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		<id>https://www.fortress-forever.com/wiki/index.php?title=Reference:Weapons&amp;diff=6063</id>
		<title>Reference:Weapons</title>
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		<updated>2008-01-06T21:47:53Z</updated>

		<summary type="html">&lt;p&gt;Paranoidkirb: /* Projectile-type Ranged Weapon Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Weapons reference guides==&lt;br /&gt;
===Melee Weapon Reference===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background:#f5faff; border:1px solid #dce7ed&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#dce7ed; color:#000000&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Basic Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color: #f3f3f3;&amp;quot; |&lt;br /&gt;
!Slot Number&lt;br /&gt;
!Ammo Type&lt;br /&gt;
!Damage&lt;br /&gt;
!Range&lt;br /&gt;
!Cycle time&lt;br /&gt;
!Rate-of-fire&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Crowbar|Crowbar]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|18&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
![[#Knife|Knife]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|32 (Normal), 108 (Backstab) [[#Footnote1_2|**]]&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Backstab&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Medikit|Medikit]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|9 [[#Footnote1_3|***]]&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Heals&lt;br /&gt;
*Infects&lt;br /&gt;
|-&lt;br /&gt;
![[#Spanner|Spanner]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A [[#Footnote1_1|*]]&lt;br /&gt;
|18&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Repair&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Umbrella|Umbrella]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|18&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote1_1&amp;quot;&amp;gt;* The Spanner consumes [[Reference:Ammo#Cell|Cells]] when used to Repair a dispenser, Sentry Gun, or team member&amp;#039;s Armor, but not when used as a weapon.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote1_2&amp;quot;&amp;gt;** The Backstab special attack ignores [[Armor|armor]] when calculating damage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote1_3&amp;quot;&amp;gt;*** The Medikit Infects the victim, dealing continual damage until healed or dead.  The Medikit also ignores armor.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bullet-type Ranged Weapon Reference===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background:#f5faff; border:1px solid #dce7ed&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#dce7ed; color:#000000&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Basic Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color: #f3f3f3;&amp;quot; |&lt;br /&gt;
!Slot Number&lt;br /&gt;
!Ammo Type&lt;br /&gt;
!Ammunition per shot&lt;br /&gt;
!Bullets per shot&lt;br /&gt;
!Spread Value&lt;br /&gt;
!Damage&lt;br /&gt;
!Recoil&lt;br /&gt;
!Cycle time (refire delay)&lt;br /&gt;
!Rate-of-fire (1 / Cycle time)&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Shotgun|Shotgun]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|0.02&lt;br /&gt;
|22&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5 seconds&lt;br /&gt;
|2 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
![[#Super Shotgun|Super Shotgun]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|0.06&lt;br /&gt;
|54&lt;br /&gt;
|0.8&lt;br /&gt;
|0.7 seconds&lt;br /&gt;
|1.43 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Sniper Rifle|Sniper Rifle]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.00&lt;br /&gt;
|42 [[#Footnote2_1|*]]&lt;br /&gt;
|0.5&lt;br /&gt;
|0.8 seconds [[#Footnote2_1|*]]&lt;br /&gt;
|1.25 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Charges up &lt;br /&gt;
*Needs ground contact to fire&lt;br /&gt;
*Built-in two setting scope&lt;br /&gt;
|-&lt;br /&gt;
![[#Auto Rifle|Auto Rifle]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.01&lt;br /&gt;
|8&lt;br /&gt;
|0.4&lt;br /&gt;
|0.2 seconds&lt;br /&gt;
|5 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Assault Cannon|Assault Cannon]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|0.08&lt;br /&gt;
|4.4&lt;br /&gt;
|0.4&lt;br /&gt;
|0.1 seconds [[#Footnote2_2|**]]&lt;br /&gt;
|10 shots per second [[#Footnote2_2|**]]&lt;br /&gt;
|&lt;br /&gt;
*Spins up firing speed &lt;br /&gt;
*Can overheat&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note: The [[Weapon:Tommy Gun|Tommy Gun]] was not included in this table.  If it is in fact &amp;#039;&amp;#039;not&amp;#039;&amp;#039; defunct, it should be added.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote2_1&amp;quot;&amp;gt;* The Sniper Rifle has the ability to charge up to do additional damage.  The sniper rifle also does extra damage from head-shots.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote2_2&amp;quot;&amp;gt;** The Assault Cannon will spin up over a short time.  This provides faster firing rate, but the gun will quickly overheat and nead to cool off.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Projectile-type Ranged Weapon Reference===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background:#f5faff; border:1px solid #dce7ed&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#dce7ed; color:#000000&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Basic Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color: #f3f3f3;&amp;quot; |&lt;br /&gt;
!Slot Number&lt;br /&gt;
!Ammo Type&lt;br /&gt;
!Ammunition per shot&lt;br /&gt;
!Projectile Speed&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage Radius&lt;br /&gt;
!Recoil&lt;br /&gt;
!Cycle time (refire delay)&lt;br /&gt;
!Rate-of-fire (1 / Cycle time)&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Nailgun|Nailgun]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|9&lt;br /&gt;
|N/A&lt;br /&gt;
|0.3&lt;br /&gt;
|0.1 seconds&lt;br /&gt;
|10 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
![[#Super Nailgun|Super Nailgun]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|2&lt;br /&gt;
|1000&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|0.5&lt;br /&gt;
|0.1 seconds&lt;br /&gt;
|10 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Railgun|Railgun]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|1 - 5 [[#Footnote3_1|*]]&lt;br /&gt;
|1500&lt;br /&gt;
|25 [[#Footnote3_1|*]]&lt;br /&gt;
|100&lt;br /&gt;
|2.0&lt;br /&gt;
|0.2 seconds [[#Footnote3_1|*]]&lt;br /&gt;
|5 shots per second [[#Footnote3_1|*]]&lt;br /&gt;
|&lt;br /&gt;
*Charges up&lt;br /&gt;
*Ignores armor when charged&lt;br /&gt;
*Pushes player when charged&lt;br /&gt;
|-&lt;br /&gt;
![[#Tranquilizer Gun|Tranquilizer Gun]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|1&lt;br /&gt;
|1500&lt;br /&gt;
|18&lt;br /&gt;
|N/A&lt;br /&gt;
|0.3&lt;br /&gt;
|2 seconds&lt;br /&gt;
|0.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Causes visual impairment&lt;br /&gt;
*Slows movement&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#RPG|RPG]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|1.0&lt;br /&gt;
|0.65 seconds&lt;br /&gt;
|1.54 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Pushes player&lt;br /&gt;
|-&lt;br /&gt;
![[#Grenade Launcher|Grenade Launcher]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|625&lt;br /&gt;
|108&lt;br /&gt;
|125&lt;br /&gt;
|1.0&lt;br /&gt;
|0.6 seconds&lt;br /&gt;
|1.67 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Pushes player&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Pipe Launcher|Pipe Launcher]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|625&lt;br /&gt;
|108&lt;br /&gt;
|125&lt;br /&gt;
|1.0&lt;br /&gt;
|0.6 seconds&lt;br /&gt;
|1.67 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Pushes player&lt;br /&gt;
*Eight pipes can exist at once&lt;br /&gt;
*Detonates on command&lt;br /&gt;
|-&lt;br /&gt;
![[#Flamethrower|Flamethrower]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Cell|Cells]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|13 [[#Footnote3_2|**]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0.0&lt;br /&gt;
|0.2 seconds&lt;br /&gt;
|5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Lights enemy on fire&lt;br /&gt;
*Multiplied flame damage&lt;br /&gt;
*Pushes player slightly&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Incendiary Cannon|Incendiary Cannon]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|60 [[#Footnote3_2|**]]&lt;br /&gt;
|120&lt;br /&gt;
|4.0&lt;br /&gt;
|1.2 seconds&lt;br /&gt;
|0.83 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Lights enemy on fire&lt;br /&gt;
*Multiplied flame damage&lt;br /&gt;
*Pushes player&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote3_1&amp;quot;&amp;gt;* The Railgun has the ability to charge up over several seconds.  When charged, the railgun does more damage, and consumes up to five nails per shot.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote3_2&amp;quot;&amp;gt;** The Incendiary Cannon and Flamethrower will light the enemy on fire.  This deals damage for several seconds after impact, and deals multiplied damage if used in conjunction with other flame weapons.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Summary==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
Melee weapons are for hand-to-hand combat, used at close range.&lt;br /&gt;
&lt;br /&gt;
====Crowbar====&lt;br /&gt;
This weapon is the default melee weapon for all classes that do not have their own specialty melee weapons.  Currently (as of FF Version 1.11) it is equipped to the [[Class:Scout|Scout]], [[Class:Sniper|Sniper]], [[Class:Soldier|Soldier]], [[Class:Demoman|Demoman]], [[Class:HWGuy|HWGuy]], and [[Class:Pyro|Pyro]] classes.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Crowbar]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Medikit====&lt;br /&gt;
This weapon is only equipped to the [[Class:Medic|Medic]] class.  It has two functions, both activated by the primary fire key.  When used on a member of an allied team, it heals that team member against damage or an enemy medic&amp;#039;s infection.  When used on a member of the enemy team, it [[:Category:Status_Effects#Infected|infects]] that player, dealing damage until they die, unless they are healed by a medic from their own team.  Being healed from an infection also renders that player [[:Category:Status_Effects#Immune|immune]] from re-infection for a few seconds.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Medikit]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Spanner====&lt;br /&gt;
The Spanner (a wrench) is only equipped to the [[Class:Engineer|Engineer]] class.  It does low damage when used as a weapon, but it&amp;#039;s primary function is to repair and rearm [[Buildable:Sentry Gun|SG&amp;#039;s]] and [[Buildable:Dispenser|Dispensers]] as well as upgrade SG&amp;#039;s.  It can also be used to repair a teammates armor.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Spanner]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Knife====&lt;br /&gt;
This is the melee weapon equipped to the [[Class:Spy|Spy]] class.  It has the special capability of being able to backstab, an attack that deals lethal damage to an enemy, and if successful, does not remove the spy&amp;#039;s disguise. &lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Knife]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Umbrella====&lt;br /&gt;
This is the only weapon equipped to the the [[Class:Civilian|Civilian]] class.  It is similar to the crowbar, including damage, range, and rate of fire.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Umbrella]] for more detail.&lt;br /&gt;
&lt;br /&gt;
===Bullet Weapons===&lt;br /&gt;
Bullet weapons are weapons that have no visible projectiles, and apply damage instantaneously via one or more bullets fired with a randomized spread pattern.  All current Bullet weapons use [[Reference:Ammo#Shell|shells]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
====Single Shotgun====&lt;br /&gt;
The Single Shotgun (or just &amp;#039;&amp;#039;Shotgun&amp;#039;&amp;#039;) is a weapon of the [[Class:Scout|Scout]], [[Class:Soldier|Soldier]], [[Class:Demoman|Demoman]], [[Class:Medic|Medic]], [[Class:HWGuy|HWGuy]], and [[Class:Pyro|Pyro]] classes.  It deals a fairly small amount of damage, and is moderately effective at long range.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Single Shotgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Super Shotgun====&lt;br /&gt;
The Super Shotgun is the heavier but shorter ranged double-barreled cousin of the Single Shotgun.  It is equipped to the [[Class:Soldier|Soldier]], [[Class:Medic|Medic]], [[Class:HWGuy|HWGuy]], [[Class:Spy|Spy]], and [[Class:Engineer|Engineer]] classes.  It does a considerable amount of damage, but is not very effective at a distance.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Super Shotgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifle====&lt;br /&gt;
The Sniper Rifle is a very formidable weapon in the hands of a skilled [[Class:Sniper|Sniper]] (the only class that can use this gun).  The sniper rifle is perfectly accurate, and charges up when the trigger is held down, for up to seven seconds. It can almost always kill any class in a single shot when fully charged.  A hit to the leg reduces the damage done, but [[:Category:Status_Effects#Crippled|cripples]] the target and reduces their movement speed.  A hit to the head increases damage, and is almost always fatal, even if not fully charged.  Additionally, if you hit a target and yet they survive, they are then tagged with a [[:Category:Status_Effects#Transmitting|transmitter]] that will show allied team members team where they are, even through walls or when cloaked as a spy, if within a certain range.  The Sniper&amp;#039;s movement speed is greatly reduced when the Sniper Rifle is charged or charging.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Sniper Rifle]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Auto Rifle====&lt;br /&gt;
The Auto Rifle (or &amp;#039;&amp;#039;AR&amp;#039;&amp;#039;) is the other main weapon exclusive to the [[Class:Sniper|Sniper]] class.  It is a fully automatic rifle, doesn&amp;#039;t need reloading, is fairly accurate at a distance, and does a good amount of damage.  It&amp;#039;s biggest downside is that it uses ammunition quite quickly, and that ammunition is the same as used in the Sniper Rifle!  If you use all your ammo with the Auto Rifle, you won&amp;#039;t be able to snipe again until you get resupplied.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Auto Rifle]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Assault Cannon====&lt;br /&gt;
The Assault Cannon (sometimes called an &amp;#039;&amp;#039;AC&amp;#039;&amp;#039;) is the primary weapon of the [[Class:HWGuy|HWGuy]].  It has as high rate of fire and can do quite a bit of damage, but is not terribly effective at range.  Additionally, when firing it reduces the HWGuy&amp;#039;s movement speed to a crawl.  If you hold the trigger down, this gun will fire more rapidly, but also quickly overheat and stop firing.  With practice you can learn to tap the trigger to maintain a balance between rate of fire and preventing the gun from overheating.  Lastly, even a large number of shells disappears quickly when using the Assault Cannon.  Staying near an Resupply, [[Buildables:Dispenser|Dispenser]], or friendly [[Class:Engineer|Engineer]] is recommended.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Assault Cannon]] for more detail.&lt;br /&gt;
&lt;br /&gt;
===Projectile Weapons===&lt;br /&gt;
Projectile weapons are weapons that fire a physically modeled, visible projectile.  They do not travel instantaneously.  The type of projectile varies, and include nails, grenades, rockets, balls of fire.&lt;br /&gt;
&lt;br /&gt;
====Nailgun====&lt;br /&gt;
The Nailgun is a weapon equipped to the [[Class:Scout|Scout]], [[Class:Sniper|Sniper]], and [[Class:Spy|Spy]] classes.  This gun fires a steam of [[Ammo:Nail|Nails]] that do not fall as they travel, making it very accurate.  It has limited effectiveness against moving targets, since these Nails take a certain amount of time to reach the target.  However, it is an excellent weapon to destroy [[Buildables:Sentry Gun|SG&amp;#039;s]], [[Buildables:Dispenser|Dispensers]], and may be useful against camping [[Class:Sniper|Snipers]], [[Class:Spy|Spies]], or slow-moving [[Class:HWGuy|HWGuys]].&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Nailgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Super Nailgun====&lt;br /&gt;
The beefed up brother of the Nailgun, the Super Nailgun is exclusive to the [[Class:Medic|Medic]].  While it&amp;#039;s limitations are similar to the regular Nailgun, it&amp;#039;s increased damage makes them less of a problem.  It can wipe out [[Buildables:Sentry Gun|SG&amp;#039;s]] in seconds, and can be effective against camping [[Class:Sniper|Snipers]] (especially if they are not looking your way).  If you keep your movement quick and your aim steady, it can be a fairly dangerous weapon in a close range firefight as well.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Super Nailgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Railgun====&lt;br /&gt;
The Railgun is a weapon of the [[Class:Engineer|Engineer]] class, and uses [[Reference:Ammo#Nail|Nails]] for ammunition.  While the Super Shotgun is usually better in a firefight, the Railgun is a formidable weapon as well.  The Railgun is capable of charging up (by holding the trigger), and when released it fires a powerful bolt that unerringly travels toward it&amp;#039;s target.  This bolt of energy isn&amp;#039;t super quick, so a moving target may be a bit tricky to hit, but a stationary one can be easy picking.  The fully charged shot bypasses armor completely, and can pack quite a wallop.  Additionally, the Railgun can be fired downwards with a well-timed jump to boost an Engineer into a spot they otherwise would not be able to get to.  Lastly, the Railgun shot can bounce off several walls, and actually get more powerful in the process.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Railgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Tranquilizer Gun====&lt;br /&gt;
The Tranquilizer Gun (sometimes just called the &amp;#039;&amp;#039;Tranq&amp;#039;&amp;#039;) is equipped to the [[Class:Spy|Spy]] class.  It used [[Reference:Ammo#Nail|Nails]] as ammunition, but has a special feature.  It&amp;#039;s low-noise shot travels with perfect accuracy, and on contact with the enemy it [[:Category:Status_Effects#Tranquilized|traquilizes]] them.  Tranquilized enemies have obscured vision and reduced movement speed until the effect wears off.  It can be enough time to get activate your cloak and hide somewhere safe.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Tranquilizer Gun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Rocket Propelled Grenade====&lt;br /&gt;
The Rocket Propelled Grenade, usually referred to by its acronym as an &amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;, is a devastating heavy weapon of the [[Class:Soldier|Soldier]] class.  It fires medium speed, but highly accurate [[Reference:Ammo#Rocket|Rockets]] that travel without dropping, strait at your target.  The RPG can fire four rockets close together in a burst, before you need to pause and reload.  The blast damage of a near miss can cause considerable damage itself, and can push the enemy around in ways that can be useful.  Pushing the enemy player into the line of fire of an [[Buildables:Sentry Gun|SG]] (or off a convenient cliff if you are as lucky) is a common tactic for a good Soldier.  The RPG can also be used for Rocket Jumping, a great way to boost yourself to inaccessible places.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:RPG]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Grenade Launcher====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Grenade Launcher]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Pipe Launcher====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Pipe Launcher]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Flamethrower====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Flamethrower]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Incendiary Cannon====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Incendiary Cannon]] for more detail.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
&lt;br /&gt;
====Detpack====&lt;br /&gt;
&lt;br /&gt;
====Ammo Dispenser====&lt;br /&gt;
&lt;br /&gt;
====Sentry Gun====&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
&lt;br /&gt;
====Fragmentation====&lt;br /&gt;
&lt;br /&gt;
====Caltrop====&lt;br /&gt;
&lt;br /&gt;
====Concussion====&lt;br /&gt;
&lt;br /&gt;
====Nail====&lt;br /&gt;
&lt;br /&gt;
====MIRV====&lt;br /&gt;
&lt;br /&gt;
====Napalm====&lt;br /&gt;
&lt;br /&gt;
====Gas====&lt;br /&gt;
&lt;br /&gt;
====EMP====&lt;br /&gt;
&lt;br /&gt;
{{Navigation Reference}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Paranoidkirb</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=Reference:Weapons&amp;diff=6062</id>
		<title>Reference:Weapons</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=Reference:Weapons&amp;diff=6062"/>
		<updated>2008-01-06T21:46:55Z</updated>

		<summary type="html">&lt;p&gt;Paranoidkirb: /* Projectile-type Ranged Weapon Reference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==Weapons reference guides==&lt;br /&gt;
===Melee Weapon Reference===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background:#f5faff; border:1px solid #dce7ed&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#dce7ed; color:#000000&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
| colspan=&amp;quot;6&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Basic Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color: #f3f3f3;&amp;quot; |&lt;br /&gt;
!Slot Number&lt;br /&gt;
!Ammo Type&lt;br /&gt;
!Damage&lt;br /&gt;
!Range&lt;br /&gt;
!Cycle time&lt;br /&gt;
!Rate-of-fire&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Crowbar|Crowbar]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|18&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
![[#Knife|Knife]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|32 (Normal), 108 (Backstab) [[#Footnote1_2|**]]&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Backstab&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Medikit|Medikit]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|9 [[#Footnote1_3|***]]&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Heals&lt;br /&gt;
*Infects&lt;br /&gt;
|-&lt;br /&gt;
![[#Spanner|Spanner]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A [[#Footnote1_1|*]]&lt;br /&gt;
|18&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Repair&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Umbrella|Umbrella]]&lt;br /&gt;
|1&lt;br /&gt;
|N/A&lt;br /&gt;
|18&lt;br /&gt;
|32 units&lt;br /&gt;
|0.4 seconds&lt;br /&gt;
|2.5 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote1_1&amp;quot;&amp;gt;* The Spanner consumes [[Reference:Ammo#Cell|Cells]] when used to Repair a dispenser, Sentry Gun, or team member&amp;#039;s Armor, but not when used as a weapon.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote1_2&amp;quot;&amp;gt;** The Backstab special attack ignores [[Armor|armor]] when calculating damage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote1_3&amp;quot;&amp;gt;*** The Medikit Infects the victim, dealing continual damage until healed or dead.  The Medikit also ignores armor.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Bullet-type Ranged Weapon Reference===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background:#f5faff; border:1px solid #dce7ed&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#dce7ed; color:#000000&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Basic Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color: #f3f3f3;&amp;quot; |&lt;br /&gt;
!Slot Number&lt;br /&gt;
!Ammo Type&lt;br /&gt;
!Ammunition per shot&lt;br /&gt;
!Bullets per shot&lt;br /&gt;
!Spread Value&lt;br /&gt;
!Damage&lt;br /&gt;
!Recoil&lt;br /&gt;
!Cycle time (refire delay)&lt;br /&gt;
!Rate-of-fire (1 / Cycle time)&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Shotgun|Shotgun]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|1&lt;br /&gt;
|6&lt;br /&gt;
|0.02&lt;br /&gt;
|22&lt;br /&gt;
|0.5&lt;br /&gt;
|0.5 seconds&lt;br /&gt;
|2 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
![[#Super Shotgun|Super Shotgun]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|2&lt;br /&gt;
|14&lt;br /&gt;
|0.06&lt;br /&gt;
|54&lt;br /&gt;
|0.8&lt;br /&gt;
|0.7 seconds&lt;br /&gt;
|1.43 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Sniper Rifle|Sniper Rifle]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.00&lt;br /&gt;
|42 [[#Footnote2_1|*]]&lt;br /&gt;
|0.5&lt;br /&gt;
|0.8 seconds [[#Footnote2_1|*]]&lt;br /&gt;
|1.25 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Charges up &lt;br /&gt;
*Needs ground contact to fire&lt;br /&gt;
*Built-in two setting scope&lt;br /&gt;
|-&lt;br /&gt;
![[#Auto Rifle|Auto Rifle]]&lt;br /&gt;
|3&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|0.01&lt;br /&gt;
|8&lt;br /&gt;
|0.4&lt;br /&gt;
|0.2 seconds&lt;br /&gt;
|5 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Assault Cannon|Assault Cannon]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Shell|Shells]]&lt;br /&gt;
|2&lt;br /&gt;
|5&lt;br /&gt;
|0.08&lt;br /&gt;
|4.4&lt;br /&gt;
|0.4&lt;br /&gt;
|0.1 seconds [[#Footnote2_2|**]]&lt;br /&gt;
|10 shots per second [[#Footnote2_2|**]]&lt;br /&gt;
|&lt;br /&gt;
*Spins up firing speed &lt;br /&gt;
*Can overheat&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* Note: The [[Weapon:Tommy Gun|Tommy Gun]] was not included in this table.  If it is in fact &amp;#039;&amp;#039;not&amp;#039;&amp;#039; defunct, it should be added.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote2_1&amp;quot;&amp;gt;* The Sniper Rifle has the ability to charge up to do additional damage.  The sniper rifle also does extra damage from head-shots.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote2_2&amp;quot;&amp;gt;** The Assault Cannon will spin up over a short time.  This provides faster firing rate, but the gun will quickly overheat and nead to cool off.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Projectile-type Ranged Weapon Reference===&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; style=&amp;quot;background:#f5faff; border:1px solid #dce7ed&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; style=&amp;quot;background:#ffffff; style=&amp;quot;text-align:center;&amp;quot; width=&amp;quot;100%&amp;quot; align=&amp;quot;center&amp;quot; cellpadding=&amp;quot;3&amp;quot; cellspacing=&amp;quot;3&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#dce7ed; color:#000000&amp;quot; |&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Weapon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Basic Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Special Properties&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
|- style=&amp;quot;background-color: #f3f3f3;&amp;quot; |&lt;br /&gt;
!Slot Number&lt;br /&gt;
!Ammo Type&lt;br /&gt;
!Ammunition per shot&lt;br /&gt;
!Projectile Speed&lt;br /&gt;
!Damage&lt;br /&gt;
!Damage Radius&lt;br /&gt;
!Recoil&lt;br /&gt;
!Cycle time (refire delay)&lt;br /&gt;
!Rate-of-fire (1 / Cycle time)&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Nailgun|Nailgun]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|9&lt;br /&gt;
|N/A&lt;br /&gt;
|0.3&lt;br /&gt;
|0.1 seconds&lt;br /&gt;
|10 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|-&lt;br /&gt;
![[#Super Nailgun|Super Nailgun]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|2&lt;br /&gt;
|1000&lt;br /&gt;
|12&lt;br /&gt;
|N/A&lt;br /&gt;
|0.5&lt;br /&gt;
|0.1 seconds&lt;br /&gt;
|10 shots per second&lt;br /&gt;
|&amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Railgun|Railgun]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|1 - 5 [[#Footnote3_1|*]]&lt;br /&gt;
|1500&lt;br /&gt;
|25 [[#Footnote3_1|*]]&lt;br /&gt;
|100&lt;br /&gt;
|2.0&lt;br /&gt;
|0.2 seconds [[#Footnote3_1|*]]&lt;br /&gt;
|5 shots per second [[#Footnote3_1|*]]&lt;br /&gt;
|&lt;br /&gt;
*Charges up&lt;br /&gt;
*Ignores armor when charged&lt;br /&gt;
*Pushes player when charged&lt;br /&gt;
|-&lt;br /&gt;
![[#Tranquilizer Gun|Tranquilizer Gun]]&lt;br /&gt;
|2&lt;br /&gt;
|[[Reference:Ammo#Nail|Nails]]&lt;br /&gt;
|1&lt;br /&gt;
|1500&lt;br /&gt;
|18&lt;br /&gt;
|N/A&lt;br /&gt;
|0.3&lt;br /&gt;
|2 seconds&lt;br /&gt;
|0.5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Causes visual impairment&lt;br /&gt;
*Slows movement&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#RPG|RPG]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|102&lt;br /&gt;
|102&lt;br /&gt;
|1.0&lt;br /&gt;
|0.65 seconds&lt;br /&gt;
|1.54 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Pushes player&lt;br /&gt;
|-&lt;br /&gt;
![[#Grenade Launcher|Grenade Launcher]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|625&lt;br /&gt;
|108&lt;br /&gt;
|125&lt;br /&gt;
|1.0&lt;br /&gt;
|0.6 seconds&lt;br /&gt;
|1.67 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Pushes player&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Pipe Launcher|Pipe Launcher]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|625&lt;br /&gt;
|108&lt;br /&gt;
|125&lt;br /&gt;
|1.0&lt;br /&gt;
|0.6 seconds&lt;br /&gt;
|1.67 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Pushes player&lt;br /&gt;
*Eight pipes can exist at once&lt;br /&gt;
*Detonates on command&lt;br /&gt;
|-&lt;br /&gt;
![[#Flamethrower|Flamethrower]]&lt;br /&gt;
|4&lt;br /&gt;
|[[Reference:Ammo#Cell|Cells]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|13 [[#Footnote3_2|**]]&lt;br /&gt;
|N/A&lt;br /&gt;
|0.0&lt;br /&gt;
|0.2 seconds&lt;br /&gt;
|5 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Lights enemy on fire&lt;br /&gt;
*Multiplied flame damage&lt;br /&gt;
*Pushes player slightly&lt;br /&gt;
|- style=&amp;quot;background:#f5faff;&amp;quot; |&lt;br /&gt;
![[#Incendiary Cannon|Incendiary Cannon]]&lt;br /&gt;
|5&lt;br /&gt;
|[[Reference:Ammo#Rocket|Rockets]]&lt;br /&gt;
|1&lt;br /&gt;
|1000&lt;br /&gt;
|60 [[#Footnote3_2|**]]&lt;br /&gt;
|120&lt;br /&gt;
|4.0&lt;br /&gt;
|1.2 seconds&lt;br /&gt;
|0.83 shots per second&lt;br /&gt;
|&lt;br /&gt;
*Lights enemy on fire&lt;br /&gt;
*Multiplied flame damage&lt;br /&gt;
*Pushes player&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote3_1&amp;quot;&amp;gt;* The Railgun has the ability to charge up over several seconds.  When charged, the railgun does more damage, and consumes up to four nails per shot.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;Footnote3_2&amp;quot;&amp;gt;** The Incendiary Cannon and Flamethrower will light the enemy on fire.  This deals damage for several seconds after impact, and deals multiplied damage if used in conjunction with other flame weapons.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Summary==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
Melee weapons are for hand-to-hand combat, used at close range.&lt;br /&gt;
&lt;br /&gt;
====Crowbar====&lt;br /&gt;
This weapon is the default melee weapon for all classes that do not have their own specialty melee weapons.  Currently (as of FF Version 1.11) it is equipped to the [[Class:Scout|Scout]], [[Class:Sniper|Sniper]], [[Class:Soldier|Soldier]], [[Class:Demoman|Demoman]], [[Class:HWGuy|HWGuy]], and [[Class:Pyro|Pyro]] classes.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Crowbar]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Medikit====&lt;br /&gt;
This weapon is only equipped to the [[Class:Medic|Medic]] class.  It has two functions, both activated by the primary fire key.  When used on a member of an allied team, it heals that team member against damage or an enemy medic&amp;#039;s infection.  When used on a member of the enemy team, it [[:Category:Status_Effects#Infected|infects]] that player, dealing damage until they die, unless they are healed by a medic from their own team.  Being healed from an infection also renders that player [[:Category:Status_Effects#Immune|immune]] from re-infection for a few seconds.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Medikit]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Spanner====&lt;br /&gt;
The Spanner (a wrench) is only equipped to the [[Class:Engineer|Engineer]] class.  It does low damage when used as a weapon, but it&amp;#039;s primary function is to repair and rearm [[Buildable:Sentry Gun|SG&amp;#039;s]] and [[Buildable:Dispenser|Dispensers]] as well as upgrade SG&amp;#039;s.  It can also be used to repair a teammates armor.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Spanner]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Knife====&lt;br /&gt;
This is the melee weapon equipped to the [[Class:Spy|Spy]] class.  It has the special capability of being able to backstab, an attack that deals lethal damage to an enemy, and if successful, does not remove the spy&amp;#039;s disguise. &lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Knife]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Umbrella====&lt;br /&gt;
This is the only weapon equipped to the the [[Class:Civilian|Civilian]] class.  It is similar to the crowbar, including damage, range, and rate of fire.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Umbrella]] for more detail.&lt;br /&gt;
&lt;br /&gt;
===Bullet Weapons===&lt;br /&gt;
Bullet weapons are weapons that have no visible projectiles, and apply damage instantaneously via one or more bullets fired with a randomized spread pattern.  All current Bullet weapons use [[Reference:Ammo#Shell|shells]] as ammunition.&lt;br /&gt;
&lt;br /&gt;
====Single Shotgun====&lt;br /&gt;
The Single Shotgun (or just &amp;#039;&amp;#039;Shotgun&amp;#039;&amp;#039;) is a weapon of the [[Class:Scout|Scout]], [[Class:Soldier|Soldier]], [[Class:Demoman|Demoman]], [[Class:Medic|Medic]], [[Class:HWGuy|HWGuy]], and [[Class:Pyro|Pyro]] classes.  It deals a fairly small amount of damage, and is moderately effective at long range.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Single Shotgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Super Shotgun====&lt;br /&gt;
The Super Shotgun is the heavier but shorter ranged double-barreled cousin of the Single Shotgun.  It is equipped to the [[Class:Soldier|Soldier]], [[Class:Medic|Medic]], [[Class:HWGuy|HWGuy]], [[Class:Spy|Spy]], and [[Class:Engineer|Engineer]] classes.  It does a considerable amount of damage, but is not very effective at a distance.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Super Shotgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Sniper Rifle====&lt;br /&gt;
The Sniper Rifle is a very formidable weapon in the hands of a skilled [[Class:Sniper|Sniper]] (the only class that can use this gun).  The sniper rifle is perfectly accurate, and charges up when the trigger is held down, for up to seven seconds. It can almost always kill any class in a single shot when fully charged.  A hit to the leg reduces the damage done, but [[:Category:Status_Effects#Crippled|cripples]] the target and reduces their movement speed.  A hit to the head increases damage, and is almost always fatal, even if not fully charged.  Additionally, if you hit a target and yet they survive, they are then tagged with a [[:Category:Status_Effects#Transmitting|transmitter]] that will show allied team members team where they are, even through walls or when cloaked as a spy, if within a certain range.  The Sniper&amp;#039;s movement speed is greatly reduced when the Sniper Rifle is charged or charging.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Sniper Rifle]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Auto Rifle====&lt;br /&gt;
The Auto Rifle (or &amp;#039;&amp;#039;AR&amp;#039;&amp;#039;) is the other main weapon exclusive to the [[Class:Sniper|Sniper]] class.  It is a fully automatic rifle, doesn&amp;#039;t need reloading, is fairly accurate at a distance, and does a good amount of damage.  It&amp;#039;s biggest downside is that it uses ammunition quite quickly, and that ammunition is the same as used in the Sniper Rifle!  If you use all your ammo with the Auto Rifle, you won&amp;#039;t be able to snipe again until you get resupplied.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Auto Rifle]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Assault Cannon====&lt;br /&gt;
The Assault Cannon (sometimes called an &amp;#039;&amp;#039;AC&amp;#039;&amp;#039;) is the primary weapon of the [[Class:HWGuy|HWGuy]].  It has as high rate of fire and can do quite a bit of damage, but is not terribly effective at range.  Additionally, when firing it reduces the HWGuy&amp;#039;s movement speed to a crawl.  If you hold the trigger down, this gun will fire more rapidly, but also quickly overheat and stop firing.  With practice you can learn to tap the trigger to maintain a balance between rate of fire and preventing the gun from overheating.  Lastly, even a large number of shells disappears quickly when using the Assault Cannon.  Staying near an Resupply, [[Buildables:Dispenser|Dispenser]], or friendly [[Class:Engineer|Engineer]] is recommended.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Assault Cannon]] for more detail.&lt;br /&gt;
&lt;br /&gt;
===Projectile Weapons===&lt;br /&gt;
Projectile weapons are weapons that fire a physically modeled, visible projectile.  They do not travel instantaneously.  The type of projectile varies, and include nails, grenades, rockets, balls of fire.&lt;br /&gt;
&lt;br /&gt;
====Nailgun====&lt;br /&gt;
The Nailgun is a weapon equipped to the [[Class:Scout|Scout]], [[Class:Sniper|Sniper]], and [[Class:Spy|Spy]] classes.  This gun fires a steam of [[Ammo:Nail|Nails]] that do not fall as they travel, making it very accurate.  It has limited effectiveness against moving targets, since these Nails take a certain amount of time to reach the target.  However, it is an excellent weapon to destroy [[Buildables:Sentry Gun|SG&amp;#039;s]], [[Buildables:Dispenser|Dispensers]], and may be useful against camping [[Class:Sniper|Snipers]], [[Class:Spy|Spies]], or slow-moving [[Class:HWGuy|HWGuys]].&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Nailgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Super Nailgun====&lt;br /&gt;
The beefed up brother of the Nailgun, the Super Nailgun is exclusive to the [[Class:Medic|Medic]].  While it&amp;#039;s limitations are similar to the regular Nailgun, it&amp;#039;s increased damage makes them less of a problem.  It can wipe out [[Buildables:Sentry Gun|SG&amp;#039;s]] in seconds, and can be effective against camping [[Class:Sniper|Snipers]] (especially if they are not looking your way).  If you keep your movement quick and your aim steady, it can be a fairly dangerous weapon in a close range firefight as well.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Super Nailgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Railgun====&lt;br /&gt;
The Railgun is a weapon of the [[Class:Engineer|Engineer]] class, and uses [[Reference:Ammo#Nail|Nails]] for ammunition.  While the Super Shotgun is usually better in a firefight, the Railgun is a formidable weapon as well.  The Railgun is capable of charging up (by holding the trigger), and when released it fires a powerful bolt that unerringly travels toward it&amp;#039;s target.  This bolt of energy isn&amp;#039;t super quick, so a moving target may be a bit tricky to hit, but a stationary one can be easy picking.  The fully charged shot bypasses armor completely, and can pack quite a wallop.  Additionally, the Railgun can be fired downwards with a well-timed jump to boost an Engineer into a spot they otherwise would not be able to get to.  Lastly, the Railgun shot can bounce off several walls, and actually get more powerful in the process.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Railgun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Tranquilizer Gun====&lt;br /&gt;
The Tranquilizer Gun (sometimes just called the &amp;#039;&amp;#039;Tranq&amp;#039;&amp;#039;) is equipped to the [[Class:Spy|Spy]] class.  It used [[Reference:Ammo#Nail|Nails]] as ammunition, but has a special feature.  It&amp;#039;s low-noise shot travels with perfect accuracy, and on contact with the enemy it [[:Category:Status_Effects#Tranquilized|traquilizes]] them.  Tranquilized enemies have obscured vision and reduced movement speed until the effect wears off.  It can be enough time to get activate your cloak and hide somewhere safe.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Tranquilizer Gun]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Rocket Propelled Grenade====&lt;br /&gt;
The Rocket Propelled Grenade, usually referred to by its acronym as an &amp;#039;&amp;#039;RPG&amp;#039;&amp;#039;, is a devastating heavy weapon of the [[Class:Soldier|Soldier]] class.  It fires medium speed, but highly accurate [[Reference:Ammo#Rocket|Rockets]] that travel without dropping, strait at your target.  The RPG can fire four rockets close together in a burst, before you need to pause and reload.  The blast damage of a near miss can cause considerable damage itself, and can push the enemy around in ways that can be useful.  Pushing the enemy player into the line of fire of an [[Buildables:Sentry Gun|SG]] (or off a convenient cliff if you are as lucky) is a common tactic for a good Soldier.  The RPG can also be used for Rocket Jumping, a great way to boost yourself to inaccessible places.&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:RPG]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Grenade Launcher====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Grenade Launcher]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Pipe Launcher====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Pipe Launcher]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Flamethrower====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Flamethrower]] for more detail.&lt;br /&gt;
&lt;br /&gt;
====Incendiary Cannon====&lt;br /&gt;
&lt;br /&gt;
See [[Weapon:Incendiary Cannon]] for more detail.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
&lt;br /&gt;
====Detpack====&lt;br /&gt;
&lt;br /&gt;
====Ammo Dispenser====&lt;br /&gt;
&lt;br /&gt;
====Sentry Gun====&lt;br /&gt;
&lt;br /&gt;
===Grenades===&lt;br /&gt;
&lt;br /&gt;
====Fragmentation====&lt;br /&gt;
&lt;br /&gt;
====Caltrop====&lt;br /&gt;
&lt;br /&gt;
====Concussion====&lt;br /&gt;
&lt;br /&gt;
====Nail====&lt;br /&gt;
&lt;br /&gt;
====MIRV====&lt;br /&gt;
&lt;br /&gt;
====Napalm====&lt;br /&gt;
&lt;br /&gt;
====Gas====&lt;br /&gt;
&lt;br /&gt;
====EMP====&lt;br /&gt;
&lt;br /&gt;
{{Navigation Reference}}&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Paranoidkirb</name></author>
	</entry>
	<entry>
		<id>https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6061</id>
		<title>TF2 Player&#039;s Guide to FF</title>
		<link rel="alternate" type="text/html" href="https://www.fortress-forever.com/wiki/index.php?title=TF2_Player%27s_Guide_to_FF&amp;diff=6061"/>
		<updated>2008-01-06T21:42:45Z</updated>

		<summary type="html">&lt;p&gt;Paranoidkirb: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox manual/Header}}&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
* There are grenades usable for every class. There are two: a [[Grenade:Frag|frag grenade]] for every class (except the Scout) and a “special” one that has a unique trait ([[Grenade:Nail|like shooting nails]] or [[Grenade:EMP|blowing up an enemy’s ammunition]].).&lt;br /&gt;
&lt;br /&gt;
* Respawn is instantaneous.&lt;br /&gt;
&lt;br /&gt;
* Realistic art style compared to TF2’s cartoony style.&lt;br /&gt;
&lt;br /&gt;
* Each class has armor, and the amount of it and the percent of damage absorbed depends on the class.  See the [[Reference:Class|Class reference]] for details.&lt;br /&gt;
&lt;br /&gt;
* No taunt button.&lt;br /&gt;
&lt;br /&gt;
* If a player dies, a backpack is left behind that contains all the ammo he had when he died.&lt;br /&gt;
&lt;br /&gt;
* Resupply rooms consist of backpacks containing supplies, instead of supply lockers. In addition, these backpacks must respawn. What’s in the backpacks is determined by the map maker.&lt;br /&gt;
&lt;br /&gt;
* Ammo boxes are replaced with backpacks.&lt;br /&gt;
&lt;br /&gt;
* You can discard unused ammo for others to use.&lt;br /&gt;
&lt;br /&gt;
* There are four teams; Red, Blue, Green and Yellow. However, most maps use only Red and Blue.&lt;br /&gt;
&lt;br /&gt;
* Much less emphasis on Capture Point maps than in TF2.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
&lt;br /&gt;
* There are two types of shotguns: [[Weapon:Single_Shotgun|Single]] and [[Weapon:Super_Shotgun|Super]]. &lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Grenade_Launcher|Grenade]] and [[Weapon:Pipe Launcher|Pipe Launcher]] share a magazine.&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Assault_Cannon|Minigun]] can overheat if fired for too long.&lt;br /&gt;
&lt;br /&gt;
* Grenades fired from the Pipe Launcher do not stick onto walls.&lt;br /&gt;
&lt;br /&gt;
* Only the Medic, Spy and Engineer have their own melee weapons. Everybody else has a [[Weapon:Crowbar|Crowbar]].&lt;br /&gt;
&lt;br /&gt;
==Classes==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Scout|Scout]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The FF Scout is only really useful for capping, while the TF2 Scout can be used as a speedy attacker that can take out slow classes with ease.&lt;br /&gt;
&lt;br /&gt;
* A Scout can remove a Spy’s disguise or disable a [[Weapon:Detpack|Detpack]] if he touches them.&lt;br /&gt;
&lt;br /&gt;
* The Scout can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* The Scout has a special grenade, called the [[Grenade:Caltrop|Caltrop]], that can slow down an enemy if he touches it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Sniper|Sniper]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* The [[Weapon:Sniper_Rifle|Sniper Rifle]] must be charged up by holding down the fire button.&lt;br /&gt;
&lt;br /&gt;
* He has an [[Weapon:Auto_Rifle|automatic rifle]] that uses the same ammunition as the Sniper Rifle.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Soldier|Soldier]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Reloading the [[Weapon:RPG|RPG]] is slightly slower.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Demoman|Demoman]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a special weapon called a [[Weapon:Detpack|Detpack]] that can be set to explode after a certain amount of time and is the most powerful weapon in the game.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Medic|Medic]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* To heal, use the Medic&amp;#039;s healing weapon, the [[Weapon:Medikit|Medikit]]. It must be used on an ally at point-blank range. However, it will heal the target to 100% of his health instantly.&lt;br /&gt;
&lt;br /&gt;
* If you use the Medikit on a person with 100% of his health, it will add 5 points of health for each use, up to a maximum of 150% of his default maximum health.&lt;br /&gt;
&lt;br /&gt;
* The Medikit can [[:Category:Status_Effects#Infected|infect enemies with a virus]] if it is used on one.&lt;br /&gt;
&lt;br /&gt;
* The Medic can [[Concjumping|concjump]].&lt;br /&gt;
&lt;br /&gt;
* Can be very effective on offense, thanks to [[Concjumping|concjumping]], his speed and the Super Shotgun.&lt;br /&gt;
&lt;br /&gt;
* The Medic cannot make anyone invincible.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:HWGuy|HWGuy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* His Minigun is not named Sasha.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Pyro|Pyro]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a rocket launcher called the [[IC|Incendiary Cannon]] that can light enemies on fire. However, the rocket begins to fall to the ground after launch, traveling in an arc.&lt;br /&gt;
&lt;br /&gt;
* There are multiple stages of an enemy being on fire. See the [[:Category:Status_Effects#On_Fire|On Fire]] article for more details.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Spy|Spy]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Has a [[Weapon:Tranquilizer Gun|tranquilizer gun]] instead of a revolver.&lt;br /&gt;
&lt;br /&gt;
* The backstab animation isn’t nearly as drawn-out as the one in TF2.&lt;br /&gt;
&lt;br /&gt;
* If a Spy makes a successful backstab, [[Class_Ability:ID_Theft|his disguise changes to the person he just killed]].&lt;br /&gt;
&lt;br /&gt;
* The Spy [[Class_Ability:Stealth|makes no noise when walking]].&lt;br /&gt;
&lt;br /&gt;
* The weapon the Spy has equipped is reflected on his disguise (to an extent). Ex.: If a spy is disguised as an Engineer and equipped with the Knife, to others, he will be holding the Wrench.&lt;br /&gt;
&lt;br /&gt;
* If the Spy is disguised, he will look like his disguise, including to his teammates.&lt;br /&gt;
&lt;br /&gt;
* If the Spy falls down, he will make no noise and takes 50% damage from the fall.&lt;br /&gt;
&lt;br /&gt;
* Sabotaging a dispenser/sentry will not make it’s health lower. &lt;br /&gt;
&lt;br /&gt;
* The Spy’s special abilities are done via a menu accessed by hitting the Fire 2 (default: Mouse 2) key.&lt;br /&gt;
&lt;br /&gt;
* If a Spy runs into another Spy, both of their disguises will disappear.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Engineer|Engineer]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Metal is collected from backpacks.&lt;br /&gt;
&lt;br /&gt;
* An Engineer can repair a teammate’s armor by hitting the ally with the wrench.&lt;br /&gt;
&lt;br /&gt;
* There is neither HUD nor verbal (“SPY SAPPING MY SENTRY/DISPENSER!”) indication that a Spy has tampered with your buildables.&lt;br /&gt;
&lt;br /&gt;
* You cannot make teleporters.&lt;br /&gt;
&lt;br /&gt;
* It takes 130 Metal to upgrade a sentry instead of 200.&lt;br /&gt;
&lt;br /&gt;
* When an engineer discards ammo, he will throw out ammo of every type, even if he doesn’t currently have a certain type.&lt;br /&gt;
&lt;br /&gt;
* The Pistol is replaced with the [[Weapon:Railgun|Railgun]].&lt;br /&gt;
&lt;br /&gt;
* The Sentry Gun uses shells from the Engineer as ammo.&lt;br /&gt;
&lt;br /&gt;
* The Engineer builds things like in TF2, but to destroy or move around something built you must access a menu via hitting Fire 2 (default: Mouse 2).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;[[Class:Civilian|Civilian]]&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Usable.&lt;br /&gt;
&lt;br /&gt;
* Nearly defenseless. Must rely on others to kill enemies. A future update will include the [[Weapon:Tommy_Gun|Tommy Gun]], a weapon that the Civilian can use to fight back to an extent.&lt;br /&gt;
&lt;br /&gt;
* No grenades.&lt;br /&gt;
{{Infobox manual/Footer}}&lt;/div&gt;</summary>
		<author><name>Paranoidkirb</name></author>
	</entry>
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