Team Fortress: Brotherhood of Arms

"'One thing I've always been fascinated with is scrapped ideas, unused concepts, and cancelled builds. And one of the best sources of these things is the Team Fortress series. Team Fortress 2 is one of my favourite games of all time, and it went through multiple development stages before it was finally released back in 2007. One of the main stages of development was 'Brotherhood of Arms', a realistic, gritty team-based combat simulator, and something I've been wondering is - what if Brotherhood of Arms had been completed? This game concept right here is the result of that thought.'""- Red-Verse-Writer, the creator of this idea"Team Fortress: Brotherhood of Arms is a team-based first-person-shooter game concept by Red-Verse-Writer. It is essentially a concept of what would have happened if the original concept for Team Fortress 2 had come to fruition.

Gameplay
The gameplay of Team Fortress: Brotherhood of Arms is radically different from classical Team Fortress games. There is a much higher focus upon realism than in other games, with players being able to group together into squads and use tactics such as supressing fire to defend against enemies and secure victory. In addition to this, teamwork has a greater emphasis than ever, with players possessing a "morale" system that affects their performance - the higher the player's morale is, the faster they move and the more accurate their weaponry is. If a player's morale completely depletes, they "break" and become unable to use their weapons until their morale is restored. Morale is increased by assisting teammates or by being around a special class known as the Officer, and reduced when teammates are killed.

Due to a emphasis on player enjoyment over realism, the final concept retains some of the more unrealistic elements of the earlier games rather than scrapping them all like the original idea. The game retains certain elements of unrealism, such as Rocket jumping, Dispensers and the Assault Cannon, while abandoning others, such as bunnyhopping, Control Points and Teleporters. In addition to this, the Commander system from the original idea is scrapped, instead allowing all players to communicate with one another using text, similar to Team Fortress 2. The game also features a Upgrade system that enables a player to increase the attributes of their class, and features a divided system of buildings via Constructions and Buildings. Constructions can be built by any class (although some can only be built by specific classes) and the majority of them require a constant supply of power to function. Buildings are more akin to the classic Buildings, being only able to be built by the Engineer and not requiring power to work. The usage of vehicles is also scrapped, although stationary manned weaponry such as emplaced machine guns are retained.

The game drops much of the Vietnam War, Korean War and Afghanistan War motifs of the original concept, and instead is focused on a motif similar to the 2000s and 2010s, with security cameras, electro-magnetic pulse attacks, and female soldiers. The locations in the game are primarily based upon real-life locations, such as canyons, forests and urban towns. Map objectives are also more varied than in Team Fortress Classic - while Capture the Flag is retained, new map types include a Attack and Defence mode, where one team must protect their fortress from the enemy team; a Espionage mode, where each team attempts to infiltrate the other's base and plant a explosive to destroy their computer systems; a Protection mode, where one team attempts to destroy a objective, such as a bridge, while the other team tries to defend it; a Territory mode, where each team is attempting to extend their fortress's borders and overtake the enemy's; a Nuke mode, where both teams are attempting to acquire a backpack containing nuclear launch codes, which functions akin to a neutral flag, and take it back to their base before the enemy; and a Courier mode, where one randomly chosen player on each team is assigned the role of a courier (although unlike the Civillian in the classic games, it does not affect their loadout), and each team must try to kill the enemy team's courier while ensuring that their courier survive and reaches a objective.

Classes
Brotherhood of Arms features 12 classes, three more than a regular Team Fortress game. The majority of them are based upon the main nine classes of Team Fortress, albeit significantly altered to be more realistic and work better in the game's environment while the other three are completely new.

Marine
The main class of the game, a completely new multi-purpose medium class focused upon general combat. He has 200 health, 100 armour, moves at 100% speed, and is armed with a lightweight machine gun, assault rifle, and combat knife. Able to fight in both offensive and defensive situations, he is able to perform a Bullrush attack that enables him to charge forward, knocking down and damaging enemies and taking down sealed doors. He is also able to charge up a Adrenaline Rush by doing damage to enemies, enabling him to do more damage and take less when hit for a short period of time, but his most important ability is to set up a C4, which can be used to immediately kill a enemy and destroy their Constructions and Buildings, and is often required to complete a map's objective or turn a battle's tide.

Engineer
The game's main defensive class, succeeding the classic Engineer. He has 175 health, 100 armour, moves at 90% speed, and is armed with a railgun, shotgun and wrench. He is the only class able to construct Buildings, which function akin to the classic buildings - the Sentry Gun is used as a automatic turret to deny enemies access to areas or take down attackers; the Dispenser automatically supplies a limited but self-restoring supply of health, armour and ammunition to teammates; the Field Generator generates a force field between itself and a nearby Field Generator to defend a location against enemies; the Amplifier generates a field around itself that enhances teammates' defence and ranged damage; the Repair Node gradually repairs Buildings and Constructions near it, and the Flying Recorder can be remotely controlled to fly around and record enemy activity. He is also able to weld doors shut, preventing enemies from entering them unless they are broken down by explosives or a Marine's Bullrush.

Spy
The game's main stealth class and the successor to the classic Spy. He has 100 health, 80 armour, moves at 110% speed, and is armed with a revolver, submachine gun and taser. He is able to instantly kill a enemy by attacking them from the back, but this attack is using a piece of wire to choke a enemy to death rather than a backstab with a knife, and can be performed regardless of what weapon he is using. He retains the ability to disguise himself as enemies, allowing him to infiltrate defences and assassinate critical threats. He is also able to perform a motion-based cloak, where he turns invisible while standing still but becomes more visible the faster he moves; eavesdrop on the enemy team's private text chat by being near a enemy; drop a fake corpse by disguising or cloaking after having been recently damaged, and use a radar to help his teammates detect enemy Spies.

Field Medic
The central support class, following on from the classic Medic. He has 150 health, 120 armour, moves at 133% speed, and is armed with a medical kit, shotgun and scalpel. In addition to gradually healing himself over time, he can use his medical kit to heal a teammate's wounds so long as he has enough energy, and even revive a dead ally so long as their corpse is mostly intact. He gradually build up a Supercharge over time, which when activated enables him to generate a field around himself for a short time, in which he and all allies move and fire faster and rapidly heal. He is also able to see the outlines of teammates through walls and obstacles when one calls for his medical assistance, and can use his medical kit to poison enemies, causing them to take damage over time until they are either healed by a Field Medic or survive for 15 seconds.

Flame Trooper
A offensive class with a focus upon area of effect damage-over-time attacks, the successor to the classic Pyro. She has 250 health, 150 armour, moves at 90% speed, and is armed with a flamethrower, assault rifle and axe. Impervious to her own flames, she can use her flamethrower to ignite enemies and cause them to suffer damage continuously until they either survive for 10 seconds or are healed by a Field Medic, as well as create flaming traps that ignite enemies who step into them. The afterburn damage increases as more fire is focused on enemies, and the flaming projectile can even penetrate certain barriers. She is also able to spray surfaces with gasoline to ignite into her own traps, use a jetpack to jump higher and glide around, and use a fire extinguisher to jam enemy Buildings and extinguish burning teammates.

Ranger
The main reconnaissance class and a attacker with a focus upon hit-and-run techniques, similar to the classic Scout. He has 100 health, 50 armour, moves at 173% speed, and is armed with a automatic shotgun, submachine gun and brass knuckles. With his speed and agility, he can quickly launch attacks on lone enemies, flank groups while his teammates attack, and form a distraction so other attackers can proceed further. To aid him in these tactics, he is able to perform a slide that can be used to dodge enemy firepower at the cost of damaging him, momentarily stick to or bounce off walls by jumping onto them, and perform a double jump, which functions differently to a expected video game double jump in that it is instead a boost in whatever direction the user is facing and can be used to knock enemies down.

Officer
A supportive class with a focus upon the morale system, having no basis on a classic Team Fortress class. He has 150 health, 100 armour, moves at 100% speed, and is armed with a double-barrelled shotgun, assault rifle and crowbar. Able to raise a teammate's morale by being around and watching them in combat, he is also capable of giving out commands to them from any distance and getting teammates to group together into squads and lead their charge. He is able to see in three different types of vision - thermal vision to detect allies and enemies, night vision to see in the dark, and technological vision to see through friendly cameras and Sniper scopes. He can also temporarily enhance a teammate's Construction by simply being around it or using it.

Sapper
A offensive, lightweight class completely original to the game and with a main focus upon taking down enemy Constructions and Buildings. She has 175 health, 150 armour, moves at 100% speed, and is armed with a radio sapper, shotgun and shovel. Based on the real-world Sappers used in the First World War, she specializes in sabotaging and taking down enemy Constructions and Buildings via her radio sapper and EMP technology. Damaging enemy Constructions and Buildings quickly builds up a Boost that can be used to expend 25% of the Boost to enable the Sapper and her allies to move and fire faster for a short period of time. She is also able to hack into enemy cameras to observe enemy movement and perform a short-range dash that can knock over enemies and enable her to avoid a attack.

Sniper
A defensive assassin, following in the footsteps of the classic Sniper. He has 100 health, 50 armour, moves at 100% speed, and is armed with a sniper rifle, submachine gun and club. Focused upon long-range eliminations, he can use his Sniper scope to zoom in on enemies, examining their movements from afar before landing instantly killing headshots upon key targets. He is also able to camouflage himself into the environment by standing still or crouching for a period of time, hit enemies with a radio tag that enables him and his allies to detect them through obstacles, and use a specialised gas to cause enemies to begin hallucinating for a period of time, rendering them vulnerable to further attacks from his team.

Rocket Infantry
A multi-purpose class with a reliance upon explosives, similar to the classic Soldier. He has 400 health, 200 armour, moves at 80% speed, and is armed with a rocket launcher, assault rifle and machete. Using his rocket launcher to take down attackers and supress enemy defenders, he is able to use four different types of ammo for his main weapon - Explosive Rounds, the standard type that does heavy damage at any range; Starburst Rounds, which momentarily blind enemies but do minimal damage; Cluster Rounds, which split into multiple rockets to do more damage but require the projectile to travel a certain distance before activating; and Incendiary Rounds, which cause smaller explosions of fire to hold down areas and inflict afterburn. He is also able to call in airstrikes on an area to clear it of enemies and their Constructions or Buildings.

Heavy Gunner
A heavyweight defender, equivalent to the classic Heavy. He has 500 health, 300 armour, moves at 60% speed, and is armed with a assault cannon, shotgun and hammer. Able to both deal and withstand massive amounts of damage, he is also able to protect and escort his teammates by using his power shield, which can absorb a large amount of damage before powering down and needing to recharge. He is also capable of using his environments to mount his assault cannon and improve its firing speed, damage and accuracy; use a grappling hook to pull himself upwards or grab a enemy and pull them towards him, and generate a field around himself that keeps enemies from pushing him or his allies away with explosives.

Commando
A offensive class primarily focused upon destroying enemies and Constructions using explosives, based on the classic Demoman. She has 150 health, 100 health, moves at 100% speed, and is armed with a grenade launcher, submachine gun and spiked bat. Specialising in clearing rooms with her explosives, she is able to load a alternative ammunition into the grenade launcher that enables it to shoot pipebombs onto the ground, creating deadly traps that be remotely detonated to kill enemies quickly. She can also utilize a adrenaline syringe to enter a temporary state where she moves faster and does more damage per shot at the cost of taking more damage. This adrenaline syringe is not recharged by doing damage, and instead gradually recharges itself over time.

Weapons
Each class is armed with three weapons - a unique primary weapon, a shared secondary weapon, a unique melee weapon, and three types of grenades.

Primary

 * Lightweight Machine Gun: The primary weapon of the Marine, based on the M249 Squad Automatic Weapon (SAW). It is a automatic weapon that fires a stream of bullets at a target, doing low damage per shot but firing so quickly it can quickly rack up large amounts of damage. It has a clip size of 100 rounds, and can be mounted on the environment to improve its accuracy.
 * Railgun: The primary weapon of the Engineer, one of the few weapons to have no basis on any real-life military weaponry (although its shape vaguely resembles a sniper rifle). It fires a single high-powered and perfectly accurate projectile before needing to briefly recharge, with the projectile being able to penetrate certain walls. It does not need to be reloaded, but has a brief delay in between shots.
 * Revolver: The primary weapon of the Spy, based on the Colt Python. It is a high-powered, single shot weapon that fires a single, fairly accurate bullet that does decent damage, allowing it to be used to take down an attacker, attack at long ranges, or as a self-defence tool if discovered or cornered. It has a clip size of 6 rounds.
 * Medical Kit: The primary weapon of the Medic, based on a standard military medical kit. Its primary function is to heal allies, expending Energy to restore their health and cure any status debuffs they suffer from. It can also be used as a close-range weapon, poisoning an enemy and enabling them to start a contagion amongst the enemy team.
 * Flamethrower: The primary weapon of the Flame Trooper, based on the M2 Flamethrower. It releases a stream of mid-range fire that ignites whatever it touches, causing severe damage and afterburn on enemies and Constructions, and creates physical flames on Buildings and physical structures to enable further damage. It has a "clip" size of 150 rounds.
 * Automatic Shotgun: The primary weapon of the Ranger, based on the Atchinsson AA-12 assault shotgun. It functions akin to a stronger and faster variant of the standard Shotgun, being very effective when used with the Ranger's general hit-and-run style of combat and defence, and quite high-damaging when fired at close range. It has a clip size of 12 rounds.
 * Double-Barrelled Shotgun: The primary weapon of the Officer, based on a 12-gauge sawn-off shotgun. It is incredibly devastating at close-range, being able to kill nearly all enemies in one shot, but requires reloading after every shot and loses effectiveness at range due to its heavy pellet spread. It does not have a clip and instead needs to reload after every shot.
 * Radio Sapper: The primary weapon of the Sapper, one of the few weapons to have no basis on any real-life military weaponry (although its shape vaguely resembles a military radio). While it can be used to stun enemies, its primary purpose to emit radio pulses using Energy that disable and slowly drain the energy from Constructions and Buildings in a short radius.
 * Sniper Rifle: The primary weapon of the Sniper, based on the AI Artic Warfare Police Rifle. It is the only weapon capable of scoping in. It has perfect accuracy over distance and fires a single bullet that can land headshots, doing increased damage. By holding down primary fire while scoped, the weapon can charge its shot, with a fully-charged headshot being a instantaneous kill. It has a clip size of 5 rounds.
 * Rocket Launcher: The primary weapon of the Rocket Infantry, based on the M202 FLASH. It fires highly explosive rockets that do heavy splash damage upon enemies, Constructions and Buildings. It can also be loaded with Explosive, Starburst, Cluster and Incendiary Rounds to do specialised damage in certain situations. It has a clip size of 4 rockets.
 * Assault Cannon: The primary weapon of the Heavy Gunner, loosely based on the Gatling Gun. It fires a stream of bullets in a spread, essentially functioning akin to a stronger Lightweight Machine Gun that fires multiple shells at once. However, it need to be wound up for a second before it begins firing. It does not need to be reloaded and can be mounted on the environment to improve its accuracy.
 * Grenade Launcher: The primary weapon of the Commando, based on the M32 Multiple Grenade Launcher. It shoots grenade projectiles in a slight arc, which can bounce off walls and roll on the floor before exploding, but can also be immediately detonated when hitting a enemy or enemy Construction or Building, doing much higher damage. It has a clip size of 6 grenades.

Secondary

 * Assault Rifle: The secondary weapon of the Marine, Flame Trooper, Officer and Rocket Infantry. For all its users, it functions as a rapid-fire spray damage weapon if the user's primary weapon is ineffective or unusable. The Marine's Assault Rifle is based on the M16A2, the Flame Trooper's Assault Rifle is based on the FN SCAR, the Officer's Assault Rifle is based on the SA80 L85A2, and the Rocket Infantry's Assault Rifle is based on the Tommy Gun.
 * Shotgun: The secondary weapon of the Engineer, Field Medic, Sapper and Heavy Gunner. It functions at the Field Medic and Sapper's main method of self-defence, the Engineer's primary close-range combat tool, and the Heavy Gunner's backup weapon should he need mobility. The Engineer's Shotgun is based on the Mossberg 500, the Field Medic's Shotgun is based on the Remington Model 870, the Sapper's Shotgun is based on the Benelli M4 Super 90, and the Heavy Gunner's Shotgun is based on the SPAS-12.
 * Submachine Gun: The secondary weapon of the Spy, Ranger, Sniper and Commando. It functions as a method of self-defence spray damage for the Spy, Ranger and Sniper, while the Commando primarily uses it to attack enemies she cannot hit with her grenade launcher. The Spy's Submachine Gun is based on the Uzi, the Ranger's Submachine Gun is based on the Heckler and Koch MP5, the Sniper's Submachine Gun is based on the FN P90, and the Commando's Submachine Gun is based on the MAT-49.

Melee

 * Combat Knife: The Marine's melee weapon, based on the standard M9 Bayonet knife. It does medium damage and causes bleeding on an enemy.
 * Wrench: The Engineer's melee weapon, based on a standard open-ended spanner. It does low damage and causes concussions on an enemy, but is mainly used for repairing Constructions and Buildings using Energy.
 * Taser: The Spy's melee weapon, based on a standard police handheld taser. It does low damage and stuns an enemy for a brief moment, leaving them open for a wire attack.
 * Scalpel: The Field Medic's melee weapon, based on a laser scalpel. It does low damage and causes bleeding on an enemy.
 * Axe: The Flame Trooper's melee weapon, based on a standard fireman's axe. It does high damage and causes bleeding on an enemy.
 * Brass Knuckles: The Ranger's melee weapon, based on a average pair of metal brass knuckles. They do low damage and cause both bleeding and concussions on a enemy.
 * Crowbar: The Officer's melee weapon, based on a standard crowbar. It does medium damage and causes bleeding on an enemy.
 * Shovel: The Sapper's melee weapon, based on a sapper shovel. It does high damage and causes concussions on an enemy.
 * Club: The Sniper's melee weapon, based on a wooden club with nails attached to it. It does medium damage and causes bleeding on an enemy.
 * Machete: The Rocket Infantry's melee weapon, based on a Gerber machete. It does high damage and causes bleeding on an enemy.
 * Hammer: The Heavy Gunner's melee weapon, based on a stylised sledgehammer. It does high damage and causes concussions on an enemy.
 * Bat: The Commando's melee weapon, based on a standard cricket bat with nails attached to it. It does the highest damage of all melee weapons in the game and causes both bleeding and concussions on an enemy.

Grenades
Much like Team Fortress Classic, each class has multiple types of grenades. All classes are armed with three types of grenades - the standard Hand Grenade used by every class, a unique type of grenade, and a secondary grenade that is shared with one other class.
 * Hand Grenade: Used by all classes.
 * Trip Mine: Used by the Marine.
 * Satchel Charge: Used by the Engineer.
 * Gas Grenade: Used by the Spy.
 * Medical Grenade: Used by the Field Medic.
 * Napalm Bomb: Used by the Flame Trooper.
 * Caltrops: Used by the Ranger.
 * Laser Grenade: Used by the Officer.
 * EMP Grenade: Used by the Sapper.
 * Sting Grenade: Used by the Sniper.
 * Nail Bomb: Used by the Rocket Infantry.
 * Shrapnel Grenade: Used by the Heavy Gunner.
 * Dynamite: Used by the Commando.
 * Freeze Grenade: Used by the Marine and Officer.
 * Shock Grenade: Used by the Engineer and Rocket Infantry.
 * Smoke Grenade: Used by the Spy and Flame Trooper.
 * Concussion Grenade: Used by the Field Medic and Ranger.
 * Flashbang: Used by the Sapper and Sniper.
 * MIRV Grenade: Used by the Heavy Gunner and Commando.

Constructions
Constructions are a new type of building mechanic. All classes are able to build Constructions, although certain Constructions can only be built by certain classes, and require a constant supply of power in order to function.
 * Power Supply: The main Construction of the game, supplying power to up to six other Constructions on the player's side. An Officer upgrading it causes it to be able to supply power to four more Constructions for a period. Each team has a single Power Supply that is hidden away from the enemy team and cannot be destroyed, and the Power Supply itself does not require power.
 * Manned Machine Gun: A emplaced machine gun on sandbags, resembling the M2 Browning. When used by a player, it can fire quickly at targets, doing relatively low damage per shot but shooting bullets in rapid succession. When an Officer is near it while it is being used by a teammate, it fires much faster.
 * Sandbags: A weak barrier that can be constructed on the ground, one of the few Constructions that do not require power. Players who crouch behind it will avoid being damaged by enemies, and can mount their weapons on it to improve their accuracy. An Officer upgrading it temporarily increases its durability.
 * Concrete Barrier: A stronger barrier that is significantly more narrow than the Sandbags, but does not require players to crouch to use it. It can absorb much more damage than the Sandbags, and multiple can be built next to each other to improve its effectiveness. Like the Sandbags, it does not require power, and a Officer can temporarily increase its durability.
 * Manned Mortar: A towed mortar launcher, based on a 12-inch coast defence mortar. It is primarily used to destroy enemy fortifications with its immense damage and explosion radius, but is extremely slow and often inaccurate. An Officer can upgrade it to fire significantly faster.

Buildings
Buildings function more akin to the classic style of building, requiring no power to function and being exclusive to the Engineer. Buildings can be upgraded using energy, and a unlimited number of them can be built so long as the Engineer has enough energy. Their Engineer can also transport them anywhere around the map.
 * Sentry Gun: The main offensive building of the game. It costs 150 Energy to build and functions akin to a manual turret, only it automatically detects and fires at enemies within its line of sight. At Level 1, it is only armed with a simple machine gun, and can be easily destroyed by explosives or a well-thrown grenade. At Level 2, it gains a second machine gun, increased health and range, and a increased resistance to explosives. At Level 3, it gains a slow but powerful rocket launcher and its health and range are increased even further. The Sentry Gun requires ammunition to be manually loaded into itself, being only able to carry a certain amount of bullets within itself (150 at Level 1, 300 at Level 2 and 400 at Level 3, as well as 50 Rockets). In addition to this, the Sentry Gun also has a camera attached to it, which appears at the bottom-centre of the Engineer's HUD and displays what is happening in front of the Sentry. As the Sentry takes damage, the camera feed will become overwhelmed with static and eventually shut down if not repaired.
 * Dispenser: The main general support building of the game. It costs 130 Energy to build and automatically gives health, armour and ammunition out of its own limited but slowly regenerating supply to nearby teammates (as well as disguised enemy Spies), which can resupplied faster by the Engineer loading his own supply into it. At Level 1, the Dispenser is defenceless and has a slow rate of recharging its stock. At Level 2, the Dispenser gains a faster stock regeneration rate and a tesla coil that shocks nearby enemies, doing no damage but stunning them. At Level 3, the Dispenser's maximum supply and stock regeneration are double and its Tesla Coil has a longer range and stuns enemies for longer. If destroyed, a Dispenser will violently explode, inflicting heavy damage on nearby enemies, giving it a last-ditch suicide attack that easily kill a large group of attackers.
 * Field Generator: The main defensive building of the game. Each Field Generator costs 80 Energy to build and is useless by itself. However, if another Field Generator is built nearby, the two will link up and generate a force field between themselves, which absorbs enemy fire and prevents enemies from moving past the field. The Field Generators require Energy to be frequently loaded into them to function - should the Energy supply run out, they will stop functioning. The Field Generator is also immune to most enemy attacks and can only be destroyed by a Sapper's Radio Sapper and EMP Grenades or a Rocket Infantry's Starburst Rounds. At Level 1, the Field Generator quickly expends energy. At Level 2, the length of which the force field can be generated in significantly increased. At Level 3, the Field Generator consumes Energy at a slower rate and can use the force field to damage any enemy that touches it.
 * Amplifier: The main defensive support building of the game. It costs 150 Energy to build and generates a field around itself that damages any enemy that touches it and increases the damage and damage resistance of any teammate that enters it so long as they remain within the field. Like the Field Generator, it requires Energy to be supplied to it to enable it to function, although this supply is only expended when in active use. At Level 1, the Amplifier provides a moderate buff to allies and has a average rate of energy consumption. At Level 2, the Amplifier's energy consumption rate is slowed down and the field it projects is larger. At Level 3, the Amplifier consumes less energy, has a larger field projection range, and also provides teammates with the boost for five seconds after they leave the energy field.
 * Repair Node: The main construction support building of the game. It costs 200 Energy to build and automatically restores the health of any nearby Construction or Building at a slow rate. It also detects cloaked or disguised Spies by emitting a relatively quiet beeping sound when one is nearby, enabling a attentive teammate to help locate them before they can attack. At Level 1, the Repair Node's repair range and speed is very low. At Level 2, it begins repairing Constructions and Buildings faster, and has a significantly increased repair range. At Level 3, its range is doubled, its repair rate is increased, and its Spy detection radar is louder.
 * Flying Recorder: The main reconnaissance building of the game. It costs 75 Energy to build and is essentially a drone with a camera attached. It requires Energy to be supplied to it, enabling it to fly around a location it is assigned to and record enemy activity to the Engineer. It can also be given ammunition packs, which it can then carry into battle to a teammate who desperately needs it. Due to its nature as a exclusively support building, it does not have any defensive capabilities and shares the Field Generator's resistance to most forms of non-Sapper attacks. At Level 1, it does not fly very fast and consumes Energy quickly. At Level 2, its Energy consumption rate is halved and it flies slightly faster. At Level 3, its consumption rate is further decreased and its flying speed is doubled.

Pickups

 * First-Aid Box: A standard medical kit pickup, restoring 50% of the user's health upon collection.

Armour

 * Kevlar Armour: Gives the user's armour a Kevlar effect, absorbing all damage from bullets (the Marine, Flame Trooper, Officer and Rocket Infantry's Assault Rifle, the Spy, Ranger, Sniper and Commando's Submachine Gun, the Marine's Lightweight Machine Gun, the Spy's Revolver and the Sniper's Sniper Rifle).
 * Reinforced Armour: Gives the user's armour a Reinforcement effect, absorbing all damage from shells (the Engineer, Field Medic, Sapper and Heavy Gunner's Shotgun, the Ranger's Automatic Shotgun, the Officer's Double-Barrelled Shotgun, the Heavy Gunner's Assault Cannon, the Rocket Infantry's Nail Bombs and the Heavy Gunner's Shrapnel Grenades).
 * Blast Armour: Gives the user's armour a Blast effect, absorbing all damage from explosions (the Hand Grenades, the Rocket Infantry's Rocket Launcher, the Commando's Grenade Launcher, the Marine and Officer's Freeze Grenades, the Heavy Gunner and Commando's MIRV Grenades, the Marine's Tripe Mines, the Engineer's Satchel Charges, the Ranger's Caltrops, the Sniper's Sting Grenades and the Commando's Dynamite).
 * Asbestos Armour: Gives the user's armour a Asbestos effect, absorbing all damage from certain weapons (the Engineer's Railgun, the Spy's Taser, the Flame Trooper's Flamethrower and Napalm Bombs, the Engineer and Rocket Infantry's Shock Grenades, the Officer's Laser Grenades and the Sapper's EMP Grenades).