Team Fortress 2 Weapons (1d9)

These classes allow cheese to perform various moves in order to defeat the enemy.

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% 
UberCharge: When fully charged, the user and one of his party members become invincible for 2 rounds.
Overheal: When healing a party member with full HP, the member gains +6 temporary hit points. Last until the temp HP turns goes below 0.

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.
Cloak: The user turns invisible, and ends when the user is either damaged or bumped into.
Backstabbing: When invisible, you can backstab the enemy for 1d12 piercing damage. When an enemy is killed with this damage, see Conniver's Kunai passive.

  • Disguise Kit: As an action, you can change your appearance and your voice of any character you see. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen. Your clothing and equipment are also changed.
    • You stay in the new form until you use an action to revert to your true form or until you die.

9

Engineer Kit - Construction PDA: create a Sentry Gun, will take 1 round to create.
Sentry Gun - range (30) - ammo 10 - 2d8 piercing damage - +5 to attack - 10 HP / 10 AC
The Wrangler: control which target the Sentry Gun will prioritize each round.