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		<id>https://www.buildlogs.org/index.php?title=Sniper:_Weapons_of_Retaliation_(Snayper._Oruzhie_vozmezdiya)&amp;diff=907547</id>
		<title>Sniper: Weapons of Retaliation (Snayper. Oruzhie vozmezdiya)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Sniper:_Weapons_of_Retaliation_(Snayper._Oruzhie_vozmezdiya)&amp;diff=907547"/>
		<updated>2015-04-04T00:09:03Z</updated>

		<summary type="html">&lt;p&gt;GoredonTheDestroyer: /* PTRD-41 Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Snaiper.Oruzhie.vozmezdija.jpg|thumb|right|300px|''Sniper: Weapons of Retaliation'' (2009)]]&lt;br /&gt;
'''''Sniper: Weapons of Retaliation''''' (original title ''Snayper. Oruzhie vozmezdiya'') is a 2009 Russian-Belarusian war film. The main character is Sr. Lt. (later Maj.) Yashin ([[Dmitriy Pevtsov]]), a Russian officer assigned to first lead a group of Russian snipers to fight off the German onslaught in Stalingrad and later, in 1944, to combat a German sniper team, guarding Hitler's secret weapon.&lt;br /&gt;
&lt;br /&gt;
The movie was filmed in two versions: the original film and made for TV mini series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Luger P08==&lt;br /&gt;
Karl Kleist ([[Joachim Paul Assböck]]) and Berta ([[Anna Khitrik]]) carry [[Luger P08]]s as their sidearm. Yashin ([[Dmitriy Pevtsov]]) also uses a Luger in the final scene.&lt;br /&gt;
[[Image:P08Luger1917.jpg|300px|thumb|none|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:Sniper WOR 15 P08 (3).jpg|600px|thumb|none|A German officer is shot holding his P08.]]&lt;br /&gt;
[[File:Snipers WOR 120 Luger.jpg|600px|thumb|none|Karl executes a Soviet soldier with his Luger.]]&lt;br /&gt;
[[File:Sniper WOR 135 Luger (7).jpg|600px|thumb|none|Karl threatens Michalowski (Pawel Delag) with his Luger.]]&lt;br /&gt;
[[File:Sniper WOR 135 Luger (19).jpg|600px|thumb|none|A close-up of the Luger.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (5).jpg|600px|thumb|none|A German officer dies holding his Luger.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (8).jpg|600px|thumb|none|Berta shoots a Russian trying to make her a POW with a Luger.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (24).jpg|600px|thumb|none|The German engineer Otto Hamerbohl ([[Vladas Bagdonas]]) threatens Michalowski and Osipov ([[Sergey Belyaev]]).]]&lt;br /&gt;
[[File:Sniper WOR End Luger (55).jpg|600px|thumb|none|Yashin picks up a German officer's Luger lying on the ground.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (52).jpg|600px|thumb|none|Yashin aims his Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A German officer in the beginning is seen with the [[Walther P38]].&lt;br /&gt;
[[Image:Mauser-P38.jpg|300px|thumb|none|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:Sniper WOR 15 P38 (8).jpg|600px|thumb|none|A German officer smiles fanatically with his P38 as sniper bullets whiz overhead.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 Pistol==&lt;br /&gt;
Soviet officers, including St. Lt. Yashin ([[Dmitriy Pevtsov]]) and Maj. Osipov ([[Sergey Belyaev]]), carry [[Tokarev TT-33]] pistols. These Tokarevs are postwar productions noted by the straight slide grooves, anachronistic for the time period the movie is set in.&lt;br /&gt;
[[Image:TT-33.jpg|300px|thumb|none|Postwar Tokarev TT-33 - 7.63x25mm]]&lt;br /&gt;
[[File:Sniper WOR 75 TT33 (3).jpg|600px|thumb|none|Yashin takes out his TT-33]]&lt;br /&gt;
[[File:Sniper WOR 75 TT33 (8).jpg|600px|thumb|none|Yashin aims his TT-33]]&lt;br /&gt;
[[File:Snipers WOR 105 TT33 (4).jpg|600px|thumb|none|A good view of the TT-33's hammer. Note the straight slide grooves]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Gun=&lt;br /&gt;
==PPSH-41==&lt;br /&gt;
Many Soviet officers and soldiers are equipped with [[PPSh-41]]s.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg|450px|thumb|none|PPSH-41 - 7.62xx25mm Tokarev]]&lt;br /&gt;
[[File:Sniper WOR 30 PPSH (9).jpg|600px|thumb|none|A Russian soldier with his PPSh-41 with a drum mag.]]&lt;br /&gt;
[[File:Snipers WOR 105 PPSH (20).jpg|600px|thumb|none|A Russian soldier readies his PPSH-41.]]&lt;br /&gt;
[[File:Snipers WOR 105 PPSH (43).jpg|600px|thumb|none|Yashin ([[Dmitriy Pevtsov]]) commandeers a dead soldier's PPSH-41. An interesting note is that in the scene before, Yashin pulls back the bolt, yet it is seen here with the bolt still forward (which would render the weapon unable to fire), which means the PPSH portrayed in the image could just be a prop with fixed parts.]]&lt;br /&gt;
[[File:Sniper WOR 120 PPSH (49).jpg|600px|thumb|none|Yashin and Osipov ([[Sergey Belyaev]]) with PPSH-41s.]]&lt;br /&gt;
[[File:Sniper WOR 120 PPSH (111).jpg|600px|thumb|none|A NKVD soldier with his PPSH-41 just when he gets shot.]]&lt;br /&gt;
[[File:Sniper WOR 120 PPSH (161).jpg|600px|thumb|none|Yashin fires his PPSH-41 at the German snipers.]]&lt;br /&gt;
[[File:Sniper WOR End (10).jpg|600px|thumb|none|Osipov with his PPSH-41 as he and Yashin assault the German snipers.]]&lt;br /&gt;
&lt;br /&gt;
==MP38==&lt;br /&gt;
German soldiers are seen equipped with [[MP38]]s. Maj. Osipov ([[Sergey Belyaev]]) also acquires a MP38 after his [[PPSh-41]] runs dry.&lt;br /&gt;
[[File:Mp38-1.jpg|400px|thumb|none|MP38 - 9x19mm]]&lt;br /&gt;
[[File:Sniper WOR 15 MP40 (1).jpg|600px|thumb|none|Two German soldier on the left are equipped with MP38s.]]&lt;br /&gt;
[[File:Sniper WOR 15 MP40 (14).jpg|600px|thumb|none|A German soldier spray-fires his MP38.]]&lt;br /&gt;
[[File:Sniper WOR 75 (81).jpg|600px|thumb|none|One soldier in the German sniper team carries a MP38.]]&lt;br /&gt;
[[File:Sniper WOR End MP40 (21).jpg|600px|thumb|none|Osipov gets a MP38 to replace his PPSH-41 after it runs out of ammo.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Mosin Nagant==&lt;br /&gt;
The Russian Snipers are all armed with [[Mosin Nagant M1891/30]] rifles with the PU 3.5x Scope. They cover their Mosins with burlap camouflage to enhance their concealment. Russian soldiers are also equipped with standard M91/30's.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|450px|thumb|none|Mosin Nagant M91/30 with Russian PU 3.5x sniper scope  - 7.62x54mm R]]&lt;br /&gt;
[[File:Sniper WOR 15 Mos Nag (39).jpg|600px|thumb|none|Petya Vorobyev ([[Aleksandr Efremov]]) sets up his M91/30 to prepare for the German assault.]]&lt;br /&gt;
[[File:Sniper WOR 15 Mos Nag (56).jpg|600px|thumb|none|Uncle Mikola ([[Boris Gergalov]]) readies his M91/30.]]&lt;br /&gt;
[[File:Sniper WOR 15 Mos Nag (105).jpg|600px|thumb|none|Boris readies his Mosin Nagant.]]&lt;br /&gt;
[[File:Sniper WOR 45 Mosin (35).jpg|600px|thumb|none|Boris Deryugin ([[Pavel Yuzhakov-Kharlanchuk]]) with the Mosin while hunting for a German sniper.]]&lt;br /&gt;
[[File:Snipers WOR 120 Mosin (37).jpg|600px|thumb|none|Petya (Left) and Boris (Middle) hold onto some Mosin Nagants with scopes.]]&lt;br /&gt;
[[File:Sniper WOR 135 Mosin (81).jpg|600px|thumb|none|Uncle Mikola aims down his Mosin Nagant.]]&lt;br /&gt;
[[File:Sniper WOR 135 Mosin (78).jpg|600px|thumb|none|A view through the Mosin Nagant's scope.]]&lt;br /&gt;
[[File:Sniper WOR End Mosin (85).jpg|600px|thumb|none|Yashin searches for Karl with his Mosin Nagant.]]&lt;br /&gt;
[[Image:M9130.jpg|450px|thumb|none|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:Sniper WOR 105 MN (1).jpg|600px|thumb|none|A Russian soldier chambers his M1891/30 Mosin-Nagant. Note the hex reciever and black round]]&lt;br /&gt;
[[File:Sniper WOR 105 MN (4).jpg|600px|thumb|none|A Russian soldier searches for snipers with his Mosin-Nagant. Note the straight bolt handle, making it the standard M1891/30 Mosin-Nagant variant]]&lt;br /&gt;
[[File:Snipers WOR 120 Mosin (1).jpg|600px|thumb|none|A Russian soldier is later killed holding his M1891/30 Mosin-Nagant]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k|Kar 98k]] is the German soldier's standard rifle. Karl Kleist ([[Joachim Paul Assböck]]) and his team of German snipers are all equipped with the scoped Kar 98k except Berta ([[Anna Khitrik]]), who wields a sport model &lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|450px|thumb|none|Karabiner 98K - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Sniper WOR 45 Kar (7).jpg|600px|thumb|none|A German sniper lies dead with his Kar 98k with scope.]]&lt;br /&gt;
[[File:Sniper WOR 45 Kar (33).jpg|600px|thumb|none|Karl takes aim with his Kar 98k at Yashin.]]&lt;br /&gt;
[[File:Sniper WOR 45 Kar (36).jpg|600px|thumb|none|A view through the Kar 98k scope.]]&lt;br /&gt;
[[File:Sniper WOR 75 98k (29).jpg|600px|thumb|none|Karl aims through his Kar 98k scope, note the kill flash on the scope.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (1).jpg|600px|thumb|none|A camouflaged German sniper with his Kar 98k.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (6).jpg|600px|thumb|none|Karl's Kar 98k laying on a table.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (36).jpg|600px|thumb|none|A German sniper peers out of his balcony with his Kar 98k.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (53).jpg|600px|thumb|none|Kar 98k on a German sniper.]]&lt;br /&gt;
[[File:Sniper WOR End Kar (18).jpg|600px|thumb|none|A German sniper takes aim with his Kar 98k.]]&lt;br /&gt;
Karl's partner/apprentice, Berta, uses a [[Karabiner 98k|Karabiner 98k Sporter]] as her sniper rifle, unique compared to the Karabiner 98ks the other German snipers are using.&lt;br /&gt;
[[Image:KaribinerSporter.jpg|450px|thumb|none|Karabiner 98 Sporter - 7.92x57mm.]]&lt;br /&gt;
[[File:Sniper WOR 75 (39).jpg|600px|thumb|none|Berta aims through her Karabiner Sporter.]]&lt;br /&gt;
[[File:Sniper WOR 75 (13).jpg|600px|thumb|none|Berta aims her Karabiner Sporter at Yashin.]]&lt;br /&gt;
[[File:Sniper WOR 75 (97).jpg|600px|thumb|none|Berta with her Karabiner Sporter.]]&lt;br /&gt;
[[File:Snipers WOR 105 (154).jpg|600px|thumb|none|Berta with her Karabiner Sporter.]]&lt;br /&gt;
[[File:Sniper WOR 135 (290).jpg|600px|thumb|none|Good view of the Karabiner Sporter's barrel.]]&lt;br /&gt;
[[File:Sniper WOR End Sport (4).jpg|600px|thumb|none|Berta's rifle in hand as she takes position.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Gun=&lt;br /&gt;
==MG42==&lt;br /&gt;
In the opening scene, German soldiers use the [[MG42]] in an attempt to kill the Russian snipers.&lt;br /&gt;
[[Image:MG42.jpg|450px|thumb|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Sniper WOR 15 MG42 (6).jpg|600px|thumb|none|MG42 barrel end.]]&lt;br /&gt;
[[File:Sniper WOR 15 MG42 (10).jpg|600px|thumb|none|A German soldier aims the MG42 at the snipers.]]&lt;br /&gt;
[[File:Sniper WOR 15 MG42 (18).jpg|600px|thumb|none|Another angle of the MG42 in the same scene.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
Boris Deryugin ([[Pavel Yuzhakov-Kharlanchuk]]), one of the Russian snipers, sits besides a [[Degtyaryov DP-27]] in one scene.&lt;br /&gt;
[[Image:DP-28.jpg|450px|thumb|none|DP-28 - 7.62x54mmR]]&lt;br /&gt;
[[File:Sniper WOR 30 DP28 (15).jpg|600px|thumb|none|Boris casually sitting next to a DP-28 and his rifle.]]&lt;br /&gt;
[[File:Sniper WOR 45 DP28 (39).jpg|600px|thumb|none|Boris with his rifle next to the DP-28.]]&lt;br /&gt;
&lt;br /&gt;
= Other Weapons =&lt;br /&gt;
==PTRD-41 Rifle==&lt;br /&gt;
Russian soldiers are seen carrying the [[PTRD-41]] as they deploy.&lt;br /&gt;
[[Image:PTRD-41.jpg|450px|thumb|none|PTRD-41 - 14.5x114 mm]]&lt;br /&gt;
[[File:Sniper WOR 30 PTRS (1).jpg|600px|thumb|none|The PTRD can be seen being carried by two Russians on the left area. Noticeable by the bulge in the barrel area that the PTRD has but the PTRS doesn't.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Russian Produced/Filmed]]&lt;br /&gt;
[[Category:Belarusian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>GoredonTheDestroyer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Sniper:_Weapons_of_Retaliation_(Snayper._Oruzhie_vozmezdiya)&amp;diff=907546</id>
		<title>Sniper: Weapons of Retaliation (Snayper. Oruzhie vozmezdiya)</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Sniper:_Weapons_of_Retaliation_(Snayper._Oruzhie_vozmezdiya)&amp;diff=907546"/>
		<updated>2015-04-04T00:08:46Z</updated>

		<summary type="html">&lt;p&gt;GoredonTheDestroyer: /* PTRD-41 Rifle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Snaiper.Oruzhie.vozmezdija.jpg|thumb|right|300px|''Sniper: Weapons of Retaliation'' (2009)]]&lt;br /&gt;
'''''Sniper: Weapons of Retaliation''''' (original title ''Snayper. Oruzhie vozmezdiya'') is a 2009 Russian-Belarusian war film. The main character is Sr. Lt. (later Maj.) Yashin ([[Dmitriy Pevtsov]]), a Russian officer assigned to first lead a group of Russian snipers to fight off the German onslaught in Stalingrad and later, in 1944, to combat a German sniper team, guarding Hitler's secret weapon.&lt;br /&gt;
&lt;br /&gt;
The movie was filmed in two versions: the original film and made for TV mini series.&lt;br /&gt;
&lt;br /&gt;
{{Film Title}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&amp;lt;br clear=all&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Pistols=&lt;br /&gt;
==Luger P08==&lt;br /&gt;
Karl Kleist ([[Joachim Paul Assböck]]) and Berta ([[Anna Khitrik]]) carry [[Luger P08]]s as their sidearm. Yashin ([[Dmitriy Pevtsov]]) also uses a Luger in the final scene.&lt;br /&gt;
[[Image:P08Luger1917.jpg|300px|thumb|none|Luger P08 - 9x19mm]]&lt;br /&gt;
[[File:Sniper WOR 15 P08 (3).jpg|600px|thumb|none|A German officer is shot holding his P08.]]&lt;br /&gt;
[[File:Snipers WOR 120 Luger.jpg|600px|thumb|none|Karl executes a Soviet soldier with his Luger.]]&lt;br /&gt;
[[File:Sniper WOR 135 Luger (7).jpg|600px|thumb|none|Karl threatens Michalowski (Pawel Delag) with his Luger.]]&lt;br /&gt;
[[File:Sniper WOR 135 Luger (19).jpg|600px|thumb|none|A close-up of the Luger.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (5).jpg|600px|thumb|none|A German officer dies holding his Luger.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (8).jpg|600px|thumb|none|Berta shoots a Russian trying to make her a POW with a Luger.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (24).jpg|600px|thumb|none|The German engineer Otto Hamerbohl ([[Vladas Bagdonas]]) threatens Michalowski and Osipov ([[Sergey Belyaev]]).]]&lt;br /&gt;
[[File:Sniper WOR End Luger (55).jpg|600px|thumb|none|Yashin picks up a German officer's Luger lying on the ground.]]&lt;br /&gt;
[[File:Sniper WOR End Luger (52).jpg|600px|thumb|none|Yashin aims his Luger.]]&lt;br /&gt;
&lt;br /&gt;
==Walther P38==&lt;br /&gt;
A German officer in the beginning is seen with the [[Walther P38]].&lt;br /&gt;
[[Image:Mauser-P38.jpg|300px|thumb|none|Walther P38 - 9x19mm]]&lt;br /&gt;
[[File:Sniper WOR 15 P38 (8).jpg|600px|thumb|none|A German officer smiles fanatically with his P38 as sniper bullets whiz overhead.]]&lt;br /&gt;
&lt;br /&gt;
==Tokarev TT-33 Pistol==&lt;br /&gt;
Soviet officers, including St. Lt. Yashin ([[Dmitriy Pevtsov]]) and Maj. Osipov ([[Sergey Belyaev]]), carry [[Tokarev TT-33]] pistols. These Tokarevs are postwar productions noted by the straight slide grooves, anachronistic for the time period the movie is set in.&lt;br /&gt;
[[Image:TT-33.jpg|300px|thumb|none|Postwar Tokarev TT-33 - 7.63x25mm]]&lt;br /&gt;
[[File:Sniper WOR 75 TT33 (3).jpg|600px|thumb|none|Yashin takes out his TT-33]]&lt;br /&gt;
[[File:Sniper WOR 75 TT33 (8).jpg|600px|thumb|none|Yashin aims his TT-33]]&lt;br /&gt;
[[File:Snipers WOR 105 TT33 (4).jpg|600px|thumb|none|A good view of the TT-33's hammer. Note the straight slide grooves]]&lt;br /&gt;
&lt;br /&gt;
=Submachine Gun=&lt;br /&gt;
==PPSH-41==&lt;br /&gt;
Many Soviet officers and soldiers are equipped with [[PPSh-41]]s.&lt;br /&gt;
[[Image:PPSH-01-SMG.jpg|450px|thumb|none|PPSH-41 - 7.62xx25mm Tokarev]]&lt;br /&gt;
[[File:Sniper WOR 30 PPSH (9).jpg|600px|thumb|none|A Russian soldier with his PPSh-41 with a drum mag.]]&lt;br /&gt;
[[File:Snipers WOR 105 PPSH (20).jpg|600px|thumb|none|A Russian soldier readies his PPSH-41.]]&lt;br /&gt;
[[File:Snipers WOR 105 PPSH (43).jpg|600px|thumb|none|Yashin ([[Dmitriy Pevtsov]]) commandeers a dead soldier's PPSH-41. An interesting note is that in the scene before, Yashin pulls back the bolt, yet it is seen here with the bolt still forward (which would render the weapon unable to fire), which means the PPSH portrayed in the image could just be a prop with fixed parts.]]&lt;br /&gt;
[[File:Sniper WOR 120 PPSH (49).jpg|600px|thumb|none|Yashin and Osipov ([[Sergey Belyaev]]) with PPSH-41s.]]&lt;br /&gt;
[[File:Sniper WOR 120 PPSH (111).jpg|600px|thumb|none|A NKVD soldier with his PPSH-41 just when he gets shot.]]&lt;br /&gt;
[[File:Sniper WOR 120 PPSH (161).jpg|600px|thumb|none|Yashin fires his PPSH-41 at the German snipers.]]&lt;br /&gt;
[[File:Sniper WOR End (10).jpg|600px|thumb|none|Osipov with his PPSH-41 as he and Yashin assault the German snipers.]]&lt;br /&gt;
&lt;br /&gt;
==MP38==&lt;br /&gt;
German soldiers are seen equipped with [[MP38]]s. Maj. Osipov ([[Sergey Belyaev]]) also acquires a MP38 after his [[PPSh-41]] runs dry.&lt;br /&gt;
[[File:Mp38-1.jpg|400px|thumb|none|MP38 - 9x19mm]]&lt;br /&gt;
[[File:Sniper WOR 15 MP40 (1).jpg|600px|thumb|none|Two German soldier on the left are equipped with MP38s.]]&lt;br /&gt;
[[File:Sniper WOR 15 MP40 (14).jpg|600px|thumb|none|A German soldier spray-fires his MP38.]]&lt;br /&gt;
[[File:Sniper WOR 75 (81).jpg|600px|thumb|none|One soldier in the German sniper team carries a MP38.]]&lt;br /&gt;
[[File:Sniper WOR End MP40 (21).jpg|600px|thumb|none|Osipov gets a MP38 to replace his PPSH-41 after it runs out of ammo.]]&lt;br /&gt;
&lt;br /&gt;
=Rifles=&lt;br /&gt;
==Mosin Nagant==&lt;br /&gt;
The Russian Snipers are all armed with [[Mosin Nagant M1891/30]] rifles with the PU 3.5x Scope. They cover their Mosins with burlap camouflage to enhance their concealment. Russian soldiers are also equipped with standard M91/30's.&lt;br /&gt;
[[Image:MosinNagantM9130Sniper.jpg|450px|thumb|none|Mosin Nagant M91/30 with Russian PU 3.5x sniper scope  - 7.62x54mm R]]&lt;br /&gt;
[[File:Sniper WOR 15 Mos Nag (39).jpg|600px|thumb|none|Petya Vorobyev ([[Aleksandr Efremov]]) sets up his M91/30 to prepare for the German assault.]]&lt;br /&gt;
[[File:Sniper WOR 15 Mos Nag (56).jpg|600px|thumb|none|Uncle Mikola ([[Boris Gergalov]]) readies his M91/30.]]&lt;br /&gt;
[[File:Sniper WOR 15 Mos Nag (105).jpg|600px|thumb|none|Boris readies his Mosin Nagant.]]&lt;br /&gt;
[[File:Sniper WOR 45 Mosin (35).jpg|600px|thumb|none|Boris Deryugin ([[Pavel Yuzhakov-Kharlanchuk]]) with the Mosin while hunting for a German sniper.]]&lt;br /&gt;
[[File:Snipers WOR 120 Mosin (37).jpg|600px|thumb|none|Petya (Left) and Boris (Middle) hold onto some Mosin Nagants with scopes.]]&lt;br /&gt;
[[File:Sniper WOR 135 Mosin (81).jpg|600px|thumb|none|Uncle Mikola aims down his Mosin Nagant.]]&lt;br /&gt;
[[File:Sniper WOR 135 Mosin (78).jpg|600px|thumb|none|A view through the Mosin Nagant's scope.]]&lt;br /&gt;
[[File:Sniper WOR End Mosin (85).jpg|600px|thumb|none|Yashin searches for Karl with his Mosin Nagant.]]&lt;br /&gt;
[[Image:M9130.jpg|450px|thumb|none|Mosin Nagant M1891 - 7.62x54mm R]]&lt;br /&gt;
[[File:Sniper WOR 105 MN (1).jpg|600px|thumb|none|A Russian soldier chambers his M1891/30 Mosin-Nagant. Note the hex reciever and black round]]&lt;br /&gt;
[[File:Sniper WOR 105 MN (4).jpg|600px|thumb|none|A Russian soldier searches for snipers with his Mosin-Nagant. Note the straight bolt handle, making it the standard M1891/30 Mosin-Nagant variant]]&lt;br /&gt;
[[File:Snipers WOR 120 Mosin (1).jpg|600px|thumb|none|A Russian soldier is later killed holding his M1891/30 Mosin-Nagant]]&lt;br /&gt;
&lt;br /&gt;
==Karabiner 98k==&lt;br /&gt;
The [[Karabiner 98k|Kar 98k]] is the German soldier's standard rifle. Karl Kleist ([[Joachim Paul Assböck]]) and his team of German snipers are all equipped with the scoped Kar 98k except Berta ([[Anna Khitrik]]), who wields a sport model &lt;br /&gt;
[[Image:Mauser g98 Sniper.jpg|450px|thumb|none|Karabiner 98K - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Sniper WOR 45 Kar (7).jpg|600px|thumb|none|A German sniper lies dead with his Kar 98k with scope.]]&lt;br /&gt;
[[File:Sniper WOR 45 Kar (33).jpg|600px|thumb|none|Karl takes aim with his Kar 98k at Yashin.]]&lt;br /&gt;
[[File:Sniper WOR 45 Kar (36).jpg|600px|thumb|none|A view through the Kar 98k scope.]]&lt;br /&gt;
[[File:Sniper WOR 75 98k (29).jpg|600px|thumb|none|Karl aims through his Kar 98k scope, note the kill flash on the scope.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (1).jpg|600px|thumb|none|A camouflaged German sniper with his Kar 98k.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (6).jpg|600px|thumb|none|Karl's Kar 98k laying on a table.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (36).jpg|600px|thumb|none|A German sniper peers out of his balcony with his Kar 98k.]]&lt;br /&gt;
[[File:Sniper WOR 135 Kar (53).jpg|600px|thumb|none|Kar 98k on a German sniper.]]&lt;br /&gt;
[[File:Sniper WOR End Kar (18).jpg|600px|thumb|none|A German sniper takes aim with his Kar 98k.]]&lt;br /&gt;
Karl's partner/apprentice, Berta, uses a [[Karabiner 98k|Karabiner 98k Sporter]] as her sniper rifle, unique compared to the Karabiner 98ks the other German snipers are using.&lt;br /&gt;
[[Image:KaribinerSporter.jpg|450px|thumb|none|Karabiner 98 Sporter - 7.92x57mm.]]&lt;br /&gt;
[[File:Sniper WOR 75 (39).jpg|600px|thumb|none|Berta aims through her Karabiner Sporter.]]&lt;br /&gt;
[[File:Sniper WOR 75 (13).jpg|600px|thumb|none|Berta aims her Karabiner Sporter at Yashin.]]&lt;br /&gt;
[[File:Sniper WOR 75 (97).jpg|600px|thumb|none|Berta with her Karabiner Sporter.]]&lt;br /&gt;
[[File:Snipers WOR 105 (154).jpg|600px|thumb|none|Berta with her Karabiner Sporter.]]&lt;br /&gt;
[[File:Sniper WOR 135 (290).jpg|600px|thumb|none|Good view of the Karabiner Sporter's barrel.]]&lt;br /&gt;
[[File:Sniper WOR End Sport (4).jpg|600px|thumb|none|Berta's rifle in hand as she takes position.]]&lt;br /&gt;
&lt;br /&gt;
=Machine Gun=&lt;br /&gt;
==MG42==&lt;br /&gt;
In the opening scene, German soldiers use the [[MG42]] in an attempt to kill the Russian snipers.&lt;br /&gt;
[[Image:MG42.jpg|450px|thumb|none|MG42 - 7.92x57mm Mauser]]&lt;br /&gt;
[[File:Sniper WOR 15 MG42 (6).jpg|600px|thumb|none|MG42 barrel end.]]&lt;br /&gt;
[[File:Sniper WOR 15 MG42 (10).jpg|600px|thumb|none|A German soldier aims the MG42 at the snipers.]]&lt;br /&gt;
[[File:Sniper WOR 15 MG42 (18).jpg|600px|thumb|none|Another angle of the MG42 in the same scene.]]&lt;br /&gt;
&lt;br /&gt;
==Degtyaryov DP-27==&lt;br /&gt;
Boris Deryugin ([[Pavel Yuzhakov-Kharlanchuk]]), one of the Russian snipers, sits besides a [[Degtyaryov DP-27]] in one scene.&lt;br /&gt;
[[Image:DP-28.jpg|450px|thumb|none|DP-28 - 7.62x54mmR]]&lt;br /&gt;
[[File:Sniper WOR 30 DP28 (15).jpg|600px|thumb|none|Boris casually sitting next to a DP-28 and his rifle.]]&lt;br /&gt;
[[File:Sniper WOR 45 DP28 (39).jpg|600px|thumb|none|Boris with his rifle next to the DP-28.]]&lt;br /&gt;
&lt;br /&gt;
= Other Weapons =&lt;br /&gt;
==PTRD-41 Rifle==&lt;br /&gt;
Russian soldiers are seen carrying the [[PTRD-41 rifle]] as they deploy.&lt;br /&gt;
[[Image:PTRD-41.jpg|450px|thumb|none|PTRD-41 - 14.5x114 mm]]&lt;br /&gt;
[[File:Sniper WOR 30 PTRS (1).jpg|600px|thumb|none|The PTRD can be seen being carried by two Russians on the left area. Noticeable by the bulge in the barrel area that the PTRD has but the PTRS doesn't.]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Movie]]&lt;br /&gt;
[[Category:War]]&lt;br /&gt;
[[Category:Russian Produced/Filmed]]&lt;br /&gt;
[[Category:Belarusian Produced/Filmed]]&lt;/div&gt;</summary>
		<author><name>GoredonTheDestroyer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_World_at_War&amp;diff=907496</id>
		<title>Talk:Call of Duty: World at War</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Talk:Call_of_Duty:_World_at_War&amp;diff=907496"/>
		<updated>2015-04-03T21:05:02Z</updated>

		<summary type="html">&lt;p&gt;GoredonTheDestroyer: /* Level of Detail? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Knives =&lt;br /&gt;
&lt;br /&gt;
== KA-BAR Knife ==&lt;br /&gt;
&lt;br /&gt;
The knife in Call of Duty: World at War is rather inconsistent in its ability to connect and kill enemies. It also makes a very loud and distinguishable swinging noise, often causing the user to be exposed, as it is highly unreliable. This knife is only consistent at a one to two foot range, where it usually guarantees a kill. &lt;br /&gt;
&lt;br /&gt;
[[Image:A17%20KB1217.jpg|thumb|none|500px|KA-BAR Knife in real life.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:CoDWAWknife.png|thumb|none|400px|KA-BAR Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Bayonet ==&lt;br /&gt;
&lt;br /&gt;
The Bayonet is an alternative to the knife, and can be attached on all bolt-action rifles - the Kar98k, Springfield, Mosin Nagant and Arisaka - the M1897 Trenchgun, the M1 Garand, the M1A1 Carbine and the Type 99. The Bayonet increases the lunge distance and thereby increases the odds of a successful attack. &lt;br /&gt;
&lt;br /&gt;
[[Image:dwu22-M1-bayonet-s.jpg|thumb|none|500px|The M1 Bayonet, used by the USMC in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:9130bay.jpg|thumb|none|500px|The Mosin Nagant Bayonet, used by the Red Army in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Japan_bayonet_Type_30.jpg|thumb|none|500px|The Type 30, used by the Japanese Imperial Army in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:1916b4.jpg|thumb|none|500px|The S84/98 III Bayonet, used by the Nazi's in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bayonet_US.png|thumb|none|400px|The M1 Bayonet in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bayonet_Russian.png|thumb|none|400px|The Mosin Nagant Bayonet in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bayonet_Japanese.png|thumb|none|400px|The Type 30 Bayonet in-game.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:1_unfortunate_soldier.jpg|thumb|none|400px|A US Marine stabs a Japanese soldier with an Arisaka rifle's bayonet.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:624px-Bayonet.jpg|thumb|none|400px|A scoped Mosin Nagant with a bayonet, available through the use of mods.]]&lt;br /&gt;
&lt;br /&gt;
== Bowie Knife ==&lt;br /&gt;
&lt;br /&gt;
In the Nazi Zombies map Der Riese the players can replace their usual knife with the Bowie knife for 3000 points that multiplies damage many-fold, allowing one-hit kills up to round 15 and double or triple strikes for as long as any game could hope to last. The Bowie knife upgrade remains after death and respawn, adding value.&lt;br /&gt;
&lt;br /&gt;
[[Image:BowieKnifePolkCompetition2-1024.jpg|thumb|none|500px|The Bowie Knife in Real Life.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Bowie.jpg|thumb|none|400px|The Bowi Knife in-game.]]&lt;br /&gt;
&lt;br /&gt;
= Other explosives =&lt;br /&gt;
&lt;br /&gt;
Molotov cocktails are available as a secondary grenade during Soviet campaign levels.&lt;br /&gt;
&lt;br /&gt;
[[Image:Codwawmolotov.JPG|thumb|none|550px|The player playing as a Soviet soldier lights his Molotov cocktail.]]&lt;br /&gt;
[[Image:CoDWaWMolotov2.jpg|thumb|none|550px|The Molotov cocktail being thrown.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Discussion =&lt;br /&gt;
&lt;br /&gt;
The picture for the M7 Grenade Launcher seems to be incorrect. It's showing the M9A1 bazooka&lt;br /&gt;
&lt;br /&gt;
I think a double barrel shotgun varient can be used in the nazi zombies bonus level, but I can be mistaken&lt;br /&gt;
: You can get the double barrel shotgun in the Nazi Zombie game, but you can only get the sawed off double barrel from the magic box as I call it, among other guns. [[User:Excalibur01|Excalibur01]] 06:14, 16 January 2009 (UTC)&lt;br /&gt;
::No, you get the full length one. If you can fend them off with the .45 and the knife long enough to open the door and grab the boomstick, zombie mode gets a lot easier. I think the zombie mode could have had more potential, maybe more levels and some open spaces. - [[User:Gunmaster45|Gunmaster45]] &lt;br /&gt;
&lt;br /&gt;
==PV-1?==&lt;br /&gt;
&lt;br /&gt;
Are  you guys sure the MGs on the russian tanks aren't PV-1s? the game has realistic weapons for each side of the war, it would make sense that the MG would be the PV-1 Goryunov. and seeing as how its sights, barrel and overall look are similar to the PV-1, it could be a mis-ID. ive taken a close look at it and i think it is the PV-1 Shown here &lt;br /&gt;
http://en.wikipedia.org/wiki/File:Bepo_022.jpg&lt;br /&gt;
-[[User:SargeOverkill]]&lt;br /&gt;
&lt;br /&gt;
== Guns that aren't here but should have been ==&lt;br /&gt;
&lt;br /&gt;
I wonder why the M3 (Grease gun) wasn't in this game. Or why the Tommy are using the 20 round mags and not the 30 round mags? What about the PPS-43? We also don't see the paratrooper verison of the M1 Carbine with the folding stock and pistol grip. I can understand in single player Marines in the Pacific might not be armed with the paratrooper verison of the carbine, but the Russian single player shoulda gotten the PPS-43, or even in multi player, it would have just been an extra gun to use. [[User:Excalibur01|Excalibur01]] 06:14, 16 January 2009 (UTC)&lt;br /&gt;
:What do you expect, Activision doesn't know shit about guns. Did you notice how a lot of the gun reloading animations were stolen straight from COD2? And for some reason, they did choose to issue 20 round mags with the Thompsons far more often then the 30s. During the Normandy invasion, 30s made their shine. Keep in mind, the gun in the game is the M1928A1 Thompson. Those were issed 20 round sticks. Then again, it would have been cool if you could use a Thompson with a drum. Personally, I was disapointed by this game. Two campaigns? No U.K.? I was expecting Pacific, Europe, Russia and UK. I guess they were so excited that they got Keifer Sutherland, they didn't think they needed another campaign. I think this game was way too short. I beat it in a day. At least it was better than COD3. Activision is getting a ''little'' better. - [[User:Gunmaster45|Gunmaster45]]&lt;br /&gt;
&lt;br /&gt;
activison didn't make this game treyarch did&lt;br /&gt;
&lt;br /&gt;
The Thompson SMG can be upgraded to a drum mag in multiplayer so that isn't as bad and also the PS2 version has a UK campaign where you are a UK soldier trying to cross the Rhine River and get into the heart of Germany.[[User:TheDon152|TheDon152]] 21:45, 18 February 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::To be fair, COD4 Modern Warfare was a great breath of fresh air to the franchise and rather accurate when it came to weapons.  But it was also handled by a different, much more capable developer (Infinity Ward, instead of COD3 and WaW's Treyarch).  Frankly, if they haven't fired off every single round possible when it comes to WW2, then they're down to their last few bullets, so to speak.  The COD franchise needs to replant itself back in modern times (or at the very least, sometime other than 1941-1945) and possibly, focus on maybe law enforcement areas and not just military aspects.  Just my opinion.  --[[User:Clutch|Clutch]] 07:38, 21 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::I say Vietnam, or Korea next, maybe even the First and second Gulf War. [[User:Excalibur01|Excalibur01]] 09:41, 21 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::Korea, yes.  Vietnam will be touchy at best and possibly disastrous at worst to handle.  The First Gulf War, I can see.  The second...well, I think that COD4 touched on that basis already with the Marine levels... ----[[User:Clutch|Clutch]] 00:45, 22 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::What's so touchy about Vietnam that hasn't already been said about, parodied about, satired, joked, or debated? It's been almost 40 years, that's long enough for most things to be put to rest. [[User:Excalibur01|Excalibur01]] 02:58, 22 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Well, the COD series has never been about parodies...and IIRC, the last serious depiction of Vietnam to show true-blue heroism was Forrest Gump and some episodes of the History Channel's Dogfights (a show about aerial dogfights - not another COD specialty).  Point is, unless Activision and whomever develops it strays away from focusing on the general Army and focuses on specialized units - and if they do that, a long conversation and a military advisor credit had better be heading Dick Marcinko's way - any attempt may bring a lot of controversy with it. ----[[User:Clutch|Clutch]] 04:00, 22 January 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
I can't disagree with these arguments. While not a bad game by any means, about the only pros about W.A.W. were that you could take control of a tank or two, because it added a new game play dynamic by forcing players to use explosives for more then just pissing people off while they giggle like little boys in the first grade who have just heard the word p3n15 and think its just fr1661n6 hilarious (anyone can make a kill with a gigantic grenade that can fly you pint of annoyance!), the voice acting was well done (I'm sorry, but Keifer Sutherland as a marine that shoots copious numbers of people, well, he's played both parts of that combination very well, i.e. A Few Good Men and 24 and does a fine job of combining the two), the Nazi zombie level, the Co-op action, and the extra upgrade slots that you unlock when you use Prestige mode. personally, I'm pretty sure the L-E angle is well covered by Rainbow Six and SWAT, if you have a good enough PC. one idea that i haven't seen would be to have combined arms campaigns, probably Infantry, Vehicular, Aviation, and maybe Naval or Artillery to round out the spectrum. kinda like battlefield, but you would have to remain in that area until the campaign was over, instead of respawning as a different class, and of course you would have to customize your character for each mission, e.g. upgrades, weapons, perks, etc., and that would be single player. You could then take (one of) your Player Character(s) over to multiplayer. If Electronic Arts can do it several times over without making the series as bland as their sports games like madden, then Infinity Ward and Activision could probably do it, but make it better. &lt;br /&gt;
&lt;br /&gt;
Another idea, which is a bit more in line with the topic of this discussion (sorry about that, I'm very tangent-prone), would be several small campaigns over the past century leading up to some fictional conflict in the year 2015, keeping the same character, with all of the progression of equipment, uniforms, weaponry, etc. with upgrades, and you can keep your say, FG-42 and bring it into Korea or The Middle East, either unmodified or with some modernizations, ex reflex sight. i have no idea how you could rationalize that, (I'm thinking Captain Price, before we were told that they were two different characters :) or maybe Wolverine, even though he's making his own movie/game at the moment), and i have no idea why you would bring a 60-ish year old battle rifle when there are better weapons, but you would probably have your reasons.&lt;br /&gt;
&lt;br /&gt;
:Some of these ideas sound good.  Others, like the last paragraph...well, I just have to ask...How the hell did Wolverine get into this conversation? :) ----[[User:Clutch|Clutch]] 00:45, 22 January 2009 (UTC)&lt;br /&gt;
Okay, i forgot to mention the Wolverine part. Sorry about that. Just look at the page for the new X-Men movie and you'll understand. Is it X-men Origins, or Legends? i forget&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Does anyone else see the side by side shotgun ejecting a shell casing there while firing?[[Special:Contributions/67.149.192.84|67.149.192.84]] 07:12, 1 July 2009 (UTC)&lt;br /&gt;
i thought i saw something like that in one of the pics&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Would this page like some shots of every weapon? I could probably do some shots of them, as some are missing.&lt;br /&gt;
&lt;br /&gt;
== Ammo belt on M1919 ==&lt;br /&gt;
&lt;br /&gt;
Correct me if I am wrong. Far as I know, US only use metal disintegrating ammo belts on aircraft in WW2 and ground troops only issued with fabric belt. Did the guys nick those off from the flyboys?&lt;br /&gt;
:They probably based the M1919 in this game on the so-called &amp;quot;Stinger,&amp;quot; which was a shoulder-fired field-built unofficial variant used in the Pacific. Stingers were built using the aircraft version of the weapon, taken from downed fighters. [[User:Atypicaloracle|Atypicaloracle]] 05:12, 4 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
==Mosin-Nagant 91/30==&lt;br /&gt;
&lt;br /&gt;
At a glance the ingame rifle's world model seems to be closer in length to an M38 than a 91/30, including the sniper version... can someone who isn't half asleep confirm this?&lt;br /&gt;
&lt;br /&gt;
If I recall correctly, I can confirm this. Another strange things about the Nagants: The standard models have bent bolt handles as they were used for the sniper versions, but only in the first person perspective. When you see rifles laying on the ground the bolt handle is straight as it should be. The weirdest thing: Also the sniper versions have straight bolt handles which would make them useless because the scope would block the bolt, but only when the rifle is not seen from the first person perspective. Conclusion: Treyarch made two bolt handle versions for the Nagant, but they mixed them up in a weird way. Sry for my bad and confusing English. ;)&lt;br /&gt;
Greetings from Franconia. Paul_Baeumer 26.04.2010&lt;br /&gt;
&lt;br /&gt;
This model IS the M38 and not the 91/30 as specified by the author. From what I heard the front right of the M38 also disallows it from using a bayonet. Someone's got to correct that on the main page [[User:ZuluSix|ZuluSix]] ([[User talk:ZuluSix|talk]]) 19:39, 8 April 2013 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Reload on the PTRS-41==&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm, the last time I played this I was sure the completely botched the reload animation. I know the real thing takes 5 round en bloc clips, and they go that right IIRC, but they loaded it by opening the magazine release and shoving the up into it rather than opening the bolt and seating them down as I believe you're supposed to load the gun.&lt;br /&gt;
&lt;br /&gt;
Although it looks strange it seems to be right. The PTRS was loaded that way. Source: &amp;quot;II. Weltkrieg - Handfeuerwaffen&amp;quot; (German title) by John Weeks, Orbis Publishing Limited, London 1979.  30.04.2010; Paul_Baeumer&lt;br /&gt;
&lt;br /&gt;
==PTRS-41==&lt;br /&gt;
&lt;br /&gt;
Does someone have any ideas who inspired Treyarch to make a hand-held 14.5x114 mm rifle? Only Halo comes to mind...--[[Special:Contributions/109.252.15.58|109.252.15.58]] 14:12, 16 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
What do you mean, make it? It's a perfectly real gun. Granted it weighs 20kg and is over 2m long, so picking it up and firing form the shoulder would be kind of hard. But you do more unrealistic things in this game.  [[User:Pravda616|Pravda616]] 17:27 17/2/11&lt;br /&gt;
&lt;br /&gt;
== ppsh-41 ==&lt;br /&gt;
&lt;br /&gt;
there is a way that reznov could use the ppsh-41 without his index finger because he could use his middle finger and I know how hard it is to fire a mosin nagant sniper rifle using your middle finger is but it is fairly easy to fire any ww2 submachine gun using your middle finger if you are strong enough.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
http://www.imfdb.org/wiki/Call_of_Duty:_World_at_War&lt;br /&gt;
&lt;br /&gt;
It says in the article that the PTRS 41 was never issued with a scope. This bit of error originated from Wikipedia. The Wikipedia article says that PTRS 41 rifles with scopes were the first .50 caliber rifles to be fitted with a scope before Barrett Sniper rifle.&lt;br /&gt;
&lt;br /&gt;
Then again judgining Wiki, it's not very accurate and Wikipedia tends to write unsourced statements like that and its reputation for innaccuracy, I don't believe it either.&lt;br /&gt;
&lt;br /&gt;
The writers of Call of Duty World at War decided to use Wikipedia on this one.&lt;br /&gt;
&lt;br /&gt;
The Type 100 Submachine was not used very often by Japanese forces because there were only 10,000 of them made during the war. So, every Japanese soldier having one is historically inaccurate.&lt;br /&gt;
&lt;br /&gt;
The Japanese leadership didn't have much faith in submachine guns because they felt that rifles were good enough for them. The US made over 2,000,000 Thompson guns.&lt;br /&gt;
&lt;br /&gt;
to add to a user's statement about unused guns. How about the M3 Grease Gun? That was used in the Pacific in Okinawa for example, but few were used there.&lt;br /&gt;
&lt;br /&gt;
That error with the PTRS originated from Wikipedia.&lt;br /&gt;
&lt;br /&gt;
== ??? ==&lt;br /&gt;
&lt;br /&gt;
How come every mother####ing call of duty page is full of PNGs stolen from the COD wikia??? That's pathetic if you as me.... [[User:Bozitojugg3rn4ut|bozitojugg3rn4ut]] 16:00, 21 May 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Bayonet ==&lt;br /&gt;
&lt;br /&gt;
Are the Russian and German bayonets useable in the Single Player Campaign (Xbox 360 version)? Just wanted to know because I don't remember using them in the game. - [[User:1morey]] September 3, 2011 1:04 PM (EST)&lt;br /&gt;
&lt;br /&gt;
== M1 Carbine ==&lt;br /&gt;
&lt;br /&gt;
Is it just me or is the M1 Carbine extremely over powered in game? There are some anarchorisms with the Carbine in multiplayer, those being a boyonet and a 30 round mag. --[[User:Gunner5|Gunner5]]&lt;br /&gt;
:I noticed all that too. :\ - [[User:Mr. Wolf|Mr. Wolf]] 18:34, 27 September 2011 (CDT)&lt;br /&gt;
Actually, to me knowledge, the M2 Carbine, entering service 1944, had 30 round mags. And it was basically an M1 with fire-selecter. Wouldn't the M2's mags work in the M1 Carbine?--[[User:Z008MJ|Z008MJ]] 19:04, 5 April 2012 (CDT)&lt;br /&gt;
&lt;br /&gt;
== This Page... ==&lt;br /&gt;
&lt;br /&gt;
What does (broken) mean? --[[User:Masterius|Masterius]] 11:32, 28 September 2011 (CDT)&lt;br /&gt;
&lt;br /&gt;
== Enemy at the Gates ==&lt;br /&gt;
&lt;br /&gt;
Who else caught the reference?&lt;br /&gt;
&lt;br /&gt;
== Scoped PTRS ==&lt;br /&gt;
&lt;br /&gt;
Could the inclusion of the scope on the PTRS possibly be based on the story where Vasily Zaytsev fitted a scope on one to take out machine gun nests in Stalingrad? [[User:MasterHunter96|MasterHunter96]] 19:19, 23 December 2011 (CST)&lt;br /&gt;
&lt;br /&gt;
:[http://www.flickr.com/photos/36919288@N08/4707029191/ This?] --[[User:Masterius|Masterius]] 13:32, 27 January 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== pics for trenchgun==&lt;br /&gt;
&lt;br /&gt;
sgt. sullivan is not the person in those pics&lt;br /&gt;
&lt;br /&gt;
== Thompson Fire-Selector Missing? ==&lt;br /&gt;
&lt;br /&gt;
I can't see anything that looks like a thompson fire-selector on it, despite featuring proper &amp;quot;fire&amp;quot; and &amp;quot;safe&amp;quot; text, can anyone confirm this?--[[User:Z008MJ|Z008MJ]] 17:27, 13 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
== IJA Artillery identification ==&lt;br /&gt;
&lt;br /&gt;
I'm recording new screencaps for the page to tidy up this beast of an article. Can somebody give a positive ID on this Japanese(?) artillery piece? --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 13:39, 25 November 2012 (EST) [[File:CoDWaW Japanska artiljerija.jpg|thumb|none|400px|Unknown artillery gun from level ''Hard Landing'']]&lt;br /&gt;
&lt;br /&gt;
:Looks like a Type 1 47mm. http://en.wikipedia.org/wiki/Type_1_47_mm_Anti-Tank_Gun [[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 17:38, 25 November 2012 (EST)&lt;br /&gt;
::Thanks a lot there Tim, much appreciated. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 18:32, 25 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Broken&amp;quot; ==&lt;br /&gt;
What's with the tit;e of this talk page? [[User:Spartan198|Spartan198]] ([[User talk:Spartan198|talk]]) 21:19, 25 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== General fixes for this page to become not awful ==&lt;br /&gt;
&lt;br /&gt;
:1. Cut-down images need replacing with fullscreen images.&lt;br /&gt;
:2. Watermarked images need to go.&lt;br /&gt;
:3. Any remaining PNGs need to go.&lt;br /&gt;
:4. References to &amp;quot;the player&amp;quot; need fixing; the player is the one who makes choices and presses buttons, the player ''character'' is the one who interacts with the weapons in the game.&lt;br /&gt;
:5. Weapons need to be re-sorted by type rather than faction.&lt;br /&gt;
&lt;br /&gt;
:[[User:Evil Tim|Evil Tim]] ([[User talk:Evil Tim|talk]]) 01:51, 26 November 2012 (EST)&lt;br /&gt;
::I have already taken most of the snapshot with US and Japanese weapons that are made available in the single player campaign, including mounted machine guns, tank, aircraft and armour armaments, artillery pieces and melee weapons. They are all in .jpg format, fullscreen and I'll tidy up rest of this beast once I get around to upload them and edit the page. Might take a bit due to my obligations here at home, but I'll work as fast as I can.&lt;br /&gt;
&lt;br /&gt;
Mostly took care of the weapon assortment. --[[User:BeloglaviSup|BeloglaviSup]] ([[User talk:BeloglaviSup|talk]]) 03:26, 26 November 2012 (EST)&lt;br /&gt;
&lt;br /&gt;
== Mosin-Nagant? ==&lt;br /&gt;
&lt;br /&gt;
I noticed the Mosin Nagant was changed to the M38 Carbine, and the screenshots confirm it. But I don't know about everyone else, but the Mosin in the PS3 version is a full sized 91/30, not the M38.-gunner5&lt;br /&gt;
&lt;br /&gt;
== 8.8cm Pak 43/41 ==&lt;br /&gt;
&lt;br /&gt;
Call me stupid but I think I can remember a scene in this game where you had to snipe 2 or 3 8.8cm Pak 41/41 anti tank guns somewhere hidden in Berlin. You were standing on a roof with a sniper rifle and the German anti tank guns were hidden in a building. Can anybody else remember this scene or is this my imagination playing some tricks on me? --[[User:Hchris|Hchris]] ([[User talk:Hchris|talk]]) 09:05, 1 March 2015 (EST)&lt;br /&gt;
&lt;br /&gt;
== Level of Detail? ==&lt;br /&gt;
&lt;br /&gt;
Wasn't this page a lot more detailed before? Now it's been reduced to what you'd expect to find on the page for a Budget Shooter.&lt;/div&gt;</summary>
		<author><name>GoredonTheDestroyer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=867796</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=867796"/>
		<updated>2014-11-20T06:54:58Z</updated>

		<summary type="html">&lt;p&gt;GoredonTheDestroyer: /* RPG-7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, sights, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; 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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|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.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; 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 &amp;quot;The Family Business&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, 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 &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|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 &amp;quot;snake shot&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|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.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; 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 &amp;quot;Hype&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Lever-Action Shotgun ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; is a lever-action shotgun with a sawed-off stock that does additional damage to enemies shot from behind, similar to the Pyro's &amp;quot;Backburner&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; 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 &amp;quot;Boost&amp;quot; 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 &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; 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 &amp;quot;rocket jumping,&amp;quot; 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  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s 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 &amp;quot;kamikaze&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|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]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Scottish Resistance&amp;quot;, 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 &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''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]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|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.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. 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 &amp;quot;Wrangler&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|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.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; 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.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|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 &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; 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 &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>GoredonTheDestroyer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=867795</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=867795"/>
		<updated>2014-11-20T06:54:24Z</updated>

		<summary type="html">&lt;p&gt;GoredonTheDestroyer: /* RPG-7 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, sights, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; 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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|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.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; 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 &amp;quot;The Family Business&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, 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 &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|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 &amp;quot;snake shot&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|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.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; 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 &amp;quot;Hype&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Lever-Action Shotgun ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; is a lever-action shotgun with a sawed-off stock that does additional damage to enemies shot from behind, similar to the Pyro's &amp;quot;Backburner&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; 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 &amp;quot;Boost&amp;quot; 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 &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; 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 &amp;quot;rocket jumping,&amp;quot; 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  [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] features the correct grip orientation, along with a scope and front sight. It is possible that the launcher at one point was to have&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s 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 &amp;quot;kamikaze&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|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]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Scottish Resistance&amp;quot;, 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 &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''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]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|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.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. 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 &amp;quot;Wrangler&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|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.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; 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.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|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 &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; 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 &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>GoredonTheDestroyer</name></author>
	</entry>
	<entry>
		<id>https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=867794</id>
		<title>Team Fortress 2</title>
		<link rel="alternate" type="text/html" href="https://www.buildlogs.org/index.php?title=Team_Fortress_2&amp;diff=867794"/>
		<updated>2014-11-20T06:33:30Z</updated>

		<summary type="html">&lt;p&gt;GoredonTheDestroyer: /* Heckler &amp;amp; Koch G36 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Tf2 standalonebox.jpg|thumb|right|300px|''Team Fortress 2'' (2007)]]&lt;br /&gt;
&lt;br /&gt;
'''''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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''The following weapons are used in the video game Team Fortress 2:''' &lt;br /&gt;
&lt;br /&gt;
= Shared Weapons =&lt;br /&gt;
&lt;br /&gt;
== Pistol ==&lt;br /&gt;
The secondary weapon for the Engineer and Scout classes, the Pistol is a mixture of the [[Makarov PM]], [[Walther PPK]], and [[Smith &amp;amp; Wesson 61 Escort]]. It possesses the Makarov's slide, trigger, upper frame, the PPK's ejection port, handle, handgrips, sights, and the S&amp;amp;W's trigger guard.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Interestingly, early [http://wiki.teamfortress.com/wiki/File:Weapons_concept.jpg concept art] shows that there was originally supposed to be a sidearm based on the [[SIG P210]].&lt;br /&gt;
&lt;br /&gt;
[[Image:MakarovPM.jpg|thumb|left|300px|none|Russian '''Makarov PM''' - 9x18mm Makarov]]&lt;br /&gt;
[[Image:WaltherPPK.jpg|thumb|left|300px|none|Walther PPK - .380 ACP]]&lt;br /&gt;
[[Image:S&amp;amp;W61Escort.jpg‎|thumb|left|300px|none|Smith &amp;amp; Wesson 61 Escort - .22 Long Rifle (Blank adapted movie gun)]]&lt;br /&gt;
[[Image:Engineer_Pistol.jpg|thumb|left|400px|none|In-game model, simply called &amp;quot;Pistol&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Pistol Ingame.jpg|thumb|left|500px|none|The Engineer holds his Pistol in-game in his optional prosthetic &amp;quot;Gunslinger&amp;quot; hand]]&lt;br /&gt;
[[File:TF2 - Pistol Taunt Ingame.jpg|thumb|left|500px|none|An Engineer taunts while holding the Pistol in his prosthetic &amp;quot;Gunslinger&amp;quot; hand.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Luger P08 ==&lt;br /&gt;
&lt;br /&gt;
Max's signature &amp;quot;Lugermorph&amp;quot; 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 &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:LugerP08Pistol.jpg|thumb|none|350px|Luger P08 - 9x19mm]]&lt;br /&gt;
[[Image:Weapon lugermorph.png|thumb|400px|none|Max's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2Lugermorph1stPerson.jpg|thumb|400px|none|The Luger P08 in first person.]]&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 ==&lt;br /&gt;
&lt;br /&gt;
A sawed-off [[Ithaca 37]] &amp;quot;Shotgun&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Ithaca m37sawedoff.jpg|thumb|none|400px|Ithaca 37 with sawed-off stock and barrel - 12 Gauge]]&lt;br /&gt;
[[Image:Engineer_Shotgun.jpg|thumb|400px|none|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.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheSpy.jpg|thumb|500px|none|The Soldier racks the Ithaca 37's pump action after he deals with a Spy in ''Meet the Spy''.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 MeetTheScout.jpg|thumb|500px|none|The Heavy shoulders his Ithaca 37 in ''Meet the Scout''. Note that his ring-finger fills up the entire trigger guard.]]&lt;br /&gt;
&lt;br /&gt;
== Mossberg 500 ==&lt;br /&gt;
&lt;br /&gt;
There are two shotguns in the game that bear a resemblance to the [[Mossberg 500]]. &amp;quot;The Family Business&amp;quot; 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 &amp;quot;The Family Business&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The other shotgun is the &amp;quot;Reserve Shooter&amp;quot;, 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 &amp;quot;Reserve Shooter&amp;quot; also makes a distinctly deeper sound when fired that is noticeably different from most of the other shotguns in the game.&lt;br /&gt;
&lt;br /&gt;
[[Image:50577.jpg|thumb|none|450px|Mossberg 500 &amp;quot;Persuader&amp;quot; with high-capacity magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:TF2-The Family Business.jpg|thumb|none|400px|&amp;quot;The Family Business&amp;quot;]]&lt;br /&gt;
[[File:TF2 - FamilyBusiness Taunt Ingame.jpg|thumb|none|500px|A Heavy taunts with the &amp;quot;Family Business.&amp;quot; Note the Soviet hammer and sickle symbol on the stock.]]&lt;br /&gt;
[[File:TF2ReserveShooterConceptArt.jpg|thumb|none|400px|Concept art for the Reserve Shooter.]]&lt;br /&gt;
[[File:TF2ReserveShooterReload.jpg|thumb|none|500px|Reloading the Reserve Shooter.]]&lt;br /&gt;
&lt;br /&gt;
= Scout =&lt;br /&gt;
&lt;br /&gt;
== COP 357 ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Shortstop,&amp;quot; a pearl-gripped derringer based on the [[COP 357 Derringer|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 &amp;quot;snake shot&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
[[Image:N-copb.jpg|thumb|none|300px|COP 357 - .357 Magnum]]&lt;br /&gt;
[[Image:Tf2derringer.jpg|thumb|none|300px|The Shortstop]]&lt;br /&gt;
[[File:TF2 - Shortstop Ingame.jpg|thumb|none|500px|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.]]&lt;br /&gt;
[[File:TF2 - Shortstop 3rdP Ingame.jpg|thumb|none|500px|The Scout holds his Shortstop on pl_upward.]]&lt;br /&gt;
&lt;br /&gt;
== Beretta 3032 Tomcat ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Winger&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beretta3032TomcatSS.jpg|thumb|none|300px|Beretta 3032 Tomcat in Stainless Steel - .32 ACP]]&lt;br /&gt;
[[File:TF2 - Winger Ingame.jpg|thumb|none|500px|The Winger ingame.]]&lt;br /&gt;
[[File:TF2 - Winger 3rdP Ingame.jpg|thumb|none|500px|Third-person shot of the Winger.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Model 1908 Vest Pocket ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Pretty Boy's Pocket Pistol&amp;quot; is based on the [[Colt Model 1908 Vest Pocket]] with wood grips. The pistol's name is inspired by notorious gangster Charles &amp;quot;Pretty Boy&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Colt1908pocket.jpg|thumb|none|300px|Colt Model 1908 Vest Pocket with wood grips .25 ACP]]&lt;br /&gt;
[[File:TF2PrettyBoysPocketPistol.jpg|thumb|none|500px|The Colt Model 1908 in first person.]]&lt;br /&gt;
[[File:TF2Colt1908PromoImage.jpg|thumb|none|500px|Promo image for the Colt M1908.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's default primary weapon is a sawed-off double-barreled &amp;quot;Scattergun&amp;quot; with an integral six-round drum magazine and lever action.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2 Scattergun.jpg|thumb|none|450px|The Scattergun]]&lt;br /&gt;
[[File:TF2 - DoubleBarrel MeetTheScout.jpg|thumb|none|500px|The Scout readies his Scattergun in ''Meet the Scout''.]]&lt;br /&gt;
[[File:TF2 - Scattergun Ingame.jpg|thumb|none|500px|A burning Scout flies through the air, holding his Scattergun, on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Sawed-off Double Barreled Shotgun ==&lt;br /&gt;
&lt;br /&gt;
The Scout's initial unlockable primary weapon is a [[12 Gauge Double Barreled Shotgun]] with sawed-off barrels called the &amp;quot;Force-A-Nature.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Soda Popper&amp;quot; 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 &amp;quot;Hype&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
	 	&lt;br /&gt;
[[Image:Sawed-off Stevens 1960s SBS.jpg|thumb|none|400px|A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the Force-A-Nature, but less compact and cartoonishly proportioned.]]&lt;br /&gt;
[[Image:TF2 Force-A-Nature.jpg|thumb|none|400px|The Force-A-Nature]]&lt;br /&gt;
[[File:TF2 - ForceANature Ingame.jpg|thumb|none|500px|The Force-A-Nature in-game.]]&lt;br /&gt;
[[File:TF2 - ForceANature Taunt Ingame.jpg|thumb|none|500px|A Scout taunts with the Force-A-Nature on pl_hoodoo_final.]]&lt;br /&gt;
[[File:TF2SodaPoperPromoImage.jpg|thumb|none|400px|Promo image for the Soda Popper.]]&lt;br /&gt;
[[File:TF2SodaPoper1stPerson.jpg|thumb|none|500px|Soda Popper in 1st person.]]&lt;br /&gt;
&lt;br /&gt;
== Fictional Lever-Action Shotgun ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Love and War Update, the &amp;quot;Back Scatter&amp;quot; is a lever-action shotgun with a sawed-off stock that does additional damage to enemies shot from behind, similar to the Pyro's &amp;quot;Backburner&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2BackScatter.JPG|thumb|none|400px|The Back Scatter]]&lt;br /&gt;
&lt;br /&gt;
==Browning Auto-5==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Baby Face's Blaster&amp;quot;. The weapon has a lever-action loop, integral drum magazine and a &amp;quot;mare's leg&amp;quot; style sawed-off stock &amp;amp; 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 &amp;quot;Boost&amp;quot; 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 &amp;quot;Baby-Face Nelson&amp;quot;. It also has a similar firing sound as the &amp;quot;Reserve Shooter&amp;quot; mentioned above.&lt;br /&gt;
&lt;br /&gt;
[[Image:RemingtonRiot11.jpg|thumb|none|350px|Browning Auto-5 12 gauge]]&lt;br /&gt;
[[File:TF2Auto51stPerson.jpg|thumb|none|500px|The Auto-5 in first person.]]&lt;br /&gt;
[[File:TF2BabyFace'sBlasterPromoImage.jpg|thumb|none|500px|Promo image for the Baby Face Blaster.]]&lt;br /&gt;
&lt;br /&gt;
=  Soldier =&lt;br /&gt;
&lt;br /&gt;
== RPG-7 ==&lt;br /&gt;
&lt;br /&gt;
The Soldier's primary weapon is the &amp;quot;Rocket Launcher.&amp;quot; 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 &amp;quot;rocket jumping,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
A craftable or purchased variant called &amp;quot;Rocket Jumper&amp;quot; comes with forty spare rounds but inflicts no damage. It is intended for players to use for rocket jumping practice.&lt;br /&gt;
&lt;br /&gt;
The unlockable &amp;quot;Direct Hit&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:Soldier_Rocket_Launcher.jpg|thumb|none|400px|none|The cartoonish Rocket Launcher from ''Team Fortress 2''.]]&lt;br /&gt;
[[Image:6h875v5.jpg|thumb|none|500px|none|This is all that's left of a BLU Engineer after being insta-gibbed with the Rocket Launcher.]]&lt;br /&gt;
[[File:TF2 - RPG Trailer2.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
[[Image:TF2-Direct Hit.jpg|thumb|none|400px|none|The &amp;quot;Direct Hit&amp;quot;.]]&lt;br /&gt;
[[File:TF2 - DirectHit Ingame.jpg|thumb|none|500px|none|The Soldier with the &amp;quot;Direct Hit&amp;quot; on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== M202 FLASH ==&lt;br /&gt;
&lt;br /&gt;
A single-barreled version of the [[M202 FLASH]] rocket launcher without the scope is an unlockable Soldier weapon called &amp;quot;The Black Box.&amp;quot; It restores 15 health to the user on hit, but only holds three rockets.&lt;br /&gt;
&lt;br /&gt;
[[Image:M202A2_FLASH.JPG|thumb|none|350px|M202A1 FLASH - 66mm]]&lt;br /&gt;
[[Image:TF2-Black Box.jpg|thumb|none|350px|The &amp;quot;Black Box&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Blackbox Ingame.jpg|thumb|none|500px|A Soldier carries the Black Box on ctf_turbine.]]&lt;br /&gt;
&lt;br /&gt;
== M20A1 &amp;quot;Super Bazooka&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Liberty Launcher&amp;quot; is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|&amp;quot;Bazooka&amp;quot;]] type weapon, it is notably based on the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;#M20A1/A1B1 &amp;quot;Super Bazooka&amp;quot;(3.5&amp;quot; Rocket)|M20A1 &amp;quot;Super Bazooka&amp;quot;]] with many elements from the [[M1 Rocket Launcher &amp;quot;Bazooka&amp;quot;|M1 &amp;quot;Bazooka&amp;quot;]] and [[RPG-7]]. Its rockets fly 40% faster than the basic Rocket Launcher's but they deal 25% less damage.&lt;br /&gt;
&lt;br /&gt;
[[Image:M20A1.gif|thumb|none|450px|M20A1 &amp;quot;Super Bazooka&amp;quot; - 3.5&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Bazookasmithsonian.jpg|thumb|none|450px|M1 Bazooka - 2.36&amp;quot; Rocket]]&lt;br /&gt;
[[Image:Rpg-7-1-.jpg|thumb|none|450px|RPG-7 - 40mm]]&lt;br /&gt;
[[Image:TF2-Liberty Launcher.jpg |thumb|none|450px|The &amp;quot;Liberty Launcher&amp;quot;]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher Ingame.jpg|thumb|none|500px|The &amp;quot;Liberty Launcher&amp;quot; ingame.]]&lt;br /&gt;
[[File:TF2 - LibertyLauncher 3rdP Ingame.jpg|thumb|none|500px|Third Person view of the &amp;quot;Liberty Launcher&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
== Beggar's Bazooka ==&lt;br /&gt;
&lt;br /&gt;
A fictional rocket launcher that was added in the Pyromania Update; the &amp;quot;Beggar's Bazooka&amp;quot; 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&lt;br /&gt;
&lt;br /&gt;
[[File:TF2BeggersBazooka.jpg|thumb|none|500px|Beggar's Bazooka.]]&lt;br /&gt;
[[File:TF2BeggersBazooka1stPerson.jpg|thumb|none|500px|First-person view of the Beggar's Bazooka]]&lt;br /&gt;
&lt;br /&gt;
== Mk 2 Hand Grenade ==&lt;br /&gt;
&lt;br /&gt;
The Soldier wears two [[Mk 2 hand grenade]]s 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 &amp;quot;kamikaze&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:MKIITrainingGrenade.jpg|thumb|none|150px|Mk 2 High-Explosive Fragmentation Hand Grenade]]&lt;br /&gt;
[[Image:TF2SoldierNades.JPG|thumb|none|500px|The Soldier with his hand grenades in ''Meet the Soldier''.]]&lt;br /&gt;
&lt;br /&gt;
= Pyro =&lt;br /&gt;
&lt;br /&gt;
==Flamethrower==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
The Phlogistinator is a steampunk ray gun. It does not have an airblast, but features a critical boost called &amp;quot;Mmmph&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|400px|A BLU Pyro firing the Flamethrower in ''Meet the Soldier'']]&lt;br /&gt;
[[File:TF2FlameThrower1stPerson.jpg|thumb|none|400px|1st person view of the Flame Thrower.]]&lt;br /&gt;
[[File:TF2FlameThrowerPromoImage.jpg|thumb|none|400px|Promo image of the Pyro holding the Flame Thrower.]]&lt;br /&gt;
&lt;br /&gt;
==Orion Flare Gun==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Flare Gun&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
The Über Update added the &amp;quot;Detonator,&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Orion_Flare_gun.jpg|thumb|400px|none|Orion Flare Gun - 12 Gauge]]&lt;br /&gt;
[[Image:The_Tf2_Flare_Gun.jpg|thumb|400px|none|&amp;quot;The Flare Gun.&amp;quot; Note that the breech latch seems to be based on that of the [[M8 Flare Pistol]].]]&lt;br /&gt;
[[File:TF2 - Flaregun Ingame.jpg|thumb|500px|none|The Flare Gun in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Scorch Shot ==&lt;br /&gt;
&lt;br /&gt;
A third flare gun added as part of the Pyromania Update is the &amp;quot;Scorch Shot.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2SorchShot.jpg|thumb|400px|none|The Scorch Shot.]]&lt;br /&gt;
[[File:TF2SorchShot1stPerson.jpg|thumb|400px|none|First-person view of the Scorch Shot]]&lt;br /&gt;
&lt;br /&gt;
==Incendiary Grenade==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:AN-M14 Incendiary Grenade.jpg|thumb|none|150px|AN/M14 Incendiary Grenade]]&lt;br /&gt;
[[Image:TF2PyroNades.JPG|thumb|none|500px|A view of the incendiary grenades on the chest of a BLU Pyro in ''Meet the Soldier'']]&lt;br /&gt;
&lt;br /&gt;
= Demoman =&lt;br /&gt;
&lt;br /&gt;
==Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[File:MMGLMk1.jpg|thumb|none|350px|Milkor MGL - 40mm]]&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Grenade Launcher .jpg|thumb|none|350px|The Grenade Launcher from ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2DemoNade.JPG|thumb|none|500px|The Demoman's grenade launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[File:TF2 - M79 MeetTheDemoman.jpg|thumb|none|500px|The Demoman holds his launcher in ''Meet the Demoman''.]]&lt;br /&gt;
&lt;br /&gt;
==M79 Grenade Launcher==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Loch-n-Load&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:M79-Grenade-Launcher.jpg|thumb|none|350px|M79 grenade launcher - 40mm]]&lt;br /&gt;
[[Image:TF2-Loch n' Load.jpg|thumb|none|350px|The Loch-n-Load]]&lt;br /&gt;
[[File:TF2 - Lochnload Ingame.jpg|thumb|none|500px|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]]&lt;br /&gt;
&lt;br /&gt;
== Sticky Bomb Launcher ==&lt;br /&gt;
&lt;br /&gt;
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 &amp;quot;Scottish Resistance&amp;quot;, 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 &amp;quot;Sticky Jumper&amp;quot; which fires sticky bombs that do no damage at all and are used solely for executing sticky jumps.&lt;br /&gt;
&lt;br /&gt;
[[File:TF2StickyBombLauncher.jpg|thumb|none|400px|]]&lt;br /&gt;
[[Image:TF2StickyLauncher.JPG|thumb|none|500px|A Sticky Bomb Launcher in ''Team Fortress 2'']]&lt;br /&gt;
[[Image:TF2ScotResist.JPG|thumb|none|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
== Model 24 Stielhandgranate ==&lt;br /&gt;
&lt;br /&gt;
Released alongside the Loch-n-Load, the &amp;quot;Ullapool Caber&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:24-43 grenade.jpg|thumb|none|350px|Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade]]&lt;br /&gt;
[[Image:TF2-Ullapool Caber.jpg|thumb|none|300px|The Ullapool Caber]]&lt;br /&gt;
[[File:TF2 - Telefonmast Ingame.jpg|thumb|none|500px|The Demoman swings the Ullapool Caber.]]&lt;br /&gt;
&lt;br /&gt;
= Heavy =&lt;br /&gt;
&lt;br /&gt;
== Multi-Barrel Miniguns ==&lt;br /&gt;
&lt;br /&gt;
The Heavy's signature weapon is &amp;quot;Sasha,&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Natascha&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
Winning against the Heavy in the crossover poker game ''Poker Night at the Inventory'' unlocks a Minigun called the &amp;quot;Iron Curtain.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Minigun 2.JPG|thumb|none|400px|'''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]]&lt;br /&gt;
[[Image:Minigun.png|thumb|none|400px|none|Sasha, a minigun.]]&lt;br /&gt;
[[File:TF2IronCurtain.jpg|thumb|none|400px|none|The Iron Curtain.]]&lt;br /&gt;
[[Image:Natascha.png|thumb|none|400px|none|Natascha, also a minigun.]]&lt;br /&gt;
[[File:TF2 - Minigun Trailer2.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
[[File:TF2 - Minigun2 Ingame.jpg|thumb|none|500px|none|A burning Heavy fires Natascha on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Sascha Taunt Ingame.jpg|thumb|none|500px|none|Heavy loves his gun.]]&lt;br /&gt;
&lt;br /&gt;
== 1861 Gatling Gun == &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Brass Beast&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Gatling_gun_1865.jpg|thumb|none|400px|An 1865 Gatling Gun - .45-70]]&lt;br /&gt;
[[Image:BrassBeast.jpg|thumb|none|400px|none|The Brass Beast]]&lt;br /&gt;
[[File:TF2 - BrassBeast Taunt Ingame.jpg|thumb|none|500px|none|Heavy also loves this gun. Note how the ammo chain and magazine clip through the Heavy's right arm.]]&lt;br /&gt;
&lt;br /&gt;
== Thompson Submachine Gun ==&lt;br /&gt;
&lt;br /&gt;
An enlarged, highly-modified [[Thompson Submachine Gun#M1928/M1928A1 Thompson|M1928A1 Thompson]] called &amp;quot;Tomislav&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:M1928A1Drum.jpg|thumb|none|400px|M1928A1 Thompson with 50-round drum magazine - .45 ACP]]&lt;br /&gt;
[[Image:Tomislav.jpg|thumb|none|400px|Tomislav]]&lt;br /&gt;
&lt;br /&gt;
= Engineer =&lt;br /&gt;
&lt;br /&gt;
== Ithaca 37 (Full length) == &lt;br /&gt;
&lt;br /&gt;
The Engineer's first unlockable primary weapon is a full-length Ithaca 37 with an engraved receiver and team-colored capacitor called &amp;quot;Frontier Justice.&amp;quot; Instead of regular critical hits, Frontier Justice earns two &amp;quot;Revenge Crits&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:IthacaExtMagTub.jpg|thumb|none|400px|Ithaca 37 with extended magazine tube - 12 Gauge]]&lt;br /&gt;
[[Image:Frontierjustice.PNG|thumb|none|400px|The &amp;quot;Frontier Justice&amp;quot;]]&lt;br /&gt;
[[File:TF2 - Ithaca37 Ingame.jpg|thumb|none|500px|An Engineer fires the &amp;quot;Frontier Justice&amp;quot; on ctf_turbine.]]&lt;br /&gt;
[[File:TF2 - Ithaca37 mac Trailer.jpg|thumb|none|500px|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.]]&lt;br /&gt;
&lt;br /&gt;
== SRM Arms Model 1208 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered ''[[Deus Ex: Human Revolution]]'' earned the &amp;quot;[[Deus_Ex:_Human_Revolution#SRM_Arms_Model_1208|Widowmaker]]&amp;quot; (itself based on the [[SRM Arms 1200 Series Shotguns|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.&lt;br /&gt;
&lt;br /&gt;
[[File:SRM 1208.jpg|thumb|none|400px|SRM Arms Model 1208 - 12 Gauge]]&lt;br /&gt;
[[File:Widowmaker.jpg|thumb|none|400px|The Widowmaker]]&lt;br /&gt;
[[File:TF2Widowmaker1stPerson.jpg|thumb|none|400px|FPS view.]]&lt;br /&gt;
&lt;br /&gt;
== Sentry Gun ==&lt;br /&gt;
&lt;br /&gt;
The Engineer's signature weapon is an automated Sentry Gun that can be upgraded with twin [[M134 Minigun]]s. 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 &amp;quot;Wrangler&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[File:M134.JPG|thumb|none|400px|none|General Electric M134 - 7.62x51mm]]&lt;br /&gt;
[[Image:Sentry_gun.jpg|500px|thumb|none|At level 2, the Sentry Gun acquires a pair of miniguns.]]&lt;br /&gt;
[[File:TF2 - SentryLevel3 Minigun MeetTheSpy.jpg|thumb|none|500px|none|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.]]&lt;br /&gt;
&lt;br /&gt;
= Sniper =&lt;br /&gt;
&lt;br /&gt;
== SMG ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's secondary weapon is a submachine gun called &amp;quot;SMG.&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:MAT-49.jpg|thumb|none|400px|MAT-49 Submachine Gun - 9x19mm]]&lt;br /&gt;
[[Image:M1sb.jpg|thumb|none|400px|M1A1 Thompson with thirty-round magazine - .45 ACP]]&lt;br /&gt;
[[Image:Sniper_SMG.jpg|thumb|500px|none|The Sniper's SMG]]&lt;br /&gt;
[[File:TF2 - SMG Trailer1.jpg|thumb|500px|none|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.]]&lt;br /&gt;
[[File:TF2 - SMG Ingame.jpg|thumb|500px|none|The SMG in-game.]]&lt;br /&gt;
[[File:TF2 - SMG 3rdP Ingame.jpg|thumb|500px|none|A Sniper wields the SMG on pl_hoodoo_final.]]&lt;br /&gt;
&lt;br /&gt;
== Kimel AP-9 ==&lt;br /&gt;
&lt;br /&gt;
Released as part of the Pyromania Update, the &amp;quot;Cleaner's Carbine&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:AP9Mini.jpg|thumb|none|300px|Kimel AP-9 9x19mm]]&lt;br /&gt;
[[File:TF2CleanersCarbine1stPerson.jpg|thumb|none|300px|The Cleaner's Carbine in 1st person view.]]&lt;br /&gt;
[[File:TF2CleanersCarbinePromoImage.jpg|thumb|none|300px|Promo image of the Cleaner's Carbine.]]&lt;br /&gt;
&lt;br /&gt;
== Remington 700 Sniper Rifle ==&lt;br /&gt;
&lt;br /&gt;
The Sniper's primary weapon is a &amp;quot;Sniper Rifle&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
A bolt-action air rifle based on the default Sniper Rifle called the &amp;quot;Sydney Sleeper&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:Remington_700_BDL.jpg|thumb|none|400px|Remington 700 - .308 Winchester]]&lt;br /&gt;
[[Image:Sniper_Rifle.jpg|thumb|none|500px|&amp;quot;Sniper Rifle&amp;quot; in ''Team Fortress 2''. The visible laser sight will give away your intentions to attentive opponents.]]&lt;br /&gt;
[[Image:M40SniperRifle.jpg|thumb|none|500px|The Sniper Rifle in-game.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper.jpg|thumb|none|500px|The Sniper is about to realize that his target's ally has spotted him in ''Meet the Sniper''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Trailer2.jpg|thumb|none|500px|The Sniper aims his Sniper Rifle in ''Trailer 2''.]]&lt;br /&gt;
[[File:TF2 - DefaultSniper Ingame.jpg|thumb|none|500px|A RED Sniper aims his Sniper Rifle on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
==Jezail Musket==&lt;br /&gt;
A centerfire-converted [[Jezail musket]] with an underbarrel laser pointer and magnifying glass scope called the &amp;quot;Bazaar Bargain&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:jezail1.jpg|thumb|none|500px|Jezail musket]]&lt;br /&gt;
[[Image:Bazaar Bargain 1st person.jpg|thumb|none|300px|First person view of the Bazaar Bargain]]&lt;br /&gt;
&lt;br /&gt;
==Walther WA 2000==&lt;br /&gt;
A suppressed [[Walther WA 2000]] known as the &amp;quot;Hitman's Heatmaker&amp;quot; was added in the Pyromania Update. The weapon builds up a &amp;quot;Focus&amp;quot; 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. &lt;br /&gt;
&lt;br /&gt;
[[File:Walther-WA2000.jpg|thumb|none|500px|Walther WA 2000 - .300 Win Mag]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker.jpg|thumb|none|300px|The Hitman's Heatmaker.]]&lt;br /&gt;
[[File:TF2HitmansHeatmaker1stPerson.jpg|thumb|none|300px|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Accuracy International Arctic Warfare==&lt;br /&gt;
Introduced as a promotional item for pre-orders of ''[[Counter-Strike: Global Offensive]]'', the &amp;quot;AWPer Hand&amp;quot; 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.&lt;br /&gt;
[[File:Accuracy_International_Arctic_Warfare_-_Psg_90.jpg|thumb|none|500px|Accuracy International Arctic Warfare - 7.62x51mm NATO]]&lt;br /&gt;
[[File:TF2AWPerHand1stPerson.jpg|thumb|none|300px|The AWPer Hand in first person.]]&lt;br /&gt;
[[File:TF2AWPerHandSniper.jpg|thumb|none|300px|Sniper holds the AWPer Hand in a promotional picture.]]&lt;br /&gt;
&lt;br /&gt;
==Heckler &amp;amp; Koch G36==&lt;br /&gt;
Introduced as part of the Love and War Update, the &amp;quot;Classic&amp;quot; is a sniper rifle made to resemble a long-barreled [[Heckler &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:HKG36.jpg|thumb|none|500px|Heckler &amp;amp; Koch G36 5.56x45mm]]&lt;br /&gt;
&lt;br /&gt;
= Spy =&lt;br /&gt;
&lt;br /&gt;
== Colt Python ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Revolver&amp;quot; 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.&lt;br /&gt;
 &lt;br /&gt;
[[File:ColtPython&amp;amp;IvoryGrips.jpg|thumb|none|400px|Colt Python with 6&amp;quot; barrel &amp;amp; Ivory Grips- .357 Magnum]]&lt;br /&gt;
[[Image:Spy_Revolver.jpg|thumb|none|400px|The Revolver in Team Fortress 2.]]&lt;br /&gt;
[[Image:Python2.jpg|thumb|none|500px|The Colt Python carried by the Spy while taunting]]&lt;br /&gt;
[[File:TF2 - Revolver Ingame.jpg|thumb|none|500px|A Spy holds his Revolver on pl_goldrush.]]&lt;br /&gt;
&lt;br /&gt;
== Dan Wesson PPC .357 ==&lt;br /&gt;
&lt;br /&gt;
The Spy's unlockable &amp;quot;Ambassador&amp;quot; is a [[Dan Wesson revolvers#Dan Wesson PPC|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 &amp;quot;Sniper vs. Spy&amp;quot; page claims that the Ambassador is chambered in .50 caliber.&lt;br /&gt;
&lt;br /&gt;
The Ambassador is missing three things essential to real-life operation (L'Etranger shares these oddities):&lt;br /&gt;
&lt;br /&gt;
* The rear of the barrel is blocked (noticeable during the reload animation) as if it was a deactivated gun. &lt;br /&gt;
*The crane and the ejector rod do not follow the cylinder when it swings out, leaving the cylinder hovering in midair.&lt;br /&gt;
*No bullets are ejected or loaded during its reload; the cylinder is simply opened and then closed.&lt;br /&gt;
&lt;br /&gt;
[[Image:Dan Wesson PPC-2.jpg|thumb|none|400px|Dan Wesson PPC Stainless Steel - .357 Magnum]]&lt;br /&gt;
[[Image:Ambassador.png|thumb|400px|none|The Ambassador. Note the odd single-action trigger on a double-action revolver and lack of cylinder latch.]]&lt;br /&gt;
[[image:TF2REVOLVER2.jpg|thumb|none|500px|The Ambassador in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Colt Detective Special ==&lt;br /&gt;
&lt;br /&gt;
The Spy's crafted or purchased &amp;quot;Enforcer&amp;quot; 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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
[[Image:NickelColtDS.jpg|thumb|none|300px|Colt Detective Special .38 Special with stainless finish and pearl grips]]&lt;br /&gt;
[[Image:TF2-The Enforcer.jpg|thumb|none|300px|The Enforcer]]&lt;br /&gt;
[[File:TF2 - Enforcer Ingame.jpg|thumb|none|500px|The Enforcer in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Nagant M1895 ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;L'Etranger,&amp;quot; a silver [[Nagant M1895]] revolver with custom engraved ivory grips and an extended barrel, was added during the &amp;quot;Mann-conomy&amp;quot; (Polycount) Update as a new Spy weapon. [http://steamcommunity.com/id/chemicalalia Shaylyn &amp;quot;Chemical Alia&amp;quot; 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%.&lt;br /&gt;
&lt;br /&gt;
L'Etranger, unlike the Nagant, loads from a six-round cylinder that flips open for reloading.&lt;br /&gt;
&lt;br /&gt;
[[Image:Nagant-1895.jpg|thumb|none|350px|Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)]]&lt;br /&gt;
[[Image:TF2Nagant.jpg|thumb|none|400px|L'Etranger as seen in the previews]]&lt;br /&gt;
[[File:TF2 - Letranger Ingame.jpg|thumb|none|500px|L'Etranger in-game.]]&lt;br /&gt;
&lt;br /&gt;
== Smith &amp;amp; Wesson Model 29 ==&lt;br /&gt;
&lt;br /&gt;
Players who pre-ordered or bought ''Sam &amp;amp; Max: The Devil's Playhouse'' within the first week of its release earned Sam's signature sidearm, the &amp;quot;Big Kill,&amp;quot; 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 &amp;amp; Wesson Model 29]], though it is much smaller than its ''Sam &amp;amp; Max'' counterpart.&lt;br /&gt;
&lt;br /&gt;
[[Image:Smith wesson 44mag 8inch barrel.jpg|thumb|none|400px|Smith &amp;amp; Wesson Model 29 revolver with 8 3/8&amp;quot; barrel - .44 Magnum]]&lt;br /&gt;
[[Image:Weapon thebigkill.png|thumb|400px|none|Sam's sidearm from the ''Sam &amp;amp; Max'' adventure game series]]&lt;br /&gt;
[[File:TF2BigKill1stPerson.jpg|thumb|400px|none|In 1st person.]]&lt;br /&gt;
&lt;br /&gt;
==Baikal MCM==&lt;br /&gt;
&lt;br /&gt;
The first ''Team Fortress 2'' trailer showed the Spy wielding a stainless [[Baikal MCM]] &amp;quot;Tranquilizer Gun.&amp;quot; It was replaced with the Revolver by the game's release. The model, though not usable, remains in the game's files.&lt;br /&gt;
&lt;br /&gt;
[[Image:MCM.jpg|thumb|none|400px|Baikal MCM with magazine removed - .22 LR.]]&lt;br /&gt;
[[File:TF2 - Baikal Trailer1.jpg|thumb|none|500px|The Spy holds his Tranquilizer Gun in ''Trailer 1''.]]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
==American Derringer Model 1==&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Expiration Date&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
[[Image:American Derringer Stainless Steel M-1.jpg|thumb|none|400px|American Derringer Model 1 .45 Long Colt]]&lt;br /&gt;
[[Image:TF2PaulingDerringer.JPG|thumb|none|500px|Miss Pauling with her derringer drawn in the &amp;quot;Expiration Date&amp;quot; animation]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Video Game]]&lt;br /&gt;
[[Category:Comedy]]&lt;br /&gt;
[[Category:First-Person Shooter]]&lt;br /&gt;
[[Category:Science-Fiction]]&lt;br /&gt;
[[Category:Espionage]]&lt;br /&gt;
[[Category:War]]&lt;/div&gt;</summary>
		<author><name>GoredonTheDestroyer</name></author>
	</entry>
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