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5[[quoteright:350:[[VideoGame/MarvelAvengersAlliance https://static.tvtropes.org/pmwiki/pub/images/punisher_png_clipart.png]]]]
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7%% This page has been alphabetized. Please add new examples in the correct order.
8
9Complementing the MultiMeleeMaster, the MultiRangedMaster is a character who wields at least two distinct types of ranged weapons, ones which would require distinctly different techniques.
10
11Wielding a rifle is very different to aiming a pistol, and the techniques for using heavy weapons like bazookas and grenade launchers are even more radically different. And as for those protagonists who use bows... or [[InWorkingOrder alien weapons.]] Basically, if a character carries two distinct types of ranged weapon, both of which would require a lot of practice to use without necessarily giving competence with the other, you have this trope.
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13May be a WalkingArmory if the character doesn't have access to a HyperspaceArsenal.
14
15Aside from being a signature of the CrazyPrepared, it marks a character as diligent, as well as well trained.
16
17Sub-trope of ChoiceOfTwoWeapons.
18----
19!!Examples
20
21[[foldercontrol]]
22
23[[folder:Anime and Manga]]
24
25* Teana Lanster of the ''Franchise/LyricalNanoha'' franchise, who starts off trained on MagiTek pistols in ''Anime/MagicalGirlLyricalNanohaStrikerS'', learns Nanoha's {{Signature|Move}} WaveMotionGun technique in ''AudioPlay/StrikersSoundStageX'' and masters it by ''Manga/MagicalGirlLyricalNanohaVivid'', and later gains a non-magical assault rifle that could fire [[EnergyWeapons energy]] and [[KineticWeaponsAreJustBetter physical]] bolts for use against the {{Mage Killer}}s of ''Manga/MagicalRecordLyricalNanohaForce''.
26* ''Manga/{{Naruto}}'': Team Guy's Tenten is this, specifically for throwing weapons. If she can hurl it she will.
27* Mana Tatsumiya, resident gunslinger of ''Manga/NegimaMagisterNegiMagi'', changes between rifle, submachine gun and handcannons easily.
28* Gene Starwind of ''Manga/OutlawStar'' primarily wields a pistol most of the time, a short double-barreled shotgun for tougher opponents, and his hand cannon-sized magic Caster Gun for powerful magic-using opponents. He has also used bazookas, rocket launchers, and multi-missile launchers to various effects.
29* Homura Akemi from ''Anime/PuellaMagiMadokaMagica'' is the magical girl version of this trope. She has shown mastery over a range of firearms, from the pistol that makes her preferred weapon to assault rifles, machine guns, shotguns, grenadier launchers, bazookas, and even heavy artillery weapons and mortars. Most of them she used to go against [[EldritchAbomination Walpurgisnatch]], while her pistol and some homemade bombs combined with her time magic consist of her main tools to go against regular witches and other magical girls. Go to this [[https://www.reddit.com/r/MadokaMagica/comments/c9l6g7/all_of_homuras_weaponry_shown_throughout_the/ Reddit post]] for a more detailed list of the firearms Homura has seen wielding.
30* ''Literature/RebuildWorld'': Akira, with the extra strength from his PoweredArmor and the PeoplePuppets assistance from his VirtualSidekick Alpha, ends up like this: Carrying two assault rifles, an anti-tank rifle, [[GatlingGood a minigun]], and a GrenadeLauncher. This results in Akira getting a line of BifurcatedWeapon guns that combine the capabilities of each to reduce the hassle, which he eventually carries four of at once loaded with different types of ammo, alongside a WaveMotionGun.
31* ''Anime/{{Symphogear}}'': Chris Yukine's Ichi-Val gear gives her AutomaticCrossbows by default, but can also produce anything from [[MacrossMissileMassacre missile packs]] to [[GatlingGood Gatling guns]] to ''[[NoKillLikeOverkill freaking ICBMs]]'', and she's very capable of kicking ass with all of them. Her DangerousForbiddenTechnique produces either a WaveMotionTuningFork {{BFG}} that looks like a combination between the [[Anime/MobileSuitGundamWing Double Buster Rifle]] and the [[Anime/AfterWarGundamX Satellite Cannon]] (with a [[Anime/TurnAGundam Moonlight Butterfly]] thrown in for good measure), or an absolutely '''gigantic''' missile rack with literally hundreds of missiles.
32[[/folder]]
33
34[[folder:Comic Books]]
35* Creator/MarvelComics:
36** ComicBook/{{Hawkeye}} of [[ComicBook/TheAvengers Avengers]] fame, especially in his Ultimates version, where he can shoot, throw, flick, spit, and otherwise glance at you with deadly results.
37** [[ComicBook/{{Daredevil}} Bullseye]] is an equally extreme example, if not more so. Pretty telling that Bullseye impersonated Hawkeye in the ComicBook/DarkAvengers.
38* Miho in ''ComicBook/SinCity'' can use normal shuriken, her bladed manji, throwing knives, or arrows.
39[[/folder]]
40
41[[folder:Fan Works]]
42* ''Fanfic/TheNightUnfurls'':
43** Kyril has so far ''never'' missed a single time whenever he uses his pistol, blunderbuss, or throwing knives.
44** Hugh is adept at two types of ranged weaponry: pistols (Evelyn Pistol, Repeating Pistol) and archery (Simon's Bowblade).
45[[/folder]]
46
47[[folder:Films -- Live-Action]]
48* One particular scene from ''Film/StarTrekIntoDarkness'' features [[OneManArmy John Harrison]] curb-stomping a small army of Klingons, supported by couple of their airships. He's wielding two guns at the moment, one of them being [[{{BFG}} anti-tank weapon]] ''[[{{BFG}} roughly his own size]]''. Not only he uses them both single-handedly at once, [[ImprobableWeaponUser he even manages to use it as close-combat weapon]]. [[spoiler: A subtle hint of him actually being genetically-enhanced SuperSoldier.]] A few seconds later Harrison casually shows that he's no slouch with throwing knives either.
49* In Disney's version of ''Film/{{The Three Musketeers|1993}}'', Porthos is shown to be deadly accurate with a crossbow and also with the bolas. He is also presumably competent with the musket.
50* Franchise/JohnWick is a demonstrated expert with every single weapon he gets his hands on. It doesn't matter what make or model, he can use it more effectively than anyone.
51* The titular character from ''Film/TheOutlawJoseyWales'' packs four revolvers, two [[HandCannon Walker Colts]] and two smaller revolvers, and carries a scoped Sharps rifle in a saddle holster.
52[[/folder]]
53
54[[folder:Literature]]
55* In ''Literature/DancesWithWolves,'' Lt. Dunbar arms the bow-and-arrow/tomahawk-using Indians with ''Winchester rifles;'' despite having absolutely ''no'' training, they succeed in wiping out the enemy tribe in a [[CurbStompBattle one-sided victory]].
56[[/folder]]
57
58[[folder:Live Action TV]]
59* [[Series/KamenRiderRyuki Kamen Rider Zolda]] (and his [[Series/KamenRiderDragonKnight American counterpart Kamen Rider Torque]]) have, besides the handgun-sized machine gun Magna Visor, a pair of shoulder-mounted cannons and a unusually massive size handheld artillery gun. Not to mention their [[FinishingMove Final]] [[ThereIsNoKillLikeOverkill Vent]]...
60[[/folder]]
61
62[[folder:Tabletop Games]]
63* Many a character in ''TabletopGame/DungeonsAndDragons 3.0'' or later or ''TabletopGame/{{Pathfinder}}'' is automatically proficient with a stunning array of ranged weapons and may carry two or three of them at will. A typical fighter may be roughly as competent with a thrown dagger, thrown hammer, javelin, longbow, crossbow, shortbow, sling, darts, a blowgun, and a chakram at first level. The list of melee weapons such a character knows how to use is far longer. When you realize human first level characters created by the rules are often about 16 years old, one can only wonder when they found time to learn it all. This is generally considered an AcceptableBreakFromReality. Earlier D&D characters also could fit this trope, but the player had very limited slots for characters to learn to use weapons and it would be based on player choice.
64* Ranged combat abilities in ''TabletopGame/{{Exalted}}'' function like this. Archery skill governs the use of any ranged "weaponry apparatus," which includes bows & arrows, crossbows, [[KillItWithFire fire wands and flame pieces]], [[StuffBlowingUp fuel-bolt launchers]], siege weaponry, and [[{{BFG}} First-Age Essence cannons]]; Thrown skill likewise includes knives, slings, hatchets, throwing batons, javelins, darts, [[EpicFlail chain daiklaives]] and boomerangs. Specialty points can increase a character's skill to extremes with a particular weapon of choice, but a flat Archery or Thrown rating implies proficiency or excellence with everything under that umbrella.
65* Usually averted in ''TabletopGame/{{Paranoia}}'' unless your character has taken weapons training with the weapon type. Different kinds of weapons require different skills, and [[KillerGamemaster considering what the GM is likely to be like,]] achieving a level of mastery with two types of weapon is unlikely to happen.
66* [[VigilanteMan Expatriette]] from ''TabletopGame/SentinelsOfTheMultiverse'' carries and uses an assault rifle, a [[ShotgunsAreJustBetter shotgun]], a submachinegun, a pair of [[GunsAkimbo pistols]] [[ICallItvera named]] ''Literature/PrideAndPrejudice'', and an [[StuffBlowingUp RPG launcher]]. And a card allows her to use her entire arsenal save the rocket launcher in a single turn.
67* ''TabletopGame/Warhammer40000'':
68** {{Space Marine}}s are trained with both bolters (fully automatic anti-tank rifles) and bolt pistols. Quite useful in gameplay, as they can't charge the enemy in the same turn they fired the bolter in.
69** Many ranged [[SwordAndGun (and melee)]] units have pistols to fire before charging in an assault. That is generally not a good idea since most ranged units will never go as much damage as any unit made for melee face-to-face, and most standard ranged weapons are rapid-fire meaning they fire two shots instead of one when in range to assault as opposed to firing one shot with their pistols and charging in. Utilizing rapid-fire is generally prefered for most units. It can work for the {{Space Marine}}s, being [[JackOfAllStats jacks-of-all stats]], though.
70** Pistols -can- be fired and still allow a unit to charge in the 5th Edition of the game and earlier. Many weapons, including all pistols, are classed "Assault" weapons. This means anyone carrying that weapon can shoot normally and charge later in the turn. Since not every model in a unit must shoot, a unit which plans to close to close combat can choose to fire ''only'' its assault weapons, including ''all'' pistols. A player usually should try to shoot the enemy first to soften them up, unless the enemy is one who has no chance in close combat and might retreat out of range if shot up. For example, Khorne Berserkers are axe-crazy madmen who can decimate the RedShirtArmy Imperial Guardsmen in hand to hand; they may hold off shooting their pistols. If the Guardsmen fall back from shooting, they may escape the close combat, rally, turn around, and light up the Berserkers. An even more canny player may shoot only a few pistol shots, softening up the target as much as they can without actually risking the enemy retreating out of range. Consequently, units with mixed ranged weapons really fit this trope when considering whether or not they want to be able to fight close combat later in the turn and whether they want to curbstomp their enemies in one turn or draw out the combat (to avoid being shot on their opponent's turn). This really hits home when shooting/assaulting Space Marines; they can ''choose'' to fall back from your shooting if it's advantageous to, like, say, if it helps them avoid an assault they want no part of.
71** Upgrades for squads generally allow the squad to have different ranged weapons from one another. Mixing anti-tank and anti-infantry weapons in the same squad is not advised though, since they can only attack one or the other within standard rules.
72** Tau Battlesuits fit this trope very frequently, as most carry at least two weapons, most carry upgrades letting them fire two weapons in a turn, and they have ranges from "terrifying close" to "across the damn table." Whether the competence in one is not competence in the other requirement is met is debatable, as the character is piloting a suit, and who knows whether these different weapon systems require different training.
73** Ork weaponry, being ''extremely'' varied and downright nonsensical, is semi-powered by the owner thinking it works and holding down the trigger.
74[[/folder]]
75
76[[folder:Video Games]]
77* Ezio Auditore from ''VideoGame/AssassinsCreedII'' is both this ''and'' a MultiMeleeMaster. While his ancestor Altaïr only used throwing knives - the crossbow was CutscenePowerToTheMax and doesn't count - Ezio eventually gains a [[ArmCannon Hidden Gun]] and, in ''VideoGame/AssassinsCreedBrotherhood'', a crossbow.
78* Vermilion of ''VideoGame/BattleArenaToshinden'' wields a pistol in his left hand and a SawedOffShotgun in his right. The former is used for quick-firing long-range attacks while the latter is for heavier short-ranged combat.
79* Noel Vermillion of ''VideoGame/{{Blazblue}}'' uses Arcus Diabolus: Bolverk, which can become a pair of long pistols, a minigun, a rocket launcher, and as of ''Chronophantasma'', a shotgun. [[{{Magitek}} Bolverk is not a gun in the traditional "as-we-know-it" sense...]]
80* [[EgomaniacHunter Mordecai]] from ''VideoGame/{{Borderlands}}'' is both a skilled sharpshooter and an archetypical [[TheGunslinger gunslinger]].
81** Taken a bit further in the [[VideoGame/Borderlands2 sequel]] with the Gunzerker character class, which is capable of [[GunsAkimbo dual-wielding]] ''any'' pair of weapons, no matter the type.
82** ''VideoGame/BorderlandsThePreSequel'' has two characters encouraged to use different kinds of guns: Claptrap's "All the Guns" skill gives bonuses to a randomly selected gun type and penalizes other types, while Jack's Body Double has the Free Enterprise skill tree, which includes a lot of short-term buffs after switching guns.
83* ''VideoGame/DawnOfWar'':
84** A fully-upgraded Tau Commander has a flamethrower, shoulder-mounted missile launchers, and a plasma rifle. It's even possible for him to use all three against the same target. In the campaign, they can also be accompanied by 1-2 gun drones.
85** Obliterators have a weapon adapted to each target type: bolters for infantry, plasma for heavy infantry, and lascannons for buildings and vehicles. At least in theory, it's not uncommon to see them using the wrong weapon on a target due to the game's ArtificialStupidity.
86** Imperial Guard and Cultist squads start equipped with lasguns, but can be upgraded to use grenade launchers or plasma guns instead.
87** In the first game, Space Marine, Chaos Space Marine, and Slugga Boy squads could be upgraded with flamers, heavy bolters/big shootas, and missile/rocket launchers respectively (plus plasma guns for the first two). Later games restricted the CSMs to bolters and plasma guns, and removed everything but the flamer option from the sluggas.
88** Most tanks and flyers have/can be upgraded to have different weapons types for different targets, mostly boiling down to AntiInfantry / AntiArmor:
89*** Predator tanks start with three autocannons that can individually be upgraded to twin-linked lascannons, while the Land Raider has lascannons and a storm bolter.
90*** The Imperial Guard's Leman Russ tank has three heavy bolters in addition to its battle cannon, as does the ork Looted Tank. And then there's the Baneblade and its proverbial "eleven barrels of hell" (one battle cannon, one demolisher cannon, one autocannon, two lascannons, and six heavy bolters).
91*** The Tau Barracuda has missiles, ion cannon and burst cannons and can be built in groups of five, making it a nightmare against all but the most heavily-defended of bases.
92* While ''VideoGame/DemonsSouls'' allows you to carry different types of ranged weapons (bows and crossbows), it was superfluous because ranged combat isn't too useful. Its SpiritualSuccessor ''VideoGame/DarkSouls'' however, allows you to become a bona fide pure non-magic user ranged weapon fighter. At least three weapons are viable for this playstyle: The Dragonslayer Greatbow, Composite/Darkmoon Bow, and Avelyn. The first is a [[AbnormalAmmo spear-firing]] large bow that does tremendous damage and knockback with sluggish reload time, the second is a fast-firing medium-range bow that can be used for harassing players, and the last is a triple-shot crossbow that can kill other players scarily fast, but has a long vulnerability window and high end ammo costs can really break the Soul Bank. Switching between these three gives the most flexibility and advantage in a battle.
93* [[VideoGame/FinalFantasyVIII Laguna]] in ''VideoGame/DissidiaFinalFantasy'' doesn't need swords or sorcery, nor even significant athletic ability. While others are trading barrages of Holy and a lifetime's martial training with each other, Laguna just shoots things. With a machine gun, a sniper rifle, a shotgun, a bazooka, a multi-rocket launcher, grenades, sticky bombs and electro-shield bombs. Oh, and a laser cannon. Also, [[VideoGame/FinalFantasyXII Vaan]], to a lesser extent, as he can use a rifle and crossbow and [[VideoGame/FinalFantasyII Firion]] who can uses a longbow and throwing knives.
94* The Ranger job tree in ''VideoGame/{{Dragonica}}'' uses a different type of firearm (plus multiple types of grenades and a remote drone or two) for nearly every attack skill, with their actual equipped weapon being a crossbow.
95* ''VideoGame/{{Fable}}'' allows the protagonist to operate both a longbow and crossbow with equal competence, despite the two weapons being very different in function and requiring a lifetime of practice with the longbow (crossbows are easier to pick up and learn to fire, and don't require the same insane levels of strength). The sequel does away with the longbow but adds rifles, blunderbusses and pistols into the mix, which are different from crossbows again. The third game does away with crossbows altogether.
96* In ''VisualNovel/FateStayNight'', Archer [[spoiler:and Shirou]] can call down a StormOfBlades, or turn functional copies of magical swords into arrows and fire them from bows.
97* In ''VideoGame/FinalFantasyXV'', Prompto's weapons of choice are pistols and [[{{BFG}} "Machinery" weapons]]. In his DLC campaign "Episode Prompto", his arsenal expands to include assault rifles, sniper rifles, and rocket launchers.
98* Though he's not the first FPS character to use [[GunsAkimbo two guns at once]], Franchise/JamesBond was likely the first to wield two ''very different'' weapons at the same time, wielding an [[AKA47 RCP90]] in one hand and a grenade launcher in the other in ''[[VideoGame/GoldenEye1997 GoldenEye 007]]''.
99* In ''VideoGame/GuildWars2'', Warriors, Engineers, Rangers, and Thieves can all use at least 2 nonmagical ranged weapons. All except the engineer can switch between 2 weapon sets in combat as well, and the engineer gets skills that open up an array of other weapons.
100* ''VideoGame/KidIcarusUprising'': Since each of the nine different weapon classes of the game handles their shot types differently in terms of general range and damage in addition to how they handle in melee, Pit and Dark Pit are just as much this trope as they are {{Multi Melee Master}}s.
101* ''VideoGame/LeagueOfLegends'' has [[WarriorMonk Aphelios, the Weapon of the Faithful]], who fights using magical weapons [[{{Lunacy}} summoned of moonstone]] that ostensibly work like guns, whose rotation consists of a SniperRifle, a [[SinisterScythe "scythe pistol"]] (which he uses to create long-ranged, arcing slashes), a [[GravityMaster gravity-powered cannon]], a [[FireBreathingWeapon flamethrower]], and [[BattleBoomerang a boomeranging, multiplying chakram]]. Aphelios is highly unique among other champions in the game by the fact that he's perpetually switching between gun loadouts (he can only carry two of the five at a time, and he automatically switches a weapon once it runs out of ammo), so players are expected to know how to fight with any of them at any given time whether they want to or not.
102* Link (in his various incarnations) from ''Franchise/TheLegendOfZelda'' has used a bow, a boomerang, a slingshot, a hookshot/clawshot (a hook or claw on a spring-powered chain), a grappling hook, various magical staves and wands, a whip, a wrecking ball on a chain, a sword that shoots laser beams, bombs that can be thrown or rolled, and a remote-controlled robotic beetle. Oh, and a fishing rod. Although no single game contains all of these, he almost always has at least three of them. (The mechanically different 2D sidescrolling platformer aspect of the second game eliminates almost all ranged capabilities and tools, leaving only a default weak sword beam and its magical fireball counterpart.)
103* The Soldier class in ''VideoGame/MakaiKingdom'' excels at using rifle and another ranged weapon. Males favor [[GatlingGood Gatling guns]] while females are proficient with [[FireBreathingWeapon flamethrowers]].
104* In ''VideoGame/MarvelAvengersAlliance'', ComicBook/ThePunisher is depicted with a number of guns on his person, and has a move which switches both his class and his gun.
105* ''VideoGame/MassEffect3'':
106** This is pretty much a necessity in Multiplayer; the sheer usefulness of sniper rifles means that almost any class that isn't Vanguard or Adept is carrying a sniper rifle as a primary weapon, and a short-ranged weapon, typically a pistol or SMG, as a backup. As an example, a common loadout is Mantis sniper and Predator pistol, which is actually quite practical as the ''stock'' Mantis can dish out one-hit kills with [[AbnormalAmmo ammo mods]] and [[BoomHeadshot headshots]], while the Predator, properly leveled and outfitted, is less like a pistol and more like a small semiauto rifle.
107** This is the default for several player classes in the second game in the trilogy (not counting heavy weapons) and all squadmates can carry at most two different weapons.
108** Even in the third game, while Shepard can use all weapon classes, the encumbrance system means that power reliant classes can as a general rule only carry two different weapons. Averted with the Soldier Class who can, with the right weapons and mods potentially carry up to four weapons at once and still have close to maximum cooldown bonus. And Soldiers are less reliant on power cooldowns to start with if you want to add more or use heavier weapons.
109* In ''VideoGame/MechWarrior'', most [[HumongousMecha BattleMechs]] by default carry a mix of {{hitscan}} lasers, MissileLockOn, and ballistic weaponry, though players often min-max their loadouts in [[CharacterCustomization the Mechlab]] to a specific subtype. In ''[=MechWarrior Living Legends=]'', the popular Warhammer "Prime" variant carries a pair of particle projector cannons with travel time, quadruple hitscan pulse lasers, and a short-range dumbfire missile launcher, allowing it to engage at multiple ranges and unleash withering firepower at close range.
110* Erron Black of ''VideoGame/MortalKombatX'' carries both a lever-action rifle and paired revolvers in his Marksman variation, though he uses them at ranges so short as to almost make the differences academic at best.
111* The Vigilante, the second boss of ''VideoGame/PizzaTower'', uses a large variety of ranged weapons: he switches between a revolver, thrown dynamite, a machine pistol, a rocket launcher, and a flamethrower throughout his boss fight.
112* Thanks to his nifty SwissArmyGun, [[{{Pirate}} Captain Deadbeard]] from ''VideoGame/PlantsVsZombiesGardenWarfare 2'' can attack from both close-range and afar with his weapon being able to switch from a ShortRangeShotgun to a SniperRifle respectively. This leaves the pirate weak at mid-range, as he's only effective at close or long ranges, with no in-between.
113* ''VideoGame/RedAlert3'': The Harbinger gunship normally fires a pair of Particle Collider Cannon shots (mini-nukes without the fallout) that work great against stationary targets, but can switch to a chaingun that operates by reading the pilot's eye movements.
114* ''VideoGame/ShadowrunReturns'': Eiger carries a sniper rifle for long ranges and a shotgun for close encounters. She discusses this concept at some length when she finds a custom assault rifle, and weighs the pros and cons of adding another weapon to her arsenal, especially one she has always considered a MasterOfNone.
115* The Tenno from ''VideoGame/{{Warframe}}'' switch effortlessly between assault rifles, bows, kunai, pistols, shotguns, sniper rifles, other heavy ordnance... Pretty much every weapon you can think of.
116* In ''VideoGame/WorldInConflict'', Rifleman squads have a medic, a rifleman, an AT soldier, an AA soldier and a machinegunner, with the first two having grenade launchers mounted on their rifles. Anti-tank squads have mostly AT soldiers with a medic and some riflemen, lacking grenade launchers.
117* Billy Lee Black from ''VideoGame/{{Xenogears}}'' wields pistols, two elemental-bullet firing guns and a shotgun. The game's combat system lets him swap between the weapons seamlessly, but his combos stand out: Launching an enemy into the air with a shotgun, then firing two pistols at them to juggle them in mid-air. And that's just the start!
118[[/folder]]
119
120[[folder:Real Life]]
121* Officers in the British armed forces will learn to shoot both their standard issue rifle and their signature handguns, though these are falling out of favour nowadays, and all soldiers are expected to know how to use crew-served machine guns and anti-armour weapons in an emergency even if they aren't specialists.
122* It's also pretty common for infantry to have one or two members of a squad carry a light anti-tank weapon just in case they run into enemy armoured vehicles or -more likely these days- a heavily fortified MG nest that they can't silence with grenades.
123* Armoured vehicle or helicopter crews usually have a carbine or sub-machine gun each, but since the only time they'll actually fire their small arms in combat is after getting forced to bail out of their vehicle they also wear sidearms in case they can't retrieve their bail-out bags.
124* Police in America carry a handgun normally, but they do have a shotgun in the car if something heavier is needed. One would think they'd choose a more long-ranged weapon, such as a rifle, but policemen prefer shorter-range weapons because the longer range on rifles means they might go through a house or car or street and kill bystanders even if they ''don't'' miss their targets.
125** This is not to say that they don't have rifles as well. But those are usually reserved for [[MoreDakka SWAT]] [[BigDamnHeroes teams]] and situations where they're dealing with shooters with body armor. In the aftermath of the 1997 North Hollywood shootout, it has become more common for patrol cars to have a rifle stored in the trunk just in case, especially in larger cities that can afford to issue so many weapons to each officer.
126** Also, the range limitation of shotguns is vastly exaggerated. They're actually quite effective up to 200-300 feet, far beyond the range that would mostly be called for. Rifles are simply more likely to ricochet or over-penetrate. Additionally, the penetration of shotguns is grotesquely exaggerated. For all a shotgun's ability to tear flesh, they really do a poor job of ripping through cover. This is a benefit for a cop. If a shot misses, a shotgun has a lower chance to punch through a wall or door and hit someone else.
127* Scottish Highlanders often carried both a longbow and a Musket -- so they'd have both a fast-firing long-ranged weapon for lightly armoured troops and a slower firing mid-ranged one for heavy infantry.
128* [[BornInTheSaddle Huns]] often carried both a set of darts and a composite bow.
129* After lessons learned from Vietnam, modern fighter jets carry an autocannon, short-ranged infrared missiles, and long-range active radar missiles to remain effective from a few hundred yards to a hundred miles.
130* USAF Security Forces maintain qualifications with the M9 handgun and M4 carbine at all times. They can also become qualified on the M249, M240, M203, [=MK19=], and M2 and in a few rare cases the M24 and Barrett .50 cal.
131[[/folder]]

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