Ultimate Team Fortress 2

Single-Player

> "Run, cowards! *Team Fortress 2* is about to get wild, and it's about to get ultimate!"
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**Ultimate Team Fortress 2** is a *Team Fortress 2* mod idea, inspired by the similar mods *Open Fortress* and *Team Fortress 2 Classic* and the server plugins *Advanced Weaponizer* and *Custom Weapons*. It is based upon the premise of expanding upon the original game, with a more fast-paced yet tactical focus.

## Gameplay

*Ultimate Team Fortress 2* is based upon the same playstyle of the original *Team Fortress 2* with significant changes and improvements. The mercenaries now possess armour stats, which absorbs a percentage of the damage they take, and there are now five weapon slots instead of three, including a primary weapon, secondary weapon, sidearm, melee weapon and grenade. Players now move faster and take slightly less damage when using melee weapons, and mobility and stealth are given more of a focus. New abilities and weapons are added, and the amount of classes has been increased from 9 to 16, with three being able to be used in regular gameplay and four being restricted to specific gamemodes.

## Offense Classes

### Scout

* Health: 100/200 (Overheal)
* Armour: 50/100 (Reinforced)
* Speed: 150% (450 hu/s)
* Weapons: Scattergun, Nailgun, Pistol, Bat, Concussion Grenade
* Abilities: Double Jump, Fast Hands, Parkour, Capture Speed, Disguise Disabling, Boost Pad
* Role: Speed combat

### Soldier

* Health: 250/375 (Overheal)
* Armour: 300/600 (Reinforced)
* Speed: 86% (259 hu/s)
* Weapons: Rocket Launcher, Tommy Gun, Shotgun, Shovel, Laser Grenade
* Abilities: Rocket Jump, Last Resort, Auto Switch, Parachute, Shock and Awe, Debuff Resistance,
* Role: Offensive support

### Pyro

* Health: 175/260 (Overheal)
* Armour: 200/400 (Reinforced)
* Speed: 100% (300 hu/s)
* Weapons: Flamethrower, Flare Gun, Shotgun, Fire Axe, Molotov Cocktail
* Abilities: Jetpack, Afterburn Immunity, Gas Can, Pyrotechnics,
* Role: Distraction

### Assault

* Health: 150/225 (Overheal)
* Armour: 100/200 (Reinforced)
* Speed: 100% (300 hu/s)
* Weapons: G.I.B, Assault Rifle, Pistol, Crowbar, Smoke Grenade
* Abilities: Strength in Numbers, Airstrikes, Rallyflag, Infra-Red Vision, Bunker
* Role: General offense

## Defence Classes

### Demoman

* Health: 175/260 (Overheal)
* Armour: 300/600 (Reinforced)
* Speed: 93% (280 hu/s)
* Weapons: Grenade Launcher, Stickybomb Launcher, Pistol, Bottle, MIRV Grenade
* Abilities: Sticky Jump, Detpack,
* Role: Defensive support

### Heavy

* Health: 400/600 (Overheal)
* Armour: 500/1000 (Reinforced)
* Speed: 67% (201 hu/s)
* Weapons: Minigun, Sandvich, Shotgun, Fists, Gravity Grenade
* Abilities: Heavyweight, Doctor's Pet, Slowdown, Offensive Buffs, Power Shield,
* Role: Room clearing

### Engineer

* Health: 125/185 (Overheal)
* Armour: 75/150 (Reinforced)
* Speed: 100% (300 hu/s)
* Weapons: Railgun, Super Shotgun, Pistol, Wrench, EMP Grenade
* Abilities: Self-Repair, Reinforcement, Ammo Sight, Hidden Stashes, Weld, Multiple Buildings
* Role: General defence

### Guardian

* Health: 150/225 (Overheal)
* Armour: 200/400 (Reinforced)
* Speed: 93% (280 hu/s)
* Weapons: Machine Gun, Mines, Submachine Gun, Club, Freeze Grenade
* Abilities: Area Defence, Precise Elimination, Defence Turret
* Role: Point defence

## Support Classes

### Medic

* Health: 125/185 (Overheal)
* Armour: 90/180 (Reinforced)
* Speed: 133% (400 hu/s)
* Weapons: Medigun, Syringe Gun, Shotgun, Bonesaw, Heal Grenade
* Abilities: ÜberCharge, Self-Medication, Defensive Buffs, Weakness Detection,
* Role: Healing

### Sniper

* Health: 100/150 (Overheal)
* Armour: 50/100 (Reinforced)
* Speed: 100% (300 hu/s)
* Weapons: Sniper Rifle, Hunting Rifle, Submachine Gun, Kukri, Bear Trap
* Abilities: Headshots, Camouflage, Anti-Rocket Shield
* Role: Assassination

### Spy

* Health: 100/150 (Overheal)
* Armour: 75/150 (Reinforced)
* Speed: 107% (320 hu/s)
* Weapons: Revolver, Sapper, Submachine Gun, Knife, Gas Grenade
* Abilities: Disguise, Cloaking, Radar, Stealth Camera
* Role: Sabotage

### Delivery

* Health: 125/185 (Overheal)
* Armour: 90/180 (Reinforced)
* Speed: 107% (320 hu/s)
* Weapons: Hunting Shotgun, Gas Gun, Submachine Gun, Lead Pipe, Teleport Grenade
* Abilities: Backpack, Melee Climb, Supply Vision,
* Role: General support

## Special Classes

### Civilian

* Health: 75/115 (Overheal)
* Armour: 50/100 (Reinforced)
* Speed: 75% (225)
* Weapons: Umbrella
* Abilities: Ending Missions, Charming Good Lucks, Running Away
* Role: Escape

### Commander

* Health: 0
* Armour: 0
* Speed: 0% (0 hu/s)
* Weapons: Cameras, Base Defences
* Abilities: Immortal non-entity, Base Defences, Battle Orders
* Role: Overseer

### Henchman

* Health: 650/999 (Overheal)
* Armour: 1000/2000 (Reinforced)
* Speed: 133% (400 hu/s)
* Weapons: Dual Gatling Guns, Multi-Mortar, Quad-Barrel Shotgun, Sledgehammer, Atomic Grenade
* Abilities: Guardian Angel, Debuff Immunity
* Role: Bodyguard to Civilian

### Mercenary

* Health: 75-400 (depending on how many Credits are spent on health)/115-600 (Overheal, depending on how many Credits are spent on health)
* Armour: 50-500 (depending on how many Credits are spent on armour)/100-1000 (Reinforced, depending on how many Credits are spent on armour)
* Speed: 75%-150% (225-450 hu/s, depending on how many Credits are spent on armour)
* Weapons: Various primary weapons, secondary weapons, sidearms and grenades (depending on which are acquired with Credits), Screwdriver
* Abilities: Weapon and ability acquisition, various other abilities (depending on which are acquired with Credits)
* Role: Various (depending on abilities and weapons acquired with Credits)

## Abilities

### Scout

* **Double Jump:** The Scout can jump twice in the air for twice the speed and distance of a regular jump. This ability is retained from the original game.
* **Fast Hands:** The Scout deploys and holsters all weapons 33% faster.

## Weapons

> *Full list*: Ultimate Team Fortress 2/Weapons
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> *Full list*: Ultimate Team Fortress 2/Changes
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