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Format Overview:

PlayerClass

SubClass

Info

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1. Scout

1. Recon

Speed: 480
Armament: Axe, Shotgun, Nailgun
Grenades: Proximity(2), Flash(2)
Special Commands: Scan
Max Health: 100
Max Armor: 75 (green)
Max Ammo: 40 shells, 200 nails, 10 rockets, 200 cells

Between fast speed and Proximity grenades, the Recon Scout can easily play either offense or defense. Proximity grenades activate when a moving target is within blast radius, and attach to the first surface they touch. If one lodges on you, use the "disarm" command to deactivate it before you move, or it will go off. Flash grenades have the ability to temporarily blind their target.

Scan toggles active scanning. When active, cells drain constantly, and lightning will appear on your screen between you and any opponents within range.

Recon scouts may also disarm a detpack. It takes a recon scout 3 seconds to disarm a detpack.

2. Runner

Speed: 600
Armament: Axe, Shotgun, Super Shotgun
Grenades: Concussion(2), Flash(2)
Special Commands: <none>
Max Health: 100
Max Armor: 50 (green)
Max Ammo: 100 shells, 50 nails, 0 rockets, 50 cells

The Runner Scout is the fasted class in existence, and therefore can outrun any opposition. This, however, is countered with light armament. Concussion grenades have the ability to cause their target to become disoriented, while flash grenades have the ability to temporarily blind their target.

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2. Sniper

1. SR

Speed: 360
Armament: Axe, Sniper's Shotgun, Nailgun
Grenades: Normal(2), Concussion(1)
Special Commands: <none>
Max Health: 90
Max Armor: 100 (green)
Max Ammo: 80 shells, 50 nails, 5 rockets, 20 cells

The SR (Short-Range) Sniper is equipped for quick kills in short range combat. The Sniper's Shotgun fires shots 1/4 as powerful as the sniper rifle, but fires at 1/4 the rate of the normal shotgun and does not reduce speed. The Sniper's Shotgun requires 2 shells per shot.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The concussion grenades have the ability to temporarily cause their target to become disoriented.

2. LR

Speed: 320/150
Armament: Axe, Sniper Rifle
Grenades: Normal(2), Flare(4)
Special Commands: Autozoom
Max Health: 80
Max Armor: 100 (green)
Max Ammo: 75 shells, 25 nails, 10 rockets, 25 cells

The LR (Long-Range) Sniper is equipped to provide powerful long range cover ire. The Sniper Rifle has two modes: in the first (2), speed is reduced from 320 to 150 while holding down the fire button. This will also cause a laser sight to appear in the spot in which you are aiming. When in this mode, the sniper rifle is extremely powerful, but cannot be shot unless already at a speed of 150 or less. In the second mode (3), the LR sniper may continue to move at full speed, and the sniper rifle fires rapidly. The sniper rifle does greatly reduced damage in this mode.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The flare grenades illuminate the surrounding area brightly for a period of time, but inflict no damage.

Autozoom toggles autozoom. When active, your view will automatically zoom in slightly while holding down the fire button if your sniper rifle is in mode #1.

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3. Soldier

1. Rocket

Speed: 280
Armament: Axe, Shotgun, Super Shotgun, Rocket Launcer (Laser/Normal)
Grenades: Normal(2), Nail(1)
Special Commands: <none>
Max Health: 100
Max Armor: 200 (red)
Max Ammo: 100 shells, 100 nails, 50 rockets, 25 cells

The rocket soldier is equipped for a frontal assault; armor and powerful weapons! Between rockets and nail grenades, the soldier is a fearsome sight on the battlefield.

The laser-guided rockets (6) use four rockets per shot: one large rocket shoots out, and then splits into several smaller rockets which home in on the target that you illuminate with the laser sight coming out of your gun. These rockets can also home in on the laser sights of other soldiers.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The nail grenades hover, and spin around, shooting off nails as they do so.

2. Thunder

Speed: 290
Armament: Axe, Shotgun, Thunderbolt Gun
Grenades: Normal(2), Nail(1)
Special Commands: <none>
Max Health: 100
Max Armor: 200 (red)
Max Ammo: 100 shells, 100 nails, 15 rockets, 75 cells

Between nail grenades and the awesome might of the thunderbolt gun, the thunder soldier is one opponent to stay away from. If you have to fight a thunder soldier, keep moving!

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The nail grenades hover, and spin around, shooting off nails as they do so.

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4. Demoman

1. Defensive

Speed: 330
Armament: Axe, Shotgun, Nailgun, Pipebomb Launcher
Grenades: Flash(2), Proximity(2)
Special Commands: Detpipe
Max Health: 100
Max Armor: 120 (red)
Max Ammo: 80 shells, 100 nails, 25 rockets, 50 cells

The defensive demoman is set to rig up some explosive traps: pipebombs and proximity grenades! He may not pack much punch in direct combat, but he can just frag away when the other team comes for the key!

The flash grenades have the ability to temporarily blind their target. The proximity grenades activate when a moving target is within blast radius, and attach to the first surface they touch. If one lodges on you, use the "disarm" command to deactivate it before you move, or it will go off.

The "detpipe" command will detonate any pipebombs laid by the defensive demoman executing the command.

Defensive demoman can also disarm a detpack by walking over it. Disarming a detpack takes a defensive demoman 2 seconds.

2. Offensive

Speed: 330
Armament: Axe, Shotgun, Super Shotgun, Grenade Launcher
Grenades: Normal(2), Mirv(2), Detpack(1)
Special Commands: Det5, Det20, Det50
Max Health: 100
Max Armor: 110 (yellow)
Max Ammo: 100 shells, 50 nails, 50 rockets, 50 cells

The offensive demoman is similar to the defensive, but equipped to attack instead of to defend. The grenade launcher and detpack usually allow the offensive demoman to inflict more damage than the defensive.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The mirv grenades are compound grenades: the first time they blow up, they split into several smaller grenades equal in power to the ones shot out of the grenade launcher.

Det5 sets a detpack for 5 seconds. Det20 sets a detpack for 20 seconds. Det50 sets a detpack for 50 seconds. Any of these actions take 5 seconds to complete. While setting a detpack, the player may not move or fire. Timer starts when action complete. Must have a detpack to set a detpack. Cannot set a detpack unless standing on the ground (i.e. not air or water).

3. Suicidal

Speed: 330
Armament: Axe, Shotgun, Bomb Launcher
Grenades: Mirv(2), Nail(1), ER Detpack(1)
Special Commands: Det2, Det5, Det10
Max Health: 100
Max Armor: 50 (green)
Max Ammo: 50 shells, 50 nails, 50 rockets, 50 cells

Probably the most fear-inspiring (and shortest living) class is the suicidal demoman. What's more deadly than a grenade launcher? How about a bomb launcher? Twice the power, two thirds the range. What are people more afraid of than a detpack? How about an extended-range detpack with a shorter timer!

The mirv grenades are compound grenades: the first time they blow up, they split into several smaller grenades equal in power to the ones shot out of the grenade launcher. The nail grenades hover, and spin around, shooting off nails as they do so.

Det2 sets an ER detpack for 2 seconds. Det5 sets an ER detpack for 5 seconds. Det10 sets an ER detpack for 10 seconds. Any of these actions take the player 1.5 seconds to complete. While setting a detpack, the player may not move or fire. Time starts when action complete. Must have an ER detpack to set an ER detpack. Cannot set an ER detpack unless standing on the ground (i.e. not air or water).

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5. Medic

1. Combat

Speed: 350
Armament: Medkit/Bioweapon, Shotgun, Super Shotgun, Super Nailgun
Grenades: Normal(2), Bio(1)
Special Commands: dropkit
Max Health: 100
Max Armor: 100 (yellow)
Max Ammo: 50 shells, 150 nails, 10 rockets, 50 cells

The combat medic is a doctor . . . sort of. The combat medic is decently armed for combat, yet also carries a medkit for the healing of his allies.

The medkit/bioweapon heals allies or infects opponents with a fatal disease, which will cause them to lose health until they die or a friendly medic uses a medkit on them. If an infected player touches another player, the other player becomes infected. Medics cannot be infected.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The bio grenades make a small, short-lived cloud which will infect anyone but a medic who walks through it in the same manner as the bioweapon, but effects from a bio grenade will wear off over time.

Dropkit uses 25 cells and makes a medkit, which is then dropped a short distance in front of the medic.

2. Professional

Speed: 370
Armament: Medkit, Bio-whip, Shotgun
Grenades: Anti-Bacterial(4), Bio(2)
Special Commands: dropkit
Max Health: 100
Max Armor: 50 (green)
Max Ammo: 50 shells, 25 nails, 5 rockets, 10 cells

The professional medic can fight-to some extent, anyway. But mostly, they specialize in recovering their teammates.

The medkit will recover health to a teammate, as well as heal them of any diseases, hallucinations, etc. they are experiencing. The bio-whip has the same effects as the bioweapon (see combat medic), but has 1.5 times the range.

The anti-bacterial grenades are a way to mass-heal a group of people. Creates a small, short lived cloud which has the same effects as the medkit to anyone standing within. The bio grenades make a small, short-lived cloud which will infect anyone but a medic who walks through it in the same manner as the bioweapon, but effects from a bio grenade will wear off over time.

Dropkit uses 25 cells and makes a medkit, which is then dropped a short distance in front of the medic.

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6. Heavy Weapons Guy

1. Assault

Speed: 250
Armament: Axe, Assault Shotgun, Super Shotgun, Assault Cannon
Grenades: Normal(2), Mirv(2)
Special Commands: <none>
Max Health: 100
Max Armor: 250 (red)
Max Ammo: 200 shells, 50 nails, 15 rockets, 24 cells

The assault heavy weapons guy wields one of the most powerful arsenals in the game! Don't walk, RUN from the sound of their weapons!

The assault shotgun is a rapid-fire version of the shotgun which shoots exploding shells. Requires 5 shells per shot.

The assault cannon fires shells at an extremely fast rate. An assault heavy weapons guy using an assault cannon may not move while firing. Every time you begin a volley with the assault cannon, you must use 4 cells.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The mirv grenades are compound grenades: the first time they blow up, they split into several smaller grenades equal in power to the ones shot out of the grenade launcher.

2. Pummel

Speed: 250
Armament: Axe, Railgun, Nailgun, Nail Cannon
Grenades: Normal(2), Mirv(2)
Special Commands: <none>
Max Health: 100
Max Armor: 250 (red)
Max Ammo: 50 shells, 200 nails, 15 rockets, 24 cells

The pummel heavy weapons guy is the assault's counterpart; instead of sing nothing but shells, he uses nothing but nails! Watch out, because your armor won't help you this time!

The railgun shoots nails at a slow rate but a high velocity. Cuts right through armor.

What's more dangerous than a super nailgun? How about a gun that shoots nails at the same rate, but at the same veloctiy as the railgun? Meet the nail cannon.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The mirv grenades are compound grenades: the first time they blow up, they split into several smaller grenades equal in power to the ones shot out of the grenade launcher.

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7. Pyromaniac

1. Combat

Speed: 340
Armament: Axe, Shotgun, Super Shotgun, Flamethrower
Grenades: Normal(2), Napalm(4)
Special Commands: <none>
Max Health: 90
Max Armor: 120 (yellow)
Max Ammo: 50 shells, 0 nails, 10 rockets, 200 cells

Equipped for an intense short-range firefight (literally), the combat pyro has the ability to set others on fire, causing them to lose health even after they've been hit. More or less harmless at long range, the combat pyro easily dominates battles at close quarters.

The flamethrower runs on cells. It will shoot out flames, which travel a short distance and then disperse. Anyone hit by these flames will be set ablaze. They will recieve a message notifying them that they are on fire, and will lose health for a short period of time. Jumping into water will remedy this effect. The flamethrower can also cause flames to burn on any surfact other than water for several seconds after combustion. Anyone who steps into these flames will be set on fire.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. The napalm renades, instead of exploding, will throw off several flames, which will burn for several seconds upon their landing, unless they land in water.

2. Demolitions

Speed: 340
Armament: Axe, Shotgun, Super Shotgun, Incidiary Cannon
Grenades: Normal(2), Inferno(1)
Special Commands: <none>
Max Health: 90
Max Armor: 120 (yellow)
Max Ammo: 50 shells, 0 nails, 45 rockets, 10 cells

The demolitions pyro is equipped for ranged combat or just general burning of stuff. The most noticable difference is the replacement of the flamethrower with an incidiary cannon, and the replacement of napalm grenades with infernos.

The incidiary cannon shoots large fireballs which behave in a similar manner to rockets, but do less damage and set the target on fire. On occasion, an incidiary cannon has been known to set walls or floors on fire. Uses rockets for ammo.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. To understand the behavior of inferno grenades, we need to look at two other types of grenades: napalms and mirvs. What do you think happens when you ombine them?

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8. Spy

1. Assassin

Speed: 350
Armament: Dagger, Tranquilizer Gun, Super Shotgun
Grenades: Normal(2), Hallucinatory(2)
Special Commands: Disguise, Feign
Max Health: 90
Max Armor: 100 (green)
Max Ammo: 35 shells, 25 nails, 15 rockets, 25 cells

The assassin has but one duty - to isolate and assassinate every opponent possible! Can penetrate almost any defense, but is weak in a direct confrontation.

The assassin's dagger is the most powerful weapon wielded by a spy. It does 3x the damage of the axe when you hit your target in the front, but 9x the damage of the axe if you backstab your target. The tranquilizer gun uses 1 shell per shot. It does less damage than the shotgun, but also emporarily halves the victims speed and firing rate.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. Hallucinatory grenades temporarily create a red cloud witch will cause any player who passes through it to take damage while in it, as well as start to hallucinate. A hallucinating player may see or hear false explosions, see lightning bolts, and/or see colors incorectly. When hallucinating, it can be difficult to tell friend from foe!

Disguise brings up a menu which will allow you to change your color, change your class skin, start/stop feigning, or remove your disguise. After you begin to change color or skin, it will take a few seconds to complete the action. If you execute the command "disguise" again during this time, you will stop going undercover. If at any time you attack, you will drop your disguise. Feign allows you to start or stop feigning without going through the disguise menu.

2. Saboteur

Speed: 350
Armament: Knife, Tranquilizer Gun, Super Shotgun, Nailgun
Grenades: Normal(2), Hallucinatory(2)
Special Commands: Disguise, Feign, Sabotage
Max Health: 90
Max Armor: 100 (green)
Max Ammo: 40 shells, 25 nails, 15 rockets, 25 cells

The saboteur has the unique ability to secretly cross-wire an enemy engineer's buildings to malfunction.

The knife does 2x the damage of the axe if you hit your target in the front, and 6x the damage of the axe if you backstab your target. The tranquilizer gun uses 1 shell per shot. It does less damage than the shotgun, but also temporarily halves the victims speed and firing rate.

The normal grenades are similar to those shot out of the grenade launcher, but do not detonate on impact and inflict twice as much damage. Hallucinatory grenades temporarily create a red cloud witch will cause any player who passes through it to take damage while in it, as well as start to hallucinate. A hallucinating player may see or hear false explosions, see lightning bolts, and/or see colors incorectly. When hallucinating, it can be difficult to tell friend from foe!

Disguise brings up a menu which will allow you to change your color, change your class skin, start/stop feigning, or remove your disguise. After you begin to change color or skin, it will take a few seconds to complete the action. If you execute the command "disguise" again during this time, you will stop going undercover. If at any time you attack, you will drop your disguise. Feign allows you to start or stop feigning without going through the disguise menu.

Sabotage allows you to start sabotaging an enemy building which you are next to and facing. It will bring up a menu giving you several sabotage options, varying depending on what type of building you approach. The possible commands are:

1. Cease Function
Appears on: All buildings
Rates: 90% success, 7% remove disguise, 3% blow up
Function: Causes the building to stop functioning until
a friendly saboteur or engineer successfully fixes
the sabotaged circuits

2. Detonate
Appears on: All buildings
Rates: 70% success, 20% remove disguise, 10% blow up
Function: Causes the building to overload when used or hit
with a wrench, blowing up.

3. Reverse Function
Appears on: All but dispensers, A.R.G.s, humidifiers
Rates: 30% success, 50% remove disguise, 20% blow up
Function: Causes that building to act as if it were on the
opposite team.
sabotaging a friendly building will attempt to de-sabotage it if it is
sabotaged (70% success), or else installs anti-sabotage circuits, which
will cause the building to automatically blow up if a saboteur attempts to
sabotage it. An engineer may also attempt to de-sabotage a sabotaged
building, but with only a 40% success rate.

3. Informant

Speed: 350
Armament: Knife, Tranquilizer Gun, Super Shotgun, Nailgun
Grenades: Normal(2), Hallucinatory(2)
Special Commands: Disguise, Feign, Sabotage
Max Health: 90
Max Armor: 100 (green)
Max Ammo: 40 shells, 40 nails, 15 rockets, 25 cells

The informant can hear any messages said on an oppoenent's team-only
frequency when within 300 quake units of an opponent from that team.

The knife does 2x the damage of the axe if you hit your target in the front,
and 6x the damage of the axe if you backstab your target. The tranquilizer
gun uses 1 shell per shot. It does less damage than the shotgun, but also
temporarily halves the victims speed and firing rate.

The normal grenades are similar to those shot out of the grenade launcher,
but do not detonate on impact and inflict twice as much damage.
Hallucinatory grenades temporarily create a red cloud witch will cause any
player who passes through it to take damage while in it, as well as start
to hallucinate. A hallucinating player may see or hear false explosions,
see lightning bolts, and/or see colors incorectly. When hallucinating, it
can be difficult to tell friend from foe!

Disguise brings up a menu which will allow you to change your color, change
your class skin, start/stop feigning, or remove your disguise. After you
begin to change color or skin, it will take a few seconds to complete the
action. If you execute the command "disguise" again during this time, you
will stop going undercover. If at any time you attack, you will drop your
disguise. Feign allows you to start or stop feigning without going through
the disguise menu.

4. Double Agent

Speed: 350
Armament: Knife, Tranquilizer Gun, Super Shotgun, Nailgun
Grenades: Normal(2), Hallucinatory(2)
Special Commands: Disguise, Feign, Sabotage
Max Health: 90
Max Armor: 100 (green)
Max Ammo: 40 shells, 40 nails, 15 rockets, 25 cells

The double agent has a 1 in 3 chance of spawning at an enemy respawn point,
with their color appropriately changed.

The knife does 2x the damage of the axe if you hit your target in the front,
and 6x the damage of the axe if you backstab your target. The tranquilizer
gun uses 1 shell per shot. It does less damage than the shotgun, but also
temporarily halves the victims speed and firing rate.

The normal grenades are similar to those shot out of the grenade launcher,
but do not detonate on impact and inflict twice as much damage.
Hallucinatory grenades temporarily create a red cloud witch will cause any
player who passes through it to take damage while in it, as well as start
to hallucinate. A hallucinating player may see or hear false explosions,
see lightning bolts, and/or see colors incorectly. When hallucinating, it
can be difficult to tell friend from foe!

Disguise brings up a menu which will allow you to change your color, change
your class skin, start/stop feigning, or remove your disguise. After you
begin to change color or skin, it will take a few seconds to complete the
action. If you execute the command "disguise" again during this time, you
will stop going undercover. If at any time you attack, you will drop your
disguise. Feign allows you to start or stop feigning without going through
the disguise menu.

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9. Engineer
1. Mechanic
Speed: 340
Armament: Wrench, Railgun, Super Shotgun
Grenades: Normal(2), EMP(2)
Special Commands: Build, Sabotage
Max Health: 80
Max Armor: 100 (yellow)
Max Ammo: 50 shells, 75 nails, 30 rockets, 200 cells (metal)

All engineers have the ability to build several structures which serve
various purposes. The mechanic may build 1 sentry gun (standard), and 1
Automated Roaming Grenadier (ARG).

The railgun shoots nails at a slow rate but a high velocity. Cuts right
through armor.

The normal grenades are similar to those shot out of the grenade launcher,
but do not detonate on impact and inflict twice as much damage. The EMP
grenades detonate in a large blast which will pass through walls, floors,
and ceilings. Does no damage in and of itself, but causes ammunition to
explode and fries electrical circuits. If a building built by an engineer
is within the radius of an exploding EMP grenade, it will malfunction in
one of various ways.

The "build" command allows the engineer to start building. It will bring
up a menu which allows you to choose one of several options, depending on
what you have already built. If you have not already built a sentry gun,
you may build one provided you have enough metal (cells). If you have
already build one, it will instead give the option of detonating it by
remote. Likewise with the ARG. It take 130 metal to build or upgrade a
standard sentry gun, 200 to build an ARG. If you have already build an
ARG, you will also have the option to shutting down or restart the ARG.

2. Thermal-Mechanic


3. Hydro-Mechanic


4. Specialty Engineer


5. Electrical Engineer


6. Bio-Engineer


7. Anti-Intelligence Engineer


8. Weapons Engineer


9. Fortifier


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