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User:Schwarzweissrot/TF2 Redo

From The Codex

Scout

Grass grows, birds fly, sun shines, and brother, I hurt people. I'm a force of nature.
~ Scout
Glass? Who gives a shit about glass?

Background

Born and raised in Boston, Massachusetts and the youngest of eight boys from the south side of Boston, the Scout is a fast-running scrapper with a baseball bat and a snarky "in-your-face" attitude who learned how to solve problems with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance. So the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.

Statistics

Key: Gravel War | Australium Chase

Tier: At least 9-A, likely 8-C, possibly 7-C to 7-B, higher with upgrades | At least 9-A, likely 8-C, possibly 7-C to 7-A

Name: Jeremy

Origin: Team Fortress 2

Sex: Male

Age: 27

Classification: Human, Mercenary

Alignment: Chaotic Neutral (He is a mercenary who does not have the greatest regard for rules, as shown when he hit the "stolen briefcase" button to get Miss Pauling to show up to RED Team's hidden base in order to try and seduce her)

Dimensionality: 3-D

Attack Potency: At least Room level+ (His primary weapons are comparable to Soldier's Rocket Launcher, whereas a single one of its rockets was capable of creating an explosion of this magnitude), likely Building level (His primary weapons are comparable to Soldier's Cow Mangler 5000, which can vaporize human beings, which would require this much energy. The Cow Mangler 5000 can also vaporize MvM robots), possibly Town level to City level+ (The Pomson 6000 and the Manmelter are stated to be capable of subatomization, which would require this much energy), higher with upgrades (Aquiring all of the MvM upgrades allowed the mercenaries to stalemate Gray Mann's robot army in spite of said army having a enourmous advantage in terms of numbers, having been built to be stronger than the mercenaries and a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper) | At least Room level+, likely Building level, possibly Mountain level (Considerably more powerful than before due to being soulless. In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world', they were able to outclass the TFC mercenaries, with Soldier even one-shotting TFC Spy. The TFC mercs were able to defeat the Administrators best sets of mercenaries, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs)

Durability: At least Room level+, likely Building level, possibly Town level to City level+, higher with upgrades | At least Room level+, likely Building level, possibly Town level to Mountain level

Striking Strength: At least Room Class+, likely Building Class, possibly Town Class to City Class+, higher with upgrades | At least Room Class+, likely Building Class, possibly Town Class to Mountain Class

Lifting Strength: Class 5 (It's implied that he tore off the arm of a dead Spy), possibly Class K (It's implied that the mercenaries can tear off human skulls with spinal cords still attached to them, which would require a force of about 100 tons) | Class 5, possibly Class K

Travel Speed: Relativistic (Moves at a third of the speed of the projectiles from the Righteous Bison, which is referred to as indivisible particle smasher), higher with upgrades (Aquiring the movement speed upgrade boosts his speed by 30% at its highest level) | Relativistic

Combat Speed: Relativistic+ (Regularly fights alongside and against his fellow mercenaries, all of which can react to the projectiles from the Righteous Bison), FTL when launching baseballs with the Sandman or when throwing the Flying Guillotine (These projectiles move 2.5x faster than those of the Righteous Bison), higher with firearms, even higher with Bonk! (Capable of casually evading the Righteous Bison's projectiles at point-blank range) | At least Relativistic+ (He was able to defeat multiple MvM robots by himself, whereas Gravel War Sniper was blitzed by a common Sniper Bot), FTL when launching baseballs with the Sandman or when throwing the Flying Guillotine (These projectiles move 2.5x faster than those of the Righteous Bison), higher with firearms, even higher with Bonk!

Reaction Speed: Relativistic+ (Capable of easily reacting to the projectiles from the Righteous Bison), FTL with Bonk! | At least Relativistic+, FTL with Bonk!

Stamina: Superhuman (A since can of Bonk! contains several hundred times the daily recommended allowance of sugar and Scout is more than capable of drinking multiple cans of Bonk within a battle. He managed to keep fighting after a bear slashed his stomach open, which caused many of his organs to fall out and his heart to stop. When interviewed by the Director, he boasted about himself until his film camera ran out of film and then for five more hours, stating that he "had tons more ta say". The mercenaries are seemingly unaffected by having lost several liters of blood in battle)

Range: Standard Melee by himself and with melee weapons, Tens of Meters with Shotguns and throwables, Hundreds of Meters with Pistols

Intelligence: Below Average academics wise (It has consistently been shown that Scout is academically inept), at least Gifted combat wise (Despite his cocky and arrogant appearance, he stops boasting when he gets into a serious situation and concentrates solely on the fight, utilizing his honed evasiveness to outperform physically superior foes on a daily basis. He noticed that Archimedes flew harmlessly out of its mouth after having been swallowed whole by the Bread Monster in Expiration Date and, alongside Miss Pauling, quickly came up with a plan to save both of them from the Payload explosion in Expiration Date, the two of them wordlessly agreeing to jump into its mouth. Miss Pauling considers the mercenaries to be the best of the best at what they do), Above Average street smarts (He managed to trick Spy by taking advantage of his feelings for his mother)


Powers and Abilities

Superhuman Physical Characteristics, Acrobatics, Weapon Mastery, Multiple Jumps & Limited Physics Manipulation (Can jump once in mid-air), Damage Boost (Most of his weapons can deal random critical hits or minicrits; the former deals almost 250% as much damage as a normal attack does whereas a minicrit deals 135% damage. Demoman was shown firing a crit pill in Jungle Inferno; Soldier was shown firing a crit rocket in Meet the Soldier), Statistics Amplification (via various weapons), Status Effect Inducement with Fan O'War and Sandman, Afterimage Creation with BONK!, Energy Projection with C.A.P.P.E.R, Self-Healing when hitting targets with the Pretty Boy's Pocket Pistol or those drenched in the Mad Milk, Immortality (Type 6. Could keep fighting after a bear slashed his stomach open and many of his organs fell out. Comparable to his BLU counterpart, who was still conscious even though RED Heavy had punched out all his blood) Blessed (Scout is God's gift to women. Upon hearing that no woman had lain with him, he was contemplating to punish humanity by sending a plague, flood or just blowing up the earth), Resurrection (God can resurrect him), Immunity to Soul Manipulation (Due to Medic surgically implanting himself with the soul of every other mercenary), Resistance to Heat Manipulation (Capable of tanking several shots from weapons that can vaporize human beings and even MvM robots), Extreme Cold (Managed to survive in freezing russian mountains, despite the fact that he was not wearing weather compatible clothing)

Same as the base, Magic, Electricity Manipulation (via Ball O' Lightning), Necromancy and Summoning (via Skeletons Horde), Summoning (via Summon MONOCULUS), Invisibility (Via Stealth), Teleportation and Healing (via Shadow Leap), Fire Manipulation (via Fireball), Healing, Statistics Amplification and Size Manipulation (via Power Up), Status Effect Inducement and Animal Manipulation (via Swarm of Bats), Healing and Invincibility (via Overheal), Explosion Manipulation (via Pumpkin MIRV and Meteor Shower]), Blast Jumping and Healing (via Blast Jump), Soul Manipulation (via Soul Gargoyle; which collects the soul of those who are killed by its wielders)

Same as base, Regeneration (Mid-low), Self-Healing with Health on Kill, Statistics Reduction (Mad Milk can be upgraded to slow down enemies drenched in it), Statistics Amplification (with Crits on Kill), Resistance to Fire Manipulation and Explosion Manipulation Teleportation and Statistics Amplification with Teleport to Spawn Canteen (Teleports the user to spawn and gives a 5 second speed boost), Invulnerability with Become Ubercharged Canteen, Statistics Amplification with Become Crit Boosted Canteen


Standard Equipment

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  • Standard primary. Ammo loaded per clip: 6. Ammo carried in total: 36.
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  • Standard secondary. Ammo loaded per clip: 12. Ammo carried in total: 36.
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  • Default melee weapon.
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  • +50% faster firing speed, knockback on the target and shooter, +20% bullets per shot, -10% damage penalty, -66% clip size. Ammo loaded per clip: 2. Ammo carried in total: 32.
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  • When weapon is active: increase in push force taken from damage and airblast. Holds a 4-shot clip and reloads its entire clip at once. Ammo carried in total: 36.
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  • +50% faster firing speed, 25% faster reload time, On Hit: Builds Hype, -66% clip size. When the hype meter is filled, Scout gains the ability to jump up to five times in mid-air. Ammo loaded per clip: 2. Ammo carried in total: 32.
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  • On hit: builds boost, run speed increased with boost, -34% clip size, 10% slower move speed on wearer, boost reduced on air jumps, boost reduced when hit. Ammo loaded per clip: 4. Ammo carried in total: 32.
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  • Mini-crits targets when fired at their back from close range, -34% clip size, no random critical hits, 20% less accurate. Ammo loaded per clip: 4. Ammo carried in total: 32.
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  • Reskins of the Pistol; function identically to it.
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  • Upon drinking a can of Bonk, Scout gets a massive speed amp which results in him dodging any attack in-game at point-blank range for eight seconds. He cannot attack during this time period. Afterwards, he is unable to drink more Bonk for the next 22 seconds.
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  • Upon drinking a can of Crit-a-Cola, each of Scout's attack mini-crits for eight seconds. Afterwards, he is unable to drink more Cola for the next 22 seconds. Attacking marks him for death for five seconds after the effect expires, which results in him being considerably more vulnerable afterwards.
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  • Extinguishing teammates reduces cooldown by -20%, players heal 60% of the damage done to an enemy covered with milk, can be used to extinguish fires. Enemies drenched in it are covered in its contents for ten seconds. After using it, Scout has to wait for 20 seconds until he can do so again.
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  • Reskin of the Mad Milk; functions identically to it.
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  • +15% damage bonus, +25% greater jump height when active, -60% clip size. Ammo loaded per clip: 5. Ammo carried in total: 36.
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  • +15% faster firing speed, on hit: gain up to +3 health (approximately 2.4% of Scout's total health), -25% clip size
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  • Throwing it at his enemies makes them bleed. Long distance hits reduce recharge time, no random critical hits. Under normal circumstances, it takes 5.1 seconds for it to recharge and if he has managed to hit an enemy at long range with it, it only takes 3.6 seconds.
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  • The above are all essentially reskins of the default bat.
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TF2 Sandman.png|Sandman

  • Scout gains the ability to launch a baseball towards his enemy. Successfully hitting a target with the baseball will not only damage, but also slow them down significantly. The longer the victim will be slowed, ranging from 1 to 7 seconds. Scout can do this once every ten seconds. He loses about 12% of his health if he chooses to wield this weapon.
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  • On kill: a small health pack is dropped, +25% explosive damage vulnerability on wearer
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  • On hit: Bleed for 5 seconds. On miss: hit yourself. Idiot.
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TF2 Three-Rune-Blade.png|Three-Rune-Blade

  • Reskin of the Boston Basher; functions identically to it.
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  • 100% critical hit vs burning players, +25% fire damage resistance while deployed, -25% damage penalty
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  • Crits whenever it would normally mini-crit, on hit: one target at a time is marked-for-death, causing all damage taken to be mini-crits, -75% damage penalty
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  • Grants triple jump while deployed, melee attacks mini-crit while airborne. -15% damage vs players, this weapon deploys 50% slower
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  • +25% increase in recharge rate, alt-fire: launches a festive ornament that shatters causing bleed, -65% damage penalty. Scout can launch one ornament at the target every 7.5 seconds.

Shadow Leap
  • Regular Magic Spell No. 1 - Shadow Leap
    • Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. Also heals the user for 30 health on use (in Scout's case, it would heal him for 24% of his total health). The projectile arcs under gravity. Hitting an enemy player will deal 10 damage (in Scout's case 8% of his total health). Scout can utilize this spell twice and, when doing so, will say "ipsum instantarium."
  • Fireball

    • Regular Magic Spell No. 2 - Fireball
      • Shoots a ball of fire that sets enemies on fire in a large radius. Not affected by gravity, similar to rockets except they cannot be reflected by a compression blast. The attack deals 100 damage and aditionally sets the target on fire for 5 seconds. If the target does not find a way to put the fire out, and is as durable as Scout is, it would die from the combination of the initial blast and the afterburn effect. Scout can utilize this spell twice and, when doing so, will say "caputus crepitus."

    Blast Jump

    • Regular Spell No. 3 - Blast Jump
      • Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Will also heal the user for 25 health and deal 4-12 damage to nearby opponents in a small radius on use. Scout can utilize this spell twice and, when doing so, will say "amplus tripudio."

    Overheal

    • Regular Magic Spell No. 4 - Overheal
      • Übercharges the spell-caster and all allies within 275 hammerunits (equal to 5.236 meters) and quickly refills their health up to an overhealed amount of up to twice their maximum health. The uber lasts for 1 second and healing lasts for 3 seconds. Also pushes back enemies from the user. Scout can utilize this spell once and, when doing so, will say "barpo kabalto."

    Swarm of Bats

    • Regular Magic Spell No. 5 - Swarm of Bats
      • Shoots a glowing ball that quickly falls in a steep arch, exploding in a small radius upon impact. Enemies hit will be assaulted by bats, causing them to fly into the air and bleed. The attack deals 40 damage and targets bleed for 3 seconds. Scout can utilize this spell twice and, when doing so, will say "deus invictus."

    Pumpkin MIRV

    • Regular Magic Spell No. 6
      • Throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something; if it hits a player, it immediately explodes. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team, they simply disappear. Note that these pumpkins can also cause damage to the spell-caster or any teammate that detonates them. Pumpkins bombs that did not explode disappear after 40 seconds. Scout can utilize this spell once and, when doing so, will say "pactum diabolus."

    Stealth

    • Regular Magic Spell No. 7 - Stealth
      • Temporarily cloaks the spell-caster for 8 seconds. The spell-caster is unable to push the cart, capture, or block capture while under the effects of the spell. The caster is fully able to attack, but attacking immediately breaks the spell. The spell also heals the user for 40 health on use. Scout can utilize this spell once and, when doing so, will say "barpo invisum."
    Summon Monoculus
  • Rare Magic Spell No. 1 - Summon MONOCULUS
    • Fires a skull at the area. Upon impact, summons a ghostly team-colored MONOCULUS (smaller than the normal MONOCULUS) that floats upwards a fixed height and attacks enemies. Should both teams summon a MONOCULUS, they will attack each other when there are no players of the opposite team to attack. Unlike the real MONOCULUS, the one created by this spell will not move. When utilizing this spell, Scout will say "invokum MONOCULUS."
  • Summon Skeletons

    • Rare Magic Spell No. 2 - Summon Skeletons
      • Fires a skull at the area. Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. If not destroyed, skeletons suicide after 30 seconds have passed. When utilizing this spell, Scout will say "mortis animataris."

    Ball O' Lightning

    • Rare Magic Spell No. 3 - Ball O' Lightning
      • Fires a wave of electricity that continuously deals 20 damage to enemies it touches and sucks them in. It will vanish after a certain amount of time or if it directly hits a large obstacle. When utilizing this spell, Scout will say "imputum fulumenus."

    Meteor Shower

    • Rare Magic Spell No. 4 - Meteor Shower
      • Fires a fire ball. Upon impact, summons several meteors above the targeted area, which does 100 damage continuously to enemies in a range about 1.5 times the size of a capture point. When utilizing this spell, Scout will say "seismela tremoro."

    Power Up

    • Rare Magic Spell No. 5 - Power Up
      • Causes the spell-caster to shrink and gain a big head. Results in the spell-caster becoming more difficult to hit, gaining a significant boost to their movement, attack, and reload speed, taking greatly increased knockback, and having unlimited jumping capacity. Also heals the user for 100 health on use. If the caster is on a slope or near a structure or prop when this spell runs out, they can suffer a crush death. When utilizing this spell, Scout will say "paidum celeris."
    Soul Gargoyle
  • Collects the souls of those who die at the hands of its user.

  • Other

    Standard Tactics: He uses his speed to engage his opponent with hit-and-run tactics, making use of his ability to get in, do damage, and dash away before even being noticed. He utilizes the skills he has honed since his early childhood like his evasiveness to not get tagged by his enemies. He commonly resorts to taunting friends and foes alike.

    Weaknesses: Scout is insecure about his feelings for Miss Pauling and his (unsuccessful) attempts to impress her can distract him from time to time. His insecurities about himself lead to him wanting others to think that he is the best, which is prone to annoy both his allies and enemies.

    Note: It is a considerably popular theory that Scout meeting God in heaven was just a dream by the former, however this seems to be directly contradicted by the angels snapping Tom Jones' neck as soon as he appears, trying to hide him from Scout. Scout believes Tom Jones to be his father and if it all was just a dream, he would have acted like he was.

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    Battle Records

    None.

    *Sonic the Hedgehog (Sonic the Hedgehog) - Thread

      • Key: Classic Era Base Sonic and 8-C Australium Chase Scout were used.
      • Conditions: Sonic has access to his standard equipment, Scout has the Scattergun, Flying Guillotine and the Sandman. He also gets one can of Bonk! Atomic Punch and one can of Crit-a-Cola. Speed is unequalized.
      • Location: The fight takes place in 2Fort
      • Restrictions: None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Schwarzweissrot/TF2 Redo


    Soldier

    "If fighting is sure to result in victory, then you must fight!" Sun Tzu said that, and I'd say he knows a little more about fighting than you do, pal, because he invented it! And then he perfected it, so that no living man could best him in the ring of honor!
    ~ Soldier

    Sun Tzu said, 'Winning a hundred wars is not the best thing. The best thing is to win without fighting at all.' Men, Sun Tzu is an idiot! And if I ever see him, I will punch him in his mouth!
    ~ Soldier

    Background

    Though he wanted desperately to fight in World War 2, the Soldier was rejected by every branch of the military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.

    Statistics

    Key: Gravel War | Australium Chase

    Tier: At least 9-A, likely 8-C, possibly 7-C to 7-B, higher with upgrades | At least 9-A, likely 8-C, possibly 7-C to 7-A

    Name: Jane Doe

    Origin: Team Fortress 2

    Sex: Male

    Age: In his 50's

    Classification: Human, Mercenary

    Alignment: Chaotic Neutral (He has a short fuse and sometimes attacks Scout for no real reason. He has killed people for no real reason before)

    Dimensionality: 3-D

    Attack Potency: At least Room level+ (A single one of his rockets was capable of creating an explosion of this magnitude), likely Building level (His Cow Mangler 5000 can vaporize human beings, which would require this much energy. The Cow Mangler 5000 can also vaporize MvM robots. Other weapons are comparable to it in terms of damage output), possibly Town level to City level+ (The Pomson 6000 and the Manmelter are stated to be capable of subatomization, which would require this much energy), higher with upgrades (Aquiring all of the MvM upgrades allowed the mercenaries to stalemate Gray Mann's robot army in spite of said army having a enourmous advantage in terms of numbers, having been built to be stronger than the mercenaries and a single wave of robots initially stomping Scout, Soldier, Demoman, Heavy and Sniper) | At least Room level+, likely Building level, possibly Town level to Mountain level (Considerably more powerful than before due to being soulless. In spite of TFC Heavy labelling the TF2 mercenaries 'the laughing stock of the mercenary world', they were able to outclass the TFC mercenaries, with Soldier even one-shotting TFC Spy. The TFC mercs were able to defeat the Administrators best sets of mercenaries, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs)

    Durability: At least Room level+, likely Building level, possibly Town level to City level+, higher with upgrades | At least Room level+, likely Building level, possibly Town level to Mountain level

    Striking Strength: At least Room Class+, likely Building Class, possibly Town Class to City Class+, higher with upgrades | At least Room Class+, likely Building Class, possibly Town Class to Mountain Class

    Lifting Strength: At least Class 5 (He frequently overpowers Scout and is far stronger than him. It's implied that Scout tore off the arm of a dead Spy), possibly Class K (It's implied that the mercenaries can tear off human skulls with spinal cords still attached to them, which would require a force of about 100 tons) | At least Class 5, possibly Class K

    Travel Speed: Relativistic (Moves at a fifth of the speed of the projectiles from the Righteous Bison, which is referred to as indivisible particle smasher), higher with upgrades (Aquiring the movement speed upgrade boosts his speed by 30% at its highest level) | Relativistic

    Combat Speed: Relativistic+ (Regularly fights alongside and against his fellow mercenaries, all of which can react to the projectiles from the Righteous Bison), Relativistic+ to FTL with weapons | At least Relativistic+ (He was easily able to fight against hordes of MvM robots, whereas Gravel War Sniper was blitzed by a common Sniper Bot), Relativistic+ to FTL with weapons

    Reaction Speed: Relativistic+ (Capable of easily reacting to the projectiles from the Righteous Bison) | At least Relativistic+

    Stamina: Superhuman (He ran for many hours straight without resting, never showing any signs of fatigue afterwards. He also reacted very casually to having his hand cut off by Pyro. The mercenaries are seemingly unaffected by having lost several liters of blood in battle)

    Range: Standard Melee by himself and with most melee weapons, Extended Melee with Half-Zatoichi, Tens of Meters with Shotguns, Hundreds of Meters with Rocket Launchers

    Intelligence: Varies academically, up to Genius for combat-related topics (He built a functioning Rocket Launcher and a Shotgun out of trash), at least Gifted combat-wise (He is surprisingly witty when it comes to combat, eviscerating the BLU team mostly on his own in Meet the Soldier. He accurately predicted that BLU Spy would uncloak behind him and dealt with him extraordinarily quickly. Miss Pauling considers the mercenaries to be the best of the best at what they do), Mental Disability street smarts (He believes that all of his fellow mercenaries are american simply because Heavy and Medic told him so. When playing a Tabletop board game with Scout, Heavy and Miss Pauling he repeated the same action over and over again expecting a different result despite Miss Pauling's repeated warnings that this would end the game. He was easily tricked by Merasmus pretending to be a pizza man named Merasmurray after already having said who he really was)


    Powers and Abilities

    Superhuman Physical Characteristics, Weapon Mastery, Damage Boost (Most of his weapons can deal random critical hits or minicrits; the former deals almost 250% as much damage as a normal attack does whereas a minicrit deals 135% damage. Demoman was shown firing a crit pill in Jungle Inferno; Soldier was shown firing a crit rocket in Meet the Soldier), Explosion Manipulation (via Rocket Launchers; self-explanatory), Statistics Amplification (via the Buff Banner, Battalion's Backup, and Concheror), Curse Manipulation, Self-healing and limited One Hit Kill (via Half-Zatoichi. If he tries to switch away from the blade without killing anyone, he loses 50HP which is a quarter of his health. If he manages to kill someone with the blade his health is immediately filled with 50% of his maximum health. He can one-hit-kill enemies that are also wielding the Half-Zatoichi), Energy Projection, Fire Manipulation and Energy Manipulation (via Cow Mangler 5000 and Righteous Bison), Durability Negation and Incorporeality (via Righteous Bison. Its projectiles penetrate enemy targets and cannot be deflected) Regeneration (Mid-low, via the Concheror), Transmutation (via Saxxy and Golden Frying Pan), Resurrection (He has stated that he can't be killed [permanentely] and will only come back stronger; this is because he has eaten an entire bottle of Merasmus' "Kill me, come back stronger" pills), Immortality (Type 6. Was still being able to move with barely any blood in him, should be comparable to BLU Scout who was still conscious even though RED Heavy had punched out all his blood), Multiple Personalities (Shown here), Enhanced Senses and Extrasensory Perception (Can see and talk with the souls of Redmond and Blutarch Mann), Immunity to Soul Manipulation (Due to Medic surgically implanting himself with the soul of every other mercenary), Resistance to Heat Manipulation (Can tank several shots from weapons that can vaporize human beings and even MvM robots), Pain (Barely reacted to getting his hand cut off by Pyro), Extreme Cold (Managed to survive in freezing russian mountains, despite the fact that he was not wearing weather compatible clothing; was capable of resisting the temperature even when he was naked)

    Same as base, Magic, Electricity Manipulation (via Ball O' Lightning), Necromancy and Summoning (via Skeletons Horde), Summoning (via Summon MONOCULUS), Invisibility (Via Stealth), Teleportation and Healing (via Shadow Leap), Fire Manipulation (via Fireball), Healing, Statistics Amplification and Size Manipulation (via Power Up), Status Effect Inducement and Animal Manipulation (via Swarm of Bats), Healing and Invincibility (via Overheal), Explosion Manipulation (via Pumpkin MIRV and Meteor Shower]), Blast Jumping and Healing (via Blast Jump), Soul Manipulation (via Soul Gargoyle; which collects the soul of those who are killed by its wielders)

    Same as base, Regeneration (Mid-low), Status Effect Inducement (via Rocket Specialist; direct hits with RPGs are capable of stunning opponents) Self-Healing (via Health on Kill), Statistics Amplification (via Crits on Kill), Teleportation and Statistics Amplification (via Teleport to Spawn Canteen; teleports the user to spawn and gives a 5 second speed boost), Invulnerability (via Become Ubercharged Canteen), Statistics Amplification (via Become Crit Boosted Canteen), Resistance to Fire Manipulation (via Fire Resistance), Explosion Manipulation (via Blast Resistance)

    Standard Equipment

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    • Standard primary. Ammo loaded per clip: 4. Ammo carried in total: 20.
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    • Standard secondary. Ammo loaded per clip: 6. Ammo carried in total: 32.
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    • Default melee weapon.
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    • Reskin of the stock rocket launcher; functions identially to it.
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    • +25% damage bonus, +80% projectile speed, deals mini-crits to targets that are launched airborne by explosions, grapple hooks or rocket packs, -70% explosion radius. Ammo loaded per clip: 4. Ammo carried in total: 20.
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    • On hit: Gain up to +20 health per attack, -25% clip size. Ammo loaded per clip: 3. Ammo carried in total: 20.
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    • +200% max primary ammo on wearer, no self inflicted blast damage taken, -100% damage penalty, no random critical hits, wearer cannot carry the intelligence briefcase or PASS Time JACK. Ammo loaded per clip: 4. Ammo carried in total: 60.
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    • +25% clip size, +40% projectile speed, -25% blast damage from rocket jumps, -25% damage penalty. Ammo loaded per clip: 5. Ammo carried in total: 20.
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    • Does not require ammo. Wielder can shoot a charged shot that mini-crits targets, sets them on fire and disables buildings for 4 seconds, no random critical hits, deals only 20% damage to buildings, minicrits whenever it would normally crit. Ammo loaded per clip: 4. Ammo carried in total: Unlimited.
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    • Hold fire to load up to three rockets at the same time - release fire to unleash the barrage, -20% explosion radius, -3 degrees random projectile deviation, overloading the chamber will cause a misfire, no ammo from dispensers when active. Ammo loaded per clip: 0. Ammo carried in total: 20.
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    • -15% blast damage from rocket jumps, increased attack speed and smaller blast radius while blast jumping, clip size increased on kill, -15% damage penalty, -10% explosion radius. Ammo loaded per clip: 4-8. Ammo carried in total: 20.
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    • Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done.
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    • -60% blast damage from rocket jumps.
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    • +20 max health on wearer, provides a defensive buff that protects nearby team members from crits, incoming sentry damage by 50% and 35% from all other sources. Rage increases through damage done.
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    • +4 health regenerated per second on wearer, provides group speed buff with damage done giving health. Gain rage with damage.
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    • -75% reduction in push force taken from damage, deals 3x falling damage to the player you land on, -75% reduction in airblast vulnerability, 200% increased air control when blast jumping
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    • Deals minicrits to targets that have been launched airborne by explosions, grapple hooks or rocket packs, this weapon deploys 20% faster, -34% clip size. Ammo loaded per clip: 4. Ammo carried in total: 32.
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    • Does not require ammo, projectile penetrates enemy targets, projectile cannot be deflected, deals only 20% damage to buildings. Ammo loaded per clip: 4. Ammo carried in total: Unlimited.
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    • Deployed parachutes slow your descent.
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    • +50% bullets per shot, this weapon deploys 50% faster, fires a fixed shot pattern, -20% damage penalty, successive shots become less accurate. Ammo loaded per clip: 6. Ammo carried in total: 32.
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    • The above are all essentially reskins of the default shovel.
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    • When weapon is active: damage increases as the user becomes injured, -90% healing from Medic sources
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    • 1 capture rate on wearer, +10% bullet damage vulnerability on wearer
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    • +On kill: Gain 50% of base health. No random critical hits, honorbound: once drawn sheating deals 50 damage to yourself unless it kills. Soldiers and Demos can duel with katanas for a one-hit-kill
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    • On Hit Teammate: boosts both players' movement speed for several seconds, -25% damage penalty
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    • Deals crits while the wielder is rocket jumping, 20% slower swinging speed, no random critical hits
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    • When weapon is active: move speed increases as the user becomes injured, you are marked for death while active and for short period after switching weapons, -90% less healing from Medic sources

    Shadow Leap
  • Regular Magic Spell No. 1 - Shadow Leap
    • Fires a dark smoke-like ball that teleports the spell-caster to wherever it lands when it comes in contact with a surface. Also heals the user for 30 health on use (in Soldier's case, it would heal him for 15% of his total health). The projectile arcs under gravity. Hitting an enemy player will deal 10 damage (in Soldier's case 5% of his total health). Soldier can utilize this spell twice and, when doing so, will say "ipsum instantarium."
  • Fireball

    • Regular Magic Spell No. 2 - Fireball
      • Shoots a ball of fire that sets enemies on fire in a large radius. Not affected by gravity, similar to rockets except they cannot be reflected by a compression blast. The attack deals 100 damage and aditionally sets the target on fire for 5 seconds. If the target does not find a way to put the fire out, and is as durable as Scout is, it would die from the combination of the initial blast and the afterburn effect. Soldier can utilize this spell twice and, when doing so, will say "caputus crepitus."

    Blast Jump

    • Regular Spell No. 3 - Blast Jump
      • Propels the spell-caster into the air, high enough that falling damage will result. Can be used in the air. Will also heal the user for 25 health and deal 4-12 damage to nearby opponents in a small radius on use. Soldier can utilize this spell twice and, when doing so, will say "amplus tripudio."

    Overheal

    • Regular Magic Spell No. 4 - Overheal
      • Übercharges the spell-caster and all allies within 275 hammerunits (equal to 5.236 meters) and quickly refills their health up to an overhealed amount of up to twice their maximum health. The uber lasts for 1 second and healing lasts for 3 seconds. Also pushes back enemies from the user. Soldier can utilize this spell once and, when doing so, will say "barpo kabalto."

    Swarm of Bats

    • Regular Magic Spell No. 5 - Swarm of Bats
      • Shoots a glowing ball that quickly falls in a steep arch, exploding in a small radius upon impact. Enemies hit will be assaulted by bats, causing them to fly into the air and bleed. The attack deals 40 damage and targets bleed for 3 seconds. Soldier can utilize this spell twice and, when doing so, will say "deus invictus."

    Pumpkin MIRV

    • Regular Magic Spell No. 6
      • Throws a bomb that produces a ring of small team-colored pumpkin bombs once it hits something; if it hits a player, it immediately explodes. The pumpkin bombs produced will only explode and deal damage when shot by the spell-caster's team; if they are shot by the other team, they simply disappear. Note that these pumpkins can also cause damage to the spell-caster or any teammate that detonates them. Pumpkins bombs that did not explode disappear after 40 seconds. Soldier can utilize this spell once and, when doing so, will say "pactum diabolus."

    Stealth

    • Regular Magic Spell No. 7 - Stealth
      • Temporarily cloaks the spell-caster for 8 seconds. The spell-caster is unable to push the cart, capture, or block capture while under the effects of the spell. The caster is fully able to attack, but attacking immediately breaks the spell. The spell also heals the user for 40 health on use. Soldier can utilize this spell once and, when doing so, will say "barpo invisum."
    Summon Monoculus
  • Rare Magic Spell No. 1 - Summon MONOCULUS
    • Fires a skull at the area. Upon impact, summons a ghostly team-colored MONOCULUS (smaller than the normal MONOCULUS) that floats upwards a fixed height and attacks enemies. Should both teams summon a MONOCULUS, they will attack each other when there are no players of the opposite team to attack. Unlike the real MONOCULUS, the one created by this spell will not move. When utilizing this spell, Soldier will say "invokum MONOCULUS."
  • Summon Skeletons

    • Rare Magic Spell No. 2 - Summon Skeletons
      • Fires a skull at the area. Upon impact, explodes into several team-colored Skeletons which begin to attack enemies. If not destroyed, skeletons suicide after 30 seconds have passed. When utilizing this spell, Soldier will say "mortis animataris."

    Ball O' Lightning

    • Rare Magic Spell No. 3 - Ball O' Lightning
      • Fires a wave of electricity that continuously deals 20 damage to enemies it touches and sucks them in. It will vanish after a certain amount of time or if it directly hits a large obstacle. When utilizing this spell, Soldier will say "imputum fulumenus."

    Meteor Shower

    • Rare Magic Spell No. 4 - Meteor Shower
      • Fires a fire ball. Upon impact, summons several meteors above the targeted area, which does 100 damage continuously to enemies in a range about 1.5 times the size of a capture point. When utilizing this spell, Soldier will say "seismela tremoro."

    Power Up

    • Rare Magic Spell No. 5 - Power Up
      • Causes the spell-caster to shrink and gain a big head. Results in the spell-caster becoming more difficult to hit, gaining a significant boost to their movement, attack, and reload speed, taking greatly increased knockback, and having unlimited jumping capacity. Also heals the user for 100 health on use. If the caster is on a slope or near a structure or prop when this spell runs out, they can suffer a crush death. When utilizing this spell, Soldier will say "paidum celeris."
    Soul Gargoyle
  • Collects the souls of those who die at the hands of its user.

  • Other

    Standard Tactics: In spite of his slow movement speed (at least when compared to all of his fellow mercenaries barring Heavy), he possesses great mobility. He is capable of using rocket jumps to reach his destination quickly. His approach to combat is usually as aggressive as it gets; rocket-jumping towards his target and then attacking them with whatever weapon he has at hand (or with his bare hands, if needed).

    Weaknesses: He is insane, much moreso than his fellow mercenaries. Because of his low common sense, he can be easy to manipulate, trick or outsmart.

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    Battle Records

    *Nana (Madagascar) - Thread

      • Keys: Gravel War Soldier was used.
      • Conditions: Soldier was unarmed while Nana got access to her standard equipment.
      • Location: SBA
      • Restrictions: Soldier's resurrection was restricted.

    None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Schwarzweissrot/TF2 Redo


    Saxton Hale

    The name's Saxton Hale! Australian! CEO of Mann Co! And the man who's gonna burn this place to the ground!
    ~ Saxton Hale

    Background

    Saxton Hale is a daring Australian, President and CEO of Mann Co., and the star of many comics series. He is considered the fourth richest man in America. He was the sixth richest man in America, but surpassed the fifth by wealth and the fourth by killing him in a harpoon duel. His favorite pastimes include fighting, drinking, and battling with ferocious animals. In fact, most kids sleep with a teddy bear at night, but Saxton Hale sleeps with an actual bear that he tamed while in the Brazilian Jungles. His identifying features include a mustache, rippling muscles, a crocodile-tooth lined hat, and a patch of rotating chest hair shaped like Australia. He also refuses to wear clothes on his upper body "for obvious reasons".

    Saxton is the most current male of the Hale family to take up the reins of Mann Co. since Zepheniah Mann left its ownership to loyal aide and tracker Barnabus Hale in his last will and testament. His boisterous presence is felt in all areas of the company, from the slogan "We sell products and get in fights" to Gorilla Wrestling Fridays – his attempt at employee morale building. He also fills out customer forms with tick-boxes to either intimidate any product-thieving rivals or commend new inventors submitting a new product idea to him. His inspiring image is also featured on numerous Mann Co. catalogs and promotional materials. He is known (and feared) for his belief in handling customer service issues personally, with his official policy being: "If you aren't 100% satisfied with our product line, you can take it up with me!"

    Statistics

    Tier: At least 7-B, possibly 7-A, up to 5-C with Preperation

    Name: Saxton Hale

    Origin: Team Fortress 2

    Sex: Male

    Age: 40's as of Ring of Fired

    Classification: Human, CEO of Mann Co.

    Alignment: Chaotic Neutral (He is fully aware on most of the products that his company sells being low quality but still dares people who aren't completely satisfied with Mann Co.'s product line to take it up with him. He has killed the former fourth richest man in America in a harpoon duel, fought the shop manager from the Apple Store in A Visual History in order to take over his company, purchased England when he used the Internet for the first time and seeks to punch all kinds of dangerous animals into extinction)

    Dimensionality: 3-D

    Attack Potency: At least City level, possibly Mountain level (Defeated a Yeti that was stated to not be stoppable by anything on earth which should indicate it being able to tank nuclear explosions. He casually one-shotted another Yeti in Jungle Inferno, which previously casually stomped Soldier, Pyro and Sniper, whereas all of them can tank shots from weapons that are said to be capable of subatomization, which would require this much energy), up to Moon level with Preperation (He owns Mann Co. and can freely utilize the entirety of its resources. After the events of A Visual History, he took over a rival company that was capable of placing enough explosives on the moon to blow it up with one of the workers appearing to not consider this to be a huge deal)

    Durability: At least City level, possibly Mountain level

    Striking Strength: At least City Class, possibly Mountain Class

    Lifting Strength: At least Class 5, possibly Class K (Much stronger than the mercs, including Heavy, who is the physically most powerful mercenary. Scout, the physically weakest merc, is implied to be capable of tearing arms off and it's implied that the mercenaries can tear off skulls with spinal cords still attached to them, which would require a force of about 100 tons. Comparable, if not superior, to Margaret who was casually keeping up with Heavy in a tug of war despite the latter going all out)

    Travel Speed: Relativistic (Faster than the likes of Sniper, who can move at a fourth of the speed of the projectiles from the Righteous Bison)

    Combat Speed: At least Relativistic+ (He scales to Margaret, who caught Australium Chase Scout off-guard. Australium Chase Scout is superior to his Gravel War self, where he could easily react to the projectiles from the Righteous Bison), possibly FTL (He can fight against wild animals that can tag him)

    Reaction Speed: At least Relativistic+, possibly FTL (He appeared to not have noticed the sudden speed boost an employee must have gotten after drinking nearly all of a can of Bonk! Bonk! let's Scout move at this speed)

    Stamina: Superhuman (Capable of engaging in extensive combat for nine hours. Should be superior to mercenaries such as Scout and Soldier)

    Range: Standard Melee

    Intelligence: Above Average, possibly higher (Despite often acting a little eccentric, Saxton is a capable buisnessman, was implied to be proficient in the usage of various types of weapons and invented several martial arts. He considers the mercenaries to be exceptionally subnormal men)


    Powers and Abilities

    Superhuman Physical Characteristics, Acrobatics (Shown here and here), Enhanced Senses (Hearing and Smelling), Martial Arts (Wrestling, Jarate, Drunken Boxing, Drunken Cry-Fighting, Drunken Headbutting, Shaolin Drunken Knife Wrestling, Drunken Apology-Making), 4th Wall Awareness, Limited Plot Manipulation (Changed the beginning of the A Fate Worse Than Chess comic to something to his likening), Minor Toon Force, Human Achievements, Preparation, Immense Pain Tolerance (Virtually unaffected by getting bitten into his arm)


    Other

    Standard Tactics: Saxton engages his opponent in close quarters combat. If given the opportunity to do so, he is willing to use the environment to his advantage.

    Weaknesses: Saxton is unwilling to hurt children, which resulted in him losing his entire company, however he is willing to persuade others to do it for him.

    Battle Records

    None.

    None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Schwarzweissrot/TF2 Redo


    Heavy (Team Fortress Classic)

    Y'know, I never understood you world domination guys. Too much work. I mean -- when're you gonna get to enjoy it? You'll be a hundred goddamn years old by the time you take over the world.
    ~ TFC Heavy to Gray Mann

    Background

    The Heavy Weapons Guy is a playable class in Team Fortress Classic and one of the antagonists of the Team Fortress Comics series. He is notable for his large size and is outfitted with Heavy Armor, as well as a Single-Barrel Shotgun, Double-Barrel Shotgun, and Assault Cannon. For grenades, the Heavy Weapons Guy is equipped with two powerful grenade types, the Hand Grenade, and MIRV Grenade. However, he is the slowest class in the game. This makes him a great defensive class as he can take many hits before dying and has enough firepower to quickly inflict significant damage.

    He had been hired in 1930 by Redmond and Blutarch Mann to fight over the land left by Zepheniah Mann. Later on, in 1972 he had been hired once more by Gray Mann and fought against the new mercenaries with his previous colleagues as their leader.

    Statistics

    Tier: At least 9-A, likely 8-C, possibly 7-C to 7-A, higher with the Life Extender Machine

    Name: Chevy

    Origin: Team Fortress Classic

    Sex: Male

    Age: In his 60's to 70's by the time of the events of the TF2 comic series

    Classification: Human, Mercenary

    Alignment: Neutral Evil (He casually turned on his employer, Gray Mann, and killed him shortly afterwards, intending to use the latters Life Extender Machine for himself and the rest of his team)

    Dimensionality: 3-D

    Attack Potency: At least Room level+, likely Building level, possibly Town level to Mountain level (He easily overpowered Medic and was implied by himself to be capable of fighting evenly against Heavy, given that he had excessive knowledge on the abilities of the mercs it is likely that his would have been the case under normal conditions. Should be comparable to his durability. The TFC mercs were able to defeat the Administrators best sets of mercenaries, which left her with 'just the rejects', implying that the TFC mercs would have been able to easily handle the initial selves of the TF2 mercs, meaning that the TFC mercenaries should scale above the Gravel War selves of the mercenaries. Their Gravel War selves can tank shots from Soldier's Rocket Launcher, whereas a single one of its rockets is capable of creating an explosion this powerful. They can also tank hits from the Cow Mangler 5000 which not only can vaporize human beings, requiring this much energy, but is also stated to be capable of subatomization, which would require this much energy)), higher while amplified by the Life Extender Machine (The amplification allowed him to turn around his fight with Heavy into a stomp in his favour)

    Durability: At least Room level+, likely Building level, possibly Town level to Mountain level (He tanked two hits from Medic's Ubersaw and a prolonged brutal beatdown by a bloodlusted Heavy), higher while amplified with the Life Extender Machine

    Striking Strength: At least Room Class+, likely Building Class, possibly Town Class to Mountain Class

    Lifting Strength: At least Class 5, possibly Class K (Comparable to Heavy, who is the physically strongest of the TF2 mercenaries. Scout, the physically weakest merc, is implied to be capable of tearing arms off and it's implied that the mercenaries can tear off skulls with spinal cords still attached to them, which would require a force of about 100 tons)

    Travel Speed: Relativistic (Should be comparable to Heavy, who can move at a little less than a fifth of the Righteous Bison's speed)

    Combat Speed: At least Relativistic+ (He was able to bullrush Australium Chase Medic, who is comparable to his fellow mercenaries, all of which were capable of fighting against MvM robots. Gravel War Sniper was blitzed by a common Sniper Bot), FTL with firearms

    Reaction Speed: At least Relativistic+

    Stamina: Superhuman (He endured Medic slashing across his face, stabbing deeply into his abdomen and Heavy breaking his back and stayed conscious. Should be comparable to current mercenaries such as Scout and Soldier)

    Range: Standard Melee by himself and with Crowbar, Tens of Meters with Shotguns, at least Tens of Meters with Assault Cannon, Hundreds of Meters with Pistol

    Intelligence: At least Gifted (With him as the leader of the Team Fortress Classic mercenaries, they have managed to hunt down and kill off several other teams of mercenaries employed by the Administrator, all of which were held in much higher regard than the current mercenaries, who he has labelled 'the laughing stock of the mercenary world')


    Powers and Abilities


    Standard Equipment

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    • Standard melee weapon wielded by most of the TFC mercenaries.
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    • Ammo loaded per clip: 8. Ammo carried in total: 200.
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    • Ammo loaded per clip: 16. Ammo carried in total: 200.
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    • Ammo carried in total: 200.
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    • Ammo loaded per clip: 12. Ammo carried in total: 36.
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    • Deals massive damage on a four second fuse. Chevy carries four of these with him.
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    • Grenade splits into several miniature bombs upon detonation. These bombs detonate after a few seconds. Chevy carries two of them with him.

    Other

    Standard Tactics: He is known for his ability to take loads of damage and still keep going while having enough firepower to quickly inflict significant damage. He is likely to use his Assault Cannon at longer range and one of his shotguns at close-range, as well as utilizing his grenades.

    Weaknesses: None notable normally. If the Life Extender Machine gets ripped out of his gut, he will age rapidly, his muscles will shrivel away and he will die soon afterwards.

    Gallery

    Battle Records

    None.

    None.

    None.

    Discussions (Link For Mobile Users):

    Discussion threads involving Schwarzweissrot/TF2 Redo