We Specalize in Hero Operations
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We Specalize in hiring Heroes
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    The Blue Legion of Unity (BLU) seeks new recruits to join our righteous cause!

    Are you tired of living in a world where the strong prey upon the weak? Where the corrupt and the wicked hold sway over the just and the decent?

    Do you have the courage to stand up for what is right, to fight against the encroaching darkness that threatens to consume our world?

    Then look no further! The Blue Legion of Unity is always on the lookout for new heroes to join our ranks. We offer:

    Competitive pay and benefits!

    State-of-the-art equipment and training!

    A chance to make a real difference in the lives of those who cannot defend themselves!

    The camaraderie and support of a brotherhood (or sisterhood) of like-minded individuals who share your values and your vision!

    No experience necessary - we will train you to be the best version of yourself!

    All it takes is the will to stand up for what is right, and the strength to see it through.

    If you are ready to take the first step towards a new life of purpose and meaning, then come to the Hall of Heroes in Iron Myre and speak to one of our recruitment officers today!

    Together, we can forge a brighter future for all!
    Ask in the Guest Book to Join.
  • About

    BLU (Blue Legion Of Unity) is a Independent company, which specializes in "Hero Operations". BLU has considerable land in the Badlands and appears to dabble in numerous industries, the most notable of which is Heroes. They are led by their founder and CEO, Commander Vex'aria. Beneath the convincing exterior of their bases of operations can be found computer racks, satellites, rockets, and missile installations. BLU favors a more industrial style of architecture than the RED Legion. BLU's dress code, however, is rather liberal, requiring that employees adopt a blue motif for easy identification, the BLU team, they absolutely despise anyone associated with the Red Legion. It's a red flag to a bull for them, feel free to make content, but it must be PG, and akin to SBG's rules.
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    is this group about roleplay
    Is this Some sort of Roleplay Group?
    Yes it is.
    Is this a Parody/knock off BLU.
    True it is and it definitely is.
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    X: Be lenient. If you (as a non-moderator) see someone making a minor mistake against one of these rules, dont overworry. You can report it (through pinging), but, if its minor, consider mercy. you must not be a moron and listen to everything i or a admin says, Lots of people use sites such as these to escape unfortunate situations in real-life, whatever they may be. Don't mock people for things that are out of their control. III: Obviously don't spam. I: Please be inherently respectful of everyone. On that, remarks against individuals for reasons of race, gender, religion ᴇᴛᴄ wont be accepted.


  • 2Fort

    Two similar forts face each other separated by a contaminated canal of deep water spanned by a covered bridge. Each side defends a deep underground secret base that holds the team's Intelligence briefcase, These symmetric forts have three levels of entrances; however, not all are accessible to every class. The primary entrances are the two openings on the ground level, which converge inside beneath an opening to the upper level. Alternatively, the battlements level of each base is accessible by high-mobility classes through various jumping techniques from either ground level or the roof of the bridge. Below the bridge, the third entrance is through the sewers that run beneath the base, these forts belong to BLU and RED. Bridge: The bridge connecting the two forts. The bridge is covered, allowing mobile classes to get on top of it (such as with a shield charge or an explosive jump). It is possible for less mobile classes (such as Medic or Sniper) to get on the roof by jumping from the edge nearest to the window of the battlements. There are wooden poles on the side of the bridge which you can stand on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through.
    Entrance: After crossing the bridge, there are two ground entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room). Turning to the right leads directly into the entrance side room.
    Battlements: The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. The battlements are also often referred to as the "balcony," as well as the "Sniper ledge" or "Sniper deck", due to their main purpose as a camping area for Snipers. The ledges provide Snipers with an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough. Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They have several sharp turns, creating numerous blind corners around which to fight. The sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers and the water makes it difficult for Spies to sneak past enemies who are also using the tunnels.
    Sewer room: In each sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room, there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the sewer exit. The rooms are often camped by Engineers, who use Teleporters to allow their team to quickly access the enemy base, or Sentry Guns to prevent the opposing team from using that location.
    Entrance side room: Turning right from the entrance leads into a medium-sized room with a door at the opposite end which provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. Engineers can set up small camps in here if the enemy is attempting to push through the entrance. In addition, because the room is large, it is often a hiding place for Spies. In many other parts of 2Fort, corridors are too narrow to provide much cover for an invisible Spy, but this room is an exception, allowing them to move through it undetected.
    Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the player's right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. Two staircases allow access from below to the upper level. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. By setting up a Sentry Gun, an Engineer can successfully provide an effective defense against assaults on the intelligence, particularly if positioned so as to cover the Battlements' doorway.
    Grate: This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area and, as a result, is often used by players to gain quick access to battles in the entrance. Demomen, Soldiers, Engineers, Scouts, and Pyros can jump up to the second story through this, providing another means of access to the second floor. Classes such as the Engineer and Demoman can also camp above the grate, limiting enemy access through the front entrance. Splash damage can be dealt through the grate.
    Upstairs: This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads on the map, connecting practically every area of the base. It is often used by Scouts who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or simply the "upstairs lobby". Spiral: The Spiral ramp that leads from the Basement up and out of the base is one of only two access points to the Intelligence room. Like the Sewers, the Spiral is a narrow corridor with right-angle turns. This tends to result in close quarters fighting, and due to the confined space it is fairly easy to block enemy access with a Dispenser, Sentry Gun, or Heavy. At the top, the Spiral connects to the upstairs area via a small room in which there is a small Health pack and Ammo pack, as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the Spiral, allowing Snipers to eliminate enemies with the Intelligence as they climb the Spiral.
    Stairs: This area contains a long ramp running from the back of the courtyard into the basement. It is the other exit point for a stolen Intelligence. It is often called the "back stairs", "long stairs", "straight stairs", or simply "straight". It is also called the "L-Shaft", because it contained an elevator in previous incarnations of the 2Fort map.
    Basement: This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence room and a third resupply point exists at the end nearest to the Stairs. However, no player ever respawns in that room after they die. There is a Health pack and Ammo box in the middle of the Basement. The addition of these pickups has made camping the Intelligence harder and attacking the Intelligence slightly easier.

    BLU Intel room
    Intelligence room: The Intelligence room has two entrances from the Basement. This is the primary defensive point of 2Fort, and as such, it is frequently camped, especially by Engineers. The Intelligence is on top of a desk in the opposite corner to both entrances. The layout of the room makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.
    Having been respawned, experimented on, and cloned for so long, the 2fort mercenaries have started to display varying degrees of insanity and diseases such as Brain Atrophy, and physical mutations. According to Blonde herself over a phone call with Blutarch, they had over 800,000 dead test subjects on site, meaning the SDN and Blonde Blazer were responsible for hundreds of thousands of deaths within 2fort. The 2fort Mercs and SDN heroes would be subject to a multitude of mutations, either caused by the Two-Faced Medic, Blutarch Vex'aria, SDN, or by the Respawn Machine itself. Some of these mutations vary from physical disfigurement to a complete zombification of the individual.Two similar forts face each other separated by a contaminated canal of deep water spanned by a covered bridge. Each side defends a deep underground secret base that holds the team's Intelligence briefcase, this is 2fort, These symmetric forts have three levels of entrances; however, not all are accessible to every class. The primary entrances are the two openings on the ground level, which converge inside beneath an opening to the upper level. Alternatively, the battlements level of each base is accessible by high-mobility classes through various jumping techniques from either ground level or the roof of the bridge. Below the bridge, the third entrance is through the sewers that run beneath the base. Bridge: The bridge connecting the two forts. The bridge is covered, allowing mobile classes to get on top of it (such as with a shield charge or an explosive jump). It is possible for less mobile classes to get on the roof by jumping from the edge nearest to the window of the battlements. There are wooden poles on the side of the bridge which you can stand on, and there are a few holes in the roof of the Bridge, which allow for bullets and projectiles to pass through. Entrance: After crossing the bridge, there are two ground entrances into the base. The "Entrance" extends from those two doorways into the base a short distance. From here, the layout of the entrance is a T-shape. Turning left brings the player to the stairs that lead down to the sewers, as well as the narrow corridor linking the Battlement Resupply room to both the entrance and the Courtyard (there is a trapdoor in the ceiling allowing players to drop down from the Resupply room). Turning to the right leads directly into the entrance side room. Battlements: The Battlements are on the front of the second floor of each base and have a center "bunker" section. This section has large glass-less windows and is a roofed structure. The windows allow almost unbroken lines of sight into the area. The battlements are also often referred to as the "balcony," as well as the "Sniper ledge" or "Sniper deck", due to their main purpose as a camping area for Snipers. The ledges provide Snipers with an excellent view of most of the exterior of 2Fort, with the exception of the bridge and the water beneath it. The RED side has a ledge placed high enough to cause fall damage if walked off of, while the BLU side's ledge is not tall enough.
    The resupply area is a room that is generally safe from opponents and provides the classes with Resupply lockers to replenish health and ammunition. Depending on the map, this area may be adjacent, separate, or even overlapping to the respawn area. Most resupply areas contain one or more Resupply lockers which instantly provide full health, metal, and ammunition (including refilling all the magazines of the classes's weapons) upon opening, while also playing a unique sound, stop bleeding, and extinguish afterburn. Using a Resupply locker also allows classes to switch between cosmetic items and/or weapons if they have already respawned via the Respawn Machine, to open a Resupply locker, the person must simply walk near it. Other purely decorative objects within the resupply area may include lockers in which the various classes keep their personal belongings, free weights, and targets for practice. The respawn area refers to where resurrected classes are placed. On some areas, this may be a separate room from the resupply area. Frequently, the two areas overlap and there is no visible distinction between the two. The use of the respawn area as a separate room is frequently found on Capture the Flag areas. In this case, there are sometimes automatic double doors leading to the resupply area. These doors may frequently only be opened from the inside, and when present, provide one of the few safe places. Sewers: The tunnels under each base, leading from the water beneath the bridge to the "Entrance", are generally referred to as "The Sewers". They have several sharp turns, creating numerous blind corners around which to fight. The sewers are generally used as a way of entering the enemy base free from the attention of the Snipers above. The narrowness of the sewers and the water makes it difficult for people to sneak past enemies who are also using the tunnels.
    Sewer room: In each sewer, there is a room recessed into a corner in such a way that it is impossible to see the entire room from inside the tunnels. On the water-side of the room, the tunnel has two 90 degree bends, but on the base-side of the room, there is one long unbroken stretch of tunnel. The long tunnel provides a long-range line of sight between the room and the sewer exit.
    Entrance side room: Turning right from the entrance leads into a medium-sized room with a door at the opposite end which provides access to the courtyard. This room is heavily trafficked by both teams, as it is the most direct way to reach the courtyard from the main entrance. In addition, because the room is large. In many other parts of 2Fort, corridors are too narrow, but this room is an exception, allowing them to move through it undetected. Courtyard: The Courtyard is the main means of transition between the ground floor and the second floor in each base. It is an enclosed, roofless space inside each base, next to the main spawn room and on the persons right when they come through the entrance. It is bounded on three sides by high ledges, and there are doors connecting to the spawn room, a staircase leading down to the Intelligence room on the second floor, and a door from the entrance and from the balcony spawn corridor on the ground floor. Two staircases allow access from below to the upper level. Engineers often use the space as a major defensive point, as it provides the only means of access to the Intelligence for most classes. Grate: This is the small room with the grated floor right above the entrance of each base. It is connected directly to the upstairs area and, as a result, is often used by classes to gain quick access to battles in the entrance. certain classes can jump up to the second story through this, providing another means of access to the second floor. Classes can also camp above the grate, limiting enemy access through the front entrance. Splash damage can be dealt through the grate, Upstairs: This is the large room on the second floor, adjacent to the main resupply room. The Upstairs area has an exit to the Battlements, "Grate", "top of the Spiral", and "Courtyard". This room is heavily trafficked as it is a major crossroads on the map, connecting practically every area of the base. It is often used by classes who have jumped to the balcony, as it provides a direct route to the Intelligence via the spiral ramp. The Upstairs area is also commonly referred to as the "hay room" or "hayloft" (due to the large piles of hay on the floor,) or simply the "upstairs lobby". Spiral: The Spiral ramp that leads from the Basement up and out of the base is one of only two access points to the Intelligence room. Like the Sewers, the Spiral is a narrow corridor with right-angle turns. This tends to result in close quarters fighting, and due to the confined space it is fairly easy to block enemy access with a Dispenser, Sentry Gun, or Heavy. At the top, the Spiral connects to the upstairs area via a small room in which there is a small Health pack and Ammo pack, as well as two small corners in which Spies often hide. A direct line of sight can be drawn from the upstairs area along the top length of the Spiral, allowing Snipers to eliminate enemies with the Intelligence as they climb the Spiral. Stairs: This area contains a long ramp running from the back of the courtyard into the basement. It is the other exit point for a stolen Intelligence. It is often called the "back stairs", "long stairs", "straight stairs", or simply "straight". It is also called the "L-Shaft", because it contained an elevator in previous incarnations of the 2Fort map. Basement: This is the space downstairs between the Spiral ramp and the Stairs. It leads to the Intelligence room and a third resupply point exists at the end nearest to the Stairs. However, no mercanry ever respawns in that room after they die. There is a Health pack and Ammo box in the middle of the Basement. The addition of these pickups has made camping the Intelligence harder and attacking the Intelligence slightly easier. Intelligence room: The Intelligence room has two entrances from the Basement. This is the primary defensive point of 2Fort, and as such, it is frequently camped. The Intelligence is on top of a desk in the opposite corner to both entrances. The layout of the room makes it very simple for campers to entrench themselves, and successfully removing them can be almost impossible without an ÜberCharge.














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