Error creating thumbnail: File missing Join our Discord!
If you have been locked out of your account you can request a password reset here.

Team Fortress 2

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Jump to navigation Jump to search
Error creating thumbnail: File missing
Team Fortress 2 (2007)

Team Fortress 2 is a Source engine first-person shooter created by Valve. As the name implies, the action is team-based, with both teams composed of nine distinct classes divided into offensive, defensive, and support categories. The game is well known for its dark humor, infinite fan-controversy and incredibly lazy, if hilarious, animations.

The game's art style is a distinctive cartoonish take on Sixties espionage; the designs of the game's weapons are stylized versions of familiar designs.

The following weapons are used in the video game Team Fortress 2:

Shared Weapons

Pistol

The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the Makarov PM, Walther PPK, and Smith & Wesson 61 Escort. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, sights, and the S&W's trigger guard.

It lacks power and has only average accuracy, but has good range and is semi-automatic with a very fast reload time for its twelve-round magazine. The light-traveling Scout carries three extra magazines, and the ever-prepared Engineer carries sixteen extra magazines and two-thirds of one more.

The Pistol is an excellent alternative to finish off an enemy instead of reloading the shotgun, defend oneself when retreating, or for picking off enemies at a distance.

Interestingly, early concept art shows that there was originally supposed to be a sidearm based on the SIG P210.

Error creating thumbnail: File missing
Russian Makarov PM - 9x18mm Makarov
Error creating thumbnail: File missing
Walther PPK - .380 ACP
Error creating thumbnail: File missing
Smith & Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)
Error creating thumbnail: File missing
In-game model, simply called "Pistol"
File:TF2 - Pistol Ingame.jpg
The Engineer holds his Pistol in-game in his optional prosthetic "Gunslinger" hand
File:TF2 - Pistol Taunt Ingame.jpg
An Engineer taunts while holding the Pistol in his prosthetic "Gunslinger" hand.


Luger P08

Max's signature "Lugermorph" sidearm in the Sam and Max: Freelance Police series appears as an unlockable secondary weapon for the Scout (and the Engineer after the July 1st 2010 update) for players who pre-ordered Sam & Max: The Devil's Playhouse or bought it within the first week of its release, or by winning it from Max in the game Poker Night at the Inventory. Based on the Luger P08, the Lugermorph is only a cosmetic reskin of the regular Pistol.

Error creating thumbnail: File missing
Luger P08 - 9x19mm
Error creating thumbnail: File missing
Max's sidearm from the Sam & Max adventure game series
Error creating thumbnail: File missing
The Luger P08 in first person.

Ithaca 37

A sawed-off Ithaca 37 "Shotgun" is the Engineer's primary weapon and the secondary weapon for the Soldier, Pyro, and Heavy. Although it is his primary weapon, the Engineer uses it primarily in self-defense and in defense of his buildings. At close range, the Shotgun deals great damage, but falls off noticeably at mid range. The other classes that use the Shotgun as a secondary have highly-damaging primary weapons and use the Shotgun to finish off injured opponents or to conserve primary weapon ammo. In the Soldier's Shotgun taunt, he fires three shots in the manner of a twenty-one-gun salute, though no ammo is expended and causes no damage. Also when drawing it, the Pyro will rack the slide, which the other classes don't do.

Error creating thumbnail: File missing
Ithaca 37 with sawed-off stock and barrel - 12 Gauge
Error creating thumbnail: File missing
Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37, but oddly ejects to the right in-game.
Error creating thumbnail: File missing
The Soldier racks the Ithaca 37's pump action after he deals with a Spy in Meet the Spy.
Error creating thumbnail: File missing
The Heavy shoulders his Ithaca 37 in Meet the Scout. Note that his ring-finger fills up the entire trigger guard.

Mossberg 500

There are two shotguns in the game that bear a resemblance to the Mossberg 500. "The Family Business" is an unlockable secondary weapon for the Heavy, is fitted with wooden furniture and tubular stock and a safety selector mounted on the left side of the receiver above the trigger. It holds eight rounds (the highest ammo capacity of all the shotguns in the game) and appears to be 20 gauge, since it does less damage per shot. Due to a bug, spent shells from "The Family Business" are ejected from the center of the screen, appearing out of thin air. In addition, the pump has no animation; the whole weapon moves back and forth instead of the pump.

The other shotgun is the "Reserve Shooter", which features a green frame with a white star inside of a ring similar to the symbol seen on US Army vehicles in World War II, a green USMC-style barrel clamp, wooden sawed-off stock, and wooden forend. Originally available exclusively to the Soldier, recent updates allowed it to be used by the Pyro as well. It only holds four rounds, and for five seconds after drawing it will deliver mini-crits to targets in mid-air (such as those knocked skyward by a hit from the Soldiers rocket launcher or the airblast from a Pyro's flamethrower). As another effect, the user will switch weapons 15% faster. Interestingly, the weapon has an ejection port on the left side, but ejects spent shells to the right when fired. The "Reserve Shooter" also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.

Error creating thumbnail: File missing
Mossberg 500 "Persuader" with high-capacity magazine tube - 12 Gauge
Error creating thumbnail: File missing
"The Family Business"
Error creating thumbnail: File missing
A Heavy taunts with the "Family Business." Note the Soviet hammer and sickle symbol on the stock.
Error creating thumbnail: File missing
Concept art for the Reserve Shooter.
Error creating thumbnail: File missing
Reloading the Reserve Shooter.

Scout

COP 357

The "Shortstop," a pearl-gripped derringer based on the COP 357 with a single external hammer, is one of the Scout's unlockable primary weapons. It has a tighter spread than the Scattergun, fires 75% faster, and reloads in one second, but inflicts 20% less damage overall and only loads four rounds. It is the only primary weapon based on a secondary. Though the Shortstop seems to fire .357 Magnum rounds loaded with "snake shot" instead of bullets, it will draw from the same ammunition pool as the Pistol, Lugermorph, or Winger. Currently, the Shortstop has the effect of boosting all healing on the user by 20% while active, but increases knockback taken by 40%.

Error creating thumbnail: File missing
COP 357 - .357 Magnum
Error creating thumbnail: File missing
The Shortstop
Error creating thumbnail: File missing
The Shortstop in-game. Clearly visible here is the weapon's external hammer ,which isn't lined up with any of the barrels, leaving one to guess at the weapon's internal workings.
Error creating thumbnail: File missing
The Scout holds his Shortstop on pl_upward.

Beretta 3032 Tomcat

The "Winger" resembles a Beretta 3032 Tomcat with a radiation hazard symbol on the grips and yellow wings imprinted at the rear of the slide and a squared back-end with no external hammer. It is an unlockable secondary weapon for Scout, which inflicts 15% more damage per shot than the Pistol, but only loads five rounds. It also increases the user's maximum jump height by 25%.

Error creating thumbnail: File missing
Beretta 3032 Tomcat in Stainless Steel - .32 ACP
Error creating thumbnail: File missing
The Winger ingame.
Error creating thumbnail: File missing
Third-person shot of the Winger.

Colt Model 1908 Vest Pocket

Released as part of the Pyromania Update, the "Pretty Boy's Pocket Pistol" is based on the Colt Model 1908 Vest Pocket with wood grips. The pistol's name is inspired by notorious gangster Charles "Pretty Boy" Floyd. The weapon also shares the same reloading animation as the Scout's default pistol. It fires 25% slower than the normal Pistol but will increase Scout's maximum health by 15, though increasing the damage he takes from fire by 50%. It also prevents him from taking fall damage.

Error creating thumbnail: File missing
Colt Model 1908 Vest Pocket with wood grips .25 ACP
The Colt Model 1908 in first person.
Error creating thumbnail: File missing
Promo image for the Colt M1908.

Fictional Double Barreled Shotgun

The Scout's default primary weapon is a sawed-off double-barreled "Scattergun" with an integral six-round drum magazine and lever action.

Oddly, the Scout never actually loads new shells into the weapon; he simply works the lever to eject spent shells (perhaps due to a bug, the shells are ejected facing backward), which replaces them with fresh ammo.

Error creating thumbnail: File missing
The Scattergun
Error creating thumbnail: File missing
The Scout readies his Scattergun in Meet the Scout.
File:TF2 - Scattergun Ingame.jpg
A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.

Sawed-off Double Barreled Shotgun

The Scout's initial unlockable primary weapon is a 12 Gauge Double Barreled Shotgun with sawed-off barrels called the "Force-A-Nature." Compared to the Scattergun, it has a higher rate of fire and fires more pellets per shot, but does slightly less damage per pellet and only holds two shots at a time. Targets hit at close range are knocked back a considerable distance; if the Scout fires it in mid-air, he is knocked back as well, which can be used to give the Scout a third jump.

The "Soda Popper" is a haphazardly-repaired Force-A-Nature with a can of Crit-a-Cola taped under the barrels replacing the foregrip. The Soda Popper reloads 25% faster than the Force-A-Nature and fires 50% faster than the Scattergun. Equipping the Popper gives the Scout a "Hype" meter, filled by moving and jumping, and if activated when full will allow him to jump five extra times in mid-air until the boost ends.

Both the Force-A-Nature and Soda Popper only load two shots, and reloading while one round is left wastes the unfired round. The Soda Popper's shells have radiation hazard symbols on the bases.

Error creating thumbnail: File missing
A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.
The Force-A-Nature
Error creating thumbnail: File missing
The Force-A-Nature in-game.
Error creating thumbnail: File missing
A Scout taunts with the Force-A-Nature on pl_hoodoo_final.
Error creating thumbnail: File missing
Promo image for the Soda Popper.
Error creating thumbnail: File missing
Soda Popper in 1st person.

Fictional Lever-Action Shotgun

Released as part of the Love and War Update, the "Back Scatter" is a lever-action shotgun with a sawed-off stock that does additional damage to enemies shot from behind, similar to the Pyro's "Backburner" flamethrower mentioned below. Enemies shot from behind within roughly thirty feet suffer mini-crits, though the weapon cannot inflict random critical hits and is twenty percent less accurate than the normal Scattergun. The weapon is modeled with what appears to be an integral double drum magazine, yet only holds 4 shells. Just like the Scout's default Scattergun, the weapon is reloaded by cycling the lever action, with no new shells shown being loaded into the weapon.

Error creating thumbnail: File missing
The Back Scatter

Browning Auto-5

Released as part of the Pyromania Update, the Browning Auto-5 appears as an unlockable primary weapon for the Scout, referred to in-game as the "Baby Face's Blaster". The weapon has a lever-action loop, integral drum magazine and a "mare's leg" style sawed-off stock & barrel. It functions similar to the default Scattergun, though reduces Scout's initial speed by 10% and holds only 4 shells. However, dealing damage with the weapon fills a "Boost" meter, which allows the Scout to run faster, up to a max of double speed at full Boost. The boost is partly lost when jumping. The name is inspired from infamous gangster "Baby-Face Nelson". It also has a similar firing sound as the "Reserve Shooter" mentioned above.

Error creating thumbnail: File missing
Browning Auto-5 12 gauge
Error creating thumbnail: File missing
The Auto-5 in first person.
Error creating thumbnail: File missing
Promo image for the Baby Face Blaster.

Soldier

RPG-7

The Soldier's primary weapon is the "Rocket Launcher." Unlike its single-shot real-life counterpart, the RPG-7, the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for "rocket jumping," wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game: a critical shot from either is usually enough to take out any enemy player in the blast radius. It is worth noting, however, that concept art features the correct grip orientation, along with a scope and front sight.

A craftable or purchased variant called "Rocket Jumper" comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.

The unlockable "Direct Hit" resembles the Soldier's original Rocket Launcher but with a fatter body, slimmed-down exhaust tube, and a (cosmetic) targeting scope. The Direct Hit has 30% of the Rocket Launcher's splash radius, but its rockets travel 80% faster (roughly 84 mph).

Error creating thumbnail: File missing
RPG-7 - 40mm
Error creating thumbnail: File missing
The cartoonish Rocket Launcher from Team Fortress 2.
File:6h875v5.jpg
This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.
Error creating thumbnail: File missing
Multiple soldiers holding the RPG-7-based weapon in Trailer 2. The rocket on the end of the tube made its resemblance to the RPG-7 even closer, and was removed prior to the game's release.
Error creating thumbnail: File missing
The "Direct Hit".
Error creating thumbnail: File missing
The Soldier with the "Direct Hit" on pl_goldrush.

M202 FLASH

A single-barreled version of the M202 FLASH rocket launcher without the scope is an unlockable Soldier weapon called "The Black Box." It restores 15 health to the user on hit, but only holds three rockets.

Error creating thumbnail: File missing
M202A1 FLASH - 66mm
Error creating thumbnail: File missing
The "Black Box"
Error creating thumbnail: File missing
A Soldier carries the Black Box on ctf_turbine.

M20A1 "Super Bazooka"

The "Liberty Launcher" is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old "Bazooka" type weapon, it is notably based on the M20A1 "Super Bazooka" with many elements from the M1 "Bazooka" and RPG-7. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.

File:M20A1.gif
M20A1 "Super Bazooka" - 3.5" Rocket
Error creating thumbnail: File missing
M1 Bazooka - 2.36" Rocket
Error creating thumbnail: File missing
RPG-7 - 40mm
Error creating thumbnail: File missing
The "Liberty Launcher"
Error creating thumbnail: File missing
The "Liberty Launcher" ingame.
Error creating thumbnail: File missing
Third Person view of the "Liberty Launcher".

Beggar's Bazooka

A fictional rocket launcher that was added in the Pyromania Update; the "Beggar's Bazooka" is a rocket launcher that the Soldier constructed out of assorted salvaged materials. A distinctive feature of this weapon is the ability to fire three rockets in a 'burst mode', dealing devastating damage to all but the strongest enemies. Accidentally loading a fourth rocket will cause an explosion in the launcher, damaging the Soldier and removing one stored rocket. The weapon cannot regain ammunition from friendly Dispensers when held out

Error creating thumbnail: File missing
Beggar's Bazooka.
Error creating thumbnail: File missing
First-person view of the Beggar's Bazooka

Mk 2 Hand Grenade

The Soldier wears two Mk 2 hand grenades strapped to his chest. He uses them as demonstration aids in the Meet the Soldier promotional video. He only uses them in-game as part of his "kamikaze" taunt: he pulls the pin on one and waits, killing himself and any enemy within a six foot radius. The grenades appear to have an overall black coloration with an orange/yellow band around the body. In another taunt, the Soldier will juggle these grenades and extra ammo for his Rocket Launcher.

Error creating thumbnail: File missing
Mk 2 High-Explosive Fragmentation Hand Grenade
Error creating thumbnail: File missing
The Soldier with his hand grenades in Meet the Soldier.

Pyro

Flamethrower

The Pyro's primary weapon is a custom-built flamethrower. It uses a propane tank as a fuel source and a team-colored gasoline pump handle for a trigger assembly. Enemies hit with the flame from the weapon will instantly ignite and take additional damage for approximately ten seconds unless extinguished (with the exception of other Pyros, who do not burn). The alternate fire emits a blast of propellant that can extinguish burning teammates, bounce enemies, and deflect non-hitscan projectiles (i.e. everything except bullets). There are three alternate flamethrowers available, the Backburner, the Degreaser, and the Phlogistinator.

The Backburner is distinguished by a crudely-made team-colored dragon head welded over the muzzle. It always inflicts critical hits from behind (hence the name), but uses 50 ammo per airblast and cannot get random critical hits.

The Degreaser is comprised of a gas pump, car muffler, exhaust pipe, a team-colored fire extinguisher, and stove top burner. When equipped, the Degreaser allows the Pyro to switch weapons 65% faster than normal, but inflicts a 25% shorter afterburn and deals 10% less damage.

The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called "Mmmph", filled by burning enemies. This boost also restores Pyro to full health and reduces damage by 75% during the initial taunt. The weapon deals 10% less damage than the Flamethrower.

Error creating thumbnail: File missing
A BLU Pyro firing the Flamethrower in Meet the Soldier
Error creating thumbnail: File missing
1st person view of the Flame Thrower.
Error creating thumbnail: File missing
Promo image of the Pyro holding the Flame Thrower.

Orion Flare Gun

The "Flare Gun" is an unlockable secondary weapon for the Pyro. It is an oversized, elongated flare gun in team colors. It has an overall appearance similar to the Orion flare gun with the latching mechanism of the M8 flare pistol. Enemies hit with its projectiles (with the exception of other Pyros) are set on fire, and it inflicts a critical hit on a target that is already on fire.

The Über Update added the "Detonator," a modified flare gun that allows its user to detonate its rounds in mid-flight. Targets in the blast radius are set alight just as if they had taken a direct hit. The Pyro wielding it suffers 25% more damage from his own weapons, making premature detonation a serious matter. Skilled Pyros can also use the Detonator to launch themselves into the air in a similar manner to the Soldier and Demoman using their rocket launcher and sticky launcher. Unlike the Flare Gun, the Detonator will only get mini-crits on burning targets.

Error creating thumbnail: File missing
Orion Flare Gun - 12 Gauge
Error creating thumbnail: File missing
"The Flare Gun." Note that the breech latch seems to be based on that of the M8 Flare Pistol.
Error creating thumbnail: File missing
The Flare Gun in-game.

Scorch Shot

A third flare gun added as part of the Pyromania Update is the "Scorch Shot." It is overall grey in color with an orange band around the muzzle. In addition to setting enemies on fire, it also knocks them backwards, similar to the effects of the Scout's Force-A-Nature shotgun. The projectiles fired by the Scorch Shot will bounce off whatever they hit, and can injure the Pyro who fired them if they hit him (such as if he fires at a wall directly in front of himself). Taunting with the Scorch Shot will perform his 'execution' taunt, wherein the Pyro stands side-on to wherever he's aiming at the time and draws down with the Scorch Shot, firing a single round. Like other attack taunts in the game, the 'execution' taunt will kill enemies hit by it at close range, while only doing normal damage at a distance (it is also the only taunt attack that consumes ammo; expending one round per taunt). The flares fired by the Scorch Shot will also destroy sticky bombs, just like the Demoman's Scottish Resistance mentioned below.

Error creating thumbnail: File missing
The Scorch Shot.
Error creating thumbnail: File missing
First-person view of the Scorch Shot

Incendiary Grenade

The Pyro wears three cylindrical grenades strapped to his chest. Given that most of the Pyro's weapons are fire-based, it's reasonable to assume these are supposed to be incendiary grenades; their shape is similar to the AN/M14 incendiary grenade. They have black bodies with an orange/yellow band and spoons.

Error creating thumbnail: File missing
AN/M14 Incendiary Grenade
Error creating thumbnail: File missing
A view of the incendiary grenades on the chest of a BLU Pyro in Meet the Soldier

Demoman

Grenade Launcher

The Demoman's primary weapon is a grenade launcher that appears to be an amalgamation of several designs. In particular, it has the rotary magazine and break-open reloading of a Milkor MGL attached to the stock, handguard, and front leaf sight of an M79 grenade launcher. Despite being modeled with a six-round cylinder, the weapon only holds a maximum of four grenades, due to the fact that it originally held six, but the model was never updated. The launcher fires team-colored grenades that detonate after a few seconds' delay or on impact with an enemy.

A popular tactic with this weapon is to lob volleys of grenades like mortar rounds at dug-in enemies to soften up their defenses prior to an assault.

Error creating thumbnail: File missing
Milkor MGL - 40mm
Error creating thumbnail: File missing
M79 grenade launcher - 40mm
Error creating thumbnail: File missing
The Grenade Launcher from Team Fortress 2
Error creating thumbnail: File missing
The Demoman's grenade launcher in Team Fortress 2
Error creating thumbnail: File missing
The Demoman holds his launcher in Meet the Demoman.

M79 Grenade Launcher

The "Loch-n-Load" is a craftable or purchased primary weapon for the Demoman. It resembles a double-barreled M79 grenade launcher arranged in an over/under configuration. In addition to having half the ammo capacity of the default Grenade Launcher, the grenades fired by the Loch-n-Load will shatter harmlessly on impact with the ground if they do not hit an enemy target and inflict 25% more damage to the wielder, forcing players using it to be much more precise with their shots.

Error creating thumbnail: File missing
M79 grenade launcher - 40mm
Error creating thumbnail: File missing
The Loch-n-Load
Error creating thumbnail: File missing
A Demoman carries the Loch-n-Load grenade launcher in the BLU spawn room on ctf_turbine. Note how the front sight is out of alignment with the mounting bracket; this is a bug that was caused by an update after the Loch-n-Load was released

Sticky Bomb Launcher

The secondary weapon of the Demoman is a drum-fed grenade launcher known as the Sticky Bomb Launcher. It holds up to 8 sticky bombs at a time which stick to non-moving surfaces and are manually detonated by the player. The range of the weapon can be increased by holding down the fire button, making the bombs fly further when they're finally fired. The Demoman reloads this weapon by ratcheting a charging handle mounted on the left side above the trigger. Like the Scout's Scattergun, no new ammo is seen being loaded into the launcher during reloading. Like the Soldier's Rocket Launcher, the Demoman can 'sticky-jump' by jumping just as he detonates a sticky bomb under his feet. Two specialized versions of the Sticky Bomb Launcher are also available; the "Scottish Resistance", which has a higher rate of fire, the ability to set more bombs, and the ability to detonate individual bombs by aiming at them (which can also destroy enemy sticky bombs) and the "Sticky Jumper" which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.

File:TF2StickyBombLauncher.jpg
File:TF2StickyLauncher.JPG
A Sticky Bomb Launcher in Team Fortress 2
Error creating thumbnail: File missing
A Scottish Resistance in Team Fortress 2. Note that the front sights seem to have been replaced with a laser pointer taped atop the muzzle, also the model itself is lower quality than the Sticky Bomb Launcher.

Model 24 Stielhandgranate

Released alongside the Loch-n-Load, the "Ullapool Caber" is a Mann Co.-branded Model 24 Stielhandgranate with black tape around the grip. The Demoman does not throw it (as one would expect a Scot to throw a caber or a sober man to throw a grenade); he swings it as a melee weapon. The first hit with the Caber against an enemy or solid object causes it to detonate, propelling the Demoman into the air and leaving him with a weak melee weapon (if he survives the fall) until he respawns or resupplies.

Error creating thumbnail: File missing
Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade
Error creating thumbnail: File missing
The Ullapool Caber
Error creating thumbnail: File missing
The Demoman swings the Ullapool Caber.

Heavy

Multi-Barrel Miniguns

The Heavy's signature weapon is "Sasha," a portable minigun based on a GE M134 Minigun with Dillon Aero flash suppressors and a white 200-round ammunition drum. Heavy claims that she weighs 150 kilograms (roughly 330.75 pounds) and fires $200 custom-tooled cartridges at 10,000 RPM (in-game, she fires at 2,400 RPM). Heavy has to ready Sasha before she can fire; while her barrels spin, Heavy's movement speed is reduced to 47%.

"Natascha" is an unlockable primary weapon for Heavy. Natascha has a black ammo drum and an external feed mechanism. Hits from Natascha reduce the target's movement speed, but she requires 30% more spin-up time and inflicts 25% less damage. As an additional upside, Natascha holds a max of 300 rounds instead of 200.

Winning against the Heavy in the crossover poker game Poker Night at the Inventory unlocks a Minigun called the "Iron Curtain." Heavy claims he made it himself from Soviet iron and mahogany from Alexander II's favorite chair and it displays the hammer and sickle on the drum. The Iron Curtain is a cosmetic reskin of Sasha.

Error creating thumbnail: File missing
Airsoft handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgement Day. This is an airsoft version which retains the half-circle attachment point for the M60 foregrip from Predator; the real T2 minigun did not have this - (fake) 7.62x51mm NATO
File:Minigun.png
Sasha, a minigun.
Error creating thumbnail: File missing
The Iron Curtain.
Error creating thumbnail: File missing
Natascha, also a minigun.
Error creating thumbnail: File missing
The Heavy fires Sasha in Trailer 2. This was before the game's release, showing that this particular weapon is one of the few that did not go through any more design changes.
Error creating thumbnail: File missing
A burning Heavy fires Natascha on ctf_turbine.
File:TF2 - Sascha Taunt Ingame.jpg
Heavy loves his gun.

1861 Gatling Gun

"The Brass Beast" is another unlockable primary weapon for the Heavy, based on an 1860's Gatling Gun. It appears to have a Broadwell drum modified with an ammo chain rather than gravity-feeding and is electric-powered instead of hand-cranked. It does 25% more damage than Sasha but requires 50% more spin-up time and reduces Heavy's movement speed 60%, making it more of a stationary defensive weapon.

Error creating thumbnail: File missing
An 1865 Gatling Gun - .45-70
Error creating thumbnail: File missing
The Brass Beast
Error creating thumbnail: File missing
Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.

Thompson Submachine Gun

An enlarged, highly-modified M1928A1 Thompson called "Tomislav" is a purchased alternate primary weapon for the Heavy. All that remains of the base Tommy gun are its receiver, handguard, and barrel; the feed mechanism and trigger have been altered to resemble Sasha's two-hundred-round drum and chainsaw grip. The Tomislav has a 20% slower rate of fire but is readied 10% faster and has no spin-up sound. It is the only weapon in the game depicted with a fitted sling.

Error creating thumbnail: File missing
M1928A1 Thompson with 50-round drum magazine - .45 ACP
Error creating thumbnail: File missing
Tomislav

Engineer

Ithaca 37 (Full length)

The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called "Frontier Justice." Instead of regular critical hits, Frontier Justice earns two "Revenge Crits" for every Sentry kill and one for assists, to a maximum of thirty-five, awarded when the Sentry is destroyed. Despite having an extended magazine tube, it has half the magazine size of the regular shotgun.

Error creating thumbnail: File missing
Ithaca 37 with extended magazine tube - 12 Gauge
Error creating thumbnail: File missing
The "Frontier Justice"
Error creating thumbnail: File missing
An Engineer fires the "Frontier Justice" on ctf_turbine.
Error creating thumbnail: File missing
The Engineer chambers a round in the Frontier Justice during the Mac Trailer, which was released to announce the porting of numerous Valve Software games to the Apple OS.

SRM Arms Model 1208

Players who pre-ordered Deus Ex: Human Revolution earned the "Widowmaker" (itself based on the SRM Arms Model 1208) in Genuine quality as an alternate primary weapon for the Engineer. For other players, it can be obtained in Unique quality via the drop system, trading, or buying it in the in-game store. Each shot consumes thirty units of the Engineer's metal and returns one unit for every point of damage dealt. The sound effect for pumping the shotgun plays when the Widowmaker is drawn, despite it not requiring loading.

Error creating thumbnail: File missing
SRM Arms Model 1208 - 12 Gauge
Error creating thumbnail: File missing
The Widowmaker
Error creating thumbnail: File missing
FPS view.

Sentry Gun

The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin M134 Miniguns. The missile launcher on the level 3 sentry appears not to be based on any real model. An unlockable secondary weapon for the Engineer called the "Wrangler" is a remote control that allows him to take manual control of his Sentry Gun to engage enemies outside the Sentry's normal detection range.

Error creating thumbnail: File missing
General Electric M134 - 7.62x51mm
Error creating thumbnail: File missing
At level 2, the Sentry Gun acquires a pair of miniguns.
Error creating thumbnail: File missing
A level 3 Sentry as seen in Meet the Spy. Were this an actual game, the Sentry would have detected the Spy in the background and opened fire.

Sniper

SMG

The Sniper's secondary weapon is a submachine gun called "SMG." It combines the general shape and distinctive front sight of a MAT-49 with the rear sight, magazine, and bolt of an M1A1 Thompson. It deals very low damage and has average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a twenty-five-round magazine and the Sniper carries three more. Like the other Support and Defense classes, the Sniper isn't meant to go into the front lines with this weapon, but rather be able to defend himself during medium-range combat when there isn't enough time to snipe an incoming enemy.

Error creating thumbnail: File missing
MAT-49 Submachine Gun - 9x19mm
Error creating thumbnail: File missing
M1A1 Thompson with thirty-round magazine - .45 ACP
Error creating thumbnail: File missing
The Sniper's SMG
Error creating thumbnail: File missing
The Scout holds the SMG in Trailer 1. It was originally meant as his primary weapon, but was later switched to the Sniper's secondary weapon.
File:TF2 - SMG Ingame.jpg
The SMG in-game.
File:TF2 - SMG 3rdP Ingame.jpg
A Sniper wields the SMG on pl_hoodoo_final.

Kimel AP-9

Released as part of the Pyromania Update, the "Cleaner's Carbine" is a submachine gun bearing a resemblance to the Kimel AP-9 with a silencer, side-folding wire-frame stock, left-hand ejection port, wood grips, and top-mounted charging handle as seen on the Uzi. It holds five fewer rounds and fires 35% slower than the standard SMG and cannot deliver random critical hits, but all the Sniper's weapons will deliver mini-crits for eight seconds after he kills an enemy with this weapon.

Error creating thumbnail: File missing
Kimel AP-9 9x19mm
Error creating thumbnail: File missing
The Cleaner's Carbine in 1st person view.
Error creating thumbnail: File missing
Promo image of the Cleaner's Carbine.

Remington 700 Sniper Rifle

The Sniper's primary weapon is a "Sniper Rifle" based on the Remington 700 with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities). It only holds one round at a time; the Sniper manually loads a new round every time he opens the bolt. Targeting through the scope will charge the projectile and make it hit harder when fired. After 3.3 seconds, the zoom acquires max charge, enough to take out lower-health classes with a body shot and kill with one headshot even an overhealed Heavy. The rifle can be fired without looking through the scope, but it only inflicts minimum damage and cannot deal headshots. This is the only hitscan weapon in the game (not counting sentries or critical hits) that has no damage falloff (reduced damage over long range).

A bolt-action air rifle based on the default Sniper Rifle called the "Sydney Sleeper" is a purchased alternate primary weapon for the Sniper. It acquires a full charge after 2.8 seconds of zoom, and any enemy target hit after the first second will receive eight seconds of Jarate as well as damage. The Sydney Sleeper cannot inflict critical hits or headshots.

Error creating thumbnail: File missing
Remington 700 - .308 Winchester
Error creating thumbnail: File missing
"Sniper Rifle" in Team Fortress 2. The visible laser sight will give away your intentions to attentive opponents.
File:M40SniperRifle.jpg
The Sniper Rifle in-game.
Error creating thumbnail: File missing
The Sniper is about to realize that his target's ally has spotted him in Meet the Sniper.
Error creating thumbnail: File missing
The Sniper aims his Sniper Rifle in Trailer 2.
Error creating thumbnail: File missing
A RED Sniper aims his Sniper Rifle on pl_goldrush.

Jezail Musket

A centerfire-converted Jezail musket with an underbarrel laser pointer and magnifying glass scope called the "Bazaar Bargain" is a purchased or crafted alternate primary weapon for the Sniper. It takes 20% longer to charge while zoomed, but every headshot decreases the charge by 10% to a maximum of seven headshots. A shot to the body or a miss while scoped reduces the count by one. Due to a bug, spent casings are ejected from the center of the screen, appearing out of thin air.

Error creating thumbnail: File missing
Jezail musket
Error creating thumbnail: File missing
First person view of the Bazaar Bargain

Walther WA 2000

A suppressed Walther WA 2000 known as the "Hitman's Heatmaker" was added in the Pyromania Update. The weapon builds up a "Focus" meter on kills and assists and, once full, charges 25% faster, fires tracer rounds and allows the player to stay scoped after firing. However, it deals 20% less damage on a bodyshot. The weapon also decapitates targets killed with a headshot.

Error creating thumbnail: File missing
Walther WA 2000 - .300 Win Mag
Error creating thumbnail: File missing
The Hitman's Heatmaker.
Error creating thumbnail: File missing
In 1st person.

Accuracy International Arctic Warfare

Introduced as a promotional item for pre-orders of Counter-Strike: Global Offensive, the "AWPer Hand" is a cosmetic reskin of the Sniper Rifle as an Accuracy International Arctic Warfare fitted with a folded Harris bipod. Its item description references the AW's notoriety in the Counter-Strike community.

Error creating thumbnail: File missing
Accuracy International Arctic Warfare - 7.62x51mm NATO
Error creating thumbnail: File missing
The AWPer Hand in first person.
Error creating thumbnail: File missing
Sniper holds the AWPer Hand in a promotional picture.

Heckler & Koch G36

Introduced as part of the Love and War Update, the "Classic" is a sniper rifle made to resemble a long-barreled Heckler & Koch G36 with an olive-drab handguard, stock, and lower receiver. As per all the Sniper's rifles in the game, the Classic is fitted with a laser pointer, the beam emitting from the top part of the ZF 3x4° dual sight system when the weapon has a fully-charged shot ready to fire. Unlike the Sniper's other rifles, the Classic can be charged and can deal head shots without having to look through the scope (though will move slower as if scoped in), and the Sniper can also fire multiple shots while staying scoped-in, and has the highest ammo capacity of all the Sniper's rifles at 25 rounds. Enemies killed by a charged shot from this weapon will be gibbed and leave a brief cloud of red mist where they were killed.

Error creating thumbnail: File missing
Heckler & Koch G36 5.56x45mm

Spy

Colt Python

The "Revolver" is a Colt Python with a six-inch barrel and ivory grips, the Spy's primary weapon. It is fairly strong and has better-than-average range. The Revolver is strong enough at close range to take out the lower-health classes with two or three well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.

Error creating thumbnail: File missing
Colt Python with 6" barrel & Ivory Grips- .357 Magnum
Error creating thumbnail: File missing
The Revolver in Team Fortress 2.
File:Python2.jpg
The Colt Python carried by the Spy while taunting
File:TF2 - Revolver Ingame.jpg
A Spy holds his Revolver on pl_goldrush.

Dan Wesson PPC .357

The Spy's unlockable "Ambassador" is a Dan Wesson PPC .357 revolver heavily customized with rosewood grips and engravings on the barrel depicting the Scout's mother. It deals 15% less damage than the Revolver, only inflicts critical hits on headshots, and has a short period of severe inaccuracy right after each shot. The Ambassador is otherwise almost as accurate as the Sniper Rifle. The Russian "Sniper vs. Spy" page claims that the Ambassador is chambered in .50 caliber.

The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):

  • The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun.
  • The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.
  • No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.
Error creating thumbnail: File missing
Dan Wesson PPC Stainless Steel - .357 Magnum
Error creating thumbnail: File missing
The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.
Error creating thumbnail: File missing
The Ambassador in-game.

Colt Detective Special

The Spy's crafted or purchased "Enforcer" alternate pistol is a stainless Colt Detective Special with pearl grips. It inflicts 20% more damage than the Revolver but fires 20% slower than the Revolver and does not deal random critical hits. The damage bonus doesn't take effect however unless the player is undisguised when they fire the shot (firing while disguised will both drop the disguise and receive no power bonus).

The Enforcer's hammer and cylinder do not move when firing. When reloading, the bullets appear to float into the cylinder. The weapon also lacks a solid top above the cylinder.

File:NickelColtDS.jpg
Colt Detective Special .38 Special with stainless finish and pearl grips
The Enforcer
Error creating thumbnail: File missing
The Enforcer in-game.

Nagant M1895

"L'Etranger," a silver Nagant M1895 revolver with custom engraved ivory grips and an extended barrel, was added during the "Mann-conomy" (Polycount) Update as a new Spy weapon. Shaylyn "Chemical Alia" Hamm created it for the Polycount Pack contest. It restores 15% of the user's cloak charge on hit, but does 20% less damage. It also extends the cloak duration of any Spy watch by 40%.

L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.

Error creating thumbnail: File missing
Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)
Error creating thumbnail: File missing
L'Etranger as seen in the previews
Error creating thumbnail: File missing
L'Etranger in-game.

Smith & Wesson Model 29

Players who pre-ordered or bought Sam & Max: The Devil's Playhouse within the first week of its release earned Sam's signature sidearm, the "Big Kill," as a replacement primary weapon for the Spy. It is a reskinned Ambassador with the same stats as the Revolver and the same animation bugs as the Ambassador. The gun is based on a Smith & Wesson Model 29, though it is much smaller than its Sam & Max counterpart.

Error creating thumbnail: File missing
Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
Error creating thumbnail: File missing
Sam's sidearm from the Sam & Max adventure game series
Error creating thumbnail: File missing
In 1st person.

Baikal MCM

The first Team Fortress 2 trailer showed the Spy wielding a stainless Baikal MCM "Tranquilizer Gun." It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.

Error creating thumbnail: File missing
Baikal MCM with magazine removed - .22 LR.
Error creating thumbnail: File missing
The Spy holds his Tranquilizer Gun in Trailer 1.

Other

American Derringer Model 1

In the "Expiration Date" animation released to promote the Love and War Update, Miss Pauling can be seen wielding a double-barreled derringer that resembles an American Derringer Model 1, albeit scaled up to the size of a normal handgun. This is thus far the only weapon that has appeared in an official animation that is not playable in the game in any form.

Error creating thumbnail: File missing
American Derringer Model 1 .45 Long Colt
Error creating thumbnail: File missing
Miss Pauling with her derringer drawn in the "Expiration Date" animation