Rescue Ranger

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The Engineer rescuing a building from far away

The Rescue Ranger is a community-created primary weapon for the Engineer. It resembles the normal Shotgun, but has a small, permanently turned on monitor mounted on its top in the location a scope is typically found which shows a moving sine wave. The monitor is connected to a yellow box at the end of the barrel with a team-colored light on its end.

While the Rescue Ranger is the Engineer's active weapon, it is able to pick up any of his buildings that are in his direct line of sight from long range, at the cost of 100 Metal. Hauling a building in this way will immediately teleport the building into the Engineer's possession with a team-colored flash, and leaves a tracer beam that temporarily notifies others of the user's location. The weapon also fires unique bolts instead of bullets, which repair 75 health to friendly buildings that they are fired at with no Metal cost. Note that these shots will only repair the building, and not restock ammo, apply upgrades, or damage attached enemy Sappers. Firing at a Teleporter will not repair the other side.

As the downside to these perks, the weapon carries much less ammo than its stock counterpart, with only a clip size of 4 and a reserve stock of 16. In addition, possessing the Rescue Ranger means the Engineer becomes marked for death whenever he hauls a building, causing him to take mini-crits from any incoming damage, for as long as he hauls the building and for a few seconds after redeploying it. This effect applies whether the building was picked up via the Rescue Ranger's ability or not.

As with most projectiles, the Rescue Ranger's bolts can be reflected by the Pyro's compression blast. Reflected bolts will deal regular damage to enemy buildings, but cannot repair friendly buildings, and simply have no effect.

The Rescue Ranger was contributed to the Steam Workshop under the name "Modified Shotgun".

Damage and function times

See also: Damage
Damage and function times
Shot type Projectile
Damage type Bullet
Ranged or Melee damage? Ranged
Maximum ramp-up 150% 60
Base damage 100% 40
Maximum fall-off 50% 21
Point blank 60
Medium range 27
Long range 21
Critical 120
Mini-crit 54-72
Function times
Attack interval 0.625 s
Reload (first) 1.0 s
Reload (consecutive) 0.5 s
Values are approximate and determined by community testing.



See also: Crafting


Eureka Effect Reclaimed Metal Rescue Ranger
Item icon Eureka Effect.pngx3 + Item icon Reclaimed Metal.png = Item icon Rescue Ranger.png
Class Token - Engineer Slot Token - Primary Scrap Metal Possible Results
Item icon Class Token - Engineer.png + Item icon Slot Token - Primary.png + Item icon Scrap Metal.png =
Item icon Frontier Justice.png Item icon Widowmaker.png Item icon Pomson 6000.png Item icon Rescue Ranger.png
Item icon Panic Attack.png

Strange variant

Related achievements

Leaderboard class engineer.png Engineer

Built to Last
Built to Last
Help a single building tank over 2000 damage without being destroyed.

Texas Ranger
Texas Ranger
Haul buildings 1 km over your career.

Doc, Stock, and Barrel
Doc, Stock, and Barrel
Repair a sentry gun under fire while being healed by a Medic.
Rio Grind
Rio Grind
Perform 50 repairs and/or reloads on a Sentry gun being Wrangled by another Engineer.

Texas Two-Step
Texas Two-Step
Use your shotgun to finish off an enemy recently damaged by your sentry gun.

Mvm navicon.png Mann vs. Machievements

Real Steal
Real Steal
As an Engineer, escape with your sentry as a sentry buster is about to detonate.

Update history

December 20, 2012 Patch (Mecha Update)
  • The Rescue Ranger was added to the game.

December 21, 2012 Patch

  • Fixed Rescue Ranger bolts using incorrect hit boxes.

January 24, 2013 Patch

  • Fixed missing text in the recipe description for the Rescue Ranger.
  • Updated the Rescue Ranger so it can be used as a crafting ingredient.

July 10, 2013 Patch

  • Changed attributes:
    • Increased in damage per bolt by 14%.
    • Increased building healing from 50 to 75 per bolt.

November 12, 2013 Patch

December 6, 2013 Patch

  • [Undocumented] Added Strange quality.

April 1, 2014 Patch

  • [Undocumented] Fixed crit boosted glow not showing.

November 4, 2014 Patch

  • Updated the Rescue Ranger so players no longer block its ability to pick-up buildings from a distance.

November 5, 2014 Patch

  • Fixed the Rescue Ranger being able pick-up buildings through walls.

[Unknown Date]

  • Fixed Rescue Ranger bolts dealing headshot damage when reflected.

July 2, 2015 Patch #1 (Gun Mettle Update)

  • Changed attribute:
    • Decreased ranged hauling metal cost to from 130 to 100.

July 8, 2015 Patch #1

Unused content

  • There is a set of unused sounds for this weapon associated with buildings teleporting and some kind of charging.
    • Some of the sounds are named rescue_ranger_teleport_send_01 and rescue_ranger_teleport_receive_01, which hint that this weapon could have been able to both pick up buildings from a distance and place them from a distance.


  • The Engineer achievements Texas Two-Step and Circle the Wagons cannot be earned with the Rescue Ranger, despite it being a shotgun and able to repair friendly buildings.
  • When picking up a level 3 sentry from a distance, the player may be unable to deploy it.
  • Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
  • When crouching, the bolts are fired from above the actual location.
  • The "Fires a special bolt that can repair friendly buildings" attribute is treated as an on-wearer attribute as opposed to an on-weapon one. As a result, any Grappling Hooks the Engineer fires will also be capable of healing friendly buildings. This same behaviour is what makes Pyros unable to use reflected bolts to heal buildings.
  • Rescue Ranger kills count as sentry kills in Engineer contracts.
  • If the Engineer picks up a building when a Spy just sapped that building, the Engineer will successfully pack up, however, before placing the building, the Sapper model will appear on the blueprint and will constantly damage the building, but since it's impossible to damage the building while hauled, the building health will keep regenerating as well. If the player deploys the building, the Sapper won't be able to be destroyed, but the building still works normally.


  • The amplitude of the sine wave in the monitor is based on the user's Metal count: having full Metal causes the wave to be at maximum height, while lacking enough Metal to long-range haul a building will make it significantly flatter and having no Metal renders the wave almost completely flat.


See also