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Weapons

From TF2 Classified Wiki
Revision as of 12:28, 29 October 2026 by Static Fanatic (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Weapons are varying items that are used in combat and are selectable in the loadout menu.

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Scattergun

6 / 30

Reload:
(first reload) 0.7 s,
(further reloads) 0.5 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Bullet count: 10
  -6.25% reserve ammo (down from 32 in vanilla)

Nailgun

25 / 125

Reload: 1.15 s

Base: 12
Mini: 16
Crit: 36
Attack interval: 0.1 s
Spread: 0.03
Projectile velocity: ???
  Has a clip-based reload
  Shoots projectile nails instead of pellets

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Pistol

12 / 36

Reload: 1.005 s

Base: 15
Mini: 20
Crit: 45
Attack interval: 0.15 s
Spread: 0.03
Spread recovery: 1.25 s
  No changes from vanilla
  Hidden: Reload speed is 3% faster compared to Engineer's pistol

Brick

1

Cooldown: 6 s

Base: 65
Mini: 88
Crit: 195
Projectile velocity: ???
  Hidden: Mini-Crits after 0.6s of flight time.
  Hidden: Deals increased knockback

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Bat

N/A Base: 35
Mini: 47
Crit: 105
Attack interval: 0.5 s
  No changes from vanilla

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Rocket Launcher

4 / 20

Reload:
(first reload) 0.92 s,
(further reloads) 0.8 s

Base: 90
Mini: 122
Crit: 270
Attack interval: 0.8 s
Self damage: 27-89
Splash radius: ???
  No changes from vanilla

R.P.G.

1 / 20

Reload: 0.8 s

Base: 117
Mini: 158
Crit: 351
Attack interval: 0.8 s
Self damage: 58-111
Splash radius: ???
  Rockets travel in an arc
  +30% damage bonus
  -25% projectile speed
  -75% clip size
  Hidden: Rockets have no fall-off

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Shotgun

6 / 30

Reload:
(first reload) 1.0 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
  -6.25% reserve ammo (down from 32 in vanilla)

Gunboats

N/A N/A N/A Rocket jump damage:
(Rocket Launcher) 11–34,
(R.P.G.) 15–45
  No changes from vanilla
  -60% self-inflicted explosive damage
  Hidden: Take full damage from rockets that damage enemies

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Shovel

N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
  No changes from vanilla

Admiralty Anchor

N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Shockwave:
(Direct landing) 33–175,
(Max distance) 11-58
Splash radius: ???
  Create earthquake upon taking fall damage while active
  On Wearer: Take crits from projectiles while airborne
  +30% gravity while active
  No random critical hits

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Flame Thrower

200

Airblast cost: 20

Base: 3.6-7.2
Mini: 4.86-9.72
Crit: 10.8-21.6
Airblast interval: 0.75 s
  Uses 'heat' system from Team Comtress 2
  Airblast is lag compensated
  Max afterburn duration is applied by a single particle

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Shotgun

6 / 30

Reload:
(first reload) 1.0 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
  -6.25% reserve ammo (down from 32 in vanilla)

Twin Barrel

1 / 8

Reload: 1.6 s

Base: 70
Mini: 108
Crit: 240
Attack interval: 1.6 s
Spread: 0.0875
Bullet count: 20
  This weapon will reload when not active
  Deals knockback to victims and yourself
  Bullets have a wide, horizontal spread

Flare Gun

1 / 16

Reload: 2.0 s

Base: 30
Mini: 41
Crit: 90
Attack interval: 2.0 s
Projectile velocity: ??
  No changes from vanilla
  This weapon will reload when not active
  Deals crits to burning victims

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Fire Axe

N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
  No changes from vanilla

Harvester

N/A

Charge fill speed: 6.66% / s
Charge fill time: 30 ticks

Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Healing (self): 6 / s, 195
  Burning victims fill crit meter while active
  On Hit: Steal health from your victim while meter is full
  +3 health gain per afterburn tick while active
  On Death: Burning victims are extinguished
  No random critical hits

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Grenade Launcher

4 / 16

Reload:
(first reload) 1.24 s,
(further reloads) 0.6 s

Base: 100
Mini: 135
Crit: 300
Bounce: 60
Attack interval: 0.6 s
Projectile velocity: ???
Splash radius: ???
Fuse time: 2.3 s
  No changes from vanilla

Gunboats

N/A N/A N/A Blast jump damage:
(Stickybomb/Mine Layer) 18–36,
(Dynamite Pack) 26–52, 13–26
  No changes from vanilla
  -60% self-inflicted explosive damage
  Hidden: Take full damage from explosives that damage enemies
  Hidden: Allows you to survive the Dynamite Pack's kill taunt

Cyclops

1 / 16

Reload: 1.24 s

Base: 100
Mini: 135
Crit: 300
Bounce: 95
Attack interval: 1.49 s
Projectile velocity: ???
Splash radius: ???
  Hold Fire: Prevent grenade detonation
  Explosion destroys enemy grenades and detonates your own
  -20% explosion radius
  -75% clip size

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Stickybomb Launcher

8 / 24

Reload:
(first reload) 1.09 s,
(further reloads) 0.67 s
Charge fill time: 4 s

Base: 120
Mini: 144
Crit: 360
Attack interval: 0.6 s
Splash radius: ???
Activation time: 0.7 s
  No changes from vanilla

Dynamite Pack

1

Cooldown: 10 s
Charge fill time: 2 s

Base: 170 + 85
Mini: 230 + 115
Crit: 510 + 255
Attack interval: 0.7 s
Splash radius: ???
Activation time: 2.5 s, 3.5-4.5 s
  Splits into 4 small bomblets upon exploding
  Can be defused by the Wrench
  +50% primary ammo on wearer
  Dynamite sticks can be extinguished

Mine Layer

4 / 24

Reload:
(first reload) 1.09 s,
(further reloads) 0.67 s

Base: 120
Mini: 144
Crit: 360
Attack interval: 0.6 s
Splash radius: ???
Activation time: 0.7 s, 1.3 s
  Alt-Fire: Fizzle proximity mines
  Proximity mines explode near enemies
  -4 max stickybombs out
  Hidden: Mines detonate independently of one another

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Bottle

N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
  No changes from vanilla
  Hidden: Striking a player or surface with a critical hit breaks the bottle (cosmetic only)
  Hidden: Taunting 3 times in a row will cause you to become drunk for 30s (does not work when bottle is broken)

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Minigun

200

Windup time:
(starting) 1 s
(stopping) 0.5 s

Base: 36
Mini: 48
Crit: 108
Attack interval: 0.105 s
Spread: 0.08
Bullet count: 4
  Does not have an initial damage or accuracy penalty that decreases with time spun up
  Hidden: -15% damage vs level 2 sentries, and -20% damage vs level 3 sentries

Anti-Aircraft Cannon

40

Windup time:
(starting) 1 s
(stopping) 0.5 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.55 s
Self damage: 45-90
Splash radius: ???
  Fires explosive shells
  Mini-crits airborne enemies
  Weapon has limited range
  Hidden: +16.7% damage vs buildings

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Shotgun

6 / 30

Reload:
(first reload) 0.87 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
  -6.25% reserve ammo (down from 32 in vanilla)

Sandvich

N/A 1

Cooldown: 30 s

N/A Healing:
(self) 120, 360
(others) 50%, 100%
  Heals 120 when eaten (down from 300 in vanilla)
  Eating does not put the sandvich on cooldown
  Crit boosted sandviches overheal yourself when eaten, and act like a full health kit to others

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Fists

N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
  No changes from vanilla

Chekhov's Punch

N/A Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
  On hit: Store up to 3 critical hits
  Stored crits are consumed by all weapons
  Melee damage taken will crit on wearer
  Melee will crit only at full capacity
  Hidden: 65% increased melee range

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Shotgun

6 / 30

Reload:
(first reload) 0.87 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
  -6.25% reserve ammo (down from 32 in vanilla)

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Pistol

12 / 180

Reload: 1.035 s

Base: 15
Mini: 20
Crit: 45
Attack interval: 0.15 s
Spread: 0.03
Spread recovery: 1.25 s
  -10% reserve ammo (down from 200 in vanilla)
  Hidden: Reload speed is 3% slower compared to Scout's pistol

Coilgun

8 / 16

Reload: 1.5 s
Charge speed:
(to max damage) 1.5 s
(to overcharge) 3 s

Base: 25-75
Mini: 34-101
Crit: 75-225
Attack interval: 0.4 s
Spread: 0.02
Self damage: 60
  Fully charged shots ricochet off walls, and explode in your hand when overcharged
  Hidden: No damage fall-off
  Hidden: Overcharged shots send you into the air

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Wrench

200 (metal) Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Repair per hit: 102
Upgrade per hit: 25
  No changes from vanilla
  Can defuse dynamite on hit

PDA

Weapon

Construction PDA

PDA: Teleporter

PDA: Jump Pad

Destruction PDA

Primary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Shotgun

6 / 30

Reload:
(first reload) 0.87 s,
(further reloads) 0.51 s

Base: 60
Mini: 81
Crit: 180
Attack interval: 0.625 s
Spread: 0.0675
Bullet count: 10
  -6.25% reserve ammo (down from 32 in vanilla)

Secondary

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Pistol

12 / 180

Reload: 1.035 s

Base: 15
Mini: 20
Crit: 45
Attack interval: 0.15 s
Spread: 0.03
Spread recovery: 1.25 s
  -10% reserve ammo (down from 200 in vanilla)
  Hidden: Reload speed is 3% slower compared to Scout's pistol

Coilgun

8 / 16

Reload: 1.5 s
Charge speed:
(to max damage) 1.5 s
(to overcharge) 3 s

Base: 25-75
Mini: 34-101
Crit: 75-225
Attack interval: 0.4 s
Spread: 0.02
Self damage: 60
  Fully charged shots ricochet off walls, and explode in your hand when overcharged
  Hidden: No damage fall-off
  Hidden: Overcharged shots send you into the air

Melee

Weapon Kill Icon Ammo Count Damage Stats Attributes / Notes

Wrench

200 (metal) Base: 65
Mini: 88
Crit: 195
Attack interval: 0.8 s
Repair per hit: 102
Upgrade per hit: 25
  No changes from vanilla
  Can defuse dynamite on hit

PDA

Weapon

Construction PDA

PDA: Teleporter

PDA: Jump Pad

Destruction PDA

Primary

Weapon Kill icon

Sniper Rifle

Huntsman

Hunting Revolver

Secondary

Weapon Kill icon

SMG

Melee

Weapon Kill icon

Kukri

Fishwhacker

Secondary

Weapon Kill icon

Revolver

Tranquilizer Gun

Sapper

Weapon Kill icon

Sapper

Melee

Weapon Kill icon

Knife

Watch

Weapon

Invis Watch

L'escampette

PDA

Weapon

Disguise Kit

Melee

Weapon Kill icon

Umbrella

Derby Cane

Trivia

  • Despite being located in the first weapon slot, the Revolver and Tranquilizer Gun are both Secondary weapons internally.
  • The Destruction PDA and Disguise Kit are the only normally accessible weapons that do not appear in the loadout menu. However, by opening the Quickswitch menu with them active, you can access their slots.
  • The ConVar tf2c_civilian_loadout_slots enables the Civilian's Secondary slot when set to 1 and both the Primary and Secondary slots when set to 2. However, these are intended for custom weapons only, so they lack weapons by default.

Comparison to Team Fortress 2

  • Unlike Team Fortress 2, which requires weapons to be obtained before they can be equipped, Classified allows players to use any weapon from the start.
  • Whilst Team Fortress 2 uses Half Lambert lighting for its first-person weapon models, Classified uses Lambert lighting.