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Characters / Team Fortress Classic

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While Team Fortress 1 and Team Fortress Classic have nowhere near as much characterization as their sequel, there is still enough to warrant a page detailing the Player Party.

Classic gave them more distinct appearances, unlike QuakeWorld Team Fortress, which uses placeholder models from Quake. Spy and Medic are the exception; their old outfits (gentleman spy and crazed surgeon) more closely resemble their substitutes in TF2. Most of them have canon names, as revealed in the tie-in comic, The Naked and the Dead. Medic does not appear in-person, but is briefly shown in a recap entitled Catch-Up. For their comic-related tropes, you should go here.


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    The Scout (Greg)
Identified by his radio headset and cap, the Scout is able to move at awesome speeds.
  • Bomb Disposal: He can disable an enemy Demoman's Detpack by just touching it.
  • Caltrops: Cuts an enemy's speed in half. They also deal a little damage when stepped on.
  • Cherry Tapping: The Single-Barrel Shotgun, his strongest weapon. It does fair damage and is effective at long-range. But it's not strong enough to kill most enemies. (The Double-Barrel Shotgun, by contrast, is a great sidearm thanks to its accuracy, heavy damage, and plentiful ammo. It also has a much wider spread than the weaker Single-Barrel Shotgun.) At best, it should only be used to finish off a wounded opponent. For comparison, the Soldier, Pyro, Demoman, Heavy and Medic only use it as a backup weapon.
  • Chest Insignia: His original model in QuakeWorld Team Fortress (QWTF) had a picture of an eye on his chest. As with the other characters, his shirt reappears as an alternative outfit in Team Fortress Classic.
  • Fragile Speedster: Even more than his TF2 incarnation. He boasts enhanced running, bunnyhopping and Concussion Jumps (see below). He is best-suited for flag running, i.e. running past the enemy perimeter to bag the flag. Combat is out of the question; the only character he has any hope of beating is another Scout.
  • Lethal Joke Item:
    • The Crowbar (Axe in QWTF) is an Emergency Weapon which should be disregarded. An allowance can be made for the Scout, whose speed allows him to use it effectively.
    • His Single-Barrel Shotgun has no damage falloff and a tighter spread over distance than the stronger Double-Barrel Shotgun.
    • The Nailgun is only useful if you're good at circle-strafing: it can rip most targets to pieces, but unless the Scout has a friend nearby, the enemy will still make short work of him. Or he can use it against a Sentry Gun.
  • Lethal Joke Character: In the hands of an inexperienced player, he is next to useless, as his weak weapons and fragility put him at a major disadvantage. If he learns how to circle-strafe and use Concussion Grenades to mess up his opponents' vision, he can be a disruptive fighter in addition to his role as flag runner. He can also annoy enemies by dropping Concussion Grenades into their spawn.
  • Rocket Jump: The main purpose of Concussion Grenades is to disorientate an enemy pursuing a pursuit. But they can also be used to send the Scout flying through the air.
  • True Sight: Scout can divine the location of the enemy's flag with the push of a button. He can also disable a Spy's disguise with a touch.
  • Utility Party Member: He is the least durable of the mercs, but he compensates for it with his unique support abilities. He cannot partake in a frontal assault. All of his weapons are built around self-defense and are more annoying than threatening. The best he can hope for is slowing the enemy down. His main mode of 'attack' is finishing off an enemy who was badly injured by a teammate.

    The Sniper (Virgil)
Identified by his mesh sniper veil, this rifleman is not to be trifled with. His role is to assist the team by picking off enemies from afar.
  • Blinded by the Light: He's the only class (barring the Civilian) to use only one type of grenade. Hand Grenades are only useful for taking out enemy Scouts and Spies. However, they can also be used to distract stronger enemies, giving the Sniper a window to escape.
  • Charged Attack: The Sniper Rifle does this. Hold it down long enough, and a simple bodyshot will suffice to One-Hit Kill nearly all targets.
  • Chest Insignia: In the Quake version, the Sniper had cross-hairs on his shirt.
  • Continuity Nod: His rifle reappears in Team Fortress 2 as the "Classic."
  • Crosshair Aware: If his laser sight dances over your vision, you will explode into a pile of giblets unless you move fast.
  • Do Not Run with a Gun: He cannot move while charging his rifle.
  • Fedora of Asskicking: His alt outfit has a wide-brimmed camouflage hat.
  • Glass Cannon: Low health and weak armor. The Sniper is of little use in a gunfight, and his damage drops off at close range. He should always try to stay out of the melee, as he has a huge advantage over all other classes from a distance. His Automatic Rifle is primarily meant to a) grease a Scout or a Spy, or b) stagger an enemy if the Sniper gets ambushed. The Nailgun can also fill this role if he's trying to conserve ammo.
  • Knee Capping: The Sniper Rifle can shoot out an enemy's legs to lower their speed.
  • Laser Sight: His rifle uses this in place of crosshairs. Just like in Team Fortress 2 (and real life), the laser itself is invisible: all that can be seen is the dot of light on walls, or unfortunate teammates.
  • One-Hit Kill: His legendary rifle can both headshot and charge up for strong bodyshots. Either of these can one-shot a Heavy instantly, regardless of whether a Medic is backing him up.
  • Sniper Duel: A given considering that one of the Sniper's main jobs is to shoot key targets, e.g. the enemy team's Sniper.
  • Sniper Rifle: The Sniper's bread and butter. And what he'll need to master, if you want him to fight effectively.
  • Universal Ammunition: Aside from the Civilian, he's the only member of the team to have neither the Single-Barrel Shotgun nor the Double-Barrel Shotgun. He can pull out an Automatic Rifle to deal with ambushes. It deals decent damage and has a high rate of fire, but it exhausts his sniper rifle, since they use the same ammo type.

    The Soldier (Ross)
Identified by his camo face paint, the Soldier is a chameleon who changes tactics depending on the situation.
  • All-or-Nothing Reloads: The biggest concern is his trusty Rocket Launcher, since it takes an eternity to reload. In Classic, he wields the same model as Gordon Freeman, but with a four-rocket clip. Soldier just plays the reload animation four times, inexplicably stacking four rockets on top of each other.
  • BFG: He relies on his Rocket Launcher to destroy any obstacle, big or small.
  • Bullet Dancing: Targeting the enemy's feet with his rifle will reduce their ability to retaliate.
  • Chest Insignia: In the Solider's case, he got a picture of a clenched fist on his shirt.
  • Death of a Thousand Cuts: Nail Grenades spew nails in all directions before exploding, shredding any enemy apart before killing them in the final blast. These enable the Soldier to hold down an area, preventing enemies from entering without suffering constant Splash Damage.
  • Jack-of-All-Stats: While he lacks an exploitable weakness, the Soldier doesn't stand out in any respect. Scout, Spy, Pyro, and Medic move faster (without the aid of rocket jumps). Demoman, Heavy, Sniper, and even the Engineer have better offense. Pyro and Spy are better at handling crowd control with their Grenades. Engineer and Sniper are the better defenders.
  • Mighty Glacier: He is strong and durable enough to take down even the toughest enemies with his powerful weapons and legendary rocket jump. The Rocket Launcher is powerful and accurate, even at long range, but it fires slower projectiles. (He's also got Hand Grenades to deal with enemies who can dodge his rockets.)
  • Rocket Jump: Coming off the heels of the Trope Namer from Quake.

    The Demoman (also named Greg)
Identified by his riot helmet with lowered visor, the Demoman is the emperor of explosives.
  • Big, Bulky Bomb: The Detpack.
  • Booby Trap: He can lay down a set of Pipebombs and then he set them off at the right moment.
  • Cherry Tapping: The Demoman can be ambushed while reloading his Grenade Launcher. Alternatively, the enemy might be too far away to be hit with it. In such cases, the Demoman might resort to a Single-Barrel Shotgun. The only practical use for it is killing weak support characters (to conserve grenades): those who have been worn down with grenades can be put to sleep with the shotgun.
  • Chest Insignia: A huge Cartoon Bomb on his Quake model.
  • Demolitions Expert: Nearly all of his weapons rely upon grenades. The MIRV Grenade first causes a massive explosion, then releases a cluster of smaller bomblets (really a half-dozen normal grenades) that each explode after three seconds. He can also plant a Detpack, a large explosive which opens up alternative routes on certain maps and instantly kills anyone within its blast radius.
  • Eyepatch of Power: His old model has one. (Hilarious in Hindsight, eh, ya git?). His revamped model replaces this with a visor.
  • Glass Cannon: Not only does he lack armor, he's a bit slower than other classes. He can easily be brought down by sustained fire or a grenade or two. That is, if the enemy can get past his wall of explosives.
  • Grenade Launcher: The Demoman is armed with a Grenade Launcher and Pipebomb Launcher. These are designed for close quarters and setting up traps, respectively. The Grenade Launcher is great for taking out Sentry Guns, breaking through enemy lines and Wrealing general havoc.
  • Master of Unlocking: If the Demoman spots a Suspiciously Cracked Wall, he can lay a Detpack there. Nine times out of ten, he'll reveal a new path.
  • Powerful, but Inaccurate: His weapons are spotty and require practice and planning to use, which puts him at higher risk of ambushes.
  • Rocket Jump: He can use Pipebombs to create an effect similar to the Soldier's forward recoil. It requires more careful timing.
  • Smoking Is Cool: The alt model in Team Fortress Classic has a cigarettte dangling from his mouth.
  • Sticky Bomb: The Pipebomb Launcher is used to line an area with traps, or rocket-jumping toward enemies when attacking. However, it might backfire and damage your Demoman.

    The Combat Medic
Identified by his Red Cross logo and breather mask, the Medic is a main source of healing.
  • Combat Medic:
    • As you would expect, he can heal any wound with a touch with his Medkit, including infections caused by enemy Medics. He can also buff his teammates and increase their HP by 50 points over the maximum.
    • The Medic comes equipped with decent weaponry. When combined with concussion jumping and deadly infection, he can be a prolific killer.
    • The Super Nailgun. It's practically a Tommy Gun... which shoots nails. And it has infinite ammo. It's stronger than a Nail Gun, but still too weak to damage enemies, though it's good for disabling Sentry Guns.
  • Continuity Nod: His mask is so cool, in fact, that it was added to Team Fortress 2 as the "Berlin Brain Bowl."
  • Deadly Doctor: His original model wears a blood-spattered surgical mask and scrubs, and he can engage in bio-warfare with his Medkit. Being infected is just like being on fire, except there's a higher Damage Per Second (DPS). It's also contagious, and only an ally's Medikit (or death) can put 'the fires' out.
  • Gas Mask Mooks: His updated model features a gas mask, presumably to innoculate him from his own toxin.
  • Healing Shiv: The Medkit is technically a melee weapon (namely a retextured Axe) which heals allies and poisons enemies. In the words of the TF1 community, Enjoy your AIDS!
  • Idle Animation: If you hold onto the Medkit for a while, he'll start pushing buttons on it.
  • Shoot the Medic First: The Medic is the Scout's bigger, slower brother. He has stronger weapons and higher than average speed, but is easily outclassed by the others, enforcing his status as a support character.

    The Heavy Weapons Guy
Identified by his bandana and lack of sleeves, the Heavy Weapons Guy (more commonly known as "the Heavy") spearheads the assault on enemy territory.
  • Chest Insignia: The Quake model has a rotary cannon emblazoned on his shirt.
  • Do Not Run with a Gun: The Assault Cannon. When revving up the motor, his already slow speed is reduced to a snail's pace. For this reason, he has a MIRV Grenade to deal with Sentry Guns at a distance. In an emergency (like if a Spy is trying to backstab him), he can call upon a shotgun for added mobility and accuracy.
  • Gatling Good: The Assault Cannon has a whacked-out rate of fire and chews through ammo like there's no tomorrow. The Heavy can carry up to 200 shells at once, and the Assault Cannon will burn through that supply in 20 seconds.
  • Mighty Glacier: He's as ripped as the game's primitive graphics can showcase. Depending on whether or not he's on your team, he will typically be in charge of the team's defenses and charges. With ridiculously high health, armor and DPS, the Heavy can shred the opposing team in seconds. He can take a lot of hits before calling in a Medic or Engineer, making him the ideal shock trooper. However, not only is he the slowest in the group, but due to his large size, many enemies (especially Snipers and Spies) can lock onto him with ease. He works more effectively as part of a team, with Soldier or Medic on support.
  • Sixth Ranger: He was the first new class added to the game, only a few weeks into the newborn Team Fortress's life. He's also a literal case of this since he joined the already existing Scout, Sniper, Soldier, Demoman and Medic.
  • Universal Ammo: All of his weapons (Single-Barrel Shotgun, Double-Barrel Shotgun and Assault Cannon) use Shells.

    The Pyromaniac (Beatrice)
Identified by her (yes, her) opaque face-plate, Pyro is notoriously easy to kill. However, when used right, she becomes the queen of divide-and-conquer.
  • BFG: The Incendiary Cannon shares a model with the Rocket Launcher. It's actually a better option than the shotgun if she's trying to kill someone at a distance.
  • Cherry Tapping: Actually managing to kill someone with the Flamethrower.
  • Chest Insignia: A flame emblem on her Quake shirt.
  • Fire-Breathing Weapon: Her fiery repertoire includes the Flamethrower (worthless), Incendiary Cannon (technically a weaker Rocket Launcher which sets the impact site alight), and Napalm Grenades (ignite enemies and leave a burning cloud which lasts a while).
  • Gas Mask Mooks: Enemy Pyros have this as their new model (the original simply had her in a hood and visor).
  • Gender Flip: She's canonically female, but due to that being established years after the game's release, her in-game sound clips have the same masculine voice as the other mercs.
  • Idle Animation: Like the Medic with his Medkit, her hands will fiddle with the Incendiary Cannon or Flamethrower. Coincidentally, those are the only three weapons that cause DOT (Damage Over Time).
  • Interface Screw: Being set on fire will cause the 2D flames to cover your screen if you are moving slowly or standing still.
  • Lethal Joke Character: Pyro is a punching bag, but her Napalm Grenades can be chained with her Incendiary Cannon (or even the occasional Flamethrower burst) to quickly wear down enemy defenses, or assist her team's Soldiers and Heavies.
  • Master of None: High health, average armor and decent speed. But she isn't as proficient in close quarters combat.
  • Nerf: The Quake Flamethrower deals additional damage over time due to afterburn, to offset the lack of direct damage. However, in Team Fortress Classic, it deals even less damage thanks to a decrease in both firing rate and burn time.
  • Red Is Violent: She has a red visor regardless of whether or not she's on the Red team or Blue team (or Green or Yellow if the server has them). Shortly after seeing it, you are most likely set on fire.
  • Scissors Cuts Rock: Rarely, a Pyro can catch fire! This is probably due to armor depletion.
  • Sixth Ranger: She's the last of the seven classes who were added to the original TF1. The Spy, Engineer and Civilian weren't added until the 1998 revision.
  • The Smurfette Principle: The only female character in the TF1 continuity.
  • Video-Game Flamethrowers Suck: The Incendiary Cannon is like the Soldier's Rocket Launcher, but much weaker. The Flamethrower is a fart in the wind from a damage standpoint: it's a slow projectile, it has horrible reach, and (most damningly) the lingering flames deal a pitiful 8 damage. For comparison, the Scout has 75 health! Her weapons are easily extinguished around water, since her victims can douse themselves. The Flamethrower is rendered inoperable while underwater and spews harmless bubbles.

    The Spy
Identified by his balaclava and laser eyepiece, the Spy is the thinking man's class—and everyone else's worst nightmare.
  • Agent Provocateur: He carries some weapons and armor to defend himself, but only if discovered. His real purpose is to instill paranoia in the enemy and keep them distracted.
  • Ascended Glitch: The inspiration for the Spy came from a glitch in the original Team Fortress: Players would spawn in while wearing the wrong colors.
  • Back Stab: The Ur-Example. His Team Fortress 2 successor is the Trope Codifier.
  • Difficult, but Awesome: He is not built for fighting, and so must rely upon stealth and deception. He assists his team by eliminating key threats and Engineer constructs.
  • Glamour Failure: He cannot throw a grenade without losing his camoflauge.
  • Gratuitous Ninja: Both of his Classic models have a ninja theme to them, befitting his stealthy nature.
  • Interface Screw: His Tranquilizer Gun and Hallucination Grenades.
  • Knife Nut: The backstab only works if his target is struck from behind; it otherwise functions as a stronger crowbar swing.
  • Master of Disguise: He is able to disguise himself as any other player.
  • Mistaken for Spies: A given considering that both teams cannot see who he truly is when disguised; his disguise appears the same to all of them. Some server mods manage to avert this by letting his team know that he is a friendly Spy.
  • One-Hit Kill: His Backstab is a one-hit kill for any foe.
  • Playing Possum: Feign Death. He will appear to die, but can still look around. It's not particularly useful, though, since his 'corpse' will rotate as he looks around.
  • Poor, Predictable Rock: Feign Death. It's rarely ever useful, since most players get paranoid while dealing with a Spy and will resort to Beating A Dead Player.
  • Sixth Ranger: He wasn't added to Team Fortress until the 1998 revision.
  • Supernatural Fear Inducer: Hallucination Grenades make a enemy see and hear things that aren't there, such as grenades or flames, and can be a pain to deal with.
  • Tranquilizer Dart: His Tranquilizer Gun can slow down a enemy, but it's so slow and deals too little damage. It's only practical use is to fend off a pursuer or secure a backstab.
  • Tuxedo and Martini: His Quake model wore a tuxedo, rosette and spats! It didn't carry over to his Classic model. (Not even the alt model.)

    The Engineer (Fred Conagher)
Identified by his hardhat and overalls, this Gadgeteer Genius can fortify the team's base.
  • Balance Buff: A patch was applied which allows the Engineer to duck and repair things at the same time.
  • Chain Reaction Destruction: EMP Grenades detonate any ammunition in their wake, including scattered ammo packs, thereby forcing the enemy team to discard excess ammo they are carrying in order to minimize the damage they receive.
  • Chest Insignia: Interestingly, his Classic overalls include a big picture of a wrench, but his Quake model lacks a symbol.
  • Cigar Chomper: All of his models, barring the Quake version. In the Steam release, he is the only class who is always shown smoking, regardless of which model you choose.
  • Drone Deployer: Via his Sentry Guns.
  • Gonk: His original model was ugly even compared to the other low-polygon models of the other mercs. His updated model is significantly easier on the eyes, though.
  • Item Caddy: The Engineer can supply his friends with ammunition and armor via the Dispenser.
  • Magnetic Weapons: The Railgun has a unique ammo supply. It's effective from a distance, but is near-useless at close range. At any rate, it's not very powerful, with a terrible rate of fire.
  • Mr Fix It: The Wrench (Spanner in Team Fortress Classic) is primarily used to repair buildings or armor at the cost of metal.
  • One-Hit Kill: The EMP Grenade will kill someone instantly, when used properly.
  • Percussive Maintenance: Much like his successor, he fixes and upgrades his equipment by smashing it repeatedly with his wrench.
  • Sixth Ranger: The final merc to be added to the game in the 1998 revision.
  • The Turret Master: He can fortify his base with the all-powerful Sentry Gun.
  • Utility Party Member: In addition to these incredible structures, his EMP Grenade is the most devastating grenade in the game. They are vital for destroying enemy constructs, Detpacks, and pipe traps. However, the Engineer's poor health and armor put him squarely in the defensive category.
  • Warp Whistle: Teleporters will quickly ferry his teammates around their base, or even to the enemy's doorstep.
  • Weaksauce Weakness: His Sentry Guns are very susceptible to Nail Guns. The Medic is their natural predator, and must be killed before he can dismantle them.
  • Wrench Whack: The Wrench can also be used to club enemies, just like the Crowbar.
  • You Require More Vespene Gas: His metal supply, which is required for repair and upgrading his Sentry.

    The Civilian
Identified by his business suit (and girth), the Civilian is a man with a price on his head and a target on his back.
  • Distressed Dude: To protect himself, he has hired a team of mercs to protect him against the other team, who have been paid to assassinate him, as he tries to get to the safety of a evacuation truck.
  • Escort Mission: The Civilian is laughably weak and defenseless, requiring the other players to guard him as he darts from place to place, desperately trying to get to the safety of his truck. He can't fight for his life (unlike the Scout or Spy), so his only purpose is to be escorted.
  • Fat Comic Relief: Both in-universe and to the fandom.
  • Joke Weapon: His parasol is useful (if it rains).
  • Mythology Gag: The Civilian makes a brief cameo in the Meet the Sniper trailer for TF2: He's a bobblehead sitting on the dashboard of the Sniper's camper. The Sniper idly flicks his head, making it bob sideways. "Boom. Headshot."
  • Oh, Crap!: He's the only character to have a facial expression besides angry and/or focused, and it is perpetual expression of shock. Entirely justified by his situation.
  • One-Hit Point Wonder: His must be carefully escorted around the map by his team, as he has no armor, practically no health, no grenades, a pitiful 'melee weapon', and isn't very fast.
  • Parasol of Pain: It's even weaker than a standard Crowbar. Getting a kill with it will be the highlight of your gaming career.
  • You ALL Look Familiar: His placeholder model in QWTF is an unarmed Ranger from Quake, which the Scout also uses. He starts with 50 health, as opposed to the Scout's normal 125.

Alternative Title(s): Team Fortress 1


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