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Weclome, mercenaries for hire! You, yes you reading this, have been selected to be hired by Mann-Co for an advanced mission that only the best of the second best are capable of. Although you have been hired, you will need to wait for the in person meeting to discuss the contents of the mission itself, seeing as the international security council has been monitoring Mann-Co’s mail and telephone calls. Rest assured, the mission will pay well for your troubles, offering a lump sum combined with a personal request of an item or action, a large lump sum of australian currency, or a large request.
Before this is available, you must learn the Mann-Co model for mercenaries and how we categorize them.
The Classes:
Teams are meant to be specialized, and with her amazing resources and great intellect, the announcer has gotten this down to a tee. Each one has a generalized role, but all are capable of doing most general combat tasks and have specialized abilities.
The Scout:
Going into the heat of the fight often and with blinding speed is the cornerstone of the scout. Scouts strike hard, strike often, and strike fast, getting up close and personal with whichever poor sap is on the other side. Shotguns of various kinds tend to be what a scout sticks with, but they are known for getting rather esoteric in their choices. Although fragile, this usually isn’t a problem for most as by the time the pain is coming back, the scout’s already gone.
The Soldier:
You’re not the fastest, you’re not the strongest, not the most sneaky or the loudest, the one thing a soldier can claim above all else is being the most reliable. Having no great specializations but no real weaknesses, soldiers often make up a larger than average portion of a mercenary force. Often equipped with 4 shot rocket launchers and shotguns, there are few situations a soldier isn’t built for.
The Pyro:
Fire charms many with its beauty, but pyros are the ones to truly harness it and use it to the point of mastery. Often incapable of rational thought, pyros tend towards running in with a variety of flame based weapons and proceeding to violate the geneva conventions in gratuitous ways. While this tends to be amazingly effective and brutal, pyros lack meaningful range outside of the odd fireball or flare gun here or there, but rest assured, when they’re in the center of the fight, bodies will burn.
The Demoman:
Explosions. A simple concept with great potential for execution. Potential realized by the genius of many demomen. Demomen use a variety of explosive tools such as grenade launchers, sticky bombs, handheld cannons, and the occasional stick grenade to whack someone with. The masters of indirect fire may find that while blowing people to bits is certainly worthwhile, they may have trouble fighting at a distance or up close. A small subset of demomen have broken off in recent years, rejecting the explosives and instead going for a style of combat marked by running at people with swords and shields while screaming at them. This style is monstrous in melee combat, but useless anywhere else.
The Heavy:
All around them cower in fear, for the might the heavy wields is enough to tear others in two! Heavies will almost always be the ones who can deal the most damage and take the most. Miniguns that shred lesser men in seconds are the go to for most. Because of this overwhelming power, muscle, and destructive capacity, heavies find themselves weighed down and are often the slowest on the field, making them easy targets for more indirect means of attack. This only means so much, as the revving of a minigun is sure to send most running.
The Engineer:
Has getting into direct fights been the nadir of your existence? Prefer the art of having something or someone else you may have built do it for you? Then you may be an engineer. Engies shy away from direct combat of any kind, preferring to build machines to do it for them, also creating teleporters and dispensers to help their team. These machines can usually be counted on with the exception of when a spy feels like coming into your little nest and destroying everything. Certain engineers specialize in different buildings, but all can give at least a little bit of a shove with their shotguns and pistols.
The Medic:
For those who would rather support your teammates and use them as human shields, you have the medic. Often not licensed to perform any sort of medicine, they can nonetheless be found healing their teammates one way or another, often changing the tide of battle through their ability to charge their healing methods for some great effect. This does help with their total lack of combat ability beyond needle guns and the occasional swipe from a bonesaw. Interestingly, medics often heal themselves much faster than normal humans, whether this be to a certain technology or mystical ability, we don’t know.
The Sniper:
This is a simple one; like running far away and shooting people in the head without running into the fray? A sniper is probably your best position then. Snipers do just that, staying away from conflict and picking off enemies one by one in order to assist their team or take down high profile targets. Up close they tend to do poorly, but what does that matter when you usually have some backup in the form of your urine jars or the overly large knife you carry?
The Spy:
Head on fights aren’t your thing? You tend to strike from the shadows and prefer to remain unseen, not letting your opponents get the chance to fight back? You might just be a spy! The spy is made for infiltration and sabotage, not standing up well in a standard firefight but doing his best behind enemy lines, often having ways of disguising themselves or otherwise going unseen, such as the Mann-Co branded Invis-watches (Note: We are not responsible for the watch exploding and killing the owner if they attempt to attack while invisible.)
Other:
Don't feel like you fit into any one of these? Are the boundaries we've set too restrictive? Well Mann-Co has a solution with our patented "Other" Option! Just fill in the details at the bottom of the letter in that space we haven't marked, and you'll be on your way. (To a 5% paycut for the additional paperwork processing we have to do.)
Now that you’ve been given the rundown, please write down your information and abilities on the provided piece of Mann-Co branded experimental Asbestos paper, designed as such so no issues may occur during the mail in process. Return these letters at marked mailboxes and not in sight of any persons that look suspiciously robotic or are confirmed to work with any of Mann-Co’s 45 competitors.
Information:
Class: (Choose from one of the nine options or you can ask me if you want to do something custom.)
Name: (Optional)
Gender: (Optional)
Backstory: (Optional)
Personalized Request: (Optional. If no request just put money.)
Appearance: (Image or text description.)
Primary Weapon/Ability: (You can make your own weapon or pick one from TF2. This will be your primary means of attack. If you want you could also make it a power of sorts, though this may come with greater drawbacks for balance purposes.
Secondary Weapon/Ability: (Something to fall back on, or in the Medic’s case, heal others with. The secondary has the same rules as the primary, although the weapon or power is likely going to be much weaker than the primary.
Extra: (Spies have invisibility watches, engineers have construction materials, etc. Some classes just have a little bit to help them out.)
Melee: (For when all else fails, a big stick always works. From baseball bats, to fish, to wrenches, or maybe even your own fists, you can always count on a melee weapon. Same rules as the others)
Before this is available, you must learn the Mann-Co model for mercenaries and how we categorize them.
The Classes:
Teams are meant to be specialized, and with her amazing resources and great intellect, the announcer has gotten this down to a tee. Each one has a generalized role, but all are capable of doing most general combat tasks and have specialized abilities.
The Scout:
Going into the heat of the fight often and with blinding speed is the cornerstone of the scout. Scouts strike hard, strike often, and strike fast, getting up close and personal with whichever poor sap is on the other side. Shotguns of various kinds tend to be what a scout sticks with, but they are known for getting rather esoteric in their choices. Although fragile, this usually isn’t a problem for most as by the time the pain is coming back, the scout’s already gone.
The Soldier:
You’re not the fastest, you’re not the strongest, not the most sneaky or the loudest, the one thing a soldier can claim above all else is being the most reliable. Having no great specializations but no real weaknesses, soldiers often make up a larger than average portion of a mercenary force. Often equipped with 4 shot rocket launchers and shotguns, there are few situations a soldier isn’t built for.
The Pyro:
Fire charms many with its beauty, but pyros are the ones to truly harness it and use it to the point of mastery. Often incapable of rational thought, pyros tend towards running in with a variety of flame based weapons and proceeding to violate the geneva conventions in gratuitous ways. While this tends to be amazingly effective and brutal, pyros lack meaningful range outside of the odd fireball or flare gun here or there, but rest assured, when they’re in the center of the fight, bodies will burn.
The Demoman:
Explosions. A simple concept with great potential for execution. Potential realized by the genius of many demomen. Demomen use a variety of explosive tools such as grenade launchers, sticky bombs, handheld cannons, and the occasional stick grenade to whack someone with. The masters of indirect fire may find that while blowing people to bits is certainly worthwhile, they may have trouble fighting at a distance or up close. A small subset of demomen have broken off in recent years, rejecting the explosives and instead going for a style of combat marked by running at people with swords and shields while screaming at them. This style is monstrous in melee combat, but useless anywhere else.
The Heavy:
All around them cower in fear, for the might the heavy wields is enough to tear others in two! Heavies will almost always be the ones who can deal the most damage and take the most. Miniguns that shred lesser men in seconds are the go to for most. Because of this overwhelming power, muscle, and destructive capacity, heavies find themselves weighed down and are often the slowest on the field, making them easy targets for more indirect means of attack. This only means so much, as the revving of a minigun is sure to send most running.
The Engineer:
Has getting into direct fights been the nadir of your existence? Prefer the art of having something or someone else you may have built do it for you? Then you may be an engineer. Engies shy away from direct combat of any kind, preferring to build machines to do it for them, also creating teleporters and dispensers to help their team. These machines can usually be counted on with the exception of when a spy feels like coming into your little nest and destroying everything. Certain engineers specialize in different buildings, but all can give at least a little bit of a shove with their shotguns and pistols.
The Medic:
For those who would rather support your teammates and use them as human shields, you have the medic. Often not licensed to perform any sort of medicine, they can nonetheless be found healing their teammates one way or another, often changing the tide of battle through their ability to charge their healing methods for some great effect. This does help with their total lack of combat ability beyond needle guns and the occasional swipe from a bonesaw. Interestingly, medics often heal themselves much faster than normal humans, whether this be to a certain technology or mystical ability, we don’t know.
The Sniper:
This is a simple one; like running far away and shooting people in the head without running into the fray? A sniper is probably your best position then. Snipers do just that, staying away from conflict and picking off enemies one by one in order to assist their team or take down high profile targets. Up close they tend to do poorly, but what does that matter when you usually have some backup in the form of your urine jars or the overly large knife you carry?
The Spy:
Head on fights aren’t your thing? You tend to strike from the shadows and prefer to remain unseen, not letting your opponents get the chance to fight back? You might just be a spy! The spy is made for infiltration and sabotage, not standing up well in a standard firefight but doing his best behind enemy lines, often having ways of disguising themselves or otherwise going unseen, such as the Mann-Co branded Invis-watches (Note: We are not responsible for the watch exploding and killing the owner if they attempt to attack while invisible.)
Other:
Don't feel like you fit into any one of these? Are the boundaries we've set too restrictive? Well Mann-Co has a solution with our patented "Other" Option! Just fill in the details at the bottom of the letter in that space we haven't marked, and you'll be on your way. (To a 5% paycut for the additional paperwork processing we have to do.)
Now that you’ve been given the rundown, please write down your information and abilities on the provided piece of Mann-Co branded experimental Asbestos paper, designed as such so no issues may occur during the mail in process. Return these letters at marked mailboxes and not in sight of any persons that look suspiciously robotic or are confirmed to work with any of Mann-Co’s 45 competitors.
Information:
Class: (Choose from one of the nine options or you can ask me if you want to do something custom.)
Name: (Optional)
Gender: (Optional)
Backstory: (Optional)
Personalized Request: (Optional. If no request just put money.)
Appearance: (Image or text description.)
Primary Weapon/Ability: (You can make your own weapon or pick one from TF2. This will be your primary means of attack. If you want you could also make it a power of sorts, though this may come with greater drawbacks for balance purposes.
Secondary Weapon/Ability: (Something to fall back on, or in the Medic’s case, heal others with. The secondary has the same rules as the primary, although the weapon or power is likely going to be much weaker than the primary.
Extra: (Spies have invisibility watches, engineers have construction materials, etc. Some classes just have a little bit to help them out.)
Melee: (For when all else fails, a big stick always works. From baseball bats, to fish, to wrenches, or maybe even your own fists, you can always count on a melee weapon. Same rules as the others)
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