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XMas 2013- Team Fortress Class Amalgams

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Happy Holidays, deviantArt! 
What I wanted to do this year for Christmas (even if it's belated :| ) was very similar to my 2011 X-Mas deviation, “TF2 + Star Wars” ( red-rum-18.deviantart.com/art/… ), but I was struck with inspiration by my amalgamations and came up with these. These are 9 new classes of Team Fortress 2 characters I came up with by amalgamating a bunch of the existing classes together, sometimes over each other. I recognize that these microheroes don't look as pleasant as the in-game models of the actual classes, but think back to the first game and how more serious they looked then, even if they had bad graphics by today's standards.

The Technician (Medic + Engineer) is a snarky, passive-aggressive, and sharp-tongued brainiac from the Netherlands. His research into electromagnetic flux and their effects on human physiology lead to his invention of “Electroradial Mutagen Capsules” or “Buff Pods”. Simply put, the Technician throws down a Buff Pod like a grenade, and, for a limited time, it emits a radius of energy that shines his team's color; if a player of the same color (red or blue) is touching the energy radius, they get a temporary upgrade to their abilities, but if a player of the opposing color touches it, they get a downgrade to same. There are three holographic symbols, which are projected from the Pod, indicating which player ability is affected: Movement Speed, Damage Resistance, and Attack Strength. For example, if a blue player is touching a red Pod's radius with the Attack Strength symbol, their ability to do damage to red players is 
temporarily lowered. The Technician can affect himself with his Pods, and he also uses, in battle, a glock handgun and wrench for melee combat.

The Assassin (Sniper + Spy) is from Spain, and is a notorious lothario (which is why you see no female player characters in the game). Beneath his cloak and gas mask is his “Object Disguise” hologram system; this allows the player to disguise themselves as any stationary pickup and other objects (such as turrets and dispensers) on the battlefield (the disguise is broken if the Assassin moves or attacks). For combat, the Assassin can pick off unsuspecting foes with a sniper rifle or get closer with his silenced SMG and dagger.

The Purger (Pyro + Heavy) is a wicked-cool Californian jock and surf nut. He obliterates the competition with his heavy machine gun and incendiary shotgun, which fires flaming rounds instead of normal shotgun shells. He also has a big-ass sledgehammer for close combat.

The Bomber (Demo + Soldier) hails from some unheard-of hobo jungle in the US, walling himself off from society in a fruitless attempt to escape his paranoid hallucinations of alien infiltration and government experiments. With bits of foliage sticking out of his cap, he uses a makeshift bazooka for long-range assaults, though it cannot provide the “rocket jump” ability the Soldier has. Closer up, he uses a grenade launcher and, closer still, a crowbar for smacking around his victims.

The Trooper (Soldier + Scout) is a disciplined and revered former member of the German National Police. He is %75 as fast as the Scout, and has his own RPG launcher, which is half as strong as the Soldier's and allows for half-as-high rocket jumps. Other weapons are the handgun and nightstick

The Geist (Spy + Pyro) is a mysterious lone wolf from the Middle East. Short for “Poltergeist”, a havoc-reeking ghost, the Geist earned his nickname from his skills at sabotage and use of the Static Cloak; the Static Cloak allows the wearer to become completely invisible as long as they stay perfectly still, so they can activate it and run around and turn invisible when they stop. He also has “Sabotage Devices”, made from the same technology as the Spy's Sappers, which adheres to enemy tech and destroys it. His main weapon is the “Flamegun”, a one-handed, improvised flamethrower that has shorter reach than the Pyro's. He also has a silenced pistol and knife.

The Defender (Heavy + Medic) is a noble British gentleman and modern day knight. His assault rifle is his sword, and his “Heal Aura”a radial energy dome that heals nearby allies (courtesy of the Medic and the Technician), is his shield. He also has a literal rapier sword for close combat, and a scattergun for medium range battle.

The Hunter (Engineer + Demo) is a boisterous, manlier-than-manly fur trapper from the coldest reaches of Canada. He keeps warm with the hum and whirling gears of his adhesive turrets, which stick to any surface (including walls and ceilings) and fire on anyone withing its' line of sight. He also has C4 bombswhich also stick to walls and ceilings and detonate either by his remote control or with laser trip wires. His carbine rifle can function as both a assault rifle or a sniper rifle, depending solely on the user's skill. He finishes his kill with a whack from his trench shovel.

Finally, we have the Responder (Scout + Medic), a hot-tempered, impatient, former EMT from New York, New York. His defib paddles deliver a burst of electricity that restarts his teammates hearts and shuts down the enemies'; they heal in a large burst, but take time to recharge, as compared to the Medic's healing stream. The Responder is also %75 as fast as a Scout. His main defenses are an SMG and a telescoping baton. 

Happy Hunting and Happy Holidays!
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thesmashshane2049's avatar

Who would your ideal voice actors be for these classes?