Weapons
This is the part of the page that everyone cares about. Guns, guns, guns. Thats all you care about, isn't it? Well, don't let me stop you. Once again, click on the weapon pictures, and you'll download the file. See how simple?
Level One Weapons
Level Two Weapons
Level Three Weapons
Level Four Weapons
Level Five Weapons
Grenades
Level One Weapons
These are generally the weaker weapons, but not always. When you're playing as a class, you press "1" to select these. Yes you press "1" because they are Level One Weapons.
Survival Knife:
Crowbar? What Crowbar? What we ahve here is a bonefide warrior's last resort! Well, sometimes. Other times it's their first resort. Knives up, let's go people! This is used by everyone but James and Mary, they each have their own replacements for it. See below. This was modeled and skinned by Matt-D.
Medkit:
We don't know what we're replacing this with yet, but when we do know, we'll tell you all about it. This is the item Mary will carry that will heal team members or infect her foes with a deadly virus thatslowly eats away at their health and is very easy to contract. If a member of her team comes to her, she can also use this thing to heal them. That rules. This is quite useful for a spy check because it will do no harm to your friends.
Wrench:
James' mighty Engineering Hammer! This bad boy not only crushed skulls, but alos fixes team mates armor up to maximum and can repair or upgrade any sentry guns that belong to him or his team mates. If a foe coems around **WHAM** he could suffer a humiliating wrench hammer death! This is quite useful for a spy check because it will do no harm to your friends. She was modeled by Matt-D and skinned by Sputnik.
Spy Dagger:
Looks like something from Star Trek, don't it? Well its not, so shut up. This is what any under-cover agent wants. Razor-sharp, and balanced so nicely that a mere flick of the wrist can bring down most foes. It's light enough that many swipes can be taken in quick succession, but strong enough you shouldn't need more than a few good blows. Iron Bear is the only one who can carry this dream, but not the only to know it's strenth. Be careful if a spy has pulled this on you, they like to stab you in the back where it does ample more dammage. This wonder was modeled and skinned by Matt-D.
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Level Two Weapons
These are generally the fairly weak weapons, but not always. When you're playing as a class, you press "2" to select these. Yes you press "2" because they are Level Two Weapons.
Single Barreled Shotgun:
Simple? Sure, why not. It's only a single barreled, and every one who's ever played and FPS knows that you need two barrels to do any REAL dammage. A multitude of people can use this gun: Skip, Velcro, Boomer, Mary, Jeebus, and Gasman. Yip, Ole' Faithful. Modeled by Matt-D and skinned by Sputnik.
Railgun:
Han Solo hath been slewn, and James stole his gun! When the wrench isn't strong enough we arm up this bad boy. She works excellent for shooting adn exploding SG's from long distances, or barely hitting them from around a corner. Besides, it looks pretty cool. Modeled by Matt-D and skinned by Sputnik.
Tranq Gun:
A toy for Iron Bear. This is another one we haven't started yet, but i was thinknig something along the lines of "James Bond" or maybe something from "Batman." Well, time will tell. Iron Bear will use this mother to slow down his enemies. One good method is to slow them down from a hiding place behind them so your snipers have easier shots. Another good method is to slow down your foe, and run up behind them with your trusty Spy Dagger and slay the beast!
Sniper Rifle:
The single most powerful weapon in the game. Hit them in the head fully charged, and you can take out any class. No ifs, ands, or buts; They're down for the count. The condition to the gun, is it's need to "charge." All you gotta do is hold down the trigger, and let go when you want to fire. The gun slowly charges up to full strenth (beleive me, it can feel like it takes forever when a HW Guy is trying to gun you down) and the red dot grows redder. Easy? That's what you think! The consolation is that you have a nifty zoom feature which makes it somewhat easier to zero-in on your targets head. Modeled by Matt-D and skinned by Sputnik.
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Level Three Weapons
These are generally the medium stregnth weapons, but not always. When you're playing as a class, you press "3" to select these. Yes you press "3" because they are Level Three Weapons.
Double Barrled Shotgun:
Just as common than the single barrled version, this one is twice as good. It has a barely slower rate of fire, but the same small cone of fire receives twice as many pellets. This is the gun everyone knows is for close quarters. Mary, Jeebus, Gasman, Velcro, Iron Bear, and James all carry her.
Auto Rifle:
Sarah gets in a jam, someone is too close for her sniper rifle. What does she do? She flips a switch. The gun looses alot of its power and its zoom function, but now spits out teh bullets like there's no tommorrw. Careful friend, it really does spit them out like there's no tommorrow, and if you're using it while retreating you may find yourself in sniping range without the ammo to do it. Modeled by Matt-D and skinned by Sputnik.
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Level Four Weapons
These are generally the stronger weapons, but not always. When you're playing as a class, you press "4" to select these. Yes you press "4" because they are Level Four Weapons.
Nailgun:
Not what you're thinking. This is in no way a carpenter's tool. Don't ask me why, I didn't name it that! This gun is fairly good at upsetting me. Why? I'm not sure, I think it might be because it sucks. No, that's not quite right. Maybe it's because it's named something it definately is NOT. Yeah thats it. It does however, work great for taking out SG's or generally just pestering people (like me).
Super Nailgun:
Again, not what you're thinking. This Cute toy is stronger than the previous, and some people think, looks better. Does it? Who knows. the important thing is that Mary is the only one to carry it, so the rest have to settle with the regular.
Flame Thrower:
This is all you need to know about the Flame Thrower:"Fire is good,
Fire is great.
It helps you to burn
Those who you hate."
Grenade Launcher:
Ah wonderful! This precious darling lobs a wonderful form of contact grenade. If the grenade hits someone or something it can blow up, it explodes. If the grenade does, it'll bounce around for a little while until it's timer runs out. It works great for destroying SG's which is why I'm glad only Boomer carries it. Modeled by Matt-D and skinned by Sputnik.
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Level Five Weapons
These are generally the strongest weapons, but not always. When you're playing as a class, you press "5" to select these. Yes you press "5" because they are Level Five Weapons.
Pipe Bomb Launcher:
Remember the Grenade Launcher? Same deal, except this one is all the much groovier. They don't explode on contact, so you detonate them whenever you hit secondary fire. This is good for low grav maps when your grenades always explode before they hit people, or for laying traps that people will run by. Modeled by Matt-D and skinned by Sputnik.
Rocket Launcher:
Velcro gets the gun that blows stuff up big. hAving a clip of up to four rockets is always good when you feel the need to explode some serious evil people. It also works wonders for pushing people around, yourself included. Jump, aim down and fire, and you go flying.
Flame Rocket Launcher:
Fire is good, but you know the rest. Same actual model as the Rocket Launcher, just a slight modification on how she works. The rockets come out at a slower rate, but there's no clip limit. They hit and explode napalm all over the place. What more could Gasman want? Just simply for the flames to sprout through some walls.
Auto Cannon:
Sometimes, things like aim don't matter. This gun is the born again version of not having to aim. Jeebus lugs this heavy toy around, and when he starts spinning it, slows to a crawl. Why is that? Maybe it has something to do with spitting out a few hundred shotgun shells in a matter of seconds.
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Grenades
Guns aren't the only thing that makes TFC go 'round. In fact, most people who limit themselves to the guns only end up missing one of the most useful elements of the game.
Frag Grenade:
Sometimes, things like aim don't matter. This gun is the born again version of not having to aim. Jeebus lugs this heavy toy around, and when he starts spinning it, slows to a crawl. Why is that? Maybe it has something to do with spitting out a few hundred shotgun shells in a matter of seconds.
Caltrops:
Sometimes, things like aim don't matter. This gun is the born again version of not having to aim. Jeebus lugs this heavy toy around, and when he starts spinning it, slows to a crawl. Why is that? Maybe it has something to do with spitting out a few hundred shotgun shells in a matter of seconds.
Concussion Grenade:
Sometimes, things like aim don't matter. This gun is the born again version of not having to aim. Jeebus lugs this heavy toy around, and when he starts spinning it, slows to a crawl. Why is that? Maybe it has something to do with spitting out a few hundred shotgun shells in a matter of seconds.
MIRV Grenade:
Sometimes, things like aim don't matter. This gun is the born again version of not having to aim. Jeebus lugs this heavy toy around, and when he starts spinning it, slows to a crawl. Why is that? Maybe it has something to do with spitting out a few hundred shotgun shells in a matter of seconds.
Nail Grenade:
Sometimes, things like aim don't matter. This gun is the born again version of not having to aim. Jeebus lugs this heavy toy around, and when he starts spinning it, slows to a crawl. Why is that? Maybe it has something to do with spitting out a few hundred shotgun shells in a matter of seconds.
Napalm Grenade:
Sometimes, things like aim don't matter. This gun is the born again version of not having to aim. Jeebus lugs this heavy toy around, and when he starts spinning it, slows to a crawl. Why is that? Maybe it has something to do with spitting out a few hundred shotgun shells in a matter of seconds.
EMP Grenade:
Quite possibly the most effective weapon in James' arsenal. The background of the Electro Magnetic Pulse is somewhat entertaining. It seems after a few nuclear warheads were set off people started noticing a patern: Electrical stuff broke. Simplified and exaggerated for the game purposes this means if a soldier runs by with a backpack full of rockets, they explode. If he drops all his extra ammo, then he's still got what's in the gun. The thing about the EMP is that walls have no effect on the blast range. they work great at taking out baddies through walls. Modeled by Matt-D and skinned by Sputnik.
Hallucinogenic Grenade:
Iron Bear's escape tool. Drop one of these and anyone chasing you will be so confused they'd have a hard time hitting the broad side of a barn. The person who runs through the mist of this weapon hear gunshots that aren't there and sees explosions and grenades that aren't there. Still not bad enough? Well thier cross hair moves around in a figure eight pattern making aiming quite difficult. It can be done, but its hard. The effects wear off with time, or by a glancing blow from a friendly medic.
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