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 8-B, higher with upgrades | At least 9-A, likely 8-C, possibly 8-B
Durability: At least Room level+, likely Building level, possibly City Block level | At least Room level+, likely Building level, possibly City Block level
Striking Strength: At least Room Class+, likely Building Class, possibly City Block Class | At least Room Class+, likely Building Class, possibly City Block Class
Standard primary. Ammo loaded per clip: 6. Ammo carried in total: 36.
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Pistol
Standard secondary. Ammo loaded per clip: 12. Ammo carried in total: 36.
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Bat
Default melee weapon.
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Force-A-Nature
+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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Shortstop
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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Soda Propper
+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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Baby Face's Blaster
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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Back Scatter
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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Lugermorph
C.A.P.P.E.R
Reskins of the Pistol; function identically to it.
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Bonk! Atomic Punch
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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Crit-a-Cola
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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Mad Milk
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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Mutated Milk
Reskin of the Mad Milk; functions identically to it.
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Winger
+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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Pretty Boy's Pocket Pistol
+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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Flying Guillotine
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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Frying Pan
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Conscientious Objector
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Freedom Staff
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Bat Outta Hell
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Memory Maker
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Ham Shank
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Necro Smasher
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Crossing Guard
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Prinny Machete
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Holy Mackerel
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Unarmed Combat
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Batsaber
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Saxxy
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Golden Frying Pan
The above are all essentially reskins of the default bat.
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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Candy Cane
On kill: a small health pack is dropped, +25% explosive damage vulnerability on wearer
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Boston Basher
On hit: Bleed for 5 seconds. On miss: hit yourself. Idiot.
Reskin of the Boston Basher; functions identically to it.
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Sun-on-a-Stick
100% critical hit vs burning players, +25% fire damage resistance while deployed, -25% damage penalty
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Fan O'War
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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Atomizer
Grants triple jump while deployed, melee attacks mini-crit while airborne. -15% damage vs players, this weapon deploys 50% slower
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Wrap Assassin
+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.
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."
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."
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."
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."
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."
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."
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."
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."
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."
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."
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."
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."
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.
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 8-B, higher with upgrades | At least 9-A, likely 8-C, possibly 8-B
Durability: At least Room level+, likely Building level, possibly City Block level | At least Room level+, likely Building level, possibly City Block level
Striking Strength: At least Room Class+, likely Building Class, possibly City Block Class | At least Room Class+, likely Building Class, possibly City Block Class
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
Standard primary. Ammo loaded per clip: 4. Ammo carried in total: 20.
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Shotgun
Standard secondary. Ammo loaded per clip: 6. Ammo carried in total: 32.
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Shovel
Default melee weapon.
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Original
Reskin of the stock rocket launcher; functions identially to it.
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Direct Hit
+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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Black Box
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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Rocket Jumper
+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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Liberty Launcher
+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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Cow Mangler 5000
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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Beggar's Bazooka
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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Air Strike
-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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Buff Banner
Provides an offensive buff that causes nearby team members to do mini-crits. Rage increases through damage done.
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Gunboats
-60% blast damage from rocket jumps.
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Battalion's Backup
+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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Concheror
+4 health regenerated per second on wearer, provides group speed buff with damage done giving health. Gain rage with damage.
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Mantreads
-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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Reserve Shooter
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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Righteous Bison
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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B.A.S.E. Jumper
Deployed parachutes slow your descent.
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Panic Attack
+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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Frying Pan
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Conscientious Objector
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Freedom Staff
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Bat Outta Hell
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Memory Maker
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Ham Shank
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Necro Smasher
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Crossing Guard
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Prinny Machete
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Saxxy
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Golden Frying Pan
The above are all essentially reskins of the default shovel.
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Equalizer
When weapon is active: damage increases as the user becomes injured, -90% healing from Medic sources
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Pain Train
1 capture rate on wearer, +10% bullet damage vulnerability on wearer
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Half-Zatoichi
+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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Disciplinary Action
On Hit Teammate: boosts both players' movement speed for several seconds, -25% damage penalty
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Market Gardener
Deals crits while the wielder is rocket jumping, 20% slower swinging speed, no random critical hits
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Escape Plan
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
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."
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."
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."
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."
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."
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."
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."
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."
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."
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."
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."
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."
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.
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 8-Bhigher with the Life Extender Machine. 10-C after the Life Extender Machine was torn out of him
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
Standard melee weapon wielded by most of the TFC mercenaries.
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Single-Barrel Shotgun
Ammo loaded per clip: 8. Ammo carried in total: 200.
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Double-Barrel Shotgun
Ammo loaded per clip: 16. Ammo carried in total: 200.
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Assault Cannon
Ammo carried in total: 200.
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Pistol
Ammo loaded per clip: 12. Ammo carried in total: 36.
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Hand Grenade
Deals massive damage on a four second fuse. Chevy carries four of these with him.
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MIRV Grenade
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.
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TFC Heavy in 1930.
TFC Heavy while amplified by the Life Extender Machine in 1972.
TFC Heavy after the machine was torn out of his gut.