History Main / BallisticDiscount

12th Feb '16 2:07:31 AM foxley
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* ''WesternAnimation/TheSimpsons'' had Homer attempt this in "[[Recap/TheSimpsonsS9E5TheCartridgeFamily The Cartridge Family]]" while checking out a gun he wanted to buy, actually pointing it at the clerk and pulling the trigger multiple times - but accomplishing nothing because it wasn't loaded. The clerk seems oddly unphased by this, as well as by Homer's thinly-veiled threat when the clerk takes the gun back and informs him of a five-day waiting period before he can get the gun.
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* ''WesternAnimation/TheSimpsons'' had Homer attempt this in "[[Recap/TheSimpsonsS9E5TheCartridgeFamily The Cartridge Family]]" while checking out a gun he wanted to buy, actually pointing it at the clerk and pulling the trigger multiple times - but accomplishing nothing because it wasn't loaded. The clerk seems oddly unphased unfazed by this, as well as by Homer's thinly-veiled threat when the clerk takes the gun back and informs him of a five-day waiting period before he can get the gun.
11th Feb '16 4:30:17 PM Kadorhal
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hi i never add folders can you tell
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[[/folder]]
11th Feb '16 4:27:10 PM Kadorhal
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[[folder:Western Animation]] * ''WesternAnimation/TheSimpsons'' had Homer attempt this in "[[Recap/TheSimpsonsS9E5TheCartridgeFamily The Cartridge Family]]" while checking out a gun he wanted to buy, actually pointing it at the clerk and pulling the trigger multiple times - but accomplishing nothing because it wasn't loaded. The clerk seems oddly unphased by this, as well as by Homer's thinly-veiled threat when the clerk takes the gun back and informs him of a five-day waiting period before he can get the gun.

* This trope is the big reason why many gun stores will have a policy that if you have a concealed/holstered weapon when you enter the store, it ''stays'' that way until you leave the store. You have to have it unholstered, out in the open where they can see it when you walk in if you want to show it to the clerk or gunsmith, or want to use the firing range. This prevents any [[AccidentalMurder misunderstandings]] from you pulling the gun out with honest intentions in front of a DangerouslyGenreSavvy [[TriggerHappy gun shop clerk]]. Walking in with a gun in hand is almost as likely to get you shot. If you have a weapon that needs to be looked at by a clerk or gunsmith, you should really bring it in a case.
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* This trope is the big reason why many gun stores will have a policy that if you have a concealed/holstered weapon when you enter the store, it ''stays'' that way until you leave the store. You have to have it unholstered, out in the open where they can see it when you walk in if you want to show it to the clerk or gunsmith, or want to use the firing range. This prevents any [[AccidentalMurder misunderstandings]] from you pulling the gun out with honest intentions in front of a DangerouslyGenreSavvy [[TriggerHappy gun shop clerk]]. Walking That said, walking in with a gun in hand is almost as likely to get you shot. If shot - if you have a weapon that needs to be looked at by a clerk or gunsmith, you should really bring it in a case.
22nd Jan '16 9:57:01 AM Hanz
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* In ''Series/ItsAlwaysSunnyInPhiladelphia'', Dennis and Dee do this at a gun show when the seller decides to jack up the price. In response, the seller and everyone else points their guns at them.
2nd Dec '15 3:26:59 PM foxley
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* Averted in ''Series/{{Thousand Ways To Die}}''; a robber accidentally enters a gunshop and gets gunned downed by the well armed store employees and customers (in self defense).
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* Averted in ''Series/{{Thousand Ways To Die}}''; ''Series/OneThousandWaysToDie''; a robber accidentally enters a gunshop and gets gunned downed by the well armed store employees and customers (in self defense).
2nd Dec '15 3:25:39 PM foxley
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* Averted in ''Series/{{1000 Ways To Die}}''; a robber accidentally enters a gunshop and gets gunned downed by the well armed store employees and customers (in self defense).
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* Averted in ''Series/{{1000 ''Series/{{Thousand Ways To Die}}''; a robber accidentally enters a gunshop and gets gunned downed by the well armed store employees and customers (in self defense).

* Tony Martin and Mick Molloy did a bit on the ''MartinMolloy'' radio show about how gun store owner is one of the most dangerous occupations in the movies (including a few examples mentioned on this list). It was later included on ''The Brown Album''.
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* Tony Martin and Mick Molloy did a bit on the ''MartinMolloy'' ''Radio/MartinMolloy'' radio show about how gun store owner is one of the most dangerous occupations in the movies (including a few examples mentioned on this list). It was later included on ''The Brown Album''.
2nd Dec '15 3:23:57 PM foxley
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* Averted in 1000WaysToDie; a robber accidentally enters a gunshop and gets gunned downed by the well armed store employees and customers (in self defense).

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* Averted in 1000WaysToDie; ''Series/{{1000 Ways To Die}}''; a robber accidentally enters a gunshop and gets gunned downed by the well armed store employees and customers (in self defense).
2nd Dec '15 11:09:45 AM Tgunxd
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* Averted in 1000WaysToDie; a robber accidentally enters a gunshop and gets gunned downed by the well armed store employees and customers (in self defense).
31st Oct '15 11:54:08 PM foxley
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* ''Series/TheFlash2014'': In "Going Rogue", Snart uses the cold gun to kill the the supplier who is attempting to sell it to him.
13th Sep '15 2:52:09 PM REV6Pilot
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* Played reasonably straight in the ''VideoGame/{{Fallout}}'' series. You can kill pretty much anyone and take their stuff, shopkeeper or not, which includes killing them with a gun they just sold you and taking back your cash. That said, if they have any friends around that see you, odds are that you're about to engage in a gun battle which will gradually increase in size to the entire town against you. ** Then again, if you do it in the later levels, you're a power-armor-wearing human tank with enough firepower to bring down a battleship, and they are wearing leathers and toting sawed-offs. The end result is a slaughter more than a battle. This does allow you to ransack the shop (and the city...) with impunity, but at the cost of never having anyone in that city for the rest of the game. *** ''VideoGame/{{Fallout 3}}'' at least is pretty schizophrenic about the hostility of the rest of the town. As a general rule, if you kill the shopkeeper in one hit with a melee weapon, without witnesses, you can get away with it. A more viable option, and really, a subversion, is to just steal something from the store with only the shopkeeper as the witness. If you have a follower, your follower will gun/beat down the shopkeep with extreme prejudice. And nobody will care. *** One merchant, Smiling Jack, is located in a Raider hideout, and can be killed without loss of karma, allowing you to loot his inventory and obtain the Terrible Shotgun.
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* Played reasonably straight in the ''VideoGame/{{Fallout}}'' series. ** You can kill pretty much anyone and take their stuff, shopkeeper or not, which includes killing them with a gun they just sold you and taking back your cash. That said, if they have any friends around that see you, odds are that you're about to engage in a gun battle which will gradually increase in size to the entire town against you. ** you. Then again, if you do it in the later levels, you're [[OneManArmy a power-armor-wearing human tank with enough firepower to bring down a battleship, battleship]], [[SuicidalOverconfidence and they are wearing leathers and toting sawed-offs. sawed-offs]]. The end result [[CurbStompBattle is a slaughter more than a battle.battle]]. This does allow you to ransack the shop (and the city...) with impunity, but at the cost of never having anyone in that city for the rest of the game. *** ** ''VideoGame/{{Fallout 3}}'' at least is pretty schizophrenic about the hostility of the rest of the town. As a general rule, if you kill the shopkeeper in one hit with a melee weapon, without witnesses, you can get away with it. A more viable option, and really, a subversion, is to just steal something from the store with only the shopkeeper as the witness. If you have a follower, your follower will gun/beat down the shopkeep with extreme prejudice. And prejudice, in which case nobody will care. *** One merchant, Smiling Jack, [[AlwaysChaoticEvil is a Raider located in a Raider hideout, one of their hideouts]], and can be killed without loss of karma, {{karma|meter}}, allowing you to loot his inventory and obtain the [[RareGuns Terrible Shotgun.Shotgun]].

*** Speaking of the Silver Rush, the guard will invoke this trope if you accept a mission to take a part-time guard job. After taking the job, you're issued some armor and a laser or plasma rifle and are told to give it back after the job's done - adding that while what they've issued is nice gear, it's not worth getting killed over (especially since they armor and weapon have slightly worse stats). (You can make a run for it - with predictable results.)
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*** Speaking of the Silver Rush, the guard will invoke this trope if you accept a mission to take a part-time guard job. After taking the job, you're issued some armor and a laser or plasma rifle and are told to give it back after the job's done - adding that while what they've issued is nice gear, it's not worth getting killed over (especially since they the armor and weapon have slightly worse stats). (You can You ''can'' make a run for it - with predictable results.)

*** Unlike previous games, you can't loot a dead shopkeeper's inventory. *** And to top it all off, you cannot buy something from the convoy and then turn the gun on them and taking the caps. *** In addition, starting with Fallout 2, traders and shopkeepers replenish their goods and money every few game days, so killing a merchant also cuts you off a steady source of supply of ammo and stims, as well as less place for you to dump your VendorTrash in.[[note]]''Fallout 2'' merchants never get rid of items the player sold to them, which can make it difficult to ''find'' the new goods.[[/note]]
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*** Unlike previous games, you can't loot a dead shopkeeper's inventory. *** inventory. And to top it all off, you cannot buy something from the convoy and then turn the gun on them and taking take the caps. caps back. *** In addition, starting with Fallout 2, ''Fallout 2'', traders and shopkeepers replenish their goods and money every few game days, so killing a merchant also cuts you off a steady source of supply of ammo and stims, as well as less place for you to dump your VendorTrash in.[[note]]''Fallout 2'' merchants never get rid of items the player sold to them, which can make it difficult to ''find'' the new goods.[[/note]]
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