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- RED Team (Team Fortress 2)
- Neutral Male Human(s)
- Minimum Bid: 96 GP
- Upkeep: 7/week
- RED Scout is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
- RED Soldier is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
- RED Pyro is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
- RED Demoman is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
- RED Heavy is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
- RED Engineer is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>, Construction PDA, Destruction PDA, and an infinite supply of metal. Only one of each building may be constructed at a time. No taunt is an instant kill.
- RED Medic is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instantkill.
- RED Sniper is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>. No taunt is an instant kill.
- RED Spy is as he appears in Team Fortress 2 and its cinematics & comics. He has access to <customization>, Sapper, and a disguise of every rostered mercenary and assist. No taunt is an instant kill, though his backstab will kill instantly, and the enemy team is aware of this.
- The RED Team are as they appear in Team Fortress 2 and its cinematics & comics. Each member has the equipment listed below. Only one of each of the Engineer’s buildings may be constructed at a time. No taunt is an instant kill, though the Spy’s backstab will kill instantly and the enemy team is aware of this.
- Scout: <customization>
- Soldier: <customization>
- Pyro: <customization>
- Demoman: <customization>
- Heavy: <customization>
- Engineer: <customization> Construction PDA, Destruction PDA, and an infinite supply of metal.
- Medic: <customization>
- Sniper: <customization>
- Spy: <customization>, Sapper, and a disguise of every rostered mercenary and assist.
- Abilities
- Customization: Each team member has their own customization. For each that is rostered, select one weapon from the following category to add to their battle write-up. If nothing is chosen, they will default to the first option listed in each category.
- Scout
- Primary: Scattergun, Force-A-Nature, Shortstop, Soda Popper
- Secondary: Pistol, Bonk! Atomic Punch, Crit-a-Cola, Mad Milk
- Melee: Bat, Boston Basher, Fan O’War, Sun-on-a-Stick, Atomizer
- Soldier
- Primary: Rocker Launcher, Direct Hit, Black Box, Cow Mangler 5000
- Secondary: Shotgun, Buff Banner, Gunboats, Battalion’s Backup, Concheror, Righteous Bison, B.A.S.E. Jumper
- Melee: Shovel, Equalizer, Disciplinary Action, Escape Plan
- Pyro
- Primary: Flame Thrower, Backburner, Phloginstinator
- Secondary: Shotgun, Flare Gun, Detonator, Manmelter, Scorch Shot, Thermal Thruster, Gas Passer
- Melee: Fire Axe, Axtinguisher, Homewrecker, Powerjack, Sharpened Volcano Fragment, Third Degree, Neon Annihilator
- Demoman
- Primary: Grenade Launcher, Loch-n-Load, Ali Baba’s Wee Booties, Loose Cannon, B.A.S.E. Jumper
- Secondary: Stickbomb Launcher, Scottish Resistance, Chargin’ Targe, Tide Turner, Quickiebomb Launcher
- Melee: Bottle, Eyelander, Scotsman’s Skullcutter, Ullapool Caber
- Heavy
- Primary: Minigun, Natascha, Huo-Long Heater
- Secondary: Shotgun, Sandvich, Dalokohs Bar, Buffalo Steak Sandvich
- Melee: Fists, Killer Gloves of Boxing, Gloves of Running Urgently, Warrior’s Spirit, Fists of Steel
- Engineer
- Primary: Shotgun, Frontier Justice, Pomson 6000, Rescue Ranger
- Secondary: Pistol, Wrangler, Short Circuit
- Melee: Wrench, Gunslinger, Southern Hospitality, Eureka Effect (which will teleport him to his team’s starting location)
- Medic
- Primary: Syringe Gun, Blutsauger, Crusader’s Crossbow, Overdose
- Secondary: Medi Gun, Kritzkrieg, Quick-Fix, Vaccinator
- Melee: Bonesaw, Ubersaw, Solemn Vow
- Sniper
- Primary: Sniper Rifle, Huntsman, Sydney Sleeper, Machina, Hitman’s Heatmaker,
- Secondary: Submachine Gun, Jarate, Razorback, Cozy Camper
- Melee: Kukri, Tribalman’s Shiv, Bushwacka, Shahanshah
- Spy
- Secondary: Revolver, Ambassador, L’Entranger, Enforcer, Diamondback
- Melee: Knife, Your Eternal Reward, Conniver’s Kunai
- PDA 2: Invis Watch, Cloak and Dagger, Dead Ringer
- Tags: Customization
- Meet The Team (Passive) - Each member of the RED Team is targeted separately for most abilities, and they will be considered individual targets for random selection abilities and pools. However, KO abilities and delays will hit the entire RED Team at once - if a single member is hit by one of these abilities, they all go down.
- Tags: Passive, Clarification, Targeting
- Commence Team Scramble, Now! (Peacetime, 0 AP, Fatigue 1) - RED Team’s merc leader may divide them into as many groups of mercenaries as they would like. Each team will be considered to have a “Meet the Team” Passive, which will only apply to that individual group Additionally, each group may declare any ability that the RED Team has access to, though they must declare it individually - one group declaring an ability will not have it apply to another. Each group will be considered a 3/week mercenary, plus 1/week upkeep for every additional team member over 1. An individual RED Team member is considered unrosterable, and no RED Team group can be rostered in low tier without a paydown.
- Tags: Peacetime, 0 AP, Fatigue 1, Upkeep Manipulation, Targeting Manipulation
- Mann Vs Mercs (Start of Battle, AP 1) - The RED Team is excellent in all the important fields - power, skill, and disposability. If a RED Team member is defeated during battle, they will revive at their team’s starting location fifteen seconds after being defeated. They will be unable to be revived through other means, including abilities. However, each RED Team member only needs to be defeated once for the opponent to be declared victorious. The enemy team knows about the RED Team’s quirk.
- Tags: Start of Battle, 1 AP, Self-Targeting, Buff, Revive, Victory Qualification
- Upgrades
- (Ability Upgrade; 10 XP)
- -KO’s and delays now no longer hit the entire RED Team unless ‘RED Team’ is specified as a target. ‘RED Team’ may be be included in pools, only individual members can be.
- (Ability Upgrade; 15 XP)
- -RED Team groups under ‘Team Scramble’ are now considered 2/week plus 1/week for every group member over 1 mercs.
- -Spy, Scout, Pyro, Heavy, Sniper, and Medic may be rostered individually and may be rostered in Low Tier without paydown under the effect of ‘Team Scramble’.
- (New Ability; 25 XP)
- Mann Co. (Pre-Battle, 1 AP) - The mercs of Team Fortress 2 have long learned that payment is best applied by trading for various objects - mostly crates and hats. The RED Team may apply this same logic to mercenaries. At the time of this ability’s declaration, RED Team’s merc leader may swap any two weapons, vehicles, armors, or pieces of equipment mentioned in any of their rosterable mercs’ write-ups or customizations with another from another rosterable merc. Whether the mercenaries will be able to use the new equipment is up to interpretation. These swaps may occur multiple times under the single AP cost, though all swapping must be finalized in the same post that this ability is declared in.
- If RED Team’s… team declares abilities first, this ability may be declared without specification. All swaps may take place during roster submission instead.
- Tags: Pre-Battle, 1 AP, Team Global, Targeting, Allied Target, Weapon Targeting, Rosters Action
- Terrain: 2fort - Two parallel forts staring each other down across a river. All health and ammo drops are gone, all safe room barriers have been removed. Attackers begin in the BLU Team’s intelligence room, while defenders begin in the RED Team’s intelligence room.
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