1d9 | Result |
---|---|
1 |
Pyro Kit - Flamethrower - ammo 6 - Compression Blast (takes 2 ammo): deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy (DC 10 Con) - Must be worn on back. |
2 |
Heavy Kit - Minigun - ammo 2 (1=100 shots per round) Dalokohs Bar: The Dalokohs Bar can be consumed with a bonus action. When eaten, the user is healed 2d8 and gains 5 temporary hit points. You can also drop this bar for other's to use with their bonus action. |
3 |
Scout Kit - The Scattergun - range (30/90) - ammo 6 - 2d4 piercing damage - Two-Handed (Gain 20 feet of movement and a double jump up to 10 feet) You also have advantage on all acrobatics checks. |
4 |
Sniper Kit - Sniper Rifle - range (150) - 2d6 piercing damage - This weapon must be set up as a full-round action prior to firing, which involves either lying prone or propping against low cover. If the wielder does not set up they take a -4 penalty to attack. The wielder also takes a -4 penalty if shooting at a target within 30ft. |
5 |
Soldier Kit - Rocket Launcher - Rocket Jump: half dmg of 1d6 bludgeoning to propel up into the air (30 feet) take half 1d6 bludgeoning damage for every 10ft of falling. |
6 |
Demoman Kit - Grenade Launcher - range (60/120) - ammo 4 - 4d6 piercing damage for all within 20 feet - DC 12 Dexterity - Succeed, half damage. - Heavy, Two-Handed Sticky-bomb: Shoot a sticky-bomb (range 30) at a square and for a bonus action, can choose to detonate it for 2d4 piercing damage. |
7 |
Medic Kit - Medi Gun - range (30/60) - heals a target (or enemy o.o) for 2d4+2 HP - every heal charges UberCharge by 20% |
8 |
Spy Kit - Disguise Kit Conniver's Kunai: A knife - the victim's total hp is transferred to the user after being backstabbed to death.
|
9 |
Engineer Kit - Construction PDA: create a Sentry Gun, will take 1 round to create. |
Team Fortress 2 Weapons (1d9)
These classes allow cheese to perform various moves in order to defeat the enemy.