This auxiliary chapter is about TF2 Soldier's weapons and taunts that will be used in this fanfic
I suggest the TF2 fandom since it's super organized, but for convenience it's also here.
(TF2 Soldier has a shit ton of weapons, which most is just a reskin of others so I will only put the ones that are actually going to be used, and has different effects from each other or a useful shape)
(Ammo loaded means how much he can shot before reloading, ammo carried his total ammo)
(Any effect towards sentry's will be changed to any kind of gadget or machinery since in MHA world they do not have sentry. Also, anything that involves speed of capture the point will be changed to speed in capturing a space from an enemy force.)
List of all of [Primary] soldier's weapons:
[Stock Rocket Launcher]:
Base damage: 90 Ammo loaded: 4
Crit: 270 Ammo carried: 20
Effect: None
Note: Good for any occasion.
[Direct Hit]:
Base damage: 112 Ammo loaded: 4
Crit: 338 Ammo carried: 20
Effects: [Has 80% faster rocket speed], [Deals 25% more damage], [Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack], [Has 70% smaller splash damage radius].
Note: Great to attack enemies in the air, but the smaller splash radius forces the user to be more accurate and it hits way less targets the stock rocket launcher.
[Black Box]:
Base: 90 Ammo loaded: 3
Crit: 270 Ammo carried: 20
Effects: [On hit: restores up to 20 health points], [Has a 25% smaller clip size].
Note: Good for restoring health, but less ammo is deadly for a soldier, since it means a loss of damage.
[Rocket Jumper]:
Base: 0 Ammo loaded: 4
Crit: 0 Ammo carried: 60
Effects: [Grants the player 200% extra max primary ammo], [No self inflicted blast damage taken], [Unable to damage enemies], [No random critical hits]
Note: It server to rocket jump with no consequences, nothing more. However, since this is a real world, it might have other uses such as pushing people back with a rocket without actually hurting them since it does no damage.
[Liberty Launcher]:
Base: 68 Ammo loaded: 5
Crit: 203 Ammo carried: 20
Effects: [+25% clip size], [Has 40% faster rocket speed], [-25% blast damage from rocket jumps], [-25% damage penalty].
Note: Honestly, this might be never used. It has so much good and bad perks, its hard to know if this is actually good or bad when compared to other rocket launchers.
[Cow Mangler 5000]:
Base: 90 Charged shot: 122 Ammo loaded: 4
Crit: 122 – 151 Afterburn: 8/sec x 6 sec Ammo carried: Infinite
Effects: [Does not use ammo (replaced with an ammo meter)], [No random critical hits], [Deals only 20% damage to buildings], [Mini-crits whenever it would normally crit].
[Secondary fire is a charged shot that]:
[Mini-crits players], [Causes enemies to suffer afterburn for 6 seconds], [Disables buildings for 4 seconds], [Empties entire ammo meter], [Cannot be used unless ammo meter is full].
Note: Arguably the best rocket launcher.
[Beggar's Bazooka]:
Base: 90 Ammo loaded: 3
Crit: 270 Ammo carried: 20
Effects: [Hold Fire to load up to three rockets], [Release Fire to unleash the barrage at 70% increased fire rate], [+3 degrees random projectile deviation], [Overloading the chamber will cause a misfire], [Cannot collect ammo from dispensers while active], [ -20% less explosion radius].
Note: My personal favorite. This normally would be a bad weapon, since it forces you to release all 3 rockets at once since the 4th explodes on your face if you load more than the 3 limit, this 3 rockets not being accurate and most of the time you end up reloading only to shot in the wall because there is no enemy and you don't want the 4th to go boom. However, this thing about the 4th exploding makes this weapon the best for rocket jumping. If you keep reloading this fourth and continue doing so, you can rocket jump mid-air, essentially making your soldier be able to fly. Normally you need a surface to rocket jump, with this weapon you don't. And while it's accuracy is bad, is not that bad. If hit the 3 rockets most of the time, and 3 rockets in less than a second is pretty OP.
[Air Strike]:
Base: 76 Ammo loaded: 4-8
Crit: 230 Ammo carried: 20
Effects: [-15% damage from rocket jumps], [Increased attack speed while blast jumping], [Clip size increased on kill (up to +4)], [-15% damage penalty], [-10% explosion radius], [-20% explosion radius while blast jumping].
Note: In the ground it's trash, in the air it's good and can launch all rockets in quick succession. A barrage of rockets.
List of all of [Secondary] soldier's weapons:
[Stock Shotgun]:
Base: 60 Ammo loaded: 6
Crit: 180 Ammo carried: 32
6 damage x 10 pellets
Effects: None
Note: Good for any occasion.
[Reserve Shooter]:
Base: 72 Ammo loaded: 4
Crit: 216 Ammo carried: 32
6 damage x 10 pellets
Effects: [Mini-crits only take effect within 5 seconds of deploying this weapon], [20% faster weapon switch-to speed], [15% faster weapon switch-from speed], [Mini-crits if the target is launched airborne by explosions, grapple hooks, or rocket packs]. [Has 34% smaller clip size].
Note: My personal favorite shotgun. A little better than the stock with less ammo.
[Panic Attack]:
Base: 72 Ammo loaded: 6
Crit: 216 Ammo carried: 32
4.8 damage x 15 pellets
Effects: [+50% bullets per shot], [+50% faster weapon deploy time], [Fires a fixed shot pattern], [-20% damage penalty], [Successive shots become less accurate].
Note: Only the first shot is worth it, the rest is hot garbage.
[Righteous Bison]:
Base: 20 Ammo loaded: 4
Crit: 60 Ammo carried: Infinite
Effects: [Shoots an electric projectile instead of shotgun pellets], [Does not use ammo (replaced with an ammo meter)], [Projectile penetrates enemy targets], [Projectiles cannot be deflected], [Projectile damage reduced by 25% for each enemy penetrated], [Deals only 20% damage to buildings], [Has a 33% smaller clip size].
Note: The only useful part is penetrate enemy targets, the rest is not really important.
[Buff Banner]:
N/A
Effects: [Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter],
[At 100% charge, using it grants player and nearby teammates 10 seconds of guaranteed Mini-Crits].
Note: Pretty good for a team buff.
[Gunboats]:
N/A
Effects: [Grants 60% less self-damage from rocket jumping], [This doesn't affect fall damage], [Grants its abilities passively, does not need to be selected first in order to apply the ability].
[Mantreads]:
N/A
Effects: [–75% reduction in push force taken from enemy damage], [Deals 3x falling damage to the player you land on], [-75% reduction in airblast vulnerability], [200% increased air control when blast jumping], [Grants its abilities passively, does not need to be selected first in order to apply the ability]
[Battalion's Backup]:
N/A
Effects: [Passively increases max health by 20 points (220 total) on wearer], [Charges a rage meter with damage dealt — takes 600 damage to fully charge rage meter], [At 100% charge, using it grants player and nearby teammates 10 seconds of]:
[Immunity to Critical damage], [Raises resistance to damage by 35%], [Raises resistance to Sentry Gun by 50% (does not stack with previous)].
[Concheror]:
N/A
Effects: [Passively grants a health regeneration depending on recent damage taken; max is +4], [Charges its rage meter with damage dealt — takes 480 damage to fully charge rage meter], [While the buff is active, for 10 seconds the user and nearby teammates]:
[Have their movement speed boosted], [Are healed for 35% of the damage they deal].
[B.A.S.E. Jumper]:
N/A
Effects: [Allows player to activate a parachute whilst midair, slowing their descent].
List of all of [Melee] soldier's weapons:
[Stock Shovel], [Frying Pan], [Freedom Staff], [Memory Maker], [Ham Shank], [Necro Smasher], [Prinny Machete], [Golden Frying Pan].
(all have the same stats, but different looks, and since its real life, these shapes/looks will have their respective physical characteristics)
The shovel can be used to dig, the frying pan to cook, and even block shots in PUBG style, the memory maker is a camera so he can record things, the ham shank is a slab of meat so he can eat it, necro smasher is a hammer and can be used to crush stuff, the prinny machete is a giant knife so can be used to cut things, and the golden frying pan (locked since it's a golden weapon and I have a plan for those) can momentarily turn people into golden statues.
[Equalizer]:
Base: 33-107
Crits: 99-321
Effects: [When weapon is active/on hand]:
[Damage increase as user's remaining health decreases], [-90% less healing from Medic sources].
[Pain Train]:
Base: 65
Crit: 195
Effects: [Increases user's capture rate by 1 for points and carts (instead of carts and points its enemy bases)]. [Raises bullet vulnerability by 10%].
[Half-Zatoichi]:
Base: 65
Crit: 195
Effects: [50% longer melee range], [On kill: heals 50% of user's base health], [No random critical hits], [75% slower deploy and holster time], [This weapon is Honorbound and once drawn will be holstered for -50 HP unless it kills], [A single successful hit will kill an enemy wielding the same weapon].
[Disciplinary Action]:
Base: 49
Crit: 146
Effects: [70% longer melee range], [On hit ally: boosts player's speed for 3 seconds and boosts ally's speed for 2 seconds], [Deals 25% less damage].
[Market Gardener]:
Base: 65
Crit: 195
Effects: [Deals crits while the wielder is rocket jumping], [20% slower firing speed], [No random critical hits].
[Escape Plan]:
Base: 65
Crit: 195
Effects: [When weapon is active/on hand]:
[Movement speed increase as user's remaining health decreases], [User takes mini-crits when weapon is active, and for 3 seconds after switching away], [-90% less healing from Medic sources].
List of all Soldier's [Taunts]: (the most important ones)
(These taunts appear out of nowhere like his weapons. They are in his inventory)
[Fresh Brewed Victory]:
The soldier steps on a bag of coffee beans and drink from a mug.
[Fubar Fanfare]:
The soldier pulls out a trombone and plays four low notes of failure.
[Panzer Pants]:
The Soldier stands at attention. A small tank pops up from the ground beneath and around him, which he then proceeds to drive, his head and shoulders peeking out from the top.
Pressing primary fire will make him fire a shot and say a line. The shot is a purely cosmetic effect and does not cause any damage.
[Rocket Jockey]:
The Soldier jumps onto a rocket and rides it around like a cowboy.
[Soldier's Requiem]:
The Soldier takes out a gravestone which says "Here lies maggot. I win. The end."
[Second Rate Sorcery]:
The Soldier takes out a staff with a skull on its top and a tag reading "99¢" while laughing and jumping from side to side. He attempts to cast a spell with his left hand, failing to create anything but green sparkles. He then angrily throws the staff on the ground before returning to his original position.
[Shred Alert]:
The Soldier summons a guitar and plays an intense solo as flames and lightning spout from behind.
[Victory Lap]:
The Soldier jumps into a team-colored bumper car. Pressing primary fire makes him honk the car's horn. The player can freely move around, albeit slowly, during this taunt.
[Kamikaze]:
The Soldier tosses away his weapon, cracks his knuckles and says "C'mere, cupcake", takes a grenade off of his belt, sets it, thrusts his fist in the air and explodes, gibbing himself and any nearby enemies as well as destroying any nearby buildings.
If the Lumbricus Lid is equipped when this taunt is performed, the kill icon for this taunt changes to a Holy Hand Grenade, and this music is played.
[Taunt 1]:
The Soldier mock salutes by making a "loser" sign with his hand.
[Taunt 2]:
The Soldier yells and beats his chest in a similar fashion to Tarzan.
[Taunt 3]:
The Soldier jumps, stands erect, salutes, clicks his heels then quickly marches in place.
[Taunt 4]:
The Soldier salutes with the Shotgun, pointing it into the air and firing three times while the start of the song 'Taps' music plays (this consumes no ammunition, nor does it deal damage). He then gives a military salute and says "BOO-YAH!". There is an alternate, longer version of this music.
[Taunt 5]:
The Soldier juggles his grenades and a spare rocket laughing maniacally or shouting "Screamin' Eagles!".