary has been in the system longer and understands how things works. These are the ranks in order :
Noob
Fresh-Meat
Trouble Maker
Small Time-Thug
[Low tier]
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Local Enforcer
Problem Solver
Hired Gun
[Low/Mid tier]
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Mercenary
Field Mercenary
Contract Killer
[Mid tier]
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Master Persuader
Head Hunter
Liquidator
[Mid/High tier]
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Executioner
Kill Consultant
Raging Sociopath
[High Tier]
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Expert Assassin
[High/Master Tier]
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Elite Exterminator
[Master Tier]
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Death Merchant
[Grand Master Tier]
Q: Are the mercenaries going to be put in teams or is this every merc for themself?
A:The mercenaries are divided by two rivaling "companies", Reliable Excavation Demolition and Builders League United. In each company, all nine classes of mercenaries are grouped up into a team. Each team will occupy a base where they will stay until it is time to compete in a nearby enclosed and monitored battlefield. R.E.D and B.L.U. bases are scattered throughout the world. A territory is always occupied by a R.E.D base and B.L.U base,thus no territory is solely controlled by one company or another. Despite their relatively close distant (transportation through automobile is necessary) most mercs do not invade their counterpart's base simply because there is no real reason to and it is against the company's policy. Peaceful visiting the counterpart base is allowed, but is considered a dangerous choice because of the possibility of meeting zealous mercenaries. Each base comes with a spacious common room, private bedrooms for the mercenary, two locker rooms, a kitchen, a dining area and a gym. They are expected to stay at their bases unless it is one of the designated days or there is an emergency.
Q: Can the mercenaries call/visit their families ?
A: The mercenaries can call their families whenever they're free, for however long they want (phone-hogging is frowned upon however). They can visit their families on certain days/weeks known as 'Ceasefires' but are expected to be back at their stationed base by the end of Ceasefire. Family members may also call their love ones but it is far more difficult due to mercenaries occasionally switching bases. Family members may not go visit their loves ones for confidential reasons.
Q: Is there some sort of schedule the mercenaries run by ?
A: Yes, but I won't go into deep detail because it would be too hectic to try to rp at a schedule. The mercenaries basically have days where they train/rest at their base and days where they spend the entire day out in the battle field field with in-between breaks. There are also days/weeks where they are allow to go home briefly.
Q: Do the mercenaries have to wear the uniforms seen in game ?
A: Yes but only when they are out in the field. When back at their base, they are allowed to wear whatever they please. Cosmetics or better known as "Hats" may also be worn
alongside their uniforms.
Q: Are the mercenaries well paid?
A: Yes. Very well paid.
Q: How do gameplay mechanics such as absorbing normally lethal/crippling of damage, rocket jumping, and trimping work in the RP?
A: Older mercenaries (meaning they've been in the Industry for a very long time) have been physically modified to preform these feats. More recent mercenaries however rely more on their equipment to preform these same feats.
Q: Are there other teams of mercenaries active besides the two teams in the rp ?
A: Yes, but currently there will be no true focus on them prevent things from getting too hectic in the rp. They simply will serve as background characters for now. This include canon TF2 characters.
Q: Do teams ever switch members ?
A: Mercenaries will occasionally be temporarily switched to other teams to help fill for members who can't participate in battle that day. On more rare occasions, mercenaries will be temporarily switched between companies for reasons unknown besides the Administration team. Permanent switches will occur if the mercenary is to fill in for a member who has been decommissioned or there had been serious problems regarding the mercenary and their original team.
Q: How powerful/influential is TF Industry?
A: Powerful enough to not only easily bail those facing legal troubles, but to also make individuals simply "disappear" from the face of earth. No government has been able to wrangle with TF Industry either. Despite this, not many know of TF Industry's existence much less what their purpose is.
Rules
1) This roleplay is semi-advanced. I would like coherent and well thought out responses. They do not, and may I stress this, have to be essays. They do not have to be some next level Shakespearean prose, but they do have to have some level of thought and effort placed into them. I would prefer at least one paragraph ( no, not three sentences). Please, never use one-liners. However if you feel the need to write six paragraphs then go for it ! I won't stop ya.
2) No perfect characters. I will not be accepting any characters that exhibit qualities of perfection. I have the right to deny any characters and I will do so as necessary. If a character is accepted beforehand and then begin to exhibit traits of perfection such as an inability to lose in combat, knowing classified information when logically they shouldn't know , etc. then I will have to kindly ask you to fix this behavior or retract the character. (On a side note, due to the controversy revolving headshots and backstabs, I would like it for members with snyper and spy characters to ask permission from their target's roleplayer to see if it is fine the attack is successful. Also for those with being targeted for a headshot or backstab, I trust that you will find a balance between allowing the shot/stab to hit and allowing the shot/stab to miss.)
3) No godmodding or powerplaying. There is nothing more frustrating than having another individual taking control of your character's actions or being invincible in combat. Now, I know the invincibility part is a bit difficult with regarding that these mercenaries are a bit resilient and hardy and have access to medics and health packs, but please do your best to avoid invincible mercenaries. I trust that you can find a balance. Exhibiting these behaviors will results in me requesting you to stop the behavior or leave.
4) The time period is in 1968. Even though the year of the rp will not be a major force, please at least have some knowledge about the time period.
5) Ask me before trying to make a plot. Sorry to burst your bubble if you have any great plot ideas about traitors working as undercover government assassins in some 'take down the system' storyline, but your characters will probably be unsuccessful in dismantling TF Industries. Besides, the goal of the rp is for character interaction and growth, not to rp a whole revolution.Do not force plots upon me and do not make characters of this vine without my permission. If you have any plot ideas that you think might 'rock the boat', please ask before doing.
6) This is for fun. Please do not discourage others from chatting about something they actually enjoy. God forbid anyone chat more than they roleplay. This roleplay is meant for individuals to interact with one another and have fun. It's fine if you're more of the quiet type and don't speak much. However if a chatty rp that contains way more chatting then rping isn't really your thing, then I suggest you mosey along.
Also a note from Xiahou Dun-
No op characters, no mary sues/gary stus, be literate, and for the love of all things lovely, be kind and polite to each other. Do not force romance or action if the other rper refuses, no means no. Be mature. If a rper thinks their character doesn't have any chemistry with yours then that's that. Furthermore, please ration skill to experience to age and roleplay logically. I don't care if you want to make an eighteen year old god-level knife thrower who has killed men with guns because you think you're entitled to it. No. It's not happening. Ration. That's all I ask of you. Rationalize.
Information about the Classes
Offense
-Scout
Scout are considered one of the most maneuverable ones out of the rest of the team. With the fastest running speed and the ability to double jump (and sometimes even quintuple jump with the right gear), they can easily traverse the battlefield and will usually be the first ones to reach the objective. However they are also one of the frailer classes. Thus scouts have to rely on flanking and outmaneuvering enemy mercenaries if they want to have a chance on the battlefield. Scouts also have a strange connection with payload carts and control points, able to not only push carts twice as fast as other mercenaries, but capture control points twice as fast too.
Primary
- Scattergun : A short, double barreled lever-action shotgun with a wooden handle and foregrip. It holds six shots. It is very efficient close up but is mediocre at medium range and useless at far.
- Force-A-Nature : A large double-barreled hunting shotgun with sawn off barrels and a wooden stock. It holds two shots. Can send enemy mercenaries flyings depending on how close the scout was to the mercenary ( the closer a scout is to a mercenary, the further they will fly). It fires faster than the scattergun. If a scout is airborne and they fire the Force-A-Nature, the recoil of will propel the scout in the opposite direction of where they were aiming. A skilled scout can use this recoil to perform a triple jump.
-Shortstop: A four-barreled pistol with a white grip modified into a pepper-box and loaded with shotgun shells. It fires faster than the scattergun and is a bit more accurate than most other of the scout's primaries. Reloading the shortstop will reload the entire clip at once. Through the power of technology, the pistol will also grant bonus healing from all healing sources. However, scouts wielding the shortstop are more prone to getting thrown around by the push force of damage and air blasts.
-Soda Popper: A broken Force-A-Nature that's been repaired with black bands and has a can of crit-a-cola strapped to the bottom. It can only hold two shells at a time but can be reloaded 25% faster and be fired 50% faster than the scattergun. However, reloading will discard anything remaining shells. What makes the Soda Popper special however is its ability to grant Scouts to jump up to five times in mid-air. By running around, scouts can get hyped up and once they're at their peak of hype, they can activate their soda popper to give them that 10 second jump boost.
-Baby face's Blaster : A short lever-action shotgun with a wooden handle and single barrel. It can only hold four shots and will slow down scouts. However, As scouts do more damage with the Baby Face's blaster, they can build up 'boost' which allows them to run faster and faster. However if a scout takes damage or jumps mid air, they loose some boost.
-Back Scatter : A Short lever-action shotgun with a wooden handle, a single barrel and a dual small shell drum. It can only hold four shots and is 20% less accurate. However it does more damage when attacking close up from the back.
Secondary
-Pistol/Lugermorph/C.A.P.P.E.R : The pistol, alongside its counterparts is a semi-automatic pistol sidearm with a hair trigger. It holds 12 rounds at a time. It is relatively weak, and suffers from medium damage fallout, but in the hands of an experienced mercenary, it can be deadly. Scouts only carry 36 rounds but can reload quickly. The C.A.P.P.E.R is different from the pistol and Lugermorph simply because it shoots laser beams.
- Bonk! Atomic Punch : A small energy drink can. Red scouts drink Cherry Fission flavored Bonk! while Blue scouts drink Blutonium Berry! flavored Bonk. When consumed, scouts become nearly invincible for eight seconds. However during their brief streak of invincibility, they are unable to attack, push the payload, capture intelligence, and defend/capture control points. Scouts carrying intelligence may not drink Bonk! either. Scouts can still be pushed around by knockback, environmental damage and telefrags.
- Bonk! Crit-a-Cola : A purple soda can. When consumed, Scouts can do more damage and run 25% faster. However, they will also be susceptible to damage by 10%.
-Mad Milk/ Mutated Mad Milk : A glass bottle full of milk. Instead of drinking the milk inside, scouts are expected to throw the bottle at their enemies. Enemies covered in Mad Milk will return 60% of damage done to the attacker as health for 10 seconds. The exceptions are the damage done by sentries and afterburn. Mad milk can also be use to extinguish allies on fire and track spies. Enemy Pyros are able to airblast thrown mad milk back towards the scout and their team. Mutated milk is Mad milk with a bread monster inside. Other then mentally scarring the enemy for life, it's no different than normal Mad milk.
- Winger : A bluish with a black inset trefoil on its grip and a small pair of stylized yellow wings on the slide over the magazine. A yellow and red radiation hazard sign can be seen on the insert trefoil. The winger packs a bigger punch then the pistol and will allow scouts to jump higher when holding it. On the downside the winger only holds five rounds at a time.
-Pretty Boy's Pocket Pistol : A small black pistol with a short barrel and light-colored wooden grip. The pistol carries 12 rounds at a time. What makes this pistol special is that it can prevent scouts from getting hurt by fall damage. In addition, Scouts can regain a small amount of health by damaging enemies. However, the Pretty Boy's Pocket Pistol fires 25% slower than the normal pistol and the scout will receive 20% more damage from all other sources.
-Flying Guillotine : A meat cleaver with chinese letters engraved on it. Scouts can throw it at enemies to cause bleeding damage. If thrown at a stunned enemy, it will cause massive damage.
Melee
- Bat : An aluminum bat. It doesn't pack a strong punch can be swung fast.
- Holy Mackerel : A Mackerel wrapped in newspaper. It is identical to the bat in terms of damage and swing speed. However it's more embarrassing to get knocked out by a fish.
- Unarmed Combat : The arm of a spy whose happens to be missing their right arm. Is identical to the bat in terms of damage and swing speed but far more frightening and disturbing.
-Batsaber : A lightsaber shaped like a bat. It is identical to the bat in terms of damage and swing speed but cooler.
-Sandman : A wooden bat with a smooth black grip, the word "Sandman" engraved on it" and a black band tied around the cracked end. Identical to the bat in terms of damage and swing speed. However what makes it special is that scouts can launch a baseball bat towards enemies. If the baseball hits an enemy mercenary, they will be stunned. The further the distance the longer the stun. However the drawback of using the sandman is that scouts who wield this bat will have lower health.
-Candy Cane : An oversized, white and team-colored candy cane. with a like colored bow tied on it. Identical to the bat in terms of damage and swing speed, what makes the candy cane special is that whenever a scout 'kills' another mercenary, a health pack will be dropped regardless what weapon was used. However in return, scouts who carry candy canes are more vulnerable to explosive damage.
- Boston Basher : A wooden club covered in spikes and reinforced with metal bands. When a scout successful hits an enemy, they will cause a 5 second bleed damage. However if they miss, the scout will hurt themselves and cause bleed damage.
- Three Rune Blade : An ornate silver sword with a curved cross guard, a worn brown hilt and a pommel in the shape of a wolf's head. In terms of functionality, it's exactly the same as the Boston Basher.
-Sun on a stick : An ornate jet-black mace with orange veins, topped with a glowing fiery orb and black spikes. It does less damage to enemies but does extra damage if the enemy is on fire. However because the scout lacks any means to set enemies on fire, they'll have to rely on coordination on a team member who can.
- Fan 'O War : A large metal gunbai war fan. It does pitiful damage to enemies but in return a scout can mark a single enemy for death.
-Atomizer : An aluminum bat with a black grip and the Bonk! logo emblazoned on it surrounded by team colors stripes and bands. The atomizer allows scouts to perform a triple jump. In return, the atomizer will deal a minor amount of damage to the scout. In addition, scouts swing the Atomizer slower than the stock bat and the Atomizer does 20% less damage.
-Wrap Assassin : A ripped team-colored roll of spotted wrapping paper that comes along with a team-colored bauble. Scouts can hit the bauble into enemies to cause five seconds bleed damage. If the bauble doesn't hit directly but land near the enemy, the sharp pieces of broken bauble will cause a minor amount of damage. Hitting an enemy with the roll of wrapping paper does pitiful damage.
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-Soldier
Soldiers are consider one of the most well rounded classes, capable of providing a solid offense and defense. Being quite sturdy and hardy, soldiers can take withstand a decent amount of punishment while dealing out their own. Despite being a bit slow compared to most of the other mercenaries, soldiers can perform a maneuver known as a rocketjump to send them soaring through the battlefield like a screaming eagle.
Primary
-Rocket Launcher : A generic rocket launching device with a protruding metal side and a wide exhaust port. Can hold up to four rockets at a time. Does splash damage and knock back damage
-Original : A bulky tan rocket launcher with a metallic tubular exhaust port, metallic and tan handles and an oversized barrel. Besides that the soldier wielding the Original will believe they're holding it in front of their chest, it's functions are exactly like the Rocket Launcher.
- Direct Hit : A high-tech rocket launcher with a slimmer barrel and a smaller exhaust port, outfitted with a cosmetic scope. Able to fire rockets faster and do 25% more damage in comparison to the stock Rocket Launcher, the only downside is that the soldier actually has to be accurate and hit the target directly. Soldiers can even do more damage using the Direct Hit by hitting airborne enemies.
- Black Box : A black, rectangular rocket launcher with rounded edges, sporting two dark grey fastening bands near the front end and case coverings hanging open at both ends of the weapon. What makes the Black Box special is that Soldiers can gain back a small amount of health by doing damage to enemies. In return, the black box can only hold three rockets at a time. If an enemy pyro manages to reflect a black box's rocket back towards the Soldier or their allies, the pyro will gain health instead.
-Rocket Jumper :Similar in appearance to the Rocket Launcher, it features an orange-painted blast shield and exhaust with white stripes, and lacks a front iron-sight. It also has a little sign to sign to signify it is a training item. The rockets launched does absolutely no damage to both enemies and the soldier themself. The rocket holds up to four rockets and soldiers can also carry forty extra rockets on themselves. Soliders can not carry intelligence briefcases when wielding the rocket jumper.
- Liberty Launcher : An army green rocket launcher with tan wooden handles, a leaf sight adorned with a white U.S. Army insignia, and a cracked wooden shoulder-rest with a wire frame exhaust port. It can hold one more rocket compare to the stock rocket launcher and launch the rockets 40% faster. Self-damage by doing rocket jumps is also reduced by 25%. In return, it does 25% less damage to enemies.
-Cow Mangler 5000: A large, shoulder-fired, retro-futuristic ray gun. Several portions are team-colored, and arcs of electricity appear periodically on the frontal nodes. Instead of firing rockets, this ray gun shoots out laser beams. The laser beams function identically to normal rockets. In addition, the Cow Mangler has unlimited ammunition in a sense. When it can no longer fire, all the soldier needs to do is crank the Cow Mangler until it has enough energy to fire again. In addition, if the cow Mangler energy is full, the soldier can charge up a powerful blast that will not only do slightly more damage to enemies caught in the beam, but also set them on fire. The full charged blast can also disable enemy building for four seconds.
- Beggar's Bazooka: A crude rocket launcher made from pipes, mismatched handles, and a filter held together with bolts, electrical tape, and various straps and belts. A funnel is attached to the end as a makeshift exhaust port. Unlike a traditional rocket launcher, the Beggar's Bazooka starts off with no rockets loaded. The soldier must then manually load in the rockets. The moment the soldier stops loading rockets, the Beggar's Bazooka will fire out all rockets in rapid fire. The rockets will not fire in a straight line, instead will deviate a bit from its course. The radius of the explosion is also less. The Beggar's Bazooka can not also receive ammo from dispensers when held. The most dangerous aspect of the Beggar's Bazooka is the chance to overload the Bazooka and cause it to misfire, damaging the soldier. The max amount of rockets the Beggar's Bazooka can hold safely is three.
-Airstrike : A green atom bomb-shaped rocket launcher with a white checkered pattern near the front and tannish wooden handles. It fires a green and white missile with fins on the front and back of the projectile. It does 15% less damage to both enemies and the soldier. In addition, it has a small blast radius. In return, when the soldier is rocket jumping, their rockets fly 65% faster and with an even smaller blast radius. For each successful kill, the soldier can load in one more additional rockets. The max amount of rockets that can be loaded is eight.
Secondary
-Shotgun : A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
- Buff Banner : A tattered, battle-standard yellow and brown flag mounted on a small backpack and accompanied by a dented brass bugle. When not in use, the flag will be folded up inside the backpack. To activate the Buff Banner, a soldier must be filled with rage (caused by damaging enemies). Once the soldier is furious, they can use their bugle to rally their team mates. This is when the flag will spring up from their backpack to signify the buff banner is active. When the buff banner is active, the soldier and team mates will do more damage than usual.
- Gunboats: They are a pair of modified, metal-reinforced jump boots used by paratroopers. They reduce the amount of self-damage done to a soldier when the rocket jump by 60%
- Battalion's Backup : A military backpack-mounted radio transceiver, featuring a folded map secured by two brown straps, along with an attached black magnetic compass. Accompanying it is a bronze-colored bugle with a pewter mouthpiece, and a tattered yellow triangular banner patched up and reattached in the middle, that is displayed when the buff is active. When wearing the Battalion's Backup, soldiers will gain extra health. The method to activate the Buff Banner is identical to the activation of the Buff Banner. When activate, the Battalion's Backup will prevent the soldier and their teammates from being damaged critical hits, 50% resistance to sentry guns, and 35% resistance to regular damage for ten seconds.
-Concheror: A light brown wooden box with dark brown corners and a quad diamond shaped insignia, accompanied by a conch shell. A white, slightly tattered, vertical banner flag with the same diamond insignia secured onto a pair of bamboo sticks appears, attached to the side of the box, when the banner call is played. When a soldier wears the concheror, they will have a heal rate of 4+ health. When a soldier activates the Concheror, all surrounding teammates will have temporary speed boost. The mechanics to activate the Concheror is similar to activating the buff banner.
- Mantreads : A pair of dark brown tanker boots. It reduces knock back from enemies' damaging weapons by 75%. In addition, if the soldier from a great height onto an enemy mercenary, instead of being hurt by fall damage, the enemy mercenary will receive 3X the amount of fall damage the soldier should have received.
-Reserve Shooter : A customized pump-action shotgun with a wooden forend and stock and an olive-shaded metal barrel and receiver. A white U.S. army insignia is also visible on the weapon. It only hold four rounds at a time but in return can be deployed 20% faster and holstered 15% faster. The biggest feature of the reserve shooter is that it does extra damage to enemy mercenaries who had been knocked into the air.
- Righteous bison : A handheld retro-futuristic or steampunk-styled ray gun. The ray gun fires a slow ununreflective beam of energy straight ahead. It can pierce through enemy mercenaries, thus hitting the mercenaries behind the initial mercenary. For each enemy penetrated, the damage is reduced by 25%. The Righteous bison also does 20% less to buildings. Unlike a normal weapon, the righteous bison does not run out of ammo in the traditional way. Instead, the Righteous Bison can fire until it runs out of energy in which then the Soldier must crank it.
- B.A.S.E. Jumper : A parachuting backpack with a spade decal, a sewn-on patch with a parachute logo, a red release handle, and a tag attached to a piece of rope, with the tag reading "#64". The parachute itself is greyish white, with various holes and rips on top. The parachute slows down the descent of the wielder when they fall from a great height. The B.A.S.E Jumper can be activated and deactivated as many times as the wielder desires.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Melee
-Shovel : A hand-held folding shovel. Good for whacking mercenaries who get too close for comfort.
- Equalizer : A silver-headed pickaxe with blood on both its ends. As the solider gets more damage, the more damage the pickaxe will do. In return, there is a 90% decrease in healing from medics.
-Pain Train : A broken wooden handle with dark tape, outfitted with a large railroad stake and several bent nails stuck in the top. With the Pain Train equipped, the wielder will be able to push carts and capture control points twice as fast. However in return the wielder is 10% more vulnerable to bullets.
- Half-Zatoichi : A samurai's katana with a circular guard with rounded notches, adorned with brown hilt wrapping. For every successful kill the wielder does, they gain 50% of their base health. However the Half-Zatoichi is honored bound meaning that if the wielder sheaths their sword without a single kill, they will suffer a good amount of damage. Demomen and Soliders can duel each other with Half-Zatoichis for one hit kills.
- Disciplinary Action : A riding crop with a wooden handle and a loose leather loop at the end. A soldier can use this crop to encourage teammates to run faster temporarily by hitting them. However the crop does 25% less damage to enemies.
- Market Gardener : An entrenching shovel with a tan wooden handle fastened with green metal. It does critical hits when the soldier is rocket jumping. It swings 20% slower.
-Escape Plan : A weathered and well-used pickaxe. When equipped, the more damaged a soldier is, the faster they will be able to run. However, the soldier will be marked for death while holding it and for a short period after switching weapons. In addition, healing by medics is reduced by 90%.
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-Pyro
Pyros are considered one of the most versatile mercenaries. From being able to reflect projectiles such as rockets and grenades, to effectively exposing and hunting down spies, to extinguishing burning teammates, pyros can provide great support while also maintaining a good offense. Due to their short range weapons, pyros must rely on flanking the enemy if they want to survive long on the battlefield.In addition, pyros can use a hit-and run tatics to terroize enemy mercenaries due to their flame throwers causing afterburn. However this all change once a pyro is either backed up by a medic or being supported by the cart. With regenerating health, a pyro can play it more aggressively and charge into the heat of battle burning all who dare stand in their way. Pyros are the only class who can't suffer from afterburn thanks to their fireproof suits.
Primary
-Flamethrower : A long metal pole, connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle. It shoots flames that burn more intensely the closer one gets. It can set multiple enemies on fire. After catching on fire, enemies will suffer from afterburn. However another thing the flamethrower can do is fire a compression blast. A compression blast is basically a powerful blast of air that can extinguish burning teammates, push enemy team mate away, and reflect projectiles such as rockets and grenades. If a pyro extinguishes a teammate , they gain a small amount of health back.
- Backburner : The stock flamethrower that has a team-colored, metal addition to the nozzle, shaped like a dragon's head. It does a lot of damage if the pyro attacks from behinds. In return, doing compression blasts takes up much more ammo in comparison to the stock flamethrower.
- Degreaser: A flamethrower that is comprised of a gas pump, a car muffler, an exhaust pipe, a team-colored fire extinguisher, and a stove top burner. The Degreaser can be switch to and be holstered faster in comparison to all of the flamethrowers. In return, damage cause by Degreaser afterburn is less, and it takes a bit more ammo to use the compression blast.
-Phlogistinator : A retro-futuristic ray blunderbuss with some metal parts colored either copper or silver depending on the team, and a team-colored canister stamped with the Dr. Grordbort crest. It fires waves of energy that function identically to the Flamethrower's flames. What makes the Phlogistinator interesting is that it can not perform a compression blast. Instead a pyro can build up 'Mmmph' through the use of taunting the opponent's or by causing fire damage to enemies. Once they've certainly been filled up with pyro mania, the pyro can activate the phlogistinator to inflict critical damage for a short period of time. When activating the phlogistinator, the pyro is invincible.
-Rainblower : As a series of four brass horns and one silver horn with long, spiraling piping and a container of sparkly team-colored fluid. It sprays out a stream of colorful bubbles and rainbows. It's functions exactly like the stock flamethrower. However what sets it apart is that it 'takes' pyros to a magical land known as Pyroland, a colorful and whimsical version of the normal world. Only those in Pyroland may witness the glory of the Rainblower.
Secondary
-Shotgun: A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
-Flare gun: A flared-end, single-shot, team-colored flare gun. Doesn't do that much damage. Range is far and the flares flies through a shallow arc. The flare gun will automatically reload even if the pyro doesn't have it on hand. If the flare gun is fired at an enemy who is already burning, the flare gun does critical damage.
-Detonator : A flare gun with a modified elongated barrel attached, an extra curved sight, and helical paint designs on the chamber. It appears to be held together by tape. It is very similar in terms of the flare gun. However, it only does not do critical damage to burning players, instead inflicting a bit more damage. Flares that are shot from the Detonator may be detonated by the pyro to cause a small explosion that engulf enemies. This little explosion can also be used to help pyros get to hard to reach locations.
-Reserve Shooter : A customized pump-action shotgun with a wooden forend and stock and an olive-shaded metal barrel and receiver. A white U.S. army insignia is also visible on the weapon. It only hold four rounds at a time but in return can be deployed 20% faster and holstered 15% faster. The biggest feature of the reserve shooter is that it does extra damage to enemy mercenaries who had been knocked into the air.
-Manmelter: A grey, retro-futuristic laser pistol, with a small vial that contains team-colored liquid. Fires flaming bolts in a similar fashion to flares. However, the bolts will not do additional damage to burning players. The manmelter can vacuum the flames off of burning allies, extinguishing them while also giving the pyro a chance to do a critical hit using the manmelter. The pyro will also gain a small amount of health back for extinguishing their team mate.
- Scorch Shot : A flare gun with a gray barrel, an orange painted muzzle, and a black grip held in place with pins on the underside of the barrel. Flares from the scorch Shot will bounce off of enemy mercenaries and ally mercenaries. It will then explode. Enemies caught in the little explosion will catch on fire, and the flare that hit the mercenary will be knocked back. If the flare gun hits an object, it will explode instead of bouncing . If the flare of the Scorch Shot hits a burning enemy, it will do more damage, knock back the mercenary and reset the afterburn duration. The pyro can use the scorch shot to extend their jump a bit, but not to the extent of using the Detonator. Flares from the Scorch Shot will also do 35% less damage.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Melee
-Fire Axe : A stereotypical fireman's axe with a red axe head, silver edge, and a wooden handle. Not useful for wood cutting surprisingly.
- Axtinguisher : A crudely constructed Fire Axe consisting of a slightly rusted axe-head, stained with blood and wrapped in barbed wire, affixed to a curved wooden handle with a fabric grip and a splintered end. It does 33% less damage compared to the stock Fire axe, 75% longer to pull out and 20% longer to swing. In return, if the Axtinguisher hits a burning enemy it will cause critical damage.
- Postal Pummeler: An uprooted olive colored mailbox with the number 606 painted on the side. It functions identically to the Axtinguisher but probably humiliates the opponent more.
- Homewrecker : A large, two-handed sledgehammer. Does a lot of damage to buildings and can remove sappers. In return, it does less damage to mercenaries.
- Powerjack : An antique automobile jack with a team-colored car battery strapped to its base with heavy, yellow rubber bands. When a pyro holds the powerjack, they will move faster. For every mercenary they defeat using the powerjack, the pyro will gain a small amount of health back. However in return for holding the Powerjack, the pyro will be more vulnerable all sources of damage.
- Back Scratcher: A heavy-duty gardening rake, consisting of a wooden handle with a green metal head at one end, and a rubber cap on the other. The teeth on the head are bloodstained and bent. The Back Scratcher does 25% more damage than the stock fire axe. Pyros gain more health from health packs but in return less health from medics.
- Sharpened volcano Fragment : An obsidian axe with glowing lava flowing along the blade's extreme edges. It does 20% less damage but catches enemies on fire. It also looks very cool.
- Third Degree : A team-colored retro-futuristic fire axe with a white hot coil in lieu of a sharpened edge. What makes the third Degree special is that damage will spread through all players connected via a Medigun beam.
-Lollichop: A team-colored lollipop with a white spiral pattern. This item can only been seen by mercenaries who are in pyro land. Otherwise it just looks like a normal axe. No word on what it tastes like.
- Neon Annihilator: A neon sign with the Chinese word for "bar". The neon tubes on the sides of the weapon are team-colored and it will glow in the dark. The Neon Annihilator can remove sappers ( though more slowly in comparison to the homewrecker) and it will do critical damage to any enemy mercenaries who are wet ( whether from swimming, getting hit by jarate/mad milk or even standing in a water source). However if it hits a dry player, it does 20% less damage.
Defense
-Demoman
Demomen are consider one of the more tricky mercenaries, able to attack indirectly thanks to their grenades and sticky bombs. This allow demomen to attack out of reach mercenaries and dangerous sentry nests while out of sight. In addition, they can provide great area denial through clever placement of their sticky bombs, wiping out an entire team if they're careless. In some individuals ,they choose the sword and shield over the sticky launcher (and sometimes even their grenade launcher). These Demomen are referred to as "Demoknights". Relying heavily on their melee, Demoknights are usually easily slaughtered due to everyone else using a ranged weapon. Because of this, most demoknights are looked at with scorn and disdain by team mates because of the sacrifice of helpful weapons for more flashy (and less helpful) ones.However good demoknights can provide a great method of distraction and terror.
Primary
- Grenade Launcher: A multiple-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip. Fires glowing grenades that bounce on surfaces before exploding. However if it hits an enemy mercenary directly, the grenade will explode on impact. Holds four grenades at a time.
- Loch-n-Load : A double-barreled break-action grenade launcher. Fires grenades 25% faster then the stock Grenade Launcher. It also does more damage to buildings. However in return, it can only hold three grenades at a time , it will shatter on surfaces instead of bouncing and the explosion radius is reduced.
-Ali Baba's Wee booties: A pair of steel pointed boots, curved up at the tip, that replace the Demoman's standard boots. It increases the demoman's health a bit and allows the demoman to move a bit faster. In addition it allows the demo man to turn while charging. If a demoman does a melee kill while in Ali Baba's Wee booties, the demo man will regrain 25% of their charge.
-Bootlegger: A single pirate's boot and a peg leg that replace the Demoman's standard boots. It functions exactly like Ali Baba's Wee booties but requires the Demoman to be at least one leg short.
- Loose Cannon: A pirate-style cannon with a stock and a sight near the front of the barrel. Fires explosive cannonballs. Cannonballs explode more quickly then grenades so they aren't as good for rebounding. When a cannonball hits an enemy mercenary, the cannonball will knock them back instead of exploding. A demoman can prime the cannonball to control when the cannonball will explode. If a demoman manages to knock a cannonball into an enemy mercenary and then cause the cannonball to explode within half a second, the explosion will cause a little bit more damage. This technique is known as "Double-Donk". However if a demoman primes it for too long, the cannonball will explode, damaging the demoman as well.
- B.A.S.E. Jumper : A parachuting backpack with a spade decal, a sewn-on patch with a parachute logo, a red release handle, and a tag attached to a piece of rope, with the tag reading "#64". The parachute itself is greyish white, with various holes and rips on top. The parachute slows down the descent of the wielder when they fall from a great height. The B.A.S.E Jumper can be activated and deactivated as many times as the wielder desires.
-Iron Bomber : A quad-barreled grenade launcher with slightly-longer barrels, a wooden foregrip and stock, and a large, circular, flip-up front sight. The grenades fired by the Iron Bomber have very little bounce and roll and will detonate a bit more quickly then stock grenades. If fired directly onto an enemy mercenary, the grenade will explode on impact. The radius of the explosion is reduced by 15% however.
Secondary
-Stickybomb Launcher: A modified grenade launcher with a large drum magazine, an under-barrel foregrip, and wide barrel. A charging handle used for reloading sits on the back left side, above the trigger. Fires small glowing team colored spiked bombs that can stick on most surfaces. The only things that the sticky bomb can't stick on is mercenaries, buildings and important items such as spawn gates and carts. Sticky Bombs do not explode on their own, instead requiring a demoman to manually detonate them. Only eight stickybombs can be on the field at a time. If a demoman tries to lay down more, the oldest sticky bomb will explode. Pyros can blow away stickybombs from their original location. If a demoman holds onto the trigger of the launcher, they can increase the power of the launch thus sending the stickybomb flying further. Because sticky bombs must be manually detonated, skilled demomen can use sticky bombs to propel themselves through the battlefield. This tactic is known as 'Sticky jumping'.
- Chargin' targe : An antique, blood-stained wooden shield with a painted yellow cross and reinforced by an iron rim with bolts and a deadly center spike. A portion of the shield is missing and splintered. Provides 50% fire damage resistance and 30% resistance to explosive damage. It also allows a demoman to charge into enemies. When charging, any debuffs the demoman had such as bleeding or Jarate coated will be removed. If a demo man times it just right, if the melee an enemey mercenary near the end of their charge, the attack will do critical damage. Some demomen prefer to bash their enemies first with their shield before hitting them though. However as long as they were near the end of their charge, the melee will still do critical damage. Charging is dangerous and risky business for without the aid of special shields or shoes, a demoman can not change directions while charging.
- Scottish Resistance: A darker colored sticky bomb launcher, it features warning colors on the magazine and a sensor camera wired to a portable battery taped onto the barrel. The Mann Co. logo is present on the sensor, albeit partially covered in duct tape. The sticky bombs it fires has larger and more blunt spikes. The Scottish Resistance can fire sticky bombs faster then the stock grenade launcher, and allows six additional sticky bombs to be laid out in return. It can also destroy enemy demomen's sticky bombs. The key feature of the Scottish Resistance is that the sticky bombs will only explode when under the Scottish Resistance's cross hairs or underneath the demoman's feet. This allow demomen to set up separate traps for enemies to go through. In return it takes a bit longer for the sticky bombs to arm.
-Sticky Jumper: An orange and white sticky bomb launcher,it features a painted orange muzzle plus an orange and white striped pattern on the magazine, and lacks a front iron sight. It also has a sign attached onto it to signify it is a training weapon. It fires completely harmless sticky bombs so demomen may use it to practice the art of sticky jumping. Only two sticky bombs can be on the field at a time. Demomen can not carry intelligence briefcases when wielding the sticky jumper.
- Splendid Screen : An iron shield spattered with blood, with four bosses in the cardinal directions and a larger boss in the middle. It's shield bash does 70% more damage then the Chargin' Targe and recharge a charge 50% faster. In return it only provides 20% fire damage resistance and 20% explosive damage resistance. Otherwise it functions similar to the Chargin' Targe.
- Tide Turner: A worn-down ship steering wheel with various pieces broken off. It functions similar to the Chargin' Targe. However what makes it different is that it allows a demoman to turn while charging. In addition, any successful melee kill will restore 75% of the charge. However in return it only provides 15% damage resistance to fire and explosive damage. Also, if a demoman's charge is recharging and they get hit, they will loose of their charge. Because the Tide turner allows a great deal of mobility while charging, a good amount of demoknights prefer to use it to perform Trimping. Trimping is the art of sailing through the battlefield by 'surfing' on inclines. For beginners, they can simply charge up a steep incline and fly off. However this method is not very effective for trimming. For more skilled demoknights, what they can do is jump and while they're in the air, charge. Then right before they hit the ground/incline they do a 180 degree turn. This will send the demoknight flying into the air horizontally in the other direction. Another way is for a demoknight to look straight ahead, jump and charge. This will send the demoknight flying as well. This tactic works very well with stairs.The last method is to walk into a very steep incline ( as in too steep to walk on), jump and charge. This allow demoknights to get some pretty good height off of their surf. Once in the air, they can strafe to change the direction in where they're heading. By strafing, demoknights can increase the speed in which they're moving and move farther then just a normal charge up an incline. Through trimping, demoknights can pull off crazy maneuvers where they can 'bounce' off of walls to reach higher locations, zoom through the air to bypass nearly a quarter, a half or even nearly all of the battlefield, and 'bounce' around the map to relocate themselves more quickly.Demoknights who can trimp can be considered more dangerous then the average demoknight due to their mobility.
-Quickiebomb Launcher: A black, sleek stickybomb launcher with a wooden foregrip and stock, and a belt wrapped around the drum-shaped magazine. A piston-like wooden and metal charging handle sits above the base of the stock, directly attached to the back of the barrel. It fires sticky bombs that arm a bit more quickly then normal sticky bombs. In addition, the Quickiebomb Launcher can charge up faster then the stock sticky launcher. The longer the charge the more powerful the sticky will become. Quickiebomb stickies can also destroy enemy sticky bombs. In return, the Quickiebomb can only load four stickies at a time, it's stickies does 15% less damage.
Melee
-Bottle : A brown glass bottle marked with unknown markings on the label and a year suggesting it was made in 1808.
-Scottish Handshake: A dark brown glass bottle, apparently made by the DeGroot family ancestors in 1680. Functions identically to the bottle.
-Eyelander: A large bloodstained and battle-worn claymore reputed to be haunted by a bloodthirsty, malevolent spirit. Some demomen report that they can hear the sword mutter the word 'heads'. The eyelander has a longer range then other melee weapons. Equipping the eyelander will make the demoman have lower health. However in return, for each head a Demoman gets in battle, they will increase a bit in speed and health while gaining back some health as well . At four heads, the demoman will no longer increase in speed and health but will continue to regain health for each head . At five heads the damage for a demoman's shield bash increases as well. Strangely enough,there have been reports where some demomen will have one of their eyes glow as they take more heads. The head buff is removed every time the demoman dies.
-Horseless Headless Horsemann's Headtaker: A rustic, single-bladed axe wielded by the Horseless Headless Headtaker. The blade is chipped and worn in some places, sporting a malevolently-grinning face cut into its broad edge that is similar to the face commonly carved on pumpkins for Halloween. It functions exactly like the eyelander but is considered more rare due to demomen having to forge it out of the haunted scrap metal that can only be gained by killing the Horsemann with a melee weapon.
-Nessie's Nine Iron : A standard golf club with a brown grip. Functions exactly like the eyelander. No word if demomen enjoy playing golf.
-Pain Train : A broken wooden handle with dark tape, outfitted with a large railroad stake and several bent nails stuck in the top. With the Pain Train equipped, the wielder will be able to push carts and capture control points twice as fast. However in return the wielder is 10% more vulnerable to bullets.
-Scotsman's Skullcutter: A bloodied double-bevelled battle-axe with a wooden shaft and spiked crossguard. Has a very large melee range and does 20% more damage. In return, the demoman will be 15% slower.
-Claidheamh Mor : A bloodied Zweihander augmented with a crossguard with side rings and a green and team-colored tartan wrapped around the grip. The blade is splattered with blood. Has a large melee range and restores a small amount of health and charge for each kill. In return the demo is 15% more vulnerable to all types of damage.
-Ullapool Caber : A disproportioned World War-era German Model 24 "potato masher" grenade, with a white Mann Co. logo stamped on the head and black wrapping tape around the stick. When a demo man hits an enemy with the weapon or solid object, it will cause a large explosion, damaging both the demo and the enemy. The demoman will also be propelled up pretty high and will suffer from fall damage. It will not explode on allies and friendly buildings luckily. However after it has exploded, the demoman will only be left with the stick which does less damage and has a slower attack speed. Why not a single demoman throws it is up for speculation.
-Half-Zatoichi: A samurai's katana with a circular guard with rounded notches, adorned with brown hilt wrapping. For every successful kill the wielder does, they gain 50% of their base health. However the Half-Zatoichi is honored bound meaning that if the wielder sheaths their sword without a single kill, they will suffer a good amount of damage. Demomen and Soliders can duel each other with Half-Zatoichis for one hit kills.
-Persian persuader: A scimitar with a brass hilt and a bloodied blade. Collecting ammo from ammo boxes will refill 20% of a demoman's charge. However in return, a demoman carries 80% less ammo for their primary and secondary weapons.
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-Heavy
Heavies are considered one of the most tankiest class there is. With the highest amount of health and armed with a minigun, heavies can mow down mercenary after mercenary. However heavies are also known as the slowest mercenaries, (possibly due to having to carry a minigun everywhere they go making them a huge target. Therefore, most heavies are usually found with a medic who can keep their health up high to maintain a strong attack. Besides from being a human sentry gun, some Heavies can provide health to themselves and their teammates through sandwiches.
Primary
-Minigun: An enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung ammunition case and two handles. It holds 200 rounds. It does heavy damage at close range but at far range, the minigun does far less damage and is not very accurate. The minigun requires a short period of time to spin up/down before firing and after firing. During this time, heavies can not jump, switch weapons and will be slowed down. Heavies can manually spin their barrels to prepare for firing at any notice as well. Because they can initiate the spin while jumping, many heavies prefer to jump around corners so that any poor chap who are around the corner will have a bad surprise.
-Iron curtain: A minigun made out of wood and metal, with identifiable features such as the Communist Hammer and Sickle emblem visible on the ammo casing and a smoking vent on the side. Functions identically to the minigun.
- Natascha: A minigun with a jet black ammunition carrier and additional chain belt. It carries 200 rounds. When its bullets hit an enemy mercenary, they will be slowed a bit. In addition heavies will gain 20% damage resistance if they are below 50% health and are spinning up Natascha. However in return the Natascha does 25% less damage and it takes 30% longer to spin up the Natascha.
-Brass Beast: An antique mini-gun made almost entirely of brass.It holds 200 rounds. It does 20% more damage and grants 20% resistance to damage when the heavy is below 50% health and has the Brass Beast spun up. However in return, it takes 50% longer to spin up the Brass beast and will slow down the Heavy into a crawl when it's spun up.
-Tomislav : A n oversized, heavily modified Thompson submachine gun with two handles, a cylindrical ammo drum connected to its underside, and a carrying sling hanging from the drum to the hand-guard. It holds 200 rounds. The Tomislav is 20% less time to spin up, is 20% more accurate and the barrel makes no sounds. In return, it fires 20% slower.
-Huo-Long Heater: A n antique-looking, partially team-colored machine gun made of wood and metal, which features a traditional Chinese dragon's head mounted on the muzzle of the gun and a hexagonal, chest-resembling ammo drum. It holds 200 rounds. When spun up, it creates a ring of fire that burns enemy mercenaries. It also does 25% more damage to burning mercenaries. However in return it does 10% less damage and eats away ammo like it's nothing.
Secondary
- Shotgun : A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
- Sandvich: A sandwich made with two triangular slices of bread. Between the slices of bread are lettuce, tomatoes, Swiss cheese, and a few slices of both ham and bologna.It is topped with a green pimento-stuffed olive pinned to the Sandvich by a toothpick. Heavies can eat it to regrain 300 health or share it with a friend (or enemy) to help them restore around half their health. When eating the Sandvich, the Heavy will be stuck completely immobile as they eat their yummy snack and will be forced to finish their sandwich before they can move again.
-Dalokohs Bar: A large, partially unwrapped, segmented chocolate bar with the Team Fortress logo imprinted on each piece. The white-and-team-colored wrapper proclaims "Dalokohs, it's delicious!" It can add 50 more health to a fully healed Heavy. It also will heal Heavies 100 health if they're injured. They can also share it to a teammate (or enemy) to help them restore a fifth of their health.
- Fishcake: A thick, breaded fishcake in a team-colored wrapper. Functions identically to Dalokohs Bar.
- Buffalo Steak Sandvich: A slab of raw rib-eyed steak, from a buffalo. When a Heavy eats it, they will move faster, do more damage, take 25% more damage and will be force to use their melee weapon. A heavy can share their buffalo Steak Sandvich to help a friend (or enemy) regrain around half their health.
- Family Business: A pump-action shotgun with a retractable stock attached to its receiver. The stock has a faded Hammer and Sickle on its right side. It holds eight rounds at a time and fires 15% faster. In return, it does 15% less damage.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Melee
- Fists : They are simply the Heavy's fists.
- Apoco-fists: A pair of black, gold-lined, slightly glowing diamond-studded boxing gloves with a skull emblem on each middle finger. Functions exactly like fists expect defeat enemies will explode.
- Killing Gloves of Boxing : A pair of large, padded, team-colored boxing gloves. Takes longer to hit people but if the Heavy manages to get a kill using the gloves,for the next five seconds the heavy will deal critical hits.
- Gloves of Running Urgently : A pair of large, padded,team-colored boxing gloves with flame decals and orange rings around the cuffs. When wearing the gloves, the heavy can run 30% faster. In return, the gloves only does 25% less damage and the heavy will be marked for death while wearing it and for a short period of time after taking them off. It also takes 50% longer to take them off.
- Bread Bite : A small bread monster that's been torn in half and used as boxing gloves. It acts exactly like the Gloves of Running Urgently expect it will probably disturb everyone else mentally.
- Warrior's Spirit: A pair of rough, brown bear paws with sharp claws that are strapped over the Heavy's fists by three team-colored bands. It does 30% more damage and restores 50 health for each kill. In return, the heavy is 30% more vulnerable to damage.
-Fists of Steel : A pair of large robotic gauntlets, appropriately team-colored, that encase the Heavy's hands. When worn, the Heavy is 40% resistance to all ranged sources of damage. However in return, the Heavy is very vulnerable to melee damage and it takes a long time to get them off.
-Eviction Notice: A pair of brass knuckles with a flat grip and spikes on the bands. When worn, the heavy moves 15% faster, can hit people 40% faster and for each person they defeat, the Heavy gains a speed boost. In return, the Eviction Notice does 60% less damage and makes the Heavy 20% more vulnerable to damage.
- Holiday Punch: A large pair of team-colored knitted mittens, featuring a decorative snowflake woven into the back. When a heavy punches another mercenary in the back, the mercenary will burst into a fit of gut wrenching laughter. If a heavy hits another heavy who is also wearing the Holiday punch, they will burst into laughter regardless if they were hit in the back. Punches to the back do no damage.
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-Engineer
Engineers are consider one of the most helpful class there is. Able to to build teleporters, dispensers and sentry guns, engineers can provide a very good support to the team. With teleporters, engineers can help teammates reach the front lines faster. with dispensers, engineers can help teammates refill ammo and health when there is no health packs or ammo crates near by. Sentry guns provide good area denial, shooting enemy mercenaries mercilessly. A sub category of engineer known as the "Battle-Engineer", is infamous for usually neglecting to build support buildings and instead solely focus on killing as much of the enemy as they can through the means of their sentries and shotgun.
Primary
-Shotgun : A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
-Frontier Justice: A large pump-action coach gun-style shotgun with a wooden stock and ornate engravings on the metal receiver, to which a team-colored cylindrical capacitor with an antenna is attached. It only holds three rounds. However to make up for this weakness, the Frontier Justice relies on the revenge system. Engineers will gain two dormant critical hits for each sentry kill, and one dormant critical hit for each sentry assist. These critical hits become active once their sentry is destroyed. Revenge critical hits are lost when the Engineer dies.
- Widowmaker: A futuristic, tan shotgun. It uses metal as ammunition, thus allowing engineers to get six shots in before having to go find more ammo. The widowmaker does 10% more damage to enemy mercenaries who are being targeted by the engineer's sentry. Damage done using the Widowmaker is returned as more metal to the Engineer.
-Pomson 6000: A retro-futuristic ray gun with many team-colored portions. It fires an unreflectable laser beam that will subtract 10% of a medic's ubercharge and 20% of a spy's cloak. It can shoot four times before having to be cracked by the engineer .
- Rescue Ranger: A shotgun that has a monitor mounted on its top in the location a scope is typically found which shows a moving sine wave. The monitor is connected to a yellow box at the end of the barrel with a team-colored light on its end. It holds four rounds at a time. What makes the Rescue Ranger special is its ability to heal friendly buildings from a distance. In addition for the exchange for a large amount of metal, a engineer can teleport their buildings from afar into their arms.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Secondary
-Pistol/Lugermorph/C.A.P.P.E.R : The pistol, alongside its counterparts is a semi-automatic pistol sidearm with a hair trigger. It holds 12 rounds at a time. It is relatively weak, and suffers from medium damage fallout, but in the hands of an experienced mercenary, it can be deadly. Engineers carry 200 rounds but reloads it more slowly then the scout. The C.A.P.P.E.R is different from the pistol and Lugermorph simply because it shoots laser beams.
- Wrangler: A wooden pistol grip implemented under an early-80's single-button style team-colored joystick, with a small, rectangular radar dish protruding from the front. A team-colored wire which is taped and attached to the joystick runs from the back of it and into the radar dish. Allows an engineer to take manual control of their sentry. Wrangled Sentries gain a shield that reduces damage and repair by 66%. When a sentry is unwrangled, sentries will be disable for three seconds before reverting back to its original programing. The shield will luckily remain on the sentry until it is reactivated.
- Short Circuit: A futuristic electrical device consisting of two probes and rubber sealing, with two large, thick yellow cables extending from a black base piece, connected to a clamp bolted shut over one of the probes. Two orange and grey shell-like pieces extended out over the base and part of the rubber sealing, appearing to be parts of the engineer's rubber glove. It uses 5 pieces of metal to fire. If an engineer wants to destroy a projectile such as a rocket, the engineer will then use 15 pieces of metal.
Melee
-Wrench: A thick black monkey wrench. It's primary function is to build,upgrade and repair buildings. By hitting a building under construction with the wrench, it will build a bit faster. The wrench can also be use to remove a Spy's sapper by beating the heck out of it.
- Gunslinger: A robotic hand, comprising segmented finger parts, thick yellow wires, exhaust pipes, a rip-cord, team-colored casing, a pad of buttons, and a pressure gauge that replaces the Engineer's right hand. It gives an extra 25 health to an engineer and will speed up sentry building by 150%. However the only sentry a Gunslinger engineer can produce is a minisentry. The last perk for the Gunslinger is that if an engineer manages to hit an enemy mercenary three times in a row, the third hit will always do a critical hit.
-Southern hospitality: A modified pipe wrench with a spiked knuckle guard and a sharp metal spike on the top. Hitting an enemy mercenary will cause them to bleed for 5 seconds. However in return, the engineer will be 20% more vulnerable to fire damage.
- Jag: A combination monkey and pipe wrench or a combination pipe and nut wrench, with a brown taped grip. It builds all buildings 30% faster, and can be swung 15% faster. In return, it takes 20% longer to repair buildings, does 25% less damage and takes longer to remove a sapper.
-Eureka Effect : A retro-futuristic pipe wrench with a team-colored handle and an atomic symbol etched into the top of it. A spiral antenna, is attached to the head. A switch near the top of the grip is connected to a red wire that is plugged into the bottom of the antenna. It allows an engineer to teleport themselves between the spawn room and teleport exit. In addition it uses 50% less metal to construct and upgrade teleporters. However in return, is 50% less effective on constructing other buildings and engineers will get 20% less metal from pick ups and dispensers.
PDA
-Construction PDA: A calculator-type device, allows an engineer to pick which building they want to build.
-Destruction PDA: A typical hand-held detonation device with a miniature screen and large red button. Allows an engineer to destroy their building from a distance.
Buildings
- Sentry Gun :A tripodal device constructed of metal, team-colored paint. It functions as an automatic turret that fires at the closest enemy within its range and line of sight. It deals consistent damage with noticeable knockback. Sentries can be upgraded twice. A level one sentry is initial sentry an engineer builds. It does 64 damage per second and has 150 health. A level two sentry is the second stage of the sentry. It does 128 damage per second and has 330 health. A level three sentry is the last stage of the sentry. Besides from shooting bullets it will also fire rockets. Its bullets does 128 damage and its rockets will do around 50-150 damage base on the distance from the engineer to the target. A level three sentry has 530 health.
-Mini Sentry : A more combat-efficient version of the standard Sentry Gun that comes along with the Gunslinger.It is a smaller Level 1 Sentry Gun outfitted with a rotating light and glowing checkered paint. It is very vulnerable while building. The Mini sentry does 48 damage per second and only has 100 health.
-Dispenser: A team-colored device is a sort of gas station pump with various supplies inside and a CRT screen with a gauge. It serves as an endless source of ammo and health to the engineer and their allies. Like the sentry, it can be upgraded twice. A level one dispenser is the initial sentry an engineer builds. It gives 10 health per second,20% ammo per second, 40 metal per five seconds and 5% cloak per second. It has 150 health. A level two dispenser is the second stage of the dispenser. It gives 15 health per second,30% ammo per second, 50 metal per five second and 10% cloak per second. A level two dispenser has 180 health. A level three dispenser is the last stage of the dispenser. It generates 20 health per second,40% ammo per second, 60 metal per five second and 15% cloak per second. It has 216 health.
-Teleporter: Two devices painted team color that rotate quickly to form glowing, circular pads. Teleporters come in sets, an entrance and an exit. An engineer must build both for their teammates to teleport. Teleportation can only occur when the entrance is fully charged. After a mercenary has teleported, the next mercenary must wait for the entrance to recharge. Upgrading a teleporter will allow the entrance to recharge more quickly. When upgrading, it will affect both ends, simultaneously upgrading both ends. A level one teleporter is the initial teleporter an engineer places down.It will take 10 seconds to recharge and it has 150 health. A level two teleporter takes 5 seconds to recharge and has 180 health. A level three teleporter takes 3 seconds to recharge and has 216 health. If one end is destroyed, the teleporter that is left will revert back to a level one teleporter. If a Spy sapps a teleporter, the sapper will appear on both ends which an engineer can knock off to save both teleporters. However if an Engineer fails to remove the sapper in time, both teleporters will be destroyed. Interestingly enough, while most mercenaries can't use an enemy teleporter, a spy may use an enemy teleporter. Disguised spies going through a teleporter can be identified by their lack of glowing after using the teleporter. Standing too long on a teleporter can be dangerous for if an enemy spy comes through, the mercenary on the teleporter will be telefrag. Mercenaries will teleport facing the direction the engineer was facing when placing down the teleporter exit. Thus, for common courtesy, it is best if an engineer rotates their teleporter in the opposite direction if they're planning to build against a wall. Mercenaries carrying intelligence can't use teleporters.
Support
-Medic
Medics are considered one of the most important mercenaries out there. Able to supply on the go healing for teammates and uber charges, the tide of the battle can change all depending on how well a medic performs. Even though most medics do not actively fight on the field, by keeping the rest of the team alive and well, medics can help maintain a solid offense/defense. Medics that do actively fight are dubbed as "Battle-medics" and are usually frown upon due to the stereotype that battle-medics will ignore helping out their teammates in favor of taking on opponents that are usually too strong for the medic to handle. Another subcategory of medic is known as the "Pocket-Medic" who will follow a single mercenary to the ends of the earth while ignoring the other mercenaries cry for help. Pocket-Medic are also frown upon by the community but not as severely due to them failing to understanding the concept of a team. However if the pocket is very skilled and chooses a mercenary who can carry the team, the complaints will be more quiet. Medics are the only mercenary who can naturally regenerate health over time.
Primary
-Syringe gun: An oddly-shaped air-powered gun. Mounted on top of the weapon is a transparent cylindrical case filled with syringes. It rapidly shoots syringes that follow an arced trajectory. This makes shooting difficult for inexperienced medics but in the hands of an experienced one, they can kill wounded mercenaries fairly easily.
-Blutsauger: A syringe gun that has a solid, partially team-colored and pill-shaped tank in place of the syringe canister. A team-colored heartbeat monitor line is painted on its sides. The muzzle and the small stripe nearby it faintly glows. It functions similar to the syringe gun expect that for each enemy mercenary the medic hits the medic gains back 3 health. In return, by holding the Blutsauger, they medic will continuously lose 2 health per second.
- Crusader's Crossbow: A wooden crossbow with a metal barrel attached to a canister which houses a syringe until it is fired. The Medic's icon is present on both the canister and the frame of the Crusader's Crossbow. It fires a syringe in a slight arc with a team colored streak following it. Syringes can not perform head shots. What makes the Crusader's Crossbow special is that it can heal ally mercenaries from afar besides damaging enemies. The further the distance the more it will heal/do damage. A pyro can deflect an medic's syringe to do damage back at the medic or deflect it to the pyro's team mates to heal them. Disguised Spies will be damaged by the medic's syringe instead of being healed.
- Overdose: A prototype syringe gun, sporting a white and team-colored needle disposal container in place of a needle cache. It does 15% less damage but in return when it's being held, the more ubercharge the medic has the faster they can move.
Secondary
-Medigun: A modified team-colored fire hose nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols. It's sole purpose is to heal teammates and overheal them ( which boosts their health to 150%). As a medic heals their teammate, they will build their ubercharge ( healing injured teammates providing a faster ubercharge). Once their ubercharge is full, the medic can deployed it, granting them and their healing recipient (if they have any at the moment) 8 seconds of invincibility. Because the medigun can continue healing a target as long as the medic is in range, medics can look behind to check for spies and even heal teammates from around the corner.
- Kritzkrieg: A medigun that sports an additional fixture to the barrel with two glowing yellow lights on each side. The Kritzkrieg's beam has small yellow particles flowing into the recipient. It functions exactly like the Medigun but charges ubercharge 25% faster. When ubercharge is deployed, instead of granting invincibility, it grants the healing recipient to do critical hits for 8 seconds.
-Quick-Fix: A prototype medigun with a group of three gauges on one side, a Ubercharge gauge on the other side, and what appears to be a blender for a body. The main gun is coupled with a medicinal reactor backpack that replaces Medic's default backpack. It has a 40% quicker to heal, 10% quicker to charge Ubercharge and will allow Medics to follow rocket-jumping Soliders and sticky-jumping Demomen. It's ubercharge is 8 seconds of rapid healing an immunity to to movement impairing effects. In return, it's overheal is 50% less.
-Vaccinator: A medigun with a team-colored, glowing liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock medigun backpack to a small canteen -like device.What makes the Vaccinator special is that a medic can cycle through three types of resistance ( bullets, explosions and fire) and apply it to their patient and themselves. If the medic applies the correct type of resistance to the damage being inflicted, a constant 10% resistance will be applied. Instead of having one big ubercharge, the Vaccinator builds up four smaller ubercharges. For each ubercharge, a personal shield of the selected damage resistance will surround the target and the medic. This shield grants 75% resistance to the selected type of damage and fully resistant critical damage of the type as well for 2.5 seconds. This shield will persist for its duration even if the medic switches patients, thus allowing the medic to apply shields to other team mates as well. In addition, the medic can stack different types of shields onto one patient In return, it charges ubercharge 33% slower on overhealed patients and over heals patients 66% slower.
Melee
-Bonesaw: A worn, large-toothed medical saw with a thick grey handle. No word if it's clean.
-Ubersaw: A cleaver-like blade fixed into a Bonesaw grip. Its most prominent feature is a large syringe filled with team-colored, glowing liquid and the needle protruding out of the front of the weapon. It takes a bit longer to swing but in return, when a medic manages to hit an enemy, they can build 25% ubercharge.
-Vita-Saw: A rusty gas pump handle that has been outfitted with both a long needle and blood-stained knife underneath, and with a container connected to the top of the main part of the weapon, filled with a team-colored liquid with a slight glow to it. A small skull and bones symbol, coupled with eight tally marks, has been etched into the flat of the blade. It takes away 10 max health away from the medic but in return, 20% of a medic's ubercharge can be retain after death.
-Amputator: A saw with angular edges and a distinct team-colored handle with an arrowhead-like extension near the top and the Medic's class icon in the center. When holding the Amputator, a medic can regenerate 3 health per second. In addition, the medic can play their saw which provides a small healing effect to nearby teammates. In return, it does 20% less damage.
-Solemn Vow: A marble bust of Hippocrates with a plaque reading "Do no harm". It allows medics to see the enemy's health. In return, it takes 10% longer to swing.
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-Snyper
Snypers are considered one of the more terrifying mercenaries out there. Standing from afar, a good snyper can wipe out a mercenary in a single shot to the head. This makes snypers very useful in getting rid of the high priority members of a team such as medics . In addition, snypes can be useful in identifying enemy spies if they have a good old jar of Jarate. Snypers despite being masters of distant combat, are not as prepared to fight up close. Less skilled in close combat, snypers rely on good sniping spots and skilled teammates to help them stay alive.
Primary
-Snyper rifle: A single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath. Can only hold 1 round at a time. Snypers can charge their shot for more damage by scoping in. The longer they charge, the more prominent their laser will be, making it more noticeable. The charge resets whenever the snyper fires or they unscope. When scoped in, the snyper will be forced to move more slowly, making them a target for other mercenaries. Headshots can not be achieved when the snyper is unscoped.
-AWPer Hand: An Al Arctic Warfare police snyper rifle. Functions exactly like the Snyper rifle but is more flashy.
-Huntsman: A hardwood recurve bow held together with black tape. When equipped, the snyper will carry arrows in the quiver strapped to their back. In exchange for dealing less damage from a distance, the Huntsman require less time to be charged and allows the snyper to move 45% faster when aiming/charging. Unlike the rifle, the Huntsman can be charged up and fire while the snyper is falling. It can not be fired underwater however. Charging the Huntsman for too long however will make the shot inaccurate and weak . The Huntsman can perform headshots. Arrows can be set on fire to deal fire damage.
-Fortified Compound : A black metallic compound bow. When equipped, the snyper will carry arrows in the quiver strapped to his back. Functions exactly like the huntsman but has a sleeker look.
- Sydney Sleeper: A single-shot pneumatic dart gun with an air tank with spare darts (with corks) attached to the stock, a scope fitted to the top and feathers tied to the barrel. Fires a dart one at a time. It's charge rate is 25% faster. On a scoped hit, the target will be covered in Jarate for two to eight seconds base on how much charge. Headshots/fully charged shots will cause an explosion of Jarate which can cover multiple targets. It can be used to extinguish teammates from afar. Headshots do no cause more damage like most other snyper rifles.
- Bazaar Bargain: A long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps. It has a curved stock with a golden recoil pad and a laser sight attached under the barrel. Initially it takes 50% longer to charge the Bazaar Bargain. However, the more headshots the snyper performs, next charge will be 25% faster. At six headshots the Bazaar Bargain will be 100% faster at charging then the stock rifle.
-Machina: A futuristic rail gun with a fluted barrel and a soft grip. It functions similar to the stock rifle. What makes it different is that it can only fire when scoped in and it uses tracer rounds which will allow enemy mercenaries to trace the snyper's location. However in return, on a full charge, it does 15% more damage and can pierce through enemy mercenaries.
-Shooting Star: A snyper rifle made from a jury-rigged laser, equipped with a telescopic sight with two fins atop it, a laser sight directly underneath that, and a team-colored button on each side and the back. A parabolic antenna protrudes from the barrel of the rifle with a small tube of team-colored liquid at the end of the barrel. The rifle is constructed from grayish-green metal and covered in a cream material at the stock and body of the rifle. It functions identically to the Machina but fires laser beams.
-Hitman's Heatmaker: A somewhat stubby snyper rifle, fitted with a sleek scope, a wooden stock with a brown leather rest, and a suppressor attached to its barrel. A laser sight with a small metal switch on its rear can be seen just below the scope. A snyper gains focus when using the Hitman's heatmaker. Once they gain enough, they can activate their focus. When in focus, they can charge the Hitman's Heatmaker 25% faster and will be unable to unscope. In return, they will do 20% less damage to bodyshots.
-Classic: A H&K G36, but fitted with a longer barrel and a laser sight. What makes the Classic different from the other rifles is that charging the rifle and firing is indepent to scoping. This allow snypers to charge a shot without having to scope. In return, no headshots will occur if the Classic is not fully charged and it does 10% less damage to body shots.
Secondary
-Submachine Gun : A modified MAT-49 submachine gun, without rear sights or its distinguishable folding stock. Holds 25 rounds at a time. It does low damage but has a high rate of fire and moderate accuracy. It does less damage then the pistol but has a quicker reload time and has less spread.
-Jarate: A standard mason jar filled with mysterious yellow liquid that is capped with a twist-on lid. Snipers can throw the Jarate to cover enemies in it. When covered in Jarate, enemies will recieve more damage. Because it is a projectile, pyros can reflect jarate back at Snypers. Jarate can also be used to extinguish burning allies, reveal enemy spies by shorting out their cloaking devices and marking them briefly.
- Self-Aware Beauty Mark: A sealed jar containing translucent green fluid which sloshes inside the container as the player moves. There is a bread monster suspended inside it. A label on the jar reads "SPECIMEN; DO NOT OPEN" with the serial number of #384. The bread monster struggles and squirms inside the jar while growling. It functions exactly like Jarate but is more likely to frighten the enemy.
-Razorback : A partially chipped hand-carved tribal shield with red and white paint and a car battery taped to the back. Two wires are shown going from the battery to the shield, held in place with black tape. Worn on the back, it prevents a single backstab from spies. If a spy attempts to backstab the snyper, they will be electrocuted and the spy will be unable to attack ,cloak or switch weapons.
-Darwin's Danger Shield: A crocodile hide, complete with tail, stretched over a broken wooden frame. A bird skull is tied to the brown leather body strap. Worn on the back, it increases a snyper's health by 25 and makes them 25% resistant to bullets. In return, they will be 20% more vulnerable to explosive damage.
-Cozy Camper: A large team-colored backpack with camping gear attached. The attached gear includes Jarate, a Stainless Pot, a miniature Australian flag, and a Koala Plushie with a slouch hat. Allows a snyper to regerate 4 health per second, reduces knockback by 20% while aiming and prevents flinching when aiming and fully charged.
-Cleaner's Carbine: A small, black submachine gun with a large suppressor, a charging handle, iron sights, and a folded in folding skeletal stock. Holds 20 rounds at a time. Dealing damage will fill up a Crikey charge. Once Crikey is deployed, the snyper can deal more damage using the Cleaner's Carbine for 8 seconds. In return, it fires 25% more slowly.
Melee
-Kukri: A large, curved knife. Good for discouraging enemy mercenaries who come too close for comfort.
-Tribalman's Shiv: A stylized Kukri composed of reddish wood with a curved edge in front and a serrated edge on its broad side. It causes bleeding for 6 seconds but in return does 50% less damage.
-Bushwacka: An enormous Bowie Knife with a serrated spine, a small hole near the back of the blade, and a wooden handle with gold pommel and guard.Turns hits where it would do a bit more damage into critical hits. In return it makes the snyper 20% more vulnerable to damage. Good for pairing up with Jarate.
-Shahanshah: A scimitar with a leather hilt that is reinforced by dull golden bindings and a gold hand guard. It does 25% more damage when the snyper's health is above half and 25% less damage when the snyper's health falls below half.
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-Spy
Spies are considered one of the most trickiest mercenaries to deal with. Armed with a cloaking device and disguise kit, spies can sneak behind enemy lines and assassinate high priority mercenaries, disturb sentry nests and spread general panic and mistrust. Some spies are even able to feign their own deaths to cause even more confusion and chaos. However spies are ill equipped for confrontation. Being frailer and having generally weaker weapons, spies must rely on quick wits, a steady shot and clever maneuvering to defeat enemies. When dealing with a group of mercenaries, a spy can only hope that all of them are too preoccupied and have their backs turned. Otherwise, facing a fully aware team of mercenaries is one of the most foolish things a spy can do.
Secondary
-Revolver: A typical six-chambered revolver with ivory grips. It is fairly accurate and does moderate damage. It holds six rounds at a time.
-Big Kill: An oversized .44 revolver. Functions identically to the revolver.
-Ambassador: A large-barreled revolver with a deep team-colored rosewood grip, and an engraving of a woman on the barrel. It can perform headshots and has perfect accuracy for shots fired at a slower rate. In return it does 15% less damage and fires 20% more slowly.
-L'Etranger: A stylish, narrow-barreled revolver with an ivory handle design. It allows a spy to have 40% more cloak and for each hit it will return the spy 15 cloak. In return it does 20% less damage.
-Enforcer: A snubnosed revolver with a pearl grip. It does 20% more damage when the spy is disguised and can pierce through damage resistance. In return it fires 20% more slowly.
-Diamondback: A stylish .357 magnum revolver. For each building destroyed by sapper or backstab, the Diamondback gains one guaranteed critical hit. In return, it does 15% less damage.
Melee
-Knife: A foldable butterfly knife with a handle clip and clip-point blade. It is used to perform backstab which is a one hit kill attack.
-Sharp Dresser: A hidden blade with an eagle-shaped hook worn under the sleeve. Functions identically to the knife.
-Black Rose: A double-edged butterfly knife serrated on one side with roses engraved along the blade and a symbol of an encircled rose imprinted on the handles. Functions identically to the knife.
-Your Eternal Reward: A long, ornate dagger with distinctive oriental designs, a team-colored wooden handle, and a curved golden hilt. What makes this dagger special is that upon a successful backstab, the spy will take up the mercenary's identity. In addition, the backstab will be completely silent, guaranteeing that none of the mercenary's allies will be alerted through the mercenary's cries. However in return, the spy can not wear a disguise from their disguise kit.
-Wanga Prik: An over-sized voodoo pin with a cracked "death skull" serving as part of the handle. It functions identically to the Your Eternal Reward.
-Conniver's Kunai: A Japanese kunai dagger with a cloth-bound handle that ends in a ring. It foces spies to start off with very low health. In return, the spy can absorb the health of their backstabbed victim.
-Big Earner: A broken Italian stiletto switchblade left permanently unsheathed. Three small bands of blood-stained tape are wrapped near the base of the blade. For each kill, the spy regains 30 cloak and will gain a temporary speed boost. In return, the spy will have 25 less health.
-Spy-cicle: A long, partially transparent, light blue icicle. The icicle allows the Spy to become fireproof for a second and immune to afterburn for 10 seconds. However the icicle will melt in the fire, forcing the spy to wait for it to regenerate or grab a new one. When a spy backstabs a mercenary using the spy-cicle, they will turn into ice.
Primary PDA
-Disguise Kit : An ordinary cigarette case that, in addition to six normal cigarettes, contains hidden Spy tech. Allows the spy to flawlessly disguise themself as either enemy mercenary or ally mercenaries. When a spy disguises, a small puff of smoke will surround the spy unless they were already fully invisible. Attacking will make a spy lose their disguise .
Secondary PDA
- Invis Watch: A piece of advanced technology embodied in a digital watch with a partially wooden face and a silver segmented wristband. Allows Spies to turn completely invisible for 10 seconds. When they are invisible Spies are not allowed to attack. Spies must be careful from being bumped by enemies however. If they bump, spies will become slightly visible, alerting the enemy that there is a spy. Cloak regenerates by itself but speed up the process, Spies can pick up ammo from ammo boxes, stand near a dispenser or use one of their weapons that can restore cloak.
-Ethusiast's timepiece: A golden watch with an image of Pac-Man eating a dot on it. Functions exactly like the Invis Watch but reveals that the spy is slightly geeky
-QuackenBird: A silver and golden plated watch with a blue, monochrome screen containing an image of a pixelated duck. Functions exactly like the Invis Watch.
-Cloak and Dagger: An advanced technology cleverly hidden as a digital watch with a gold-colored case, three small buttons and alligator/crocodile leather straps. The cloak is motion sensitive. When running, the cloak will drain fast. When crawling, the cloak will drawin slow. And when the spy is still, cloak will replenish. However in return, a spy can not replenish their cloak through ammo boxes when invisible. In addition, picking up ammo boxes when they're uncloaked will yield them 35% less cloak.
-Dead ringer : A gold-plated pocket watch with an engraving of a hummingbird on its lid, and a circular Cloak display within. What makes the Dead Ringer special is that it allows a spy to feign their death. When a spy activates the Dead ringer right when they get hurt, they will cloak while leaving behind a fake body. Luckily when the Dead ringer is active, the Spy will receive 35% less damage before feigning their death thus allowing them to survive most attacks. Fire will also extinguish and bleeding will stop upon feigning their death.Then while their cloaked, they will receive a 3 second speed boost and will have damage resistance that is dependent on how much cloak they have after left. For the first three seconds of invisibility, the Spy will not flicker when bumping into enemies. This allows the spy to make a clean getaway. However after the three seconds is over, the cloak will act similar to standard cloaking. The cloak takes seven seconds to drain so spies must act quickly. Feigning death will take up half of the cloak available to the spy. In addition spies can not replenish their cloak through ammo boxes while invisible. When they are not cloaked, spies will receive 35% less cloak from ammo boxes.
Buildings
- Sapper: A small electric generator inscribed 'ELECTRO-SAPPER', with a carrying handle, two long yellow wires and a meter. It also features two clamps that are deployed when used. It is use to disrupt and slowly destroy engineers' buildings. Using a sapper while not make a Spy lose their disguise.
- Snack Attack : A broken Sapper with several rods suspending a bread monster in the center, which snaps at the player when the item is in use. When placed on an enemy Engineer's building, the monster clamps its teeth down on it and flails its body while destroying the building. Works exactly like the sapper but is more terrifying.
-Red-Tape Recorder: A reel to reel tape recorder with three Chinese characters on the front printed on a frayed, white label. It disrupts and reverses building construction instead of damaging the building. In addition, sapped buildings will take 33% less damage from the Spy.
Their identities have been smeared, their past erased.
What were they? Who were they? This is their story.
Information about the RP
As stated in the title , this rp will be based off the multiplayer video game Team Fortress 2. Don't play the game nor read the comics? Don't leave just yet ! Instead of using the canon mercenaries, the rp will revolve around original characters so knowledge about the canon mercenaries is not necessary. I will also do my best to explain the classes and terms as thoroughly as I can.
Q: What time period does this RP take place in?
A: In 1968, however due to the discovery of an element known as Australium, many advance technology exist. For example, teleporters, cloaking devices, and super advanced prosthetics. This advancement in technology however, seems to be reserved only for wild and sci-fi ideas. Things such as cars and telephones are just as you would imagine them in the the 1960's.
Overall Rp information
Q: So what is the focus of this RP ? Will there be an overarching plot ?
A: For now, no. At this moment, the rp will revolve around character interactions and character development. Now, this doesn't mean no conflict/plot is allowed,it just means I would like to keep the rp filled with miniature plots. This way, things are a bit more flexible and hopefully all rpers will have something to rp about instead of sitting there and having to wait until there is an opening to put their character in.
Q: The original games have all male characters.Does this mean I have to make my characters also male?
A: No, you can make female characters too. However don't feel obliged to make more female characters if the gender ratio shows that there are more men than women in the rp.
Q: How old should the characters be ?
A: The youngest they can be is twenty. However I prefer it if there is diversity among the character's ages instead of everyone sticking around the 20-25 border.
Q: Will there be romance in the rp?
A: Romance is not the main focus of the rp but if love does bloom between characters then that's alright. Just keep things PG.
Q: Will there be characters fighting physically in the rp ?
A: Yes, but I would like to keep the gore to the minimum. So please, no long description of what
Q: How many characters may I make ?
A: As many as you want but due to the limited spots of mercenaries ( I might change this later on), the max number of mercenaries you can make is four. There is no cap on non-mercenary characters.
Lore Information
Q: Are mercenaries separated into different classes?
A: Yes they are. They are first sorted into a role : Offensive, Defensive, Support. From there, they are then divided into different classes by the Administrator and her staff depending on the mercenary's past profession and skills. More information of the classes will be down below. The Administrator will also sort the mercenary in their role depending on what classes need to be 'filled up' in the industry.
Q: Can mercenaries be in multiple classes/dual classes at the same time? For example, a mercenary who is a mix of a Spy and an Engineer and can turn invisible and set up sentries at the same time during a fight?
A: No, mercenaries can not be in multiple classes at the same time. They can serve a few classes but must do so with a total separation of their gear. For example, a mercenary can work as a Spy and an Engineer but can only fulfill the spy role in one fight and fulfills the engineer role in another.
Q: Is there some sort of ranking system among the mercenaries ?
A: Not an official one recognized by the Administration. The new/young mercenaries are usually dubbed as 'noobs' by the older mercenaries. It doesn't matter if before Team Fortress Industries that the particular new mercenary was a world class assassin. If the've just joined the Industries, they're going to a noob. Life inside the mad world of Teufort have different rules and tactics after all. As a mercenary continues to work for TF industry they increase in 'rank'. Rank doesn't necessarily means more skilled, it just means that the particular mercenary has been in the system longer and understands how things works. These are the ranks in order :
Noob
Fresh-Meat
Trouble Maker
Small Time-Thug
[Low tier]
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Local Enforcer
Problem Solver
Hired Gun
[Low/Mid tier]
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Mercenary
Field Mercenary
Contract Killer
[Mid tier]
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Master Persuader
Head Hunter
Liquidator
[Mid/High tier]
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Executioner
Kill Consultant
Raging Sociopath
[High Tier]
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Expert Assassin
[High/Master Tier]
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Elite Exterminator
[Master Tier]
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Death Merchant
[Grand Master Tier]
Q: Are the mercenaries going to be put in teams or is this every merc for themself?
A:The mercenaries are divided by two rivaling "companies", Reliable Excavation Demolition and Builders League United. In each company, all nine classes of mercenaries are grouped up into a team. Each team will occupy a base where they will stay until it is time to compete in a nearby enclosed and monitored battlefield. R.E.D and B.L.U. bases are scattered throughout the world. A territory is always occupied by a R.E.D base and B.L.U base,thus no territory is solely controlled by one company or another. Despite their relatively close distant (transportation through automobile is necessary) most mercs do not invade their counterpart's base simply because there is no real reason to and it is against the company's policy. Peaceful visiting the counterpart base is allowed, but is considered a dangerous choice because of the possibility of meeting zealous mercenaries. Each base comes with a spacious common room, private bedrooms for the mercenary, two locker rooms, a kitchen, a dining area and a gym. They are expected to stay at their bases unless it is one of the designated days or there is an emergency.
Q: Can the mercenaries call/visit their families ?
A: The mercenaries can call their families whenever they're free, for however long they want (phone-hogging is frowned upon however). They can visit their families on certain days/weeks known as 'Ceasefires' but are expected to be back at their stationed base by the end of Ceasefire. Family members may also call their love ones but it is far more difficult due to mercenaries occasionally switching bases. Family members may not go visit their loves ones for confidential reasons.
Q: Is there some sort of schedule the mercenaries run by ?
A: Yes, but I won't go into deep detail because it would be too hectic to try to rp at a schedule. The mercenaries basically have days where they train/rest at their base and days where they spend the entire day out in the battle field field with in-between breaks. There are also days/weeks where they are allow to go home briefly.
Q: Do the mercenaries have to wear the uniforms seen in game ?
A: Yes but only when they are out in the field. When back at their base, they are allowed to wear whatever they please. Cosmetics or better known as "Hats" may also be worn
alongside their uniforms.
Q: Are the mercenaries well paid?
A: Yes. Very well paid.
Q: How do gameplay mechanics such as absorbing normally lethal/crippling of damage, rocket jumping, and trimping work in the RP?
A: Older mercenaries (meaning they've been in the Industry for a very long time) have been physically modified to preform these feats. More recent mercenaries however rely more on their equipment to preform these same feats.
Q: Are there other teams of mercenaries active besides the two teams in the rp ?
A: Yes, but currently there will be no true focus on them prevent things from getting too hectic in the rp. They simply will serve as background characters for now. This include canon TF2 characters.
Q: Do teams ever switch members ?
A: Mercenaries will occasionally be temporarily switched to other teams to help fill for members who can't participate in battle that day. On more rare occasions, mercenaries will be temporarily switched between companies for reasons unknown besides the Administration team. Permanent switches will occur if the mercenary is to fill in for a member who has been decommissioned or there had been serious problems regarding the mercenary and their original team.
Q: How powerful/influential is TF Industry?
A: Powerful enough to not only easily bail those facing legal troubles, but to also make individuals simply "disappear" from the face of earth. No government has been able to wrangle with TF Industry either. Despite this, not many know of TF Industry's existence much less what their purpose is.
Rules
1) This roleplay is semi-advanced. I would like coherent and well thought out responses. They do not, and may I stress this, have to be essays. They do not have to be some next level Shakespearean prose, but they do have to have some level of thought and effort placed into them. I would prefer at least one paragraph ( no, not three sentences). Please, never use one-liners. However if you feel the need to write six paragraphs then go for it ! I won't stop ya.
2) No perfect characters. I will not be accepting any characters that exhibit qualities of perfection. I have the right to deny any characters and I will do so as necessary. If a character is accepted beforehand and then begin to exhibit traits of perfection such as an inability to lose in combat, knowing classified information when logically they shouldn't know , etc. then I will have to kindly ask you to fix this behavior or retract the character. (On a side note, due to the controversy revolving headshots and backstabs, I would like it for members with snyper and spy characters to ask permission from their target's roleplayer to see if it is fine the attack is successful. Also for those with being targeted for a headshot or backstab, I trust that you will find a balance between allowing the shot/stab to hit and allowing the shot/stab to miss.)
3) No godmodding or powerplaying. There is nothing more frustrating than having another individual taking control of your character's actions or being invincible in combat. Now, I know the invincibility part is a bit difficult with regarding that these mercenaries are a bit resilient and hardy and have access to medics and health packs, but please do your best to avoid invincible mercenaries. I trust that you can find a balance. Exhibiting these behaviors will results in me requesting you to stop the behavior or leave.
4) The time period is in 1968. Even though the year of the rp will not be a major force, please at least have some knowledge about the time period.
5) Ask me before trying to make a plot. Sorry to burst your bubble if you have any great plot ideas about traitors working as undercover government assassins in some 'take down the system' storyline, but your characters will probably be unsuccessful in dismantling TF Industries. Besides, the goal of the rp is for character interaction and growth, not to rp a whole revolution.Do not force plots upon me and do not make characters of this vine without my permission. If you have any plot ideas that you think might 'rock the boat', please ask before doing.
6) This is for fun. Please do not discourage others from chatting about something they actually enjoy. God forbid anyone chat more than they roleplay. This roleplay is meant for individuals to interact with one another and have fun. It's fine if you're more of the quiet type and don't speak much. However if a chatty rp that contains way more chatting then rping isn't really your thing, then I suggest you mosey along.
Also a note from Xiahou Dun-
No op characters, no mary sues/gary stus, be literate, and for the love of all things lovely, be kind and polite to each other. Do not force romance or action if the other rper refuses, no means no. Be mature. If a rper thinks their character doesn't have any chemistry with yours then that's that. Furthermore, please ration skill to experience to age and roleplay logically. I don't care if you want to make an eighteen year old god-level knife thrower who has killed men with guns because you think you're entitled to it. No. It's not happening. Ration. That's all I ask of you. Rationalize.
Information about the Classes
Offense
-Scout
Scout are considered one of the most maneuverable ones out of the rest of the team. With the fastest running speed and the ability to double jump (and sometimes even quintuple jump with the right gear), they can easily traverse the battlefield and will usually be the first ones to reach the objective. However they are also one of the frailer classes. Thus scouts have to rely on flanking and outmaneuvering enemy mercenaries if they want to have a chance on the battlefield. Scouts also have a strange connection with payload carts and control points, able to not only push carts twice as fast as other mercenaries, but capture control points twice as fast too.
Primary
- Scattergun : A short, double barreled lever-action shotgun with a wooden handle and foregrip. It holds six shots. It is very efficient close up but is mediocre at medium range and useless at far.
- Force-A-Nature : A large double-barreled hunting shotgun with sawn off barrels and a wooden stock. It holds two shots. Can send enemy mercenaries flyings depending on how close the scout was to the mercenary ( the closer a scout is to a mercenary, the further they will fly). It fires faster than the scattergun. If a scout is airborne and they fire the Force-A-Nature, the recoil of will propel the scout in the opposite direction of where they were aiming. A skilled scout can use this recoil to perform a triple jump.
-Shortstop: A four-barreled pistol with a white grip modified into a pepper-box and loaded with shotgun shells. It fires faster than the scattergun and is a bit more accurate than most other of the scout's primaries. Reloading the shortstop will reload the entire clip at once. Through the power of technology, the pistol will also grant bonus healing from all healing sources. However, scouts wielding the shortstop are more prone to getting thrown around by the push force of damage and air blasts.
-Soda Popper: A broken Force-A-Nature that's been repaired with black bands and has a can of crit-a-cola strapped to the bottom. It can only hold two shells at a time but can be reloaded 25% faster and be fired 50% faster than the scattergun. However, reloading will discard anything remaining shells. What makes the Soda Popper special however is its ability to grant Scouts to jump up to five times in mid-air. By running around, scouts can get hyped up and once they're at their peak of hype, they can activate their soda popper to give them that 10 second jump boost.
-Baby face's Blaster : A short lever-action shotgun with a wooden handle and single barrel. It can only hold four shots and will slow down scouts. However, As scouts do more damage with the Baby Face's blaster, they can build up 'boost' which allows them to run faster and faster. However if a scout takes damage or jumps mid air, they loose some boost.
-Back Scatter : A Short lever-action shotgun with a wooden handle, a single barrel and a dual small shell drum. It can only hold four shots and is 20% less accurate. However it does more damage when attacking close up from the back.
Secondary
-Pistol/Lugermorph/C.A.P.P.E.R : The pistol, alongside its counterparts is a semi-automatic pistol sidearm with a hair trigger. It holds 12 rounds at a time. It is relatively weak, and suffers from medium damage fallout, but in the hands of an experienced mercenary, it can be deadly. Scouts only carry 36 rounds but can reload quickly. The C.A.P.P.E.R is different from the pistol and Lugermorph simply because it shoots laser beams.
- Bonk! Atomic Punch : A small energy drink can. Red scouts drink Cherry Fission flavored Bonk! while Blue scouts drink Blutonium Berry! flavored Bonk. When consumed, scouts become nearly invincible for eight seconds. However during their brief streak of invincibility, they are unable to attack, push the payload, capture intelligence, and defend/capture control points. Scouts carrying intelligence may not drink Bonk! either. Scouts can still be pushed around by knockback, environmental damage and telefrags.
- Bonk! Crit-a-Cola : A purple soda can. When consumed, Scouts can do more damage and run 25% faster. However, they will also be susceptible to damage by 10%.
-Mad Milk/ Mutated Mad Milk : A glass bottle full of milk. Instead of drinking the milk inside, scouts are expected to throw the bottle at their enemies. Enemies covered in Mad Milk will return 60% of damage done to the attacker as health for 10 seconds. The exceptions are the damage done by sentries and afterburn. Mad milk can also be use to extinguish allies on fire and track spies. Enemy Pyros are able to airblast thrown mad milk back towards the scout and their team. Mutated milk is Mad milk with a bread monster inside. Other then mentally scarring the enemy for life, it's no different than normal Mad milk.
- Winger : A bluish with a black inset trefoil on its grip and a small pair of stylized yellow wings on the slide over the magazine. A yellow and red radiation hazard sign can be seen on the insert trefoil. The winger packs a bigger punch then the pistol and will allow scouts to jump higher when holding it. On the downside the winger only holds five rounds at a time.
-Pretty Boy's Pocket Pistol : A small black pistol with a short barrel and light-colored wooden grip. The pistol carries 12 rounds at a time. What makes this pistol special is that it can prevent scouts from getting hurt by fall damage. In addition, Scouts can regain a small amount of health by damaging enemies. However, the Pretty Boy's Pocket Pistol fires 25% slower than the normal pistol and the scout will receive 20% more damage from all other sources.
-Flying Guillotine : A meat cleaver with chinese letters engraved on it. Scouts can throw it at enemies to cause bleeding damage. If thrown at a stunned enemy, it will cause massive damage.
Melee
- Bat : An aluminum bat. It doesn't pack a strong punch can be swung fast.
- Holy Mackerel : A Mackerel wrapped in newspaper. It is identical to the bat in terms of damage and swing speed. However it's more embarrassing to get knocked out by a fish.
- Unarmed Combat : The arm of a spy whose happens to be missing their right arm. Is identical to the bat in terms of damage and swing speed but far more frightening and disturbing.
-Batsaber : A lightsaber shaped like a bat. It is identical to the bat in terms of damage and swing speed but cooler.
-Sandman : A wooden bat with a smooth black grip, the word "Sandman" engraved on it" and a black band tied around the cracked end. Identical to the bat in terms of damage and swing speed. However what makes it special is that scouts can launch a baseball bat towards enemies. If the baseball hits an enemy mercenary, they will be stunned. The further the distance the longer the stun. However the drawback of using the sandman is that scouts who wield this bat will have lower health.
-Candy Cane : An oversized, white and team-colored candy cane. with a like colored bow tied on it. Identical to the bat in terms of damage and swing speed, what makes the candy cane special is that whenever a scout 'kills' another mercenary, a health pack will be dropped regardless what weapon was used. However in return, scouts who carry candy canes are more vulnerable to explosive damage.
- Boston Basher : A wooden club covered in spikes and reinforced with metal bands. When a scout successful hits an enemy, they will cause a 5 second bleed damage. However if they miss, the scout will hurt themselves and cause bleed damage.
- Three Rune Blade : An ornate silver sword with a curved cross guard, a worn brown hilt and a pommel in the shape of a wolf's head. In terms of functionality, it's exactly the same as the Boston Basher.
-Sun on a stick : An ornate jet-black mace with orange veins, topped with a glowing fiery orb and black spikes. It does less damage to enemies but does extra damage if the enemy is on fire. However because the scout lacks any means to set enemies on fire, they'll have to rely on coordination on a team member who can.
- Fan 'O War : A large metal gunbai war fan. It does pitiful damage to enemies but in return a scout can mark a single enemy for death.
-Atomizer : An aluminum bat with a black grip and the Bonk! logo emblazoned on it surrounded by team colors stripes and bands. The atomizer allows scouts to perform a triple jump. In return, the atomizer will deal a minor amount of damage to the scout. In addition, scouts swing the Atomizer slower than the stock bat and the Atomizer does 20% less damage.
-Wrap Assassin : A ripped team-colored roll of spotted wrapping paper that comes along with a team-colored bauble. Scouts can hit the bauble into enemies to cause five seconds bleed damage. If the bauble doesn't hit directly but land near the enemy, the sharp pieces of broken bauble will cause a minor amount of damage. Hitting an enemy with the roll of wrapping paper does pitiful damage.
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-Soldier
Soldiers are consider one of the most well rounded classes, capable of providing a solid offense and defense. Being quite sturdy and hardy, soldiers can take withstand a decent amount of punishment while dealing out their own. Despite being a bit slow compared to most of the other mercenaries, soldiers can perform a maneuver known as a rocketjump to send them soaring through the battlefield like a screaming eagle.
Primary
-Rocket Launcher : A generic rocket launching device with a protruding metal side and a wide exhaust port. Can hold up to four rockets at a time. Does splash damage and knock back damage
-Original : A bulky tan rocket launcher with a metallic tubular exhaust port, metallic and tan handles and an oversized barrel. Besides that the soldier wielding the Original will believe they're holding it in front of their chest, it's functions are exactly like the Rocket Launcher.
- Direct Hit : A high-tech rocket launcher with a slimmer barrel and a smaller exhaust port, outfitted with a cosmetic scope. Able to fire rockets faster and do 25% more damage in comparison to the stock Rocket Launcher, the only downside is that the soldier actually has to be accurate and hit the target directly. Soldiers can even do more damage using the Direct Hit by hitting airborne enemies.
- Black Box : A black, rectangular rocket launcher with rounded edges, sporting two dark grey fastening bands near the front end and case coverings hanging open at both ends of the weapon. What makes the Black Box special is that Soldiers can gain back a small amount of health by doing damage to enemies. In return, the black box can only hold three rockets at a time. If an enemy pyro manages to reflect a black box's rocket back towards the Soldier or their allies, the pyro will gain health instead.
-Rocket Jumper :Similar in appearance to the Rocket Launcher, it features an orange-painted blast shield and exhaust with white stripes, and lacks a front iron-sight. It also has a little sign to sign to signify it is a training item. The rockets launched does absolutely no damage to both enemies and the soldier themself. The rocket holds up to four rockets and soldiers can also carry forty extra rockets on themselves. Soliders can not carry intelligence briefcases when wielding the rocket jumper.
- Liberty Launcher : An army green rocket launcher with tan wooden handles, a leaf sight adorned with a white U.S. Army insignia, and a cracked wooden shoulder-rest with a wire frame exhaust port. It can hold one more rocket compare to the stock rocket launcher and launch the rockets 40% faster. Self-damage by doing rocket jumps is also reduced by 25%. In return, it does 25% less damage to enemies.
-Cow Mangler 5000: A large, shoulder-fired, retro-futuristic ray gun. Several portions are team-colored, and arcs of electricity appear periodically on the frontal nodes. Instead of firing rockets, this ray gun shoots out laser beams. The laser beams function identically to normal rockets. In addition, the Cow Mangler has unlimited ammunition in a sense. When it can no longer fire, all the soldier needs to do is crank the Cow Mangler until it has enough energy to fire again. In addition, if the cow Mangler energy is full, the soldier can charge up a powerful blast that will not only do slightly more damage to enemies caught in the beam, but also set them on fire. The full charged blast can also disable enemy building for four seconds.
- Beggar's Bazooka: A crude rocket launcher made from pipes, mismatched handles, and a filter held together with bolts, electrical tape, and various straps and belts. A funnel is attached to the end as a makeshift exhaust port. Unlike a traditional rocket launcher, the Beggar's Bazooka starts off with no rockets loaded. The soldier must then manually load in the rockets. The moment the soldier stops loading rockets, the Beggar's Bazooka will fire out all rockets in rapid fire. The rockets will not fire in a straight line, instead will deviate a bit from its course. The radius of the explosion is also less. The Beggar's Bazooka can not also receive ammo from dispensers when held. The most dangerous aspect of the Beggar's Bazooka is the chance to overload the Bazooka and cause it to misfire, damaging the soldier. The max amount of rockets the Beggar's Bazooka can hold safely is three.
-Airstrike : A green atom bomb-shaped rocket launcher with a white checkered pattern near the front and tannish wooden handles. It fires a green and white missile with fins on the front and back of the projectile. It does 15% less damage to both enemies and the soldier. In addition, it has a small blast radius. In return, when the soldier is rocket jumping, their rockets fly 65% faster and with an even smaller blast radius. For each successful kill, the soldier can load in one more additional rockets. The max amount of rockets that can be loaded is eight.
Secondary
-Shotgun : A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
- Buff Banner : A tattered, battle-standard yellow and brown flag mounted on a small backpack and accompanied by a dented brass bugle. When not in use, the flag will be folded up inside the backpack. To activate the Buff Banner, a soldier must be filled with rage (caused by damaging enemies). Once the soldier is furious, they can use their bugle to rally their team mates. This is when the flag will spring up from their backpack to signify the buff banner is active. When the buff banner is active, the soldier and team mates will do more damage than usual.
- Gunboats: They are a pair of modified, metal-reinforced jump boots used by paratroopers. They reduce the amount of self-damage done to a soldier when the rocket jump by 60%
- Battalion's Backup : A military backpack-mounted radio transceiver, featuring a folded map secured by two brown straps, along with an attached black magnetic compass. Accompanying it is a bronze-colored bugle with a pewter mouthpiece, and a tattered yellow triangular banner patched up and reattached in the middle, that is displayed when the buff is active. When wearing the Battalion's Backup, soldiers will gain extra health. The method to activate the Buff Banner is identical to the activation of the Buff Banner. When activate, the Battalion's Backup will prevent the soldier and their teammates from being damaged critical hits, 50% resistance to sentry guns, and 35% resistance to regular damage for ten seconds.
-Concheror: A light brown wooden box with dark brown corners and a quad diamond shaped insignia, accompanied by a conch shell. A white, slightly tattered, vertical banner flag with the same diamond insignia secured onto a pair of bamboo sticks appears, attached to the side of the box, when the banner call is played. When a soldier wears the concheror, they will have a heal rate of 4+ health. When a soldier activates the Concheror, all surrounding teammates will have temporary speed boost. The mechanics to activate the Concheror is similar to activating the buff banner.
- Mantreads : A pair of dark brown tanker boots. It reduces knock back from enemies' damaging weapons by 75%. In addition, if the soldier from a great height onto an enemy mercenary, instead of being hurt by fall damage, the enemy mercenary will receive 3X the amount of fall damage the soldier should have received.
-Reserve Shooter : A customized pump-action shotgun with a wooden forend and stock and an olive-shaded metal barrel and receiver. A white U.S. army insignia is also visible on the weapon. It only hold four rounds at a time but in return can be deployed 20% faster and holstered 15% faster. The biggest feature of the reserve shooter is that it does extra damage to enemy mercenaries who had been knocked into the air.
- Righteous bison : A handheld retro-futuristic or steampunk-styled ray gun. The ray gun fires a slow ununreflective beam of energy straight ahead. It can pierce through enemy mercenaries, thus hitting the mercenaries behind the initial mercenary. For each enemy penetrated, the damage is reduced by 25%. The Righteous bison also does 20% less to buildings. Unlike a normal weapon, the righteous bison does not run out of ammo in the traditional way. Instead, the Righteous Bison can fire until it runs out of energy in which then the Soldier must crank it.
- B.A.S.E. Jumper : A parachuting backpack with a spade decal, a sewn-on patch with a parachute logo, a red release handle, and a tag attached to a piece of rope, with the tag reading "#64". The parachute itself is greyish white, with various holes and rips on top. The parachute slows down the descent of the wielder when they fall from a great height. The B.A.S.E Jumper can be activated and deactivated as many times as the wielder desires.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Melee
-Shovel : A hand-held folding shovel. Good for whacking mercenaries who get too close for comfort.
- Equalizer : A silver-headed pickaxe with blood on both its ends. As the solider gets more damage, the more damage the pickaxe will do. In return, there is a 90% decrease in healing from medics.
-Pain Train : A broken wooden handle with dark tape, outfitted with a large railroad stake and several bent nails stuck in the top. With the Pain Train equipped, the wielder will be able to push carts and capture control points twice as fast. However in return the wielder is 10% more vulnerable to bullets.
- Half-Zatoichi : A samurai's katana with a circular guard with rounded notches, adorned with brown hilt wrapping. For every successful kill the wielder does, they gain 50% of their base health. However the Half-Zatoichi is honored bound meaning that if the wielder sheaths their sword without a single kill, they will suffer a good amount of damage. Demomen and Soliders can duel each other with Half-Zatoichis for one hit kills.
- Disciplinary Action : A riding crop with a wooden handle and a loose leather loop at the end. A soldier can use this crop to encourage teammates to run faster temporarily by hitting them. However the crop does 25% less damage to enemies.
- Market Gardener : An entrenching shovel with a tan wooden handle fastened with green metal. It does critical hits when the soldier is rocket jumping. It swings 20% slower.
-Escape Plan : A weathered and well-used pickaxe. When equipped, the more damaged a soldier is, the faster they will be able to run. However, the soldier will be marked for death while holding it and for a short period after switching weapons. In addition, healing by medics is reduced by 90%.
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-Pyro
Pyros are considered one of the most versatile mercenaries. From being able to reflect projectiles such as rockets and grenades, to effectively exposing and hunting down spies, to extinguishing burning teammates, pyros can provide great support while also maintaining a good offense. Due to their short range weapons, pyros must rely on flanking the enemy if they want to survive long on the battlefield.In addition, pyros can use a hit-and run tatics to terroize enemy mercenaries due to their flame throwers causing afterburn. However this all change once a pyro is either backed up by a medic or being supported by the cart. With regenerating health, a pyro can play it more aggressively and charge into the heat of battle burning all who dare stand in their way. Pyros are the only class who can't suffer from afterburn thanks to their fireproof suits.
Primary
-Flamethrower : A long metal pole, connected by a hose to a propane tank. The tank is attached to the pole via fastening bands. A continually lit pilot light can be seen at the nozzle. The trigger is made out of a team-colored gas pump handle. It shoots flames that burn more intensely the closer one gets. It can set multiple enemies on fire. After catching on fire, enemies will suffer from afterburn. However another thing the flamethrower can do is fire a compression blast. A compression blast is basically a powerful blast of air that can extinguish burning teammates, push enemy team mate away, and reflect projectiles such as rockets and grenades. If a pyro extinguishes a teammate , they gain a small amount of health back.
- Backburner : The stock flamethrower that has a team-colored, metal addition to the nozzle, shaped like a dragon's head. It does a lot of damage if the pyro attacks from behinds. In return, doing compression blasts takes up much more ammo in comparison to the stock flamethrower.
- Degreaser: A flamethrower that is comprised of a gas pump, a car muffler, an exhaust pipe, a team-colored fire extinguisher, and a stove top burner. The Degreaser can be switch to and be holstered faster in comparison to all of the flamethrowers. In return, damage cause by Degreaser afterburn is less, and it takes a bit more ammo to use the compression blast.
-Phlogistinator : A retro-futuristic ray blunderbuss with some metal parts colored either copper or silver depending on the team, and a team-colored canister stamped with the Dr. Grordbort crest. It fires waves of energy that function identically to the Flamethrower's flames. What makes the Phlogistinator interesting is that it can not perform a compression blast. Instead a pyro can build up 'Mmmph' through the use of taunting the opponent's or by causing fire damage to enemies. Once they've certainly been filled up with pyro mania, the pyro can activate the phlogistinator to inflict critical damage for a short period of time. When activating the phlogistinator, the pyro is invincible.
-Rainblower : As a series of four brass horns and one silver horn with long, spiraling piping and a container of sparkly team-colored fluid. It sprays out a stream of colorful bubbles and rainbows. It's functions exactly like the stock flamethrower. However what sets it apart is that it 'takes' pyros to a magical land known as Pyroland, a colorful and whimsical version of the normal world. Only those in Pyroland may witness the glory of the Rainblower.
Secondary
-Shotgun: A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
-Flare gun: A flared-end, single-shot, team-colored flare gun. Doesn't do that much damage. Range is far and the flares flies through a shallow arc. The flare gun will automatically reload even if the pyro doesn't have it on hand. If the flare gun is fired at an enemy who is already burning, the flare gun does critical damage.
-Detonator : A flare gun with a modified elongated barrel attached, an extra curved sight, and helical paint designs on the chamber. It appears to be held together by tape. It is very similar in terms of the flare gun. However, it only does not do critical damage to burning players, instead inflicting a bit more damage. Flares that are shot from the Detonator may be detonated by the pyro to cause a small explosion that engulf enemies. This little explosion can also be used to help pyros get to hard to reach locations.
-Reserve Shooter : A customized pump-action shotgun with a wooden forend and stock and an olive-shaded metal barrel and receiver. A white U.S. army insignia is also visible on the weapon. It only hold four rounds at a time but in return can be deployed 20% faster and holstered 15% faster. The biggest feature of the reserve shooter is that it does extra damage to enemy mercenaries who had been knocked into the air.
-Manmelter: A grey, retro-futuristic laser pistol, with a small vial that contains team-colored liquid. Fires flaming bolts in a similar fashion to flares. However, the bolts will not do additional damage to burning players. The manmelter can vacuum the flames off of burning allies, extinguishing them while also giving the pyro a chance to do a critical hit using the manmelter. The pyro will also gain a small amount of health back for extinguishing their team mate.
- Scorch Shot : A flare gun with a gray barrel, an orange painted muzzle, and a black grip held in place with pins on the underside of the barrel. Flares from the scorch Shot will bounce off of enemy mercenaries and ally mercenaries. It will then explode. Enemies caught in the little explosion will catch on fire, and the flare that hit the mercenary will be knocked back. If the flare gun hits an object, it will explode instead of bouncing . If the flare of the Scorch Shot hits a burning enemy, it will do more damage, knock back the mercenary and reset the afterburn duration. The pyro can use the scorch shot to extend their jump a bit, but not to the extent of using the Detonator. Flares from the Scorch Shot will also do 35% less damage.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Melee
-Fire Axe : A stereotypical fireman's axe with a red axe head, silver edge, and a wooden handle. Not useful for wood cutting surprisingly.
- Axtinguisher : A crudely constructed Fire Axe consisting of a slightly rusted axe-head, stained with blood and wrapped in barbed wire, affixed to a curved wooden handle with a fabric grip and a splintered end. It does 33% less damage compared to the stock Fire axe, 75% longer to pull out and 20% longer to swing. In return, if the Axtinguisher hits a burning enemy it will cause critical damage.
- Postal Pummeler: An uprooted olive colored mailbox with the number 606 painted on the side. It functions identically to the Axtinguisher but probably humiliates the opponent more.
- Homewrecker : A large, two-handed sledgehammer. Does a lot of damage to buildings and can remove sappers. In return, it does less damage to mercenaries.
- Powerjack : An antique automobile jack with a team-colored car battery strapped to its base with heavy, yellow rubber bands. When a pyro holds the powerjack, they will move faster. For every mercenary they defeat using the powerjack, the pyro will gain a small amount of health back. However in return for holding the Powerjack, the pyro will be more vulnerable all sources of damage.
- Back Scratcher: A heavy-duty gardening rake, consisting of a wooden handle with a green metal head at one end, and a rubber cap on the other. The teeth on the head are bloodstained and bent. The Back Scratcher does 25% more damage than the stock fire axe. Pyros gain more health from health packs but in return less health from medics.
- Sharpened volcano Fragment : An obsidian axe with glowing lava flowing along the blade's extreme edges. It does 20% less damage but catches enemies on fire. It also looks very cool.
- Third Degree : A team-colored retro-futuristic fire axe with a white hot coil in lieu of a sharpened edge. What makes the third Degree special is that damage will spread through all players connected via a Medigun beam.
-Lollichop: A team-colored lollipop with a white spiral pattern. This item can only been seen by mercenaries who are in pyro land. Otherwise it just looks like a normal axe. No word on what it tastes like.
- Neon Annihilator: A neon sign with the Chinese word for "bar". The neon tubes on the sides of the weapon are team-colored and it will glow in the dark. The Neon Annihilator can remove sappers ( though more slowly in comparison to the homewrecker) and it will do critical damage to any enemy mercenaries who are wet ( whether from swimming, getting hit by jarate/mad milk or even standing in a water source). However if it hits a dry player, it does 20% less damage.
Defense
-Demoman
Demomen are consider one of the more tricky mercenaries, able to attack indirectly thanks to their grenades and sticky bombs. This allow demomen to attack out of reach mercenaries and dangerous sentry nests while out of sight. In addition, they can provide great area denial through clever placement of their sticky bombs, wiping out an entire team if they're careless. In some individuals ,they choose the sword and shield over the sticky launcher (and sometimes even their grenade launcher). These Demomen are referred to as "Demoknights". Relying heavily on their melee, Demoknights are usually easily slaughtered due to everyone else using a ranged weapon. Because of this, most demoknights are looked at with scorn and disdain by team mates because of the sacrifice of helpful weapons for more flashy (and less helpful) ones.However good demoknights can provide a great method of distraction and terror.
Primary
- Grenade Launcher: A multiple-round, break-action grenade launcher with adjustable weapon sights, wooden stock and foregrip. Fires glowing grenades that bounce on surfaces before exploding. However if it hits an enemy mercenary directly, the grenade will explode on impact. Holds four grenades at a time.
- Loch-n-Load : A double-barreled break-action grenade launcher. Fires grenades 25% faster then the stock Grenade Launcher. It also does more damage to buildings. However in return, it can only hold three grenades at a time , it will shatter on surfaces instead of bouncing and the explosion radius is reduced.
-Ali Baba's Wee booties: A pair of steel pointed boots, curved up at the tip, that replace the Demoman's standard boots. It increases the demoman's health a bit and allows the demoman to move a bit faster. In addition it allows the demo man to turn while charging. If a demoman does a melee kill while in Ali Baba's Wee booties, the demo man will regrain 25% of their charge.
-Bootlegger: A single pirate's boot and a peg leg that replace the Demoman's standard boots. It functions exactly like Ali Baba's Wee booties but requires the Demoman to be at least one leg short.
- Loose Cannon: A pirate-style cannon with a stock and a sight near the front of the barrel. Fires explosive cannonballs. Cannonballs explode more quickly then grenades so they aren't as good for rebounding. When a cannonball hits an enemy mercenary, the cannonball will knock them back instead of exploding. A demoman can prime the cannonball to control when the cannonball will explode. If a demoman manages to knock a cannonball into an enemy mercenary and then cause the cannonball to explode within half a second, the explosion will cause a little bit more damage. This technique is known as "Double-Donk". However if a demoman primes it for too long, the cannonball will explode, damaging the demoman as well.
- B.A.S.E. Jumper : A parachuting backpack with a spade decal, a sewn-on patch with a parachute logo, a red release handle, and a tag attached to a piece of rope, with the tag reading "#64". The parachute itself is greyish white, with various holes and rips on top. The parachute slows down the descent of the wielder when they fall from a great height. The B.A.S.E Jumper can be activated and deactivated as many times as the wielder desires.
-Iron Bomber : A quad-barreled grenade launcher with slightly-longer barrels, a wooden foregrip and stock, and a large, circular, flip-up front sight. The grenades fired by the Iron Bomber have very little bounce and roll and will detonate a bit more quickly then stock grenades. If fired directly onto an enemy mercenary, the grenade will explode on impact. The radius of the explosion is reduced by 15% however.
Secondary
-Stickybomb Launcher: A modified grenade launcher with a large drum magazine, an under-barrel foregrip, and wide barrel. A charging handle used for reloading sits on the back left side, above the trigger. Fires small glowing team colored spiked bombs that can stick on most surfaces. The only things that the sticky bomb can't stick on is mercenaries, buildings and important items such as spawn gates and carts. Sticky Bombs do not explode on their own, instead requiring a demoman to manually detonate them. Only eight stickybombs can be on the field at a time. If a demoman tries to lay down more, the oldest sticky bomb will explode. Pyros can blow away stickybombs from their original location. If a demoman holds onto the trigger of the launcher, they can increase the power of the launch thus sending the stickybomb flying further. Because sticky bombs must be manually detonated, skilled demomen can use sticky bombs to propel themselves through the battlefield. This tactic is known as 'Sticky jumping'.
- Chargin' targe : An antique, blood-stained wooden shield with a painted yellow cross and reinforced by an iron rim with bolts and a deadly center spike. A portion of the shield is missing and splintered. Provides 50% fire damage resistance and 30% resistance to explosive damage. It also allows a demoman to charge into enemies. When charging, any debuffs the demoman had such as bleeding or Jarate coated will be removed. If a demo man times it just right, if the melee an enemey mercenary near the end of their charge, the attack will do critical damage. Some demomen prefer to bash their enemies first with their shield before hitting them though. However as long as they were near the end of their charge, the melee will still do critical damage. Charging is dangerous and risky business for without the aid of special shields or shoes, a demoman can not change directions while charging.
- Scottish Resistance: A darker colored sticky bomb launcher, it features warning colors on the magazine and a sensor camera wired to a portable battery taped onto the barrel. The Mann Co. logo is present on the sensor, albeit partially covered in duct tape. The sticky bombs it fires has larger and more blunt spikes. The Scottish Resistance can fire sticky bombs faster then the stock grenade launcher, and allows six additional sticky bombs to be laid out in return. It can also destroy enemy demomen's sticky bombs. The key feature of the Scottish Resistance is that the sticky bombs will only explode when under the Scottish Resistance's cross hairs or underneath the demoman's feet. This allow demomen to set up separate traps for enemies to go through. In return it takes a bit longer for the sticky bombs to arm.
-Sticky Jumper: An orange and white sticky bomb launcher,it features a painted orange muzzle plus an orange and white striped pattern on the magazine, and lacks a front iron sight. It also has a sign attached onto it to signify it is a training weapon. It fires completely harmless sticky bombs so demomen may use it to practice the art of sticky jumping. Only two sticky bombs can be on the field at a time. Demomen can not carry intelligence briefcases when wielding the sticky jumper.
- Splendid Screen : An iron shield spattered with blood, with four bosses in the cardinal directions and a larger boss in the middle. It's shield bash does 70% more damage then the Chargin' Targe and recharge a charge 50% faster. In return it only provides 20% fire damage resistance and 20% explosive damage resistance. Otherwise it functions similar to the Chargin' Targe.
- Tide Turner: A worn-down ship steering wheel with various pieces broken off. It functions similar to the Chargin' Targe. However what makes it different is that it allows a demoman to turn while charging. In addition, any successful melee kill will restore 75% of the charge. However in return it only provides 15% damage resistance to fire and explosive damage. Also, if a demoman's charge is recharging and they get hit, they will loose of their charge. Because the Tide turner allows a great deal of mobility while charging, a good amount of demoknights prefer to use it to perform Trimping. Trimping is the art of sailing through the battlefield by 'surfing' on inclines. For beginners, they can simply charge up a steep incline and fly off. However this method is not very effective for trimming. For more skilled demoknights, what they can do is jump and while they're in the air, charge. Then right before they hit the ground/incline they do a 180 degree turn. This will send the demoknight flying into the air horizontally in the other direction. Another way is for a demoknight to look straight ahead, jump and charge. This will send the demoknight flying as well. This tactic works very well with stairs.The last method is to walk into a very steep incline ( as in too steep to walk on), jump and charge. This allow demoknights to get some pretty good height off of their surf. Once in the air, they can strafe to change the direction in where they're heading. By strafing, demoknights can increase the speed in which they're moving and move farther then just a normal charge up an incline. Through trimping, demoknights can pull off crazy maneuvers where they can 'bounce' off of walls to reach higher locations, zoom through the air to bypass nearly a quarter, a half or even nearly all of the battlefield, and 'bounce' around the map to relocate themselves more quickly.Demoknights who can trimp can be considered more dangerous then the average demoknight due to their mobility.
-Quickiebomb Launcher: A black, sleek stickybomb launcher with a wooden foregrip and stock, and a belt wrapped around the drum-shaped magazine. A piston-like wooden and metal charging handle sits above the base of the stock, directly attached to the back of the barrel. It fires sticky bombs that arm a bit more quickly then normal sticky bombs. In addition, the Quickiebomb Launcher can charge up faster then the stock sticky launcher. The longer the charge the more powerful the sticky will become. Quickiebomb stickies can also destroy enemy sticky bombs. In return, the Quickiebomb can only load four stickies at a time, it's stickies does 15% less damage.
Melee
-Bottle : A brown glass bottle marked with unknown markings on the label and a year suggesting it was made in 1808.
-Scottish Handshake: A dark brown glass bottle, apparently made by the DeGroot family ancestors in 1680. Functions identically to the bottle.
-Eyelander: A large bloodstained and battle-worn claymore reputed to be haunted by a bloodthirsty, malevolent spirit. Some demomen report that they can hear the sword mutter the word 'heads'. The eyelander has a longer range then other melee weapons. Equipping the eyelander will make the demoman have lower health. However in return, for each head a Demoman gets in battle, they will increase a bit in speed and health while gaining back some health as well . At four heads, the demoman will no longer increase in speed and health but will continue to regain health for each head . At five heads the damage for a demoman's shield bash increases as well. Strangely enough,there have been reports where some demomen will have one of their eyes glow as they take more heads. The head buff is removed every time the demoman dies.
-Horseless Headless Horsemann's Headtaker: A rustic, single-bladed axe wielded by the Horseless Headless Headtaker. The blade is chipped and worn in some places, sporting a malevolently-grinning face cut into its broad edge that is similar to the face commonly carved on pumpkins for Halloween. It functions exactly like the eyelander but is considered more rare due to demomen having to forge it out of the haunted scrap metal that can only be gained by killing the Horsemann with a melee weapon.
-Nessie's Nine Iron : A standard golf club with a brown grip. Functions exactly like the eyelander. No word if demomen enjoy playing golf.
-Pain Train : A broken wooden handle with dark tape, outfitted with a large railroad stake and several bent nails stuck in the top. With the Pain Train equipped, the wielder will be able to push carts and capture control points twice as fast. However in return the wielder is 10% more vulnerable to bullets.
-Scotsman's Skullcutter: A bloodied double-bevelled battle-axe with a wooden shaft and spiked crossguard. Has a very large melee range and does 20% more damage. In return, the demoman will be 15% slower.
-Claidheamh Mor : A bloodied Zweihander augmented with a crossguard with side rings and a green and team-colored tartan wrapped around the grip. The blade is splattered with blood. Has a large melee range and restores a small amount of health and charge for each kill. In return the demo is 15% more vulnerable to all types of damage.
-Ullapool Caber : A disproportioned World War-era German Model 24 "potato masher" grenade, with a white Mann Co. logo stamped on the head and black wrapping tape around the stick. When a demo man hits an enemy with the weapon or solid object, it will cause a large explosion, damaging both the demo and the enemy. The demoman will also be propelled up pretty high and will suffer from fall damage. It will not explode on allies and friendly buildings luckily. However after it has exploded, the demoman will only be left with the stick which does less damage and has a slower attack speed. Why not a single demoman throws it is up for speculation.
-Half-Zatoichi: A samurai's katana with a circular guard with rounded notches, adorned with brown hilt wrapping. For every successful kill the wielder does, they gain 50% of their base health. However the Half-Zatoichi is honored bound meaning that if the wielder sheaths their sword without a single kill, they will suffer a good amount of damage. Demomen and Soliders can duel each other with Half-Zatoichis for one hit kills.
-Persian persuader: A scimitar with a brass hilt and a bloodied blade. Collecting ammo from ammo boxes will refill 20% of a demoman's charge. However in return, a demoman carries 80% less ammo for their primary and secondary weapons.
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-Heavy
Heavies are considered one of the most tankiest class there is. With the highest amount of health and armed with a minigun, heavies can mow down mercenary after mercenary. However heavies are also known as the slowest mercenaries, (possibly due to having to carry a minigun everywhere they go making them a huge target. Therefore, most heavies are usually found with a medic who can keep their health up high to maintain a strong attack. Besides from being a human sentry gun, some Heavies can provide health to themselves and their teammates through sandwiches.
Primary
-Minigun: An enormous Gatling-style machine gun with a large rotating barrel, complete with a large white underslung ammunition case and two handles. It holds 200 rounds. It does heavy damage at close range but at far range, the minigun does far less damage and is not very accurate. The minigun requires a short period of time to spin up/down before firing and after firing. During this time, heavies can not jump, switch weapons and will be slowed down. Heavies can manually spin their barrels to prepare for firing at any notice as well. Because they can initiate the spin while jumping, many heavies prefer to jump around corners so that any poor chap who are around the corner will have a bad surprise.
-Iron curtain: A minigun made out of wood and metal, with identifiable features such as the Communist Hammer and Sickle emblem visible on the ammo casing and a smoking vent on the side. Functions identically to the minigun.
- Natascha: A minigun with a jet black ammunition carrier and additional chain belt. It carries 200 rounds. When its bullets hit an enemy mercenary, they will be slowed a bit. In addition heavies will gain 20% damage resistance if they are below 50% health and are spinning up Natascha. However in return the Natascha does 25% less damage and it takes 30% longer to spin up the Natascha.
-Brass Beast: An antique mini-gun made almost entirely of brass.It holds 200 rounds. It does 20% more damage and grants 20% resistance to damage when the heavy is below 50% health and has the Brass Beast spun up. However in return, it takes 50% longer to spin up the Brass beast and will slow down the Heavy into a crawl when it's spun up.
-Tomislav : A n oversized, heavily modified Thompson submachine gun with two handles, a cylindrical ammo drum connected to its underside, and a carrying sling hanging from the drum to the hand-guard. It holds 200 rounds. The Tomislav is 20% less time to spin up, is 20% more accurate and the barrel makes no sounds. In return, it fires 20% slower.
-Huo-Long Heater: A n antique-looking, partially team-colored machine gun made of wood and metal, which features a traditional Chinese dragon's head mounted on the muzzle of the gun and a hexagonal, chest-resembling ammo drum. It holds 200 rounds. When spun up, it creates a ring of fire that burns enemy mercenaries. It also does 25% more damage to burning mercenaries. However in return it does 10% less damage and eats away ammo like it's nothing.
Secondary
- Shotgun : A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
- Sandvich: A sandwich made with two triangular slices of bread. Between the slices of bread are lettuce, tomatoes, Swiss cheese, and a few slices of both ham and bologna.It is topped with a green pimento-stuffed olive pinned to the Sandvich by a toothpick. Heavies can eat it to regrain 300 health or share it with a friend (or enemy) to help them restore around half their health. When eating the Sandvich, the Heavy will be stuck completely immobile as they eat their yummy snack and will be forced to finish their sandwich before they can move again.
-Dalokohs Bar: A large, partially unwrapped, segmented chocolate bar with the Team Fortress logo imprinted on each piece. The white-and-team-colored wrapper proclaims "Dalokohs, it's delicious!" It can add 50 more health to a fully healed Heavy. It also will heal Heavies 100 health if they're injured. They can also share it to a teammate (or enemy) to help them restore a fifth of their health.
- Fishcake: A thick, breaded fishcake in a team-colored wrapper. Functions identically to Dalokohs Bar.
- Buffalo Steak Sandvich: A slab of raw rib-eyed steak, from a buffalo. When a Heavy eats it, they will move faster, do more damage, take 25% more damage and will be force to use their melee weapon. A heavy can share their buffalo Steak Sandvich to help a friend (or enemy) regrain around half their health.
- Family Business: A pump-action shotgun with a retractable stock attached to its receiver. The stock has a faded Hammer and Sickle on its right side. It holds eight rounds at a time and fires 15% faster. In return, it does 15% less damage.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Melee
- Fists : They are simply the Heavy's fists.
- Apoco-fists: A pair of black, gold-lined, slightly glowing diamond-studded boxing gloves with a skull emblem on each middle finger. Functions exactly like fists expect defeat enemies will explode.
- Killing Gloves of Boxing : A pair of large, padded, team-colored boxing gloves. Takes longer to hit people but if the Heavy manages to get a kill using the gloves,for the next five seconds the heavy will deal critical hits.
- Gloves of Running Urgently : A pair of large, padded,team-colored boxing gloves with flame decals and orange rings around the cuffs. When wearing the gloves, the heavy can run 30% faster. In return, the gloves only does 25% less damage and the heavy will be marked for death while wearing it and for a short period of time after taking them off. It also takes 50% longer to take them off.
- Bread Bite : A small bread monster that's been torn in half and used as boxing gloves. It acts exactly like the Gloves of Running Urgently expect it will probably disturb everyone else mentally.
- Warrior's Spirit: A pair of rough, brown bear paws with sharp claws that are strapped over the Heavy's fists by three team-colored bands. It does 30% more damage and restores 50 health for each kill. In return, the heavy is 30% more vulnerable to damage.
-Fists of Steel : A pair of large robotic gauntlets, appropriately team-colored, that encase the Heavy's hands. When worn, the Heavy is 40% resistance to all ranged sources of damage. However in return, the Heavy is very vulnerable to melee damage and it takes a long time to get them off.
-Eviction Notice: A pair of brass knuckles with a flat grip and spikes on the bands. When worn, the heavy moves 15% faster, can hit people 40% faster and for each person they defeat, the Heavy gains a speed boost. In return, the Eviction Notice does 60% less damage and makes the Heavy 20% more vulnerable to damage.
- Holiday Punch: A large pair of team-colored knitted mittens, featuring a decorative snowflake woven into the back. When a heavy punches another mercenary in the back, the mercenary will burst into a fit of gut wrenching laughter. If a heavy hits another heavy who is also wearing the Holiday punch, they will burst into laughter regardless if they were hit in the back. Punches to the back do no damage.
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-Engineer
Engineers are consider one of the most helpful class there is. Able to to build teleporters, dispensers and sentry guns, engineers can provide a very good support to the team. With teleporters, engineers can help teammates reach the front lines faster. with dispensers, engineers can help teammates refill ammo and health when there is no health packs or ammo crates near by. Sentry guns provide good area denial, shooting enemy mercenaries mercilessly. A sub category of engineer known as the "Battle-Engineer", is infamous for usually neglecting to build support buildings and instead solely focus on killing as much of the enemy as they can through the means of their sentries and shotgun.
Primary
-Shotgun : A pump action-style sawed-off shotgun. Holds up to six rounds at a time and delivers a lot of damage when up close. However it does pathetic damage from afar.
-Frontier Justice: A large pump-action coach gun-style shotgun with a wooden stock and ornate engravings on the metal receiver, to which a team-colored cylindrical capacitor with an antenna is attached. It only holds three rounds. However to make up for this weakness, the Frontier Justice relies on the revenge system. Engineers will gain two dormant critical hits for each sentry kill, and one dormant critical hit for each sentry assist. These critical hits become active once their sentry is destroyed. Revenge critical hits are lost when the Engineer dies.
- Widowmaker: A futuristic, tan shotgun. It uses metal as ammunition, thus allowing engineers to get six shots in before having to go find more ammo. The widowmaker does 10% more damage to enemy mercenaries who are being targeted by the engineer's sentry. Damage done using the Widowmaker is returned as more metal to the Engineer.
-Pomson 6000: A retro-futuristic ray gun with many team-colored portions. It fires an unreflectable laser beam that will subtract 10% of a medic's ubercharge and 20% of a spy's cloak. It can shoot four times before having to be cracked by the engineer .
- Rescue Ranger: A shotgun that has a monitor mounted on its top in the location a scope is typically found which shows a moving sine wave. The monitor is connected to a yellow box at the end of the barrel with a team-colored light on its end. It holds four rounds at a time. What makes the Rescue Ranger special is its ability to heal friendly buildings from a distance. In addition for the exchange for a large amount of metal, a engineer can teleport their buildings from afar into their arms.
- Panic Attack : A pump-action shotgun with a drum magazine attached to the front and an external firing hammer. Starting with zero rounds the wielder must load in ammo whenever they want to fire. Up to four rounds can be loaded in a time. Once the wielder stops loading the weapon, the panic attack will fire the rounds quickly. As the wielder's health lowers, the panic attack fires faster but with decreasing accuracy.
Secondary
-Pistol/Lugermorph/C.A.P.P.E.R : The pistol, alongside its counterparts is a semi-automatic pistol sidearm with a hair trigger. It holds 12 rounds at a time. It is relatively weak, and suffers from medium damage fallout, but in the hands of an experienced mercenary, it can be deadly. Engineers carry 200 rounds but reloads it more slowly then the scout. The C.A.P.P.E.R is different from the pistol and Lugermorph simply because it shoots laser beams.
- Wrangler: A wooden pistol grip implemented under an early-80's single-button style team-colored joystick, with a small, rectangular radar dish protruding from the front. A team-colored wire which is taped and attached to the joystick runs from the back of it and into the radar dish. Allows an engineer to take manual control of their sentry. Wrangled Sentries gain a shield that reduces damage and repair by 66%. When a sentry is unwrangled, sentries will be disable for three seconds before reverting back to its original programing. The shield will luckily remain on the sentry until it is reactivated.
- Short Circuit: A futuristic electrical device consisting of two probes and rubber sealing, with two large, thick yellow cables extending from a black base piece, connected to a clamp bolted shut over one of the probes. Two orange and grey shell-like pieces extended out over the base and part of the rubber sealing, appearing to be parts of the engineer's rubber glove. It uses 5 pieces of metal to fire. If an engineer wants to destroy a projectile such as a rocket, the engineer will then use 15 pieces of metal.
Melee
-Wrench: A thick black monkey wrench. It's primary function is to build,upgrade and repair buildings. By hitting a building under construction with the wrench, it will build a bit faster. The wrench can also be use to remove a Spy's sapper by beating the heck out of it.
- Gunslinger: A robotic hand, comprising segmented finger parts, thick yellow wires, exhaust pipes, a rip-cord, team-colored casing, a pad of buttons, and a pressure gauge that replaces the Engineer's right hand. It gives an extra 25 health to an engineer and will speed up sentry building by 150%. However the only sentry a Gunslinger engineer can produce is a minisentry. The last perk for the Gunslinger is that if an engineer manages to hit an enemy mercenary three times in a row, the third hit will always do a critical hit.
-Southern hospitality: A modified pipe wrench with a spiked knuckle guard and a sharp metal spike on the top. Hitting an enemy mercenary will cause them to bleed for 5 seconds. However in return, the engineer will be 20% more vulnerable to fire damage.
- Jag: A combination monkey and pipe wrench or a combination pipe and nut wrench, with a brown taped grip. It builds all buildings 30% faster, and can be swung 15% faster. In return, it takes 20% longer to repair buildings, does 25% less damage and takes longer to remove a sapper.
-Eureka Effect : A retro-futuristic pipe wrench with a team-colored handle and an atomic symbol etched into the top of it. A spiral antenna, is attached to the head. A switch near the top of the grip is connected to a red wire that is plugged into the bottom of the antenna. It allows an engineer to teleport themselves between the spawn room and teleport exit. In addition it uses 50% less metal to construct and upgrade teleporters. However in return, is 50% less effective on constructing other buildings and engineers will get 20% less metal from pick ups and dispensers.
PDA
-Construction PDA: A calculator-type device, allows an engineer to pick which building they want to build.
-Destruction PDA: A typical hand-held detonation device with a miniature screen and large red button. Allows an engineer to destroy their building from a distance.
Buildings
- Sentry Gun :A tripodal device constructed of metal, team-colored paint. It functions as an automatic turret that fires at the closest enemy within its range and line of sight. It deals consistent damage with noticeable knockback. Sentries can be upgraded twice. A level one sentry is initial sentry an engineer builds. It does 64 damage per second and has 150 health. A level two sentry is the second stage of the sentry. It does 128 damage per second and has 330 health. A level three sentry is the last stage of the sentry. Besides from shooting bullets it will also fire rockets. Its bullets does 128 damage and its rockets will do around 50-150 damage base on the distance from the engineer to the target. A level three sentry has 530 health.
-Mini Sentry : A more combat-efficient version of the standard Sentry Gun that comes along with the Gunslinger.It is a smaller Level 1 Sentry Gun outfitted with a rotating light and glowing checkered paint. It is very vulnerable while building. The Mini sentry does 48 damage per second and only has 100 health.
-Dispenser: A team-colored device is a sort of gas station pump with various supplies inside and a CRT screen with a gauge. It serves as an endless source of ammo and health to the engineer and their allies. Like the sentry, it can be upgraded twice. A level one dispenser is the initial sentry an engineer builds. It gives 10 health per second,20% ammo per second, 40 metal per five seconds and 5% cloak per second. It has 150 health. A level two dispenser is the second stage of the dispenser. It gives 15 health per second,30% ammo per second, 50 metal per five second and 10% cloak per second. A level two dispenser has 180 health. A level three dispenser is the last stage of the dispenser. It generates 20 health per second,40% ammo per second, 60 metal per five second and 15% cloak per second. It has 216 health.
-Teleporter: Two devices painted team color that rotate quickly to form glowing, circular pads. Teleporters come in sets, an entrance and an exit. An engineer must build both for their teammates to teleport. Teleportation can only occur when the entrance is fully charged. After a mercenary has teleported, the next mercenary must wait for the entrance to recharge. Upgrading a teleporter will allow the entrance to recharge more quickly. When upgrading, it will affect both ends, simultaneously upgrading both ends. A level one teleporter is the initial teleporter an engineer places down.It will take 10 seconds to recharge and it has 150 health. A level two teleporter takes 5 seconds to recharge and has 180 health. A level three teleporter takes 3 seconds to recharge and has 216 health. If one end is destroyed, the teleporter that is left will revert back to a level one teleporter. If a Spy sapps a teleporter, the sapper will appear on both ends which an engineer can knock off to save both teleporters. However if an Engineer fails to remove the sapper in time, both teleporters will be destroyed. Interestingly enough, while most mercenaries can't use an enemy teleporter, a spy may use an enemy teleporter. Disguised spies going through a teleporter can be identified by their lack of glowing after using the teleporter. Standing too long on a teleporter can be dangerous for if an enemy spy comes through, the mercenary on the teleporter will be telefrag. Mercenaries will teleport facing the direction the engineer was facing when placing down the teleporter exit. Thus, for common courtesy, it is best if an engineer rotates their teleporter in the opposite direction if they're planning to build against a wall. Mercenaries carrying intelligence can't use teleporters.
Support
-Medic
Medics are considered one of the most important mercenaries out there. Able to supply on the go healing for teammates and uber charges, the tide of the battle can change all depending on how well a medic performs. Even though most medics do not actively fight on the field, by keeping the rest of the team alive and well, medics can help maintain a solid offense/defense. Medics that do actively fight are dubbed as "Battle-medics" and are usually frown upon due to the stereotype that battle-medics will ignore helping out their teammates in favor of taking on opponents that are usually too strong for the medic to handle. Another subcategory of medic is known as the "Pocket-Medic" who will follow a single mercenary to the ends of the earth while ignoring the other mercenaries cry for help. Pocket-Medic are also frown upon by the community but not as severely due to them failing to understanding the concept of a team. However if the pocket is very skilled and chooses a mercenary who can carry the team, the complaints will be more quiet. Medics are the only mercenary who can naturally regenerate health over time.
Primary
-Syringe gun: An oddly-shaped air-powered gun. Mounted on top of the weapon is a transparent cylindrical case filled with syringes. It rapidly shoots syringes that follow an arced trajectory. This makes shooting difficult for inexperienced medics but in the hands of an experienced one, they can kill wounded mercenaries fairly easily.
-Blutsauger: A syringe gun that has a solid, partially team-colored and pill-shaped tank in place of the syringe canister. A team-colored heartbeat monitor line is painted on its sides. The muzzle and the small stripe nearby it faintly glows. It functions similar to the syringe gun expect that for each enemy mercenary the medic hits the medic gains back 3 health. In return, by holding the Blutsauger, they medic will continuously lose 2 health per second.
- Crusader's Crossbow: A wooden crossbow with a metal barrel attached to a canister which houses a syringe until it is fired. The Medic's icon is present on both the canister and the frame of the Crusader's Crossbow. It fires a syringe in a slight arc with a team colored streak following it. Syringes can not perform head shots. What makes the Crusader's Crossbow special is that it can heal ally mercenaries from afar besides damaging enemies. The further the distance the more it will heal/do damage. A pyro can deflect an medic's syringe to do damage back at the medic or deflect it to the pyro's team mates to heal them. Disguised Spies will be damaged by the medic's syringe instead of being healed.
- Overdose: A prototype syringe gun, sporting a white and team-colored needle disposal container in place of a needle cache. It does 15% less damage but in return when it's being held, the more ubercharge the medic has the faster they can move.
Secondary
-Medigun: A modified team-colored fire hose nozzle wrapped in tape and outfitted with a bottom handle and is connected to the Medic's backpack by a hose. It fires a glowing team-colored beam into the recipient, who will then appear to exude similar colored cross symbols. It's sole purpose is to heal teammates and overheal them ( which boosts their health to 150%). As a medic heals their teammate, they will build their ubercharge ( healing injured teammates providing a faster ubercharge). Once their ubercharge is full, the medic can deployed it, granting them and their healing recipient (if they have any at the moment) 8 seconds of invincibility. Because the medigun can continue healing a target as long as the medic is in range, medics can look behind to check for spies and even heal teammates from around the corner.
- Kritzkrieg: A medigun that sports an additional fixture to the barrel with two glowing yellow lights on each side. The Kritzkrieg's beam has small yellow particles flowing into the recipient. It functions exactly like the Medigun but charges ubercharge 25% faster. When ubercharge is deployed, instead of granting invincibility, it grants the healing recipient to do critical hits for 8 seconds.
-Quick-Fix: A prototype medigun with a group of three gauges on one side, a Ubercharge gauge on the other side, and what appears to be a blender for a body. The main gun is coupled with a medicinal reactor backpack that replaces Medic's default backpack. It has a 40% quicker to heal, 10% quicker to charge Ubercharge and will allow Medics to follow rocket-jumping Soliders and sticky-jumping Demomen. It's ubercharge is 8 seconds of rapid healing an immunity to to movement impairing effects. In return, it's overheal is 50% less.
-Vaccinator: A medigun with a team-colored, glowing liquid-filled beaker attached to the lower middle section, a small monitor left of the main body and additional cables and valves. It also changes the stock medigun backpack to a small canteen -like device.What makes the Vaccinator special is that a medic can cycle through three types of resistance ( bullets, explosions and fire) and apply it to their patient and themselves. If the medic applies the correct type of resistance to the damage being inflicted, a constant 10% resistance will be applied. Instead of having one big ubercharge, the Vaccinator builds up four smaller ubercharges. For each ubercharge, a personal shield of the selected damage resistance will surround the target and the medic. This shield grants 75% resistance to the selected type of damage and fully resistant critical damage of the type as well for 2.5 seconds. This shield will persist for its duration even if the medic switches patients, thus allowing the medic to apply shields to other team mates as well. In addition, the medic can stack different types of shields onto one patient In return, it charges ubercharge 33% slower on overhealed patients and over heals patients 66% slower.
Melee
-Bonesaw: A worn, large-toothed medical saw with a thick grey handle. No word if it's clean.
-Ubersaw: A cleaver-like blade fixed into a Bonesaw grip. Its most prominent feature is a large syringe filled with team-colored, glowing liquid and the needle protruding out of the front of the weapon. It takes a bit longer to swing but in return, when a medic manages to hit an enemy, they can build 25% ubercharge.
-Vita-Saw: A rusty gas pump handle that has been outfitted with both a long needle and blood-stained knife underneath, and with a container connected to the top of the main part of the weapon, filled with a team-colored liquid with a slight glow to it. A small skull and bones symbol, coupled with eight tally marks, has been etched into the flat of the blade. It takes away 10 max health away from the medic but in return, 20% of a medic's ubercharge can be retain after death.
-Amputator: A saw with angular edges and a distinct team-colored handle with an arrowhead-like extension near the top and the Medic's class icon in the center. When holding the Amputator, a medic can regenerate 3 health per second. In addition, the medic can play their saw which provides a small healing effect to nearby teammates. In return, it does 20% less damage.
-Solemn Vow: A marble bust of Hippocrates with a plaque reading "Do no harm". It allows medics to see the enemy's health. In return, it takes 10% longer to swing.
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-Snyper
Snypers are considered one of the more terrifying mercenaries out there. Standing from afar, a good snyper can wipe out a mercenary in a single shot to the head. This makes snypers very useful in getting rid of the high priority members of a team such as medics . In addition, snypes can be useful in identifying enemy spies if they have a good old jar of Jarate. Snypers despite being masters of distant combat, are not as prepared to fight up close. Less skilled in close combat, snypers rely on good sniping spots and skilled teammates to help them stay alive.
Primary
-Snyper rifle: A single-shot, bolt-action rifle with a wooden stock and a massive telescopic scope, with a laser sight attached underneath. Can only hold 1 round at a time. Snypers can charge their shot for more damage by scoping in. The longer they charge, the more prominent their laser will be, making it more noticeable. The charge resets whenever the snyper fires or they unscope. When scoped in, the snyper will be forced to move more slowly, making them a target for other mercenaries. Headshots can not be achieved when the snyper is unscoped.
-AWPer Hand: An Al Arctic Warfare police snyper rifle. Functions exactly like the Snyper rifle but is more flashy.
-Huntsman: A hardwood recurve bow held together with black tape. When equipped, the snyper will carry arrows in the quiver strapped to their back. In exchange for dealing less damage from a distance, the Huntsman require less time to be charged and allows the snyper to move 45% faster when aiming/charging. Unlike the rifle, the Huntsman can be charged up and fire while the snyper is falling. It can not be fired underwater however. Charging the Huntsman for too long however will make the shot inaccurate and weak . The Huntsman can perform headshots. Arrows can be set on fire to deal fire damage.
-Fortified Compound : A black metallic compound bow. When equipped, the snyper will carry arrows in the quiver strapped to his back. Functions exactly like the huntsman but has a sleeker look.
- Sydney Sleeper: A single-shot pneumatic dart gun with an air tank with spare darts (with corks) attached to the stock, a scope fitted to the top and feathers tied to the barrel. Fires a dart one at a time. It's charge rate is 25% faster. On a scoped hit, the target will be covered in Jarate for two to eight seconds base on how much charge. Headshots/fully charged shots will cause an explosion of Jarate which can cover multiple targets. It can be used to extinguish teammates from afar. Headshots do no cause more damage like most other snyper rifles.
- Bazaar Bargain: A long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps. It has a curved stock with a golden recoil pad and a laser sight attached under the barrel. Initially it takes 50% longer to charge the Bazaar Bargain. However, the more headshots the snyper performs, next charge will be 25% faster. At six headshots the Bazaar Bargain will be 100% faster at charging then the stock rifle.
-Machina: A futuristic rail gun with a fluted barrel and a soft grip. It functions similar to the stock rifle. What makes it different is that it can only fire when scoped in and it uses tracer rounds which will allow enemy mercenaries to trace the snyper's location. However in return, on a full charge, it does 15% more damage and can pierce through enemy mercenaries.
-Shooting Star: A snyper rifle made from a jury-rigged laser, equipped with a telescopic sight with two fins atop it, a laser sight directly underneath that, and a team-colored button on each side and the back. A parabolic antenna protrudes from the barrel of the rifle with a small tube of team-colored liquid at the end of the barrel. The rifle is constructed from grayish-green metal and covered in a cream material at the stock and body of the rifle. It functions identically to the Machina but fires laser beams.
-Hitman's Heatmaker: A somewhat stubby snyper rifle, fitted with a sleek scope, a wooden stock with a brown leather rest, and a suppressor attached to its barrel. A laser sight with a small metal switch on its rear can be seen just below the scope. A snyper gains focus when using the Hitman's heatmaker. Once they gain enough, they can activate their focus. When in focus, they can charge the Hitman's Heatmaker 25% faster and will be unable to unscope. In return, they will do 20% less damage to bodyshots.
-Classic: A H&K G36, but fitted with a longer barrel and a laser sight. What makes the Classic different from the other rifles is that charging the rifle and firing is indepent to scoping. This allow snypers to charge a shot without having to scope. In return, no headshots will occur if the Classic is not fully charged and it does 10% less damage to body shots.
Secondary
-Submachine Gun : A modified MAT-49 submachine gun, without rear sights or its distinguishable folding stock. Holds 25 rounds at a time. It does low damage but has a high rate of fire and moderate accuracy. It does less damage then the pistol but has a quicker reload time and has less spread.
-Jarate: A standard mason jar filled with mysterious yellow liquid that is capped with a twist-on lid. Snipers can throw the Jarate to cover enemies in it. When covered in Jarate, enemies will recieve more damage. Because it is a projectile, pyros can reflect jarate back at Snypers. Jarate can also be used to extinguish burning allies, reveal enemy spies by shorting out their cloaking devices and marking them briefly.
- Self-Aware Beauty Mark: A sealed jar containing translucent green fluid which sloshes inside the container as the player moves. There is a bread monster suspended inside it. A label on the jar reads "SPECIMEN; DO NOT OPEN" with the serial number of #384. The bread monster struggles and squirms inside the jar while growling. It functions exactly like Jarate but is more likely to frighten the enemy.
-Razorback : A partially chipped hand-carved tribal shield with red and white paint and a car battery taped to the back. Two wires are shown going from the battery to the shield, held in place with black tape. Worn on the back, it prevents a single backstab from spies. If a spy attempts to backstab the snyper, they will be electrocuted and the spy will be unable to attack ,cloak or switch weapons.
-Darwin's Danger Shield: A crocodile hide, complete with tail, stretched over a broken wooden frame. A bird skull is tied to the brown leather body strap. Worn on the back, it increases a snyper's health by 25 and makes them 25% resistant to bullets. In return, they will be 20% more vulnerable to explosive damage.
-Cozy Camper: A large team-colored backpack with camping gear attached. The attached gear includes Jarate, a Stainless Pot, a miniature Australian flag, and a Koala Plushie with a slouch hat. Allows a snyper to regerate 4 health per second, reduces knockback by 20% while aiming and prevents flinching when aiming and fully charged.
-Cleaner's Carbine: A small, black submachine gun with a large suppressor, a charging handle, iron sights, and a folded in folding skeletal stock. Holds 20 rounds at a time. Dealing damage will fill up a Crikey charge. Once Crikey is deployed, the snyper can deal more damage using the Cleaner's Carbine for 8 seconds. In return, it fires 25% more slowly.
Melee
-Kukri: A large, curved knife. Good for discouraging enemy mercenaries who come too close for comfort.
-Tribalman's Shiv: A stylized Kukri composed of reddish wood with a curved edge in front and a serrated edge on its broad side. It causes bleeding for 6 seconds but in return does 50% less damage.
-Bushwacka: An enormous Bowie Knife with a serrated spine, a small hole near the back of the blade, and a wooden handle with gold pommel and guard.Turns hits where it would do a bit more damage into critical hits. In return it makes the snyper 20% more vulnerable to damage. Good for pairing up with Jarate.
-Shahanshah: A scimitar with a leather hilt that is reinforced by dull golden bindings and a gold hand guard. It does 25% more damage when the snyper's health is above half and 25% less damage when the snyper's health falls below half.
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-Spy
Spies are considered one of the most trickiest mercenaries to deal with. Armed with a cloaking device and disguise kit, spies can sneak behind enemy lines and assassinate high priority mercenaries, disturb sentry nests and spread general panic and mistrust. Some spies are even able to feign their own deaths to cause even more confusion and chaos. However spies are ill equipped for confrontation. Being frailer and having generally weaker weapons, spies must rely on quick wits, a steady shot and clever maneuvering to defeat enemies. When dealing with a group of mercenaries, a spy can only hope that all of them are too preoccupied and have their backs turned. Otherwise, facing a fully aware team of mercenaries is one of the most foolish things a spy can do.
Secondary
-Revolver: A typical six-chambered revolver with ivory grips. It is fairly accurate and does moderate damage. It holds six rounds at a time.
-Big Kill: An oversized .44 revolver. Functions identically to the revolver.
-Ambassador: A large-barreled revolver with a deep team-colored rosewood grip, and an engraving of a woman on the barrel. It can perform headshots and has perfect accuracy for shots fired at a slower rate. In return it does 15% less damage and fires 20% more slowly.
-L'Etranger: A stylish, narrow-barreled revolver with an ivory handle design. It allows a spy to have 40% more cloak and for each hit it will return the spy 15 cloak. In return it does 20% less damage.
-Enforcer: A snubnosed revolver with a pearl grip. It does 20% more damage when the spy is disguised and can pierce through damage resistance. In return it fires 20% more slowly.
-Diamondback: A stylish .357 magnum revolver. For each building destroyed by sapper or backstab, the Diamondback gains one guaranteed critical hit. In return, it does 15% less damage.
Melee
-Knife: A foldable butterfly knife with a handle clip and clip-point blade. It is used to perform backstab which is a one hit kill attack.
-Sharp Dresser: A hidden blade with an eagle-shaped hook worn under the sleeve. Functions identically to the knife.
-Black Rose: A double-edged butterfly knife serrated on one side with roses engraved along the blade and a symbol of an encircled rose imprinted on the handles. Functions identically to the knife.
-Your Eternal Reward: A long, ornate dagger with distinctive oriental designs, a team-colored wooden handle, and a curved golden hilt. What makes this dagger special is that upon a successful backstab, the spy will take up the mercenary's identity. In addition, the backstab will be completely silent, guaranteeing that none of the mercenary's allies will be alerted through the mercenary's cries. However in return, the spy can not wear a disguise from their disguise kit.
-Wanga Prik: An over-sized voodoo pin with a cracked "death skull" serving as part of the handle. It functions identically to the Your Eternal Reward.
-Conniver's Kunai: A Japanese kunai dagger with a cloth-bound handle that ends in a ring. It foces spies to start off with very low health. In return, the spy can absorb the health of their backstabbed victim.
-Big Earner: A broken Italian stiletto switchblade left permanently unsheathed. Three small bands of blood-stained tape are wrapped near the base of the blade. For each kill, the spy regains 30 cloak and will gain a temporary speed boost. In return, the spy will have 25 less health.
-Spy-cicle: A long, partially transparent, light blue icicle. The icicle allows the Spy to become fireproof for a second and immune to afterburn for 10 seconds. However the icicle will melt in the fire, forcing the spy to wait for it to regenerate or grab a new one. When a spy backstabs a mercenary using the spy-cicle, they will turn into ice.
Primary PDA
-Disguise Kit : An ordinary cigarette case that, in addition to six normal cigarettes, contains hidden Spy tech. Allows the spy to flawlessly disguise themself as either enemy mercenary or ally mercenaries. When a spy disguises, a small puff of smoke will surround the spy unless they were already fully invisible. Attacking will make a spy lose their disguise .
Secondary PDA
- Invis Watch: A piece of advanced technology embodied in a digital watch with a partially wooden face and a silver segmented wristband. Allows Spies to turn completely invisible for 10 seconds. When they are invisible Spies are not allowed to attack. Spies must be careful from being bumped by enemies however. If they bump, spies will become slightly visible, alerting the enemy that there is a spy. Cloak regenerates by itself but speed up the process, Spies can pick up ammo from ammo boxes, stand near a dispenser or use one of their weapons that can restore cloak.
-Ethusiast's timepiece: A golden watch with an image of Pac-Man eating a dot on it. Functions exactly like the Invis Watch but reveals that the spy is slightly geeky
-QuackenBird: A silver and golden plated watch with a blue, monochrome screen containing an image of a pixelated duck. Functions exactly like the Invis Watch.
-Cloak and Dagger: An advanced technology cleverly hidden as a digital watch with a gold-colored case, three small buttons and alligator/crocodile leather straps. The cloak is motion sensitive. When running, the cloak will drain fast. When crawling, the cloak will drawin slow. And when the spy is still, cloak will replenish. However in return, a spy can not replenish their cloak through ammo boxes when invisible. In addition, picking up ammo boxes when they're uncloaked will yield them 35% less cloak.
-Dead ringer : A gold-plated pocket watch with an engraving of a hummingbird on its lid, and a circular Cloak display within. What makes the Dead Ringer special is that it allows a spy to feign their death. When a spy activates the Dead ringer right when they get hurt, they will cloak while leaving behind a fake body. Luckily when the Dead ringer is active, the Spy will receive 35% less damage before feigning their death thus allowing them to survive most attacks. Fire will also extinguish and bleeding will stop upon feigning their death.Then while their cloaked, they will receive a 3 second speed boost and will have damage resistance that is dependent on how much cloak they have after left. For the first three seconds of invisibility, the Spy will not flicker when bumping into enemies. This allows the spy to make a clean getaway. However after the three seconds is over, the cloak will act similar to standard cloaking. The cloak takes seven seconds to drain so spies must act quickly. Feigning death will take up half of the cloak available to the spy. In addition spies can not replenish their cloak through ammo boxes while invisible. When they are not cloaked, spies will receive 35% less cloak from ammo boxes.
Buildings
- Sapper: A small electric generator inscribed 'ELECTRO-SAPPER', with a carrying handle, two long yellow wires and a meter. It also features two clamps that are deployed when used. It is use to disrupt and slowly destroy engineers' buildings. Using a sapper while not make a Spy lose their disguise.
- Snack Attack : A broken Sapper with several rods suspending a bread monster in the center, which snaps at the player when the item is in use. When placed on an enemy Engineer's building, the monster clamps its teeth down on it and flails its body while destroying the building. Works exactly like the sapper but is more terrifying.
-Red-Tape Recorder: A reel to reel tape recorder with three Chinese characters on the front printed on a frayed, white label. It disrupts and reverses building construction instead of damaging the building. In addition, sapped buildings will take 33% less damage from the Spy.