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	<id>https://wiki.tf2classified.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Static+Fanatic</id>
	<title>TF2 Classified Wiki - User contributions [en]</title>
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	<updated>2026-09-05T16:36:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11378</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11378"/>
		<updated>2026-09-03T19:07:41Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Please don&amp;#039;t add information about community nicknames or... dubs? Not sure what to call them. Anyway, don&amp;#039;t put &amp;#039;em here. Here&amp;#039;s a request: if you&amp;#039;ve got the time, find out from a dev if the FaN inspired the TB, and if it did, mention that in the trivia section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them in the opposite direction that they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity and friction against the ground affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_properties&amp;diff=11364</id>
		<title>Template:Weapon properties</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Weapon_properties&amp;diff=11364"/>
		<updated>2026-09-01T11:17:58Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added link to taunts page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 22px;background-color: #583a31;color: white;&amp;quot; | Properties&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{shot-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Shot type&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{shot-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{damage-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Damage type&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{damage-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{ranged-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Ranged or Melee damage?&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{ranged-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{taunt|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;[[Taunts|Taunt]]&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{taunt}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{damage-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Damage&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{maximum-ramp-up|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Maximum ramp-up&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{maximum-ramp-up-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{maximum-ramp-up}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{base-damage|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Base damage&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{base-damage-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{base-damage}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{charged-damage|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Charged damage&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white&amp;quot; {{!}} {{{charged-damage-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{charged-damage}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{maximum-fall-off|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Maximum fall-off&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{maximum-fall-off-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{maximum-fall-off}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{critical|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Critical&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{critical}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{critical-charged|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Critical (charged)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{critical-charged}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{mini-crit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Mini-crit&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{mini-crit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{mini-crit-ramp-up|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Mini-crit (ramp-up)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{mini-crit-ramp-up}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{mini-crit-charged|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Mini-crit (charged)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{mini-crit-charged}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{flame-damage-close|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Flame damage (close)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{flame-damage-close-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{flame-damage-close}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{flame-damage-far|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Flame damage (far)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{flame-damage-far-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{flame-damage-far}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bullet-count|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bullet count&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bullet-count}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{projectile-count|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Projectile count&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{projectile-count}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{spread|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Spread&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{spread}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{status-effects-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Status Effects&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{effect|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Effect&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{effect}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{effect-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Effect duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{effect-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{afterburn|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Afterburn&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{afterburn}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{afterburn-mini-crit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Afterburn (mini-crit)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{afterburn-mini-crit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{afterburn-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Afterburn duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{afterburn-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bleed|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bleed&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bleed}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bleed-mini-crit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bleed (mini-crit)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bleed-mini-crit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{bleed-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Bleed duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{bleed-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{tranquilize-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Tranquilize duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{tranquilize-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{splash-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Splash&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{minimum-splash|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Minimum splash&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{minimum-splash-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{minimum-splash}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{damage-reduction|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Damage reduction&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{damage-reduction}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{self-damage|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Self-damage&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{self-damage}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{self-damage-rocket-jump|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Self-damage (rocket jump)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{self-damage-rocket-jump}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{healing-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Healing&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-in-combat|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (in combat)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{healing-in-combat-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-in-combat}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-out-of-combat|}}} |{{!}} style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (out of combat)&#039;&#039;&#039; {{!!}} style=&amp;quot;text-align: center; background-color: white;&amp;quot; {{!}} {{{healing-out-of-combat-percentage}}} {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-out-of-combat}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-self|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (self)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-self}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{healing-others|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Healing (others)&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{healing-others}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{beam-connect-distance|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Beam connect distance&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{beam-connect-distance}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{beam-disconnect-distance|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Beam disconnect distance&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{beam-disconnect-distance}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{construction-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Construction&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{repair-per-hit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Repair per hit&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{repair-per-hit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{upgrade-per-hit|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Upgrade per hit&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{upgrade-per-hit}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{cost-per-repair|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Cost per repair&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{cost-per-repair}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{cost-per-ammo|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Cost per ammo&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{cost-per-ammo}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{ammo-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Ammo&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{loaded|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Loaded&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{loaded}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{carried|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Carried&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{carried}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{reload-type|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Reload type&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{reload-type}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#ifeq:{{{function-times-column|}}} | true |{{!}} colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 20px;background-color: #583a31;color: white;&amp;quot; {{!}} &#039;&#039;&#039;Function Times&#039;&#039;&#039;&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{attack-interval|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Attack interval&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{attack-interval}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{reload|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Reload&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{reload}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{first-reload|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;First reload&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{first-reload}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{further-reloads|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Further reloads&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{further-reloads}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{activation-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Activation time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{activation-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{windup-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Windup time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{windup-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{winddown-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Winddown time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{winddown-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{spread-recovery|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Spread recovery&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{spread-recovery}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{consumption-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Consumption time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{consumption-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{cloak-fade|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Cloak fade&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{cloak-fade}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{uncloak-fade|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Uncloak fade&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{uncloak-fade}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{charge-fill-speed|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Charge fill speed&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{charge-fill-speed}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{charge-fill-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Charge fill time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{charge-fill-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{recharge-time|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Recharge time&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{recharge-time}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{drop-expiry|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Drop expiry&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{drop-expiry}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{airblast-interval|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Airblast interval&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{airblast-interval}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{scoped-charge-delay|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Scoped charge delay&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{scoped-charge-delay}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{scoped-headshot-delay|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Scoped headshot delay&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{scoped-headshot-delay}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{aim-fatigue|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Aim fatigue&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{aim-fatigue}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
{{#if:{{{taunt-duration|}}} |{{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #f1e9cb&amp;quot; {{!}} &#039;&#039;&#039;Taunt duration&#039;&#039;&#039; {{!!}} style=&amp;quot;background-color: #dee8ed; text-align: right&amp;quot; {{!}} {{{taunt-duration}}}&lt;br /&gt;
{{!-}}}}&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center;font-size: 12px;background-color: #583a31;color: white;&amp;quot; | All values are approximate.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{doc begin}}&lt;br /&gt;
This is a template for displaying weapon properties on weapon pages.&lt;br /&gt;
&lt;br /&gt;
By default, the only rows that will show up are the &amp;quot;Properties&amp;quot; header row and the &amp;quot;All values are approximate&amp;quot; footer row.&lt;br /&gt;
&lt;br /&gt;
To make a row appear in the template, pass any string to its parameter. If no parameter is passed, the row will not show up. The passed parameter will show up in its right-most column.&lt;br /&gt;
&lt;br /&gt;
Values for header rows (Damage, Status Effects, Splash, Healing, Construction, Ammo, Function Times) must be {{code|true}} if you want them to be displayed. Any other value is silently ignored, and the header row will not appear.&lt;br /&gt;
&lt;br /&gt;
Three-column parameters, such as {{code|base-damage}}, require an additional &amp;quot;percentage&amp;quot; parameter to be passed. The percentage parameter is named the same as the first one, but with {{code|-percentage}} at the end. For example, {{code|base-damage-percentage}}.&lt;br /&gt;
&lt;br /&gt;
=== Editing this template ===&lt;br /&gt;
The basic principle is that the template is a MediaWiki table consisting of a series of rows. Each row is wrapped in an {{code|#if}} statement for each parameter name, which says that if a parameter with that name is given, that row appears and the parameter given is inserted into the row&#039;s rightmost column as a variable. This means more properties can be added to this template by copy and pasting the {{code|#if}} statement and adjusting the names. When adding properties to this template, also include them in the example table and syntax below.&lt;br /&gt;
&lt;br /&gt;
Rows with percentages have three columns instead of two, so copy and paste from those instead of any two-columned row. Do &#039;&#039;not&#039;&#039; include a default percentage, as this promotes lazy editing and can include inaccurate information. Headers use {{code|#ifeq}} statements instead of &amp;lt;code&amp;gt;#if&amp;lt;/code&amp;gt; statements, so when adding a header, copy and paste the header code.&lt;br /&gt;
&lt;br /&gt;
{{tl|!}}, {{tl|!!}}, and {{tl|!-}} are escape templates that represent {{code|{{!}}}}, {{code|{{!!}}}}, and {{code|{{!}}-}}, respectively. Their purpose is to escape those characters in templates that have tables, because MediaWiki syntax does not support a literal {{code|{{!}}}} symbol in templates that have tables.&lt;br /&gt;
&lt;br /&gt;
See Wikipedia for more details: https://en.wikipedia.org/wiki/Help:Template#Creating_and_editing_templates&lt;br /&gt;
&lt;br /&gt;
=== Example Table ===&lt;br /&gt;
The following is an example table with every parameter (currently) supported by the template.&lt;br /&gt;
&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | flame-damage-close = 6.5-13 / tick&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.25-6.5 / tick&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
 | spread = 80:1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Bleed&lt;br /&gt;
 | effect-duration = 10 s&lt;br /&gt;
 | afterburn = 4 / tick&lt;br /&gt;
 | afterburn-mini-crit = 5/ tick&lt;br /&gt;
 | afterburn-duration = 4-10 s&lt;br /&gt;
 | bleed = 4 / tick&lt;br /&gt;
 | bleed-mini-crit =  5 /tick&lt;br /&gt;
 | bleed-duration = 8 s&lt;br /&gt;
 | tranquilize-duration = 5 s&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.8 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88&lt;br /&gt;
 | self-damage = 27-89&lt;br /&gt;
 | self-damage-rocket-jump = 27-46&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = 24 / s&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = 72 / s&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | healing-self = 300&lt;br /&gt;
 | healing-others = 50% of max health&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| construction-column = true&lt;br /&gt;
 | repair-per-hit = 102&lt;br /&gt;
 | upgrade-per-hit = 25&lt;br /&gt;
 | cost-per-repair = damage / 3&lt;br /&gt;
 | cost-per-ammo = 1 / bullet, 40 / hit&amp;lt;br&amp;gt;2 / rocket, 16 / hit&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = 0.7 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
 | consumption-time = 4.3 s&lt;br /&gt;
 | cloak-fade = 1.0 s&lt;br /&gt;
 | uncloak-fade = 1.8 s&lt;br /&gt;
 | charge-fill-speed = 2.5% / s (1.25% / s)&lt;br /&gt;
 | charge-fill-time = 40 s (80 s)&lt;br /&gt;
 | recharge-time = 12 s&lt;br /&gt;
 | drop-expiry = 30 s&lt;br /&gt;
 | airblast-interval = 0.75 s&lt;br /&gt;
 | scoped-charge-delay = 1.3 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
 | taunt-duration = 3.8 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 120&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | critical-charged = 360&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | mini-crit-charged = 162&lt;br /&gt;
 | flame-damage-close = 6.5-13 / tick&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.25-6.5 / tick&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
 | spread = 80:1&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Bleed&lt;br /&gt;
 | effect-duration = 10 s&lt;br /&gt;
 | afterburn = 4 / tick&lt;br /&gt;
 | afterburn-mini-crit = 5/ tick&lt;br /&gt;
 | afterburn-duration = 4-10 s&lt;br /&gt;
 | bleed = 4 / tick&lt;br /&gt;
 | bleed-mini-crit =  5 /tick&lt;br /&gt;
 | bleed-duration = 8 s&lt;br /&gt;
 | tranquilize-duration = 5 s&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 2.8 m&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88&lt;br /&gt;
 | self-damage = 27-89&lt;br /&gt;
 | self-damage-rocket-jump = 27-46&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-in-combat = 24 / s&lt;br /&gt;
 | healing-in-combat-percentage = 100%&lt;br /&gt;
 | healing-out-of-combat = 72 / s&lt;br /&gt;
 | healing-out-of-combat-percentage = 300%&lt;br /&gt;
 | healing-self = 300&lt;br /&gt;
 | healing-others = 50% of max health&lt;br /&gt;
 | beam-connect-distance = 450 HU&lt;br /&gt;
 | beam-disconnect-distance = 540 HU&lt;br /&gt;
| construction-column = true&lt;br /&gt;
 | repair-per-hit = 102&lt;br /&gt;
 | upgrade-per-hit = 25&lt;br /&gt;
 | cost-per-repair = damage / 3&lt;br /&gt;
 | cost-per-ammo = 1 / bullet, 40 / hit&amp;lt;br&amp;gt;2 / rocket, 16 / hit&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.5 s&lt;br /&gt;
 | reload = 1.133 s&lt;br /&gt;
 | first-reload = 1.09 s&lt;br /&gt;
 | further-reloads = 0.67 s&lt;br /&gt;
 | activation-time = 0.7 s&lt;br /&gt;
 | windup-time = 1 s&lt;br /&gt;
 | winddown-time = 0.5 s&lt;br /&gt;
 | spread-recovery = 1.25 s&lt;br /&gt;
 | consumption-time = 4.3 s&lt;br /&gt;
 | cloak-fade = 1.0 s&lt;br /&gt;
 | uncloak-fade = 1.8 s&lt;br /&gt;
 | charge-fill-speed = 2.5% / s (1.25% / s)&lt;br /&gt;
 | charge-fill-time = 40 s (80 s)&lt;br /&gt;
 | recharge-time = 12 s&lt;br /&gt;
 | drop-expiry = 30 s&lt;br /&gt;
 | airblast-interval = 0.75 s&lt;br /&gt;
 | scoped-charge-delay = 1.3 s&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
 | aim-fatigue = 5 s&lt;br /&gt;
 | taunt-duration = 3.8 s&lt;br /&gt;
|}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Taunts&amp;diff=11363</id>
		<title>Taunts</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Taunts&amp;diff=11363"/>
		<updated>2026-09-01T11:16:10Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Created page with &amp;quot;{{stub}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=11362</id>
		<title>Überspritze</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=%C3%9Cberspritze&amp;diff=11362"/>
		<updated>2026-09-01T11:15:40Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=ubersaw&lt;br /&gt;
| kill-icon-2=taunt_medic&lt;br /&gt;
| used-by=Medic&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Syringe&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|On Hit: 25% ÜberCharge added}}&lt;br /&gt;
{{Loadout negative|-10 max health on wearer}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Oh, quit squirming, it&#039;s for a good cause!&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;after extracting Über from his recently deceased &amp;quot;patient&amp;quot;&#039;&#039;|&#039;&#039;Haha! Vhat a bloodbazh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Überspritze&#039;&#039;&#039; is an alternative melee weapon for the [[Medic]]. It&#039;s an oversized, bloodstained syringe containing a team-colored liquid. The liquid inside increases with the Medic&#039;s ÜberCharge percentage.&lt;br /&gt;
&lt;br /&gt;
Hitting an enemy player with the Überspritze gives 25% ÜberCharge to the user. This also occurs on cloaked enemies, but not invulnerable or disguised ones. As a penalty, the Überspritze reduces the maximum health of the user from 150 to 140 (210 when overhealed).&lt;br /&gt;
&lt;br /&gt;
Because the Überspritze can increase the Über meter faster than it drains, it&#039;s possible to indefinitely sustain an ÜberCharge by attacking enemies while one is active.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Uberslice&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The Überspritze gives the Medic -10 health, but grants a massive 25% boost to your ÜberCharge meter for each attack that lands. If an enemy misjudges his ability to fight you, take him out with the Überspritze for an instant advantage. If you end up cornered, as a last resort, you can try taking it out to quickly fill the ÜberCharge meter, then escape with the resulting invincibility.&lt;br /&gt;
&lt;br /&gt;
Avoid actively pursuing combat with the Überspritze in order to build a charge. Melee combat is risky against any class; instead, heal injured teammates, as healing builds up 25% ÜberCharge after about 10 seconds and 8 seconds for [[Medi Gun]] and [[Kritzkrieg]], respectively.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Überspritze v. Stock Bonesaw&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Fills ÜberCharge faster through melee hits&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ -10 health when equipped&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Убер-Спринцовка|bg_m=Über-Syringe&lt;br /&gt;
|de=Uberspritze&lt;br /&gt;
|en=Uberspritze&lt;br /&gt;
|es=Überspritze&lt;br /&gt;
|fr=Überspritze&lt;br /&gt;
|hu=Túloltó|hu_m=?&lt;br /&gt;
|it=Überspritze&lt;br /&gt;
|pl=Überspritze&lt;br /&gt;
|pt-br=Uberspritze&lt;br /&gt;
|ro=Uberspritze&lt;br /&gt;
|ru=Убер-шприц|ru_m=Über-Syringe&lt;br /&gt;
|tr=Überspritze&lt;br /&gt;
|uk=Убершприц|uk_m=Über-Syringe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Renamed the Übersaw to the Überspritze.&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Can now Taunt Kill.&lt;br /&gt;
* Updated the Taunt Kill voicelines to fit the model.&lt;br /&gt;
* Updated Viewmodel animations to reduce clipping from the plunger.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Removed -20% fire rate penalty&lt;br /&gt;
}} &lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* &amp;quot;Überspritze&amp;quot; roughly translates to &amp;quot;Super Syringe&amp;quot; in German.&lt;br /&gt;
* The model was originally submitted to the &#039;&#039;Team Fortress 2&#039;&#039; Workshop in 2015 as the [https://steamcommunity.com/sharedfiles/filedetails/?id=433097312 Hypodermic Injector]. It was inspired by the unused [[tf:Syringe|Syringe]] weapon from &#039;&#039;TF2&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s development, whose model can be found in the tray of a level 2 and 3 [[Dispenser]].&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;This doctor has a backup plan!&amp;quot;&#039;&#039;&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* The weapon is based off the [[tf:Ubersaw|Übersaw]] but with a reworked model and a different downside.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_uberspritze_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_uberspritze_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_uberspritze_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_uberspritze_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_uberspritze_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=11361</id>
		<title>Admiralty Anchor</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Admiralty_Anchor&amp;diff=11361"/>
		<updated>2026-09-01T11:06:39Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Add the damage from the earthquake ability to the &amp;quot;Properties&amp;quot; table.}}&lt;br /&gt;
&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=anchor&lt;br /&gt;
| kill-icon-2=earthquake&lt;br /&gt;
| kill-icon-3=taunt soldier&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Anchor&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout positive|Create earthquake upon taking fall damage while active}}&lt;br /&gt;
{{Loadout negative|On Wearer: Take crits from projectiles while airborne}}&lt;br /&gt;
{{Loadout negative|+30% gravity while active}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;I will not tolerate any crass jokes about the Navy in my unit.}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Quotation|Soldier, in the &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; [https://tf2classic.com/double_down/day3 promotional blurb]|This is the president&#039;s anchor, damn it. But until he returns my letters, it will serve its country proud as a weapon of war. We will relish the fear on our enemies&#039; faces as we climb a building and throw this anchor from the roof at them.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Admiralty Anchor&#039;&#039;&#039; is an alternate melee weapon for the [[Soldier]]. It&#039;s a dark and slightly rusted admiralty anchor. When equipped, it will appear on a rope around the Soldier&#039;s waist while inactive.&lt;br /&gt;
&lt;br /&gt;
While active, the Admiralty Anchor increases the user&#039;s gravity by 30%. Falling with it out fills up the &amp;quot;AIRTIME&amp;quot; meter, which turns red once the user has fallen long enough to take fall damage. Then, landing will deal damage in a radius around the user, with the range of the impact being larger the higher the user&#039;s velocity was. Landing directly on an enemy will result in no fall damage being taken.&lt;br /&gt;
&lt;br /&gt;
As a penalty, being hit by projectiles in mid-air with the Admiralty Anchor equipped will deal critical damage.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_anchor_airshotcrit}}&lt;br /&gt;
{{Achievement|achievement_anchor_no_rocket}}&lt;br /&gt;
{{Achievement|achievement_anchor_deathkill}}&lt;br /&gt;
{{Achievement|achievement_anchor_multikill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Kamikaze&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Earthquake Damage (No Airtime Modifier)&lt;br /&gt;
|-&lt;br /&gt;
! Velocity (HU/s)!! Direct Landing !! Mid-range !! Farthest distance&lt;br /&gt;
|-&lt;br /&gt;
| 650 || 33 || 22 || 11&lt;br /&gt;
|-&lt;br /&gt;
| 1050 || 53 || 35 || 18&lt;br /&gt;
|-&lt;br /&gt;
| 1400 || 70 || 47 || 24&lt;br /&gt;
|-&lt;br /&gt;
| 1750 || 88 || 58 || 29&lt;br /&gt;
|-&lt;br /&gt;
| 2100 || 105 || 70 || 35&lt;br /&gt;
|-&lt;br /&gt;
| 2450 || 123 || 82 || 41&lt;br /&gt;
|-&lt;br /&gt;
| 2900 || 145 || 97 || 48&lt;br /&gt;
|-&lt;br /&gt;
| 3250 || 163 || 108 || 54&lt;br /&gt;
|-&lt;br /&gt;
| 3500 || 175 || 117 || 58&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
All values are approximate and community-tested.&lt;br /&gt;
&lt;br /&gt;
The formula for the damage is approximately &amp;lt;br&amp;gt; &lt;br /&gt;
&amp;lt;big&amp;gt;&amp;lt;math&amp;gt;\frac{v}{30}t_{air}d_{target}&amp;lt;/math&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
where &amp;lt;math&amp;gt;v =&amp;lt;/math&amp;gt; the Soldier&#039;s velocity, &amp;lt;math&amp;gt;t_{air} =&amp;lt;/math&amp;gt; is the Soldier&#039;s airtime and &amp;lt;math&amp;gt;d_{target} =&amp;lt;/math&amp;gt; is the distance between the Soldier and the victim.&lt;br /&gt;
&amp;lt;br&amp;gt;Velocity ranges from 650 to 3500, airtime grants a proportional multiplier ranging from x0.5 to x3, and distance from target grants an inversely proportional multiplier ranging from x0.5 to x1.5. {{inlineTodo|i kinda fucked up the wording on this! please reword eventually}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
Due to the Admiralty Anchor&#039;s ability requiring rocket jumping, it is recommended that you use it in tandem with the [[Gunboats]] for the damage resistance, and the [[R.P.G.]] for the bonus jump force.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Admiralty Anchor v. Stock Shovel&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Causes a powerful damaging earthquake when landing after an amount of air time&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has no random crits&lt;br /&gt;
➖ Vulnerable to airshots&lt;br /&gt;
➖ Deals more self-damage upon landing&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added the Admiralty Anchor&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.1}}&lt;br /&gt;
* Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.2}}&lt;br /&gt;
* Raised minimum earthquake radius to 96 (from 64)&lt;br /&gt;
* Raised minimum earthquake damage multiplier to x0.5 (from x0)&lt;br /&gt;
* Trail particles no longer render in first person&lt;br /&gt;
* Adjusted tauntkill timings&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.3}}&lt;br /&gt;
* First person animation state no longer waits to go idle in order to update when airborne or landing&lt;br /&gt;
* Players now properly sink and are slowed down in water while active&lt;br /&gt;
* Updated sound effects for drawing, swinging and crit swinging &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Downside now requires a minimum height check when blast jumping&lt;br /&gt;
* Increased earthquake damage multiplier on full charge to 4.5 (from 4.0)&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Admiralty Anchor was teased in [[Jinn]] as an [[Achievement|easter egg]] but it was later revealed as Soldier&#039;s then-upcoming weapon after he attached a note to it that says &amp;quot;MINE!&amp;quot; with his signature.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Prepare to be swabbed off the deck!&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_anchor_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_anchor_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_anchor_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_anchor_ylw.png|YLW first-person view.&lt;br /&gt;
File:Weapon_anchor_uni.png|Unused Global first-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{Nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shotgun&amp;diff=11360</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shotgun&amp;diff=11360"/>
		<updated>2026-09-01T10:57:09Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| used-by-2=Soldier&lt;br /&gt;
| used-by-3=Pyro&lt;br /&gt;
| used-by-4=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| slot-2=Secondary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=32&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Sometimes, you just have to do things yourself.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes={{Loadout neutral|&amp;quot;My shotgun disagrees with your will to live, maggot!&amp;quot;}}&lt;br /&gt;
| loadout-3=yes&lt;br /&gt;
| loadout-3-attributes={{Loadout neutral|&amp;quot;Let this do the talking.&amp;quot;}}&lt;br /&gt;
| loadout-4=yes&lt;br /&gt;
| loadout-4-attributes={{Loadout neutral|&amp;quot;Heavy will make do with this.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Shotgun&#039;&#039;&#039; is the default primary weapon for the [[Engineer]] and the default secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. It&#039;s a sawed-off, pump-action shotgun, with a dark metal barrel, and a wooden stock and forearm.&lt;br /&gt;
&lt;br /&gt;
The Shotgun has the same stats on all classes, with the exception of slightly different reload times. It fires 10 pellets in a 3x3 pattern, with the 10th overlapping the center pellet.&lt;br /&gt;
&lt;br /&gt;
The strategy and usage of the Shotgun is slightly different for each class, with a shared theme of increased mobility, mid-range viability, and close-range damage:&lt;br /&gt;
&lt;br /&gt;
* On [[Engineer]], the Shotgun is used as his primary weapon, and is his best source of damage when he is caught without a [[Sentry Gun]]. When defending his buildings from enemy assault, the Shotgun can supplement Sentry damage and kill enemies before they have a chance to destroy it. It is especially effective against enemy [[Spy|Spies]] who get too close to his encampment.&lt;br /&gt;
* On [[Soldier]], the Shotgun is used to supplement the low clip size of the [[Rocket Launcher]], being a backup weapon in case he cannot reload his rockets in time, or if usage of such would cause him to explode. It is also used for finishing off enemies that are running away, where the slow velocity of the rockets may not reach them in time. In addition, it functions as an anti-Pyro weapon, countering the [[Flame Thrower]]&#039;s ability to [[airblast]] away his rockets.&lt;br /&gt;
* On [[Pyro]], the Shotgun is used to shoot enemies that are out of range of their Flame Thrower, in addition to dealing more damage per second than the Flame Thrower against a singular target. It is often used as the main weapon against an enemy that is suffering afterburn, and offers the Pyro a degree of mobility that is not viable when using the Flame Thrower. In addition, it is highly effective against enemy Pyros, or other enemies hiding [[water|underwater]].&lt;br /&gt;
* On [[Heavy]], the Shotgun is used for mobile assaults, such as when chasing an enemy that is hiding out of sight of his [[Minigun]], or when travelling in a space where the Minigun cannot be spun up in time. The high ammo consumption of the Minigun also makes usage of the Shotgun a necessity when sources of ammo are scarce.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = {{tooltip|Hoedown|On Engineer}}&amp;lt;br&amp;gt;{{tooltip|Juggling|On Soldier}}&amp;lt;br&amp;gt;{{tooltip|Hadouken|On Pyro}}&amp;lt;br&amp;gt;{{tooltip|Cutthroat|On Heavy}}&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 90&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 60&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 32&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 10&lt;br /&gt;
 | spread = {{tooltip|0.0675|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 32&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.625 s&amp;lt;/br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&lt;br /&gt;
 | first-reload = {{tooltip|1 s|On Soldier and Pyro}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Soldier and Pyro haste boosted}}&amp;lt;br&amp;gt;{{tooltip|0.87 s|On Engineer and Heavy}}&amp;lt;br&amp;gt;{{tooltip|0.42 s|Haste boosted Engineer and Heavy}}&lt;br /&gt;
 | further-reloads = 0.51 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Ловджийска пушка|bg_m=Shotgun&lt;br /&gt;
|de=Schrotflinte|de_m=Shotgun&lt;br /&gt;
|en=Shotgun&lt;br /&gt;
|es=Escopeta|es_m=Shotgun&lt;br /&gt;
|fr=Fusil à pompe|fr_m=Shotgun&lt;br /&gt;
|hu=Sörétes puska|hu_m=Shotgun&lt;br /&gt;
|it=Fucile a pompa|it_m=Shotgun&lt;br /&gt;
|pl=Strzelba|pl_m=Shotgun&lt;br /&gt;
|pt-br=Escopeta|pt-br_m=Shotgun&lt;br /&gt;
|ro=Shotgun&lt;br /&gt;
|ru=Дробовик|ru_m=Shotgun&lt;br /&gt;
|tr=Av Tüfeği|tr_m=Shotgun&lt;br /&gt;
|uk=Рушниця|uk_m=Shotgun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added fixed syringe gun, sticky launcher, sniper rifle, sniper smg, soldier shotgun and grenade launcher view models (Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added Medic Shotgun&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Fixed Medic shotgun viewmodel (Chowder908)&lt;br /&gt;
&lt;br /&gt;
{{Update}}&lt;br /&gt;
* Removed Medic Shotgun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In old versions of &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the [[Medic]] had the Shotgun as an alternative primary weapon. However, it was considered harmful for his class design, as players preferred to fight with the Shotgun instead of healing teammates.&lt;br /&gt;
*&#039;&#039;Team Fortress 2 Classified&#039;&#039; restored the original &amp;quot;&#039;&#039;juggle&#039;&#039;&amp;quot; taunt for the Soldier&#039;s Shotgun, which was replaced by the &amp;quot;&#039;&#039;gun salute&#039;&#039;&amp;quot; taunt in the live version.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_shotgun_soldier_red.png|RED first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_blu.png|BLU first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_grn.png|GRN first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_ylw.png|YLW first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_uni.png|Unused Global first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_pyro.png|First-person Pyro view.&lt;br /&gt;
File:Weapon_shotgun_heavy.png|First-person Heavy view.&lt;br /&gt;
File:Weapon_shotgun_engineer_red.png|RED first-person Engineer view.&lt;br /&gt;
File:Weapon_shotgun_engineer_blu.png|BLU first-person Engineer view.&lt;br /&gt;
File:Weapon_shotgun_engineer_grn.png|GRN first-person Engineer view.&lt;br /&gt;
File:Weapon_shotgun_engineer_ylw.png|YLW first-person Engineer view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Shotgun&amp;diff=11359</id>
		<title>Shotgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Shotgun&amp;diff=11359"/>
		<updated>2026-09-01T10:56:54Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| used-by-2=Soldier&lt;br /&gt;
| used-by-3=Pyro&lt;br /&gt;
| used-by-4=Heavy&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| slot-2=Secondary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=32&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes={{Loadout neutral|&amp;quot;Sometimes, you just have to do things yourself.&amp;quot;}}&lt;br /&gt;
| loadout-2=yes&lt;br /&gt;
| loadout-2-attributes={{Loadout neutral|&amp;quot;My shotgun disagrees with your will to live, maggot!&amp;quot;}}&lt;br /&gt;
| loadout-3=yes&lt;br /&gt;
| loadout-3-attributes={{Loadout neutral|&amp;quot;Let this do the talking.&amp;quot;}}&lt;br /&gt;
| loadout-4=yes&lt;br /&gt;
| loadout-4-attributes={{Loadout neutral|&amp;quot;Heavy will make do with this.&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Shotgun&#039;&#039;&#039; is the default primary weapon for the [[Engineer]] and the default secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]]. It&#039;s a sawed-off, pump-action shotgun, with a dark metal barrel, and a wooden stock and forearm.&lt;br /&gt;
&lt;br /&gt;
The Shotgun has the same stats on all classes, with the exception of slightly different reload times. It fires 10 pellets in a 3x3 pattern, with the 10th overlapping the center pellet. Its power at close range makes it an effective tool for dealing with enemies that get too close for comfort.&lt;br /&gt;
&lt;br /&gt;
The strategy and usage of the Shotgun is slightly different for each class, with a shared theme of increased mobility, mid-range viability, and close-range damage:&lt;br /&gt;
&lt;br /&gt;
* On [[Engineer]], the Shotgun is used as his primary weapon, and is his best source of damage when he is caught without a [[Sentry Gun]]. When defending his buildings from enemy assault, the Shotgun can supplement Sentry damage and kill enemies before they have a chance to destroy it. It is especially effective against enemy [[Spy|Spies]] who get too close to his encampment.&lt;br /&gt;
* On [[Soldier]], the Shotgun is used to supplement the low clip size of the [[Rocket Launcher]], being a backup weapon in case he cannot reload his rockets in time, or if usage of such would cause him to explode. It is also used for finishing off enemies that are running away, where the slow velocity of the rockets may not reach them in time. In addition, it functions as an anti-Pyro weapon, countering the [[Flame Thrower]]&#039;s ability to [[airblast]] away his rockets.&lt;br /&gt;
* On [[Pyro]], the Shotgun is used to shoot enemies that are out of range of their Flame Thrower, in addition to dealing more damage per second than the Flame Thrower against a singular target. It is often used as the main weapon against an enemy that is suffering afterburn, and offers the Pyro a degree of mobility that is not viable when using the Flame Thrower. In addition, it is highly effective against enemy Pyros, or other enemies hiding [[water|underwater]].&lt;br /&gt;
* On [[Heavy]], the Shotgun is used for mobile assaults, such as when chasing an enemy that is hiding out of sight of his [[Minigun]], or when travelling in a space where the Minigun cannot be spun up in time. The high ammo consumption of the Minigun also makes usage of the Shotgun a necessity when sources of ammo are scarce.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = {{tooltip|Hoedown|On Engineer}}&amp;lt;br&amp;gt;{{tooltip|Juggling|On Soldier}}&amp;lt;br&amp;gt;{{tooltip|Hadouken|On Pyro}}&amp;lt;br&amp;gt;{{tooltip|Cutthroat|On Heavy}}&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 90&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 60&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 32&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 180&lt;br /&gt;
 | mini-crit = 81&lt;br /&gt;
 | mini-crit-ramp-up = 122&lt;br /&gt;
 | bullet-count = 10&lt;br /&gt;
 | spread = {{tooltip|0.0675|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 32&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.625 s&amp;lt;/br&amp;gt;{{tooltip|0.45 s|Haste boosted}}&lt;br /&gt;
 | first-reload = {{tooltip|1 s|On Soldier and Pyro}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Soldier and Pyro haste boosted}}&amp;lt;br&amp;gt;{{tooltip|0.87 s|On Engineer and Heavy}}&amp;lt;br&amp;gt;{{tooltip|0.42 s|Haste boosted Engineer and Heavy}}&lt;br /&gt;
 | further-reloads = 0.51 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Ловджийска пушка|bg_m=Shotgun&lt;br /&gt;
|de=Schrotflinte|de_m=Shotgun&lt;br /&gt;
|en=Shotgun&lt;br /&gt;
|es=Escopeta|es_m=Shotgun&lt;br /&gt;
|fr=Fusil à pompe|fr_m=Shotgun&lt;br /&gt;
|hu=Sörétes puska|hu_m=Shotgun&lt;br /&gt;
|it=Fucile a pompa|it_m=Shotgun&lt;br /&gt;
|pl=Strzelba|pl_m=Shotgun&lt;br /&gt;
|pt-br=Escopeta|pt-br_m=Shotgun&lt;br /&gt;
|ro=Shotgun&lt;br /&gt;
|ru=Дробовик|ru_m=Shotgun&lt;br /&gt;
|tr=Av Tüfeği|tr_m=Shotgun&lt;br /&gt;
|uk=Рушниця|uk_m=Shotgun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added fixed syringe gun, sticky launcher, sniper rifle, sniper smg, soldier shotgun and grenade launcher view models (Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added Medic Shotgun&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Fixed Medic shotgun viewmodel (Chowder908)&lt;br /&gt;
&lt;br /&gt;
{{Update}}&lt;br /&gt;
* Removed Medic Shotgun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* In old versions of &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the [[Medic]] had the Shotgun as an alternative primary weapon. However, it was considered harmful for his class design, as players preferred to fight with the Shotgun instead of healing teammates.&lt;br /&gt;
*&#039;&#039;Team Fortress 2 Classified&#039;&#039; restored the original &amp;quot;&#039;&#039;juggle&#039;&#039;&amp;quot; taunt for the Soldier&#039;s Shotgun, which was replaced by the &amp;quot;&#039;&#039;gun salute&#039;&#039;&amp;quot; taunt in the live version.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_shotgun_soldier_red.png|RED first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_blu.png|BLU first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_grn.png|GRN first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_ylw.png|YLW first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_soldier_uni.png|Unused Global first-person Soldier view.&lt;br /&gt;
File:Weapon_shotgun_pyro.png|First-person Pyro view.&lt;br /&gt;
File:Weapon_shotgun_heavy.png|First-person Heavy view.&lt;br /&gt;
File:Weapon_shotgun_engineer_red.png|RED first-person Engineer view.&lt;br /&gt;
File:Weapon_shotgun_engineer_blu.png|BLU first-person Engineer view.&lt;br /&gt;
File:Weapon_shotgun_engineer_grn.png|GRN first-person Engineer view.&lt;br /&gt;
File:Weapon_shotgun_engineer_ylw.png|YLW first-person Engineer view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=11358</id>
		<title>Brick</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Brick&amp;diff=11358"/>
		<updated>2026-09-01T10:50:54Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=brick&lt;br /&gt;
| kill-icon-2=brick building&lt;br /&gt;
| kill-icon-3=deflect brick&lt;br /&gt;
| used-by=Scout&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Throwable&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|&amp;quot;Didn’t think you were THAT slow.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Brick&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/supplycrate promotional blurb]|When guns and swords were out of reach, throwing heavy objects was part and parcel for history&#039;s little guys. A brick lying in the debris of a broken store window is a noble stand against faceless corporate evil. Carry the Brick with pride, Scout, because even though you&#039;re a hired thug fighting on the side of faceless corporate evil, you&#039;re still just a little guy.}}&lt;br /&gt;
The &#039;&#039;&#039;Brick&#039;&#039;&#039; is a [[:Category:Secondary weapons|secondary]] weapon for the [[Scout]]. It is a red-colored, three-holed masonry brick. The Brick appears red regardless of which team the user is on, and leaves a team-colored trail when thrown.&lt;br /&gt;
&lt;br /&gt;
The Scout holds one Brick that recharges six seconds after being thrown. Hitting a target with the Brick will deal 65 damage, as well as knocking them back even if they&#039;re [[Medi Gun|ÜberCharged]]. It will also deal mini-crits if it&#039;s been airborne for over 0.6 seconds. The amount of damage done has no effect on the knockback.&lt;br /&gt;
&lt;br /&gt;
The Brick cannot deal any damage once it impacts an enemy or surface, and cannot be picked back up once thrown. When thrown [[water|underwater]], it will have reduced velocity. Like most projectiles, the Brick can be [[Compression blast|deflected]] by an enemy [[Pyro]].&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Untyped&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Brick Toss&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | reload-type = Recharge&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.75 s&lt;br /&gt;
 | activation-time = 0.15 s&lt;br /&gt;
 | recharge-time = 6 s&amp;lt;/br&amp;gt;{{tooltip|2 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Brick v. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Deals mini-crits at long range&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Knocks back farther on hit&lt;br /&gt;
➕ Passes through friendly buildings&lt;br /&gt;
➕ Does not require ammunition&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has a six-second recharge time&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has slower projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Brick&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.1}}&lt;br /&gt;
* Reduced delay between clicking and throwing by 40%&lt;br /&gt;
* Projectile model now spawns immediately after being thrown&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Increased base damage to 65 (from 50)&lt;br /&gt;
* Overhauled first person animations&lt;br /&gt;
* Overhauled trail particle&lt;br /&gt;
* Overhauled impact sounds&lt;br /&gt;
* Projectile trail now gets removed upon collision&lt;br /&gt;
* Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies&lt;br /&gt;
* Fixed projectile being deflectable by airblast after impact&lt;br /&gt;
* Fixed missing min-viewmodel offset&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Implemented unique killfeed icon for [[Engineer]] [[building]] destruction&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now deals Mini-Crits to enemies after 0.6 seconds of being airborne &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Brick&lt;br /&gt;
** The &amp;quot;Brick&amp;quot; achievement has a newrequirement{{sic}}&lt;br /&gt;
*** No, we will not tell you what it is&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Brick is based on an unused projectile entity/throwable in &#039;&#039;Team Fortress 2&#039;&#039;, {{code|tf_projectile_brick}}.&lt;br /&gt;
* According to &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|ultr4nima}}, the Brick was originally added as a base, test weapon for a generic throwable, but was officially added for the &#039;&#039;Fight or Flight update&#039;&#039; &amp;quot;after gaining positive feedback.&amp;quot;[https://discord.com/channels/196337717267791874/196337717267791874/1346784481713066014]&lt;br /&gt;
* The Brick was revealed several days early in promotional art for [[L&#039;escampette]], where the Brick&#039;s kill icon can be seen on a barrel.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;Hit the bricks pal, you&#039;re done.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_brick.png|First-person view.&lt;br /&gt;
File:Fight or flight brick (cropped).png|&amp;quot;Meet the Brick&amp;quot;&lt;br /&gt;
File:Fight or flight spy.png|Promotional art for [[L&#039;escampette]]. Notice the Brick kill icon on the barrels.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=11357</id>
		<title>Harvester</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=11357"/>
		<updated>2026-09-01T10:41:28Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=harvester decapitation&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Scythe&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Burning victims fill crit meter while active}}&lt;br /&gt;
{{Loadout positive|On Hit: Steal health from your victim while meter is full}}&lt;br /&gt;
{{Loadout positive|+3 health gain per afterburn tick while active}}&lt;br /&gt;
{{Loadout negative|On Death: Burning victims are extinguished}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ask not for whom the bell tolls.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Harvester&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|A grisly utility melee that&#039;s as fearsome and traumatizing as the Halloween store animatronic it probably belongs to. With the Harvester held out, some of the afterburn damage you dish out (even on your victims&#039; charred remains!) will be returned to you as health and charge for a decapitating crit-slash! Everyone you set on fire is instantly extinguished when you die, though, so don&#039;t be surprised if your marks fight back harder than you&#039;re used to.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harvester&#039;&#039;&#039; is an alternate melee weapon for the [[Pyro]]. It&#039;s a scythe with a crooked wood handle and a damaged, curved blade bolted on. When equipped, it will appear on the Pyro&#039;s back while inactive.&lt;br /&gt;
&lt;br /&gt;
While active, [[afterburn]] damage dealt to enemies by the [[Flame Thrower]] or the [[Flare Gun]] will heal the user by three health per tick (six health per second), along with increasing the Harvester&#039;s charge meter, which will stack if multiple enemies are on fire. The Harvester&#039;s healing cannot overheal the user, and if the charge meter is full, its healing is disabled entirely until an enemy is attacked with it. The weapon also tracks the remaining afterburn on dead enemies (including extinguished corpses, such as those in [[water]]), gaining the same health and charge as when they were alive. As a penalty, all enemies who are suffering afterburn get extinguished upon the Pyro&#039;s death.&lt;br /&gt;
&lt;br /&gt;
The charge meter fills up after 30 ticks of afterburn (15 seconds), allowing for 90 points of healing per charge. When fully charged, the Harvester will allow a guaranteed critical hit, marked by a critical glow (including when not active) and a bell sound audible to all players. This crit will heal the user by 195 health, whether or not the enemy dies, and will overheal them if they&#039;re at full health. This does not happen if the Harvester is boosted by other means, such as by the [[Kritzkrieg]]. The crit will also not be used up when attacking buildings, [[ÜberCharge|ÜberCharged]] enemies, or surfaces.&lt;br /&gt;
&lt;br /&gt;
The Harvester will decapitate enemies killed by [[critical hit|critical hits]], and will gain a blood splatter on its blade that persists until the user respawns or goes [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Reaper&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|6 / s|3 per tick, while charging}}&amp;lt;br&amp;gt;{{tooltip|195|When charged, on hit}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = {{tooltip|6.66% / s|3.33% per tick, per afterburn}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|30 ticks|15 s, can be faster}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Harvester&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* [[Afterburn]] tick heals while active no longer apply while [[Critical hit|crit]] is ready&lt;br /&gt;
* Crit now instantly heals for 195HP upon hit&lt;br /&gt;
* A sound cue audible to all players now plays when crit is ready&lt;br /&gt;
* Wearable now has critglows when crit is ready and weapon is holstered&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Crits no longer have extra range&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Harvester&#039;s description, &amp;quot;Ask not for whom the bell tolls&amp;quot;, is a misquotation from the John Donne work &amp;quot;Devotions upon Emergent Occasions&amp;quot;, Meditation XVII. The average enthusiast of 17th century England would know that the &amp;quot;bell&amp;quot; in this analogy refers to church bells that declare important events.&lt;br /&gt;
* Switching to another class while an enemy has afterburn, then switching back to the Pyro, will still enable the Harvester to gain charge. The same thing will occur when switching between the Fire Axe and the Harvester.&lt;br /&gt;
* The chopped piece of wood bolted onto the Harvester&#039;s model suggests it&#039;s a repurposed farming scythe, which usually has an additional handle. As a result, to use it as a weapon in real life, you would need to pull the internal, sharp end of the blade towards yourself.&lt;br /&gt;
* According to the &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|Nito}} the Harvester was originally designed with the 3D model of the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon, the [[Tf:Baleful Beacon|Baleful Beacon]], but was later changed to the current scythe model due to &amp;quot;&#039;&#039;physics and particle issues&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_harvester.png|First-person view.&lt;br /&gt;
File:Weapon_harvester_blood.png|First-person view with blood.&lt;br /&gt;
File:Flight Or Flight Pyro.png|left|thumb|300px|Promotional artwork for the Harvester and [[Twin Barrel]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=11356</id>
		<title>Harvester</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Harvester&amp;diff=11356"/>
		<updated>2026-09-01T10:39:16Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=harvester decapitation&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Melee&lt;br /&gt;
| loadout-kind=Scythe&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Burning victims fill crit meter while active}}&lt;br /&gt;
{{Loadout positive|On Hit: Steal health from your victim while meter is full}}&lt;br /&gt;
{{Loadout positive|+3 health gain per afterburn tick while active}}&lt;br /&gt;
{{Loadout negative|On Death: Burning victims are extinguished}}&lt;br /&gt;
{{Loadout negative|No random critical hits}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Ask not for whom the bell tolls.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Harvester&#039;&#039;&#039; [https://tf2classic.com/fight_or_flight/day2 promotional blurb]|A grisly utility melee that&#039;s as fearsome and traumatizing as the Halloween store animatronic it probably belongs to. With the Harvester held out, some of the afterburn damage you dish out (even on your victims&#039; charred remains!) will be returned to you as health and charge for a decapitating crit-slash! Everyone you set on fire is instantly extinguished when you die, though, so don&#039;t be surprised if your marks fight back harder than you&#039;re used to.}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harvester&#039;&#039;&#039; is an alternate melee weapon for the [[Pyro]]. It&#039;s a scythe with a crooked wood handle and a damaged, curved blade bolted on. When equipped, it will appear on the Pyro&#039;s back while inactive.&lt;br /&gt;
&lt;br /&gt;
While active, [[afterburn]] damage dealt to enemies by the [[Flame Thrower]] or the [[Flare Gun]] will heal the user by three health per tick (six health per second), along with increasing the Harvester&#039;s charge meter, which will stack if multiple enemies are on fire. The Harvester&#039;s healing cannot overheal the user, and if the charge meter is full, its healing is disabled entirely until an enemy is attacked with it. The weapon also tracks the remaining afterburn on dead enemies (including extinguished corpses, such as those in [[water]]), gaining the same health and charge as when they were alive. As a penalty, all enemies who are suffering afterburn get extinguished upon the Pyro&#039;s death.&lt;br /&gt;
&lt;br /&gt;
The charge meter fills up after 30 ticks of afterburn (15 seconds), allowing for 90 points of healing per charge. When fully charged, the Harvester will allow a guaranteed critical hit, marked by a critical glow (including when not active) and a bell sound audible to all players. This crit will heal the user by 195 health, whether or not the enemy dies, and will overheal them if they&#039;re at full health. This does not happen if Harvester is boosted by other means, such as by the [[Kritzkrieg]]. The crit will also not be used when attacking buildings, [[ÜberCharge|ÜberCharged]] enemies, or surfaces.&lt;br /&gt;
&lt;br /&gt;
The Harvester will decapitate enemies killed by [[critical hit|critical hits]], and will gain a blood splatter on its blade that persists until the user respawns or goes [[water|underwater]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | damage-type = Melee&lt;br /&gt;
 | ranged-type = Melee&lt;br /&gt;
 | taunt = Reaper&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 65&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 195&lt;br /&gt;
 | mini-crit = 88&lt;br /&gt;
| healing-column = true&lt;br /&gt;
 | healing-self = {{tooltip|6 / s|3 per tick, while charging}}&amp;lt;br&amp;gt;{{tooltip|195|When charged, on hit}}&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | charge-fill-speed = {{tooltip|6.66% / s|3.33% per tick, per afterburn}}&lt;br /&gt;
 | charge-fill-time = {{tooltip|30 ticks|15 s, can be faster}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Harvester&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* [[Afterburn]] tick heals while active no longer apply while [[Critical hit|crit]] is ready&lt;br /&gt;
* Crit now instantly heals for 195HP upon hit&lt;br /&gt;
* A sound cue audible to all players now plays when crit is ready&lt;br /&gt;
* Wearable now has critglows when crit is ready and weapon is holstered&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Crits no longer have extra range&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Harvester&#039;s description, &amp;quot;Ask not for whom the bell tolls&amp;quot;, is a misquotation from the John Donne work &amp;quot;Devotions upon Emergent Occasions&amp;quot;, Meditation XVII. The average enthusiast of 17th century England would know that the &amp;quot;bell&amp;quot; in this analogy refers to church bells that declare important events.&lt;br /&gt;
* Switching to another class while an enemy has afterburn, then switching back to the Pyro, will still enable the Harvester to gain charge. The same thing will occur when switching between the Fire Axe and the Harvester.&lt;br /&gt;
* The chopped piece of wood bolted onto the Harvester&#039;s model suggests it&#039;s a repurposed farming scythe, which usually has an additional handle. As a result, to use it as a weapon in real life, you would need to pull the internal, sharp end of the blade towards yourself.&lt;br /&gt;
* According to the &#039;&#039;TF2 Classified&#039;&#039; developer {{Dev|Nito}} the Harvester was originally designed with the 3D model of the cut live &#039;&#039;Team Fortress 2&#039;&#039; weapon, the [[Tf:Baleful Beacon|Baleful Beacon]], but was later changed to the current scythe model due to &amp;quot;&#039;&#039;physics and particle issues&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_harvester.png|First-person view.&lt;br /&gt;
File:Weapon_harvester_blood.png|First-person view with blood.&lt;br /&gt;
File:Flight Or Flight Pyro.png|left|thumb|300px|Promotional artwork for the Harvester and [[Twin Barrel]].&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11355</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11355"/>
		<updated>2026-09-01T10:25:56Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them in the opposite direction that they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity and friction against the ground affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11354</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11354"/>
		<updated>2026-09-01T10:25:01Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them in the opposite direction that they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11353</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11353"/>
		<updated>2026-09-01T10:24:16Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It&#039;s a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them opposite of the direction they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11352</id>
		<title>Twin Barrel</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Twin_Barrel&amp;diff=11352"/>
		<updated>2026-09-01T10:22:26Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=doubleshotgun&lt;br /&gt;
| kill-icon-2=taunt_pyro&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=8&lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout-kind=Double Barrel Shotgun&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes= &lt;br /&gt;
{{Loadout positive|Deals knockback to victims and yourself}}&lt;br /&gt;
{{Loadout negative|Bullets have a wide, horizontal spread}}&lt;br /&gt;
{{Loadout neutral|This weapon will reload when not active}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;(After-market modification voids the warranty.)&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb]|You didn&#039;t listen (made a scene) when the craftsman (sales associate) at the gunsmith (Wal-Mart hunting supplies desk) told you &amp;quot;listen, mack, shotguns don&#039;t come any shorter than that! It&#039;s not safe!&amp;quot; So you torched six more inches off in your garage, and now it kicks like a mule and spreads like smallpox. Fire at your feet or right behind you for a much-needed boost, and never be caught in a long range firefight again! Just... watch your fingers, okay?}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Twin Barrel&#039;&#039;&#039; is an alternative secondary weapon for [[Pyro]]. It is a sawed-off double-barreled shotgun with a seared muzzle, red wooden stock, and foregrip held together with a belt. The stock appears red regardless of which team the user is on.&lt;br /&gt;
&lt;br /&gt;
It fires a burst of 20 pellets in a horizontal pattern that are capable of knocking enemies back if ten or more connect. Like the [[Flare Gun]], it only holds a single shot at a time, but reloads while inactive.&lt;br /&gt;
&lt;br /&gt;
When the user fires the Twin Barrel, the recoil propels them opposite of the direction they aim. This can be used to extend jumps upwards or horizontally, allowing the Pyro to reach otherwise inaccessible areas or move around faster. The user&#039;s current velocity, such as when running, and friction, such as when on the ground, affects the distance gained. Crouching has no effect on the velocity gained.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Hadouken&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = {{tooltip|105|5.25 per bullet}}&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = {{tooltip|70|3.5 per bullet}}&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = {{tooltip|37|1.848 per bullet}}&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = {{tooltip|240|12 per bullet}}&lt;br /&gt;
 | mini-crit = {{tooltip|108|5.4 per bullet}}&lt;br /&gt;
 | mini-crit-ramp-up = {{tooltip|162|8.1 per bullet}}&lt;br /&gt;
 | bullet-count = 20&lt;br /&gt;
 | spread = {{tooltip|0.0875|In radians}}&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | reload-type = Passive&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 1.6 s&amp;lt;br&amp;gt;{{tooltip|1.35 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the Twin Barrel &lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Reduced max damage output to 105 (from 120)&lt;br /&gt;
* Overhauled weapon model (Pyrew, Everik, SamDum)&lt;br /&gt;
* Updated reload and deploy sounds (Raptor Dan)&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Changed attribute from &amp;quot;Has horizontal spread&amp;quot; to &amp;quot;Bullets have a wide, horizontal spread&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Decreased reserve ammo from 12 to 8&lt;br /&gt;
* Updated reload sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As stated in the [https://web.archive.org/web/20250124201828/https://tf2classic.com/fight_or_flight/day2 publicity blurb], the Twin Barrel was a sawn-off hunting shotgun from Wal-Mart that the Pyro torched the end off of.&lt;br /&gt;
* Prior to [[Double_Down|Double Down]], the Twin Barrel used a different model and the [[Flare Gun|Flare Gun]]&#039;s reload sounds.&lt;br /&gt;
* Part of the Twin Barrel&#039;s publicity blurb, &amp;quot;Jumping the Gun&amp;quot;, refers both to using this weapon as a mobility tool and the phrase &amp;quot;Jumping the Gun&amp;quot;, meaning to do something without thinking.&lt;br /&gt;
* The Twin Barrel does deal knockback against ÜberCharged enemies.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_twinbarrel.png|First-person view.&lt;br /&gt;
File:weapon_twinbarrel_og.png|First-person view of the pre-[[2.2.0]] model.&lt;br /&gt;
File:concept_twin_barrel.png|Concept art by {{Dev|Mazern}}.&lt;br /&gt;
File:Flight Or Flight Pyro.png|Promotional artwork for the Twin Barrel and [[Harvester]]. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
File:Twin_Barrel_poster.jpg|Non-canon poster for the Twin Barrel. Uses the pre-&#039;&#039;&#039;2.2.0&#039;&#039;&#039; model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=11351</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=11351"/>
		<updated>2026-09-01T10:15:03Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Pistol]], the Coilgun fires laser projectiles that can be charged to deal more damage. After holding primary fire for 1.5 seconds, its damage triples to 75, it becomes fully accurate, and its projectile speed increases by 60%. Fully charged shots can also ricochet up to three times off surfaces, with each bounce reducing its damage by 15.&lt;br /&gt;
&lt;br /&gt;
Charged shots will be weaker if released early and will explode if held for too long, dealing 60 damage to the user and up to 50 damage to any nearby enemies. Overcharges will also knock the user into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage&lt;br /&gt;
➕ Charged shots knocks back farther on hit&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|tr=Bobin Tabancası|tr_m=Coilgun&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.3}}&lt;br /&gt;
* Added deflected Coilgun kill icon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
* The ragdoll disintegration from Coilgun kills was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]] in live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
File:Weapon_coilgun_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_coilgun_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_coilgun_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_coilgun_ylw.png|YLW first-person view.&lt;br /&gt;
File:CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=11350</id>
		<title>Coilgun</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Coilgun&amp;diff=11350"/>
		<updated>2026-09-01T10:13:08Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon-2=deflect coilgun&lt;br /&gt;
| used-by=Engineer&lt;br /&gt;
| slot=Secondary&lt;br /&gt;
| ammo-loaded=8&lt;br /&gt;
| ammo-carried=16 &lt;br /&gt;
| reload=Single&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-propername=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Fully charged shots ricochet off walls, and explode in your hand when overcharged}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;No steak, but a whole heap o&#039; sizzle.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Coilgun&#039;&#039;&#039; is an alternative [[:Category:Secondary weapons|secondary]] weapon for [[Engineer]]. It&#039;s a futuristic laser pistol, made out of a slightly rusty blue-tinted metal, with a glass window revealing a yellow, glowing energy coil inside.&lt;br /&gt;
&lt;br /&gt;
Unlike the [[Pistol]], the Coilgun fires laser projectiles that can be charged to deal more damage. After holding primary fire for 1.5 seconds, its damage triples to 75, it becomes fully accurate, and its projectile speed increases by 60%. Fully charged shots can also ricochet up to three times off surfaces, with each bounce reducing its damage by 15.&lt;br /&gt;
&lt;br /&gt;
Charged shots will be weaker if released early, and will explode if held for too long, dealing 60 damage to the user and up to 50 damage to any nearby enemies. Overcharges will also knock the user into the air, which can be used as an [[Jumping|explosive jump]] if timed correctly.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Gunspinning&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | base-damage = 25&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | charged-damage = 75&amp;lt;br&amp;gt;{{tooltip|50|Overcharged}}&lt;br /&gt;
 | charged-damage-percentage = 300%&lt;br /&gt;
 | critical = 75&lt;br /&gt;
 | critical-charged = 225&amp;lt;br&amp;gt;{{tooltip|150|Overcharged}}&lt;br /&gt;
 | mini-crit = 34&lt;br /&gt;
 | mini-crit-charged = 101&amp;lt;br&amp;gt;{{tooltip|68|Overcharged}}&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
 | spread = {{tooltip|0.02|In radians}}&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 60%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 60&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 8&lt;br /&gt;
 | carried = 16&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.4 s&amp;lt;br&amp;gt;{{tooltip|0.6 s|Alt fire}}&amp;lt;/br&amp;gt;{{tooltip|0.33 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.5 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
 | charge-fill-speed = 66.66% / s&amp;lt;br&amp;gt;{{tooltip|33.33% / s|Overcharge}}&lt;br /&gt;
 | charge-fill-time = 1.5 s&amp;lt;br&amp;gt;{{tooltip|3 s|Overcharge}}&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&amp;lt;/br&amp;gt;{{tooltip|1 s|Overcharge - Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| The Coilgun vs. Stock Pistol&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per shot&lt;br /&gt;
➕ Charged shots deal more damage&lt;br /&gt;
➕ Charged shots knocks back farther on hit&lt;br /&gt;
➕ Changed shots ricochet through walls&lt;br /&gt;
➕ Registers a hit using player&#039;s larger collision box instead of the hitbox&lt;br /&gt;
➕ Overcharge allows for an explosive jump in exchange of health&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Has less clip size&lt;br /&gt;
➖ Has less ammo&lt;br /&gt;
➖ Has slower attack speed&lt;br /&gt;
➖ Has less projectile speed&lt;br /&gt;
➖ Can be airblasted&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_blindcoilricochet}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Pistola Espiral|pt-br_m=Coilgun&lt;br /&gt;
|bg=Бобинен пистолет|bg_m=Coilgun&lt;br /&gt;
|en=Coilgun&lt;br /&gt;
|fr=Pistolet à induction|fr_m=Induction Gun&lt;br /&gt;
|de=Spulenpistole|de_m=Coilgun&lt;br /&gt;
|it=Pistola a bombina|it_m=Coilgun&lt;br /&gt;
|ro=Pistol de lazere|ro_m=Laser Gun&lt;br /&gt;
|ru=Пушка Гаусса|ru_m=Gauss Gun&lt;br /&gt;
|es=Bobiductor|es_m=Coilductor&lt;br /&gt;
|tr=Bobin Tabancası|tr_m=Coilgun&lt;br /&gt;
|uk=Пістолет Гаусса|uk_m=Gauss pistol&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the Coilgun&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed the Coilgun&#039;s alt-fire preventing reloading when empty&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Fully charged shots are now 100% accurate&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now beeps on full charge, and has a meter that displays time before overcharge&lt;br /&gt;
* Lowered Coilgun, [[SMG]], and [[Revolver]] spread by 20%&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Removed secondary fire, primary fire now charges when held&lt;br /&gt;
* New firing and charging animations&lt;br /&gt;
* Charged shots now have a unique sound&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.3}}&lt;br /&gt;
* Added deflected Coilgun kill icon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Coilgun is loosely based off of the [[tf:Railgun (Classic)|Railgun]] from &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The Coilgun overcharge can actually deal up to 60 damage, but since this requires being physically inside an enemy player, this is unlikely to be achieved in normal gameplay.&lt;br /&gt;
* The Coilgun can randomly crit on an overcharge.&lt;br /&gt;
* The ragdoll disintegration from Coilgun kills was taken from the Pyro&#039;s [[tf:Phlogistinator|Phlogistinator]] in live &#039;&#039;TF2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery mode&amp;gt;&lt;br /&gt;
File:Weapon_coilgun_red.png|RED first-person view.&lt;br /&gt;
File:Weapon_coilgun_blu.png|BLU first-person view.&lt;br /&gt;
File:Weapon_coilgun_grn.png|GRN first-person view.&lt;br /&gt;
File:Weapon_coilgun_ylw.png|YLW first-person view.&lt;br /&gt;
File:CoilgunConcept.png|Coilgun concept art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=11346</id>
		<title>Hunting Revolver</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Hunting_Revolver&amp;diff=11346"/>
		<updated>2026-08-29T14:10:43Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=hunterrifle&lt;br /&gt;
| kill-icon-2=headshot&lt;br /&gt;
| used-by=Sniper&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=6&lt;br /&gt;
| ammo-carried=24&lt;br /&gt;
| reload-type=Clip&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Sniper Rifle&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout negative|-50% zoom reduction}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Made for a more offensive approach.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Hunting Revolver&#039;&#039;&#039; is a primary weapon for the [[Sniper]]. It is a long-barreled revolving rifle fit with a wooden gun stock, grip, and carrying strap.&lt;br /&gt;
&lt;br /&gt;
The Hunting Revolver deals 40 base damage, has damage ramp-up and falloff, and can shoot 6 times before reloading. Its zoom is halved compared to the [[Sniper Rifle]], allowing for increased visibility while aiming. The Hunting Revolver also cannot charge its shots, and so always deals 120 damage on a headshot regardless of time spent zoomed. In addition, its damage falloff occurs at double the range of most weapons.&lt;br /&gt;
&lt;br /&gt;
Like the Sniper Rifle, the Hunting Revolver needs to zoom in for 0.2 seconds before being able to headshot, and each shot creates a tracer that is visible to all players. It cannot reload while zoomed, and zooming during a reload will cancel it.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Hitscan&lt;br /&gt;
 | damage-type = Bullet&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Heel kick&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 60&lt;br /&gt;
 | maximum-ramp-up-percentage = 150%&lt;br /&gt;
 | base-damage = 40&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | maximum-fall-off = 21&lt;br /&gt;
 | maximum-fall-off-percentage = 52.8%&lt;br /&gt;
 | critical = 120&lt;br /&gt;
 | mini-crit = 54&lt;br /&gt;
 | mini-crit-ramp-up = 81&lt;br /&gt;
 | bullet-count = 1&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 6&lt;br /&gt;
 | carried = 24&lt;br /&gt;
 | reload-type = Clip&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.675 s&amp;lt;/br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
 | reload = 1.55 s&amp;lt;/br&amp;gt;{{tooltip|0.75 s|Haste boosted}}&lt;br /&gt;
 | activation-time = Instant&lt;br /&gt;
 | scoped-headshot-delay = 0.2 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| Hunting Revolver v. Stock Sniper Rifle&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Consistent headshots deal more damage per second&lt;br /&gt;
➕ Has a faster attack speed&lt;br /&gt;
➕ Has damage ramp-up&lt;br /&gt;
➕ Does not have tunnel vision when zooming&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Headshots deal less damage per shot due to the lack of charge&lt;br /&gt;
➖ Has damage fall-off&lt;br /&gt;
➖ Zoom is reduced&lt;br /&gt;
➖ Does not passively reload&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Revólver de Caça|pt-br_m=Hunting Revolver&lt;br /&gt;
|bg=Револверна карабина|bg_m=Hunting Carbine&lt;br /&gt;
|en=Hunting Revolver&lt;br /&gt;
|fr=Revolver de chasse|fr_m=Hunting Revolver&lt;br /&gt;
|de=Jagdrevolver|de_m=Hunting Revolver&lt;br /&gt;
|it=Revolver da caccia|it_m=Hunting Revolver&lt;br /&gt;
|ro=Revolver de vânat|ro_m=Hunting Revolver&lt;br /&gt;
|ru=Охотничий револьвер|ru_m=Hunting Revolver&lt;br /&gt;
|es=Revólver de Caza|es_m=Hunting Revolver&lt;br /&gt;
|tr=Altıpatlar Av Tüfeği|tr_m=Hunting Revolver&lt;br /&gt;
|uk=Мисливський револьвер|uk_m=Hunting Revolver&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history == &lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}} &lt;br /&gt;
* Renamed from [[Poacher&#039;s Pride]] to The Hunting Revolver.&lt;br /&gt;
* Uses a new model.&lt;br /&gt;
* Fires 6 shots, rather than 2.&lt;br /&gt;
* Added damage fall-off for bodyshots.&lt;br /&gt;
* Can only headshot while zoomed in.&lt;br /&gt;
* Shortened the Zoom distance.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.&lt;br /&gt;
* Added proper Fire and Reload animations for the Hunting Revolver for the [[Sniper]].&lt;br /&gt;
* Added special Class Select animations for the [[Nail Gun|Nailgun]],{{sic}} [[Huntsman]] and Hunting Revolver. &lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fire rate slowed to 0.75s (from 0.6s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Removed the visual recoil&lt;br /&gt;
* Lowered the fire rate to 0.675s (from 0.75s)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Now has damage falloff&lt;br /&gt;
* Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)&lt;br /&gt;
* Does not apply to [[Critical hits|crits]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Secondary fire delay is now separated from primary fire&lt;br /&gt;
* Removed holster delay after firing while zoomed&lt;br /&gt;
* Fixed a bug that caused uninterruptable reloads when using Hold to Zoom&lt;br /&gt;
* Fixed a bug that allowed aborting reloads while jumping&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Increased movement speed while scoped to 160 (from 120)&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.11}}&lt;br /&gt;
* Removed +25 HP health bonus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Before the [[Death &amp;amp; Taxes]] update, the Hunting Revolver was known as the [[Poacher&#039;s Pride]].&lt;br /&gt;
* Holding the zoom key while in the air will prevent the Hunting Revolver from playing its reload animation if it hasn&#039;t started, and therefore prevent it from reloading.&lt;br /&gt;
* The Hunting Revolver has the same base damage, damage ramp-up, damage falloff, and clip size as the [[Spy]]&#039;s [[Revolver]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_huntingrevolver.png|First-person view.&lt;br /&gt;
File:HuntingRevolverConcept.png|Concept art by {{Dev|Drudlyclean the Skeledude}}&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11333</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11333"/>
		<updated>2026-08-25T15:23:53Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039;|Excuse me, I&#039;m in need of medical attention!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is one of the most important resources in TF2 Classified because, as you can expect, you die if it reaches zero. Dying is usually considered to be a bad thing, as the more time you spend waiting to respawn, the less time you&#039;re spending killing the other team. Therefore, in order to have a good time, it is advisable to find a way to keep that health as high as possible, much like in real life.&lt;br /&gt;
&lt;br /&gt;
Also check the table on the [[Classes]] page to see Health, Speed and Armor [[Classes#Stats|here]].&lt;br /&gt;
&lt;br /&gt;
== Health Comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Base health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Overhealed health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Total increase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 300&lt;br /&gt;
| 450&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 150&lt;br /&gt;
| 225&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039; ([[Überspritze]])&lt;br /&gt;
| 140&lt;br /&gt;
| 210&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Overheal ===&lt;br /&gt;
&#039;&#039;&#039;Overheal&#039;&#039;&#039; is an effect where your health is increased above your base health,  maximum health up to 150% of their base health. For example, a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get up to 185 health with overheal. &lt;br /&gt;
&lt;br /&gt;
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
&lt;br /&gt;
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. The overheal decay time is the same regardless of your class. While a [[Spy]] can be boosted to 185 health and a [[Soldier]] is boosted to 300 health, they both decay in the same time. &lt;br /&gt;
&lt;br /&gt;
=== Weapons that affect base health ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Überspritze]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Überspritze.png|120px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Überspritze decreases the Medic&#039;s maximum health by 10, down to 140.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; is an additional resource that absorbs 80% of damage taken by the player and reduces it by half. &#039;&#039;&#039;TODO: Add other details&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike health, armor cannot be given by [[Medics]], [[Buildings|Dispensers]] or resupply cabinets. It can instead be obtained from pickups or chargers in specific maps. Also, armor does not have an equivalent to overheal.&lt;br /&gt;
&lt;br /&gt;
=== Armor Comparison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Max armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Fixed spies seeing health of cloaked enemy spies&lt;br /&gt;
* Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Deathmatch - Set player overheal decay 25% slower&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Added low health warning sound.&lt;br /&gt;
* Players will now make louder pain sounds when below 25% health.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated the Überspritze: Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Healing]]&lt;br /&gt;
* [[Pickups]]&lt;br /&gt;
* [[Ammo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=PASS_Time_JACK&amp;diff=11332</id>
		<title>PASS Time JACK</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=PASS_Time_JACK&amp;diff=11332"/>
		<updated>2026-08-25T15:22:12Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| used-by=Classes&lt;br /&gt;
| slot=Utility&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=PASS Time JACK&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;PASS Time JACK&#039;&#039;&#039; is a utility weapon exclusive to [[tf:PASS Time|PASS Time]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As its model is meant for use with 2-Team maps only, the PASS Time JACK uses the &#039;off&#039; skin on GRN and the RED skin on YLW.&lt;br /&gt;
* Due to missing animations, the PASS Time JACK doesn&#039;t appear in first person when held by the Civilian.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== First-person views ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_passtimejack_scout_red.png|RED / YLW first-person Scout view.&lt;br /&gt;
File:weapon_passtimejack_scout_blu.png|BLU first-person Scout view.&lt;br /&gt;
File:weapon_passtimejack_scout_grn.png|GRN first-person Scout view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_soldier_red.png|RED first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_blu.png|BLU first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_grn.png|GRN first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_ylw.png|YLW first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_uni.png|Unused Global first-person Soldier view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_pyro_red.png|RED / YLW first-person Pyro view.&lt;br /&gt;
File:weapon_passtimejack_pyro_blu.png|BLU first-person Pyro view.&lt;br /&gt;
File:weapon_passtimejack_pyro_grn.png|GRN first-person Pyro view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_demo_red.png|RED / YLW first-person Demoman view.&lt;br /&gt;
File:weapon_passtimejack_demo_blu.png|BLU first-person Demoman view.&lt;br /&gt;
File:weapon_passtimejack_demo_grn.png|GRN first-person Demoman view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_heavy_red.png|RED / YLW first-person Heavy view.&lt;br /&gt;
File:weapon_passtimejack_heavy_blu.png|BLU first-person Heavy view.&lt;br /&gt;
File:weapon_passtimejack_heavy_grn.png|GRN first-person Heavy view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_engineer_red.png|RED / YLW first-person Engineer view.&lt;br /&gt;
File:weapon_passtimejack_engineer_blu.png|BLU first-person Engineer view.&lt;br /&gt;
File:weapon_passtimejack_engineer_grn.png|GRN first-person Engineer view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_medic_red.png|RED first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_blu.png|BLU first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_grn.png|GRN first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_ylw.png|YLW first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_uni.png|Unused Global first-person Medic view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_sniper_red.png|RED first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_blu.png|BLU first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_grn.png|GRN first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_ylw.png|YLW first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_uni.png|Unused Global first-person Sniper view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_spy_red.png|RED first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_blu.png|BLU first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_grn.png|GRN first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_ylw.png|YLW first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_uni.png|Unused Global first-person Spy view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== First-person views with Halloween JACK ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_passtimejack_halloween_scout.png|First-person Scout view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_red.png|RED first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_blu.png|BLU first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_grn.png|GRN first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_ylw.png|YLW first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_uni.png|Unused Global first-person Soldier view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_pyro.png|First-person Pyro view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_demo.png|First-person Demoman view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_heavy.png|First-person Heavy view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_engineer.png|First-person Engineer view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_red.png|RED first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_blu.png|BLU first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_grn.png|GRN first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_ylw.png|YLW first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_uni.png|Unused Global first-person Medic view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_red.png|RED first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_blu.png|BLU first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_grn.png|GRN first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_ylw.png|YLW first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_uni.png|Unused Global first-person Sniper view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_red.png|RED first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_blu.png|BLU first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_grn.png|GRN first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_ylw.png|YLW first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_uni.png|Unused Global first-person Spy view with Halloween JACK.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=PASS_Time_JACK&amp;diff=11331</id>
		<title>PASS Time JACK</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=PASS_Time_JACK&amp;diff=11331"/>
		<updated>2026-08-25T15:20:36Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| used-by=All Classes&lt;br /&gt;
| slot=Utility&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=PASS Time JACK&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;PASS Time JACK&#039;&#039;&#039; is a utility weapon exclusive to [[tf:PASS Time|PASS Time]].&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* As its model is meant for use with 2-Team maps only, the PASS Time JACK uses the &#039;off&#039; skin on GRN and the RED skin on YLW.&lt;br /&gt;
* Due to missing animations, the PASS Time JACK doesn&#039;t appear in first person when held by the Civilian.&lt;br /&gt;
== Gallery ==&lt;br /&gt;
=== First-person views ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_passtimejack_scout_red.png|RED / YLW first-person Scout view.&lt;br /&gt;
File:weapon_passtimejack_scout_blu.png|BLU first-person Scout view.&lt;br /&gt;
File:weapon_passtimejack_scout_grn.png|GRN first-person Scout view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_soldier_red.png|RED first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_blu.png|BLU first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_grn.png|GRN first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_ylw.png|YLW first-person Soldier view.&lt;br /&gt;
File:weapon_passtimejack_soldier_uni.png|Unused Global first-person Soldier view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_pyro_red.png|RED / YLW first-person Pyro view.&lt;br /&gt;
File:weapon_passtimejack_pyro_blu.png|BLU first-person Pyro view.&lt;br /&gt;
File:weapon_passtimejack_pyro_grn.png|GRN first-person Pyro view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_demo_red.png|RED / YLW first-person Demoman view.&lt;br /&gt;
File:weapon_passtimejack_demo_blu.png|BLU first-person Demoman view.&lt;br /&gt;
File:weapon_passtimejack_demo_grn.png|GRN first-person Demoman view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_heavy_red.png|RED / YLW first-person Heavy view.&lt;br /&gt;
File:weapon_passtimejack_heavy_blu.png|BLU first-person Heavy view.&lt;br /&gt;
File:weapon_passtimejack_heavy_grn.png|GRN first-person Heavy view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_engineer_red.png|RED / YLW first-person Engineer view.&lt;br /&gt;
File:weapon_passtimejack_engineer_blu.png|BLU first-person Engineer view.&lt;br /&gt;
File:weapon_passtimejack_engineer_grn.png|GRN first-person Engineer view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_medic_red.png|RED first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_blu.png|BLU first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_grn.png|GRN first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_ylw.png|YLW first-person Medic view.&lt;br /&gt;
File:weapon_passtimejack_medic_uni.png|Unused Global first-person Medic view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_sniper_red.png|RED first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_blu.png|BLU first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_grn.png|GRN first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_ylw.png|YLW first-person Sniper view.&lt;br /&gt;
File:weapon_passtimejack_sniper_uni.png|Unused Global first-person Sniper view.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_spy_red.png|RED first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_blu.png|BLU first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_grn.png|GRN first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_ylw.png|YLW first-person Spy view.&lt;br /&gt;
File:weapon_passtimejack_spy_uni.png|Unused Global first-person Spy view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== First-person views with Halloween JACK ===&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:weapon_passtimejack_halloween_scout.png|First-person Scout view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_red.png|RED first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_blu.png|BLU first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_grn.png|GRN first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_ylw.png|YLW first-person Soldier view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_soldier_uni.png|Unused Global first-person Soldier view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_pyro.png|First-person Pyro view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_demo.png|First-person Demoman view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_heavy.png|First-person Heavy view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_engineer.png|First-person Engineer view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_red.png|RED first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_blu.png|BLU first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_grn.png|GRN first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_ylw.png|YLW first-person Medic view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_medic_uni.png|Unused Global first-person Medic view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_red.png|RED first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_blu.png|BLU first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_grn.png|GRN first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_ylw.png|YLW first-person Sniper view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_sniper_uni.png|Unused Global first-person Sniper view with Halloween JACK.&lt;br /&gt;
&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_red.png|RED first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_blu.png|BLU first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_grn.png|GRN first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_ylw.png|YLW first-person Spy view with Halloween JACK.&lt;br /&gt;
File:weapon_passtimejack_halloween_spy_uni.png|Unused Global first-person Spy view with Halloween JACK.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11329</id>
		<title>R.P.G.</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=R.P.G.&amp;diff=11329"/>
		<updated>2026-08-25T15:17:03Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=rpg&lt;br /&gt;
| kill-icon-2=deflect rocket&lt;br /&gt;
| used-by=Soldier&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-loaded=1&lt;br /&gt;
| ammo-carried=20&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-kind=Rocket Launcher&lt;br /&gt;
| loadout-propername=&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Rockets travel in an arc}}&lt;br /&gt;
{{Loadout positive|+30% damage bonus}}&lt;br /&gt;
{{Loadout negative|-25% projectile speed}}&lt;br /&gt;
{{Loadout negative|-75% clip size}}&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;See how the rocket pokes out the front, son? It yearns for freedom. And by God, it will have it.&amp;quot;}}&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;R.P.G.&#039;&#039;&#039; (&#039;&#039;&#039;R&#039;&#039;&#039;ocket-&#039;&#039;&#039;p&#039;&#039;&#039;ropelled &#039;&#039;&#039;G&#039;&#039;&#039;renade) is an alternative primary weapon for the [[Soldier]]. Visually, it is a greener version of the [[Rocket Launcher]], with a checkerboard pattern on its side and an oversized rocket sticking out of it.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Rocket Launcher]], it can only shoot one rocket per reload, traveling 25% slower yet dealing 30% more damage. The rockets are also affected by gravity, and slowly fall to the ground in an arc while emitting a whistling sound. In addition, its rockets increase both explosive push force and self-damage against the user, with both attributes allowing for faster and higher rocket jumps than usual. &lt;br /&gt;
&lt;br /&gt;
Unlike the Rocket Launcher, the R.P.G. does not have any damage falloff, and will deal full damage on a direct hit at any range.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Projectile&lt;br /&gt;
 | damage-type = Explosive&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Chest thump&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | maximum-ramp-up = 146&lt;br /&gt;
 | maximum-ramp-up-percentage = 125%&lt;br /&gt;
 | base-damage = 117&lt;br /&gt;
 | base-damage-percentage = 100%&lt;br /&gt;
 | critical = 351&lt;br /&gt;
 | mini-crit = 158&lt;br /&gt;
 | mini-crit-ramp-up = 197&lt;br /&gt;
 | projectile-count = 1&lt;br /&gt;
| splash-column = true&lt;br /&gt;
 | minimum-splash = 146 HU&lt;br /&gt;
 | minimum-splash-percentage = 50%&lt;br /&gt;
 | damage-reduction = 1% / 2.88 HU&lt;br /&gt;
 | self-damage = 58-111&lt;br /&gt;
 | self-damage-rocket-jump = 35-64&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 1&lt;br /&gt;
 | carried = 20&lt;br /&gt;
 | reload-type = Single&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.8 s&lt;br /&gt;
 | reload = 0.8 s&lt;br /&gt;
 | activation-time = 0.025 s&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
The arcing properties of the R.P.G.&#039;s rockets allows the Soldier to bombard enemy positions that are otherwise unreachable, including encampments behind walls and fortifications. This allows for arcing rockets from extremely far away, above and beyond the tall buildings of most maps. In addition, the increased damage and lack of damage falloff makes it viable to safely bombard a single position that enemies are grouped up in, such as [[Engineer]] nests, capture points, narrow hallways, and wherever the [[VIP]] happens to be.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;text-align:center;&amp;quot;| R.P.G. v. Stock Rocket Launcher&lt;br /&gt;
|- style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➕ Deals more damage per rocket&lt;br /&gt;
➕ Arcing rockets are effective on uphill terrain and blind spots&lt;br /&gt;
➕ Can rocket jump higher and farther&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
| &amp;lt;poem&amp;gt;&lt;br /&gt;
➖ Deals less damage per second&lt;br /&gt;
➖ Has a lower clip size&lt;br /&gt;
➖ Arcing rockets are not as effective in long corridors&lt;br /&gt;
➖ Deals more self-damage&lt;br /&gt;
➖ Has a slower projectile speed&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_with_distantrpg}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=G.L.F.|pt-br_m=R.P.G.&lt;br /&gt;
|bg=Р.П.Г.|bg_m=R.P.G.&lt;br /&gt;
|en=R.P.G.&lt;br /&gt;
|fr=R.P.G.&lt;br /&gt;
|de=R.P.G.&lt;br /&gt;
|it=R.P.G.&lt;br /&gt;
|ro=R.P.G.&lt;br /&gt;
|ru=РПГ|ru_m=RPG&lt;br /&gt;
|es=R.P.G.&lt;br /&gt;
|tr=R.P.G.&lt;br /&gt;
|uk=Р.П.Г.|uk_m=R.P.G.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.7.0}}&lt;br /&gt;
* Added the beta rocket launcher for the soldier (Blaseth). It has a clip size of 1 rocket, but it does 120 damage.&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.1}}&lt;br /&gt;
* Changed the projectile model for the Beta rocket launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|1.7.3}}&lt;br /&gt;
* Fixed the beta RPG reload anim&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Added new [[Cyclops]] and Beta RPG sounds by Omniary&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0.1}}&lt;br /&gt;
* Renamed &amp;quot;beta rocket launcher&amp;quot; to &amp;quot;RPG&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3}}&lt;br /&gt;
* Added a new RPG model (Old Hermit &amp;amp; Game Zombie)&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.3.1}}&lt;br /&gt;
* Fixed RPG bucket icon&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Fixed the RPG HUD icon&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* RPG stats changed to replace Deathmatch Rocket Launcher&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Rockets do more damage, and have less damage fall-off.&lt;br /&gt;
* Rockets fire in an arc, and whistle upon decent.&lt;br /&gt;
* Rockets fly slower than normal rockets.&lt;br /&gt;
* Added a different taunt when equipped with the RPG.&lt;br /&gt;
* Updated Viewmodel animations.&lt;br /&gt;
* Updated [[Rocket Launcher|Rockets]], [[Huntsman|Arrows]], [[Syringe Gun|Syringes]] and [[Flare Gun|Flares]] to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable) &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Increased self push force by 15%&lt;br /&gt;
* Increased self damage by 30%&lt;br /&gt;
* Now only plays a whistle sound while falling&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* New model&lt;br /&gt;
* Now has unique explosion sounds&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The appearance of the R.P.G. is based on concept art for &#039;&#039;Team Fortress 2&#039;&#039;&#039;s Rocket Launcher. The pre-[[3.0.0]] model in &#039;&#039;Team Fortress 2 Classified&#039;&#039; is near-identical with a green hue, whilst the current model is bulkier with a hand guard and darker green hue.&lt;br /&gt;
* The &amp;quot;chest thump&amp;quot; taunt was taken from live &#039;&#039;TF2&#039;&#039;&#039;s taunt for the Direct Hit and Beggar&#039;s Bazooka.&lt;br /&gt;
* Prior to the [[3.0.0]] update, the description quote was: &#039;&#039;&amp;quot;It&#039;s a wonderful sight to behold when they&#039;re all soaring through the skies... and not towards your general direction.&amp;quot;&#039;&#039;&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_rpg.png|First-person view.&lt;br /&gt;
File:Weapon_rpg_og.png|First-person view of the pre-[[3.0.0]] model.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11328</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11328"/>
		<updated>2026-08-25T15:15:02Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039;|Excuse me, I&#039;m in need of medical attention!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is one of the most important resources in TF2 Classified because, as you can expect, you die if it reaches zero. Dying is usually considered to be a bad thing, as the more time you spend waiting to respawn, the less time you&#039;re spending killing the other team. Therefore, in order to have a good time, it is advisable to find a way to keep that health as high as possible, much like in real life.&lt;br /&gt;
&lt;br /&gt;
Also check the table on the [[Classes]] page to see Health, Speed and Armor [[Classes#Stats|here]].&lt;br /&gt;
&lt;br /&gt;
== Health Comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Base health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Overhealed health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Total increase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 300&lt;br /&gt;
| 450&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 150&lt;br /&gt;
| 225&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039; ([[Überspritze]])&lt;br /&gt;
| 140&lt;br /&gt;
| 210&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Overheal ===&lt;br /&gt;
&#039;&#039;&#039;Overheal&#039;&#039;&#039; is an effect where your health is increased above your base health,  maximum health up to 150% of their base health. For example, a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get up to 185 health with overheal. &lt;br /&gt;
&lt;br /&gt;
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
&lt;br /&gt;
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. The overheal decay time is the same regardless of your class. While a [[Spy]] can be boosted to 185 health and a [[Soldier]] is boosted to 300 health, they both decay in the same time. &lt;br /&gt;
&lt;br /&gt;
=== Weapons that affect base health ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Überspritze]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Überspritze.png|120px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Überspritze decreases the Medic&#039;s maximum health by 10, down to 140.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; is an additional resource that absorbs 80% of damage taken by the player and reduces it by half. &#039;&#039;&#039;TODO: Add other details&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike health, armor cannot be given by [[Medics]], [[Buildings|Dispensers]] or resupply cabinets. It can instead be obtained from pickups in specific maps. Also, armor does not have an equivalent to overheal.&lt;br /&gt;
&lt;br /&gt;
=== Armor Comparison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Max armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Fixed spies seeing health of cloaked enemy spies&lt;br /&gt;
* Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Deathmatch - Set player overheal decay 25% slower&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Added low health warning sound.&lt;br /&gt;
* Players will now make louder pain sounds when below 25% health.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated the Überspritze: Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Healing]]&lt;br /&gt;
* [[Pickups]]&lt;br /&gt;
* [[Ammo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11326</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11326"/>
		<updated>2026-08-25T15:10:51Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added section on armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039;|Excuse me, I&#039;m in need of medical attention!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is one of the most important resources in TF2 Classified because, as you can expect, you die if it reaches zero. Dying is usually considered to be a bad thing, as the more time you spend waiting to respawn, the less time you&#039;re spending killing the other team. Therefore, in order to have a good time, it is advisable to find a way to keep that health as high as possible, much like in real life.&lt;br /&gt;
&lt;br /&gt;
Also check the table on the [[Classes]] page to see Health, Speed and Armor [[Classes#Stats|here]].&lt;br /&gt;
&lt;br /&gt;
== Health Comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Base health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Overhealed health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Total increase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 300&lt;br /&gt;
| 450&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 150&lt;br /&gt;
| 225&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039; ([[Überspritze]])&lt;br /&gt;
| 140&lt;br /&gt;
| 210&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Overheal ===&lt;br /&gt;
&#039;&#039;&#039;Overheal&#039;&#039;&#039; is an effect where your health is increased above your base health,  maximum health up to 150% of their base health. For example, a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get up to 185 health with overheal. &lt;br /&gt;
&lt;br /&gt;
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
&lt;br /&gt;
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. The overheal decay time is the same regardless of your class. While a [[Spy]] can be boosted to 185 health and a [[Soldier]] is boosted to 300 health, they both decay in the same time. &lt;br /&gt;
&lt;br /&gt;
=== Weapons that affect base health ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Überspritze]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Überspritze.png|120px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Überspritze decreases the Medic&#039;s maximum health by 10, down to 140.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039; is an additional resource that absorbs 80% of damage taken by the player and reduces it by half. &#039;&#039;&#039;TODO: Add other details&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike health, armor cannot be given by [[Medics]], [[Buildings|Dispensers]] or resupply cabinets. Instead, it can be obtained from armor pickups in specific maps. Armor also does not have an equivalent to overheal.&lt;br /&gt;
&lt;br /&gt;
=== Armor Comparison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Max armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Fixed spies seeing health of cloaked enemy spies&lt;br /&gt;
* Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Deathmatch - Set player overheal decay 25% slower&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Added low health warning sound.&lt;br /&gt;
* Players will now make louder pain sounds when below 25% health.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated the Überspritze: Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Healing]]&lt;br /&gt;
* [[Pickups]]&lt;br /&gt;
* [[Ammo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11321</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11321"/>
		<updated>2026-08-25T14:56:49Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armor section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039;|Excuse me, I&#039;m in need of medical attention!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is one of the most important aspects of your character in TF2 Classified, because, as you can expect, you die if it reaches zero. Dying is usually considered to be a bad thing, as the more time you spend waiting to respawn, the less time you&#039;re spending killing the other team. Therefore, in order to have a good time, it is advisable to find a way to keep that health as high as possible, much like in real life.&lt;br /&gt;
&lt;br /&gt;
Also check the table on the [[Classes]] page to see Health, Speed and Armor [[Classes#Stats|here]].&lt;br /&gt;
&lt;br /&gt;
== Health Comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Base health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Overhealed health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Total increase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 300&lt;br /&gt;
| 450&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 150&lt;br /&gt;
| 225&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039; ([[Überspritze]])&lt;br /&gt;
| 140&lt;br /&gt;
| 210&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Overheal ===&lt;br /&gt;
&#039;&#039;&#039;Overheal&#039;&#039;&#039; is an effect where your health is increased above your base health,  maximum health up to 150% of their base health. For example, a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get up to 185 health with overheal. &lt;br /&gt;
&lt;br /&gt;
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
&lt;br /&gt;
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. The overheal decay time is the same regardless of your class. While a [[Spy]] can be boosted to 185 health and a [[Soldier]] is boosted to 300 health, they both decay in the same time. &lt;br /&gt;
&lt;br /&gt;
=== Weapons that affect base health ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Überspritze]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Überspritze.png|120px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Überspritze decreases the Medic&#039;s maximum health by 10, down to 140.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
=== Armor Comparison ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Max armor&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 65&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Fixed spies seeing health of cloaked enemy spies&lt;br /&gt;
* Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Deathmatch - Set player overheal decay 25% slower&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Added low health warning sound.&lt;br /&gt;
* Players will now make louder pain sounds when below 25% health.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated the Überspritze: Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Healing]]&lt;br /&gt;
* [[Pickups]]&lt;br /&gt;
* [[Ammo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Randomizer&amp;diff=11318</id>
		<title>Randomizer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Randomizer&amp;diff=11318"/>
		<updated>2026-08-25T11:03:59Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Randomizer&#039;&#039;&#039; is a game setting which can randomize aspects of the gameplay for a server. It is enabled by changing the {{code|tf2c_randomizer}} cvar.&lt;br /&gt;
&lt;br /&gt;
Randomizer has different subset tings, each of which are toggleable:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Randomized classes:&#039;&#039;&#039; Players won&#039;t be able to select their own [[classes]], and instead, each time they spawn, they&#039;ll play as a random class. Toggle with {{code|tf2c_randomizer 1}}.&lt;br /&gt;
* &#039;&#039;&#039;Randomized items:&#039;&#039;&#039; Players won&#039;t be able to select their own [[Weapons|items]], and instead, each time they spawn, they&#039;ll receive a completely random set of items, &#039;&#039;&#039;including items intended for other classes&#039;&#039;&#039;. Toggle with {{code|tf2c_randomizer 2}}.&lt;br /&gt;
* &#039;&#039;&#039;Randomized attributes:&#039;&#039;&#039; Every weapon will have their attributes randomized. Toggle with {{code|tf2c_randomizer 4}}.&lt;br /&gt;
&lt;br /&gt;
To enable one or more at the same time, add the numbers together, for example, {{code|tf2c_randomizer 6}} would randomize both weapons and attributes.&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.6.6}}&lt;br /&gt;
* Added {{code|tf2c_random_weapons}} convar. It&#039;s a bit buggy.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated Randomizer to properly work with item schema.&lt;br /&gt;
* Updated the Randomizer command to allow for toggling random classes, weapons and attributes.&lt;br /&gt;
** Attributes are handled through a Randomizer config file, that can be modified by the server.&lt;br /&gt;
* &#039;&#039;&#039;[Undocumented]&#039;&#039;&#039; Updated the convar name to {{code|tf2c_randomizer}}&lt;br /&gt;
* Randomizer Respects the &#039;{{code|tf2c_force_stock_weapons}}&#039; ConVar.&lt;br /&gt;
* The Sandvich can now be eaten by all classes in Randomizer.&lt;br /&gt;
* Fixed Medigun heal beams, Ubers &amp;amp; HUD not working for non-Medics in Randomizer mode&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Fixed an oversight that allowed achievements to be earned in Randomizer&lt;br /&gt;
* Adjusted Randomized loadouts from being preserved on intentional deaths&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Nav gamemodes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Gamemodes]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11317</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11317"/>
		<updated>2026-08-25T11:00:21Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| armor=70&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive, you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]] unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039; that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be officially played in. He is the shortest class by far, has 200 health and 93% speed, and is equipped only with the [[Umbrella]] or the [[Derby Cane]], both of which are low-damage melee weapons. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. During a VIP Race match, it&#039;s two or more competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide who truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When the Civilian dies, the enemy that successfully killed him will be awarded with a crit boost to help take out his bodyguards. After respawning, any currently dead players will immediately respawn alongside him, ensuring the Civilian has at least a couple of bodyguards to help deal with threats outside spawn. When killed outside of VIP/VIPR, he will not grant the enemy guaranteed crits, nor will he respawn dead players.&lt;br /&gt;
&lt;br /&gt;
The Civilian constantly emits an aura that applies a 20% damage resistance and 5-15 per second health regen to his teammates, indicated by a badge on their health and a whooshing sound. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. If there are multiple Civilians on the same team (only achievable in unofficial maps and servers), they can buff each other, but the resistances do not stack. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
The Civilian can apply one of two effects to a specific teammate depending on the melee weapon equipped. The [[Umbrella]] grants an 8-second [[mini-crit]] boost that recharges over 15 seconds, which also boosts the Medi Gun or [[Kritzkrieg]]&#039;s heal rate and [[ÜberCharge]] rate by 35%. The [[Derby Cane]] instead grants a speed boost that affects movement, reload and fire speed.&lt;br /&gt;
&lt;br /&gt;
Other than the boosts, the Civilian&#039;s melees are identical to the [[Bat]], dealing a measly 35 damage per swing with a faster swing speed. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce the time limit by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other team&#039;s capture progress instead.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. If enabled outside of VIP/VIPR using the server command {{code|tf2c_allow_special_classes}}, he will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects. Additionally, the server command {{code|tf2c_civilian_loadout_slots}} can enable up to two extra slots in the Civilian&#039;s loadout, allowing servers to give him extra weapons alongside his melees.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in the [[VIP]] and [[VIP Race]] gamemodes.&lt;br /&gt;
* …be sure to watch out for enemy [[Sniper|Snipers]] and [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[Umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your Umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|ÜberCharge]] gain.&lt;br /&gt;
* …your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civil|es_m=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
|zh-hans=平民|zh-hans_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian was originally from &#039;&#039;Team Fortress Classic&#039;&#039;, and was considered for &#039;&#039;Team Fortress 2&#039;&#039; during its development, but was dropped early-on in development.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in &#039;&#039;Team Fortress 2&#039;&#039; called &amp;quot;Hunted&amp;quot;.&lt;br /&gt;
* In VIP and VIP Race, the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* One of the Civilian&#039;s &amp;quot;Medic!&amp;quot; voicelines is; &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic&#039;s lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The fact that the Civilian can be ÜberCharged implies he underwent surgery from the Medic to gain an ÜberCharge implant.&lt;br /&gt;
* If a disguised Spy backstabs the Civilian while under the effects of his aura, the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian is gibbed, he also leaves behind a cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
* The Civilian has the shortest first-person view height at 61 Hu.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11316</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11316"/>
		<updated>2026-08-25T10:59:55Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added some extra info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| armor=70&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive, you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]] unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039; that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be officially played in. He is the shortest class by far, has 200 health and 93% speed, and is equipped only with the [[Umbrella]] or the [[Derby Cane]], both of which are low-damage melee weapons. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. During a VIP Race match, it&#039;s two or more competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide who truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When the Civilian dies, the enemy that successfully killed him will be awarded with a crit boost to help take out his bodyguards. After respawning, any currently dead players will immediately respawn alongside him, ensuring the Civilian has at least a couple of bodyguards to help deal with threats outside spawn. When killed outside of VIP/VIPR, he will not grant the enemy guaranteed crits, nor will he respawn dead players alongside him.&lt;br /&gt;
&lt;br /&gt;
The Civilian constantly emits an aura that applies a 20% damage resistance and 5-15 per second health regen to his teammates, indicated by a badge on their health and a whooshing sound. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. If there are multiple Civilians on the same team (only achievable in unofficial maps and servers), they can buff each other, but the resistances do not stack. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
The Civilian can apply one of two effects to a specific teammate depending on the melee weapon equipped. The [[Umbrella]] grants an 8-second [[mini-crit]] boost that recharges over 15 seconds, which also boosts the Medi Gun or [[Kritzkrieg]]&#039;s heal rate and [[ÜberCharge]] rate by 35%. The [[Derby Cane]] instead grants a speed boost that affects movement, reload and fire speed.&lt;br /&gt;
&lt;br /&gt;
Other than the boosts, the Civilian&#039;s melees are identical to the [[Bat]], dealing a measly 35 damage per swing with a faster swing speed. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce the time limit by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other team&#039;s capture progress instead.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. If enabled outside of VIP/VIPR using the server command {{code|tf2c_allow_special_classes}}, he will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects. Additionally, the server command {{code|tf2c_civilian_loadout_slots}} can enable up to two extra slots in the Civilian&#039;s loadout, allowing servers to give him extra weapons alongside his melees.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in the [[VIP]] and [[VIP Race]] gamemodes.&lt;br /&gt;
* …be sure to watch out for enemy [[Sniper|Snipers]] and [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[Umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your Umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|ÜberCharge]] gain.&lt;br /&gt;
* …your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civil|es_m=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
|zh-hans=平民|zh-hans_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian was originally from &#039;&#039;Team Fortress Classic&#039;&#039;, and was considered for &#039;&#039;Team Fortress 2&#039;&#039; during its development, but was dropped early-on in development.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in &#039;&#039;Team Fortress 2&#039;&#039; called &amp;quot;Hunted&amp;quot;.&lt;br /&gt;
* In VIP and VIP Race, the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* One of the Civilian&#039;s &amp;quot;Medic!&amp;quot; voicelines is; &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic&#039;s lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The fact that the Civilian can be ÜberCharged implies he underwent surgery from the Medic to gain an ÜberCharge implant.&lt;br /&gt;
* If a disguised Spy backstabs the Civilian while under the effects of his aura, the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian is gibbed, he also leaves behind a cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
* The Civilian has the shortest first-person view height at 61 Hu.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11315</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11315"/>
		<updated>2026-08-25T10:48:48Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release an airblast}}&lt;br /&gt;
{{Loadout neutral|Airblast deflects enemies and projectiles, and extinguishes burning teammates}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
Instead of firing projectiles or bullets, the Flame Thrower releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, and adjust their speed based on the player&#039;s movement, allowing for wide coverage around them.&lt;br /&gt;
&lt;br /&gt;
The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer [[afterburn]], in which they continually take damage. This also has the effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage per 0.5 seconds for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. It is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alt-fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemy players, launching them in the air if angled upwards. It can be fired once every 0.75 seconds.&lt;br /&gt;
&lt;br /&gt;
Airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect most enemy projectiles towards where the user is aiming, the most common of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will deal mini-crit damage against enemy targets, and if the projectile or the Pyro was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
|uk=Вогнемет|uk_m=Flame Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Flamethrower{{sic}} is now lag compensated. This should dramatically improve flame hit detection at higher latency values.&lt;br /&gt;
* Improved the Pyro’s Flamethrower{{sic}} aimmatrices to match up with the Flame’s hitboxes better.&lt;br /&gt;
* Improved [[Huntsman|Arrows]] to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Made flames and [[airblast]] register more reliably&lt;br /&gt;
* Fixed the GRN flamethrower{{sic}} particles&lt;br /&gt;
* Updated players to say &amp;quot;Thanks&amp;quot; when extinguished from [[Fire|afterburn]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* [[Fire|Afterburn]] length is now 25% shorter, though total damage output is unchanged&lt;br /&gt;
* Fixed flame impact sounds on friendly [[buildings]] &lt;br /&gt;
* Fixed a bug where flames would linger between round changes or restarts&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The hitbox for [[Pyro]]&#039;s [[airblast]] is slightly shorter in its duration, and is now 4 ticks (from 6.6)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered damage by 12% (150 DPS, from 170)&lt;br /&gt;
* Support score for extinguishing is now based on remaining [[Fire|afterburn]]&lt;br /&gt;
* Support score for [[Airblast|airblasting]] is now based on amount of damage deflected&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]])&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed cases of Flame Thrower flames going through thin walls or floors&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed Flame Thrower [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed [[airblast]] sound sometimes not emitting properly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
* Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
* Fixed an issue where flames were occasionally invisible &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Airblast hitbox is now a sphere&lt;br /&gt;
* Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Players can toggle the burning-to-death animations for all non-Pyro classes by using the cvar &amp;lt;code&amp;gt;tf2c_burning_deathanim&amp;lt;/code&amp;gt;. The animations are unused content from live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* To preserve &#039;&#039;Team Fortress 2 Classified&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s 2007&amp;amp;ndash;&#039;08 vision of &#039;&#039;TF2&#039;&#039;, &#039;&#039;Classified&#039;&#039; restored the Flame Thrower&#039;s maximum-duration afterburn on contact that existed prior to the [[tf:Jungle_Inferno_Update|Jungle Inferno]] update. &#039;&#039;TF2&#039;&#039;&#039;s afterburn duration is based on how long the target is in contact with direct flames.&amp;lt;br&amp;gt;&lt;br /&gt;
* The 20 hp on extinguish from &#039;&#039;TF2&#039;&#039;&#039;s Flame Thrower is also absent for the same reason.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_flamethrower.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11314</id>
		<title>Flame Thrower</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Flame_Thrower&amp;diff=11314"/>
		<updated>2026-08-25T10:47:06Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote a large chunk of the main info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Todo|Trim the fat of the following three paragraphs. No-one&#039;s gonna read all that!}}&lt;br /&gt;
{{Infobox weapon&lt;br /&gt;
| kill-icon=flamethrower&lt;br /&gt;
| used-by=Pyro&lt;br /&gt;
| slot=Primary&lt;br /&gt;
| ammo-carried=200&lt;br /&gt;
| loadout=yes&lt;br /&gt;
| loadout-attributes=&lt;br /&gt;
{{Loadout neutral|Alt-Fire: Release an airblast}}&lt;br /&gt;
{{Loadout neutral|Airblast deflects enemies and projectiles, and extinguishes burning teammates}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Loadout neutral|&amp;quot;Things are heating up...&amp;quot;}}&lt;br /&gt;
}}The &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039; is the default primary weapon of the [[Pyro]]. It is an improvised conflagration device constructed out of metal poles and a team-colored gas nozzle connected to a propane tank. The flames produced are always red regardless of which team the user is on. Enemies on fire will have their flames tinted their team&#039;s color.&lt;br /&gt;
&lt;br /&gt;
Instead of firing projectiles or bullets, the Flame Thrower releases a short-range stream of large flame particles that linger in the air and quickly expire, basing their damage on how long the oldest touching particle was alive. It will release around 25 particles a second, with brand-new particles dealing 7.2 damage each, and old particles dealing 3.6 each, scaling linearly between the two. This roughly corresponds to the user&#039;s distance from their target. These particles will continue on their trajectory even as the player moves, and adjust their speed based on the player&#039;s movement, allowing for wide coverage around them.&lt;br /&gt;
&lt;br /&gt;
The flames penetrate through enemies and buildings, meaning opposing players cannot shield each other from the fire. Damage scaling is also different from other weapons, as there is no ramp-up or falloff, and [[critical hit]] damage is affected by particle lifetime scaling. The Flame Thrower will not fire flames [[water|underwater]], and will not damage underwater enemies if the user is above the surface. It will also light friendly [[Huntsman]] arrows on fire, allowing them to deal afterburn.&lt;br /&gt;
&lt;br /&gt;
When an enemy is set on fire (except for Pyros), they will suffer [[afterburn]], in which they continually take damage. This also has the effect of revealing cloaked or disguised enemy [[Spy|Spies]]. Afterburn deals 3 damage per 0.5 seconds for ten seconds, for a total of 60 damage. This will also persist after the Pyro&#039;s death, unless they have the [[Harvester]] equipped. Critical afterburn does not exist, but it will deal mini-crit damage if the user has a mini-crit boost, or the victim is Marked for Death. Afterburn is extinguished after one second if they are being healed by a beam, like a [[Dispenser]], the [[Payload]], or the [[Medi Gun]]. It is extinguished immediately if the victim takes a health pack, meets a resupply cabinet, submerses themself in deep water, has a Medi Gun [[ÜberCharge]], or is airblasted by an ally.&lt;br /&gt;
&lt;br /&gt;
If the user presses the alt-fire key, the Flame Thrower will use 20 ammo to release a massive cone of compressed air, known as &amp;quot;[[Compression blast|compression blast]]&amp;quot; or more commonly &amp;quot;[[Compression blast|airblast]]&amp;quot;. This cone deals no damage, but forcibly pushes back enemy players, launching them in the air if angled upwards. It can be fired once every 0.75 seconds.&lt;br /&gt;
&lt;br /&gt;
Airblast isn&#039;t powerful enough to offset the effects of gravity, so an enemy cannot be kept in the air indefinitely. However, airblasts from multiple Pyros will increase the velocity against an enemy. In addition, the airblast will reflect most enemy projectiles towards where the user is aiming, the most common of such being [[Rocket Launcher|rockets]] and [[Grenade Launcher|grenades]]. If reflected, the projectile will deal mini-crit damage against enemy targets, and if the projectile or the Pyro was crit boosted, then that projectile will also be crit-boosted. When a Pyro kills an enemy with a projectile belonging to their team, a unique kill icon will appear, and the Pyro will receive kill credit. As a final bonus, the airblast will extinguish teammates who are on fire - hopefully before they burn to death while staring right at you.&lt;br /&gt;
&lt;br /&gt;
== Properties ==&lt;br /&gt;
{{Weapon properties&lt;br /&gt;
 | shot-type = Particle&lt;br /&gt;
 | damage-type = Fire&lt;br /&gt;
 | ranged-type = Ranged&lt;br /&gt;
 | taunt = Triumph&lt;br /&gt;
| damage-column = true&lt;br /&gt;
 | critical = {{tooltip|21.6 / particle|Close}}&amp;lt;br&amp;gt;{{tooltip|10.8 / particle|Far}}&lt;br /&gt;
 | mini-crit = 4.86 / particle&lt;br /&gt;
 | mini-crit-ramp-up = 9.72 / particle&lt;br /&gt;
 | flame-damage-close = 7.2 / particle&lt;br /&gt;
 | flame-damage-close-percentage = 100%&lt;br /&gt;
 | flame-damage-far = 3.6 / particle&lt;br /&gt;
 | flame-damage-far-percentage = 50%&lt;br /&gt;
| status-effects-column = true&lt;br /&gt;
 | effect = Afterburn&lt;br /&gt;
 | afterburn = {{tooltip|3 / tick|6 per second}}&lt;br /&gt;
 | afterburn-mini-crit = {{tooltip|4 / tick|8 per second}}&lt;br /&gt;
 | afterburn-duration = 10 s&lt;br /&gt;
| ammo-column = true&lt;br /&gt;
 | loaded = 200&lt;br /&gt;
| function-times-column = true&lt;br /&gt;
 | attack-interval = 0.04 s&lt;br /&gt;
 | airblast-interval = 0.75 s&amp;lt;br&amp;gt;{{tooltip|0.5 s|Haste boosted}}&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|pt-br=Lança-chamas|pt-br_m=Flame Thrower&lt;br /&gt;
|bg=Огнехвъргачката|bg_m=Flame Thrower&lt;br /&gt;
|en=Flame Thrower&lt;br /&gt;
|fr=Lance-flammes|fr_m=Flame Thrower&lt;br /&gt;
|de=Flammenwerfer|de_m=Flame Thrower&lt;br /&gt;
|it=Lanciafiamme|it_m=Flame Thrower&lt;br /&gt;
|ro=Aruncător de flăcări|ro_m=Flame Thrower&lt;br /&gt;
|ru=Огнемёт|ru_m=Flame Thrower&lt;br /&gt;
|es=Lanzallamas|es_m=Flame Thrower&lt;br /&gt;
|uk=Вогнемет|uk_m=Flame Thrower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Flamethrower{{sic}} is now lag compensated. This should dramatically improve flame hit detection at higher latency values.&lt;br /&gt;
* Improved the Pyro’s Flamethrower{{sic}} aimmatrices to match up with the Flame’s hitboxes better.&lt;br /&gt;
* Improved [[Huntsman|Arrows]] to be ignited mid-air, both by triggers and the [[Pyro]]&#039;s flames.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.1}}&lt;br /&gt;
* Made flames and [[airblast]] register more reliably&lt;br /&gt;
* Fixed the GRN flamethrower{{sic}} particles&lt;br /&gt;
* Updated players to say &amp;quot;Thanks&amp;quot; when extinguished from [[Fire|afterburn]]&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* [[Fire|Afterburn]] length is now 25% shorter, though total damage output is unchanged&lt;br /&gt;
* Fixed flame impact sounds on friendly [[buildings]] &lt;br /&gt;
* Fixed a bug where flames would linger between round changes or restarts&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The hitbox for [[Pyro]]&#039;s [[airblast]] is slightly shorter in its duration, and is now 4 ticks (from 6.6)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Lowered damage by 12% (150 DPS, from 170)&lt;br /&gt;
* Support score for extinguishing is now based on remaining [[Fire|afterburn]]&lt;br /&gt;
* Support score for [[Airblast|airblasting]] is now based on amount of damage deflected&lt;br /&gt;
* Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and [[Airblast|airblasting]] Dynamite bomblets&lt;br /&gt;
* The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]])&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* Fixed cases of Flame Thrower flames going through thin walls or floors&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.4}}&lt;br /&gt;
* Fixed Flame Thrower [[airblast]] overriding custom visual effects&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.5}}&lt;br /&gt;
*Fixed [[airblast]] sound sometimes not emitting properly&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing&lt;br /&gt;
* Flames at close range now have a gradual damage ramp-up to be in line with other weapons&lt;br /&gt;
* Fixed an issue where flames were occasionally invisible &lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Airblast hitbox is now a sphere&lt;br /&gt;
* Single puffs of flame can hit an enemy multiple times&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Players can toggle the burning-to-death animations for all non-Pyro classes by using the cvar &amp;lt;code&amp;gt;tf2c_burning_deathanim&amp;lt;/code&amp;gt;. The animations are unused content from live &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* To preserve &#039;&#039;Team Fortress 2 Classified&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s 2007&amp;amp;ndash;&#039;08 vision of &#039;&#039;TF2&#039;&#039;, &#039;&#039;Classified&#039;&#039; restored the Flame Thrower&#039;s maximum-duration afterburn on contact that existed prior to the [[tf:Jungle_Inferno_Update|Jungle Inferno]] update. &#039;&#039;TF2&#039;&#039;&#039;s afterburn duration is based on how long the target is in contact with direct flames.&amp;lt;br&amp;gt;&lt;br /&gt;
* The 20 hp on extinguish from &#039;&#039;TF2&#039;&#039;&#039;s Flame Thrower is also absent for the same reason.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Weapon_flamethrower.png|First-person view.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
{{nav allweapons}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11313</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11313"/>
		<updated>2026-08-25T10:35:07Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| armor=70&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive, you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]] unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039; that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be officially played in. He is the shortest class by far, has 200 health and 93% speed, and is equipped only with the [[Umbrella]] or the [[Derby Cane]], both of which are low-damage melee weapons. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. During a VIP Race match, it&#039;s two or more competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide who truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Civilian constantly emits an aura that applies a 20% damage resistance and 5-15 per second health regen to his teammates, indicated by a badge on their health and a whooshing sound. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. If there are multiple Civilians on the same team (only achievable in unofficial maps and servers), they can buff each other, but the resistances do not stack. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
The Civilian can apply one of two effects to a specific teammate depending on the melee weapon equipped. The [[Umbrella]] grants an 8-second [[mini-crit]] boost that recharges over 15 seconds, which also boosts the Medi Gun or [[Kritzkrieg]]&#039;s heal rate and [[ÜberCharge]] rate by 35%. The [[Derby Cane]] instead grants a speed boost that affects movement, reload and fire speed.&lt;br /&gt;
&lt;br /&gt;
Other than the boosts, the Civilian&#039;s melees are identical to the [[Bat]], dealing a measly 35 damage per swing with a faster swing speed. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce the time limit by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other team&#039;s capture progress instead.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP/VIPR. If he is enabled outside of VIP/VIPR using the server command {{code|tf2c_allow_special_classes}}, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects. If he is killed outside of VIP/VIPR, he will not grant the enemy guaranteed crits when killed.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in the [[VIP]] and [[VIP Race]] gamemodes.&lt;br /&gt;
* …be sure to watch out for enemy [[Sniper|Snipers]] and [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[Umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your Umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|ÜberCharge]] gain.&lt;br /&gt;
* …your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civil|es_m=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
|zh-hans=平民|zh-hans_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian was originally from &#039;&#039;Team Fortress Classic&#039;&#039;, and was considered for &#039;&#039;Team Fortress 2&#039;&#039; during its development, but was dropped early-on in development.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in &#039;&#039;Team Fortress 2&#039;&#039; called &amp;quot;Hunted&amp;quot;.&lt;br /&gt;
* In VIP and VIP Race, the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* One of the Civilian&#039;s &amp;quot;Medic!&amp;quot; voicelines is; &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic&#039;s lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The fact that the Civilian can be ÜberCharged implies he underwent surgery from the Medic to gain an ÜberCharge implant.&lt;br /&gt;
* If a disguised Spy backstabs the Civilian while under the effects of his aura, the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian is gibbed, he also leaves behind a cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
* The Civilian has the shortest first-person view height at 61 Hu.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11312</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11312"/>
		<updated>2026-08-25T10:33:19Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Rewrote a large chunk of the main info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| armor=70&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive, you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]] unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039; that is designed around the [[VIP]] and [[VIP Race]] game modes, which are the only modes he can be officially played in. He is the shortest class by far, has 200 health and 93% speed, and is equipped only with the [[Umbrella]] or the [[Derby Cane]], both of which are low-damage melee weapons. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects.&lt;br /&gt;
&lt;br /&gt;
During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. During a VIP Race match, it&#039;s two or more competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide who truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Civilian constantly emits an aura that applies a 20% damage resistance and 5-15 per second health regen to his teammates, indicated by a badge on their health and a whooshing sound. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. If there are multiple Civilians on the same team (only achievable in unofficial maps and servers), they can buff each other, but the resistances do not stack. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
The Civilian can apply one of two effects to a specific teammate depending on the melee weapon equipped. The [[Umbrella]] grants an 8-second [[mini-crit]] boost that recharges over 15 seconds, which also boosts the Medi Gun or [[Kritzkrieg]]&#039;s heal rate and [[ÜberCharge]] rate by 35%. The [[Derby Cane]] instead grants a speed boost that effects movement, reload and fire speed.&lt;br /&gt;
&lt;br /&gt;
Other than the boosts, the Civilian&#039;s melees are identical to the [[Bat]], dealing a measly 35 damage per swing with a faster swing speed. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce the time limit by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other team&#039;s capture progress instead.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP/VIPR. If he is enabled outside of VIP/VIPR using the server command {{code|tf2c_allow_special_classes}}, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects. If he is killed outside of VIP/VIPR, he will not grant the enemy guaranteed crits when killed.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in the [[VIP]] and [[VIP Race]] gamemodes.&lt;br /&gt;
* …be sure to watch out for enemy [[Sniper|Snipers]] and [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[Umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your Umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|ÜberCharge]] gain.&lt;br /&gt;
* …your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civil|es_m=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
|zh-hans=平民|zh-hans_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian was originally from &#039;&#039;Team Fortress Classic&#039;&#039;, and was considered for &#039;&#039;Team Fortress 2&#039;&#039; during its development, but was dropped early-on in development.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in &#039;&#039;Team Fortress 2&#039;&#039; called &amp;quot;Hunted&amp;quot;.&lt;br /&gt;
* In VIP and VIP Race, the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* One of the Civilian&#039;s &amp;quot;Medic!&amp;quot; voicelines is; &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic&#039;s lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The fact that the Civilian can be ÜberCharged implies he underwent surgery from the Medic to gain an ÜberCharge implant.&lt;br /&gt;
* If a disguised Spy backstabs the Civilian while under the effects of his aura, the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian is gibbed, he also leaves behind a cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
* The Civilian has the shortest first-person view height at 61 Hu.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11311</id>
		<title>Template:Infobox class</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11311"/>
		<updated>2026-08-25T10:15:59Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; width=320px&lt;br /&gt;
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{{#ifexist: File:{{{image|{{PAGENAME}}}}}_red.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
{{Switcher&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_red.png|center|frameless|256px]]&lt;br /&gt;
|RED&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_blue.png|center|frameless|256px]]&lt;br /&gt;
|BLU&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_yellow.png|center|frameless|256px]]&lt;br /&gt;
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|[[File:{{{image|{{PAGENAME}}}}}_global.png|center|frameless|256px]]&lt;br /&gt;
|Global}}|{{#ifexist: File:{{{image|{{PAGENAME}}}}}.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
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[[File:{{{image|{{PAGENAME}}}}}.png|center|frameless|256px]]}}}}&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Lang&lt;br /&gt;
| en = Basic Information&lt;br /&gt;
| es = Información básica&lt;br /&gt;
| fr = Informations de base&lt;br /&gt;
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}}&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Icon&lt;br /&gt;
| es = Icono&lt;br /&gt;
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| zh-hans = 图标&lt;br /&gt;
}} {{!!}} [[File:{{{class}}}.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{type|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Type&lt;br /&gt;
| es = Tipo&lt;br /&gt;
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}} {{!!}} {{ #switch: {{{type}}}&lt;br /&gt;
| Offensive = {{Lang&lt;br /&gt;
| en = [[Classes#Offense|Offensive]]&lt;br /&gt;
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}}&lt;br /&gt;
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}}&lt;br /&gt;
| Support = {{Lang&lt;br /&gt;
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}}&lt;br /&gt;
| Special = {{Lang&lt;br /&gt;
| en = [[Classes#Special|Special]]&lt;br /&gt;
| es = [[Classes/es#Especial|Especial]]&lt;br /&gt;
| fr = [[Classes/fr#Spécial|Spécial]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Special|特殊兵种]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{health|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = [[Health]]&lt;br /&gt;
| es = Salud&lt;br /&gt;
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}} {{!!}} {{{health}}} {{#if: {{{overhealed|}}} | ({{{overhealed}}} {{Lang&lt;br /&gt;
| en = with overheal&lt;br /&gt;
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}}&lt;br /&gt;
{{#if: {{{armor|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
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| es = TODO&lt;br /&gt;
| fr = TODO&lt;br /&gt;
| zh-hans = TODO&lt;br /&gt;
}} {{!!}} {{{armor}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Speed&lt;br /&gt;
| es = Velocidad&lt;br /&gt;
| fr = Vitesse&lt;br /&gt;
| zh-hans = 速度&lt;br /&gt;
}} {{!!}} {{{speed}}}%&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{#if: {{{nocategory|{{NAMESPACE}}}}}||[[Category:Classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]&lt;br /&gt;
{{#if: {{{type|}}}|[[Category:{{{type}}} classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]}}}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt; &amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
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		},&lt;br /&gt;
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			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;&lt;br /&gt;
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		},&lt;br /&gt;
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			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;speed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Speed of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nocategory&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Disables categories.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Infobox for class pages.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
[[Category:Infobox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11310</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Health&amp;diff=11310"/>
		<updated>2026-08-25T10:14:59Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Removed outdated HR info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039;|Excuse me, I&#039;m in need of medical attention!}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Health&#039;&#039;&#039; is most likely the most important aspect of your character in Team Fortress 2 Classic, because, as you can expect, if it reaches zero, you die. Dying is usually considered to be a bad thing, as the more time you spend waiting to respawn, the less time you&#039;re spending killing the other team. Therefore, in order to have a good time, it is advisable to find a way to keep that health as high as possible, much like in real life.&lt;br /&gt;
&lt;br /&gt;
Also check the table on the [[Classes]] page to see Health &amp;amp; Speed [[Classes#Stats|here]]&lt;br /&gt;
&lt;br /&gt;
== Health Comparison ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Base health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Overhealed health&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Total increase&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Scout]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Soldier]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Pyro]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Demoman]]&#039;&#039;&#039;&lt;br /&gt;
| 175&lt;br /&gt;
| 260&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Heavy]]&#039;&#039;&#039;&lt;br /&gt;
| 300&lt;br /&gt;
| 450&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Engineer]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039;&lt;br /&gt;
| 150&lt;br /&gt;
| 225&lt;br /&gt;
| 75&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Medic]]&#039;&#039;&#039; ([[Überspritze]])&lt;br /&gt;
| 140&lt;br /&gt;
| 210&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Sniper]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Spy]]&#039;&#039;&#039;&lt;br /&gt;
| 125&lt;br /&gt;
| 185&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Civilian]]&#039;&#039;&#039;&lt;br /&gt;
| 200&lt;br /&gt;
| 300&lt;br /&gt;
| 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Overheal ===&lt;br /&gt;
&#039;&#039;&#039;Overheal&#039;&#039;&#039; is an effect where your health is increased above your base health,  maximum health up to 150% of their base health. For example, a [[Heavy]] has 300 base health, and thus recieves 150 extra health with overheal, totalling to 450 health in total. For some patients with lower max health, for example a [[Scout]], if the overheal would end with a decimal, it is rounded down to a multiple of 5. So a Scout would only get up to 185 health with overheal. &lt;br /&gt;
&lt;br /&gt;
Overheal is indicated to the player by their HUD health icon glowing and growing larger the more they are overhealed. Overheal is also visible to other players by the presence of overheal particles that come off of other players.&lt;br /&gt;
&lt;br /&gt;
Overheal slowly decays with time, approximately 15 seconds, provided the person overhealed doesn&#039;t take any damage. The overheal decay time is the same regardless of your class. While a [[Spy]] can be boosted to 185 health and a [[Soldier]] is boosted to 300 health, they both decay in the same time. &lt;br /&gt;
&lt;br /&gt;
=== Weapons that affect base health ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Name&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Picture&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Class&lt;br /&gt;
! class=&amp;quot;header&amp;quot; style=&amp;quot;font-size: 16px;background-color: #583a31;color: white;&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Hunting Revolver]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Hunting Revolver.png|150px]]&lt;br /&gt;
| Sniper&lt;br /&gt;
| The Hunting Rifle increases the Sniper&#039;s maximum health by 25, up to 150.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[Überspritze]]&#039;&#039;&#039;&lt;br /&gt;
| [[File:Backpack_Überspritze.png|120px]]&lt;br /&gt;
| Medic&lt;br /&gt;
| The Überspritze decreases the Medic&#039;s maximum health by 10, down to 140.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Fixed spies seeing health of cloaked enemy spies&lt;br /&gt;
* Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Deathmatch - Set player overheal decay 25% slower&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* Raised Deathmatch overheal drain time to 30 seconds (from 20)&lt;br /&gt;
* Deathmatch - Buffed player overheal cap to 200%&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Equipping the Uberspritze will now remove 25 health.&lt;br /&gt;
* Added low health warning sound.&lt;br /&gt;
* Players will now make louder pain sounds when below 25% health.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated the Überspritze: Health penalty has been lessened to -10 (from -25) health&lt;br /&gt;
* Fixed an exploit where Huntsman arrows could be used to give players large health pools&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Healing]]&lt;br /&gt;
* [[Pickups]]&lt;br /&gt;
* [[Ammo]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11309</id>
		<title>Template:Infobox class</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11309"/>
		<updated>2026-08-25T10:12:58Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; width=320px&lt;br /&gt;
|+&lt;br /&gt;
! class=&amp;quot;infobox-title&amp;quot; colspan=&amp;quot;2&amp;quot; | {{{title|{{PAGENAME}}}}}&lt;br /&gt;
{{#ifexist: File:{{{image|{{PAGENAME}}}}}_red.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
{{Switcher&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_red.png|center|frameless|256px]]&lt;br /&gt;
|RED&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_blue.png|center|frameless|256px]]&lt;br /&gt;
|BLU&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_yellow.png|center|frameless|256px]]&lt;br /&gt;
|YLW&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_green.png|center|frameless|256px]]&lt;br /&gt;
|GRN&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_global.png|center|frameless|256px]]&lt;br /&gt;
|Global}}|{{#ifexist: File:{{{image|{{PAGENAME}}}}}.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
[[File:{{{image|{{PAGENAME}}}}}.png|center|frameless|256px]]}}}}&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Lang&lt;br /&gt;
| en = Basic Information&lt;br /&gt;
| es = Información básica&lt;br /&gt;
| fr = Informations de base&lt;br /&gt;
| zh-hans = 基本信息&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Icon&lt;br /&gt;
| es = Icono&lt;br /&gt;
| fr = Icône&lt;br /&gt;
| zh-hans = 图标&lt;br /&gt;
}} {{!!}} [[File:{{{class}}}.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{type|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Type&lt;br /&gt;
| es = Tipo&lt;br /&gt;
| fr = Type&lt;br /&gt;
| zh-hans = 类型&lt;br /&gt;
}} {{!!}} {{ #switch: {{{type}}}&lt;br /&gt;
| Offensive = {{Lang&lt;br /&gt;
| en = [[Classes#Offense|Offensive]]&lt;br /&gt;
| es = [[Classes/es#Ataque|Ataque]]&lt;br /&gt;
| fr = [[Classes/fr#Attaque|Offensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Offense|进攻型]]&lt;br /&gt;
}}&lt;br /&gt;
| Defensive = {{Lang&lt;br /&gt;
| en = [[Classes#Defense|Defensive]]&lt;br /&gt;
| es = [[Classes/es#Defensa|Defensa]]&lt;br /&gt;
| fr = [[Classes/fr#Défense|Défensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Defense|防守型]]&lt;br /&gt;
}}&lt;br /&gt;
| Support = {{Lang&lt;br /&gt;
| en = [[Classes#Support|Support]]&lt;br /&gt;
| es = [[Classes/es#Apoyo|Apoyo]]&lt;br /&gt;
| fr = [[Classes/fr#Support|Support]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Support|支援型]]&lt;br /&gt;
}}&lt;br /&gt;
| Special = {{Lang&lt;br /&gt;
| en = [[Classes#Special|Special]]&lt;br /&gt;
| es = [[Classes/es#Especial|Especial]]&lt;br /&gt;
| fr = [[Classes/fr#Spécial|Spécial]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Special|特殊兵种]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{health|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Health&lt;br /&gt;
| es = Salud&lt;br /&gt;
| fr = Santé&lt;br /&gt;
| zh-hans = 生命值&lt;br /&gt;
}} {{!!}} {{{health}}} {{#if: {{{overhealed|}}} | ({{{overhealed}}} {{Lang&lt;br /&gt;
| en = with overheal&lt;br /&gt;
| es = con exceso de curación&lt;br /&gt;
| fr = avec overheal&lt;br /&gt;
| zh-hans = 超量治疗&lt;br /&gt;
}})}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{armor|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Armor&lt;br /&gt;
| es = TODO&lt;br /&gt;
| fr = TODO&lt;br /&gt;
| zh-hans = TODO&lt;br /&gt;
}} {{!!}} {{{armor}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Speed&lt;br /&gt;
| es = Velocidad&lt;br /&gt;
| fr = Vitesse&lt;br /&gt;
| zh-hans = 速度&lt;br /&gt;
}} {{!!}} {{{speed}}}%&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{#if: {{{nocategory|{{NAMESPACE}}}}}||[[Category:Classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]&lt;br /&gt;
{{#if: {{{type|}}}|[[Category:{{{type}}} classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]}}}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt; &amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;title&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Name of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;image&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Prefix for the images of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;class&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Icon of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;type&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Type of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;health&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;overhealed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class, when overhealed.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;armor&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Armor of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;speed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Speed of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nocategory&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Disables categories.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Infobox for class pages.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
[[Category:Infobox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11308</id>
		<title>Civilian</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Civilian&amp;diff=11308"/>
		<updated>2026-08-25T00:38:47Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_civilian&lt;br /&gt;
| type=Special&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| armor=70&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Civilian&#039;&#039;&#039; &#039;&#039;&amp;quot;encouraging&amp;quot; his body guards&#039;&#039;|&#039;&#039;If I survive, you all get a five cent raise! Sound good? Good...&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civilian&#039;&#039;&#039; is a [[Classes#Special|special class]] unique to &#039;&#039;Team Fortress 2 Classified&#039;&#039; that is designed around the [[VIP]] and [[VIP Race]] game modes, the only modes he can be played in. During a VIP match, he must be escorted by his bodyguards, the [[Teams|BLU]] team, while avoiding being killed by the assassins, the [[Teams|RED]] team. He is extremely short and fat, has 200 health and 93% speed, and is equipped only with the [[Umbrella]] or the [[Derby Cane]], both of which are low-damage melee weapons. As a result, he is completely useless in direct combat, but benefits his team with a variety of special effects. During a VIP Race match, it&#039;s two competing Civilians who need to each be escorted to safety by theirs respective teams in order to decide which of the two truly deserves the title of &#039;&#039;Oil Baron&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
He constantly emits an aura around him, benefitting his teammates with 20% damage resistance, which doesn&#039;t affect the Civilian himself, and healing them for 5 to 15 health per second, which the Civilian does benefit from. Like the [[Medi Gun]], he gives less health to players damaged within 10 seconds. The aura checks for players within it every second, has a slightly larger activation range than deactivation range, makes a wooshing sound on an active player, shows a badge on their health, is active through walls, and will benefit disguised [[Spy|Spies]]. If there are somehow two Civilians on the same team, they can buff each other, but the resistances do not stack. The damage reduction does not affect taunt kills, and only gives 6.66% damage reduction against [[Critical hit|critical hits]].&lt;br /&gt;
&lt;br /&gt;
His [[Umbrella]] is an excellent weapon for dealing damage, but not in direct combat. It will instead grant an 8-second [[mini-crit]] boost to any one of his teammates, making them deal 35% extra damage, and which recharges over 15 seconds. Mini-crit boosting the Medi Gun or [[Kritzkrieg]] increases their heal rate and [[ÜberCharge]] rate by 35%. Other than the boost, the Umbrella is identical to the [[Bat]], and so only deals 35 damage a swing despite swinging faster than normal. This means the Civilian should not attempt direct combat with an enemy under any circumstances, especially in VIP mode, where killing him will reduce the time limit by 20 seconds and give his killer guaranteed critical hits. In VIPR, killing the enemy Civilian resets the other team&#039;s capture progress instead. The Civilian can be somewhat reliable in combat outside of VIP, as he can attack fast and can be helpful in life-or-death situations.&lt;br /&gt;
&lt;br /&gt;
He also has the fastest capture rate out of all classes in the game, capturing five times faster than normal. However, this is a moot point, because he is the only class able to capture points in VIP mode. If he is enabled outside of VIP mode using the server command {{code|tf2c_allow_special_classes}}, he is able to be selected as normal, and will play much the same way as he does in VIP - which is to say, a terrible fighter with exceptional passive effects. If he is killed outside of VIP/VIPR, he will not grant the enemy guaranteed crits when killed.&lt;br /&gt;
&lt;br /&gt;
The Civilian is voiced by Benjamin &amp;quot;Benjamoose&amp;quot; Rudman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Dorset, England&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Escape (Oil Baron)&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; No Motto&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Boost&lt;br /&gt;
Known as &amp;quot;Dollar Bill&amp;quot; to his friends (a self-given nickname, as he has none), the rich, haughty, and rather portly Civilian is a man with a target on his back. Paranoid, he hires mercenaries to protect him from the various men and organizations that are after him. His two loves are his life and his money, and he wants to maintain those for as long as he possibly can. But so long as there are people who want him dead out there, he&#039;s going to have to use that money he loves dearly to keep himself alive.&lt;br /&gt;
The Civilian is 4&#039;9&amp;quot;, or &amp;quot;four-feet-ten on a good day,&amp;quot; and &amp;quot;so pathetic that even being in his presence will raise your damage resistance&amp;quot;, but more than makes up for this with his estimated net worth of around $3.8 billion, making him the richest man in the world. The Civilian is named Orson W. Jenkins, and is the CEO of Jenkins and Orson Coal Co., owners of 49% of the market chare of the coal and tar industry and the names of which are plastered over many TF2C maps. His monumental wealth is attributed to &amp;quot;a world tour of billion-dollar backroom deals, and the depreciated property values caused by years of mass murder.&amp;quot;&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Umbrella}}&lt;br /&gt;
{{Weapon|Derby Cane}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Civilian Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Civilian…&lt;br /&gt;
* …you&#039;re rather slow. Try your best to keep up with your teammates to have a better chance of survival.&lt;br /&gt;
* …you are the shortest class in the game. This can be useful when hiding behind teammates.&lt;br /&gt;
* …you are the only class capable of capturing [[Control point (objective)|control points]] in the [[VIP]] and [[VIP Race]] gamemodes.&lt;br /&gt;
* …be sure to watch out for enemy [[Sniper|Snipers]] and [[Spy|Spies]], as they&#039;re capable of killing you instantly.&lt;br /&gt;
* …nearby teammates will be protected from damage within your morale boost&#039;s radius. You yourself however, remain excluded.&lt;br /&gt;
* …your morale boost passes through walls and heals teammates too. Try to keep out of enemy sight lines.&lt;br /&gt;
* …hit {{Attack2}} on a teammate to boost them, giving them a great advantage in battle.&lt;br /&gt;
* …your [[Umbrella]] isn&#039;t very effective as a weapon. Let your teammates fight for you.&lt;br /&gt;
* …your Umbrella grants [[Critical hit#Mini crits|mini-crits]] to a teammate of your choosing. Boost classes that are capable of dealing high amounts of damage.&lt;br /&gt;
* …your mini-crit boost also gives [[Medic|Medics]] 35% faster healing and [[ÜberCharge|ÜberCharge]] gain.&lt;br /&gt;
* …your [[Derby Cane]] can be used to give a teammate a haste boost. This allows them to move and shoot much quicker.&lt;br /&gt;
* …your Derby Cane boosts the healing rate of Medics and building rate of [[Engineer|Engineers]].&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|win_civilian_nodeaths}}&lt;br /&gt;
{{Achievement|heal_civilian}}&lt;br /&gt;
{{Achievement|dominate_civilian}}&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
{{Achievement|achievement_vip_protect_unseen}}&lt;br /&gt;
{{Achievement|achievement_killstreak_while_vip_boosted}}&lt;br /&gt;
{{Achievement|achievement_vip_teammate_killstreak_damage_boost}}&lt;br /&gt;
{{Achievement|achievement_vip_kill_crit_killstreak}}&lt;br /&gt;
{{Achievement|achievement_kill_vip_damagers}}&lt;br /&gt;
{{Achievement|achievement_protect_vip_as_medic}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Цивилен|bg_m=Civilian&lt;br /&gt;
|de=Civilian&lt;br /&gt;
|en=Civilian&lt;br /&gt;
|es=Civil|es_m=Civilian&lt;br /&gt;
|fr=Civilian&lt;br /&gt;
|hu=Civil|hu_m=Civilian&lt;br /&gt;
|it=Civile|it_m=Civilian&lt;br /&gt;
|pl=Cywil|pl_m=Civilian&lt;br /&gt;
|pt-br=Civilian&lt;br /&gt;
|ro=Civilian&lt;br /&gt;
|ru=Гражданский|ru_m=Civilian&lt;br /&gt;
|tr=Civilian&lt;br /&gt;
|uk=Цивільний|uk_m=Civilian&lt;br /&gt;
|zh-hans=平民|zh-hans_m=Civilian&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|1.5.1}}&lt;br /&gt;
* Fixed the Civilian name not being displayed on the scoreboard&lt;br /&gt;
&lt;br /&gt;
{{Update|1.8.0}}&lt;br /&gt;
* Fixed the Civilian crash&lt;br /&gt;
&lt;br /&gt;
{{Update|1.9.0}}&lt;br /&gt;
* Added support for [[Mercenary]] and Civilian HUD images&lt;br /&gt;
* Fixed the stat panel including the Civilian and the Mercenary&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA)}}&lt;br /&gt;
* Disabled Civilian and Mercenary from normal play&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 2)}}&lt;br /&gt;
* New cvars:&lt;br /&gt;
** {{code|tf2c_allow_special_classes}}&lt;br /&gt;
*** Allows game mode exclusive classes (Civilian, Mercenary) in normal gameplay&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0 (BETA 4)}}&lt;br /&gt;
* Updated Civilian animation&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Civilian’s Speed to be as fast as the [[Demoman]].&lt;br /&gt;
* Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)&lt;br /&gt;
* Added a [[Sniper Rifle|Headshot]] death animation to the Civilian.&lt;br /&gt;
* Updated the Civilian model with proper animations.&lt;br /&gt;
* Updated the Civilian model to properly hold [[CTF|Briefcases]] and Party Hats.&lt;br /&gt;
* Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.&lt;br /&gt;
* Updated the Civilian’s view-height to be more accurate to his height.&lt;br /&gt;
* Fixed the Civilians{{sic}} Gibs to be ordered correctly.&lt;br /&gt;
* Added a Civilian icon to the scoreboard.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Added [[Fire|burning]] and [[Knife|backstab]] animations for the Civilian&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Civilian:&lt;br /&gt;
** Now slowly heals nearby teammates and himself&lt;br /&gt;
** Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s&lt;br /&gt;
** Added voice lines for taking damage from enemies&lt;br /&gt;
* Added the Civilian to the loadout menu&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Added 28 new Civilian voice lines&lt;br /&gt;
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations&lt;br /&gt;
* Updated the Civilian model&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
RED Civilian Portrait.png|Civilian Portrait&lt;br /&gt;
Civilian concept art.png|Civilian Concept Art&lt;br /&gt;
Civilian outfits concept art.png|Civilian Outfits Concept Art&lt;br /&gt;
Civilian cutout concept art.png|Civilian Cutout Concept Art&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Civilian was originally from &#039;&#039;Team Fortress Classic&#039;&#039;, and was considered for &#039;&#039;Team Fortress 2&#039;&#039; during its development, but was dropped early-on in development.&lt;br /&gt;
* The model for the Civilian was originally made for a custom game-mode in &#039;&#039;Team Fortress 2&#039;&#039; called &amp;quot;Hunted&amp;quot;.&lt;br /&gt;
* In VIP and VIP Race, the Civilian cannot kill himself through a kill-bind.&lt;br /&gt;
* One of the Civilian&#039;s &amp;quot;Medic!&amp;quot; voicelines is; &amp;quot;Excuse me, I&#039;m in need of medical attention!&amp;quot;, which is a reference to one of the Medic&#039;s lines in &#039;&#039;Team Fortress Classic&#039;&#039;.&lt;br /&gt;
* The fact that the Civilian can be ÜberCharged implies he underwent surgery from the Medic to gain an ÜberCharge implant.&lt;br /&gt;
* If a disguised Spy backstabs the Civilian while under the effects of his aura, the Civilian will get credit for his own death.&lt;br /&gt;
* When the Civilian is gibbed, he also leaves behind a cloud of fluttering money.&lt;br /&gt;
* The Civilian&#039;s real name is Orson W. Jenkins, as revealed in various promotional materials. This was inspired by the Jenkin Coal Co., a company present within both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;. The Civilian being the company&#039;s proprietor is heavily implied with this decision.&lt;br /&gt;
* The Civilian has the shortest first-person view height at 61 Hu.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Civilian responses]]&lt;br /&gt;
* [[Civilian voice commands]]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=11307</id>
		<title>Spy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Spy&amp;diff=11307"/>
		<updated>2026-08-25T00:38:19Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_spy&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| armor=40&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Spy&#039;&#039;&#039; &#039;&#039;after taking out his local mercenary&#039;&#039;|&#039;&#039;Thank you for being such a dear friend.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Spy&#039;&#039;&#039; is a [[Classes#Support|support class]] from France, with years of experience in espionage, deception, and sabotage. He is a specialist support class armed with a variety of tools to infiltrate and eliminate enemies, as well as a smug, sarcastic attitude. &lt;br /&gt;
&lt;br /&gt;
Using his [[#Watch|cloaking watches]], he can become fully invisible, allowing him to infiltrate the enemy base without getting detected. His [[Disguise Kit]] lets him disguise as any class on any team, which allows him to blend in with enemy teams. He can use his [[Revolver]] to defend himself and pick off enemies from long range, or his [[Knife]] to instantly kill them from behind with a backstab. With his [[Tranquilizer Gun]], he can [[tranquilize]] his victim and finish them off with his Knife. In addition, he has the [[Sapper]], which he can use to disable Engineer-constructed [[buildings]] and drain them of health, allowing him or his team to swoop in and destroy them with ease. However, Sappers can be  destroyed by [[Engineers]] using the [[Wrench]].&lt;br /&gt;
&lt;br /&gt;
The Spy can also use enemy [[Dispenser|Dispensers]] while disguised and enemy [[Teleporters]] or [[Jump Pads]] at any time. This allows him to replenish health and ammo behind enemy lines and [[Teleporter#Telefrag|telefrag]] enemies standing on a Teleporter exit, or [[Jump Pads#Stomping|stomp]] unsuspecting enemies by landing on them.&lt;br /&gt;
&lt;br /&gt;
The Spy can use his unique ability, Spywalk (default: {{code|Shift}}), to move at his usual movement speed while disguised. This can be helpful for catching up to enemies who run faster than the Spy&#039;s disguise class. However, this puts the player at risk of getting caught due to the Spy running faster than his disguise victim. This can be inverted in the Options menu so the Spy always runs at his usual speed and only slows down when pressing down the Spywalk button.&lt;br /&gt;
&lt;br /&gt;
The Spy is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Country of Origin:&#039;&#039;&#039; France&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Uncloak &amp;amp; Dagger&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;...&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Contraptions:&#039;&#039;&#039; Disguise Kit / Cloaking Watch&lt;br /&gt;
A master of disguise, misdirection, and the byzantine details of who really runs things, the Spy is a double reverse quadruple agent whose reflexive suspicion is entirely justified.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Revolver}}&lt;br /&gt;
{{Weapon|Tranquilizer Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Sapper ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sapper}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Knife}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Disguise Kit}}&lt;br /&gt;
}}&lt;br /&gt;
=== Watch ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Invis Watch}}&lt;br /&gt;
{{Weapon|L&#039;escampette}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Spy Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Spy…&lt;br /&gt;
* …disguise yourself as an enemy with your Disguise Kit. Beware, as you can still bump into enemies, and attacking will remove your disguise.&lt;br /&gt;
* …call for enemy [[Medic|Medics]] by hitting {{Callmedic}} while disguised.&lt;br /&gt;
* …try to act like an enemy while disguised. Observe where enemy team members are, and disguise as one of them.&lt;br /&gt;
* …press {{speed}} to run at normal speed while disguised as slower classes.&lt;br /&gt;
* …your Revolver is a very useful tool for when a stealth operation doesn&#039;t go your way.&lt;br /&gt;
* …place your Sappers on enemy buildings to disable and destroy them. Disguises aren&#039;t lost when placing Sappers.&lt;br /&gt;
* …your Sappers disable [[Sentry Gun|Sentry Guns]] before destroying them. Sap a Sentry Gun before attacking nearby Engineers.&lt;br /&gt;
* …use your Knife to backstab enemies from behind, killing them instantly.&lt;br /&gt;
* …hit {{attack2}} to cloak and become fully invisible for a short period of time.&lt;br /&gt;
* …use your cloak to get behind enemy lines, and your disguise to move around amongst them.&lt;br /&gt;
* …your Tranquilizer Gun slows down your target and decreases their ranged gun damage. This helps create an opening for an escape.&lt;br /&gt;
* …the darts from your Tranquilizer Gun cause your target to take guaranteed [[Critical hit|critical hits]] from melee damage. Let your teammates gang up on them, or go for a kill on your own.&lt;br /&gt;
* …the L&#039;escampette allows you to move quickly to or from the enemy base. Make quick escapes, or quick infiltrations!&lt;br /&gt;
* …you lose cloak taking damage with the L&#039;escampette equipped. Stay out of the line of fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_tranq_melee_kill}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== [[Achievements#VIP achievements|VIP achievements]] ===&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|kill_civilian_disguiseboost}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Шпионин|bg_m=Spy&lt;br /&gt;
|de=Spy&lt;br /&gt;
|en=Spy&lt;br /&gt;
|es=Spy&lt;br /&gt;
|fr=Spy&lt;br /&gt;
|hu=Kém|hu_m=Spy&lt;br /&gt;
|it=Spia|it_m=Spy&lt;br /&gt;
|pl=Szpieg|pl_m=Spy&lt;br /&gt;
|pt-br=Spy&lt;br /&gt;
|ro=Spy&lt;br /&gt;
|ru=Шпион|ru_m=Spy&lt;br /&gt;
|tr=Spy&lt;br /&gt;
|uk=Шпигун|uk_m=Spy&lt;br /&gt;
|zh-hans=间谍|zh-hans_m=Spy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Spy&#039;s Cigarette “shell” to be slightly higher poly.&lt;br /&gt;
* Added Spywalk for Spies. (Bound to Shift by default)&lt;br /&gt;
* Added a glow to the Spy&#039;s cigarette.&lt;br /&gt;
* Updated the Spy’s mask textures to be consistent with the 10 classes.&lt;br /&gt;
* Being touched as a Spy now also affects the viewmodel.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.2}}&lt;br /&gt;
* Updated {{code|tf2c_spy_gun_mettle}} to include updated [[Sapper]] damage modifier &lt;br /&gt;
* Fixed Spywalk not being applied clientside&lt;br /&gt;
&lt;br /&gt;
{{Update|2.0.4}}&lt;br /&gt;
* The move speed increase from {{code|tf2c_gun_mettle_spy}} now only affects Spy, rather than all classes &lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Increased the Spy&#039;s movement speed to 107% (from 100%)&lt;br /&gt;
** Set by {{code|tf2c_spy_gun_mettle 2}}, the new default setting for {{code|tf2c_spy_gun_mettle}}; can be changed by server operators&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a Spy, and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
* Added the {{code|tf2c_spywalk_inverted}} convar, which sets Spywalk (moving at Spy&#039;s regular speed while [[Disguise Kit|disguised]] as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise&#039;s speed&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.2}}&lt;br /&gt;
* The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]&lt;br /&gt;
* Added a Spywalk indicator on the [[Disguise Kit|Disguis]]e HUD (enabled via tf2c_spywalk_hud, enabled by default)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Spies now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs&lt;br /&gt;
* [[Invis Watch|Cloaked]] Spies now correctly take 20% less damage even from [[Critical hit|crits]]&lt;br /&gt;
&lt;br /&gt;
{{Update|3.0.0}}&lt;br /&gt;
* Updated the Spy:&lt;br /&gt;
** Spy can now fake reload at any time by pressing the Reload key&lt;br /&gt;
*** Added animations for fake reloading on the Revolver&lt;br /&gt;
** Disguising as a Medic now defaults to you holding the Medi Gun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Spy used to have 100% movement speed in both &#039;&#039;Team Fortress 2&#039;&#039; and &#039;&#039;Team Fortress 2 Classified&#039;&#039;, but both iterations were eventually changed to 107%.&lt;br /&gt;
* Before the [[3.0.0|Steam release]], Spy had another line for his &amp;quot;Thanks!&amp;quot; voice command where he said &amp;quot;&#039;&#039;Prego&#039;&#039;&amp;quot; (Translation: &amp;quot;&#039;&#039;You&#039;re welcome&#039;&#039;&amp;quot;). This was lifted from the prerelease versions of &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* The RED and YLW Spy smoke white cigarettes, while the BLU and GRN Spy smoke brown cigarettes.&lt;br /&gt;
* For the French dub of the game, the Spy was given a British accent and several of his responses have been altered to use British words. Nationality changes being a common occurance when adapting French characters over to France in order to better fit local sensibilities the Spy was altered to become British.&lt;br /&gt;
* The Spy has the tallest first-person view height of 75 Hu, shared with the [[Heavy]], [[Medic]] and [[Sniper]].&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=11306</id>
		<title>Sniper</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Sniper&amp;diff=11306"/>
		<updated>2026-08-25T00:37:54Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_sniper&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| armor=40&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Sniper&#039;&#039;&#039; &#039;&#039;after assassinating his most recent target&#039;&#039;|&#039;&#039;Everything above your neck&#039;s gonna be a fine red mist!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sniper&#039;&#039;&#039; is a [[Classes#Support|support class]] that specializes in long-range combat, who is most well known for his ability to headshot enemy players. He has 125 health and 100% speed, making him weak to spam and chip damage. His main tools, the [[Sniper Rifle]], [[SMG]], and [[Kukri]], are all weak at close to mid range combat, with the [[Sniper Rifle]] especially being geared towards long range combat. The [[Sniper Rifle]] allows him to charge up shots when scoped for extra damage, or headshot enemies to deal a critical hit. His [[SMG]] and [[Kukri]] serve as his main forms of self defense, with the [[SMG]] being used at mid range while the [[Kukri]] serves as a last resort, close range tool for self defense. Due to their effectiveness being primarily limited to long range, Snipers often position themselves in the backlines, where they can be as far away from combat as possible while still being effective. As a result, their main counters include classes that are skilled at flanking, such as [[Spy]] and [[Scout]]. &lt;br /&gt;
&lt;br /&gt;
Snipers gameplay loop often consists of finding an effective sightline to attack from, charging shots while scoped, and headshotting or bodyshotting enemies to eliminate them from a distance. Due to the resulting tunnel vision, he&#039;s often easily flanked, and must either depend on his team to protect him or maintain awareness to ensure an enemy isn&#039;t able to get close to him. Aside from flanking, a major threat to Sniper is other Snipers, who often contest each other for control of sightlines, which in turn can make it easier for their teams to push or defend. Due to their effectiveness at long range and capacity for high damage, their primary targets are other enemy Snipers, [[Heavies]] due to their slow speed, and [[Medics]] due to their power and low health pool.&lt;br /&gt;
&lt;br /&gt;
The Sniper is voiced by John Patrick Lowrie.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Country of Origin:&#039;&#039;&#039; Australia&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Precision Elimination&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Pink Cloud of Death&amp;quot;&lt;br /&gt;
Half rugged outdoorsman, half alien observer, this taciturn strip of beef jerky has spent the better part of his life alone in the bush, slow baking under the Australian sun.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Sniper Rifle}}&lt;br /&gt;
{{Weapon|Huntsman}}&lt;br /&gt;
{{Weapon|Hunting Revolver}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|SMG}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Kukri}}&lt;br /&gt;
{{Weapon|Fishwhacker}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Sniper Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Sniper…&lt;br /&gt;
* …aim for the heads of enemies to deal significantly high damage.&lt;br /&gt;
* …you can scope with your [[Sniper Rifle]] or focus with your Hunting Revolver by pressing {{attack2}}.&lt;br /&gt;
* …your Sniper Rifle will deal more damage the longer you are scoped in.&lt;br /&gt;
* …a fully charged Sniper Rifle headshot can kill most classes instantly.&lt;br /&gt;
* …your [[SMG]] is vital for taking care of enemies that get too close for comfort.&lt;br /&gt;
* …your [[Kukri]] is your last line of defense, and can be useful for dealing with surprise ambushes.&lt;br /&gt;
* …the [[Huntsman]] can be used for more offensive close-range combat, at the cost of accuracy.&lt;br /&gt;
* …the Huntsman will lose accuracy if it&#039;s pulled back for longer than 5 seconds. You can reset it by pressing {{attack2}}.&lt;br /&gt;
* …your [[Hunting Revolver]] is a great mid-range option. Use it to deal high damage while quickly moving in and out of the frontline.&lt;br /&gt;
* …you move much faster while focused with the Hunting Revolver compared to your other primary weapons.&lt;br /&gt;
* …your [[Fishwhacker]] can knock back groups of enemies and cause them to bleed. Use it to push intruders away.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Снайпер|bg_m=Sniper&lt;br /&gt;
|de=Sniper&lt;br /&gt;
|en=Sniper&lt;br /&gt;
|es=Sniper&lt;br /&gt;
|fr=Sniper&lt;br /&gt;
|hu=Mesterlövész|hu_m=Sniper&lt;br /&gt;
|it=Cecchino|it_m=Sniper&lt;br /&gt;
|pl=Snajper|pl_m=Sniper&lt;br /&gt;
|pt-br=Sniper&lt;br /&gt;
|ro=Sniper&lt;br /&gt;
|ru=Снайпер|ru_m=Sniper&lt;br /&gt;
|tr=Sniper&lt;br /&gt;
|uk=Снайпер|uk_m=Sniper&lt;br /&gt;
|zh-hans=狙击手|zh-hans_m=Sniper&lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Sniper has the tallest first-person view height of 75 Hu, shared with the [[Heavy]], [[Medic]] and [[Spy]].&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classified&#039;&#039;, Sniper&#039;s first person hand models now correctly show only one glove on his left hand, compared to live &#039;&#039;TF2&#039;&#039; where both of his hands had gloves.&lt;br /&gt;
* &#039;&#039;Classified&#039;&#039; omitted Sniper&#039;s scar on his left face and left ear that he took from the Spy in &amp;quot;Meet the Spy&amp;quot; despite the trailer being canon in &#039;&#039;Classified&#039;&#039;.&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=11305</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Medic&amp;diff=11305"/>
		<updated>2026-08-25T00:37:22Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_medic&lt;br /&gt;
| type=Support&lt;br /&gt;
| health=150&lt;br /&gt;
| overhealed=225&lt;br /&gt;
| armor=50&lt;br /&gt;
| speed=107}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Medic&#039;&#039;&#039; &#039;&#039;on his profession&#039;&#039;|&#039;&#039;Ze healing is not as revarding as ze hurting.&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Medic&#039;&#039;&#039; is a [[Classes#Support|support class]] whose purpose is to provide continuous healing and intermittent invulnerability to his team. He has 150 health and 107% speed, and heals himself by up to 6 health per second, reduced to 3 health per second when damaged within 10 seconds, regeneration that is doubled while healing an injured teammate. His [[Medi Gun]] is his most iconic tool, providing a constant supply of healing and [[Overheal]] to teammates. Healing teammates will fill up your Ubercharge meter, which when activated, will turn the Medic and his patient invincible for 8 seconds. Alternatively, other weapons such as the [[Kritzkrieg]] and [[Rejuvenator]] have alternative Übers, with the [[Kritzkrieg]] providing guaranteed crits to the Medics patient, and the [[Rejuvenator]] providing a stationary, AOE uber to teammates in its radius.&lt;br /&gt;
&lt;br /&gt;
The rest of the Medic&#039;s arsenal consists of his [[Syringe Gun]] and his three melee weapons; the [[Überspritze]], the [[Bonesaw]], and the [[Shock Therapy]]. All of these weapons are largely ineffective in direct combat, with the [[Syringe Gun]] dealing a small amount of damage and knockback for each syringe. His weak combat ability combined with his powerful healing abilities results in enemies targeting him to prevent the Medic from getting an Übercharge to use in a push. As a result, he is often focused by pick classes like [[Sniper]], [[Spy]], and [[Scout]], as they are usually in the best position to kill him. To counter this, the Medic often never stands still, maintains awareness and heals stronger combat classes, such as [[Heavy]], [[Demoman]], and [[Soldier]] to protect him, push forward, and deal damage.&lt;br /&gt;
&lt;br /&gt;
The Medic is voiced by Robin Atkin Downes.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Stuttgart, Germany&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Doctor Assisted Homicide&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Prepare for your examination&amp;quot;&lt;br /&gt;
What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Syringe Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Medi Gun}}&lt;br /&gt;
{{Weapon|Kritzkrieg}}&lt;br /&gt;
{{Weapon|Rejuvenator }}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bonesaw}}&lt;br /&gt;
{{Weapon|Überspritze}}&lt;br /&gt;
{{Weapon|Shock Therapy}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Medic Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Medic…&lt;br /&gt;
* …teammates who haven&#039;t recently taken damage will be healed much faster!&lt;br /&gt;
* …you gain [[ÜberCharge]] faster by healing teammates who are more hurt.&lt;br /&gt;
* …you gain ÜberCharge much faster during setup time.&lt;br /&gt;
* …fill your ÜberCharge meter by healing teammates, then hit {{Attack2}} to deploy an ÜberCharge.&lt;br /&gt;
* …stay alert for teammates calling for your help. Use the cross speech bubbles onscreen to find them.&lt;br /&gt;
* …remember that [[Syringe Gun|syringes]] travel in arcs and have a travel time. Lead your shots to land successful hits.&lt;br /&gt;
* …your [[Medi Gun|Medi Gun&#039;s]] ÜberCharge makes both you and your target invulnerable for a short time.&lt;br /&gt;
* …use your Medi Gun to heal injured teammates, and overheal them up to a temporary 150% of their normal health.&lt;br /&gt;
* …you and your patients cannot capture [[Control point (objective)|Control Points]] or pick up the [[Intelligence|Intelligence briefcase]] while invulnerable.&lt;br /&gt;
* …your [[Bonesaw]] can be used in defensive situations when you are separated from your teammates.&lt;br /&gt;
* …the [[Kritzkrieg]] temporarily gives your patient guaranteed [[Critical hit|crits]]. Use it in on powerful classes, and in areas with lots of enemies.&lt;br /&gt;
* …when using the [[Überspritze]], be sure to watch your health. You have 10 less maximum health when landing hits on enemies.&lt;br /&gt;
* …the [[Shock Therapy]] will deal more damage the more charged it is. The charge will be depleted on any hit you land on enemies.&lt;br /&gt;
* …the Shock Therapy can be used to fully heal a teammate at full charge, in exchange for overall heal rate.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Медик|bg_m=Medic&lt;br /&gt;
|de=Medic&lt;br /&gt;
|es=Medic&lt;br /&gt;
|en=Medic&lt;br /&gt;
|fr=Medic&lt;br /&gt;
|hu=Szanitéc|hu_m=Medic?&lt;br /&gt;
|it=Medico|it_m=Medic&lt;br /&gt;
|pl=Medyk|pl_m=Medic&lt;br /&gt;
|pt-br=Medic&lt;br /&gt;
|ro=Medic&lt;br /&gt;
|ru=Медик|ru_m=Medic&lt;br /&gt;
|tr=Medic&lt;br /&gt;
|uk=Медик|uk_m=Medic&lt;br /&gt;
|zh-hans=医生|zh-hans_m=Medic&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Ported Medic heal target marker from live TF2.&lt;br /&gt;
* Ported Medic auto callers.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Heal points are now given for [[Shock Therapy]] healing, Medic passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*Before the [[3.0.0|Steam release]], Medic had another line for his &amp;quot;Go Go Go!&amp;quot; voice command where he said &amp;quot;&#039;&#039;Los los!&#039;&#039;&amp;quot;. This voice line was lifted from Prerelease versions of &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;.&lt;br /&gt;
*One of the [[Demoman]]&#039;s responses suggests that the Medic might actually be married, and that his wife is having an affair with him. &lt;br /&gt;
*One of the [[Sniper]]&#039;s responses suggests he might have actually been paid by the Medic&#039;s own teammates to kill him, hinting that perhaps they might not be as receptive towards his practices than previously thought.&lt;br /&gt;
* The Medic has the tallest first-person view height of 75 Hu, shared with the [[Heavy]], [[Sniper]] and [[Spy]].&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=11304</id>
		<title>Engineer</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Engineer&amp;diff=11304"/>
		<updated>2026-08-25T00:36:55Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_engineer&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| armor=40&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Engineer&#039;&#039;&#039; &#039;&#039;talking to a recently deceased corpse&#039;&#039;|&#039;&#039;How&#039;d that plan turn out for ya, dummy?&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Engineer&#039;&#039;&#039; is a soft-spoken, amiable man from Texas that has a love for all things mechanical, especially guns. He specializes in constructing and maintaining [[Buildings|buildings]] to help support his team, of which can be upgraded to a total of three stages, making him a suitable defense class.&lt;br /&gt;
&lt;br /&gt;
Such buildings include the [[Sentry Gun]], a turret that when placed serves as effective area denial. The [[Dispenser]], a building that acts as a constant source of ammo and health to teammates surrounding it, shoring them and helping them maintain a forward position, though, it can also be taken advantage of by [[Spy|Spies]]. The [[Teleporter]], which is constructed to bring you from one place to the next instanteously. Optionally, he can also build a [[Jump Pad]], a building which provides more mobile movement option via going great distances in the air that can constructed twice rather than just once.&lt;br /&gt;
&lt;br /&gt;
The Engineer is voiced by Grant Goodeve, with additional voice lines provided by Gianni Matragrano.&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Bee Cave, Texas, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; [[Wikipedia:Area denial weapons|Area Denial]]&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039;	&amp;quot;I like to make things&amp;quot;.&lt;br /&gt;
This amiable, soft-spoken good ol&#039; boy from tiny Bee Cave, Texas loves barbeque, guns, and higher education. Natural curiosity, ten years as a roughneck in the west Texas oilfields, and eleven hard science PhDs have trained him to design, build and repair a variety of deadly contraptions.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Coilgun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Wrench}}&lt;br /&gt;
}}&lt;br /&gt;
=== PDA ===&lt;br /&gt;
{{Weapon table|nokillicon=1|&lt;br /&gt;
{{Weapon|Construction PDA}}&lt;br /&gt;
{{Weapon|Destruction PDA}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Engineer Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As an Engineer…&lt;br /&gt;
* …you need metal to build, repair, and upgrade your [[buildings]]. Collect fallen weapons to get more metal.&lt;br /&gt;
* …you can do more than just maintain your buildings. Use your [[shotgun]] and your [[pistol]] to assist in fights and to defend your buildings.&lt;br /&gt;
* …your pistol has a lot of reserve ammo. Use it to lead enemies towards you and your [[Sentry Gun|sentry gun]], or go for a more offensive approach.&lt;br /&gt;
* …keep an eye out for enemy [[Spy|Spies]] attaching [[Sapper|sappers]] to your buildings. Use your [[wrench]] to remove sappers.&lt;br /&gt;
* …you are able to defuse the [[Dynamite Pack]] by hitting it with a wrench.&lt;br /&gt;
* …use the [[construction PDA]] to place sentry guns and other supportive buildings.&lt;br /&gt;
* …hit your sentrygun{{sic}} with your wrench to upgrade it with metal. Each level adds more health and firepower.&lt;br /&gt;
* …sentryguns aren&#039;t restricted to just defensive measures. Deploy them quickly in hidden locations in order to aid in an offensive push.&lt;br /&gt;
* …build [[Dispenser|dispensers]] to provide your teammates with health and ammo. They also generate metal for you to use.&lt;br /&gt;
* …build [[teleporters]] to help your team reach the front line faster.&lt;br /&gt;
* …remember to upgrade your buildings. Level 3 teleporters recharge much faster, allowing your team to keep the pressure on.&lt;br /&gt;
* …hit either the entrance or the exit of your teleporter with your wrench in order to repair and upgrade both sides.&lt;br /&gt;
* …hit {{Attack2}} to rotate building blueprints before you hit {{Attack}} to build. Use this in order to orient teleporters away from walls.&lt;br /&gt;
* …fully charged shots from your [[Coilgun]] can ricochet off walls and deal more damage.&lt;br /&gt;
* …the Coilgun will cause an explosion if you overcharge it. Use it to reach previously inaccessible areas.&lt;br /&gt;
* …you can swap out your teleporter in favor of [[Jump Pads|jump pads]]. Jump pads allow you and your team to reach high places.&lt;br /&gt;
* …your jump pads allow your teammates to jump forward with a lot of momentum. Deploy them in places that allow for quick rollouts.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Инженер|bg_m=Engineer&lt;br /&gt;
|de=Engineer&lt;br /&gt;
|en=Engineer&lt;br /&gt;
|es=Engineer&lt;br /&gt;
|fr=Engineer&lt;br /&gt;
|hu=Mérnök|hu_m=Engineer&lt;br /&gt;
|it=Ingegnere|it_m=Engineer&lt;br /&gt;
|pl=Inżynier|pl_m=Engineer&lt;br /&gt;
|pt-br=Engineer&lt;br /&gt;
|ro=Engineer&lt;br /&gt;
|ru=Инженер|ru_m=Engineer&lt;br /&gt;
|tr=Engineer&lt;br /&gt;
|uk=Інженер|uk_m=Engineer&lt;br /&gt;
|zh-hans=工程师|zh-hans_m=Engineer&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added the [[Coilgun]]&lt;br /&gt;
* Added the Engineers{{sic}} pelvis hitbox. &lt;br /&gt;
* Fixed Engineers being able to haul [[Sapper|sapped]] [[buildings]]. &lt;br /&gt;
* Fixed Engineers being to build out of bounds and building inside nobuilds &lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the Engineer&#039;s and [[Scout]]&#039;s reloads.&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.0}}&lt;br /&gt;
* Added the PDA: [[Jump Pad]]&lt;br /&gt;
* New Engineer voicelines by [https://twitter.com/GetGianni Gianni Matragrano]&lt;br /&gt;
* Engineers with active [[buildings]] and [[Spy|Spies]] currently [[Sapper|sapping]] are now less likely to get autobalanced&lt;br /&gt;
&lt;br /&gt;
{{Update|2.2.0}}&lt;br /&gt;
* Increased Jump Pad build cost to 100 metal (from 70)&lt;br /&gt;
* Increased Jump Pad build time to 8 seconds (from 5)&lt;br /&gt;
* Players using Jump Pad are now properly marked as airborne&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Engineer was added to the original [https://wiki.teamfortress.com/wiki/Team_Fortress &#039;&#039;Team Fortress&#039;&#039;] mod to appeal to players who lacked skills required to perform well in first-person shooters.&lt;br /&gt;
**He was also added due to the developers of &#039;&#039;Team Fortress&#039;&#039; being inspired by the construction mechanics of the real-time strategy game [[Wikipedia:Command_%26_Conquer_(1995_video_game)|&#039;&#039;Command &amp;amp; Conquer&#039;&#039;]].&lt;br /&gt;
*He wears his hard hat backwards; however, this is not an uncommon practice among construction personnel.&lt;br /&gt;
*His favorite equation is, in fact, part of the equation that governs character lighting in-game, known as “Phong” on the Valve Developer Community.&lt;br /&gt;
* The Engineer has a first-person view height of 68 Hu, shared with the [[Soldier]], [[Pyro]] and [[Demoman]].&lt;br /&gt;
&lt;br /&gt;
== Comparison to Team Fortress 2 ==&lt;br /&gt;
*&#039;&#039;Team Fortress 2 Classified&#039;&#039; gave quality-of-life improvements to the Engineer that is absent and/or has not been fixed on live &#039;&#039;TF2&#039;&#039;:&lt;br /&gt;
**Fixed the face textures of an [[Ubercharge|Übercharged]] Engineer, where previously his glowing goggles are either absent on BLU Engineer or misplaced to RED Engineer&#039;s cheeks.&lt;br /&gt;
**Restored the world model animations of Engineer making gestures with his right arm when playing &amp;quot;MEDIC!&amp;quot;, &amp;quot;Thanks!&amp;quot;, &amp;quot;Battle Cry&amp;quot; or &amp;quot;Cheers&amp;quot; or any directional voice command.&lt;br /&gt;
*Before the [[3.0.0|Steam release]], there was a “Battle Cry” voice command where the Engineer said “remember the Alamo!” This voice line was lifted from prerelease versions of &#039;&#039;Team Fortress 2&#039;&#039; and is a reference to a real-life battle cry used during the [[Wikipedia:Texas Revolution|Texas Revolution]].&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=11303</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Heavy&amp;diff=11303"/>
		<updated>2026-08-25T00:36:26Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_heavy&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=300&lt;br /&gt;
| overhealed=450&lt;br /&gt;
| armor=100&lt;br /&gt;
| speed=77}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Heavy&#039;&#039;&#039; &#039;&#039;commenting on the enemies miniscule weaponry&#039;&#039;|&#039;&#039;You are going to need much bigger guns!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Heavy&#039;&#039;&#039; is a [[Classes#Defense|defensive class]] who hails from Russia. He is a large passionate man who loves his job and loves mowing down his enemies even more. As a [[Classes#Defense|defensive class]], the Heavy specializes in suppressive fire at medium to close range using his [[Minigun]] and is a powerhouse in his own right with the immense damage his weapon deals at closer range alongside his large health pool.&lt;br /&gt;
&lt;br /&gt;
Having the slowest movement speed in the game and the highest health pool as well, the Heavy is a force to be reckoned with and exploited. These stats allow for the Heavy to be a dangerous force on the battlefield when his Minigun is fully revved up and firing. Paired with a [[Medic]], the Heavy becomes a large threat that is able to soak up loads of damage and deal back just as much. The Minigun itself boasts impressive damage output and many applicable situations to use it in. With all this power comes the cost of being the slowest moving class in the game, making it difficult for the Heavy to be timely with appearing in team fights and being able to be easily outmaneuvered by long range classes and other close-range classes.&lt;br /&gt;
&lt;br /&gt;
Being one of the very few classes whose damage isn&#039;t mainly burst fire, but a sustained damage stream of bullets allows the Heavy to take part in more fights than most classes would be able to.&lt;br /&gt;
&lt;br /&gt;
With all these impressive traits the Heavy possesses, he is a class who excels in multipurpose combat and suppression tactics in controlling the battlefield.&lt;br /&gt;
&lt;br /&gt;
The Heavy is voiced by Gary Schwartz, who also voiced the [[Demoman]].&lt;br /&gt;
== Bio ==&lt;br /&gt;
Country of Origin: Russia&lt;br /&gt;
&lt;br /&gt;
Job: Mow Down&lt;br /&gt;
&lt;br /&gt;
Motto: &amp;quot;Shooting Good.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Like a hibernating bear, the Heavy appears to be a gentle giant. Also like a bear, confusing his deliberate, sleepy demeanor with gentleness will get you ripped limb from limb. Though he speaks simply and moves with an economy of energy that&#039;s often confused with napping, the Heavy isn&#039;t dumb, he&#039;s not your big friend, and he generally wishes you&#039;d just shut up before he has to make you shut up.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Minigun}}&lt;br /&gt;
{{Weapon|Anti-Aircraft Cannon}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Sandvich}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fists}}&lt;br /&gt;
{{Weapon|Chekhov&#039;s Punch}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Heavy strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Heavy…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you&#039;re a great Medic buddy. Keep a clear line of sight to your Medic to keep the [[Medi Gun|medigun]]{{sic}} on you.&lt;br /&gt;
* …you&#039;re a prime target for [[Spy|Spies]]. Use your arsenal to keep them at bay, and look behind yourself often.&lt;br /&gt;
* …hold {{Attack2}} to keep your [[minigun]] spinning, ready for approaching enemies.&lt;br /&gt;
* …your minigun chews up a lot of ammo. Pick up fallen weapons to refill your supply.&lt;br /&gt;
* …you don&#039;t lose momentum while spinning up your minigun in the air. Use this to surprise enemies around corners!&lt;br /&gt;
* …your [[shotgun]] can deal high burst damage, and allows you to move faster while attacking compared to spinning your minigun.&lt;br /&gt;
* …your high health allows you to win most melee fights. Don&#039;t be afraid to use your [[fists]]!&lt;br /&gt;
* …with the [[Sandvich]] equipped, be sure to press {{Attack2}} in order to heal your teammates.&lt;br /&gt;
* …be sure to find a safe place to eat your Sandvich, otherwise you may be rudely interrupted.&lt;br /&gt;
* …your [[Anti-Aircraft Cannon|anti-aircraft cannon]] deals high burst damage, and is ideal for handling crowds.&lt;br /&gt;
* …your anti-aircraft cannon deals [[Critical hit#Mini Crits|mini-crits]] to airborne enemies. Use it to knock down [[Soldier|Soldiers]] or enemies using [[Jump Pads|jump pads]].&lt;br /&gt;
* …the [[Chekhov&#039;s Punch]] will store critical hits on successful hit. Use it with your minigun for guaranteed critical hits!&lt;br /&gt;
* …the Chekhov&#039;s Punch will cause you to take guaranteed critical damage from enemy melee attacks. Be cautious during close combat.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_fists_melee_duel}}&lt;br /&gt;
{{Achievement|achievement_sandvich_mines}}&lt;br /&gt;
{{Achievement|achievement_chekhov_crit_kill}}&lt;br /&gt;
{{Achievement|achievement_heavy_shotgun_crits}}&lt;br /&gt;
{{Achievement|achievement_chekhov_shock}}&lt;br /&gt;
{{Achievement|achievement_aa_vs_airborne}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_splash}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_challenge}}&lt;br /&gt;
{{Achievement|achievement_aa_gun_blast_suicide}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Картечар|bg_m=Gunner&lt;br /&gt;
|de=Heavy&lt;br /&gt;
|en=Heavy&lt;br /&gt;
|es=Heavy&lt;br /&gt;
|fr=Heavy&lt;br /&gt;
|hu=Gépágyús|hu_m=Gunner&lt;br /&gt;
|it=Grosso|it_m=Heavy&lt;br /&gt;
|pl=Gruby|pl_m=Heavy&lt;br /&gt;
|pt-br=Heavy&lt;br /&gt;
|ro=Heavy&lt;br /&gt;
|ru=Пулемётчик|ru_m=Gunner&lt;br /&gt;
|tr=Heavy&lt;br /&gt;
|uk=Кулеметник|uk_m=Gunner&lt;br /&gt;
|zh-hans=机枪手|zh-hans_m=Heavy&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Heavy’s reload animations to be lower on the screen.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Heavy is the first and only class with a non-stock weapon in each of his weapon slots since the [[Fight or Flight]] update.&lt;br /&gt;
*The official name of the class is the &amp;quot;&#039;&#039;&#039;Heavy Weapons Guy&#039;&#039;&#039;&amp;quot;; though, the Heavy is never referred to as this in-game.&lt;br /&gt;
*The emblem on the Heavy&#039;s arm was originally a skull, which was later changed to a fist.&lt;br /&gt;
*Before the [[3.0.0|Steam release]], Heavy had another line for his &amp;quot;Thanks!&amp;quot; voice command where he said ‘до свидания!&amp;quot; (‘&#039;&#039;Da svidaniya!&#039;&#039;’ Translation: &amp;quot;&#039;&#039;Goodbye!&#039;&#039;&amp;quot;) This voice line was lifted from Prerelease versions of &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;.&lt;br /&gt;
* The Heavy has the tallest first-person view height of 75 Hu, shared with the [[Medic]], [[Sniper]] and [[Spy]].&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=11302</id>
		<title>Demoman</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Demoman&amp;diff=11302"/>
		<updated>2026-08-25T00:35:54Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_demo&lt;br /&gt;
| type=Defensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| armor=60&lt;br /&gt;
| speed=93}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Demoman&#039;&#039;&#039; &#039;&#039;after blowing up an enemy mercenary&#039;&#039;|&#039;&#039;Oh, they&#039;re goin&#039; ta have to glue you back together... IN HELL!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Demoman&#039;&#039;&#039; is a demolitions expert and a self-described &amp;quot;Black Scottish Cyclops&amp;quot; from [[w:Ullapool|Ullapool]], [[w:Scotland|Scotland]] with a fascination for all things explosive and a fierce temper. He is a generalist [[Classes#Defense|defense class]] with powerful explosives and mobility options by the dozen.&lt;br /&gt;
&lt;br /&gt;
He specializes in explosives and has a wide range of weaponry involving them, such as a grenade launcher that can fire fast-moving grenade projectiles (often referred to as &#039;&#039;pills&#039;&#039; or &#039;&#039;pipes&#039;&#039;) that deal high amounts of damage in large areas,  a mine layer that lays mines on walls, floors or ceilings catching his enemies by surprise, or a grenade launcher referred to as &amp;quot;[[Cyclops|The Cyclops]]&amp;quot; that fires EMP grenade projectiles that can detonate instaneously upon him letting go of the trigger. This makes the Demoman a defensive powerhouse, with many mobility options and explosive weapons making him one of the best generalist classes in the entire game next to the [[Soldier]].&lt;br /&gt;
&lt;br /&gt;
His most iconic mobility option is his sticky jump, where he uses his Stickybomb Launcher to exploit the self-damage and self-knockback aspects of his spiked bombs (referred to as &#039;&#039;stickies&#039;&#039;) to propel himself across great distances in any direction, with further stickies fired beneath him allowing for further velocity. However, since he doesn&#039;t have the same explosive damage resistance to these stickies as the Soldier, ambitious jumps may lead to immediate death.&lt;br /&gt;
&lt;br /&gt;
Demoman is voiced by Gary Schwartz.&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Ullapool, Scotland, United Kingdom&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; House Cleaning&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Boom Boom Baby.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Stickybomb jump&lt;br /&gt;
A fierce temper, a fascination with all things explosive, and a terrible plan to kill the Loch Ness Monster cost the six year old Demoman his original set of adoptive parents. Later, back at the Crypt Grammar School for Orphans near Ullapool in the Scottish Highlands, the boy&#039;s bomb-making skills improved dramatically. His disposition and total number of intact eyeballs, however, did not.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Grenade Launcher}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
{{Weapon|Cyclops}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Stickybomb Launcher}}&lt;br /&gt;
{{Weapon|Dynamite Pack}}&lt;br /&gt;
{{Weapon|Mine Layer}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bottle}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Demoman Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Demoman…&lt;br /&gt;
* …press {{attack2}} to remotely detonate Stickybombs or fizzle out Mines you&#039;ve placed down.&lt;br /&gt;
* …set off explosives beneath your feet to jump great lengths.&lt;br /&gt;
* …crouch when preparing for an explosive jump in order to achieve maximum height.&lt;br /&gt;
* …use your [[Grenade Launcher]] for direct combat. Airborne grenades detonate immediately upon impact with an enemy.&lt;br /&gt;
* …the longer you hold down %attack% with the [[Stickybomb Launcher]], the farther the Stickybomb will shoot.&lt;br /&gt;
* …shoot Stickybombs onto walls and ceilings where they&#039;re hard to spot.&lt;br /&gt;
* …your [[Bottle]] can be used for close combat after explosive jumping into enemy territory.&lt;br /&gt;
* …your Bottle will deal the same amount of damage regardless of being smashed open.&lt;br /&gt;
* …throw your [[Dynamite Pack]] onto busy [[Control point (objective)|Control Points]] in order to clear off any enemies.&lt;br /&gt;
* …your Dynamite Pack can be disabled by enemy [[Engineers]]. Be mindful when hurling it into [[Sentry Gun]] nests.&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from explosive jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …the [[Mine Layer]] shoots proximity Mines that automatically detonate if an enemy gets too close. Use it for an automated defense!&lt;br /&gt;
* …EMP grenades shot from the [[Cyclops]] will only detonate when you let them. Use this to time an explosive jump or set off a deadly trap!&lt;br /&gt;
* …the Cyclops instantly detonates your own explosives. Go for an aggressive combo kill!&lt;br /&gt;
* …you can use the Cyclops to fizzle out any nearby enemy Stickybombs, Dynamite Packs, and Mines.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разрушител|bg_m=Destroyer&lt;br /&gt;
|de=Demoman&lt;br /&gt;
|en=Demoman&lt;br /&gt;
|es=Demoman&lt;br /&gt;
|fr=Demoman&lt;br /&gt;
|hu=Robbantós|hu_m=?&lt;br /&gt;
|it=Demolitore|it_m=Demoman&lt;br /&gt;
|pl=Demoman&lt;br /&gt;
|pt-br=Demoman&lt;br /&gt;
|ro=Demoman&lt;br /&gt;
|ru=Подрывник|ru_m=Demoman&lt;br /&gt;
|tr=Demoman&lt;br /&gt;
|uk=Підривник|uk_m=Demoman&lt;br /&gt;
|zh-hans=爆破手|zh-hans_m=Demoman&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The Demoman&#039;s voice actor, Gary Schwartz, also voices the [[Heavy]] class.&lt;br /&gt;
*The beta prototype of the Demoman was supposed to have a stereotypical Scottish appearance, consisting of pale skin and red hair. It was later dropped for a black Scottish character both because the former lacked originality and because the latter was easier to differentiate from the other classes.&lt;br /&gt;
*The emblem on the Demoman&#039;s arm was originally a stick of dynamite, which was later changed to a bomb.&lt;br /&gt;
* The Demoman has a first-person view height of 68 Hu, shared with the [[Soldier]], [[Pyro]] and [[Engineer]].&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=11301</id>
		<title>Pyro</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Pyro&amp;diff=11301"/>
		<updated>2026-08-25T00:35:11Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_pyro&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=175&lt;br /&gt;
| overhealed=260&lt;br /&gt;
| armor=60&lt;br /&gt;
| speed=100}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Pyro&#039;&#039;&#039; &#039;&#039;attempting to communicate to their team&#039;&#039;|&#039;&#039;Hudda hudda huh!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pyro&#039;&#039;&#039; is an anonymous individual in a flame retardant suit with an affinity for all things fire. They are an [[Classes#Offense|offense class]] that specializes in close-range damage, ambush manoeuvres and guarding their team&#039;s territory.&lt;br /&gt;
&lt;br /&gt;
The Pyro’s primary weapon is a homemade flamethrower that ignites enemies and inflicts [[afterburn]], which is useful for guarding areas of interest and for [[Spy]] checking. Their secondary weapons are not as strict and are designed to complement the primary weapon. From hitscan shotguns to projectile flare guns, switching between primary and secondary weapons can allow the Pyro to quickly combo multiple sources of damage onto the opponent.&lt;br /&gt;
&lt;br /&gt;
Another one of the Pyro’s most useful tools at their disposal is the alternate fire [[compression blast]] (also known as airblast) in their primary weapons. The airblast allows Pyro to extinguish ignited teammates, push enemies away and reflect projectiles such as rockets, grenades and even throwable weapons such as the [[Brick]].&lt;br /&gt;
&lt;br /&gt;
Taking advantage of their ever-present fire resistance, mitigating their close-ranged weaknesses through careful play and quick thinking, and finding opportunities to exploit the enemies&#039; mistakes can make Pyro one of the most game-changing classes any team can have.&lt;br /&gt;
&lt;br /&gt;
The Pyro is voiced by Dennis Bateman.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of origin:&#039;&#039;&#039; Unknown&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Pyrotechnics&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Mmph mmmph mph-mph mmph mmmmph!&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Only two things are known for sure about the mysterious Pyro: he sets things on fire and he doesn&#039;t speak. In fact, only the part about setting things on fire is undisputed. Some believe his occasional rasping wheeze may be an attempt to communicate through a mouth obstructed by a filter and attached to lungs ravaged by constant exposure to his asbestos-lined suit. Either way, he&#039;s a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Flame Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Flare Gun}}&lt;br /&gt;
{{Weapon|Twin Barrel}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Fire Axe}}&lt;br /&gt;
{{Weapon|Harvester}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Pyro Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Pyro…&lt;br /&gt;
* …you are mostly immune to burning and fire damage. Use your secondary and melee weapons against enemy Pyros to get a quicker kill.&lt;br /&gt;
* …you can set enemies [[afterburn|on fire]] and quickly retreat, leaving them to die from the burning.&lt;br /&gt;
* …your [[Flame Thrower]] deals more damage the closer you are to the enemy.&lt;br /&gt;
* …your Flame Thrower chews up a lot of ammo. Pick up ammo packs and fallen weapons to refill your supply.&lt;br /&gt;
* …ambush enemies to catch them in the short range of your Flame Thrower. Use corners and dropdowns to your advantage.&lt;br /&gt;
* …the Flame Thrower&#039;s [[Airblast|compression blast]] ({{Attack2}}) is a very useful tool. Use it to push enemies, even [[ÜberCharge|invulnerable]] [[Medic|Medics]] and their buddies, away or into environmental hazards.&lt;br /&gt;
* …your Flame Thrower can extinguish burning teammates with {{Attack2}}.&lt;br /&gt;
* …switch to your [[Shotgun]] if enemies retreat beyond the short range of your Flame Thrower.&lt;br /&gt;
* …your [[Fire Axe]] is a great choice for dealing with retreating enemies in close range.&lt;br /&gt;
* …your [[Flare Gun]] can catch enemies on fire at long range. This works well for picking off far away enemies like [[Sniper|Snipers]].&lt;br /&gt;
* …the [[Twin Barrel]] can be used to close the gap between you and your target. Propel yourself upward or towards your enemies!&lt;br /&gt;
* …the Twin Barrel does not deal damage as reliably as your Shotgun. If you&#039;re losing in an encounter, use it to propel yourself away in retreat!&lt;br /&gt;
* …the [[Harvester]] can generate a guaranteed critical hit, and allows you to heal from your enemies.&lt;br /&gt;
* …dying with the Harvester equipped will extinguish any enemies you&#039;ve set on fire.&lt;br /&gt;
&lt;br /&gt;
== Related achievements ==&lt;br /&gt;
{{Achievement table|&lt;br /&gt;
{{Achievement|achievement_extinguish_bomblets}}&lt;br /&gt;
{{Achievement|achievement_fire_axe_death_afterburn}}&lt;br /&gt;
{{Achievement|achievement_pyro_shotgun_coreshot_streak}}&lt;br /&gt;
{{Achievement|achievement_flare_crit_teamwork}}&lt;br /&gt;
{{Achievement|achievement_harvester_collect_decap}}&lt;br /&gt;
{{Achievement|achievement_harvester_decap_single_life}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_low_health}}&lt;br /&gt;
{{Achievement|achievement_harvester_counter_spy}}&lt;br /&gt;
{{Achievement|achievement_ssg_scout_hit_pellets}}&lt;br /&gt;
{{Achievement|achievement_ssg_meatshots}}&lt;br /&gt;
{{Achievement|achievement_ssg_pounce}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Подпалвач|bg_m=Pyro&lt;br /&gt;
|de=Pyro&lt;br /&gt;
|en=Pyro&lt;br /&gt;
|es=Pyro&lt;br /&gt;
|fr=Pyro&lt;br /&gt;
|hu=Piró|hu_m=Pyro&lt;br /&gt;
|it=Piro|it_m=Pyro&lt;br /&gt;
|pl=Pyro&lt;br /&gt;
|pt-br=Pyro&lt;br /&gt;
|ro=Pyro&lt;br /&gt;
|ru=Поджигатель|ru_m=Pyro&lt;br /&gt;
|tr=Pyro&lt;br /&gt;
|uk=Піро|uk_m=Pyro&lt;br /&gt;
|zh-hans=火焰兵|zh-hans_m=Pyro&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)&lt;br /&gt;
&lt;br /&gt;
{{Update|2.1.3}}&lt;br /&gt;
* Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)&lt;br /&gt;
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
* In &#039;&#039;Team Fortress 2 Classified&#039;&#039;, the Pyro is the only character who&#039;s Meet the Team video is considered non-canon.&lt;br /&gt;
** This retcon also makes the &#039;&#039;Pyroland&#039;&#039; fantasy world non-canonical.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Throughout &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s development, Pyro was predominantly referred to and depicted as male. From Dennis Batemans stating the voice director referred to them as &amp;quot;He&amp;quot;, to concept art depicting them as a middle aged man. Despite this, several classes mocked Pyro as effeminate in game.  &lt;br /&gt;
* Before the [[3.0.0|Steam release]], the Pyro had their ‘Activate the Charge!’ voice command replaced where they now yell &amp;quot;COME ON!&amp;quot; This voice line was lifted from prerelease versions of &#039;&#039;Team Fortress 2&#039;&#039;.&lt;br /&gt;
* The Pyro has a first-person view height of 68 Hu, shared with the [[Soldier]], [[Demoman]] and [[Engineer]].&lt;br /&gt;
* The grenades on Pyro&#039;s sash appear to be [[w:M18_smoke_grenade|M18 smoke grenades]]. This is (possibly coincidentally) the same type of grenade the HL2 grenade is modeled after.&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=11300</id>
		<title>Soldier</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Soldier&amp;diff=11300"/>
		<updated>2026-08-25T00:34:11Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_soldier&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=200&lt;br /&gt;
| overhealed=300&lt;br /&gt;
| armor=65&lt;br /&gt;
| speed=80}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Soldier&#039;&#039;&#039; &#039;&#039;on the enemies mortality&#039;&#039;|&#039;&#039;If God had wanted you to live,&#039;&#039; &#039;&#039;&#039;&#039;&#039;He would not have created me!&#039;&#039;&#039;&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Soldier&#039;&#039;&#039; is a crazed gun-toating mercenary useful in almost any situation. He is a generalist [[Classes#Offense|offense class]] with powerful weapons, the second-largest health pool in the game and plenty of mobility options.&lt;br /&gt;
&lt;br /&gt;
The Soldier’s primary weapon is a rocket launcher that shoots slow-moving rockets that deal large amounts of damage in an area. These rockets have damage fall-off at long range and can deal self-damage to the Soldier himself which can be either a hindrance or an aid depending on circumstance. His secondary weapons are varied, ranging from hitscan backup weapons to passive mobility options. These options complement the Soldier&#039;s abilities providing a finishing tool or extra rocket jumps.&lt;br /&gt;
&lt;br /&gt;
Perhaps Soldier&#039;s most iconic ability is his [[Jumping#Rocket jumping|rocket jump]]. Rocket jumps exploit the self-damage and self-knockback from the Soldier&#039;s rockets to propel himself large distances in almost any direction. Multiple rocket blasts can extend the distance of a single rocket jump allowing for fast, map-spanning trips. These jumps range from super quick vertical trips to the nearest health pack or objective to horizontal jumps to high ground and everything in between. To aid this, the Soldier has a 60% resistance to his rocket blasts.&lt;br /&gt;
&lt;br /&gt;
The Soldier&#039;s many great attributes including his large health pool, great damage output and high-speed mobility make him one of the best generalist classes in the game, and taking advantage of these attributes can turn the Soldier into one of the greatest threats the battlefield has ever seen.&lt;br /&gt;
&lt;br /&gt;
The Soldier is voiced by Rick May.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Midwest, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; [[w:Shock &amp;amp; Awe|Shock &amp;amp; Awe]]&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;I&#039;m a Rocket Man.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Favorite World War:&#039;&#039;&#039; 2&lt;br /&gt;
&#039;&#039;&#039;Special ability:&#039;&#039;&#039; Rocket jump&lt;br /&gt;
Though he wanted desperately to fight in World War 2, the Soldier was rejected from every branch of the U.S. military. Undaunted, he bought his own ticket to Europe. After arriving and finally locating Poland, the Soldier taught himself how to load and fire a variety of weapons before embarking on a Nazi killing spree for which he was awarded several medals that he designed and made himself. His rampage ended immediately upon hearing about the end of the war in 1949.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Rocket Launcher}}&lt;br /&gt;
{{Weapon|R.P.G.}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shotgun}}&lt;br /&gt;
{{Weapon|Gunboats}}&lt;br /&gt;
}}&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Shovel}}&lt;br /&gt;
{{Weapon|Admiralty Anchor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&#039;&#039;Main article: [[Basic Soldier Strategy]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As a Soldier…&lt;br /&gt;
* …hit {{Callmedic}} to call for a [[Medic]] if you get hurt. Nearby Medics will be notified of your need.&lt;br /&gt;
* …you can [[Jumping|rocket jump]] to great heights by firing a rocket at your feet while jumping.&lt;br /&gt;
* …aim rockets at enemies&#039; feet to ensure they can&#039;t avoid the explosion damage.&lt;br /&gt;
* …make sure you keep your [[Rocket Launcher|rocket launcher]] loaded. Hit {{RELOAD}} to reload it at any time.&lt;br /&gt;
* …your rockets have strong knockback. Jostle enemies or knock them airborne!&lt;br /&gt;
* …use your [[Shotgun]] to conserve rockets and avoid waiting for reload times in the middle of combat..&lt;br /&gt;
* …use your [[Shovel]] to deal consistent close-range damage without having to worry about splash damage..&lt;br /&gt;
* …the [[Gunboats]] greatly reduce health loss from rocket jumps. Use them when positioning and mobility are especially important.&lt;br /&gt;
* …your [[RPG|R.P.G.&#039;s]] rockets shoot in an arc, and can land over enemy cover. Be sure to aim your rockets carefully!.&lt;br /&gt;
* …your [[Admiralty Anchor|Admiralty Anchor&#039;s]] earthquake damage scales with the longer it&#039;s been held. Deploy it at the peak of a rocket jump!.&lt;br /&gt;
* …equipping the Admiralty Anchor leaves you prone to taking critical hits from projectiles while airborne. Take to the skies carefully.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Войник|bg_m=Soldier&lt;br /&gt;
|de=Soldier&lt;br /&gt;
|en=Soldier&lt;br /&gt;
|es=Soldier&lt;br /&gt;
|fr=Soldier&lt;br /&gt;
|hu=Katona|hu_m=Soldier&lt;br /&gt;
|it=Soldato|it_m=Soldier&lt;br /&gt;
|pl=Żołnierz|pl_m=Soldier&lt;br /&gt;
|pt-br=Soldier&lt;br /&gt;
|ro=Soldier&lt;br /&gt;
|ru=Солдат|ru_m=Soldier&lt;br /&gt;
|tr=Soldier&lt;br /&gt;
|uk=Солдат|uk_m=Soldier&lt;br /&gt;
|zh-hans=士兵|zh-hans_m=Soldier&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
*The ability of rocket-wielders being able to use their rockets to jump higher originated from Quake and was a bug in the original &#039;&#039;Team Fortress&#039;&#039; games. Valve embraced it in &#039;&#039;&#039;TF2&#039;&#039;&#039;, as evidenced by the addition of weapons such as the Rocket Jumper found in &#039;&#039;&#039;TF2&#039;&#039;&#039; and Soldier rocket jumping in the first modern TF2 trailer.&lt;br /&gt;
*Despite the Soldier&#039;s Grenades acting more as decoration than actual weaponry, they were intended to be used as a weapon during &#039;&#039;&#039;Team Fortress 2&#039;&#039;&#039;&#039;s development.&lt;br /&gt;
* The Soldier has a first-person view height of 68 Hu, shared with the [[Pyro]], [[Demoman]] and [[Engineer]].&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=11299</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Scout&amp;diff=11299"/>
		<updated>2026-08-25T00:33:38Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armour&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox class&lt;br /&gt;
| class=Leaderboard_class_scout&lt;br /&gt;
| type=Offensive&lt;br /&gt;
| health=125&lt;br /&gt;
| overhealed=185&lt;br /&gt;
| armor=40&lt;br /&gt;
| speed=133}}&lt;br /&gt;
{{Quotation|&#039;&#039;&#039;The Scout&#039;&#039;&#039; &#039;&#039;while escaping with the enemy team&#039;s flag&#039;&#039;|&#039;&#039;Wave goodbye to your secret crap, dumbass!&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Scout&#039;&#039;&#039; is a young man from Boston who runs fast, talks big, loves baseball, and has an &amp;quot;in-your-face&amp;quot; attitude. He&#039;s an [[Classes#Offense|offense class]] who specializes in aggressive hit and run, flanking and objective based tactics.&lt;br /&gt;
&lt;br /&gt;
Having the highest speed out of all nine classes as well as the special ability to double jump, allows the Scout to traverse many different environments quickly and easily. This amount of mobility is great for closing in on important kills, dodging enemy fire and escaping unfavorable situations despite his low health.&lt;br /&gt;
&lt;br /&gt;
The Scout is also the only class who has twice the normal capture rate, this allows him to push [[Payload]] carts and capture [[Control point (objective)|Control Points]] much more quickly. Outside of those objectives, the Scout’s speed also makes him a great Flag runner in modes such as [[Capture the Flag]] and [[Special Delivery]].&lt;br /&gt;
&lt;br /&gt;
Whether it’s taking out the enemy [[Medic]] or [[Civilian]], holding down the flank route, or just running away with the flag, the Scout is a multipurpose class that excels at being a constant thorn in the enemy teams’ side.&lt;br /&gt;
&lt;br /&gt;
The Scout is voiced by Nathan Vetterlein.&lt;br /&gt;
&lt;br /&gt;
== Bio ==&lt;br /&gt;
&amp;lt;poem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Location of Origin:&#039;&#039;&#039; Boston, Massachusetts, USA&lt;br /&gt;
&#039;&#039;&#039;Job:&#039;&#039;&#039; Rapid Recovery&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; &amp;quot;Too. Much. Caffeine.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;Special Ability:&#039;&#039;&#039; Double Jump&lt;br /&gt;
The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.&lt;br /&gt;
&amp;lt;/poem&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Scattergun}}&lt;br /&gt;
{{Weapon|Nail Gun}}&lt;br /&gt;
}}&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Pistol}}&lt;br /&gt;
{{Weapon|Brick}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Weapon table|&lt;br /&gt;
{{Weapon|Bat}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
{{Main|Basic Scout Strategy}}&lt;br /&gt;
&lt;br /&gt;
As a Scout…&lt;br /&gt;
* …you can double jump while mid-air to quickly change direction.&lt;br /&gt;
* …you capture [[Control point (objective)|control points]] twice as fast as other classes.&lt;br /&gt;
* …your speed outmatches all other classes. Attract enemy attention and make quick escapes!&lt;br /&gt;
* …your [[Scattergun]] is lethal at point blank range. Close the gap between you and your enemies to deal significant damage.&lt;br /&gt;
* …your [[Pistol]] is great for picking off enemies at a distance.&lt;br /&gt;
* …your [[Bat]] deals less damage than other melee weapons, but swings much faster.&lt;br /&gt;
* …your [[Nail Gun]] deals good chip damage, even from a distance. Stay moving and arc your shots.&lt;br /&gt;
* …shredding [[Sentry Gun|Sentry Guns]] is a breeze with the Nail Gun. Use it when you&#039;re faced with difficult nests.&lt;br /&gt;
* …your [[Brick]] deals reliable damage and large knockback. Send people flying!&lt;br /&gt;
* …your Brick will mini-crit when being thrown from a large distance.&lt;br /&gt;
&lt;br /&gt;
== Names in other languages ==&lt;br /&gt;
{{Names&lt;br /&gt;
|bg=Разузнавач|bg_m=Scout&lt;br /&gt;
|de=Scout&lt;br /&gt;
|en=Scout&lt;br /&gt;
|es=Scout&lt;br /&gt;
|fr=Scout&lt;br /&gt;
|hu=Felderítő|hu_m=Scout&lt;br /&gt;
|it=Esploratore|it_m=Scout&lt;br /&gt;
|pl=Skaut|pl_m=Scout&lt;br /&gt;
|pt-br=Scout&lt;br /&gt;
|ro=Scout&lt;br /&gt;
|ru=Разведчик|ru_m=Scout&lt;br /&gt;
|tr=Scout&lt;br /&gt;
|uk=Розвідник|uk_m=Scout&lt;br /&gt;
|zh-hans=侦察兵|zh-hans_m=Scout&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Update history ==&lt;br /&gt;
{{Update history|&lt;br /&gt;
{{Update|2.0.0}}&lt;br /&gt;
* Added &amp;quot;Clip Out&amp;quot; sounds on the [[Engineer]]&#039;s and Scout&#039;s reloads. &lt;br /&gt;
* Fixed the Scout’s loser animations from playing faster when running slower than max speed.&lt;br /&gt;
* Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand. &lt;br /&gt;
}}&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* The Scout has the second shortest first-person view height at 65 Hu.&lt;br /&gt;
== Comparison to &#039;&#039;Team Fortress 2&#039;&#039; ==&lt;br /&gt;
*&#039;&#039;TF2 Classified&#039;&#039; restored BLU Scout&#039;s pants into its navy-blue color, as seen in the &amp;lt;i&amp;gt;Team Fortress 2&amp;lt;/i&amp;gt;&#039;s prerelease builds and the Playstation 3 version. On TF2&#039;s PC and Xbox 360 versions, the color simply remains the same as the RED Scout&#039;s pants [https://www.youtube.com/watch?v=4ZxnOG8-Hos seemingly by mistake.]&lt;br /&gt;
&lt;br /&gt;
{{Nav classes}}&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11298</id>
		<title>Template:Infobox class</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11298"/>
		<updated>2026-08-25T00:33:03Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; width=320px&lt;br /&gt;
|+&lt;br /&gt;
! class=&amp;quot;infobox-title&amp;quot; colspan=&amp;quot;2&amp;quot; | {{{title|{{PAGENAME}}}}}&lt;br /&gt;
{{#ifexist: File:{{{image|{{PAGENAME}}}}}_red.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
{{Switcher&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_red.png|center|frameless|256px]]&lt;br /&gt;
|RED&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_blue.png|center|frameless|256px]]&lt;br /&gt;
|BLU&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_yellow.png|center|frameless|256px]]&lt;br /&gt;
|YLW&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_green.png|center|frameless|256px]]&lt;br /&gt;
|GRN&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_global.png|center|frameless|256px]]&lt;br /&gt;
|Global}}|{{#ifexist: File:{{{image|{{PAGENAME}}}}}.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
[[File:{{{image|{{PAGENAME}}}}}.png|center|frameless|256px]]}}}}&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Lang&lt;br /&gt;
| en = Basic Information&lt;br /&gt;
| es = Información básica&lt;br /&gt;
| fr = Informations de base&lt;br /&gt;
| zh-hans = 基本信息&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Icon&lt;br /&gt;
| es = Icono&lt;br /&gt;
| fr = Icône&lt;br /&gt;
| zh-hans = 图标&lt;br /&gt;
}} {{!!}} [[File:{{{class}}}.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{type|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Type&lt;br /&gt;
| es = Tipo&lt;br /&gt;
| fr = Type&lt;br /&gt;
| zh-hans = 类型&lt;br /&gt;
}} {{!!}} {{ #switch: {{{type}}}&lt;br /&gt;
| Offensive = {{Lang&lt;br /&gt;
| en = [[Classes#Offense|Offensive]]&lt;br /&gt;
| es = [[Classes/es#Ataque|Ataque]]&lt;br /&gt;
| fr = [[Classes/fr#Attaque|Offensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Offense|进攻型]]&lt;br /&gt;
}}&lt;br /&gt;
| Defensive = {{Lang&lt;br /&gt;
| en = [[Classes#Defense|Defensive]]&lt;br /&gt;
| es = [[Classes/es#Defensa|Defensa]]&lt;br /&gt;
| fr = [[Classes/fr#Défense|Défensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Defense|防守型]]&lt;br /&gt;
}}&lt;br /&gt;
| Support = {{Lang&lt;br /&gt;
| en = [[Classes#Support|Support]]&lt;br /&gt;
| es = [[Classes/es#Apoyo|Apoyo]]&lt;br /&gt;
| fr = [[Classes/fr#Support|Support]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Support|支援型]]&lt;br /&gt;
}}&lt;br /&gt;
| Special = {{Lang&lt;br /&gt;
| en = [[Classes#Special|Special]]&lt;br /&gt;
| es = [[Classes/es#Especial|Especial]]&lt;br /&gt;
| fr = [[Classes/fr#Spécial|Spécial]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Special|特殊兵种]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{health|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Health&lt;br /&gt;
| es = Salud&lt;br /&gt;
| fr = Santé&lt;br /&gt;
| zh-hans = 生命值&lt;br /&gt;
}} {{!!}} {{{health}}} {{#if: {{{overhealed|}}} | ({{{overhealed}}} {{Lang&lt;br /&gt;
| en = with overheal&lt;br /&gt;
| es = con exceso de curación&lt;br /&gt;
| fr = avec overheal&lt;br /&gt;
| zh-hans = 超量治疗&lt;br /&gt;
}})}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Speed&lt;br /&gt;
| es = Velocidad&lt;br /&gt;
| fr = Vitesse&lt;br /&gt;
| zh-hans = 速度&lt;br /&gt;
}} {{!!}} {{{speed}}}%&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{armor|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Armor&lt;br /&gt;
| es = TODO&lt;br /&gt;
| fr = TODO&lt;br /&gt;
| zh-hans = TODO&lt;br /&gt;
}} {{!!}} {{{armor}}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{#if: {{{nocategory|{{NAMESPACE}}}}}||[[Category:Classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]&lt;br /&gt;
{{#if: {{{type|}}}|[[Category:{{{type}}} classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]}}}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt; &amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;title&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Name of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;image&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Prefix for the images of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;class&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Icon of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;type&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Type of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;health&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;overhealed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class, when overhealed.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;armor&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Armor of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;speed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Speed of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nocategory&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Disables categories.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Infobox for class pages.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
[[Category:Infobox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11297</id>
		<title>Template:Infobox class</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11297"/>
		<updated>2026-08-25T00:32:09Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; width=320px&lt;br /&gt;
|+&lt;br /&gt;
! class=&amp;quot;infobox-title&amp;quot; colspan=&amp;quot;2&amp;quot; | {{{title|{{PAGENAME}}}}}&lt;br /&gt;
{{#ifexist: File:{{{image|{{PAGENAME}}}}}_red.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
{{Switcher&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_red.png|center|frameless|256px]]&lt;br /&gt;
|RED&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_blue.png|center|frameless|256px]]&lt;br /&gt;
|BLU&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_yellow.png|center|frameless|256px]]&lt;br /&gt;
|YLW&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_green.png|center|frameless|256px]]&lt;br /&gt;
|GRN&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_global.png|center|frameless|256px]]&lt;br /&gt;
|Global}}|{{#ifexist: File:{{{image|{{PAGENAME}}}}}.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
[[File:{{{image|{{PAGENAME}}}}}.png|center|frameless|256px]]}}}}&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Lang&lt;br /&gt;
| en = Basic Information&lt;br /&gt;
| es = Información básica&lt;br /&gt;
| fr = Informations de base&lt;br /&gt;
| zh-hans = 基本信息&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Icon&lt;br /&gt;
| es = Icono&lt;br /&gt;
| fr = Icône&lt;br /&gt;
| zh-hans = 图标&lt;br /&gt;
}} {{!!}} [[File:{{{class}}}.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{type|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Type&lt;br /&gt;
| es = Tipo&lt;br /&gt;
| fr = Type&lt;br /&gt;
| zh-hans = 类型&lt;br /&gt;
}} {{!!}} {{ #switch: {{{type}}}&lt;br /&gt;
| Offensive = {{Lang&lt;br /&gt;
| en = [[Classes#Offense|Offensive]]&lt;br /&gt;
| es = [[Classes/es#Ataque|Ataque]]&lt;br /&gt;
| fr = [[Classes/fr#Attaque|Offensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Offense|进攻型]]&lt;br /&gt;
}}&lt;br /&gt;
| Defensive = {{Lang&lt;br /&gt;
| en = [[Classes#Defense|Defensive]]&lt;br /&gt;
| es = [[Classes/es#Defensa|Defensa]]&lt;br /&gt;
| fr = [[Classes/fr#Défense|Défensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Defense|防守型]]&lt;br /&gt;
}}&lt;br /&gt;
| Support = {{Lang&lt;br /&gt;
| en = [[Classes#Support|Support]]&lt;br /&gt;
| es = [[Classes/es#Apoyo|Apoyo]]&lt;br /&gt;
| fr = [[Classes/fr#Support|Support]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Support|支援型]]&lt;br /&gt;
}}&lt;br /&gt;
| Special = {{Lang&lt;br /&gt;
| en = [[Classes#Special|Special]]&lt;br /&gt;
| es = [[Classes/es#Especial|Especial]]&lt;br /&gt;
| fr = [[Classes/fr#Spécial|Spécial]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Special|特殊兵种]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{health|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Health&lt;br /&gt;
| es = Salud&lt;br /&gt;
| fr = Santé&lt;br /&gt;
| zh-hans = 生命值&lt;br /&gt;
}} {{!!}} {{{health}}} {{#if: {{{overhealed|}}} | ({{{overhealed}}} {{Lang&lt;br /&gt;
| en = with overheal&lt;br /&gt;
| es = con exceso de curación&lt;br /&gt;
| fr = avec overheal&lt;br /&gt;
| zh-hans = 超量治疗&lt;br /&gt;
}})}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Speed&lt;br /&gt;
| es = Velocidad&lt;br /&gt;
| fr = Vitesse&lt;br /&gt;
| zh-hans = 速度&lt;br /&gt;
}} {{!!}} {{{speed}}}%&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{armor|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Armor&lt;br /&gt;
| es = TODO&lt;br /&gt;
| fr = TODO&lt;br /&gt;
| zh-hans = TODO&lt;br /&gt;
}} {{!!}} {{{armor}}}%&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{#if: {{{nocategory|{{NAMESPACE}}}}}||[[Category:Classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]&lt;br /&gt;
{{#if: {{{type|}}}|[[Category:{{{type}}} classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]}}}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt; &amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;title&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Name of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;image&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Prefix for the images of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;class&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Icon of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;type&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Type of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;health&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;overhealed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class, when overhealed.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;armor&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Armor of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;speed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Speed of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nocategory&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Disables categories.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Infobox for class pages.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
[[Category:Infobox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11296</id>
		<title>Template:Infobox class</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Template:Infobox_class&amp;diff=11296"/>
		<updated>2026-08-25T00:19:09Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: Added armor parameter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; width=320px&lt;br /&gt;
|+&lt;br /&gt;
! class=&amp;quot;infobox-title&amp;quot; colspan=&amp;quot;2&amp;quot; | {{{title|{{PAGENAME}}}}}&lt;br /&gt;
{{#ifexist: File:{{{image|{{PAGENAME}}}}}_red.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
{{Switcher&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_red.png|center|frameless|256px]]&lt;br /&gt;
|RED&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_blue.png|center|frameless|256px]]&lt;br /&gt;
|BLU&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_yellow.png|center|frameless|256px]]&lt;br /&gt;
|YLW&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_green.png|center|frameless|256px]]&lt;br /&gt;
|GRN&lt;br /&gt;
|[[File:{{{image|{{PAGENAME}}}}}_global.png|center|frameless|256px]]&lt;br /&gt;
|Global}}|{{#ifexist: File:{{{image|{{PAGENAME}}}}}.png |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} class=&amp;quot;infobox-image&amp;quot; colspan=&amp;quot;2&amp;quot; {{!}}&lt;br /&gt;
[[File:{{{image|{{PAGENAME}}}}}.png|center|frameless|256px]]}}}}&lt;br /&gt;
|+&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | {{Lang&lt;br /&gt;
| en = Basic Information&lt;br /&gt;
| es = Información básica&lt;br /&gt;
| fr = Informations de base&lt;br /&gt;
| zh-hans = 基本信息&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{class|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Icon&lt;br /&gt;
| es = Icono&lt;br /&gt;
| fr = Icône&lt;br /&gt;
| zh-hans = 图标&lt;br /&gt;
}} {{!!}} [[File:{{{class}}}.png]]&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{type|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Type&lt;br /&gt;
| es = Tipo&lt;br /&gt;
| fr = Type&lt;br /&gt;
| zh-hans = 类型&lt;br /&gt;
}} {{!!}} {{ #switch: {{{type}}}&lt;br /&gt;
| Offensive = {{Lang&lt;br /&gt;
| en = [[Classes#Offense|Offensive]]&lt;br /&gt;
| es = [[Classes/es#Ataque|Ataque]]&lt;br /&gt;
| fr = [[Classes/fr#Attaque|Offensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Offense|进攻型]]&lt;br /&gt;
}}&lt;br /&gt;
| Defensive = {{Lang&lt;br /&gt;
| en = [[Classes#Defense|Defensive]]&lt;br /&gt;
| es = [[Classes/es#Defensa|Defensa]]&lt;br /&gt;
| fr = [[Classes/fr#Défense|Défensif]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Defense|防守型]]&lt;br /&gt;
}}&lt;br /&gt;
| Support = {{Lang&lt;br /&gt;
| en = [[Classes#Support|Support]]&lt;br /&gt;
| es = [[Classes/es#Apoyo|Apoyo]]&lt;br /&gt;
| fr = [[Classes/fr#Support|Support]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Support|支援型]]&lt;br /&gt;
}}&lt;br /&gt;
| Special = {{Lang&lt;br /&gt;
| en = [[Classes#Special|Special]]&lt;br /&gt;
| es = [[Classes/es#Especial|Especial]]&lt;br /&gt;
| fr = [[Classes/fr#Spécial|Spécial]]&lt;br /&gt;
| zh-hans = [[Classes/zh-hans#Special|特殊兵种]]&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{health|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Health&lt;br /&gt;
| es = Salud&lt;br /&gt;
| fr = Santé&lt;br /&gt;
| zh-hans = 生命值&lt;br /&gt;
}} {{!!}} {{{health}}} {{#if: {{{overhealed|}}} | ({{{overhealed}}} {{Lang&lt;br /&gt;
| en = with overheal&lt;br /&gt;
| es = con exceso de curación&lt;br /&gt;
| fr = avec overheal&lt;br /&gt;
| zh-hans = 超量治疗&lt;br /&gt;
}})}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if: {{{speed|}}} |&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{!}} {{Lang&lt;br /&gt;
| en = Speed&lt;br /&gt;
| es = Velocidad&lt;br /&gt;
| fr = Vitesse&lt;br /&gt;
| zh-hans = 速度&lt;br /&gt;
}} {{!!}} {{{speed}}}%&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{#if: {{{nocategory|{{NAMESPACE}}}}}||[[Category:Classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]&lt;br /&gt;
{{#if: {{{type|}}}|[[Category:{{{type}}} classes{{#ifeq:{{PAGELANGUAGE}}|en||/{{PAGELANGUAGE}}}}]]}}}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt; &amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;params&amp;quot;: {&lt;br /&gt;
		&amp;quot;title&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Name of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;image&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Prefix for the images of the class. (only use when it doesn&#039;t match page name)&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;class&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Icon of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;wiki-file-name&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;type&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Type of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;string&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;health&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;overhealed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Health of the class, when overhealed.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;armor&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Armor of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;speed&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Speed of the class.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;number&amp;quot;,&lt;br /&gt;
			&amp;quot;suggested&amp;quot;: true&lt;br /&gt;
		},&lt;br /&gt;
		&amp;quot;nocategory&amp;quot;: {&lt;br /&gt;
			&amp;quot;description&amp;quot;: &amp;quot;Disables categories.&amp;quot;,&lt;br /&gt;
			&amp;quot;type&amp;quot;: &amp;quot;boolean&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	&amp;quot;description&amp;quot;: &amp;quot;Infobox for class pages.&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
[[Category:Infobox templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11294</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11294"/>
		<updated>2026-08-18T20:21:41Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Adjust the positions of the examples and text to look less messy.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to add information, put it in [[Creating custom weapons#Creating your first weapon|Creating your first weapon]] only if it&#039;s &#039;&#039;&#039;very&#039;&#039;&#039; important to creating weapons, and otherwise put it in [[Creating custom weapons - advanced]]. Do NOT overwhelm beginners!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to fix the wonky indentation in the examples. It&#039;s inconsequential and fixing it here will make it look bad in Notepad ++, so it&#039;s best to leave it as is. Yeah, I&#039;m annoyed by it too lol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the very basics!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully help you to start out with creating custom weapons. If it doesn&#039;t, consider asking for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in the {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple {{code|custom_items_game.txt}} files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the {{code|custom_items_game.txt}} method is the simplest and objectively best option for defining custom weapons, as it automatically inherits data from the newest version of the vanilla {{code|items_game.txt}} file. It is possible to override the vanilla item schema with one that contains custom weapons, but this method is not recommended as the overriding file must be manually updated each patch for parity with the vanilla {{code|items_game.txt}} file. For you and your players&#039; sake, use the {{code|custom_items_game.txt}} method &#039;&#039;only&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;prefabs&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;&amp;lt;internal name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;&amp;lt;item name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;&amp;lt;item type name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_quality&amp;quot;		&amp;quot;&amp;lt;item name colour&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;&amp;lt;dev console name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;&amp;lt;icon name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;&amp;lt;item class&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;&amp;lt;player model and c_model animations&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;bucket&amp;quot;				&amp;quot;&amp;lt;inventory slot override&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;bucket_position&amp;quot;		&amp;quot;&amp;lt;inventory subslot override&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;			&amp;quot;&amp;lt;view model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;			&amp;quot;&amp;lt;world model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;		&amp;quot;&amp;lt;backpack icon&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;		&amp;quot;&amp;lt;view model animation type&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;class&amp;gt;&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute name&amp;gt;&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;		&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;					&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;		&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;parameter&amp;gt;&amp;quot;			&amp;quot;value&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;&amp;lt;backpack select sound&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;&amp;lt;backpack deselect sound&amp;gt;&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
secondary&lt;br /&gt;
melee&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
action&lt;br /&gt;
utility&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
primary2&lt;br /&gt;
secondary&lt;br /&gt;
secondary2&lt;br /&gt;
melee&lt;br /&gt;
melee_allclass&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
item1&lt;br /&gt;
item2&lt;br /&gt;
item3&lt;br /&gt;
item4&lt;br /&gt;
passtime_ball&lt;br /&gt;
force_not_used&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;10000&amp;quot;	// Custom Pistol&lt;br /&gt;
		// You can add comments to your item schema with double slashes!&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;CUSTOM_PISTOL_TEST&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;Custom Pistol&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;#TF_Weapon_Pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;		&amp;quot;models/weapons/w_models/w_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/weapons/w_models/w_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;clip size bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;2&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.67&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;min_viewmodel_offset&amp;quot;	&amp;quot;10 0 -10&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;sound_single_shot&amp;quot;		&amp;quot;Weapon_Winger.Single&amp;quot;&lt;br /&gt;
				&amp;quot;sound_burst&amp;quot;			&amp;quot;Weapon_Winger.SingleCrit&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;ui/item_light_gun_pickup.wav&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;ui/item_light_gun_drop.wav&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;can headshot&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), paste the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;			&amp;quot;positive&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;winger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;engineer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;model_player_per_class&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;engineer&amp;quot;	&amp;quot;models/weapons/v_models/v_pistol_engineer.mdl&amp;quot;&lt;br /&gt;
				&amp;quot;scout&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= Modifying vanilla weapons =&lt;br /&gt;
&#039;&#039;This section will potentially include a different method for editing vanilla weapons that isn&#039;t widely used. In the meantime, please do &#039;&#039;&#039;not&#039;&#039;&#039; write any current methods here or use this as a guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By including empty copies of stock weapons in your custom item schema, you can prevent them from disappearing when you edit one of them.&lt;br /&gt;
&lt;br /&gt;
Everything added into the empty copies will be combined with the corresponding entries in the vanilla item schema.&lt;br /&gt;
&lt;br /&gt;
Below is an example {{code|custom_items_game.txt}} file that contains empty copies of every item with the {{code|preset=3|baseitem}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;0&amp;quot; // Bat&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1&amp;quot; // Bottle&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;2&amp;quot; // Fire Axe&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;3&amp;quot; // Kukri&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;4&amp;quot; // Knife&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;5&amp;quot; // Fists&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;6&amp;quot; // Shovel&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;7&amp;quot; // Wrench&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;8&amp;quot; // Bonesaw&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;9&amp;quot; // Shotgun (Engineer)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;10&amp;quot; // Shotgun (Soldier)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;11&amp;quot; // Shotgun (Heavy)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;12&amp;quot; // Shotgun (Pyro)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;13&amp;quot; // Scattergun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;14&amp;quot; // Sniper Rifle&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;15&amp;quot; // Minigun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;16&amp;quot; // SMG&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;17&amp;quot; // Syringe Gun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;18&amp;quot; // Rocket Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;19&amp;quot; // Grenade Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;20&amp;quot; // Stickybomb Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;21&amp;quot; // Flame Thrower&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;22&amp;quot; // Pistol (Engineer)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;23&amp;quot; // Pistol (Scout)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;24&amp;quot; // Revolver&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;25&amp;quot; // PDA: Teleporter (Construction PDA)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;26&amp;quot; // Destruction PDA&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;27&amp;quot; // Disguise Kit&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;28&amp;quot; // Builder (Toolbox)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;29&amp;quot; // Medi Gun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;30&amp;quot; // Invis Watch&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;735&amp;quot; // Sapper&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1132&amp;quot; // Spellbook Magazine (Halloween)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1152&amp;quot; // Grappling Hook (Mannpower)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1155&amp;quot; // PASS Time Jack (PASS Time)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;2000&amp;quot; // Umbrella&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= List of useful attributes =&lt;br /&gt;
This is going here temporarily before the table entries from [[List of TF2C item attributes]] are added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
43 – scattergun no reload single (set_scattergun_no_reload_single)&lt;br /&gt;
&lt;br /&gt;
128 - provide on active (provide_on_active)&lt;br /&gt;
&lt;br /&gt;
280 – override projectile type (override_projectile_type)&lt;br /&gt;
&lt;br /&gt;
298 – mod ammo per shot (mod_ammo_per_shot)&lt;br /&gt;
&lt;br /&gt;
303 – mod max primary clip override (mod_max_primary_clip_override)&lt;br /&gt;
&lt;br /&gt;
551 – special taunt (special_taunt)&lt;br /&gt;
&lt;br /&gt;
674 – class select override vcd (	class_select_override_vcd)&lt;br /&gt;
&lt;br /&gt;
675 - custom projectile model (custom_projectile_model)&lt;br /&gt;
&lt;br /&gt;
796 – min_viewmodel_offset (min_viewmodel_offset)&lt;br /&gt;
&lt;br /&gt;
2029 - allowed in medieval mode (allowed_in_medieval_mode)&lt;br /&gt;
&lt;br /&gt;
2058 – meter_label (meter_label)&lt;br /&gt;
&lt;br /&gt;
5011 - extra wearable bodygroup toggle active (extra_wearable_bodygroup_toggle_active)&lt;br /&gt;
&lt;br /&gt;
5048 - custom hand viewmodel (custom_hand_viewmodel)&lt;br /&gt;
&lt;br /&gt;
5129 – mod burstfire (mod_burstfire)&lt;br /&gt;
&lt;br /&gt;
5135 – hidden separator (hidden_separator)&lt;br /&gt;
&lt;br /&gt;
5157 – passive reload holstered (passive_reload_holstered)&lt;br /&gt;
&lt;br /&gt;
5194 – hide ammo hud (hide_ammo_hud)&lt;br /&gt;
&lt;br /&gt;
5199 - banned in medieval mode (banned_in_medieval_mode)&lt;br /&gt;
&lt;br /&gt;
5201 - custom disguise sound (custom_disguise_sound)&lt;br /&gt;
&lt;br /&gt;
5228 - mod ammo per reload (mod_ammo_per_reload)&lt;br /&gt;
&lt;br /&gt;
5229 - set reload single (set_reload_single)&lt;br /&gt;
&lt;br /&gt;
5230 - Reload time start (mult_reload_time_start)&lt;br /&gt;
&lt;br /&gt;
5231 - Reload time refill (mult_reload_time_refill)&lt;br /&gt;
&lt;br /&gt;
5249 - mod use custom ammo type (mod_use_custom_ammo_type)&lt;br /&gt;
&lt;br /&gt;
5252 - set sentry bullet (set_sentry_bullet)&lt;br /&gt;
&lt;br /&gt;
5253 - set sentry rocket (set_sentry_rocket)&lt;br /&gt;
&lt;br /&gt;
5254 - weapon exclusive to holiday (weapon_exclusive_to_holiday)&lt;br /&gt;
&lt;br /&gt;
5256 - mod projectiles per shot (mod_projectiles_per_shot)&lt;br /&gt;
&lt;br /&gt;
5263 - mod set banner flag model (mod set banner flag model)&lt;br /&gt;
&lt;br /&gt;
5264 - custom banner sound (custom_banner_sound)&lt;br /&gt;
&lt;br /&gt;
5268 - auto jumping (auto_jumping)&lt;br /&gt;
&lt;br /&gt;
5270 - always draw tracer (mod_always_draw_tracer_effect)&lt;br /&gt;
&lt;br /&gt;
5271 - never draw tracer (mod_never_draw_tracer_effect)&lt;br /&gt;
&lt;br /&gt;
5272 - duck jumping (duck_jumping)&lt;br /&gt;
&lt;br /&gt;
??? - custom_magazine_model&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Creating custom weapons - advanced]]&lt;br /&gt;
* [[Creating custom weapons - VScript]]&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11293</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11293"/>
		<updated>2026-08-18T17:39:34Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Adjust the positions of the examples and text to look less messy.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to add information, put it in [[Creating custom weapons#Creating your first weapon|Creating your first weapon]] only if it&#039;s &#039;&#039;&#039;very&#039;&#039;&#039; important to creating weapons, and otherwise put it in [[Creating custom weapons - advanced]]. Do NOT overwhelm beginners!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to fix the wonky indentation in the examples. It&#039;s inconsequential and fixing it here will make it look bad in Notepad ++, so it&#039;s best to leave it as is. Yeah, I&#039;m annoyed by it too lol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the very basics!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully help you to start out with creating custom weapons. If it doesn&#039;t, consider asking for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple {{code|custom_items_game.txt}} files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the {{code|custom_items_game.txt}} method is the simplest and objectively best option for defining custom weapons, as it automatically inherits data from the newest version of the vanilla {{code|items_game.txt}} file. It is possible to override the vanilla item schema with one that contains custom weapons, but this method is not recommended as the overriding file must be manually updated each patch for parity with the vanilla {{code|items_game.txt}} file. For you and your players&#039; sake, use the {{code|custom_items_game.txt}} method &#039;&#039;only&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;prefabs&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;&amp;lt;internal name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;&amp;lt;item name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;&amp;lt;item type name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_quality&amp;quot;		&amp;quot;&amp;lt;item name colour&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;&amp;lt;dev console name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;&amp;lt;icon name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;&amp;lt;item class&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;&amp;lt;player model and c_model animations&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;bucket&amp;quot;				&amp;quot;&amp;lt;inventory slot override&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;bucket_position&amp;quot;		&amp;quot;&amp;lt;inventory subslot override&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;			&amp;quot;&amp;lt;view model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;			&amp;quot;&amp;lt;world model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;		&amp;quot;&amp;lt;backpack icon&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;		&amp;quot;&amp;lt;view model animation type&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;class&amp;gt;&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute name&amp;gt;&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;		&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;					&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;		&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;parameter&amp;gt;&amp;quot;			&amp;quot;value&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;&amp;lt;backpack select sound&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;&amp;lt;backpack deselect sound&amp;gt;&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
secondary&lt;br /&gt;
melee&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
action&lt;br /&gt;
utility&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
primary2&lt;br /&gt;
secondary&lt;br /&gt;
secondary2&lt;br /&gt;
melee&lt;br /&gt;
melee_allclass&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
item1&lt;br /&gt;
item2&lt;br /&gt;
item3&lt;br /&gt;
item4&lt;br /&gt;
passtime_ball&lt;br /&gt;
force_not_used&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;10000&amp;quot;	// Custom Pistol&lt;br /&gt;
		// You can add comments to your item schema with double slashes!&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;CUSTOM_PISTOL_TEST&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;Custom Pistol&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;#TF_Weapon_Pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;		&amp;quot;models/weapons/w_models/w_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/weapons/w_models/w_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;clip size bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;2&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.67&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;min_viewmodel_offset&amp;quot;	&amp;quot;10 0 -10&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;sound_single_shot&amp;quot;		&amp;quot;Weapon_Winger.Single&amp;quot;&lt;br /&gt;
				&amp;quot;sound_burst&amp;quot;			&amp;quot;Weapon_Winger.SingleCrit&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;ui/item_light_gun_pickup.wav&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;ui/item_light_gun_drop.wav&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;can headshot&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), paste the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;			&amp;quot;positive&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;winger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;engineer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;model_player_per_class&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;engineer&amp;quot;	&amp;quot;models/weapons/v_models/v_pistol_engineer.mdl&amp;quot;&lt;br /&gt;
				&amp;quot;scout&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= Modifying vanilla weapons =&lt;br /&gt;
&#039;&#039;This section will potentially include a different method for editing vanilla weapons that isn&#039;t widely used. In the meantime, please do &#039;&#039;&#039;not&#039;&#039;&#039; write any current methods here or use this as a guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By including empty copies of stock weapons in your custom item schema, you can prevent them from disappearing when you edit one of them.&lt;br /&gt;
&lt;br /&gt;
Everything added into the empty copies will be combined with the corresponding entries in the vanilla item schema.&lt;br /&gt;
&lt;br /&gt;
Below is an example {{code|custom_items_game.txt}} file that contains empty copies of every item with the {{code|preset=3|baseitem}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;0&amp;quot; // Bat&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1&amp;quot; // Bottle&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;2&amp;quot; // Fire Axe&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;3&amp;quot; // Kukri&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;4&amp;quot; // Knife&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;5&amp;quot; // Fists&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;6&amp;quot; // Shovel&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;7&amp;quot; // Wrench&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;8&amp;quot; // Bonesaw&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;9&amp;quot; // Shotgun (Engineer)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;10&amp;quot; // Shotgun (Soldier)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;11&amp;quot; // Shotgun (Heavy)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;12&amp;quot; // Shotgun (Pyro)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;13&amp;quot; // Scattergun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;14&amp;quot; // Sniper Rifle&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;15&amp;quot; // Minigun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;16&amp;quot; // SMG&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;17&amp;quot; // Syringe Gun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;18&amp;quot; // Rocket Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;19&amp;quot; // Grenade Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;20&amp;quot; // Stickybomb Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;21&amp;quot; // Flame Thrower&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;22&amp;quot; // Pistol (Engineer)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;23&amp;quot; // Pistol (Scout)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;24&amp;quot; // Revolver&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;25&amp;quot; // PDA: Teleporter (Construction PDA)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;26&amp;quot; // Destruction PDA&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;27&amp;quot; // Disguise Kit&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;28&amp;quot; // Builder (Toolbox)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;29&amp;quot; // Medi Gun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;30&amp;quot; // Invis Watch&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;735&amp;quot; // Sapper&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1132&amp;quot; // Spellbook Magazine (Halloween)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1152&amp;quot; // Grappling Hook (Mannpower)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1155&amp;quot; // PASS Time Jack (PASS Time)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;2000&amp;quot; // Umbrella&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= List of useful attributes =&lt;br /&gt;
This is going here temporarily before the table entries from [[List of TF2C item attributes]] are added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
43 – scattergun no reload single (set_scattergun_no_reload_single)&lt;br /&gt;
&lt;br /&gt;
128 - provide on active (provide_on_active)&lt;br /&gt;
&lt;br /&gt;
280 – override projectile type (override_projectile_type)&lt;br /&gt;
&lt;br /&gt;
298 – mod ammo per shot (mod_ammo_per_shot)&lt;br /&gt;
&lt;br /&gt;
303 – mod max primary clip override (mod_max_primary_clip_override)&lt;br /&gt;
&lt;br /&gt;
551 – special taunt (special_taunt)&lt;br /&gt;
&lt;br /&gt;
674 – class select override vcd (	class_select_override_vcd)&lt;br /&gt;
&lt;br /&gt;
675 - custom projectile model (custom_projectile_model)&lt;br /&gt;
&lt;br /&gt;
796 – min_viewmodel_offset (min_viewmodel_offset)&lt;br /&gt;
&lt;br /&gt;
2029 - allowed in medieval mode (allowed_in_medieval_mode)&lt;br /&gt;
&lt;br /&gt;
2058 – meter_label (meter_label)&lt;br /&gt;
&lt;br /&gt;
5011 - extra wearable bodygroup toggle active (extra_wearable_bodygroup_toggle_active)&lt;br /&gt;
&lt;br /&gt;
5048 - custom hand viewmodel (custom_hand_viewmodel)&lt;br /&gt;
&lt;br /&gt;
5129 – mod burstfire (mod_burstfire)&lt;br /&gt;
&lt;br /&gt;
5135 – hidden separator (hidden_separator)&lt;br /&gt;
&lt;br /&gt;
5157 – passive reload holstered (passive_reload_holstered)&lt;br /&gt;
&lt;br /&gt;
5194 – hide ammo hud (hide_ammo_hud)&lt;br /&gt;
&lt;br /&gt;
5199 - banned in medieval mode (banned_in_medieval_mode)&lt;br /&gt;
&lt;br /&gt;
5201 - custom disguise sound (custom_disguise_sound)&lt;br /&gt;
&lt;br /&gt;
5228 - mod ammo per reload (mod_ammo_per_reload)&lt;br /&gt;
&lt;br /&gt;
5229 - set reload single (set_reload_single)&lt;br /&gt;
&lt;br /&gt;
5230 - Reload time start (mult_reload_time_start)&lt;br /&gt;
&lt;br /&gt;
5231 - Reload time refill (mult_reload_time_refill)&lt;br /&gt;
&lt;br /&gt;
5249 - mod use custom ammo type (mod_use_custom_ammo_type)&lt;br /&gt;
&lt;br /&gt;
5252 - set sentry bullet (set_sentry_bullet)&lt;br /&gt;
&lt;br /&gt;
5253 - set sentry rocket (set_sentry_rocket)&lt;br /&gt;
&lt;br /&gt;
5254 - weapon exclusive to holiday (weapon_exclusive_to_holiday)&lt;br /&gt;
&lt;br /&gt;
5256 - mod projectiles per shot (mod_projectiles_per_shot)&lt;br /&gt;
&lt;br /&gt;
5263 - mod set banner flag model (mod set banner flag model)&lt;br /&gt;
&lt;br /&gt;
5264 - custom banner sound (custom_banner_sound)&lt;br /&gt;
&lt;br /&gt;
5268 - auto jumping (auto_jumping)&lt;br /&gt;
&lt;br /&gt;
5270 - always draw tracer (mod_always_draw_tracer_effect)&lt;br /&gt;
&lt;br /&gt;
5271 - never draw tracer (mod_never_draw_tracer_effect)&lt;br /&gt;
&lt;br /&gt;
5272 - duck jumping (duck_jumping)&lt;br /&gt;
&lt;br /&gt;
??? - custom_magazine_model&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Creating custom weapons - advanced]]&lt;br /&gt;
* [[Creating custom weapons - VScript]]&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
	<entry>
		<id>https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11292</id>
		<title>Creating custom weapons - basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.tf2classified.com/w/index.php?title=Creating_custom_weapons_-_basics&amp;diff=11292"/>
		<updated>2026-08-18T17:33:17Z</updated>

		<summary type="html">&lt;p&gt;Static Fanatic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{todo|Complete every current section and add new ones if applicable.&lt;br /&gt;
&lt;br /&gt;
Adjust image sizes and potentially add captions.&lt;br /&gt;
&lt;br /&gt;
Demonstrate using a c_model with attach_to_hands 2 and possibly a v_model with attach_to hands 1.&lt;br /&gt;
&lt;br /&gt;
Adjust the positions of the examples and text to look less messy.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re going to add information, put it in [[Creating custom weapons#Creating your first weapon|Creating your first weapon]] only if it&#039;s &#039;&#039;&#039;very&#039;&#039;&#039; important to creating weapons, and otherwise put it in [[Creating custom weapons - advanced]]. Do NOT overwhelm beginners!&lt;br /&gt;
&lt;br /&gt;
Don&#039;t try to fix the wonky indentation in the examples. It&#039;s inconsequential and fixing it here will make it look bad in Notepad ++, so it&#039;s best to leave it as is. Yeah, I&#039;m annoyed by it too lol}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This guide is currently incomplete, but it should suffice if you just need the very basics!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re here, chances are you&#039;re looking to create your own weapons for &#039;&#039;TF2 Classified&#039;&#039;. Whether for use against bots or other players, this guide should hopefully help you to start out with creating custom weapons. If it doesn&#039;t, consider asking for help in the &#039;&#039;&#039;#modding-discussion&#039;&#039;&#039; channel in the [https://discord.gg/tf2classified official TF2C Discord].&lt;br /&gt;
&lt;br /&gt;
= Creating a custom item schema =&lt;br /&gt;
Before going over how to create custom weapons, we first need a functional custom item schema to put them into. The item schema is basically a big list that you add all of your items into, and is responsible for defining everything about them. It uses [https://developer.valvesoftware.com/wiki/VDF VDF], which is the standard format for storing game-related metadata in Source. If you don&#039;t know &#039;&#039;&#039;VDF&#039;&#039;&#039;, don&#039;t worry - it won&#039;t take long to understand the syntax.&lt;br /&gt;
&lt;br /&gt;
== custom_items_game.txt ==&lt;br /&gt;
To begin, create a file named {{code|custom_items_game.txt}} in your {{code|&amp;lt;SteamUserDir&amp;gt;\Team Fortress 2 Classified\tf2classified\custom\&amp;lt;Mod Name&amp;gt;\scripts\items}} directory. This is the file that contains all the information regarding your custom weapons. Please note that you cannot have multiple {{code|custom_items_game.txt}} files loaded simultaneously, so any other mod folders that contain them should be placed in {{code|tf2classified\custom\disabled}} to allow the new custom item schema to load.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the {{code|custom_items_game.txt}} method is the simplest and objectively best option for defining custom weapons, as it automatically inherits data from the newest version of the vanilla {{code|items_game.txt}} file. It is possible to override the vanilla item schema with one that contains custom weapons, but this method is not recommended as the overriding file must be manually updated each patch for parity with the vanilla {{code|items_game.txt}} file. For you and your players&#039; sake, use the {{code|custom_items_game.txt}} method &#039;&#039;only&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Setting up parameters ==&lt;br /&gt;
Shown below are the main parameters that should ideally be included in every single item schema. Copy this exactly into your {{code|custom_items_game.txt}} file.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;prefabs&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|preset=3|base &amp;quot;items_game.txt&amp;quot;}}&lt;br /&gt;
: This line is responsible for merging the data from the custom item schema into TF2C&#039;s main item schema. Without this, TF2C&#039;s items, prefabs and attributes will fail to load.&lt;br /&gt;
{{code|preset=3|&amp;quot;items_game&amp;quot;}}&lt;br /&gt;
: The parameter that contains everything unique to the item schema. Whilst not particularly interesting, it&#039;s vital for the item schema to run.&lt;br /&gt;
{{code|preset=3|&amp;quot;items&amp;quot;}}&lt;br /&gt;
: The parameter that contains items. They must be defined here in order for them to appear in game.&lt;br /&gt;
{{code|preset=3|&amp;quot;prefabs&amp;quot;}}&lt;br /&gt;
: The parameter that contains prefabs, which will be explained later.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The parameter that contains attributes, which will also be explained later.&lt;br /&gt;
&lt;br /&gt;
= Creating your first weapon =&lt;br /&gt;
&lt;br /&gt;
== The basics ==&lt;br /&gt;
To function, item entries must be placed in the {{code|preset=3|&amp;quot;items&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
Below is a template item entry that contains the essential parameters for most custom weapons. Values in {{code|&amp;lt;&amp;gt;}} brackets are placeholder values that should be replaced by suitable ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;&amp;lt;internal name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;&amp;lt;item name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;&amp;lt;item type name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_quality&amp;quot;		&amp;quot;&amp;lt;item name colour&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;&amp;lt;dev console name&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;&amp;lt;icon name&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;&amp;lt;item class&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;&amp;lt;player model and c_model animations&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;bucket&amp;quot;				&amp;quot;&amp;lt;inventory slot override&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;bucket_position&amp;quot;		&amp;quot;&amp;lt;inventory subslot override&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;			&amp;quot;&amp;lt;view model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;			&amp;quot;&amp;lt;world model&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;		&amp;quot;&amp;lt;backpack icon&amp;gt;&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;		&amp;quot;&amp;lt;view model animation type&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;class&amp;gt;&amp;quot;			&amp;quot;&amp;lt;backpack slot&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute name&amp;gt;&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;		&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;					&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;attribute class&amp;gt;&amp;quot;		&amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;&amp;lt;parameter&amp;gt;&amp;quot;			&amp;quot;value&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;&amp;lt;backpack select sound&amp;gt;&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;&amp;lt;backpack deselect sound&amp;gt;&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
{{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}&lt;br /&gt;
: The unique ID used by the weapon. This can be any integer from 0 to 65535. Be careful: if shared with another item entry, the custom item schema will fail to load. Try to use random high values (ideally &amp;gt;= 10000) to prevent clashes with vanilla item entries.&lt;br /&gt;
{{code|preset=3|&amp;quot;name&amp;quot;}}&lt;br /&gt;
: The unique internal identifier used by the weapon. Like {{code|&amp;quot;&amp;lt;item id&amp;gt;&amp;quot;}}, the custom item schema will fail to load if it&#039;s shared with another entry.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_name&amp;quot;}}&lt;br /&gt;
: The displayed name of the item, which can either be plaintext or a localised string (e.g. #TF_Weapon_Pistol). If you want to add &amp;quot;&#039;&#039;The&#039;&#039;&amp;quot; to the beginning of the name, add the {{code|preset=3|&amp;quot;propername&amp;quot;}} parameter to the item entry and set the value to 1.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_type_name&amp;quot;}}&lt;br /&gt;
: The item&#039;s type, which is displayed under the name in the description.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_logname&amp;quot;}}&lt;br /&gt;
: The name used by the weapon when reported in the developer console.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_iconname&amp;quot;}}&lt;br /&gt;
: The name of the weapon&#039;s main killicon. If an invalid icon is pointed to, then the default skull icon will be used instead. Supports SVG icons in {{code|resource\svgs\deathnotice}} and VTF icons defined in {{code|scripts\mod_textures.txt}} and {{code|scripts\mod_textures_tf2c.txt}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;item_class&amp;quot;}}&lt;br /&gt;
: The item class to be used as a base for your weapon. A list of available item classes can be found [[List of TF2C item classes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;item_slot&amp;quot;}}&lt;br /&gt;
: The loadout slot that the weapon is located in. Below is a list of functional {{code|preset=3|&amp;quot;item_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
secondary&lt;br /&gt;
melee&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
action&lt;br /&gt;
utility&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;anim_slot&amp;quot;}}&lt;br /&gt;
: The third-person and (if applicable) c_model animations to use. If absent, the item will use the default animations for its class. Below is a list of functional {{code|preset=3|&amp;quot;anim_slot&amp;quot;}} values:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
primary&lt;br /&gt;
primary2&lt;br /&gt;
secondary&lt;br /&gt;
secondary2&lt;br /&gt;
melee&lt;br /&gt;
melee_allclass&lt;br /&gt;
pda&lt;br /&gt;
pda2&lt;br /&gt;
building&lt;br /&gt;
item1&lt;br /&gt;
item2&lt;br /&gt;
item3&lt;br /&gt;
item4&lt;br /&gt;
passtime_ball&lt;br /&gt;
force_not_used&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{code|preset=3|&amp;quot;model_player&amp;quot;}}&lt;br /&gt;
: The model used in first person.&lt;br /&gt;
{{code|preset=3|&amp;quot;model_world&amp;quot;}}&lt;br /&gt;
: The model used in third person. If this parameter is absent from the item entry, the game will automatically use the model defined in the {{code|preset=3|&amp;quot;model_player&amp;quot;}} parameter.&lt;br /&gt;
{{code|preset=3|&amp;quot;image_inventory&amp;quot;}}&lt;br /&gt;
: The icon used in the loadout menu and bucket.&lt;br /&gt;
{{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}}&lt;br /&gt;
: This parameter controls what model&#039;s animations are used. If set to 1, the class&#039; c_arms will be used for the animations. If set to 2, the item model&#039;s animations will be used instead.&lt;br /&gt;
{{code|preset=3|&amp;quot;used_by_classes&amp;quot;}}&lt;br /&gt;
: This controls which classes can use the item. Set to 1 to use the loadout slot defined under {{code|preset=3|&amp;quot;item_slot&amp;quot;}}, or set it to a specific loadout slot to get it to appear in that slot for a specific class.&lt;br /&gt;
{{code|preset=3|&amp;quot;attributes&amp;quot;}}&lt;br /&gt;
: The list of attributes that modify the weapon&#039;s behaviour. You can add as many attributes as you&#039;d like, just as long as the attribute class isn&#039;t repeated. Some attributes can be condensed into a single line if you wish (e.g. &amp;lt;attribute name&amp;gt; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;), which is helpful for meta-attributes like {{code|&amp;quot;hidden separator&amp;quot;}} and {{code|&amp;quot;provide on active&amp;quot;}} that are repeated often. A list of item attributes can be found [[List of TF2C item attributes|here]].&lt;br /&gt;
{{code|preset=3|&amp;quot;static_attrs&amp;quot;}}&lt;br /&gt;
: A variant of {{code|preset=3|&amp;quot;attributes&amp;quot;}} that should &#039;&#039;only&#039;&#039; be used for attributes like {{code|&amp;quot;min_viewmodel_offset&amp;quot;}}.&lt;br /&gt;
{{code|preset=3|&amp;quot;visuals&amp;quot;}}&lt;br /&gt;
: This parameter allows you to change the item&#039;s effects, like sounds and tracers. This will be explained in more detail later.&lt;br /&gt;
{{code|preset=3|&amp;quot;mouse_pressed_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a loadout grid.&lt;br /&gt;
{{code|preset=3|&amp;quot;drop_sound&amp;quot;}}&lt;br /&gt;
: The sound to play when the item is selected in a class&#039; loadout screen.&lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
Below is an example item entry for a custom [[Pistol]] with a clip size bonus, a damage penalty and the [[tf:Winger|Winger]]&#039;s fire sounds. Copy it and give modifying it a go to get a feel for making items. If you&#039;re looking for models and soundscripts, try using [https://developer.valvesoftware.com/wiki/Half-Life_Model_Viewer%2B%2B HLMV++] and/or [https://developer.valvesoftware.com/wiki/Hammer%2B%2B Hammer ++], or look at item entries in TF2 and TF2C&#039;s item schemas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;10000&amp;quot;	// Custom Pistol&lt;br /&gt;
		// You can add comments to your item schema with double slashes!&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;				&amp;quot;CUSTOM_PISTOL_TEST&amp;quot;&lt;br /&gt;
			&amp;quot;item_name&amp;quot;			&amp;quot;Custom Pistol&amp;quot;&lt;br /&gt;
			&amp;quot;item_type_name&amp;quot;	&amp;quot;#TF_Weapon_Pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;model_world&amp;quot;		&amp;quot;models/weapons/w_models/w_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/weapons/w_models/w_pistol&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;2&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;clip size bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;2&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.67&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;static_attrs&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;min_viewmodel_offset&amp;quot;	&amp;quot;10 0 -10&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;quot;visuals&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;sound_single_shot&amp;quot;		&amp;quot;Weapon_Winger.Single&amp;quot;&lt;br /&gt;
				&amp;quot;sound_burst&amp;quot;			&amp;quot;Weapon_Winger.SingleCrit&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;mouse_pressed_sound&amp;quot;		&amp;quot;ui/item_light_gun_pickup.wav&amp;quot;&lt;br /&gt;
			&amp;quot;drop_sound&amp;quot;				&amp;quot;ui/item_light_gun_drop.wav&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_04_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Attributes ==&lt;br /&gt;
=== Adding item attributes ===&lt;br /&gt;
As mentioned above, the Custom Pistol has two attributes: a clip size bonus and a damage penalty, which gives it a clip size of 24 and a base damage of 10. It&#039;s a bit boring, so how about we spice things up a bit?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;can headshot&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, the Custom Pistol instead has a damage bonus and a clip size penalty, resulting in 20 base damage and a clip size of 6. More importantly though, the {{code|&amp;quot;can headshot&amp;quot;}} attribute has given it the ability to deal crits on headshot. Pretty cool, eh?&lt;br /&gt;
&lt;br /&gt;
Let&#039;s see how the description looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_07_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
=== Making custom attributes ===&lt;br /&gt;
Oh dear. It seems the {{code|&amp;quot;can headshot&amp;quot;}} attribute lacks a description string, and is therefore hidden. This, of course, isn&#039;t ideal for stat clarity, so how exactly do we go about fixing this?&lt;br /&gt;
&lt;br /&gt;
Remember the {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter explained [[Creating custom weapons#Setting up the custom item schema|here]]? Well, it&#039;s time to put it to good use!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your {{code|preset=3|&amp;quot;attributes&amp;quot;}} parameter (the one with the same indentation as {{code|preset=3|&amp;quot;items&amp;quot;}} and {{code|preset=3|&amp;quot;prefabs&amp;quot;}} - I know, it&#039;s confusing), paste the above attribute. This is a copy of the {{code|&amp;quot;can headshot&amp;quot;}} attribute that&#039;s been simplified for this tutorial.&lt;br /&gt;
&lt;br /&gt;
The {{code|&amp;quot;description_string&amp;quot;}} parameter is responsible for the stats displayed in an item&#039;s description. Here, it&#039;s been set to the plaintext &amp;quot;Crits on headshot&amp;quot;, which means that it won&#039;t be affected by language. Thankfully, in this instance, there&#039;s a suitable localised string that can be used instead to ensure that it&#039;s understandable to a wider range of people.&lt;br /&gt;
&lt;br /&gt;
By setting the value to &#039;&#039;&#039;#Attrib_RevolverUseHitLocations&#039;&#039;&#039; (the localised string used by the [[tf:Ambassador|Ambassador]]&#039;s headshot attribute), the same text will be displayed, but will now also be localised to the user&#039;s language.&lt;br /&gt;
&lt;br /&gt;
After replacing the Custom Pistol&#039;s {{code|&amp;quot;can headshot&amp;quot;}} attribute with the newly created {{code|&amp;quot;can headshot VISIBLE&amp;quot;}}, here&#039;s how it should look in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_08_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now we&#039;re getting somewhere! There&#039;s still a couple of issues that we need to fix though, so let&#039;s go through how to do that.&lt;br /&gt;
&lt;br /&gt;
The first problem is the position of the attribute in the description. In order from top to bottom, item descriptions should always list neutral (white) stats first, then positive (blue) stats, and finally negative (red) stats, with informational text like &amp;quot;This weapon will reload when not active&amp;quot; and &amp;quot;Can be defused by the Wrench&amp;quot; being positioned at the very end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;attributes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;damage bonus&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_dmg&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;1.33&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
				&amp;quot;clip size penalty&amp;quot;&lt;br /&gt;
				{&lt;br /&gt;
					&amp;quot;attribute_class&amp;quot;	&amp;quot;mult_clipsize&amp;quot;&lt;br /&gt;
					&amp;quot;value&amp;quot;				&amp;quot;0.5&amp;quot;&lt;br /&gt;
				}&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By moving the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute to the top, it also moves it to the top of the item&#039;s description.&lt;br /&gt;
&lt;br /&gt;
[[File:example_09_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second problem is the text colour. Crits on headshot is undeniably an upside, so it should be coloured blue to reflect that.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;lt;...&amp;gt;&lt;br /&gt;
	&amp;quot;attributes&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;40000&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;name&amp;quot;					&amp;quot;can headshot VISIBLE&amp;quot;&lt;br /&gt;
			&amp;quot;attribute_class&amp;quot;		&amp;quot;can_headshot&amp;quot;&lt;br /&gt;
			&amp;quot;description_format&amp;quot;	&amp;quot;value_is_additive&amp;quot;&lt;br /&gt;
			&amp;quot;stored_as_integer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			&lt;br /&gt;
			&amp;quot;description_string&amp;quot;	&amp;quot;#Attrib_RevolverUseHitLocations&amp;quot;&lt;br /&gt;
			&amp;quot;effect_type&amp;quot;			&amp;quot;positive&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding {{code|&amp;quot;effect_type&amp;quot; &amp;quot;positive&amp;quot;}} to the {{code|&amp;quot;can headshot VISIBLE&amp;quot;}} attribute, we can set the colour to the same blue as other positive attributes. If you want an attribute to be displayed as negative, simply replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;negative&amp;quot;}}. The same goes for neutral attributes - replace {{code|&amp;quot;positive&amp;quot;}} with {{code|&amp;quot;neutral&amp;quot;}}.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the result:&lt;br /&gt;
&lt;br /&gt;
[[File:example_10_backpack.png]]&lt;br /&gt;
&lt;br /&gt;
== Models ==&lt;br /&gt;
=== c_models ===&lt;br /&gt;
What&#039;s that? You want to change the model too? Well, with the base selection of models in Classified, there&#039;s only one that works with {{code|preset=3|&amp;quot;attach_to_hands&amp;quot; &amp;quot;2&amp;quot;}} - the Pistol model that we&#039;re currently using. However, what about TF2&#039;s c_models?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;item_logname&amp;quot;		&amp;quot;pistol_test&amp;quot;&lt;br /&gt;
			&amp;quot;item_iconname&amp;quot;		&amp;quot;winger&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_class&amp;quot;		&amp;quot;tf_weapon_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;item_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
			&amp;quot;anim_slot&amp;quot;			&amp;quot;secondary&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;model_player&amp;quot;		&amp;quot;models/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol.mdl&amp;quot;&lt;br /&gt;
			&amp;quot;image_inventory&amp;quot;	&amp;quot;backpack/workshop/weapons/c_models/c_winger_pistol/c_winger_pistol&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;attach_to_hands&amp;quot;	&amp;quot;1&amp;quot;&lt;br /&gt;
&lt;br /&gt;
			&amp;quot;used_by_classes&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;scout&amp;quot;			&amp;quot;1&amp;quot;&lt;br /&gt;
				&amp;quot;engineer&amp;quot;		&amp;quot;1&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here, the parameters have been adjusted for c_model animations. With {{code|preset=3|&amp;quot;attach_to_hands&amp;quot;}} set to 1, the Custom Pistol will use the secondary animations from the class&#039; c_arms - in this case, the Scout&#039;s pistol animations. This allows for pistol c_models like the [[tf:Winger|Winger]]&#039;s to be used without visual bugs.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it looks in game:&lt;br /&gt;
&lt;br /&gt;
[[File:example_05_world.jpg|540px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Class-specific v_models ===&lt;br /&gt;
If your item is multi-class and uses the c_models system, you don&#039;t need to worry about changing the model between classes. However, if the item uses the v_models system, you should change the model used between classes so that the animations don&#039;t look off. The question is: how &#039;&#039;do&#039;&#039; you get them to change between classes?&lt;br /&gt;
&lt;br /&gt;
The answer lies with the {{code|preset=3|&amp;quot;model_player_per_class&amp;quot;}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;&amp;lt;item ID&amp;gt;&amp;quot;&lt;br /&gt;
		{&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
			&amp;quot;model_player_per_class&amp;quot;&lt;br /&gt;
			{&lt;br /&gt;
				&amp;quot;engineer&amp;quot;	&amp;quot;models/weapons/v_models/v_pistol_engineer.mdl&amp;quot;&lt;br /&gt;
				&amp;quot;scout&amp;quot;		&amp;quot;models/weapons/v_models/v_pistol_scout.mdl&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
			&amp;lt;...&amp;gt;&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By adding this to the first version of the Custom Pistol, you can change the v_model used by each class, allowing you to have the weapon on both Scout and Engineer without making them share animations.&lt;br /&gt;
&lt;br /&gt;
== Testing ==&lt;br /&gt;
=== Loading into a map ===&lt;br /&gt;
To get the custom item schema to load, boot up any map. Once you do, the weapon should appear in the loadout grid.&lt;br /&gt;
&lt;br /&gt;
=== Making changes ===&lt;br /&gt;
If you make changes to the custom item schema, use the command {{code|cl_reload_item_schema}} to show the changes in game. {{code|sv_reload_item_schema}} can also be used to update the custom item schema for the whole server in multiplayer.&lt;br /&gt;
&lt;br /&gt;
= Modifying vanilla weapons =&lt;br /&gt;
&#039;&#039;This section will potentially include a different method for editing vanilla weapons that isn&#039;t widely used. In the meantime, please do &#039;&#039;&#039;not&#039;&#039;&#039; write any current methods here or use this as a guide.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Below is an example {{code|custom_items_game.txt}} file that contains empty copies of every item with the {{code|preset=3|baseitem}} parameter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#base &amp;quot;items_game.txt&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;items_game&amp;quot;&lt;br /&gt;
{&lt;br /&gt;
	&amp;quot;items&amp;quot;&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;0&amp;quot; // Bat&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1&amp;quot; // Bottle&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;2&amp;quot; // Fire Axe&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;3&amp;quot; // Kukri&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;4&amp;quot; // Knife&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;5&amp;quot; // Fists&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;6&amp;quot; // Shovel&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;7&amp;quot; // Wrench&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;8&amp;quot; // Bonesaw&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;9&amp;quot; // Shotgun (Engineer)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;10&amp;quot; // Shotgun (Soldier)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;11&amp;quot; // Shotgun (Heavy)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;12&amp;quot; // Shotgun (Pyro)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;13&amp;quot; // Scattergun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;14&amp;quot; // Sniper Rifle&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;15&amp;quot; // Minigun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;16&amp;quot; // SMG&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;17&amp;quot; // Syringe Gun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;18&amp;quot; // Rocket Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;19&amp;quot; // Grenade Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;20&amp;quot; // Stickybomb Launcher&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;21&amp;quot; // Flame Thrower&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;22&amp;quot; // Pistol (Engineer)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;23&amp;quot; // Pistol (Scout)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;24&amp;quot; // Revolver&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;25&amp;quot; // PDA: Teleporter (Construction PDA)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;26&amp;quot; // Destruction PDA&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;27&amp;quot; // Disguise Kit&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;28&amp;quot; // Builder (Toolbox)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;29&amp;quot; // Medi Gun&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;30&amp;quot; // Invis Watch&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;735&amp;quot; // Sapper&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1132&amp;quot; // Spellbook Magazine (Halloween)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1152&amp;quot; // Grappling Hook (Mannpower)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;1155&amp;quot; // PASS Time Jack (PASS Time)&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;2000&amp;quot; // Umbrella&lt;br /&gt;
		{&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= List of useful attributes =&lt;br /&gt;
This is going here temporarily before the table entries from [[List of TF2C item attributes]] are added.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
43 – scattergun no reload single (set_scattergun_no_reload_single)&lt;br /&gt;
&lt;br /&gt;
128 - provide on active (provide_on_active)&lt;br /&gt;
&lt;br /&gt;
280 – override projectile type (override_projectile_type)&lt;br /&gt;
&lt;br /&gt;
298 – mod ammo per shot (mod_ammo_per_shot)&lt;br /&gt;
&lt;br /&gt;
303 – mod max primary clip override (mod_max_primary_clip_override)&lt;br /&gt;
&lt;br /&gt;
551 – special taunt (special_taunt)&lt;br /&gt;
&lt;br /&gt;
674 – class select override vcd (	class_select_override_vcd)&lt;br /&gt;
&lt;br /&gt;
675 - custom projectile model (custom_projectile_model)&lt;br /&gt;
&lt;br /&gt;
796 – min_viewmodel_offset (min_viewmodel_offset)&lt;br /&gt;
&lt;br /&gt;
2029 - allowed in medieval mode (allowed_in_medieval_mode)&lt;br /&gt;
&lt;br /&gt;
2058 – meter_label (meter_label)&lt;br /&gt;
&lt;br /&gt;
5011 - extra wearable bodygroup toggle active (extra_wearable_bodygroup_toggle_active)&lt;br /&gt;
&lt;br /&gt;
5048 - custom hand viewmodel (custom_hand_viewmodel)&lt;br /&gt;
&lt;br /&gt;
5129 – mod burstfire (mod_burstfire)&lt;br /&gt;
&lt;br /&gt;
5135 – hidden separator (hidden_separator)&lt;br /&gt;
&lt;br /&gt;
5157 – passive reload holstered (passive_reload_holstered)&lt;br /&gt;
&lt;br /&gt;
5194 – hide ammo hud (hide_ammo_hud)&lt;br /&gt;
&lt;br /&gt;
5199 - banned in medieval mode (banned_in_medieval_mode)&lt;br /&gt;
&lt;br /&gt;
5201 - custom disguise sound (custom_disguise_sound)&lt;br /&gt;
&lt;br /&gt;
5228 - mod ammo per reload (mod_ammo_per_reload)&lt;br /&gt;
&lt;br /&gt;
5229 - set reload single (set_reload_single)&lt;br /&gt;
&lt;br /&gt;
5230 - Reload time start (mult_reload_time_start)&lt;br /&gt;
&lt;br /&gt;
5231 - Reload time refill (mult_reload_time_refill)&lt;br /&gt;
&lt;br /&gt;
5249 - mod use custom ammo type (mod_use_custom_ammo_type)&lt;br /&gt;
&lt;br /&gt;
5252 - set sentry bullet (set_sentry_bullet)&lt;br /&gt;
&lt;br /&gt;
5253 - set sentry rocket (set_sentry_rocket)&lt;br /&gt;
&lt;br /&gt;
5254 - weapon exclusive to holiday (weapon_exclusive_to_holiday)&lt;br /&gt;
&lt;br /&gt;
5256 - mod projectiles per shot (mod_projectiles_per_shot)&lt;br /&gt;
&lt;br /&gt;
5263 - mod set banner flag model (mod set banner flag model)&lt;br /&gt;
&lt;br /&gt;
5264 - custom banner sound (custom_banner_sound)&lt;br /&gt;
&lt;br /&gt;
5268 - auto jumping (auto_jumping)&lt;br /&gt;
&lt;br /&gt;
5270 - always draw tracer (mod_always_draw_tracer_effect)&lt;br /&gt;
&lt;br /&gt;
5271 - never draw tracer (mod_never_draw_tracer_effect)&lt;br /&gt;
&lt;br /&gt;
5272 - duck jumping (duck_jumping)&lt;br /&gt;
&lt;br /&gt;
??? - custom_magazine_model&lt;br /&gt;
&lt;br /&gt;
= See also =&lt;br /&gt;
* [[Creating custom weapons - advanced]]&lt;br /&gt;
* [[Creating custom weapons - VScript]]&lt;br /&gt;
* [[List of TF2C item attributes]]&lt;br /&gt;
* [[List of TF2C item classes]]&lt;br /&gt;
* [[List of TF2C weapon assets]]&lt;br /&gt;
* [[List of TF2C conditions]]&lt;br /&gt;
* [[List of TF2C projectile IDs]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Static Fanatic</name></author>
	</entry>
</feed>