- News
- Home
- News Archive
- Send News
- Articles
- Forum
- Signature Generator
- Gallery
- FAQ
- Downloads
- Games & Music
Steamstats of
CannonFodder52
Canada
Description:
Feel free to add me for a trade, but dont expect me to be immediately free to talk. I'm often playing dota and I will get to you after the game.
[url=http://forums.sourceop.com/threads/40602-CannonFodder52-s-Rep-Thread-Willing-to-Middleman[/url]
[url=http://www.youtube.com/user/CannonFodder52?feature=mhw5]Youtube Account[/url]
Summary
0.4 hrs past 2 weeks
Backpack
-
Primary Toggle View
-
Strange Scattergun
6×Equipped- Damage (point blank): 85 - 105
- Damage (medium range): 10 - 40
- Damage (long range): 3 - 10
- Mini-crit damage: 8.1 per pellet
- Critical damage: 18 per pellet
- Total shots: 36 + 6 in the weapon
The Scattergun is the Scout's primary fire weapon and basically represents an improved shotgun with a second barrel. The Scattergun has max effect at point blank and can kill lighter classes such as Medics and Engineers with one or two shots. Due to shot scattering, this weapon is less effective in long-range use and consequently deals less damage when used in this way.
-
Strange Force-A-Nature
- Damage (point blank): 82 - 101
- Damage (medium range): 10 - 39
- Damage (long range): 3 - 10
- Mini-crit damage: 7.29 per pellet
- Critical damage: 16.2 per pellet
- Total shots: 32 + 2 in the weapon
- Knockback on the target and the shooter
- +50% faster firing speed
- +20% bullets per shot
- -10% damage done
- -60% clip size
The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).
-
Force-A-Nature
- Damage (point blank): 82 - 101
- Damage (medium range): 10 - 39
- Damage (long range): 3 - 10
- Mini-crit damage: 7.29 per pellet
- Critical damage: 16.2 per pellet
- Total shots: 32 + 2 in the weapon
- Knockback on the target and the shooter
- +50% faster firing speed
- +20% bullets per shot
- -10% damage done
- -60% clip size
The Force-A-Nature is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 10 Scout Achievements, thus reaching the"Scout Milestone 2". The weapon is a variation of the Scattergun in terms of design and basic functions, but features a shorter muzzle. It deals about 10% less damage then the Scattergun and has a reduced clip size of 2 shots, but has an increased reload speed. In addition to that, the weapon creates an impact wave at each shot, resulting in enemies being pushed away (as well as the user while in mid-air - also allows triple jumps).
-
Strange Rocket Launcher
2×Equipped- Damage (short range): 105 - 112
- Damage (middle range): 50 - 90
- Damage (long range): 45 - 60
- Mini-crit- damage on direct hit: 122
- Critical damage on direct hit: 270
- Splash damage 1m: 60 - 81 (Crit: 226)
- Splash damage 2m: 43 - 52 (Cr
- Shots: 4 Rockets
- Total shots: 20 + 4 in the Weapom
By far the most famous and popular weapon in every first-person shooter is the Rocket Launcher. The reason why this high-impact fire weapon is so favored mainly lies in its versatility. It can not only be used as a means of attack but also aids the Soldier in movement as it allows him to quickly advance or reach higher platform by rocket jumping. The Rocket Launcher’s attack strength is the same in short and long range use and due to its splash damage, it is one of the worst enemies of sentries. However, as the rockets fly rather slowly, it is not very effective against moving targets at long distance. Since the Rocket Launcher can only hold four rockets at a time the Soldier needs to use them accurately and with a lot of aiming skill but this is not a problem after a little target practice.
-
Strange Direct Hit
- Damage (short range): 112 - 140
- Damage (middle range): 50 - 90
- Damage (long range): 25 - 60
- Critical damage: 338
- Mini-crit damage: 151
- Shots: 4 Rockets
- Total shots: 20 Rockets + 4 in the weapon
- +80% projectile speed
- +25% damage done
- Mini-crits on airborne targets
- -70% explosion radius
As is right and proper for a soldier, this is a rocket launcher, though, with altered attributes. The radius of it's splash damage is reduced by 70%, conversely the rockets' speed is increased by 80%, the damage on direct hits is increased by 25% and airshots receive Mini-Crit hits additionally.
-
Strange Revolver
- Damage: 46 - 56
- Mini-crit damage: 46
- Critical damage: 102
- Shots: 6
- Total shots: 24 + 6 in the weapon
For mid and long-range confrontation the Revolver is the weapon of choice. It is very accurate and with it Spies can do quite some damage in a short period of time. The reload time is very short. It takes a Spy two clips at most to dispose of an enemy.
-
Ambassador
- Damage (short Range): 46 - 56
- Damage (middle Range): 31 - 37
- Damage (long Range): 15 - 19
- Mini-Crit: 46
- Critical Hit (headshot only): 102
- Shots: 6
- Total shots: 24 + 6 in the weapon
- Crits on an accurate headshot
- -15% damage done
- -20% slower firing speed
The Ambassador one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 5 Spy Achievements, thus reaching the "Spy Milestone 1". This weapon offers a much higher accuracy then the Revolver. In fact, it is as accurate as a sniper rifle, but the accuracy drops after the first shot for about a second. It also can pierce through multiple enemies and buildings. In addition to that, it always causes cirtical damage when performing a headshot.
-
Strange Flamethrower
2×- Damage per second (point blank): 134.6 - 198
- Damage per second (medium range): 118.8 - 158.4
- Damage per second (long range): 79.2 - 99
- Mini-crit damage: 1.35x more damage
- Critical damage: 3x more damage
Welcome to hell! Although the Flamethrower only has a reach of 2 meters, it causes great damage to enemies and can kill them within seconds depending on the target’s distance and HP. Should the Pyro even manage to get amidst a group of enemies, he can unleash pure mayhem on them by setting multiple players ablaze with a single quick sweep. Once afire, enemies lose 3 HP per second and continue to burn for quite a long period of time if not healed. This allows the Pyro to even score kills while he already initiates his next barbeque somewhere else on the map. With the secondary function of the flamethrower, the pyro is able to produce a blast of compressed air that knocks enemies away, and redirects enemy projectiles. He also can use it to extinguish teammates.
-
Frontier Justice
- Damage (short range): 80 - 90
- Damage (middle range): 10 - 30
- Damage (long range): 3 - 10
- Pellets per Shot: 10
- Mini-crit-Damage per pellet: 8.1
- Crit-Damage per pellet: 18
- Ammo loaded: 3
- Ammo carried: 32
- Gains Revenge Crits for Kills of your Senrtry Gun
- Gains Revenge Crits if your Senrty gets destoryed
- No random Critical Hits
- -50% clip size
The Frontier Justice is an unlockable primary weapon available for the Engineer released with the Engineer Update. This shotgun cannot randomly Crit and has half the magazine size of the regular Shotgun (3 from 6), but can get Revenge Crits: For every kill your Sentry racks up, upon its destruction the Frontier Justice gets 2 guaranteed Crits. For every assist, it gets 1. This applies even if the Engineer destroys his own Sentry with the PDA. Taunting with the Frontier Justice will make the Engineer pull out his guitar, strum it, and slam it on the ground killing anyone unlucky enough to be infront of him.
-
Strange Grenade Launcher
Equipped- Damage: 64 - 132
- Critical damage: 284 - 296
- Total shots: 16 + 4 in the weapon
With the grenade launcher, the Demoman can deal much damage in no time. Though, the grenades explodes by direct contact with an enemy player or an enemy building, otherwise they explode automatically 2 to 3 seconds after hitting a ceiling, a wall or the ground.
-
Natascha
- Damage per second (point blank): 320 - 360
- Damage per second (medium range): 30 - 200
- Damage per second (long range): 30 - 60
- Damage: 6.75 per bullet
- Mini-crit damage: 9.1125 per bullet
- Critical damage: 20.25 per bullet
- Shots: 200
- Slows down target on hit
- -25% damage
Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.
-
Strange Natascha
- Damage per second (point blank): 320 - 360
- Damage per second (medium range): 30 - 200
- Damage per second (long range): 30 - 60
- Damage: 6.75 per bullet
- Mini-crit damage: 9.1125 per bullet
- Critical damage: 20.25 per bullet
- Shots: 200
- Slows down target on hit
- -25% damage
Natascha is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 15 Heavy Achievements, thus reaching the "Heavy Milestone 2". This weapon is essentially another Minigun, but with an additional effect: The weapon slows down every enemy it hits by 25% for a short moment. Unlike Sahsa, however, this weapon deals lower damage then its counterpart.
-
Vera
Equipped- Damage per second (point blank): 500 - 540
- Damage per second (medium range):50 - 300
- Damage per second (long range): 50 - 100
- Damage: 9 per bullet
- Mini-crit damage: 12 per bullet
- Critical damage: 27 per bullet
- Shots: 200
The primary weapon and the best friend of the strongly built Heavy is called "Sasha". It fires roughly 10 shots per second and it is able to raze everything in short and mid range with a single sweep.
-
Strange Sniper Rifle
3×- Bodyshot 43 - 57 (0% Charge) / 128 - 172 (100% Charge)
- Headshot: 150 (0% Charge) / 450 (100% Charge)
- Minicrit-Damage: 68 (0% Charge) / 203 (100% Charge)
- Crit-Damage: max. 150
- Clip Size: 1 shot
- Ammunition overall: 25 shots
- The damage increases after 1 second in zoomed state
The sniper rifle is the best and strongest long range weapon in Team Fortress 2. It occupies the primary slot of the snipers weapons. The sniper can charge his shot, which takes 3.5 seconds to achieve 100% and deals a massive amount of damage to his enemies. To almost every class, a fully charged headshot leads to instant death.
-
Huntsman
- Bodyshot: 44-58 (0% Charge), 103-137 (100% Charge)
- Headshot: 153 (0% Charge), 360 (100% Charge
- Clip Size: 1 shot
- Ammunition overall: 12 shots + 1 in the bow
The huntsman is one of the three new weapons for the sniper introduced with the sniper vs. spy update. The weapon is unlocked once you complete 5 sniper achievements thus acquiring the "Sniper Milestone 1". This weapon is a decent alternative for the sniper rifle. While the latter is more suited for very long range combat, the bow can compete with mid- to melee range combat. The charging time for your shot is shorter than the one of your sniper rifle, which is useful in melee range. The field of view is also better, because you can fire well aimed shots from the normal - unzoomed - sight.
-
Strange Backburner
- 100% critical hits from behind
- +150% airblast cost
The Backburner is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 15 Pyro Achievements, thus reaching the "Pyro Milestone 2". The weapon works in the same way the Flamethrower: it uses fire to deal damage and set enemies on fire. As the name implies, it will cause critical damage whenever a player hits an enemy on his or her "back".
-
Strange Syringe Gun
Equipped- Damage point blank: 10 - 15
- Damage medium range: 5 - 10
- Damage long range: 5 - 6
- Mini-crit-Damage: 14
- Critical damage: 30
- Shots: 40
- Munition: 150 + 40 in the weapon
The only fire weapon the Medic can resort to if he needs to is the Syringe Gun. The gun shoots out about 10 syringes per second that individually don’t do a lot of damage but since the fire rate is quite high represent considerable danger especially to low-health classes. The syringes are subject to ballistics which makes them fall towards the ground with increasing flying distance. So, the further away a target is the higher up the Medic needs to aim in order to score hits. Oops, that was not medicine.
-
Blutsauger
- Damage point blank: 10 - 15
- Damage medium range: 5 - 10
- Damage long range: 5 - 6
- Mini-crit-Damage: 14
- Critical damage: 30
- Shots: 40
- Munition: 150 + 40 in the weapon
- +3 HP per Hit
The Blutsauger is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 10 Medic Achievements, thus reaching the "Medic Milestone 1". The weapon deals the same amount of damage as the Syringe Gun. In addition to that, all damage caused by that weapon will be added to the player's health. For instance: When hurting an enemy constantly without missing at all, it will heal 30 health points per second (3 points for each hit). With another TF2 Update the Blutsauger reduces the regenaration of health points from the maximum of 6 to 4 healt point per second.
-
Black Box
- On Hit: +15 health
- -25% Clip size
As a part of the Tank Buster Kit, this weapon replaces your primary Rocketlauncher.
-
Strange Shortstop
- Damage (short Distance): 69 - 72
- Damage (medium Distance):: 24 - 48
- Damage (long Distance):: 6 - 12
- Minicrit-Damage: 16 pro Kugel
- Crit-Damage: 24 pro Kugel
- Shots: 4
- Total shots: 36 + 4 in the weapon
- On Hit: Slow target movement by 40% for 0.5s
As a part of the Special Delivery Kit, this four-barreled Pistol will replace your primary Scattergun. Because of its fast reloading ability, this weapon will be a torture to your enemies when it's used by the right person.
-
Shortstop
- Damage (short Distance): 69 - 72
- Damage (medium Distance):: 24 - 48
- Damage (long Distance):: 6 - 12
- Minicrit-Damage: 16 pro Kugel
- Crit-Damage: 24 pro Kugel
- Shots: 4
- Total shots: 36 + 4 in the weapon
- On Hit: Slow target movement by 40% for 0.5s
As a part of the Special Delivery Kit, this four-barreled Pistol will replace your primary Scattergun. Because of its fast reloading ability, this weapon will be a torture to your enemies when it's used by the right person.
-
Strange Degreaser
- 65% faster weapon switch
- -25% burn damage penalty
- -10% damage penalty
This, made-out-of-trash-like Flamethrower replaces you normal Flamethrower. It impresses with its Skin, the sound of burning someone and the ability to switch weapons quickly.
-
Sidney Sleeper
- Bodyshot: 45 - 50 (0% Charge)
- Bodyshot: 70 - 80 (50% Charge) (Jarate Effect starts)
- Bodyshot: 90- 110 (75% Charge)
- Bodyshot: 130 - 160 (100% Charge)
- Minicrit-Damage: 68 (0% Charge) / 203 (100% Charge)
- Crit-Damage: 150 (0% Charge) / 450 (100% Charge)
- Shots: 1
- Total Shots: 25 + 1 in the weapon
- On Hit: Jarate applied to target for 8 seconds
- No random critical hits
- No headshots
The Sidney Sleeper replaces, as a part of the Croc-o-style Kit your Sniper Rifle. This weapon may help you to coat distant enemies with Jarate, but people will start calling you a "Bodyshotn00b" (someone who can kill people with bodyshots only).
-
L'Etranger
- Damage: 32
- Minicrit-Damage: 43
- Crit-Damage: 96
- Shots: 6
- Total shots: 24 + 6 in the weapon
- +15% cloak on hit
- -20% damage done
As a part of the Saharan Spy kit, the L'Etranger (en. The Stranger) replaces your Revolver.
-
Iron Curtain
The Iron Curtain is a promotional primary weapon for the Heavy. It appears to be a Minigun made partially out of wood, with identifiable features such as a Communist Hammer and Sickle emblem visible on the ammo casing and a smoking vent on the side. This weapon was supposedly crafted by the Heavy himself. The weapon functions in exactly the same way as the standard Minigun. It is awarded to players of Poker Night at the Inventory for defeating the Heavy during a round in which he has bought in with the item instead of cash.
-
Crusader's Crossbow
- Fires special bolts that heal teammates and deal damage based on distance traveled
- 40% faster reload time
- No headshots
- -75% max primary ammo on wearer
The Crusader's Crossbow is a community-made primary weapon for the Medic. The Crusader's Crossbow appears as a wooden crossbow, with a metal barrel attached to a canister which houses an arrow until it is fired. The cross emblem worn on the Medic's backpack and scoreboard icon is present on both the canister, and the frame of the Crusader's Crossbow. The Crusader's Crossbow fires an arrow that travels in a slight arc with a team-colored streak trailing behind it, not unlike the Huntsman. Though the Crusader's Crossbow does not require the user charge their shot before firing, the time spent reloading an active arrow is significantly increased compared to the Huntsman. Arrows fired from the Crusader's Crossbow will damage enemies and heal teammates, allowing a sharpshooting player to deal damage from a great distance. Any player hit with an arrow fired from the Crusader's Crossbow will appear to have an arrow sticking out of their body, a mere cosmetic effect. Arrows function on a reversed damage falloff scale; the further an arrow travels, a greater amount of damage or health it will heal. The amount of health replenished is not affected by whether the teammate has been recently damaged. Healing teammates with an arrow fired from the Crusader's Crossbow does not contribute to the Medic's ÜberCharge meter. A Pyro can reflect an arrow fired from the Crusader's Crossbow back at the Medic, or into their own teammates to give them a health boost. Disguised enemy Spies will be damaged by reflected arrows, rather than healed.
-
Brass Beast
- +20% damage done
- 50% slower spin up time
- -60% slower move speed while deployed
The Brass Beast is a community-made primary weapon for the Heavy. It is an antique machine gun made almost entirely of brass, bearing resemblance to the original 1861 Gatling gun made by Richard J. Gatling. This weapon does more damage per second than the original Minigun, at the cost of a lengthy spin up time and slower movement speed while it is both deployed and revved up. As a result, players are unable to move effectively whilst deployed, but can deal significant damage to oncoming enemies. This makes the Brass Beast particularly strong in defensive situations where a Heavy can keep the weapon spinning without having to move.
-
Loch-n-Load
- +20% damage done
- +25% projectile speed
- Launched bombs shatter on surfaces
- -60% clip size
- +25% damage to self
The Loch-n-Load is a community-made primary weapon for the Demoman. It is a break-action grenade launcher, with separate barrels for firing its two loaded grenades. The weapon fires grenades that travel at approximately 1331 Hammer units per second, or around 56 miles per hour. These grenades inflict slightly more damage than the Grenade Launcher upon a direct hit; however, the grenades will shatter harmlessly upon hitting anything other than an enemy player or building, causing no damage whatsoever. The grenades additionally deal increased self-damage to the Demoman who fired them, making close combat riskier.
-
Enforcer
Equipped- +20% damage bonus while undisguised
- 20% slower firing speed
- No random critical hits
The Enforcer is a community-made secondary weapon for the Spy. It is a snubnosed revolver with a pearl grip. The Enforcer delivers 20% more damage to enemies than the Revolver when undisguised. However, it fires 20% slower and cannot deal random crits.
-
Soda Popper
- +25% faster reload time
- +50% faster firing speed
- -60% clip size
- No random critical hits
Builds hype as you run. When the hype meter is full, unleash mini-crits! The Soda Popper is a primary weapon for the Scout. It is a broken Force-A-Nature repaired with several black bands, with slitted barrels and a can of Crit-a-Cola attached underneath. The weapon offers 25% faster reloading speed and 50% faster firing speed compared to the default Scattergun. However, it restricted to loading two shots at a time, and it is incapable of delivering random critical hits. In addition, equipping the Soda Popper places a "hype" meter on the HUD, which charges whilst the player is moving with the weapon in use. It takes approximately 5200 Hammer units of distance traveled, either through running or jumping, to fill up the hype meter. When the meter is full, all weapons will automatically deal mini-crits for 8 seconds
-
Bazaar Bargain
Equipped- -20% Base charge rate decreased
The Bazaar Bargain is a primary weapon for the Sniper. It is a long ornately carved rifle with a small circular sight attached to a long rod, secured with golden straps; the stock is curved with a golden recoil pad. The Bazaar Bargain has it base charge rate decreased by 20%. Successfully scoring a headshot increases the charge rate of the next shot by 10%. On the other hand, taking body shots lengthens the charge time, and missing a shot completely clears the bonus. The bonus caps out at a 30% faster charge time, after 5 consecutive headshots. This item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Rifle 1.
-
Ali Baba's Wee Booties
- +100% turning control while charging
- +25 max health on wearer
Ali Baba's Wee Booties are a set of primary weapons for the Demoman. They are a pair of steel pointed boots, curved slightly at the tip. These boots provide the player with a 25 health bonus. In addition, it allows for a doubled increase in turning control while charging with either the Chargin Targe or Splendid Screen, allowing the Demoman's charge to be maneuvered much easier.
-
Overdose
- -10% damage done
The Overdose is a primary weapon for the Medic. It is a prototype Syringe Gun, with a white and team-colored needle disposal container in place of a needle cache. This weapon deals 10% less damage than that of the stock Syringe Gun. However, as the Medic builds up his ÜberCharge, his movement speed while holding the Overdose will increase proportionally, reaching a maximum of 10%. The Overdose was previously tested in the Team Fortress 2 Beta as the Beta Syringe Gun.
-
Liberty Launcher
- +40% projectile speed
- -25% clip size
The Liberty Launcher is a primary weapon for the Soldier. It is an army green rocket launcher with tan wooden handles, a scope with a white U.S. Army insignia, and a wooden shoulder-rest with a wire frame exhaust port. The Liberty Launcher's projectile travels at a rate of 1540 Hammer Units per second - roughly 66 mph - 40% faster than the Rocket Launcher's rockets. However, it can only have three rockets loaded at once.
-
Tomislav
- +10% faster spin up time
- This weapon has no barrel spin sound
- -20% firing speed
Tomislav is a primary weapon for the Heavy. It is an over-sized, heavily modified Thompson submachine gun with two handles, an ammo drum connected to its underside, and a carrying sling hanging from the drum to the handguard. This weapon sports a 75% faster spin-up time complete with a suppressed sound, ideal for ambushing opponents. This, however, comes at the cost of firing 20% slower, resulting in a reduced application of damage per second.
-
Strange Tomislav
- +10% faster spin up time
- This weapon has no barrel spin sound
- -20% firing speed
Tomislav is a primary weapon for the Heavy. It is an over-sized, heavily modified Thompson submachine gun with two handles, an ammo drum connected to its underside, and a carrying sling hanging from the drum to the handguard. This weapon sports a 75% faster spin-up time complete with a suppressed sound, ideal for ambushing opponents. This, however, comes at the cost of firing 20% slower, resulting in a reduced application of damage per second.
-
Cow Mangler 5000
- This weapon does not require ammo.
- This weapon can fire a charged shot that mini-crits players and disables buildings for 4 sec.
- No random critical hits
- This weapon deals reduced damage to buildings.
The Cow Mangler 5000 is a primary weapon for the Soldier. It appears to be a large bazooka-style retro-future ray gun. This weapon is able to fire 5 blasts of energy that delivers identical damage to players as the Rocket Launcher, but reduced damage aganst buildings. The Cow Mangler 5000 features a "Mangler" bar in the HUD which serves as an indication of its clip; after being depleted, it can be recharged through a reloading process. It does not feature the traditional ammo reserve used by other weapons. When the Mangler bar is full, pressing and holding the secondary fire button will cause the weapon to begin charging up. During this process, the entire Mangler bar is consumed and the Soldier's movement speed is reduced to a third (from his standard 80% of normal speed to roughly 27%). This charging period lasts for 3 seconds, after which a single charged shot can be fired. This shot delivers additional base damage to players as well as dealing mini-crit damage. Additionally, enemies hit by this blast will suffer afterburn identical to that of the Flamethrower, albeit for half of the normal duration. This also allows the weapon to be used to ignite Huntsman arrows held by a friendly Sniper. The charged shot is further capable for disabling any building for a total of 4 seconds. Enemies killed by the Mangler suffer a unique death; they will turn black and hover in mid-air while team-colored fire particles surround them and disintegrate their body.
-
Original
The Original is a promotional primary weapon for the Soldier. Styled after the Rocket Launcher from Quake (the model of which was used in the original Team Fortress mod for the Soldier's Rocket Launcher and the Pyro's Incendiary Cannon), it appears as a tan rocket launcher with a gray tubular exhaust port, bulky barrel, and a gray handle
-
Widowmaker
The Widowmaker is a promotional primary weapon for the Engineer. It is a futuristic, tan Shotgun styled after the Widowmaker TX, a weapon available in Deus Ex: Human Revolution. This weapon uses the Engineer's metal as its source of ammunition; each shot fired will consume 60 metal, making for a maximum of 3 shots able to be fired without additional metal, with no requirement to reload. Each point of damage done to an enemy player or building with the Widowmaker is returned to the Engineer as metal. It was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
-
Machina
2×- Fully charged Shot can pierce through multiple enemies
The Machina (play /ˈmɑːkiːnə/ or /ˈmækɨnə/ mah-kee-nə[1]) is a promotional primary weapon for the Sniper. It is a futuristic Sniper Rifle with a split barrel and soft grip. While the Machina deals identical damage to the default Sniper Rifle, it cannot be fired unless the player is utilizing the scope. Attempting to fire the weapon unscoped will cause it to "click" and emit sparks from the muzzle at no ammo cost. A fully charged shot fired by the Machina delivers an extra 15% damage and can pierce through multiple enemies. On the other hand, fully charged shots do not penetrate through buildings. This weapon also fires tracer rounds; each shot leaves a faint team-colored trail in the air, notifying enemies of the Sniper's position. A successful penetration kill, where a fully charged shot penetrates an enemy to kill another enemy behind them, will trigger a unique sound effect akin to fanfare that can be heard by every player on the server. The Machina was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
-
Diamondback
2×- Damage (short Range): 46 - 56
- Damage (middle Range): 31 - 37
- Damage (long Range): 15 - 19
- Mini-Crit: 46
- Critical Hit (headshot only): 102
- Shots: 6
- Total shots: 24 + 6 in the weapon
- Can save Crits
- No random Crits
The Diamondback is a promotional primary weapon for the Spy. It is styled after the Diamond Back .357 from Deus Ex: Human Revolution. Similarly to the Frontier Justice, the Diamondback has the ability to store up to 35 critical hits for later use but cannot deliver random crits. A potential critical hit is stored for each enemy building that is destroyed while being sapped by that Spy's Electro Sappers; the Spy does not have to earn credit for the destruction. As a drawback, the weapon delivers 15% less damage compared to the default Revolver. Any stored critical hits will be lost upon death and any buildings destroyed with the Spy's Electro Sapper attached while he is dead will not be granted to him upon respawn. The Diamondback was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
-
Bootlegger
- +100% increase in turning control while charging
- +25 max health on wearer
The Bootlegger is a primary weapon for the Demoman. It is a single pirate's boot and a peg leg. Used when a pirate loses his leg in battle, the same way as the Demoman uses an eye patch (He loses his eye in battle.). This set is Pirate themed. This weapon functions in exactly the same way as Ali Baba's Wee Booties.
-
Pomson 6000
3×- Does not require ammo
- Projectile penetrates enemy targets
- Projectile cannot be deflected
- On Hit: Victim loses 10 Medigun charge
- On Hit: Victim loses 20 cloak
Being an innovative hand-held irradiating utensil capable of producing rapid pulses of high-amplitude radiation in sufficient quantity as to immolate, maim and otherwise incapacitate the Irish.
-
Phlogistinator
- All fire damage charges 'Mmmph', activate to refill health and crit for several seconds
- No airblast
- No random critical hits
- -10% damage penalty
Being a revolutionary appliance capable of awakening the fire element phlogiston that exists in all combustible creatures, which is to say, all of them.
-
Beggar's Bazooka
- Hold Fire to load up to three rocketsRelease Fire to unleash the barrage
- Overloading the chamber will cause a misfire
- +%s1 degrees random projectile deviation
- Cannot collect ammo from dispensers
-
Rainblower
- On Equip: Visit Pyroland
- Only visible in Pyroland
Your friends (enemies) will squeal with delight (be consumed with fire) when you cover them in sparkly rainbows (all-consuming fire). (Equips Pyrovision.)
-
Hitman's Heatmaker
- Gain Focus on kills and assists
- Focus activates on Fire when Focus meter is full
- In Focus: 25% faster charge rate and no unscoping
- Headshot kills cause decapitation
- Focus activates on Fire when Focus meter is fullIn Focus: +25% faster charge and no unscoping
- 20% damage penalty on body shot
Heads will roll.
-
Strange Baby Face's Blaster
2×- 40% more accurate
- On Hit: Builds Boost Run at up to double speed at maximum Boost
- -30% damage penalty
- 35% slower movement speed on wearer
- Boost resets on jump
-
Baby Face's Blaster
- 40% more accurate
- On Hit: Builds Boost Run at up to double speed at maximum Boost
- -30% damage penalty
- 35% slower movement speed on wearer
- Boost resets on jump
-
Huo-Long Heater
- Sustains a ring of flames while deployed
- 6 ammo consumed per second while deployed
-
-
Secondary Toggle View
-
BONK! Energy Drink
2×- 8 Seconds Invulnerably
The Atomic Punch energy drink is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 22 Scout Achievements, thus reaching the "Scout Milestone 3". When used, the Scout becomes invulnerable for 1.25 seconds. No matter what weapon is used against the Scout, he doesn't take any damage whatsoever. He also doesn't take any damage when falling from high spots, but still dies from drowning since BONK! can't be used underwater. After the effect faded, the Scout will stay in a near-lethargy stasis, forcing him to move about 50% slower then normal for 6 seconds. While invulnerable, the Scout can neither capture the Intel nor capture a Control Point. He also can't attack any weapon, but can reload them. The camera switches to third person perspective during this time, much like when taunting with a class.
-
Strange Pistol
Equipped- Damage (point blank): 20 - 22
- Damage (medium range): 10 - 15
- Damage (long range): 8 - 9
- Mini-crit damage: 20
- Critical damage: 45
- Shots: 12
- Total shots: 36 + 12 in the weapon
The Pistol is the Scout's secondary fire weapon. As it does less damage than the Scattergun it should primarily be used for long-range targets as it is very accurate. The Pistol also comes in handy if opponents only have very little health left and only need one or two bullets to be killed.
-
Crit-a-Cola
- Gives mini-crits for 8 seconds
- +25% moving speed
- Takes mini-crits for 8 seconds
The Bonk! Crit-a Cola is the third secondary weapon for the Scout. It is consumed like the Bonk! Atomic Punch and gives the drinker mini-crits for 6 seconds. However, during this effect, the Scout receives mini-crits during his buff. The drink needs 24 seconds for cooldown. It is achieved either by random drop or by crafting, e.g. Kritzkrieg+Bonk! Atomich Punch.
-
Strange Flare Gun
- Damage: 27 - 33
- Mini-crit damage (on burning enemies only): 41
- * Critical damage: 90
- minicrit vs burning player
The Flare Gun is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 10 Pyro Achievements, thus reaching the "Pyro Milestone 1". The weapon fires flares who not only deal damage to an enemy when hit, but also ignite them. That allows the Pyro to deal with enemies from a distance, most notably against Snipers and Engineers.
-
Wrangler
2×Engineers can use the Wrangler to take control and aim their Sentry Gun. An Engineer-controlled Sentry Gun won't select targets by itself. The Wrangler creates a shield that absorbs 66% of all incoming damage.
-
Cloak and Dagger
- Total cloak time while running: 6.8 seconds
- Total cloak time while crouch-walking: 66.5 seconds
- Recharge time while uncloaked: 33.5 seconds
- Recharge time while cloaked: 22.5 seconds
- * Does not allow to recharge faster by picking up ammo boxes and dropped weapons
The Cloak and Dagger is one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 11 Spy Achievements, thus reaching the "Spy Milestone 2". While the Invisibility Watch drains energy regardless of the situation, the Cloak and Dagger is motion sensitive: energy is only drained when the player moves. The faster the player moves while being cloaked, the faster it drains. When you stand still, the device recharges automatically, regardless if you're cloaked or not. If the energy meter reacehs zero, you won't fully uncloak, but instead are partially visible.
-
Dead Ringer
- Total cloak time: 6.5 seconds
- Recharge time: 16 seconds
The Dead Ringer one of the three new weapons added with the Sniper VS Spy Update. The weapon becomes available after unlocking 17 Spy Achievements, thus reaching the "Spy Milestone 3". Unlike the Invisibility Watch, the Dead Ringer doesn't allow to cloak the Spy by demand, but when hit by something, regardless of an enemy weapon or an environmental object. When triggered, it will create a corpse of the Spy or the class he was being disguised. At the same time, the Spy is cloaked for 5.5 seconds, allowing him to escape and fool the enmy in believing you actually died. Additionally, The damage taken while holding the Dead Ringer and activating its effect will be recuded by 90%. This applies to the first shot only, any additional damage taken while being cloaked is the default 100%.
-
Strange Stickybomb Launcher
Equipped- Damage: 120
- Minicrit-Damage: 162
- Crit-Damage: 353
- Shots: 8 Stickys
- Total Shots: 32 Stickys
The primary purpose for the Sticky grenade launcher is to place sticky bombs for defensive purposes. The sticky bombs can be placed nearly at anyplace and can be detonated by command . They are an excellent choice to destroy enemy positions.Only disadvantages are high reload time and that they can be destroyed by enemy firearms.
-
Chargin Targe
Since the Soldier vs Demoman update, the Chargin Targe replaces the Stickybomb launcher. The shield increases it\'s werarers resistance against fire by 50% - against explosive damage by 50%. Furthermore, the shield enables a charge on the enemy. In doing so, the melee weapon is strenghened. Hitting your enemy with the melee weapon while charging at medium distance will result in a mini-crit hit, at high distance it will result in a critical hit..
-
Scottish Resistance
- Damage:120
- Crit-Damage:353
- Total shots: 36 Stickys + 8 in the weapon
With the Scottish Resistance, up to 14 stickybombs can be layed down. Plus, it can destroy enemy stickybombs. Furthermore, demoman gains the ability of detontaing seperate groups of his stickybombs.. So, several areas stay controlled and guarded. To detonate several groups of bombs, aim at them and press the button for secondary attack, as always. Of course, everything comes at price. As boosted defensive weapon, the SR is not designed for close range combat . The time to detonate the sticky bomb amounts to 0.4 seconds and with that its longer than the common stickybomb launcher's time.
-
Dalokkohs Bar
2×- Eeating Time: 4,3 seconds
- Buff duration: 30seconds
- Cooldown: 25,7 seconds
- +50 max HP
The Dalokohs Bar, pronounced ʻDah-lock-ussʻ, is a community-made secondary weapon for the Heavy. It is a large, partially unwrapped, segmented chocolate bar, with the Team Fortress logo imprinted on each chunk. The white-and-team-colored wrapper proclaims "Dalokohs, it's delicious!" When consumed, the bar will heal 60 Health. In addition, his maximum health is increased temporarily by 50 for the next 30 seconds, like a semi-permanent overheal. However, this bonus will not stack with healing from a Medi Gun or Dispenser nor will it increase the Heavy's maximum overheal health. The health increase does not remain if the Heavy changes his secondary weapon. Like other Lunch Box items, the Heavy will be immobile when consuming the bar; however it cannot extinguish fire, nor can it be eaten underwater. Also, unlike the Sandvich and the Buffalo Steak Sandvich, it cannot be dropped to heal teammates and can be eaten repeatedly without recharging.
-
Sandvich
- Eeating Time: 4,3 seconds
- Can be dropped for teammates
- Gives teammates 50% of their health back
The sandvich is one of the three new weapons included in the heavy update. The weapon is unlocked once you reach 10 achievements and aquire the "Heavy Milestone 1". With the sandvich, you become more independent from your medic, because when you are in a safe spot, you can replenish some health with this delicious mustard-flavoured beauty, and get right into action again afterwards. Since the TF2 update of the 15th of september your health is being completely restored and you can also drop the sandvich for your teammates to restore some of their health. When they pick it up, they are being granted 50% of their maximum life. The sandvich is hereby removed from the heavy, so he is unable to use it until he picks up a medkit while he is at full health.
-
Strange SMG
- Damage (melee range): 8 - 12
- Damage (mid range): 4 - 6
- Damage (long range): 4 - 5
- Minicrit-damage: 11
- Crit-damage: 24
- Clip size: 25 shots
- Ammunition overall: 75 shots + 25 in your clip
The secondary weapon of the sniper is the SMG. The damage dealt per shot is fairly low, but this is compensated by the high firing rate and decent aiming capabilities. The SMG is useful where the sniper rifle is useless or you have to move a lot.
-
Strange Jarate
2×- Impact on enemy players: receive 35% more damage (Minicrits)
- Impact on enemy cloaked spies: uncloaks them
- Impact on friendly players: extinguishes flames
- Duration of effect: 5 seconds
- Cool-down: 15 seconds
- Ammunition: Infinite amount of jars.
Jarate is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 11 sniper achievements thus completing the "Sniper Milestone 2". Jarate is used like a grenade. You throw your jar towards enemy players. But it doesn't deal damage like a real grenade, it "buffs" the enemy player with the Minicrit disadvantage, as they will now receive Minicrits which amplify the damage dealt by 35% for 5 seconds. Minicrits apply to any possibly hit such as melee weapons, bullets and even pyro flames. Moreover, Jarate can uncloak enemy spies, if you happen to hit one as well as extinguish friendly players that have been set on fire by an enemy pyro.
-
Razorback
- Blocks a single spy backstab
The Razorback is one of the three new weapons introduced with the sniper vs. spy update. The weapon is being unlocked once you complete 17 sniper achievements thus completing the "Sniper Milestone 3". The Razorback works like a shield for the back of the sniper. If an enemy spy tries to backstab you, he will be stunned for 2 seconds and won't be able to attack with his knife. When hit, the razorback breaks into pieces and you have to get back to your resupply locker to get a new one.
-
Strange Medigun
6×Equipped- 0 - 10 Sekunden: 24 HP / Sekunde
- 11 - 14 seconds: 48 HP / second
- 15 seconds: 72 HP / second
The Medigun is not an attack weapon but a true supporting means with which the Medic can heal wounded teammates and buff up their health up to 150% of their maximum value. This allows him for example to boost the health of a Heavy from the normal 300 HP to a whopping 450 HP to render him a true battle tank. By using the Medigun, the Medic can charge it until he is given to possibility to initiate an Übercharge that makes him and selected teammates invulnerable for a defined period of time. If the Medic heals wounded teammates or if he uses it during the setup-phase on CP maps the charging process takes place at an increased rate. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total.
-
Dr. Raymond Stantz's Proton Pack
- 0 - 10 Sekunden: 24 HP / Sekunde
- 11 - 14 seconds: 48 HP / second
- 15 seconds: 72 HP / second
The Medigun is not an attack weapon but a true supporting means with which the Medic can heal wounded teammates and buff up their health up to 150% of their maximum value. This allows him for example to boost the health of a Heavy from the normal 300 HP to a whopping 450 HP to render him a true battle tank. By using the Medigun, the Medic can charge it until he is given to possibility to initiate an Übercharge that makes him and selected teammates invulnerable for a defined period of time. If the Medic heals wounded teammates or if he uses it during the setup-phase on CP maps the charging process takes place at an increased rate. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total.
-
Kritzkrieg
- 0 - 10 seconds: 24 HP / second
- 11 - 14 seconds: 48 HP / second
- 15 seconds: 72 HP / second
The Kritzkrieg is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 16 Medic Achievements, thus reaching the "Medic Milestone 2". Like the Medigun, the Kritzkrieg heals its target and extends the target's health up to 50% from its default maximum amount of health points. The big difference is that an UberCharge won't make the Medic and its target invincible, but instead allows its target to have critical hits with any weapon for 10 seconds. Healing Basics: The healing rate depends on how long a wounded player hasn't been attacked by the enemy. The longer a player can avoid further damage, the faster he/she will be healed. There are 3 healing rates in total
-
Lugermorph
The Lugermorph (Max's Pistol) is a secondary weapon for the Scout and the Engineer. It's a reskin of the pistol, and has no unique stats. The weapon was given to players who bought Sam & Max: The Devil's Playhouse within the first week of its release. It is based off of the titular Max's pistol.
-
Gunboats
- -60% damage by rocket jumps
The Soldier\'s Gunboats replace his shotgun. They reduce the damage taken by rocket jumps and wall jumps by 60%
-
Buff Banner
2×- 10 seconds Mini-crits for all near Team mates
As with the medic, the buff banner charges a bar. It's charged by the damage which is dealt by the Soldier. When it's fully charged, the "Call to War" rings out. Team members in range gain Mini-crit hits for a maximum 10 seconds.
-
Battalion's Backup
- Buff-Duration: 10 seconds
- Buff-Range: 600 Units
- Provides a defensive buff that protects nearby team members from crits and blocks 35% of incoming damage. Rage increases through damage taken.
Through the suffering of damage, the "Rage-Meter" bar charges exactly like the Medic's ÜberCharge bar. After the activation of this Weapon, you and your comrades (in a radius of 600 Units) will get a buff, which reduces incomming damage by 35%.
-
Darwin's Danger Shield
- +25 max health on wearer
This nice Croc-o-Armor is a part of the Croc-o-Style Kit and replaces your SMG. It's not decorating your back only, no, on top of all it gives you +25 max health as an extra bonus.
-
Buffalo Steak Sandvich
- Effect-Lenght: 15 seconds
- move speed is increased, damage done and taken will be mini-crits
- player may only use melee weapons
The Buffalo Steak Sandvich is a community-made secondary weapon for the Heavy. It is simply a slab of raw steak, supposedly from a buffalo, with a visible marrow bone. When eaten with primary fire, the weapon heals no damage to the Heavy, but bestows a multitude of buffs: move speed is increased to 311 HU/s — roughly 35% faster than the Heavy's normal walking speed — damage dealt and damage taken are delivered as Mini-crits, and the player is restricted to using melee weapons for the duration of the buffs. The buffs last for a total of 15 seconds. Should the player use secondary fire, the item will be thrown to the ground and functions as a pickup similar to the Sandvich, providing health upon being picked up. The primary fire effects are not applied on dropped Steaks. Should the Heavy be killed whilst holding the Buffalo Steak Sandvich, it will be dropped as a collectible for 50 health — 75 for a Scout.
-
Concheror
- With buff, some damage Dished out by nearby teammates Comes back as healing
The Concheror, is a promotional secondary weapon for the Soldier. It is 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 when the banner call is played. The Concheror functions in a similar manner to the Buff Banner and the Battalion's Backup, as they provide a specified effect for surrounding teammates. This banner charges through a combination of either dealing or receiving damage. Like the Buff Banner, holding down the primary fire button will delay the effect until the button is released. While this banner's buff is active, allies within 450 units are healed for 35% of the damage they deal. Players who pre-purchased Total War: SHOGUN 2 on Steam before March 15, 2011, were awarded with a Genuine quality version of this item.
-
Fishcake
Equipped- Adds +50 max health for 30 seconds
The Fishcake is a promotional secondary weapon for the Heavy. It is a thick, breaded fishcake in a team-colored wrapper. This weapon functions in exactly the same way as the Dalokohs Bar. Although this item was removed from the Fabricate Class Weapon blueprint, those who crafted it using this method still have the item.
-
Winger
- +15% damage done
- -60% clip size
The Winger is a secondary weapon for the Scout. It is a pistol with a radioactivity symbol printed on its grip and a small pair of yellow wings spreading back toward the magazine. This weapon deals 15% more damage than the default Pistol, but can only load 5 shots at a time.
-
Detonator
- +25% damage to self
Alt-Fire: Detonate flare. The Detonator is a secondary weapon for the Pyro. It is a Flare Gun with an elongated barrel taped in place, an extra curved sight and spiral paint designs on the chamber. Similar to the Flare Gun, the weapon fires projectiles which, upon contact with an enemy, with deal slight damage as well as set them alight. Should a flare strike an enemy already on fire, Mini-Crit damage will be inflicted (instead of the full Crit damage that the normal Flare Gun inflicts), and the target's afterburn duration will be reset. The weapon's main ability is its eponymous detonate ability. Pressing secondary fire whilst a flare is in flight will cause it to explode, creating a small blast radius which damages and ignites nearby enemy players within range. The knockback from the explosion can also be used to Flare jump in a manner similar to rocket or sticky jumping. However, Pyros wielding the Detonator will suffer an additional 25% damage taken from their own explosive weapons. The Detonator was previously tested in the Team Fortress 2 Beta.
-
Splendid Screen
The Splendid Screen is a shield for the Demoman. It is an iron shield with four thick knobs in the cardinal directions, and a large boss in the middle. Compared to the Chargin' Targe, the Splendid Screen provides halved fire and explosive resistances. However, its charge ability is much more potent; there is no minimum distance required to deliver damage with a shield bash, and a successful charge bash delivers 70% more damage.
-
Dr. Egon Spengler's Proton Pack
- ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
- Move at the speed of any faster heal target.
- +40% heal rate
- +25% ÜberCharge rate
- Medic mirrors blast jump of their heal target
The Quick-Fix is a secondary weapon for the Medic. It is a prototype Medi Gun with a set of three gauges and a graduated cylinder for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions that replaces Medic's default backpack. This Medi Gun has a 40% faster heal and 25% faster ÜberCharge build rate compared to the default Medi Gun, but lacks the ability to overheal patients. Additionally, should the player train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as knockback, stun, and slowdown, but will not be granted invulnerability or immunity to compression blasts. Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate. Healing a class with an item set speed bonus, such as the 10% bonus granted to the Pyro from the Gas Jockey's Gear does not apply the speed bonus to the Medic. This means that the Scout is the only class that will provide a speed bonus to a Medic using the Quick-Fix. The Quick-Fix was previously tested in Team Fortress 2 Beta. The Beta Quick-Fix, a separate variant of the weapon, is still available for use in the beta.
-
Quick-Fix
- ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
- Move at the speed of any faster heal target.
- +40% heal rate
- +25% ÜberCharge rate
- Medic mirrors blast jump of their heal target
The Quick-Fix is a secondary weapon for the Medic. It is a prototype Medi Gun with a set of three gauges and a graduated cylinder for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions that replaces Medic's default backpack. This Medi Gun has a 40% faster heal and 25% faster ÜberCharge build rate compared to the default Medi Gun, but lacks the ability to overheal patients. Additionally, should the player train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as knockback, stun, and slowdown, but will not be granted invulnerability or immunity to compression blasts. Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate. Healing a class with an item set speed bonus, such as the 10% bonus granted to the Pyro from the Gas Jockey's Gear does not apply the speed bonus to the Medic. This means that the Scout is the only class that will provide a speed bonus to a Medic using the Quick-Fix. The Quick-Fix was previously tested in Team Fortress 2 Beta. The Beta Quick-Fix, a separate variant of the weapon, is still available for use in the beta.
-
Strange Quick-Fix
2×- ÜberCharge increases healing by 300% and grants immunity to movement-impairing effects
- Move at the speed of any faster heal target.
- +40% heal rate
- +25% ÜberCharge rate
- Medic mirrors blast jump of their heal target
The Quick-Fix is a secondary weapon for the Medic. It is a prototype Medi Gun with a set of three gauges and a graduated cylinder for a body. The main gun is coupled with a medicinal reactor backpack with glowing portions that replaces Medic's default backpack. This Medi Gun has a 40% faster heal and 25% faster ÜberCharge build rate compared to the default Medi Gun, but lacks the ability to overheal patients. Additionally, should the player train the weapon on a faster ally, they will be able to move at the same speed as their healing target. When the ÜberCharge is deployed, the patient and the Medic will be healed at triple the healing rate, and become immune to movement effects such as knockback, stun, and slowdown, but will not be granted invulnerability or immunity to compression blasts. Additionally, if the Medic deploys the ÜberCharge but does not target an ally, he is healed at the normal rate. Healing a class with an item set speed bonus, such as the 10% bonus granted to the Pyro from the Gas Jockey's Gear does not apply the speed bonus to the Medic. This means that the Scout is the only class that will provide a speed bonus to a Medic using the Quick-Fix. The Quick-Fix was previously tested in Team Fortress 2 Beta. The Beta Quick-Fix, a separate variant of the weapon, is still available for use in the beta.
-
Reserve Shooter
- Mini-crits airborne targets for 3 seconds after being deployed
- +15% faster weapon switch
- -50% clip size
The Reserve Shooter is a secondary weapon for the Soldier. It is a pump-action shotgun with army green metal on the barrel and receiver and tan-wooden fore-end and stock. At the cost of having only three shells per clip, this weapon increases the speed in which the Soldier switches between weapons by 15%. Additionally, it is able to deliver mini-crits to airborne targets for 3 seconds after switching to it from another weapon. Unlike the Direct Hit, which has a similar effect, the mini-crits are awarded even if the enemy was not launched into the air by explosive damage.
-
Strange Reserve Shooter
- Mini-crits airborne targets for 3 seconds after being deployed
- +15% faster weapon switch
- -50% clip size
The Reserve Shooter is a secondary weapon for the Soldier. It is a pump-action shotgun with army green metal on the barrel and receiver and tan-wooden fore-end and stock. At the cost of having only three shells per clip, this weapon increases the speed in which the Soldier switches between weapons by 15%. Additionally, it is able to deliver mini-crits to airborne targets for 3 seconds after switching to it from another weapon. Unlike the Direct Hit, which has a similar effect, the mini-crits are awarded even if the enemy was not launched into the air by explosive damage.
-
Family Business
- +40% clip size
- -15% damage done
The Family Business is a secondary weapon for the Heavy. It is a pump-action shotgun with a stock attached to its receiver. The weapons has a 40% increased ammo clip compared to the Shotgun, at the cost of doing 15% less damage.
-
Righteous Bison
- This weapon does not require ammo.
- This weapon fires a projectile thatpenetrates enemy targets.
- This weapon's projectiles cannot be deflected.
- This weapon deals reduced damage to buildings.
The Righteous Bison is a secondary weapon for the Soldier. It is a handheld retro-future ray gun. This weapon fires an unreflectable projectile that delivers reduced damage against buildings, but is capable of piercing multiple targets. It does not feature the traditional ammo reserve used by other weapons. Additionally, it can be used to light Huntsman arrows held by an enemy Sniper. Enemies killed by the Righteous Bison suffer a unique death; they will turn black and hover in mid-air while team-colored fire particles surround them and disintegrate their body.
-
Short Circuit
The Short Circuit is a promotional secondary weapon for the Engineer. It is a futuristic handheld electrical device consisting of two probes and rubber sealing, that appears to replace Engineer's right arm. This weapon fires a burst of electrical energy that does minor damage to enemies and has the ability to destroy enemy projectiles within a 180 degree radius at the expense of 35 metal. The weapon's electrical arcs are capable of hitting both multiple enemies and multiple projectiles in a single shot. Although unable to deliver critical hits either randomly or through the Kritzkrieg or to operate underwater, the Short Circuit does not require reloading and instead draws ammunition directly from the Engineer's metal supply. Enemies hit by the Short Circuit will emit white electrical sparks for a brief moment. Additionally, enemies killed by the weapon will suffer a distinctive death by vaporization, similar to the weapons in Dr. Grordbort's Victory Pack. It was awarded in Genuine quality to players that pre-ordered Deus Ex: Human Revolution before August 26, 2011.
-
Manmelter
- Does not require ammo
- Projectile cannot be deflected
- Gives one guaranteed critical hit for eachteammate extinguished by this weapon
- No random critical hits
Being a boon to tree-fellers, backwoodsmen and atom-splitters the world over, this miraculous matter-hewing device burns each individual molecule as it cleaves it.
-
Cozy Camper
2×- No flinching when aiming
- Knockback reduced by 20% when aiming
- +1 health regenerated per second on wearer
- -80% slower move speed when aiming
The Cozy Camper is a community-created secondary weapon for the Sniper. It is a large team-colored backpack with camping gear attached. The attached gear includes Jarate, a Stainless Pot, a miniature Australian flag, and a koala doll with a slouch hat. The pot and the Jarate sway when the Sniper moves. When equipped, the Cozy Camper will prevent the Sniper from 'flinching' such that the Sniper Rifle's scope will not move when taking damage, such as weapon fire, bleeding, or afterburn. Additionally, overall knockback is reduced by 20%. As a downside, the Sniper will move 90% slower while scoped. In the case of the Huntsman, the effects are applied while the Sniper has the bow string pulled back.
-
Scorch Shot
- Flare knocks back target on hitand ignites enemies in a small radius
- 50% damage penalty
-
Cleaner's Carbine
- On Kill: 3 seconds of 100% critical chance
- -20%% clip size
- 35% slower firing speed
- No random critical hits
-
Pretty Boy's Pocket Pistol
- +15% max. health on wearer
- Wearer never takes falling damage
- 25 % slower firing speed
- 50% fire damage vulnerability on wearer
-
Red-Tape Recorder
- Reverses enemy building construction
- -100% sapper damage penalty
-
Flying Guillotine
- Throw at your enemies to make them bleed! Long distance hits cause mini-crits
- 100% critical hit vs stunned players
- No random critical hits
-
-
Melee Toggle View
-
Strange Baseball Bat
- Damage: 32 - 39
- Mini-crit damage: 47
- Critical damage: 105
The Baseball Bat is the ideal short-range weapon for the small and skinny scout. By dishing out 2 hits per second the Scout is able to do quite some damage in melee combat with his little aluminum friend. Even tough classes such as the Heavy and the Demoman can get killed this way if the Scout gets too close
-
Strange Sandman
- Damage: 32 - 39
- Mini-crit damage: 47
- Critical damage: 105
- Knocks out a mean stun ball
- -15 max health
The Sandman is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 16 Scout Achievements, thus reaching the "Scout Milestone 2". The weapon is used as a real baseball bat, allowing you to throw a baseball that stuns enemies by contact. The longer the ball flies, the longer the stun will last on the enemy. The Scout can only carry one baseball, and after a ball has been thrown, it will take 10 seconds until a new one will be ready for use. Keep in mind that although you can pick up a thrown baseball or visit a resupply cabinet in order to recharge a baseball faster, you can't do so with normal munition boxes and dropped weapons that aren't baseballs. Scouts who uses the Sandman have 15 less health points.
-
Sandman
- Damage: 32 - 39
- Mini-crit damage: 47
- Critical damage: 105
- Knocks out a mean stun ball
- -15 max health
The Sandman is one of the three new weapons added with the Scout Update. The weapon becomes available after unlocking 16 Scout Achievements, thus reaching the "Scout Milestone 2". The weapon is used as a real baseball bat, allowing you to throw a baseball that stuns enemies by contact. The longer the ball flies, the longer the stun will last on the enemy. The Scout can only carry one baseball, and after a ball has been thrown, it will take 10 seconds until a new one will be ready for use. Keep in mind that although you can pick up a thrown baseball or visit a resupply cabinet in order to recharge a baseball faster, you can't do so with normal munition boxes and dropped weapons that aren't baseballs. Scouts who uses the Sandman have 15 less health points.
-
Strange Shovel
5×- Damage: 59 - 72
- Mini-crit damage: 88
- Critical damage: 195
The Shovel may not look like the most advanced of short-range weapons but it is a very effective tool if wielded by the Soldier. He turns into a bloodthirsty monster and a great danger to all enemies once he draws it for melee combat. However, due to the normal attack speed, the Shovel does not deal more damage than most other TF2 melee weapons. Since the Soldier should primarily not engage in melee combat due to his slow movement speed, the Shovel is mainly used in situations that render the use of his fire weapons unfavorable or if the Soldier is simply out of ammo.
-
Strange Equalizer
3×- Damage increases as the user becomes injured
- Blocks healing when in use
The Equalizer gets more lethal, the more damage the soldier does take.
-
Strange Wrench
- Damage: 43 - 87
- Mini-crit-Damage: 88
- Crit-Damage: 195
- Repaired Damage per Hit: 105
With the wrench the Engineer accelerates the development of Sentry Guns, dispensers and teleporters. Damaged buildings are also repaired with a wrench by hits on them. The wrench is used not only as a tool. Should the engineer be interrupted during construction of his buildings, he likes to share a couple of hits with him. If a Spy puts his Electro-Sapper on one of the Engineer-Structures, the wrench helpes to destroy the sapper, and saving the building.
-
Strange Knife - Butterfly
2×Equipped- Damage: 28 - 54
- Mini-crit-Damage: 54
- Crit-Damage: 120 (during Kritzkrieg and Humiliation Mode)
- Bachstab Damage: 600% while standing in a 180° area behind them.
The Spy’s melee weapon is the most invidious one in TF2 and perfectly suits his sneaky and perfidious character. Spies are experts in wielding this small and light weapon and when they are able to administer blows from behind their enemy’s back or from the side they deal the most damage. With a well-timed backstab Spies can dispose of Heavies with a single strike.
-
Gunslinger
- Damage: 59 - 72
- Mini-Crit: 88
- Crit-Damage: 195
- Repaired Damage per Hit: 105
- Adds +25 max Health on wearer
- Replaces the Sentry Gun with a Level 1 Mini-Sentry
- No random Critical Hits
The Gunslinger is an unlockable Wrench replacement for the Engineer. The Gunslinger appears as a robotic fist. It allows the Engineer to perform a combo attack, in which the third strike with the fist becomes an automatic critical hit. The Gunslinger also gives the Engineer an extra 25 max health, boosting his max up to 150 and making him a considerably more offensive class. Using the Gunslinger allows the Engineer to build a Combat Mini-Sentry Gun instead of the standard Sentry Gun. A Mini-sentry only take 2.5 seconds to build, and costs only 100 metal, but cannot be upgraded or repaired, and only deals half of a normal level 1 Sentry Gun's damage. Taunting with the Gunslinger will make the Engineer's robotic hand turn into a spinning cutter that stuns and kills.
-
Southern Hospitality
- Damage: 59 - 72
- Mini-Crit: 88
- Crit-Damage: 195
- Repaired Damage per Hit: 105
- Targets will bleeding for 5 seconds after beeing hit
- No random Critical Hits
- 20% fire damage vulnerability on wearer
The Southern Hospitality is an unlockable, community-made melee weapon used by the Engineer. Striking an opponent with it will cause them to bleed. This weapon will not deal out random crits. When wielding this weapon, you have a 20% fire vulnerability.
-
Strange Axtinguisher
- Damage: 23 - 43
- Mini-Crit Damage: 45
- Crit-Damage: 195
- 100% critical hits vs burning players
- -50% damage vs non-burning players
- No critical hits vs non-burning players
The Axtinguisher is one of the three new weapons added with the Pyro Update. The weapon becomes available after unlocking 22 Pyro Achievements, thus reaching the \\\"Pyro Milestone 3\\\". The weapon only deals half the damage the normal Fire axe does, but in exchange it will do the full critical damage when hitting an enemy who has been set on fire.
-
Eyelander
- Damage:43 - 87
- Minicrit-Damage: 88
- Crit-Damage: 195
- Per melee kill+15 HP
- -25HP
- Crits only in connection with the Chargin\\\' Targe
Who weares the eyelander feels his curse and will suffer a loss of 25 HP. With the Eyelander, enemies will be decapitated in Highlander style. By killing enemies, the Demoman gains a bonus in speed and each 15 HP. This bonus can be added up to 4 times, so that the Demoman can have a maximum health of 210 HP. Critical hits can be reached only in connection with the Chargin Targe, the demo's shield. Moreover, the Eyelander has an increased range in melee
-
Scotsman's skullcutter
- Damage: 78
- Minicrit-Damage: 105
- Crit-Damage: 234
- +20% damage
- -15% speed
-
Strange K.G.B. - Killing Gloves of Boxing
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
- 5 second crit on kill
- -20% firing speed
The K.G.B is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 20 Heavy Achievements, thus reaching the "Heavy Milestone 3". The K.G.B. (Killing Gloves of Boxing) works in the same way as the Fists: you punch with your left hand by pressing the left mouse button, and vice versa. The special ability of the gloves are their crit buff: From the moment you've killed an enemy, you'll cause critical damage for the next 5 seconds. This buff works for any weapon once activated, so it's possible to quickly switch to the Shotgun or Minigun to cause greater damage. The only downside is that you punch 20% slower compared when fighting with your bare fists.
-
K.G.B. - Killing Gloves of Boxing
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
- 5 second crit on kill
- -20% firing speed
The K.G.B is one of the three new weapons added with the Heavy Update. The weapon becomes available after unlocking 20 Heavy Achievements, thus reaching the "Heavy Milestone 3". The K.G.B. (Killing Gloves of Boxing) works in the same way as the Fists: you punch with your left hand by pressing the left mouse button, and vice versa. The special ability of the gloves are their crit buff: From the moment you've killed an enemy, you'll cause critical damage for the next 5 seconds. This buff works for any weapon once activated, so it's possible to quickly switch to the Shotgun or Minigun to cause greater damage. The only downside is that you punch 20% slower compared when fighting with your bare fists.
-
Pain Train
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
- +1 capture rate
- +10% vulnerabilty against bullet hits
-
Strange Pain Train
6×- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
- +1 capture rate
- +10% vulnerabilty against bullet hits
-
Tribalman's shiv
- Damage: 32
- Minicrit-Damage: 43
- Crit-Damage: 96
- Bleed Damage: 3-4 a second (Duration: 4 seconds)
-
Strange Bonesaw
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
Every good doctor has one. The Bonesaw is the Medic’s tool to give his opponents a generous helping of detrimental melee damage. However, due to his relatively low health the Medic should only engage in immediate combat if absolutely necessary or when there is the opportunity for a clean kill without risk.
-
Strange Übersaw
- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
The Ubersaw is one of the three new weapons added with the Gold Rush Update. The weapon becomes available after unlocking 22 Medic Achievements, thus reaching the "Medic Milestone 3". The weapon deals the same amount of damage as the Bonesaw does. In addition to that, it charges the Medigun or the Kritzkrieg when successfully hurting a target. After 4 successful hits, the UberCharge or CritsCharge is ready for use.
-
Strange Homewrecker
3×- Damage: 42 - 55 (vs. Players)
- Damage: 130 (vs. Buildings)
- Mini-Crit: 66
- Crit-Damage: 146
- 100% Damage against buildings
- Can remove sappers
- -25% damage against other enemies
The Homewrecker is a unique sledgehammer used by the Pyro, and was released in the March 18, 2010 Patch as part of the first wave of community content. When wielded, the Homewrecker deals double damage to an enemy Engineer's Buildings and can remove enemy Sappers in one hit, but deals 25% less damage to players.
-
Homewrecker
- Damage: 42 - 55 (vs. Players)
- Damage: 130 (vs. Buildings)
- Mini-Crit: 66
- Crit-Damage: 146
- 100% Damage against buildings
- Can remove sappers
- -25% damage against other enemies
The Homewrecker is a unique sledgehammer used by the Pyro, and was released in the March 18, 2010 Patch as part of the first wave of community content. When wielded, the Homewrecker deals double damage to an enemy Engineer's Buildings and can remove enemy Sappers in one hit, but deals 25% less damage to players.
-
Strange G.R.U. - Gloves of Running Urgently
2×- While active you are as fast as a Soldier
- +30% faster movement speed on wearer
- -25% damage penalty
- Wearer takes mini-crits while active and for 3 seconds after switching away
Those, with flames painted Gloves aren't just cool, they also give you the speedboost you need as a Heavy.
-
Frying Pan
2×- Damage: 59 - 72
- Minicrit-Damage: 88
- Crit-Damage: 195
People who own L4D2 or bought it (until Thursday, 07/10/2010) can look forward to this new melee weapon. It has no special extras, only a nice hitsound when beating your enemies.
-
Holy Mackerel
- Damage: 32 - 39
- Minicrit-Damage: 47
- Crit-Damage: 105
As a part of the Special Delivery Kit, this in a newspaper wrapped fish replaces you Baseball Bat. It has no special attributes, but gives you a lot of respect after a "FISH KILL!".
-
Powerjack
- Damage: 72 - 93
- Minicrit-Damage: 119
- Crti-Damage: 244
- +25% damage done
- +75 health restored on kill
- No random critical hits
As a part of the Gas Jockey's Gear kit, this car battery on a stick replaces you Fireaxe. The big Damageoutput of this Weapon combined with the 75 bonus Healthpoints on a kill, make this weapon to a deadly must-have for Pyro players.
-
Strange Powerjack
- Damage: 72 - 93
- Minicrit-Damage: 119
- Crti-Damage: 244
- +25% damage done
- +75 health restored on kill
- No random critical hits
As a part of the Gas Jockey's Gear kit, this car battery on a stick replaces you Fireaxe. The big Damageoutput of this Weapon combined with the 75 bonus Healthpoints on a kill, make this weapon to a deadly must-have for Pyro players.
-
Bushwacka
- Damage: 58 - 72
- Crit-Damage: 195
- This weapon crits whenever it would normally mini-crit
- 20% fire damage vulnerability on wearer
As a part of the Croc-o-Style Kit, this sharp Machete replaces your Kukri. Because of the big advantage, turning Mini-Crits into Crits this weapon is used alot with Jarate.
-
Your Eternal Reward
- Damage: 28 - 54
- Minicrit-Damage: 54
- Crit-Damage: 120
- Backstab-Damage: 600% of the enemy\'s current health resulting in an instant kill if stabbed in the back
- Upon a successful backstab, you rapidly disguise as your victim This weapon is a silent killer
- Wearer cannot disguise
Your Etarnel Reward, part of the Saharan Spy Kit replaces your Butterfly knife. This weapon is best suited to kill your enemies quiet and take over their shape.
-
Vita-Saw
- Damage: 59 - 72
- Minicrit-Damage: 80
- Crit-Damage: 195
- On death up to 20% of your stored ÜberCharge is retained
- -10 max health on wearer
The Vita-Saw was added in the Mann-Conomy update. It's the second melee weapon for the Medic.
-
Amputator
- On Taunt: Applies a healing effect to all nearby teammates
The Amputator is a melee weapon for the Medic and was released as part of the The Medieval Medic set. It is a saw with angular edges and a distinct team-colored handle with the Medic's logo in the middle. Despite being almost identical to the Bonesaw, when the player taunts with this weapon a Medicating Melody is produced and all nearby teammates are healed. This process allows multiple healings to occur at once. Should teammates within the taunt's area successfully kill an enemy, the Medic will be credited with an assist kill.
-
Back Scratcher
- +25% damage done
- +50% health from packs on wearer
- -75% health from healers on wearer
Level 10 Garden Rake
-
Warrior's Spirit
- +25% damage done
- +50% health from packs on wearer
- -75% health from healers on wearer
The Warrior's Spirit is a community-made melee weapon for the Heavy. They appear as a pair of rough, brown bear paws with sharp claws that are strapped over the Heavy's fists by two team-colored bands. When worn, the Heavy is able to deal 30% more damage with melee attacks. As a downside, the player loses 20 max health points, leaving the Heavy with only 280 health instead of the standard 300 and an overhealed maximum of 420 instead of the standard 450 (A difference of 30).
-
Boston Basher
- On Hit: Bleed for 5 seconds
- On Miss: Hit yourself. Idiot.
Level 25 Bat
-
Ullapool Caber
3×- No random critical hits
Level 10 Stick Bomb High-yield Scottish face removal. A sober person would throw it...
-
Candy Cane
- On Kill: A small health pack is dropped
- 25% explosive damage vulnerability on wearer
Level 25 Bat
-
Claidheamohmor
- 0.5 sec increase in charge duration
- No random critical hits
- -15 max health on wearer
The Claidheamh Mòr, pronounced ˈkleɪf mɔər , is a community-made melee weapon for the Demoman. It is a greatsword augmented with a crossguard with side rings and a green and team colored tartan wrapped around the grip. The blade is splattered with blood. Similar to the Eyelander, this weapon has a large melee range and cannot roll for random critical hits. However, the Claidheamh Mòr only decreases its wielder's health by 15. It also will not collect heads from decapitated victims, and as such, killing enemies with the Claidheamh Mòr will not increase health or speed. When equipped with the Chargin' Targe, the sword will allow the Demoman to charge for an additional 0.5 seconds, effectively increasing the length and duration of the charge. Additionally, as an undocumented benefit, by completing the full charge, the recharge of the bar in the HUD is decreased by 2 seconds, resulting in a full charge being ready in 10 seconds. Taunting with the Claidheamh Mòr will perform the Demoman's Decapitation kill taunt. The weapon was originally created for the Fancy vs. Nasty Update as a replacement for the Eyelander, and has since been officially added to the game.
-
Fists of Steel
- -60% damage from ranged sources while active
- +100% damage from melee sources while active
Level 10 Boxing Gloves
-
Jag
Level 15 Wrench</font><br/><font color="#99CCFF">30% faster construction rate</font><br/><font color="#FF4040">-25% damage done</font><br/><br/></font></div>
-
Sharpened Volcano Fragment
- On Hit: target is engulfed in flames
- -20% damage done
Improves upon Mother Nature's original design for volcanos by increasing portability. Modern science is unable to explain exactly where the lava is coming from.
-
Sun-on-a-Stick
- crit vs burning player
- -25% damage done
Spiky end goes into other man.
-
Fan O'War
- On hit: one target at a time is marked for death, causing all damage taken to be mini-crits.
- - 90% Damage Done
Winds of Gravel Pit Scout brings on his fan! You are marked for death
-
Conniver's Kunai
- On backstab: absorbs the health from your victim.
- - 65 max health on wearer
The Conniver's Kunai is a promotional melee weapon for the Spy. It is a Japanese kunai dagger with a cloth-bound handle. Equipping this weapon reduces the user's max health by 65, thereby lowering the Spy's overall health to a total of 60. Upon a successful backstab, degenerative effects such as afterburn and bleed will end. The victim's total health, including overheal, is then added to the user's own health. This heals any damage taken, and then applies the remainder in the form of an overheal, capping out at a maximum of 180. When the Conniver's Kunai is equipped, the Spy's overheal mechanic functions differently from a standard overheal, depleting at 2 health per second. Overheal applied by a Medic will fade in 15 seconds, while overheal at maximum buff, applied through the Conniver's Kunai, will fade in 60 seconds. Taunting with the Conniver's Kunai equipped allows the Spy to perform a deadly Fencing maneuver. Players who pre-purchased Total War: SHOGUN 2 on Steam before March 15, 2011 were awarded with a Genuine quality version of this item.
-
Strange Conniver's Kunai
- On backstab: absorbs the health from your victim.
- - 65 max health on wearer
The Conniver's Kunai is a promotional melee weapon for the Spy. It is a Japanese kunai dagger with a cloth-bound handle. Equipping this weapon reduces the user's max health by 65, thereby lowering the Spy's overall health to a total of 60. Upon a successful backstab, degenerative effects such as afterburn and bleed will end. The victim's total health, including overheal, is then added to the user's own health. This heals any damage taken, and then applies the remainder in the form of an overheal, capping out at a maximum of 180. When the Conniver's Kunai is equipped, the Spy's overheal mechanic functions differently from a standard overheal, depleting at 2 health per second. Overheal applied by a Medic will fade in 15 seconds, while overheal at maximum buff, applied through the Conniver's Kunai, will fade in 60 seconds. Taunting with the Conniver's Kunai equipped allows the Spy to perform a deadly Fencing maneuver. Players who pre-purchased Total War: SHOGUN 2 on Steam before March 15, 2011 were awarded with a Genuine quality version of this item.
-
Half-Zatoichi
- On kill: restores you to 100% health.
- Weapon decapitates
- This weapon is Honorbound and once drawn cannot be sheathed until it kills.
Soldiers and Demos Can duel with katanas For a one-hit kill
-
Three-Rune Blade
The Three-Rune Blade is a promotional melee weapon for the Scout. It is an ornate silver sword with a curved crossguard, a worn brown hilt and a pommel in the shape of a wolf's head. The Three-Rune Blade functions the same way as the Boston Basher. This weapon is awarded to players who preorder The Witcher 2 before May 17, 2011.
-
Maul
- 100% damage vs buildings
- Damage removes Sappers
- -25% damage vs players
Packs a devastating punch with a hint of Mars dust.
-
Big Earner
2×- +30% cloakmeter on kill
- -25 max health on wearer
he Big Earner is a melee weapon for the Spy. It is a stiletto dagger with three small bands of blood-stained tape wrapped near the base of the blade. It was released with the Über Update. Equipping this weapon reduces the user's max health by 25, lowering the Spy's overall health to 100. Killing an enemy with this weapon fills the Spy's Cloak meter by 30%, regardless of which cloaking device is equipped or method of killing.
-
Atomizer
- Grants triple jump. The third jump deals 10 damage when used.
- -30% slower firing speed
- -20% damage vs players
The Atomizer is a melee weapon for the Scout. It is an aluminum bat with a black ribbed grip, and the Bonk! logo emblazoned on it surrounded by team-colored stripes. The Atomizer grants the wielder the ability to triple jump, which deals 10 points of damage to the jumping Scout. In addition, the attack speed of the weapon is slowed by 30%, and damage is reduced by 20%.
-
Disciplinary Action
- On Hit Ally: Boosts both players\' speed for 1 sec
- -25% damage done
The Disciplinary Action is a melee weapon for the Soldier. It is a riding crop with an old wooden handle and a faded brown leather whip. Upon striking a teammate with this weapon, both the Soldier and the receiving teammate will receive a 40% speed boost (capped at Scout speed) for four seconds. The boost is indicated by speed lines surrounding the affected class, visible both to them and any other players. As a downside, the riding crop deals 25% less damage to enemies. Multiple teammates can be boosted at once.
-
Shahanshah
2×- +25% damage when health <50% of max
- -25% damage when health >50% of max
The Shahanshah is a melee weapon for the Sniper. It is a scimitar with a leather hilt that is reinforced by dull golden bindings. This weapons functions to reward players at the cost of risk. When the player's health is equal to or above 50% of the maximum, the Shahanshah will deal 25% less damage than the Kukri. However, should the player have less than 50% of their max health, the weapon will deal 25% more damage. The item was previously tested in the Team Fortress 2 Beta as the Beta Sniper Club 1.
-
Strange Persian Persuader
- +100% increase in charge recharge rate
- All ammo collected becomes health
- No random critical hits
The Persian Persuader is a melee weapon for the Demoman. It is a scimitar with a brass hilt and a bloodied blade. Having the weapon equipped doubles the recharge rate of the charge of the Chargin' Targe or Splendid Screen, allowing for more frequent use of the ability. In addition, it converts any ammo collected into health. If the Demoman's health is full he will receive ammo.
-
Persian Persuader
- +100% increase in charge recharge rate
- All ammo collected becomes health
- No random critical hits
The Persian Persuader is a melee weapon for the Demoman. It is a scimitar with a brass hilt and a bloodied blade. Having the weapon equipped doubles the recharge rate of the charge of the Chargin' Targe or Splendid Screen, allowing for more frequent use of the ability. In addition, it converts any ammo collected into health. If the Demoman's health is full he will receive ammo.
-
Solemn Vow
- Allows you to see enemy health.
The Solemn Vow is a melee weapon for the Medic. It is a marble bust of Hippocrates, inset with a plaque reading "Do no harm," the guiding principle of the Hippocratic Oath. Wielding this weapon allows the player to view enemy health and names, providing strategic information that could aid the team. The item was previously tested in the Team Fortress 2 Beta as the Beta Bonesaw.
-
Eviction Notice
- +50% faster firing speed
- -60% damage done
The Eviction Notice is a melee weapon for the Heavy. It is a pair of brass knuckles with a flat grip and spikes on the bands. This weapon allows the player to attack 50% faster than the default Fists, at a rate slightly faster than the Scout's default Bat, but deal 60% less damage with each hit.
-
Postal Pummeler
- 100% critical hit vs burning players
- 50% damage vs non-burning players
- No critical hits vs non-burning players
The Postal Pummeler is a melee weapon for the Pyro, appearing as a violently uprooted olive drab coloured mailbox, with the number 606 painted on the side. It was introduced during the Summer Update. This weapon functions in exactly the same way as the Axtinguisher.
-
Nessie's Nine Iron
- No random critical hits
- -25 max health on wearer
The Nessie's Nine Iron is a community-created melee weapon for the Demoman. It has the appearance of a golf club. This weapon functions in the same manner as the Eyelander. Taunting with the Nessie's Nine Iron will perform the Demoman's Decapitation kill taunt.
-
Scottish Handshake
2×The Scottish Handshake is a melee weapon for the Demoman. It is a brown glass rum bottle, apparently made by the Demoman's Degroot family ancestors in 1680. This weapon functions in exactly the same way as the Bottle. Similar to the Bottle, the lower half of the Scottish Handshake will shatter if a critical hit is delivered, though the effect is purely cosmetic and has no effect on damage dealt.
-
Eureka Effect
- On Alt-Fire: Teleport to spawn
- Cannot carry buildings
Being a tool that eliminates exertion by harnessing the electrical discharges of thunder-storms for the vigorous coercion of bolts, nuts, pipes and similar into their rightful places. May also be used to bludgeon.
-
Third Degree
- All players connected via Medigun beams are hit
Being a device that flouts conventional scientific consensus that the molecules composing the human body must be arranged "just so", and not, for example, across a square-mile radius.
-
Wrap Assassin
- Alt-Fire: Launches a festive ornament that shatters causing bleed
- 30% damage penalty
These lovely festive ornaments are so beautifully crafted, your enemies are going to want to see them close up. Indulge them by batting those fragile glass bulbs into their eyes at 90 mph.
-
Strange Wrap Assassin
2×- Alt-Fire: Launches a festive ornament that shatters causing bleed
- 30% damage penalty
These lovely festive ornaments are so beautifully crafted, your enemies are going to want to see them close up. Indulge them by batting those fragile glass bulbs into their eyes at 90 mph.
-
Strange Spy-cicle
2×- Silent Killer: No attack noise from backstabs
- On Hit by Fire: Become fireproof for 2 seconds
- Backstab turns victim to ice
- Melts in fire, regenerates after 15 seconds
It's the perfect gift for the man who has everything: an icicle driven into their back. Even rich people can't buy that in stores.
-
Spy-cicle
- Silent Killer: No attack noise from backstabs
- On Hit by Fire: Become fireproof for 2 seconds
- Backstab turns victim to ice
- Melts in fire, regenerates after 15 seconds
It's the perfect gift for the man who has everything: an icicle driven into their back. Even rich people can't buy that in stores.
-
Holiday Punch
2×- Critical hit forces victim to laugh
- Always critical hit from behind
- On Hit: Force enemies to laugh who are also wearing this item
- Critical hits do no damage
The Holiday Punch is a community-created melee weapon for the Heavy. The Holiday Punch was contributed to the Steam Workshop under the name The Masculine Mittens. It was released in the Australian Christmas 2011 update. If a critical hit is achieved or the target is also wearing the item, then the victim will burst into laughter, leaving them temporarily defenseless. The weapon always deals critical hits from behind, but its crits do not deal any damage. Critical hits given by the Buffalo Steak Sandvich, or presumably any other source, will deal normal critical hits, instead of the laugh effect, unless from behind. The arc behind is similar to a Spy's backstab. Taunting with the Holiday Punch equipped will perform the Showdown Special taunt.
-
Black Rose
The Black Rose is a promotional melee weapon for the Spy. It is 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. Its Baccara style colors the weapon almost entirely black, while the Mystery and True Love style is team-colored. This weapon functions identically to the standard Knife. Taunting with the Black Rose equipped allows the Spy to perform a deadly Fencing maneuver. The Black Rose is awarded to players who complete the Alliance of Valiant Arms achievement 1st One Down by creating a character and playing their first game. In addition, this achievement will unlock the Holy Mackerel melee weapon for use in Alliance of Valiant Arms.
-
Lollichop
- On Equip: Visit Pyroland
- Only visible in Pyroland
Fill (split) your buddies' tummies (skulls) with delicious candy (cold steel) with this oversized sugary treat. (Equips Pyrovision.)
-
Strange Escape Plan
- Move speed increases as the user becomes injured
- Blocks healing while in use
-
Neon Annihilator
- 100% critical hit vs wet players
- Can damage sappers
- -20% damage penalty vs. players
- No random critical hits
-
Strange Neon Annihilator
- 100% critical hit vs wet players
- Can damage sappers
- -20% damage penalty vs. players
- No random critical hits
-
Festive Axtinguisher
- 100% critical hit vs burning players
- -50% damage vs non-burning players
- No critical hits vs non-burning players
-
-
Hat Toggle View
-
Batter's helmet
-
Ye olde baker boy
-
Troublemaker's tossle cap
The Troublemaker's Tossle Cap is a community-created headwear item for the Scout. It is a slightly baggy, team-colored winter cap or beanie.
-
Soldier's stash
-
Born to Kill
-
Brigade helm
-
Respectless rubber glove
-
Hustler's hallmark
-
Unusual Tough guy's toque
-
Hound dog
-
Unusual Hotrod
-
Hotrod
-
Vintage Tyrolean
-
Ecto Goggles
-
Trophy belt
-
Unusual Master's yellow belt
-
Fancy fedora
The Fancy Fedora is a headwear item for the Spy. It is a team-colored, felt fedora that sits atop the Spy's balaclava. This hat can be worn by Atlas and P-body in Portal 2's co-op mode.
-
Cheaters lament
- (not tradable)
-
Ghastlierest Gibus
Elegante Schlichtheit und der Charme der alten Zeit, kombiniert mit den berauschenden Aromen von Schimmel und Gruft-Staub.
-
Towering pillar of hats
-
Alien Swarm Parasite
The Parasite hat came at the 20th of July 2010 with a TF2 Patch to celebrate the release of Alien Swarm (http://www.alienswarm.com/). The Alien Swarm Parasite is an unlockable headwear item for all Classes. It is obtained by earning the Hat Trick achievement in the game Alien Swarm by completing 2 co-op missions online.
-
Mildly disturbing Halloween mask
-
Napper's Respite
-
Unusual Napper's Respite
-
Stout Shako
-
Mann Co. Cap
- (Not Tradeable)
- (not tradable)
The Mann Co. Cap is a promotional headwear item, wearable by all classes. It is an off-white baseball cap with a patch containing the Mann Co. logo and their motto; "We sell products and get in fights." The Mann Co. Cap is acquired after a player makes their first purchase from the Mann Co. Store. Along side this, any item that a free account player buys will also upgrade their account to "Premium" and allows trading. It can also be worn by Atlas and P-body in Portal 2's co-op mode.
-
Milkman
- For complete kit:
- +25 max health
The Milkman is part of the Special Delivery kit and transforms you into an errand boy, who's feared by anyone on the server.
-
Scout Mask
Holiday Restriction: Halloween
-
Soldier Mask
Holiday Restriction: Halloween
-
Pyro Mask
Holiday Restriction: Halloween
-
Demo Mask
Holiday Restriction: Halloween
-
Heavy Mask
Holiday Restriction: Halloween
-
Engie Mask
Holiday Restriction: Halloween
-
Medic Mask Halloween
Holiday Restriction: Halloween
-
Sniper Mask
Holiday Restriction: Halloween
-
Spy Mask
Holiday Restriction: Halloween
-
Horseless Headless Horsemann's Head
- Holiday Restriction: Halloween
He had one all along...
-
Foster's Facade
-
Berliner's Bucket Helm
-
King Cuddletime's Crown!
-
Scotch Bonnet
2×Don't let those ninnies take yer good eye!
-
Samur-Eye
One-eyed Scottish drunk Dons his helmet for battle Blacks out, misses war
-
Noh Mercy
Chain-smoking Frenchman Skulks in shadows, then attacks Terrifying mask
-
Reggaelator
Every little thing is gonna be alright.
-
Hottie's Hoodie
If you've got it, flaunt it. If you don't, hide it under this discrete hoodie.
-
Western Wear
2×The old West never saw this kind of class.
-
Furious Fukaamigasa
2×You can't tell, but he's furious.
-
Spiral Sallet
- (not tradable)
Little known fact: knights in chess travel over other pieces by rocket jumping.
-
Proof of Purchase
- (not tradable)
The Proof of Purchase is a special headwear item for all classes. It appears as an olive green Brodie helmet with slight battle damage and Team Fortress 2 logo of a slightly darker shade emblazoned on the side. A narrow belt with a gold buckle extends around the back, over the wearer's neck. This hat is available to those who purchased Team Fortress 2 before the Über Update on June 23, 2011, those who receive a gift of the game and those who activate a retail copy of the game.
-
Desert Marauder
Desert Marauder is a headwear item for the Sniper, released with the Über Update. It is a white Keffiyeh (also known as Ghutrah) with a black headband.
-
Capo's Capper
Capo's Capper is a headwear item for the Heavy, released with the Über Update. It is a black fedora with white stripes, turned down to cover his face.
-
Genuine Pilotka
The Pilotka is a promotional headwear item for the Heavy. It is a garrison cap embedded with a hammer and sickle symbol. This item is awarded in Genuine quality for pre-purchasing the Steam Digital Deluxe Edition of Red Orchestra 2: Heroes Of Stalingrad before August 30th, 2011.
-
Genuine Stahlhelm
The Stahlhelm is a promotional headwear item for the Soldier. It is a rimmed steel German army helmet, featuring a Team Fortress emblem on the side in a shield decal. This item is awarded in Genuine quality for pre-purchasing The Steam Digital Deluxe Edition of Red Orchestra 2: Heroes Of Stalingrad before August 30th, 2011.
-
Dragonborn Helmet
The Dragonborn Helmet is a promotional headwear for the Heavy. It is a steel helmet with two ram horns on either side, which is based off of promotional artwork for The Elder Scrolls V: Skyrim.
-
Party Hat - TF Birthday
- (not tradable)
The Party Hat is a headwear item for all classes. It is a team-colored conical hat with darker colored swirls and stapled in the back, similar to the one previously attached to players in birthday mode, this one being larger in size. The Party Hat is given to all users who played Team Fortress 2 during the 15th anniversary of Team Fortress.
-
Outdoorsman
The Outdoorsman is a headgear item for the Heavy. It is a team-colored lumberjack's cap.
-
Counterfeit Billycock
The Counterfeit Billycock is a community-created headwear item for the Spy. It is a top-hat, adorned with a paper disguise mask bearing an image of the Backbiter's Billycock.
-
Tavish DeGroot Experience
The Tavish DeGroot Experience is a community-created headwear item for the Demoman. It is a wide-brimmed Western style hat with a team-colored band and silver rings, similar to the one often worn by the American rock musician, Jimi Hendrix, along with matching hair.
-
Surgeon's Stahlhelm
The Surgeon's Stahlhelm is a community-created headwear item for the Medic. It is a white World War era German army helmet adorned with a team-colored cross on both sides, denoting that the wearer is medical personnel.
-
Hat With No Name
The Hat With No Name is a community-created headwear item for the Soldier. It appears as a tall team-colored cowboy hat.
-
Seal Mask
- This is a special Halloween Item
Turn routine melee attacks into environmental hate crimes with this adorable mask.
-
MONOCULUS!
- This is a special Halloween item.
Celebrate the Demo's most serious childhood injury with this gruesome mask based on his missing, haunted eye.
-
Lucky Shot
The Lucky Shot is a community-created headwear item for the Soldier. It appears as an unexploded green and team-colored yellow or orange mortar embedded in the Soldier's default helmet.
-
Gentle Munitionne of Leisure
- Effect: Genteel Pipe Smoke
This snappy all-class stovepipe commemorates man and monkey's joint attempt to conquer the heavens with a built-in rocket that, every year on the anniversary of the launch, might violently explode.
-
Genuine K-9 Mane
The K-9 mane is perfect for tricky social situations. People will either only want to talk about the hat, which means they'll be distracted from that rash making its way up your jugular, or they'll avoid you altogether. It's a win/win!
-
Voodoo JuJu (Slight Return)
Bones: They hold your body up, keep all your meat in place, and they're all that separates us from jellyfish. Why keep them inside, where they can't get the acclaim they deserve? Here's to you, bones.
-
Tough Stuff Muffs
Frostbite of the ears halts blood flow, and leads to tissue death, gangrene, and infection. And nobody wants to look at your gangrenous infected ears. Cover up those frostbitten abominations with these stylish earmuffs.
-
Genuine Last Straw
Do you love farmin'? Do you hate the sun? Well shade yer noggin, grab yer hoe, and keep yer scattergun handy to scare off any varmints might come a-trespassin'.
-
-
Misc Toggle View
-
Whiskered gentleman
The Whiskered Gentleman is a community-created miscellaneous item for the Pyro. It is a monocle, mustache, and goatee that are taped onto the Pyro's mask.
-
Physician's procedure mask
Equipped -
Camera beard
-
Grizzled veteran
- (not tradable)
This medal was awarded to all players, who first played Team Fortress 2 from October 10 2007 to January 09 2008.
-
Platinum Dueling Badge
- (not tradable)
Earned at level 75. This badge tracks your duel statistics. Increase its level by winning duels!
-
Refined Metal
3× -
Reclaimed Metal
2× -
License to Maim
And kill, and break, and smash, and bite. Mainly maim, though.
-
Stockbroker's Scarf
The Stockbroker's Scarf is a promotional miscellaneous item for the Pyro. It is the team-colored unpinned tie of Mr. Foster, a character from the game Killing Floor. This item, along with the Foster's Facade, was obtainable for players who either already owned Killing Floor or purchased the game during Killing Floor's Twisted Christmas Event from December 14, 2010 to January 4, 2011. Those who purchased the game before noon PST on December 14, 2010 received Vintage versions.
-
Blighted Beak
-
Le Party Phantom
-
Teddy Roosebelt
EquippedA cute, plushy pocket buddy. Aw, he even has his own hat!
-
Googly Gazer
Keep one eye on your enemy and the other one on everything else.
-
SpaceChem Pin
<no employment record found>
-
Villain's Veil
The good, the bad, and the dead.
-
Fancy Dress Uniform
2×EquippedThe Fancy Dress Uniform is a miscellaneous item for the Soldier. It is a collared-shirt and team-shaded tie worn under his regular Soldier uniform. It is accompanied by shoulder marks on each shoulder. It was released during the Über Update.
-
Professor Speks
Give your teacher the gift of insight, paper clip and rubber band included. Professor Speks is a miscellaneous item item wearable by all classes. It is a pair of black, thick-rimmed glasses held together with a rubber band and paper clip, similar to the glasses seen on the Professor's Peculiarity. When a player with a free account upgrades to a premium account by purchasing an item in the Mann Co. Store, they are presented with an option to select, via their Steam friends list, the name of the person who referred them to (or helped them the most with) Team Fortress 2. Any existing premium account player who is selected in this fashion receives the Professor Speks. Contrary to what is implied on the free-to-play FAQ page, coaching new players is in no way a prerequisite for obtaining the Speks. As long as the recipient is on the free account user's Steam friends list, they are eligible to receive the item. The in-game backpack description of the Speks includes a unique line which reads: "New Users Helped: X", where "X" indicates the number of new users the player has helped. If a player receives multiple votes from free account users, they do not receive a duplicate item. Rather, the description information on their existing Professor Speks updates to reflect the new count.
-
Pocket Medic
EquippedKeep little healing man close. Pocket Medic is a community-created miscellaneous item for the Heavy. It is a toy doll in the likeness of the Medic that resides in a pocket freshly-stiched to the Heavy's vest.
-
Security Shades
The Security Shades is a community-created Miscellaneous item for the Heavy. It is a pair of black tinted sunglasses.
-
Rogue's Col Roule
The Rogue's Col Roule is a Miscellaneous item for the Spy. It swaps out the Spy's traditional collar and tie for a team-colored turtleneck, worn underneath his suit coat. This also gives the player a resemblance to Carl Sagan.
-
Summer Shades
The Summer Shades are a promotional miscellaneous item for all classes. They are a pair of mirrored sunglasses with a plastic yellow frame. The Summer Shades can be earned during the Steam Summer Camp Sale by collecting and exchanging three Prize Tickets earned from various achievements.
-
Big Steel Jaw of Summer Fun
The Big Steel Jaw of Summer Fun is a miscellaneous item for the Heavy. It is a huge metal jaw attached to the Heavy's head that goes around his mouth.
-
Prairie Heel Biters
2×The Prairie Heel Biters are a Miscellaneous item for the Engineer. They are a pair of spurs, which go over the Engineer's existing work boots.
-
Lord Cockswain's Novelty Mutton Chops and Pi
- Effect: Genteel Pipe Smoke
Lord Cockswain's Novelty Mutton Chops and Pipe is a miscellaneous item for the Soldier. It replaces the Soldier's helmet with a novelty hairpiece and beard as well as a novelty smoking pipe, complete with a "Genteel Pipe Smoke" effect.
-
Wingstick
The Wingstick is a promotional Miscellaneous item for the Engineer. It is similar to a weapon featured in the trailers of RAGE.
-
Pip-Boy
The Pip-Boy is a promotional misc item for the Engineer. The Pip-Boy features a revised PDA HUD to match the looks of the device. It appears as a wrist-mounted computer device with a green monochrome screen, modeled after the famous Pip-Boy series produced by the fictional company Vault-Tec in the video game series Fallout.
-
Deus Specs
2×The Deus Specs are a promotional Miscellaneous item for all classes. They are a pair of armless and bridgeless sunglasses with gold-tinted shades, similar to those worn by the protagonist of Deus Ex: Human Revolution, Adam Jensen. The Dues Specs have unique models for the Pyro, Demoman, and Engineer; the Pyro's and Engineer's are both inset into their eyepieces, while the Demoman's left lens is cracked in half. They were awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011.
-
Purity Fist
The Purity Fist is a miscellaneous item for the Heavy. It is a heavily-augmented biomechanical limb that replaces the Heavy's left arm, but makes no change to the melee damage dealt. It was awarded in Genuine quality to players who pre-purchased Deus Ex: Human Revolution on Steam before August 26, 2011, and to attendees of the Square Enix booth at PAX Prime 2011.
-
Merc's Pride Scarf
The Merc's Pride Scarf is a promotional miscellaneous item available to all classes. It is a team-colored woolen scarf bearing the Team Fortress 2 logo. This item is awarded in Genuine quality for anyone who pre-ordered Football Manager 2012 on Steam before October, 2011.
-
Flair!
2×The Flair! is a miscellaneous item wearable by all classes. The item is a set of small badges and can be sprayed with the Decal Tool. The backpack icon shows BLU and RED team logos, a picture of Saxton Hale's face, and of the Team Fortress 2 logo. Each class wears the set of badges in a different fashion, with some badges being worn more than once, and others varying in size.
-
Photo Badge
The Photo Badge is a miscellaneous item wearable by all classes. The item is a small badge and can be sprayed with the Decal Tool.
-
Couvre Corner
The Couvre Corner is a miscellaneous item for the Medic. It adds a team-colored handkerchief tucked inside Medic's pocket.
-
Scottish Snarl
- This is a special Halloween Item
-
Winston Zeddemore's Slime Blower
- This is a special Halloween Item
-
Bombinomicon
- Explode spectacularly on death
The Bombinomicon is a badge item wearable by all classes. It is a leatherbound and twisted looking book with a glowing red eyes and a team-colored Demoman class icon on its "forehead". A large, bloodstained circle of jagged teeth in the center of the cover clutches a cartoonish bomb. A player that dies wearing this badge will be gibbed in a spectacular purple explosion, whether the killing blow was dealt by an explosive or otherwise. This badge is awarded to players who have earned the Dive Into a Good Book achievement by traveling to Loot Island through portal that appears after the Monoculus is defeated and collecting the Bombinomicon held within a cage there. The Bombinomicon can be awarded to multiple players who complete the listed specifications.
-
Itsy Bitsy Spyer
Say, Engie! Is that a miniature Spy in your pocket, or are you just happy to OH GOD STOP HITTING ME WITH THAT WRENCH!
-
Sandvich Safe
Keep sandvich safe with sandvich safe. Okay, is good, no more description. Buy.
-
Outback Intellectual
- Effect: Gentile Pipe Smoke
Argyle. Pipe-smoking. Individually, they make you look like an idiot. Together, they make you look smart AND stylish! Just like Umberto Eco!
-
Strange Spirit Of Giving
The Spirit Of Giving is a miscellaneous item for all classes. It appears as a small grey x-ray machine attached to each class's chest. The machine has a green, phosphorescent screen featuring a beating heart and bubbles. This item tracks the number of gifts distributed by the player via Secret Saxtons and Piles o' Gifts. Each gift given will increase the counter displayed.
-
Merc Medal
There exists an agency so secret that only three people on the planet even know of its existence. This is the medal they give each other when one of them does a great job.
-
Fast Learner
Read a book - or at least look like you can - with this vintage educational ensemble. Be the B.M.O.C. (Big Mouth on Campus) of your own make-believe Ivy League!
-
Quadwrangler
This quantum-collared lab coat includes a handy rubber pipe that siphons blood from your heart, where it is not needed, to your shooting arm, where it is!
-
Surgeon's Side Satchel
This compact medical equipment bag makes the perfect accessory for the doctor on the go. Treat patients out of doors, in the fresh unsterile air of the battlefield.
-
Vintage Pyrovision Goggles
- On Equip: Visit Pyroland
- Witnessed the %s1 inferno
Enter a world of imagination that's far superior to the crap-ass worlds of imagination you get from books. Pyrovision lets you see the TF2niverse from our favorite arsonist's perspective.
-
Operation Steel Trap Badge
Your Mann Up progress through Operation Steel Trap is recorded on this badge.
-
Pyrotechnic Tote
Any day can be the Fourth of July if you just believe. It also helps if you have a bag of fireworks – like the Pyrotechnic Tote - you can set off to distract people when they try to tell you that you can’t take the day off to eat hot dogs and get drunk at the park. Is this not America, Samuel? Do we not have the freedom to vomit in our own shoes?
-
Genuine King of Scotland Cape
Capes are worn by only the most prestigious individuals. Kings. Dracula. Teenagers pretending they're wizards. Now you can join their illustrious ranks with this King of Scotland Cape. Wear it with pride, and make those prepubescents proud.
-
Genuine Distinguished Rogue
This coat does so much of the heavy lifting to make you look like a sophisticated man of espionage, you won't need to wear anything else at all. Watch those heads turn the next time you attend a fancy gala completely nude except for a coat. So jealous. How about that guy calling the police? Is HE jealous? Yeah he is.
-
Sir Hootsalot
If owls are so smart, why did this one let you glue it to your shoulder? Come to think of it, neither one of you is looking like a super-genius on this one.
-
Genuine Faerie Solitaire Pin
Made with exacting attention to detail, this imitation faerie wing pin is indistinguishable from the real thing. Finally get rid of all those actual decomposing faerie wings stapled to your clothes, while still letting people know you have some strong opinions about mythical beings.
-
Doc's Holiday
Comes in "Flu" and "Fever" styles, depending on the epidemic you'd most like to embody while on vacation.
-
Heavy's Hockey Hair
Commemorate the age-old tradition of pummelling your opponents senseless on ice by sporting the stylish and practical hairdo of goons and enforcers worldwide.
-
Merc's Muffler
The perfect winter accessory for those times when your holiday fun escalates into a high-casualty firefight. 90% more blood-absorbent than any other scarf on the market!
-
Genuine Prize Plushy
No more carnival games for you! Why buy three throws for a dollar and a chance to win a prize plushy for your paramour when you can just get one from the source and carry it around with you wherever you go!
-
Genuine Grizzled Growth
Whether it's the rugged charm of your chin locks or the fumes from the overripe pomade, the ladies are sure to swoon whenever you're near. Shave it off while they're dazed and pretend you saved them from a bear attack when they awake. Works every time.
-
-
Tool Toggle View
-
Name Tag
2×This Name Tag was brought with the Mann-Conomy Update and allows you, to change the name of an item.
-
Dueling Mni-Game
The Duelling Mini-Game allows you to challenge an opponent player to a duel. Every time you kill him, you obtain Duel Points. The player with the most Duel Points at the end of the round wins the game. The Duelling Mini-Game can be purchased in the store for 0,99€ (5 uses possible).
-
Description Tag
2×Changes the description of an item in your backpack
-
Strange Part: Airborne Enemies Killed
2×Adding this Strange Part to a Strange-quality weapon will enable it to track the number of airborne enemies you kill with that weapon.
-
Strange Part: Allies Extinguished
Adding this Strange Part to a Strange-quality weapon of your choice will enable it to track the number of burning allies you extinguish with that weapon.
-
Strange Part: Soldiers Killed
Adding this Strange Part to a Strange-quality weapon will enable it to track the number of Soldiers you kill with that weapon.
-
Strange Part: Cloaked Spies Killed
Adding this Strange Part to a Strange-quality weapon of your choice will enable it to track the number of spies you kill while they're invisible.
-
Strange Part: Engineers Killed
2×Adding this Strange Part to a Strange-quality weapon will enable it to track the number of Engineers you kill with that weapon.
-
Strange Part: Low-Health Kills
2×Adding this Strange Part to a Strange-quality weapon of your choice will enable it to track the number of enemies you kill while you have less than 10% health.
-
Strange Part: Snipers Killed
2×Adding this Strange Part to a Strange-quality weapon will enable it to track the number of Snipers you kill with that weapon.
-
Strange Part: Defender Kills
Adding this Strange Part to a Strange-quality weapon will enable it to track the number of enemies you kill while they are carrying the intel, pushing the cart, or capturing a point.
-
Strange Part: Underwater Kills
2×Adding this Strange Part to a Strange-quality weapon will enable it to track the number of enemies you kill while they are completely submerged.
-
Strange Part: Kills While Übercharged
2×Adding this Strange Part to a Strange-quality weapon will enable it to track the number of enemies you kill while you're under the effect of a Medic's Übercharge.
-
Mann Co. Painting Set
2×This Do-It-Yourself Mann Co. painting set comes with samples of a few different colors that are, legally-speaking, absolutely, definitely not giving off toxic fumes.
-
Strange Part: Medics Killed
Adding this Strange Part to a Strange-quality weapon will enable it to track the number of Medics you kill with that weapon.
-
Strange Part: Tanks Destroyed
Adding this Strange Part to a Strange-quality weapon of your choice will enable it to track the number of invading Tanks you destroy with it in Mann-vs-Machine games.
-
-
Crates Toggle View
-
Mann Co. Supply Crate Series #1
3×- Vita-Saw
- Gunslinger
- Equalizer
- Scottish Resistance
- Old Guadalajara
- Napper's Respite
- Name Tag
- An Extraordinary Abundance of Tinge
- A Distinctive Lack of Hue
- Or an Exceedingly Rare Special Item!
You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #2
3×- Black Box
- Shortstop
- L'Etranger
- Sober Stuntman
- Puglist's Protector
- Chieftain's Challenge
- Duelling Mini-Game
- A Deep Commitment to Purple
- Australium Gold
- Or an Exceedingly Rare Special Item!
You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #39
3×- Loch-n-Load
- Overdose
- Knife
- A Mann\'s Mint
- After Eight
- Salty Dog
- Bloke\'s Bucket Hat
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #41
2×- Bat
- Direct Hit
- Diamondback
- Strange Part: Enemies Gibbed
- Strange Part: Airborne Enemies Killed
- Strange Part: Heavies Killed
- Crocodile Smile
- Large Luchadore
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #43
3×- Tribalman's Shiv
- Detonator
- Shortstop
- Strange Part: Allies Extinguished
- Strange Part: Posthumous Kills
- Berliner's Bucket Helm
- Coupe D'isaster
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #45
2×- Stickybomb Launcher
- Scotsman's Skullcutter
- Persian Persuader
- Strange Part: Soldiers Killed
- Strange Part: Domination Kills
- Strange Part: Kills While Explosive Jumping
- Tavish DeGroot Experience
- Rimmed Raincatcher
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #47
3×- Force-A-Nature
- Flame Thrower
- Tomislav
- Strange Part: Scouts Killed
- Strange Part: Sappers Destroyed
- Strange Part: Cloaked Spies Killed
- Backwards Ballcap
- Professional's Panama
- Or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #54
3×- Wrap Assassin
- Spy-cicle
- Sniper Rifle
- Strange Part: Snipers Killed
- Strange Part: Kills While Ubercharged
- Strange Part: Underwater Kills
- Hottie's Hoodie
- Surgeon's Side Satchel
- or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #55
2×- Baby Face's Blaster
- Pain Train
- Medi Gun
- Strange Part: Pyros Killed
- Strange Part: Defender Kills
- Strange Part: Airborne Enemies Killed
- Counterfeit Billycock
- Desert Marauder
- or an Exceedingly Rare Special Item!
Weapons obtained from this crate will have the "Strange" quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
Mann Co. Supply Crate Series #57
3×Weapons obtained from this crate will have the Strange quality. You need a Mann Co. Supply Crate Key to open this. You can pick one up at the Mann Co. Store.
-
-
Actions Toggle View
-
Taunt: The Director's Vision
- (not tradable)
Equip this item in your Action Slot and press the Action button to tell your victims you are making a Replay of their pathetic demise to share with everyone.
-
Taunt: The Meet the Medic
Remind those ungrateful bastards how valuable your Medic skills are by striking a heroic pose accompanied by an angelic choir, beams of divine light, and a flock of doves.
-
Taunt: The Schadenfreude
Share a good natured laugh with everyone except that one guy you just shot.
-
Noise Maker - TF Birthday
The Noise Maker is an action item that was introduced during the Scream Fortress Update. When equipped in an action slot and used, a noise is played to all the other players on a server. Most Noise Makers have multiple unique sounds that can randomly play when used. Noise Maker - Stabby is currently the only exception to this rule, as it only has one possible sound. Each Noise Maker, aside from Noise Maker - TF Birthday, can only be used 25 times and is then removed from the Backpack.
-
Taunt: The High Five!
Don't leave your friends hanging. This is a press-and-hold taunt. Hold down the action slot key to remain in the taunt's pose.
-
Decal Tool
The Decal Tool is a single-use tool item. The Decal Tool can be used to spray a custom texture (or 'decal') on enabled items. Purchasing any item that the Decal Tool can be used on from the Mann Co. Store will also give players one free Decal Tool. While using the tool the player will be guided through the steps to get their image onto the item. The file types accepted are: .jpg .bmp .tga .vtf Oversized or odd aspect ratio images can be stretched or cropped to fit the 256x256 square. Depending upon the item the decal will be applied differently, check the specific item page to see a template for the most efficient decal templates. Once the decal has been chosen the image can be filtered using different options and finally applied to the item.
-
Noise Maker - Winter Holiday
2×- Unlimited use
-
Power Up Canteen
- Holds a maximum of 3 charges
- Each charge lasts 5 seconds
Applies a bonus effect for a limited amount of time when used. Must first be filled at an Upgrade Station and can only be filled with one bonus type at a time.
-
Achievements
-
TFPortal
Trade-System
Trade Your Items! -
Steam Community
- 1626 Members -
Join Now! -
TFPortal
Newsfeed
Subscribe Now! -
TFPortal
Twitter
Follow Now! -
Did you know?
We've got a list of all TF2-Items
Login
Schottenland.de
-
- LOGITECH G9x Corded Laser Mouse (910-001152/1153)
Maus Kabelgebunden - Laser-Sensor (5000dpi) - 7x Tasten/1x Scrollrad - USB - Schwarzab 59,90 Euroim Preisvergleich - MSI GeForce GTX 770 Gaming (N770 TF 2GD5/OC)
nVidia GeForce GTX770 (GK104) (1098MHz) / 2048MB GDDR5 (7010MHz) - 2x DVI/HDMI/DP - PCI Express 3.0ab 356,94 Euroim Preisvergleich - SAPPHIRE Radeon HD 7870 XT with Boost (11199-20-xxG)
AMD Radeon HD7870 (Tahiti LE) (925MHz) / 2048MB DDR5 (6000MHz) - DVI/HDMI/2x DP - PCI Express 3.0ab 219,90 Euroim Preisvergleich - LOGITECH G400 Optical Gaming Mouse (910-002278)
Maus Kabelgebunden - Optischer-Sensor (3600 dpi) - 8x Tasten/1x Scrollrad - USB - Braun/Schwarz/Silberab 29,33 Euroim Preisvergleich - GIGABYTE Radeon HD 7950 Windforce 3X (GV-R795WF3-3GD)
AMD Radeon HD7950 (Tahiti Pro) (900MHz) / 3072MB DDR5 (5000MHz) - DVI/HDMI/2x DisplayPort - PCI Express 3.0ab 260,91 Euroim Preisvergleich
- LOGITECH G9x Corded Laser Mouse (910-001152/1153)
Latest Threads
-
Scout sucht Clan
today, 7:11 am - |noX| -
Pyro sucht Clan
yesterday, 10:17 pm - Half Plek -
[Suche] Spieler für Highlander-Team (Gründung)
yesterday, 9:50 pm - Cotta42 -
FPS-Config - Hilfe!
06/17/2013 11:24 am - |noX| -
Steam Trading Cards Tauschbörse
06/16/2013 8:01 pm - Sheepy
Latest Comments
-
oben auf" deutschlandflagge klicken, da…
08/15/2012 2:38 pm - KamiKatze -
Alle Comments wech ??…
08/15/2012 7:44 am - deziar -
Alle Comments wech ??…
08/15/2012 7:44 am - deziar -
Alle Comments wech ??…
08/15/2012 7:44 am - deziar -
Hehehehe ganz nett…
06/12/2012 6:55 am - DerHobbyLose
Latest Files
-
Server Blacklist Saigns & Nighteam
0.01 MB -
Crosshair Switcher V1.8
1.62 MB -
EMS - Blight Gaming vs. TCM
216.27 MB






