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Team Fortress 2

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Team Fortress 2 (2007)

Team Fortress 2 is a First Person Shooter created by Valve on the Source engine. As the name implies, it is very heavily reliant on team strategies, and as such, the game is class-based; instead of picking a player character and picking a weapon load-out, a player picks a class of character that already has its own weapons. A good team usually requires an even mix of offensive and defensive classes.

It is also worthy of note that the game's art direction is one of cartoony 60's espionage camp- this means that the gun designs found in the game tend not to be real guns, but stylish representations of familiar designs.

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



All Class Weapons

Pistol

A pistol based on the Walther PPK is the secondary weapon for the Engineer and Scout classes. Called simply "Pistol" in the game, it lacks power and has average accuracy, but has good range and is semi-automatic with a very fast reload time. Both the Engineer and the Scout carry different shotguns as their main weapons, which are effective at closer range and reload very slowly; 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 that are at a distance.

In the game, the Pistol has a 12-round magazine. The light-traveling Scout carries 3 extra magazines, and the Engineer, ever prepared, carries 16 extra magazines and half of one more.

Interestingly, early concept art shows that the scout was supposed to carry a more unique sidearm based on the SIG P210.

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Walther PPK - .380 ACP, the closest real life model for the "Pistol".
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In-game model, simply called "Pistol".
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The "Pistol" ingame.
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An Engineer taunts while holding the "Pistol" (note that in this image and the one above the Engineer is equipped with the "Gunslinger", a robotic prosthetic hand that replaces his wrench for building and maintaining his machines and also deploys "Mini-Sentries" instead of standard Sentries).

Luger P08

Called "Lugermorph", the Luger P08 as depicted in the Sam and Max: Freelance Police series appears as an unlockable secondary weapon for the Scout and the Engineer. It's a reskin of the pistol, and has no unique stats. The weapon was given to players in Vintage quality who pre-ordered or bought Sam & Max: The Devil's Playhouse within the first week of its release. It can also be acquired via achievement from the game Poker Night at the Inventory. It is based off of the titular Max's pistol. Originally, this gun could only be used by the Scout, however with the July 1st, 2010 update, it was made available for use with the Engineer.

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Luger P08 - 9x19mm
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Max's sidearm from the Sam & Max adventure game series

Ithaca 37

The Ithaca 37, with sawed-off stock and barrel, is the primary weapon for the Engineer class, and the secondary weapon for the Soldier, Pyro, and Heavy. It is simply referred to as "Shotgun" in the game. Like the Spy, the Engineer is capable enough at close fighting but is not usually found seeking out skirmishes, as his shotgun's main purpose is to defend himself while he is setting up his buildings. At close range, the Shotgun will deal great damage, but its damage will fall off noticeably at mid range. The other classes that use the Shotgun as a secondary weapon have highly-damaging primary weapons, and use the Shotgun to finish off injured opponents, or to conserve primary weapon ammo. One of the Soldier's taunts has him firing a gun salute with his Shotgun, though no ammo is expended and it won't damage any enemies that happen to be in front of the muzzle during it.

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Ithaca 37 with sawed-off stock and barrel - 12 Gauge
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Notice that the Shotgun's ejection port is on the left side, not the bottom like the real Ithaca 37 , but oddly, it ejects to the right in-game...
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The Soldier racks the Ithaca 37's pump action in Meet The Spy.
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The Heavy shoulders his Ithaca 37 in Meet The Scout. It is worth pointing out that the Sandwich (spelled "Sandvich" ingame) seen is an actual unlock for this class and has become something of a symbol for him. It even received it's own Meet The video. Also note that the The Heavy's ring-finger fills up the entire trigger guard...

Scout

COP 357

A derringer based on the COP 357 with pearl grips and a single external hammer was added as a new primary slot unlock for the Scout. Called the "Shortstop" in-game, it has more accuracy at the cost of less damage. It is the only primary weapon based on a secondary. It should be noted that the Shortstop seems to fire shotshells (possibly .410 bore) instead of bullets; each shot firing several pellets just as with the Scout's other primary weapons.

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COP 357 - .357 Magnum
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The "Shortstop"
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The "Shortstop" ingame. Clearly visible here is the weapon's external hammer which isn't lined up with any of the weapon's four barrels, leaving one to guess at the weapons internal workings.
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The Scout with the "Shortstop" on pl_upward.

Beretta 3032 Tomcat

An unlockable secondary weapon for the Scout is a pistol called the "Winger", which bears a resemblance to 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. The weapon functions like the standard pistol mentioned above, but holds only five rounds as opposed to 12 in the regular pistol and deals 15% more damage.

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Beretta 3032 Tomcat in Stainless Steel - .32 ACP
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The "Winger" ingame.
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Third Person shot of the "Winger".

Fictional Double Barreled Shotgun

The Scouts default primary weapon is a rather strange Double Barreled Shotgun, dubbed the "Scattergun". The weapon works on a lever action mechanism, it's magazine is located in a round receiver between the barrels and rear-receiver/stock. If it were a real firearm, it would most likely contain a rotary magazine with a so called "sprocket" at it's center. The latter would be rotated when the lever action is used, moving a new shell into firing position, a pin then ejecting the spent shell once it has been fired. Oddly, the scout never actually loads new shells into the weapon, similarly to the Heavy's minigun.

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The "Scattergun"
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The Scout holds his "Scattergun" in Meet The Scout.
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A burning Scout flies through the air holding his "Scattergun" on pl_goldrush.

Sawed-off Double Barreled Shotgun

An unlockable primary weapon for the Scout is a 12 Gauge Double Barreled Shotgun with sawed-off barrels called the "Force-A-Nature". Compared to the Scout's original "Scattergun" shotgun, it has a higher rate of fire and fires more pellets per shot, but it does slightly less damage per pellet and only holds two shots at a time. It has the the special ability when fired to knockback opponents at close range, even the Heavy, a considerable distance away and, while in the air, will knockback the shooter as well. When used in conjunction with jumping and firing at the ground, it gives the Scout a third "jump".

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A Stevens 1960s SBS 12 gauge with the barrels sawed-off, similar to the "Force-A-Nature", but it is even more compact and cartoonishly proportioned in-game.
The "Force-A-Nature"
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The "Force-A-Nature" ingame.
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A Scout taunts with the "Force-A-Nature" on pl_hoodoo_final.

Soldier

RPG-7

A weapon based on the RPG-7, represented in the game as the "Rocket Launcher", is the primary weapon for the Soldier class. Unlike its single-shot real-life counterpart, the Rocket Launcher can pack four rockets at a time inside the tube and it has its grip orientation reversed. The game allows for 'Rocket Jumping', wherein a Soldier shoots towards the ground as he jumps, using the blast from the explosion to propel himself through the air over large distances and over obstacles. The rockets, along with the Demoman's grenades, are the most damaging weapons in the game, a critical shot from either usually being enough to take out any player within the blast radius.

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RPG-7 - 40mm
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The cartoonish Rocket Launcher from Team Fortress 2.
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A BLU Engineer after being insta-gibbed with the Rocket Launcher in Team Fortress 2.
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Multiple soldiers holding the RPG-7-based weapon in Trailer 2. Note that the rocket was removed from the game prior to it's release. The rocket on the end of the tube made its resemblance to the RPG-7 even closer.

M202 FLASH

A single-barreled version of the M202 FLASH rocket launcher, without the scope, was added as a new soldier unlock called "The Black Box". Restores health on hit, holds 3 rockets.

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M202A1 FLASH - 66mm
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The "Black Box"
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A Soldier carries the "Black Box" on ctf_turbine.

M20A1 "Super Bazooka"

Known as the "Liberty Launcher", it is an unlockable rocket launcher for the Soldier. Although made as an ambiguous old "Bazooka" type weapon, it is notably based on the M20A1 "Super Bazooka" with many elements from the M1 "Bazooka" and RPG-7. Its rockets fly 40% faster than the basic Rocket Launcher's but it holds 3 rockets instead of 4.

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M20A1 "Super Bazooka" - 3.5" Rocket
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M1 Bazooka - 2.36" Rocket
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RPG-7 - 40mm
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The "Liberty Launcher"
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The "Liberty Launcher" ingame.
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Third Person view of the "Liberty Launcher".

Mk 2 Hand Grenade

The Soldier can be seen with what appear to be two Mk 2 hand grenades strapped to his chest. In the Meet the Soldier promotional video he can be seen smacking them together. He only uses them in-game as part of his "kamikaze" taunt; wherein he pulls the pin on one and then holds the grenade, killing himself and any enemy within a six foot radius of him. The grenades appear to have an overall black coloration with an orange band around the body. In another taunt, the Soldier will juggle these grenades as well as extra ammo for his Rocket Launcher.

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Mk 2 High-Explosive Fragmentation Hand Grenade
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The Soldier with his hand grenades in Meet the Soldier.

Pyro

Orion Flare Gun

The "Flare Gun" Is an unlockable secondary weapon for the Pyro, this flare gun is not like an ordinary flare gun; if shot at a target it sets it on fire in one shot. The flare gun appears to be an unrealistically big version of a flare gun with a longer barrel. The weapon has an overall safety orange or blue coloration, depending on what team the player is on. A second version, called the "Detonator", was added with the "Uber Update". Which seems to be a upgraded version of the basic "Flare Gun". This weapon's projectile can be remotely detonated in flight, setting any enemy within a certain radius alight. Setting it off too close to oneself will deal increased damage, making it a bad choice for close combat engagements.

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Orion Flare Gun - 12 Gauge
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"The Flare Gun". Note that the breech latch seems to be based on that of the M8 Flare Pistol.
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"The Flare Gun" ingame.

Incendiary Grenade

The Pyro can be seen with three cylindrical grenades strapped to his chest, though never uses them. Given that most of the Pyro's weapons involve fire and the like, it's reasonable to assume these are supposed to be incendiary grenades, their shape being similar to the AN/M14 incendiary grenade. They have black bodies with an orange band and orange spoons.

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AN/M14 Incendiary Grenade
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A view of the incendiary grenades on the chest of a BLU Pyro in Meet the Soldier

Demoman

Grenade Launcher

The primary weapon of the Demoman is a grenade launcher that appears to be an amalgamation of several grenade launcher designs. In particular, it has the rotary magazine and break-open reloading of a Milkor MGL along with the stock, handguard, and front leaf sight of an M79 grenade launcher. Despite being modeled with a 6-round cylinder, the weapon only holds a maximum of 4 grenades. The grenades fired by the launcher are the same color as the team the Demoman firing them is on and will detonate after a few seconds' delay or on impact with an enemy, whichever happens first. 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.

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Milkor MGL - 40mm
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M79 grenade launcher - 40mm
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The Grenade Launcher from Team Fortress 2
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The Demoman's grenade launcher in Team Fortress 2
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The Demoman holds his launcher in Meet The Demoman.

M79 Grenade Launcher

An unlockable primary weapon for the Demoman is a weapon that resembles a double-barreled M79 grenade launcher, known in-game as the "Loch n' Load". The barrels are arranged in an over/under configuration as opposed to the side by side arrangement of the barrels on the Scout's shotguns. 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, forcing players using it to be much more precise with their shots.

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M79 grenade launcher - 40mm
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The "Loch n' Load"
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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

Model 24 Stielhandgranate

The Model 24 Stielhandgranate appears in the game as an unlockable melee weapon for the Demoman, called the "Ullapool Caber" in-game. The name is a reference to the caber toss; a traditional Scottish sport of hurling massive logs. The weapon is used more as a makeshift club to bludgeon enemies instead of being thrown at them to explode.

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Model 24 Stielhandgranate High-Explosive Fragmentation hand grenade
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The "Ullapool Caber"
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The Demoman swings the "Ullapool Caber".

Heavy

Multi-Barrel Miniguns

The Heavy uses 2 hand-held miniguns, the looks of which are based off of M134 miniguns. Both are given female Russian names and have Dillon Aero flash suppressors. The first, Sasha, is black with a large white drum magazine and internal feed; the second, Natasha, is black, with a large black drum magazine and a belt running from the mag to the chamber. The Heavy claims that Sasha weighs 150kg and fires at 10,000 RPM, but in the game she only spits out 2,400 RPM. Note that for every 1 unit of ammo, the weapon actually fires 4 shots (giving it 2,400 RPM). Both miniguns hold a maximum of 200 rounds. Winning against the Heavy in the crossover poker game Poker Night at the Inventory unlocks a Minigun called the "Iron Kurtain", though it functions the same as the default Minigun.

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Handheld M134 Minigun with 'Chainsaw grip' to handle the recoil force. This variant was seen in Terminator 2: Judgement Day.
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Sasha, a minigun.
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Natasha, a minigun.
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The Heavy fires his primary Minigun 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.
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A burning Heavy fires Natascha on ctf_turbine.
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Taunting with the default Minigun.

1861 Gatling Gun

Called "The Brass Beast", an another unlockable primary weapon for the Heavy, this antique gun made of brass is more powerful than the regular Minigun, but it makes the Heavy move slower and has a slower deployment time. It appears to be fitted with a Broadwell drum, albeit modified with an ammo chain rather than gravity-feeding the gun and is electric-powered instead of hand-cranked.

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An 1865 Gatling Gun - .45-70
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"The Brass Beast"
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A Heavy taunts, holding the "The Brass Beast". Note how the ammo chain and magazine clip through the Heavy's right arm.

Thompson Submachine Gun

Another primary weapon unlockable for the Heavy, known in-game as the "Tomislav", is clearly inspired by the M1928A1 Thompson. The weapon is roughly equal in size and feeds from a similar drum system to the original Minigun mentioned above, but has a slower rate of fire (giving it a distinctive sound) and being a single-barreled weapon, it can fire almost instantaneously. It should also be noted that the Tomislav is the only weapon in the game that is depicted as having a sling fitted.

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M1928A1 Thompson with 50-round drum magazine - .45 ACP
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The "Tomislav"

Engineer

Ithaca 37 (Full length)

Dubbed "Frontier Justice". It is the primary unlockable for the Engineer. It has full stock, full barrel length, full length magazine tube, engravings on the receiver, and a battery chamber on the right side. In game it cannot get random critical hits, instead awarding two "Revenge crits" for every Sentry kill, and one crit for a Sentry assist. These crits are only granted when the Sentry is destroyed. Oddly, despite having an extended magazine tube it holds fewer rounds than the regular shotgun (three versus the default six). Another version, known in-game as "The Family Business", appears as an unlockable secondary weapon for the Heavy. It has a square trigger guard, the ejection port is on the right side, and it is fitted with a wooden pistol grip and wooden tubular stock. It holds eight rounds and appears to be a 20 gauge. It also has a safety selector mounted on the left side of the receiver above the trigger.

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Ithaca 37 with extended magazine tube - 12 Gauge
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The "Frontier Justice"
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"The Family Business"
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An Engineer fires the "Frontier Justice" on ctf_turbine.
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The Engineer chambers a round in the "Frontier Justice" during the Mac Trailer, which was released to announce the porting of numerous games by Valve Software to the Macintosh OS.
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A Heavy taunts with the "Family Business". Note the Soviet "hammer and sickle" symbol on the stock.

Sentry Gun

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

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General Electric M134 - 7.62x51mm
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A level 3 Sentry as seen in Meet The Spy. Note that in actual gameplay, the Spy in the background would be within the Sentry's detection range and would have been engaged.
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A level 2 Sentry Gun.

Sniper

SMG

The "SMG" is the secondary weapon for the Sniper class. It combines the general shape and the distinctive front sight of a MAT-49 with the rear sight, magazine and bolt of a M1A1 Thompson submachine gun. It deals very low damage and is of average accuracy, but its very rapid fire can pile on damage quickly if aimed well. It has a 25-round magazine and the Sniper carries 3 more magazines. 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 taking the time to snipe an incoming enemy is an impractical proposition.

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MAT-49 Submachine Gun - 9x19mm
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M1A1 Thompson with 30-round magazine - .45 ACP
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The Sniper's "SMG"
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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.
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The "SMG" ingame.
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A Sniper wields the "SMG" on pl_hoodoo_final.

Remington 700 Sniper Rifle

A rifle based on the Remington 700, with a visible laser sight and cartoonishly large scope (which looks similar to the AN/PVS-2 Starlight scope but without the night-vision abilities), is the primary weapon for the Sniper class. It is called "Sniper Rifle", and in this rendition, its internal magazine only holds one projectile, and the Sniper carries 25 cartridges with him, inserting one every time he pulls the bolt open. Targeting through the scope will charge the projectile and make it hit harder when fired. A max charge of around 4 seconds is enough to take out lower-health classes with a body shot, but large classes like the Heavy will need multiple shots or a clean head shot. The rifle can be fired without looking through the scope, but the damage is the minimum damage the rifle can cause and headshots are not possible in this way. 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).

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Remington 700 - .308 Winchester
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"Sniper Rifle" in Team Fortress 2. The visible laser sight will give away your intentions to attentive opponents.
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The Sniper Rifle in-game.
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The Sniper aims his "Sniper Rifle" in Meet The Sniper.
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The Sniper aims his "Sniper Rifle" in Trailer 2.
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A RED Sniper aims the "Sniper Rifle" on pl_goldrush.

Jezail Musket

An unlockable primary weapon for the Sniper, known in-game as the "Bazaar Bargain", appears to be based on a Jezail musket. The weapon has a laser pointer mounted under the barrel and a small mirror that acts as the scope. The weapon functions in a rather peculiar manner; each scoped headshot decreases the weapon's charge time. A scoped body shot reduces the bonus. A scoped miss wipes the bonus. This musket has been converted to fire center-fire rifle cartridges like the default sniper rifle.

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Jezail musket

Spy

Colt Python

The Colt Python, with a 6" barrel and ivory grips, is the primary weapon for the Spy class. It is fairly strong and has better-than-average range. The "Revolver", as it is called in-game, is strong enough at close range to take out the lower-health classes with 2 or 3 well-aimed shots. However, its purpose is to have something to fall back on in case of trouble, rather than for attacking.

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Colt Python with 6" Barrel - .357 Magnum
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The Revolver in Team Fortress 2.
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The Colt Python carried by the Spy while taunting
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A Spy holds his "Revolver" on pl_goldrush.

Dan Wesson PPC .357

The Ambassador, an unlockable Spy weapon, is a stylized version of the Dan Wesson PPC .357 revolver heavily customized with an engraved barrel and rosewood grips, and is more accurate than the Revolver. However, it deals less damage (unless the player gets a headshot with it, resulting in a devastating critical hit) and has a slower rate of fire.

In addition to that, the model is missing three things essential to its operation in real life:

  • An opening in the rear of the barrel for the bullet to go through (noticeable during the reload animation). The barrel's blocked off as if it was a deactivated gun.
  • The crane and the ejector rod stay stuck in the frame of the gun when the cylinder is out of it, meaning the cylinder's just hovering in mid air with nothing connecting it to the gun itself.
  • No bullets are ejected or loaded during its reload, the cylinder is simply opened then closed
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Dan Wesson PPC Stainless Steel - .357 Magnum
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The "Ambassador". Note the odd single action trigger on a double action revolver and no cylinder latch to even get the cylinder out to reload it
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The "Ambassador" ingame.

Colt Detective Special

The Colt Detective Special appears as a primary weapon unlockable for the Spy with a stainless finish and pearl grips, known as "The Enforcer" in the game. While more powerful than any of the other revolvers, it causes a time penalty while cloaking.

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Colt Detective Special .38 Special with stainless finish and pearl grips
The "Enforcer"
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The "Enforcer" ingame.

Nagant M1895

A silver Nagant M1895 revolver with custom engraved ivory grips and an extended barrel, known in-game as the "L'etranger", was added during the "Mann-conomy" (Polycount) Update as a new spy weapon. It was created by Shaylyn "Chemical Alia" Hamm for the Polycount Pack contest. It restores the user's cloak charge on hit at the cost of damage. This particular model is notable for being quite realistic (though it apparently has the default reload animation instead of loading from the port).

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Nagant M1895 Pistol - 7.62x38N cartridge (aka 7.62 Nagant ammo)
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The Nagant, as seen in the previews
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The "L'etranger" ingame.

Smith & Wesson Model 29

A Smith & Wesson Model 29 named "Big Kill" appears as an unlockable Revolver replacement for the Spy. It's a reskin and it has the same stats as the regular Revolver (though the animations are those of the Ambassador). The weapon was given to players who pre-ordered or bought Sam & Max: The Devil's Playhouse within the first week of its release. It is based off of the titular Sam's sidearm.

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Smith & Wesson Model 29 revolver with 8 3/8" barrel - .44 Magnum
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Sam's sidearm from the Sam & Max adventure game series

Baikal MCM

The Spy was shown with a stainless Baikal MCM in the first Team Fortress 2 trailer, to be used as a "Tranquillizer Gun" like in the previous Team Fortress game. It was replaced with the Revolver by the game's release. The model, though not usable, remains within the game's files.

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Baikal MCM - .22 LR.
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The Spy holds the "Tranquillizer Gun" in Trailer 1.