Team Fortress Anniversary

"'A little while before the creation of this idea, the remaster of the original Quake was released, and my immediate reaction to playing it was 'YES! This isn't exactly a remake of Quake, but it's still amazing!' And around the same time as Quake's 25th anniversary, which the remaster was made to celebrate, there's also the 25th anniversary of the original Team Fortress, the beginning of one of my favourite video game franchises. With no official celebration of this, I felt like a port of the game to the more modern KEX Engine would be a amazing idea, and could help new players understand the older Team Fortress style.'"

Team Fortress Anniversary is a KEX Engine mod concept by Red-Verse-Writer, a remake and port of Team Fortress to the modern engine used in the remaster of Quake, the game Team Fortress is a mod for.

Scout

 * Health: 100 (200 while Adrenalised)
 * Armour: 50 Green Armour
 * Speed: 450 (150% base speed)
 * Weapons: Airfist, Shotgun, Nailgun, Radar, Flash Grenades, Concussion Grenades
 * Starting Ammo: 30 Shells, 150 Nails, 10 Rockets, 100 Cells, 2 Flash Grenades, 3 Concussion Grenades
 * Maximum Ammo: 60 Shells, 300 Nails, 25 Rockets, 200 Cells, 4 Flash Grenades, 4 Concussion Grenades
 * Special Abilities: Detpack Disabling, Disguise Disabling,

Sniper

 * Health: 100 (200 while Adrenalised)
 * Armour: 50 Green Armour
 * Speed: 300 (100% base speed)
 * Weapons: Axe, Sniper Rifle, Shotgun, Automatic Rifle, Flash Grenades, Trap Grenades
 * Starting Ammo: 30 Shells, 75 Nails, 10 Rockets, 75 Cells, 4 Flash Grenades, 1 Trap Grenades
 * Maximum Ammo: 60 Shells, 200 Nails, 25 Rockets, 150 Cells, 4 Flash Grenades, 3 Trap Grenades
 * Special Abilities: Camouflage

Soldier

 * Health: 150 (300 while Adrenalised)
 * Armour: 200 Red Armour
 * Speed: 255 (85% base speed)
 * Weapons: Axe, Shotgun, Rocket Launcher, Thunderbolt, Frag Grenades, Nail Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 3 Frag Grenades, 1 Nail Grenade
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 5 Frag Grenades, 3 Nail Grenades
 * Special Abilities: Battlecry

Demoman

 * Health: 150 (300 while Adrenalised)
 * Armour: 150 Red Armour
 * Speed: 270 (90% base speed)
 * Weapons: Axe, Shotgun, Grenade Launcher, Pipebomb Launcher, Frag Grenades, MIRV Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 3 Frag Grenades, 1 MIRV Grenade
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 5 Frag Greandes, 4 MIRV Grenades
 * Special Abilities: Detpack

Medic

 * Health: 125 (250 while Adrenalised)
 * Armour: 90 Yellow Armour
 * Speed: 330 (110% base speed)
 * Weapons: Bioweapon, Shotgun, Super Shotgun, Super Nailgun, Frag Grenades, Biological Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Frag Grenades, 3 Biological Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Frag Grenades, 5 Biological Grenades
 * Special Abilities: Health Regeneration, Infection Immunity, Adrenaline Rush

Heavy

 * Health: 200 (400 while Adrenalised)
 * Armour: 300 Red Armour
 * Speed: 210 (70% base speed)
 * Weapons: Axe, Super Shotgun, Assault Cannon, BFG, Frag Grenades, Freeze Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 3 Frag Grenades, 2 Freeze Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 5 Frag Grenades, 4 Freeze Grenades
 * Special Abilities: Heavyweight

Pyro

 * Health: 125 (250 while Adrenalised)
 * Armour: 120 Yellow Armour
 * Speed: 300 (100% base speed)
 * Weapons: Axe, Shotgun, Flamethrower, Incendiary Cannon, Flash Grenades, Incendiary Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Flash Grenades, 4 Incendiary Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Flash Grenades, 4 Incendiary Grenades
 * Special Abilities: Fire Immunity, Jetpack

Spy

 * Health: 125 (250 while Adrenalised)
 * Armour: 100 Green Armour
 * Speed: 300 (100% base speed)
 * Weapons: Knife, Tranquilizer Gun, Super Shotgun, Nailgun, Frag Grenades, Gas Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Frag Grenades, 3 Gas Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Frag Grenades, 4 Gas Grenades
 * Special Abilities: Disguise, Cloak, Backstab Immunity

Engineer

 * Health: 100 (200 while Adrenalised)
 * Armour: 50 Yellow Armour
 * Speed: 300 (100% base speed)
 * Weapons: Wrench, Railgun, Super Shotgun, Nailgun, Frag Grenades, EMP Grenades
 * Starting Ammo: Shells, Nails, Rockets, Cells, 2 Frag Grenades, 3 EMP Grenades
 * Maximum Ammo: Shells, Nails, Rockets, Cells, 4 Frag Grenades, 4 EMP Grenades
 * Special Abilities: Buildings, Armour Regeneration

Axe
The shared melee weapon of the Sniper, Soldier, Demoman, Heavy and Pyro. It does 40 damage per swing, twice as much as in the base game, and has a slightly longer range than in the base game. Due to its slow rate of fire and short range, it is primarily meant to be used as a last resort when out of ammo, to conserve ammo by finishing off a wounded enemy, to interact with environments, or to humiliate a enemy - in fact, finishing off a enemy with the Axe grants the user a brief speed boost and restores 50 health. Each class's Axe has a different appearance and a unique function.
 * The Sniper's Axe resembles a tomahawk, and swings twice as fast as the standard Axe.
 * The Soldier's Axe uses the same appearance as in the base game, and does 65 damage per hit instead of 40.
 * The Demoman's Axe resembles a halberd, and on hit forces a enemy to turn around and become briefly disoriented.
 * The Heavy's Axe resembles a oversized battleaxe, and when used creates a shockwave that does no damage but briefly stops enemy movement.
 * The Pyro's Axe resembles a modern fire axe, and does 100 damage when used on a burning enemy.

Airfist
The unique melee weapon of the Scout.

Bioweapon
The unique melee weapon of the Medic. When used, it heals a ally by 25 points per hit, and when used on a teammate can Adrenalise them, granting them additional health that will slowly decay over time until their health returns to their normal maximum. When used on a enemy, it will infect them with a virus, causing them to lose 10 health per second until they either die or survive for 20 seconds. This virus spreads between teammates on contact, save for Medics, and can have its timer reduced by 3 seconds by picking up a health item or completely removed by a Medic's Bioweapon. The infection mode requires Energy acquired from collecting health kits when at full health, while the healing mode does not require ammunition.

Knife
The unique melee weapon of the Spy. It does 65 damage per swing, and has the same range and swing speed as the Axe. Its most notable feature, however, is its ability to perform a backstab via attacking the enemy in the back, which will instantly kill them unless they are a enemy Spy or are under the effects of a Pentagram of Protection, a Soldier's Battlecry, or a Medic's Adrenaline Rush. Normally, when a Spy attacks while disguised he will immediately lose his disguise, but if a disguised Spy succeeds in performing a backstab on the first strike, he will rapidly disguise as his victim.

Wrench
The unique melee weapon of the Engineer.

Shotgun
The sidearm of the Scout, Sniper, Soldier, Demoman, Medic and Pyro. It uses Shells as ammunition and has a clip size of 6 rounds. It does 6 damage per pellet across 6 pellets, slightly higher than in the base game, and being able to do 36 damage if all the pellets connect. While it still does low damage, it notably lacks any damage fall-off like in the base game, making it ideal for taking shots at enemies from a distance, doing initial damage to a foe, finishing off a wounded enemy, or as a last resort when a user cannot reload or focus their other weapons.

Nailgun
The secondary weapon of the Scout and the sidearm of the Spy and Engineer. It uses Nails as ammunition and has a clip size of 100 rounds. It does 10 damage per nail, slightly higher than in the base game, and has a slightly faster firing rate with it. Due to its lack of damage fall-off and constant stream of damage, it is very useful at long-range, against slow-moving enemies such as Soldiers and Heavies, and when attacking enemy buildings. Due to the slow speed of its projectiles, it requires more skill and aiming against quick-moving targets such as Scouts.

Super Shotgun
The secondary weapon of the Medic and Engineer and the sidearm of the Soldier and Heavy. It uses Shells as ammunition, uses two Shells per shot, and has a clip size of 12 rounds. It does 7 damage per pellet across 14 pellets, slightly higher than in the base game, and being able to do 84 damage if all the pellets connect. While it is devastating at close-range and effective at medium range, its damage fall-off and wide shot pattern render it ineffective at longer distances and facilitate the need for a user to use it to ambush enemies at close-range with this weapon.

Radar
The unique primary weapon of the Scout.

Sniper Rifle
The unique primary weapon of the Sniper.

Automatic Rifle
The unique secondary weapon of the Sniper.

Rocket Launcher
The unique primary weapon of the Soldier.

Thunderbolt
The unique secondary weapon of the Soldier.

Grenade Launcher
The unique primary weapon of the Demoman. It uses Rockets as ammunition, has a clip size of 6 rounds, and shares a clip with the Pipebomb Launcher. It fires explosive projectile that explode on direct contact with a enemy when in the air or after three seconds, doing 120 damage on a direct hit or between 40 and 100 damage via splash damage on remote explosion, depending on how far away a enemy is. While it has a short range and slow firing and reloading speed, it can be used to do devastating damage to enemies from a distance or bounced off walls to attack unseen foes.

Pipebomb Launcher
The unique secondary weapon of the Demoman.

Super Nailgun
The unique primary weapon of the Medic.

Assault Cannon
The unique primary weapon of the Heavy.

BFG
The unique secondary weapon of the Heavy.

Flamethrower
The unique primary weapon of the Pyro.

Incendiary Cannon
The unique secondary weapon of the Pyro.

Tranquilizer Gun
The unique primary weapon of the Spy.

Railgun
The unique primary weapon of the Engineer.

Ammo

 * Shells: Used by the Shotgun, Super Shotgun, Sniper Rifle and Assault Cannon.
 * Nails: Used by the Nailgun, Automatic Rifle, Super Nailgun and Tranquilizer Gun.
 * Rockets: Used by the Rocket Launcher, Grenade Launcher, Pipebomb Launcher and Incendiary Cannon.
 * Cells: Used by the Radar, Thunderbolt, BFG, Flamethrower and Railgun.
 * Energy: Used by the Bioweapon's alternate function and by the Engineer when building, repairing and upgrading with the Wrench.