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1->"So now you've got what I call "The ID Arsenal", the formula that ID games would more or less follow until like ''VideoGame/Doom2016'', give or take a super shotgun or a railgun here and there: pistol, shotgun, super shotgun, light automatic weapon, heavy automatic weapon, rocket launcher, rapid-fire energy pew-pew gun (''VideoGame/QuakeIII'' has two of those), railgun, BFG... it's the way it goes, it's like a brand, an ID brand."
2-->-- '''WebVideo/Civvie11''', describing the archetypal FPS arsenals of Creator/IDSoftware in [[https://youtu.be/QBP8Ru0stRI his review of]] ''VideoGame/QuakeII''.
3
4An {{FPS}} may boast a variety of original weaponry with some fairly creative names, but when it comes right down to it, there are effectively less than twenty different weapons in every single FPS game ever made. This is mostly because FPS guns are mostly based off standard RealLife weapons, which aren't exactly bursting with variety. (note that this also applies to [[ThirdPersonShooter other FPS-like genres]]):
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6* Knife: Melee attack [[EmergencyWeapon used as a last resort]]. Sometimes, this is just a punch, kick and/or [[PistolWhipping swipe with another weapon's butt]], and an actual knife is upgraded to Chainsaw status. In order to compensate for its notorious uselessness, many newer games give it [[BackStab stealthy instant kills]] or encourage you to [[DieChairDie break stuff]] with it. Frequently it also has the ability to let you run faster while it is equipped since you're not carrying anything heavy in your hand, and [[HyperspaceArsenal it's not like you're carrying anything else]]. Often used for CherryTapping.
7** Bayonet: Usually functions as a knife with extra bonuses, such as faster switching speed on account of being built into your gun, better range, or a harder punch.
8** [[ChainsawGood Chainsaw]]: [[{{ComicBook/Doom}} The great communicator!]] Melee weapon of outstanding power and coolness, but actual usefulness [[AwesomeButImpractical varies from game to game]]. While an actual chainsaw is the original, any melee weapon that's designed to compete with the rest of one's arsenal (for example, a LaserBlade in a science fiction shooter) fits the definition. Very often an AmmoUsingMeleeWeapon
9** As more and more games incorporate melee attacks using guns, this is quickly becoming [[DiscreditedTrope Discredited]], except where RuleOfCool is concerned. Knives still exist, but they are often a QuickMelee, being used in one button press as opposed to actually putting away the gun to use the knife. Some knives get insta-kill abilities, or otherwise such high damage that quick players may forego guns almost entirely for stealth and a knife.
10* [[{{Handguns}} Pistol]]: Weak beginning weapon with plentiful ammo. In many FPS games, often for [[CompetitiveBalance balance purposes]], the pistol will [[PunchPackingPistol be both more accurate and more lethal]] than an automatic weapon shooting the same (or more powerful) caliber, particularly unrealistic since a SMG/carbine platform firing the same round with a longer barrel length would boast greater muzzle velocity, therefore more energy and hitting power. In many others, however, the pistol will be an EmergencyWeapon, used only when you're out of ammo for everything else. Oftentimes in the latter situation, the pistol will be given [[BottomlessMagazines unlimited ammo]] and take the place of the knife. Also tends to be the only weapon that can be [[StealthBasedMission silenced]] or usable [[DownTheDrain underwater]].
11** [[RevolversAreJustBetter Revolver]]: Sometimes called a magnum, this is usually [[HandCannon the larger, more powerful counterpart]] to the regular pistol, capable of killing most enemies in [[OneHitKill one]] or a few shots, often balanced by having less plentiful ammo and slower firing rate. Can alternatively be a more modern HandCannon like a Desert Eagle. Sometimes, it will function as a dinky Marksman Gun [[SniperPistol or even a sniper rifle in its own right]].
12** [[GunsAkimbo Dual Pistols]]: An occasional upgrade to the otherwise weak pistol is to let you find a second one and wield it alongside the first to double its overall capacity and fire rate.
13** Shotgun Pistol: A pistol variant of the shotgun, usually existing to be equipped in the sidearm slot, if the game has one, or being an overpowered niche weapon like the Masher in ''VideoGame/{{Borderlands}}''. It's rare, but it happens.
14* [[ShotgunsAreJustBetter Shotgun]]: Deals a lot of damage up close, but [[ShortRangeShotgun generally useless at long range]] (with a few exceptions -- early games like ''VideoGame/{{Doom}}'' in particular). Usually reloads only one shell at a time, making whole reloads slower but reloading for single shots faster. If ShortRangeShotgun is averted and an Assault Rifle isn't present, expect this one to be the BoringYetPractical replacement for the pistol.
15** [[SawedOffShotgun Super Shotgun]]: Occasionally found as a more potent alternative to the basic shotgun. In this case, the basic shotgun will often avert ShortRangeShotgun by having a more realistic spread, while this weapon will play the trope straight, compensating by dealing twice or more damage per shot. Normally either a double-barreled or an automatic shotgun. In old-school first-person shooters, both the single and double shotgun usually have enough ammo so you'll rarely or never run out.
16** [[MoreDakka Automatic Shotgun]]: A growing subclass of Shotgun that usually plays straight ShortRangeShotgun, either being a more "realistic" semi-auto shotgun that doesn't need pumping, or even a lead-spewing full auto drum-loaded monster, the Automatic Shotgun tends to come at the cost of burning through ammo, and requiring longer reloads.
17* [[MoreDakka Automatic Weapon]]: Shoots fast and has lots of ammo. While they range in size from tiny [=SMGs=] through assault rifles to hulking machine guns and [[GatlingGood gatling guns]], they tend to be less accurate than a pistol and do less damage per hit no matter how large they are.
18** Old-school first-person shooters usually have at least one which shoots {{hitscan}} "projectiles" and one which shoots fast but physically-modelled projectiles. The classic-style automatic weapons can include:
19*** [[NailEm Nailgun]]: Sometimes an ImprovisedWeapon. Rapid fire and powerful, but shoots relatively slow and visible projectiles.
20*** [[GatlingGood Chaingun]]: A powerful chaingun or minigun. Chugs ammo like nothing else and usually takes a while to spin up, but absolutely devastates everything you point it at. Also tends to be heavy and recoil-prone. Often suffers accuracy issues.
21*** LightningGun: Creates a focused, sustained lightning bolt of death, or a series of wild arcs. Powerful, but ammo will be scarce and incompatible with other weapons. Alternately it might fire a single powerful discharge, in which case it's probably a SniperRifle.
22** In attempts to follow guns more realistically, games may have their automatics follow this pattern:
23*** Assault Rifle: Likely to not have mobility penalties or not very heavy ones, [[JackOfAllStats is rather balanced in usefulness]], [[BoringButPractical and may be the most plentiful weapon in the game]] in terms of general availability (and ammo availability). Usually meant to be a bread-and-butter gun viable for almost any situation (TruthInTelevision, there's a reason virtually every modern military uses assault rifles as their standard issue weapon).
24*** Submachine Gun: Likely to have no movement penalties, but suffer from range and magazine issues forcing them to be relied on only in closer ranges. If a shotgun is in the game, the shotgun will tend to beat the submachine gun within a certain range (in which they usually inflict a OneHitKill), and the submachine gun will likely beat the shotgun outside of that range (in which ShortRangeShotgun begins to take effect). Some games with submachine guns, particularly smaller models identified as machine pistols in reality like the Mini/Micro-Uzi, Skorpion, TMP/[=MP9=] and MAC-10, allow you to [[GunsAkimbo dual-wield them]] much like pistols for MoreDakka. The [=SMG=] usually has a high rate of fire and abysmal accuracy.
25*** Machine Gun: Will probably have movement penalties disallowing the user to run toward their enemy and shoot them, and reload slowly, but have large magazines and powerful stats which will allow their users to mow down enemies that run into their sights easily. More realistic or at least feature-packed shooters may allow them to deploy a bipod or something of that nature, trading in all mobility and making the user a sitting duck in return for increasing full-auto accuracy.
26* Grenades: Can be either thrown by hand or launched from a weapon. Pipe bombs, bundles of dynamite, etc. fall under this category. Timed 'nades can often be "cooked" (held for a few seconds after pulling the pin) for better timing. If anything in the game has a physics simulation, it'll be these first, and ragdolls close after. Grenades are a prime way to deal with campers or other entrenched enemies. Sometimes they can be launched from some kind of gun (see GrenadeLauncher below) for extra range.
27** Mines: Dropped where you are, or sometimes thrown to stick to walls. Explode messily. Most mines are proximity mines, which explode when an enemy gets close enough. Players can often trigger the explosions as well; in multiplayer, HilarityEnsues. Other types include remote mines, which require the player to trigger the explosion via a handheld detonator, and timed mines which automatically detonate after a specified time. Cross mines even more with grenades and you get the StickyBomb, which can do fun things like bounce around until it touches an enemy, which it then sticks to. Sometimes their sensor or explosive effect is limited to a specific cone, or they won't be triggered by moving very slowly, so that they can be outflanked and safely defused without making a lot of noise.
28** Demolition Packs: Known as C4, RDX, or other ominous names; these are used like mines, but are far more powerful. Most often timed or remote, they're the weapon of choice for destroying parked vehicles or mission objectives. Expect them to be used for plot purposes rather than as something you can plant anywhere you feel like. They'll probably beep regularly and have a little flashing light to let you know that they're armed.
29** [[TrickBomb Special Grenades]]: Grenades are the most likely weapon to have side-effects and may not always be directly lethal. Common types of grenades with special effects include stun grenades that blind enemies who see them explode or disorient enemies, smoke grenades that block vision over an area (these two are more common in more tactical games), incendiary grenades or {{Molotov Cocktail}}s that cover an area with fire, and gas grenades that release a cloud of poison gas. More sci-fi settings may have {{EMP}} grenades that deactivate electronic gadgets and usually your HUD as well, as well as cryo grenades that freeze enemies in an area. Stun grenades, smoke grenades and EMP grenades are almost guaranteed to be non-lethal. If a game has special grenades, grenades that just explode and deal damage are likely to be called HE grenades or Frag grenades.
30* Marksman Gun: While not quite as powerful as a full Sniper Rifle (though it usually has a simple scope) or as rapid-firing as an Assault Rifle, this weapon has enough punch to kill in one headshot and groups tight enough to land them all in skilled hands, while its firing rate and mag size allow many consecutive kills. Most historical FPS fill this role with a semiautomatic rifle, such as the M1 Garand; more modern shooters will use a heavier "Battle Rifle" (like the [=FN FAL=]) instead. This weapon type and subsequent derivatives may somewhere around the Assault Rifle in degrees of BoringButPractical if the game's open enough to make their above-average accuracy and damage very useful in good hands more often than not.
31** [[AutomaticCrossbow Crossbow]]: Distinguished by a slower projectile, and usually requires the player to compensate by aiming higher. Could be quieter than standard guns, able to fire [[TrickArrow a variety of different bolts]] such as [[TechnicalPacifist non-lethal]] or elemental ones, and/or they could be more precise than guns. Also, you will almost never be able to recover ammo, and you have an abnormally high chance of wielding preposterously rare repeating crossbows. Longbows are reserved for a true badass, usually with [[MagicalNativeAmerican Native American]] influences.
32** Battle Rifle: Comparable to the Marksman Gun, but adds in an automatic or burst setting at the cost of higher recoil. A single burst can usually kill someone, and it's accurate enough to be used at range, or simply fired in auto for close quarters. To compensate for its recoil and power, its automatic rate of fire will often be fairly low; users will still need to be fairly precise up-close rather than spraying wildly.
33* SniperRifle: A powerful rifle that needs careful aiming, but can kill from a great distance. Usually has a scope and/or a LaserSight that may take the form of a beam or a dot that everybody can see. Also tends to have limited ammo available. In more modern incarnations, to prevent a particularly good shot of a player from [[PlayerVersusPlayer dominating everyone else]] far too easily, using a Sniper Rifle may leave the user extremely vulnerable to anything that they aren't aiming at already due to [[DoNotRunWithAGun being slowed down]] or requiring it to get into position in some way leaving its user vulnerable when not already prepared to fire, or slow fire rates making it unlikely to kill many players quickly at once where other guns can do so much more easily. Variants may leave a distinct smoke trail after firing, if they don't have a highly visible laser.
34** Anti-Materiel Rifle: The even bigger sniper rifle, a giant weapon meant to be used against vehicles and/or bosses. May overlap with the Rail Guns or Gauss Rifles mentioned below.
35** Full Auto Sniper Rifle: A rare yet slowly growing subset of sniper rifle that is essentially an oversized assault rifle with either sniper accuracy and/or power, distinct from the slightly weaker Marksman Gun. Unlikely to ever be seen in multiplayer [=PvP=] matches. Like the full-auto shotgun, it tends to drink ammo to pay for the power. Also see 'Battle Rifle', above.
36** [[MagneticWeapons Rail Gun or Gauss Rifle]]: Capable of [[OneHitPolykill overpenetration]], this weapon fires right through people, vehicles, and sometimes even walls. In short, an up-gunned SniperRifle. In the latter case, it usually comes with some way to see through walls. Like some Sniper Rifles, these typically leave a brightly colored trail behind (exact explanation and colour varies from incarnation to incarnation), exposing the shooter immediately upon firing. [[CompetitiveBalance Its lack of stealth is a trade-off for its tremendous firepower.]] Sometimes they need a second or two to charge up before they can fire as well.
37* Rocket Launcher: A powerful weapon with limited ammunition. In most cases, it's basically a more accurate version of the Grenade, exploding on contact with solid surfaces or enemies. Do not fire in close quarters. Some games, however, let you RocketJump, and some encourage it (''VideoGame/TeamFortress2'', for example). In manuals, it's common to warn a reader to not use it up close, even if that warning is not present for other weapons in the game, even if they can do more damage. Encouraged to be fired near the target's feet (rather than directly at his body) to deal splash damage. In more realistic games, rocket launchers can have one to few shots with relatively long reloading time but the projectiles are fast and leave a powerful explosion. In classic ones, it's possible to fire tens of rockets without needing to reload but in return, the rockets are relatively slow and have an explosion radius of about a meter. For both aesthetic and practical reasons, this is ''never'' a {{hitscan}} weapon.
38** Missile Launcher: A version of the Rocket Launcher with [[MissileLockOn lock-on ability]], sometimes useless against anything but vehicles or aircraft in that they'll refuse to fire at all unless they have a lock. Some versions can lock onto multiple targets at once using several smaller missiles.
39* GrenadeLauncher: A large gun that fires explosive shells. These rounds usually fly in an arc, giving them a limited range but allowing the player to hit enemies behind cover. Sometimes your grenades bounce off walls, allowing for kills around corners as well, though it also allows for occasional accidents where it bounces off a wall and ends up coming right back to you and blowing you up. May be the cheaper, more common alternative to the rocket launcher. Often appears as a secondary fire function for assault rifles. Compared to regular grenades, a launcher usually offers greater range in exchange for shots detonating on impact, making it a little less flexible and less useful in tight spaces.
40* [[FireBreathingWeapon Flamethrower]]: A medium-range weapon that slowly kills foes by [[ManOnFire lighting them on fire]]. While RealLife military flamethrowers operate more like pneumatic squirtguns that propel an arcing stream of gluey napalm over 120 feet away, [[VideoGameFlamethrowersSuck they are typically portrayed as atomizers that jet out a hazardously inaccurate cloud of burning aerosol for about 30 feet]] (this isn't their fault though, since [[PopculturalOsmosis they're just imitating Hollywood]] and/or trying to be relatively balanced). If they have an alternate fire mode it's probably something weird or trap-like, like creating a wall of fire to slow enemies, or a blast of compressed air that can deflect projectiles.
41* [[EnergyWeapon Energy Gun]]: Shoots anything from a sustained beam to an arc of lightning to explosive homing bolts. Can be often be [[ChargedAttack charged]] before firing to increase its effect. Very often is just a [[CallARabbitASmeerp cosmetic variation of any one of the above entries]], with increased damage and decreased ammunition availability. If ''any'' weapon in the game can recharge its own ammo over time, this is the one. May also have very high capacity, no need to reload, and/or overheating. Expect enemies killed with it to disintegrate in exciting ways.
42* {{BFG}}: Extremely slow, and chews up a ''lot'' of ammo (or has very little ammo to begin with), but [[UsefulNotes/SuperiorFirepowerTacticalNukes annihilates everybody in the room]]... possibly even an incautious wielder. Usually hidden in challenging-to-access locations, with a long respawn time.
43** [[PuppetGun Target Designator]]: A signal flare, laser designator, homing beacon, or other tool used to mark targets for air strikes, KillSat strikes, offshore bombardments, or other [[DeathFromAbove massive damage from above]].
44* UtilityWeapon: A peculiar "weapon" that may operate more on the RuleOfFunny than any practical usage. It may not be directly lethal by itself, instead disabling victims. Alternately it may be used for solving puzzles, or for added mobility. Like ''VideoGame/DukeNukem''[='=]s shrink-ray and freeze-ray, ''VideoGame/UnrealTournament''[='=]s translocator, ''VideoGame/Doom3''[='=]s soul cube, ''VideoGame/{{Portal}}''[='=]s portal gun, ''VideoGame/HalfLife2''[='=]s gravity gun, and countless [[GrapplingHookPistol Grappling Hook Pistols]]. Often helps in puzzle solving, sometimes to the extent of being a MagicTool.
45* [[BifurcatedWeapon Secondary options]]: Simply put, [[SecondaryFire things you can do with the weapon in addition]] to its primary fire and method of killing. Not to be confused with [[GunAccessories scopes or silencers attached]] or different kinds of (lethal) ammo, as it is still the same weapon being utilized in the same way, aided toward a certain role. Examples include underbarrel grenade launchers and shotguns (frequently on assault rifles), bayonet attachments, or just plain [[PistolWhipping hitting something with the weapon]].
46* Gun Turret: A very powerful, rapid-fire, high-accuracy weapon, usually with unlimited ammo. Probably also prone to overheating if you try to fire it for too long. Would be perfect and utterly overpowered if it wasn't bolted down in a fixed location (sometimes facing a fixed direction only, giving it a limited area of fire). Expect MoreDakka, maybe even [[GatlingGood a minigun]]. When you see this gun in single player, prepare for a [[SuspiciousVideoGameGenerosity scripted ambush.]] If you see one in multiplayer, stay well away; [[SchmuckBait it's probably being watched]] by an enemy sniper.
47** A recent trend in shooter games with superhuman (''VideoGame/{{Halo 3}}, VideoGame/GearsOfWar, VideoGame/Warhammer40000SpaceMarine'') or just plain crazy (''VideoGame/JustCause2'') protagonists is [[RemovableTurretGun to give the player the option of tearing the turret off its stand and carrying it around]]. It maintains its power, fire rate and accuracy whilst becoming portable, but with very rare exceptions sacrifices its infinite ammo for a finite number of rounds in return. Expect serious movement penalties when lugging one around.
48** A SentryGun is like the above, but it does the shooting [[TheTurretMaster without a player present]]. Both of these provide a valuable game balance, by letting a small number of defenders fixed in place cover an area against superior numbers, thus allowing the bulk of the team to take the field for offense. An automated sentry gun will typically have a limited sensor range or a fixed arc of sensing and firing, so that it can't easily dominate an entire map with good placement.
49*** A more recent twist on the SentryGun is the Drone, which is essentially a weaker but mobile automated sentry gun.
50* [[HealingShiv The Healing Device]]: Increasingly frequent with the rise of team-vs-team based shooters. Varies from melee to a beam to projectiles, sometimes explosive or area-based, usually capable of healing fast enough to be useful in a fight, and use always leads to [[ShootTheMedicFirst the user being shot first]] by competent enemies. The Healing Device tends to be found on a SupportPartyMember, generally lacks any use against enemies, rendering the wielder reliant on his other weapons to fight back. When it isn't useless against enemies, it's liable to have some kind of LifeDrain effect that takes health from the victim and transfers it to the attacker. Sometimes, it might even add ''extra'' temporary health to allies, making it useful all the time instead of just when someone is injured.
51** The Buffing Device: Medics and other team-support roles may additionally have means to temporarily increase the stats of their friends. Whether increasing their damage, their maximum health, granting resistances, boosting speed... as long as it enables another to more easily make a kill. See also a debuffing device, which is used against the enemy to temporarily decrease their stats or inflict StatusEffects.
52** Repair Gun/Tool: A variant that is only useful for building or repairing damaged vehicles, structures, and the like. May take the form of a welding tool or a high-tech energy projector. Unlike a Healing Device, expect a Repair Gun to damage anyone you happen to point it at. It might even be surprisingly more lethal than you'd anticipate, though usually short-ranged to the point of being a melee weapon. Occasionally it may even just ''be'' one, taking the form of a wrench, spanner, or similar tool.
53* [[LuckilyMyShieldWillProtectMe Shields]]: Instead of healing or dealing damage, this device relies on protecting its user from damage in the first place. Whether an energy shield projected in front of or around the user, or a physical hunk of metal the character holds in front of themselves, it will always absorb most if not all bullet damage dealt to it. Blast, fire, and status effect protection is much more variable from game to game. To qualify, a shield must be actively held as a weapon, otherwise, it's merely another form of armor. Expect mobility and visibility penalties to come with a physical shield, and the ability to ShieldBash anyone that gets close. Woe is the shield user who gets a StickyBomb stuck to it...
54** [[DeployableCover Drop Shield]]: A variant of the shield that can be deployed as movable cover, usable by teammates and sometimes enemies. Sometimes doubles as a Healing Device detailed above, and may or may not be retrieved by the user who dropped it.
55* [[InvisibilityCloak Cloaking Device]]: A tool that makes the user invisible or disguises them as the enemy. It's most common in {{Hero Shooter}}s as the special ability of the StealthExpert character.
56** Hologram Generator: Creates a holographic decoy which sometimes, but not always, has some combat capabilities.
57
58Some games may try to spice things up by adding a few others, which will usually be modified versions or combinations of one of the above. Alternatively, they'll try to come off as original by [[CallARabbitASmeerp giving genre thematic names to some of the weapons]], like calling the Flamethrower a "Thermal Destroyer" or the Pistol a "Chi Blast" -- but when it comes right down to it, it's really all the same. This is arguably taken to its extreme in the ''VideoGame/TimeSplitters'' series, which has the same basic weapons with variations from different eras (for example there's the Tommy Gun, the Soviet S47, the [[TwentyMinutesIntoTheFuture SBP90 Machinegun]] and the [[TheFuture Plasma Autorifle]]).
59
60A predecessor to this trope was found in ''Videogame/{{Wolfenstein 3D}}'', which gave the player a knife and pistol to start off and let them acquire a machine gun and chaingun, both of which used the pistol's ammo. However, the trope was truly [[{{Trope Maker}} established]] in ''Videogame/{{Doom}}'', which offered the canonical fist, chainsaw, pistol, shotgun, double-barelled shotgun (''VideoGame/DoomIIHellOnEarth''), chaingun, rocket launcher, plasma gun, and BFG 9000.
61
62In the wake of ''Doom'', almost every FPS had a shotgun or shotgun equivalent with a cool reload animation that was basically the standard weapon for most players. These days, however, shotguns are generally treated as specialist items that should only be used for close-up attacks on [[ZombieApocalypse soft targets]], since the pellets ([[VideoGame/{{Rainbow Six}} shotguns]] [[VideoGame/DeusEx almost]] [[Franchise/AlienVsPredator never]] [[VideoGame/{{Crysis}} use]] [[VideoGame/{{Stalker}} slugs]] [[VideoGame/{{Battlefield}} in]] [[VideoGame/MassEffect3 computer]] [[VideoGame/FalloutNewVegas games]]) spread out over much wider distances than they would in reality or even disappear past a dozen meters or so.
63
64[[SortingAlgorithmOfWeaponEffectiveness The traditional order of weapon inventory]] is: knife - pistol - shotgun - machinegun - grenades - rocket-launcher - various unusual weapons - BFG, with each new weapon typically [[SoLastSeason rendering all others totally useless]], leading to a form of EquipmentBasedProgression. In many shooters, especially older titles, you can easily carry every one of these weapons in your HyperspaceArsenal. However, many games these days offer [[LimitedLoadout unique or limited inventories]] that make this system impossible.
65
66Some FPS games will mix up the order of effectiveness. For instance, the pistol in ''VideoGame/HaloCombatEvolved'' is arguably the most effective weapon in the game, despite it being the first weapon you receive. Similarly, the gravgun in ''VideoGame/HalfLife2'' is possibly the most useful weapon in the game but is one of the first you receive in Episodes One and Two. (In ''Half-Life 2'' itself, it's the fifth of nine.) One other way of mixing things up (especially in multiplayer games, which tend to involve getting killed [[DeathIsASlapOnTheWrist and respawning with the basic peashooter frequently]]) is to [[GunsAkimbo let you use two weak weapons]] to make one decent weapon.
67
68Most class-based FPS games, such as ''VideoGame/TeamFortress2'' or ''VideoGame/StarWarsBattlefront'' have an interesting variation on StandardFPSGuns; character classes are given the roles of the weapons (as well as the weapons themselves). For example, in ''VideoGame/TeamFortress2'', the [[AxCrazy Pyro]] fulfills the flamethrower role and the Demoman is armed exclusively with grenades and mines.
69
70For the enemies, see StandardFPSEnemies.
71----
72!!Examples:
73
74[[foldercontrol]]
75
76[[folder:''Borderlands'']]
77Let's just get this out of the way and mention that the ''VideoGame/{{Borderlands}}'' games have '''EVERY SINGLE TYPE OF WEAPON in this list.''' It's that game series' particular hat, being ''[[MoreDakka More Dakka: The Game]]''. Up until ''Borderlands: The Pre-Sequel'', it lacked only two weapon kinds of this list, which were flamethrowers and chargeable energy guns; this was fulfilled in ''Borderlands 3''.
78* '''Knives:''' Bayonets are common amongst every weapon type, even amongst weapons that'd never need it, like sniper rifles and ''rocket launchers''. Also, Roland, the Soldier PlayerCharacter in Borderlands 1, has a knife as his melee attack; trouble is, [[EmergencyWeapon he has no melee skills though, so it will only be used in the]] ''[[EmergencyWeapon extremely]]'' [[EmergencyWeapon unlikely event that you are ever completely out of ammo.]] Considering that there's at least seven weapon types, not counting Eridian weapons ([[AwesomeButImpractical which nobody really likes]]) and the ammo you can carry is well over 100, this should explain a lot. Coming ''Borderlands 3'', the knife returns with Moze, the resident Soldier PlayerCharacter.
79* '''Chainsaws:''' Krieg's hat in ''Borderlands 2'' is being the resident melee combat character, and does so with his massive buzzaxe (i.e. an axe-buzzsaw combination). His Action Skill lets you throw his axe, multiples by five-fold your melee damage, and gives you extra movement speed to run around clobbering enemies to death. He also has greater melee damage than the rest of the roster, a skill tree that makes his melee attacks even more powerful, and another skill tree that involves [[IncendiaryExponent his buzzaxes setting both enemies and Krieg himself on fire]].
80* '''Pistols:''' Standard pistols, revolvers (ranging from modest top-break models to HandCannon {{Sniper Pistol}}s that can gib and/or melt or incinerate people) and machine pistols are available, with the most powerful being revolvers that shoot in a shotgun-like pattern. Salvador in ''[[VideoGame/{{Borderlands 2}} 2]]'' can dual wield them (well, he can dual wield ''everything'', so...).
81** Shotgun Pistols: The most of any game, boasting greats such as Mashers, Jakobs Maggies and Smashers, the Torgue Unkempt Harold and Fragnums, and Maliwan Grog Nozzles [[note]] Not to be confused with the Evil Smasher, a Torgue rifle once-beloved for its GameBreakingBug, now widely agreed as a ScrappyWeapon.[[/note]], all of which are [[RevolversAreJustBetter revolvers]].
82** Dual Pistols: If playing as Salvador, Nisha or Claptrap in ''Videogame/{{Borderlands 2}}'' or ''VideoGame/BorderlandsThePreSequel''. Though in the case of Salvador and Claptrap, it's optional as they can dual-wield everything.
83* '''Shotguns:''' Vary from modest affairs to three-barreled and even four-barreled monstrosities that fire ''walls'' of explosive shot. Super Shotguns are ''common'', and you'll be discarding one for a better one regularly.
84* '''Automatic Weapons:''' Both assault rifles and sub-machine guns are available, and variations within them cover other weapon types as well. Within assault rifles alone you see miniguns, nailgun-style visible projectile weapons, battle rifles, and heavy machine guns. Most guns fit two different variations, like the Torgue Ogre, which is a Minigun that's also a Nailgun with all the everything-murdering goodness and inability to aim that would imply.
85** '''Lightning Gun''': In VideoGame/BorderlandsThePresequel: Beam weapons that work like this (''and'' come in Lightning variants) now exist! The [[Franchise/{{Ghostbusters}} proton packs]] were an explicit inspiration.
86* '''Grenades:''' Goes to ridiculous levels in ''[[VideoGame/{{Borderlands 2}} 2]]'': finding grenades that teleport, cause a black hole that sucks in enemies, splits into smaller grenades that set enemies on fire and give you back the damage they cause as health... will probably make you sell the mod, cause you can easily find one equipped that does things even ''MORE'' outrageous. Like the Storm Front, which will electrocute literally everything in a room, or Meteor Storm, which is literally 25 grenades in one.
87** In ''2'', all guns manufactured by the Tediore company are reloaded by tossing the current gun forward after which it explodes like a grenade, but also averts and exaggeratedly averts OneBulletClips as any wasted ammo is spent to make the tossed gun do more damage.
88** ''Borderlands 3'' adds the ECHO-2 Grenade Mod, which turns your grenades into [[TakeThat a Samsung Galaxy Note 7-like device]]. It takes a long time to explode, but when it does, it packs a very powerful punch.
89* '''Marksman Gun:''' Many assault rifles have scopes that allow them to be used as marksman rifles, and some sniper rifles have ''[[MoreDakka burst fire]]''. Yet others have '''''Drum magazines [[ViolationOfCommonSense and full auto]]'''''. Hyperion weapons also get more accurate the longer they're firing continuously, making their pistols and sub-machine unusual examples of weapons that are Marksmans Gun ''only'' while in full auto.
90** The most literal fit for this category would be any Assault Rifle manufactured by Jakobs. This is due to the fact that every Jakobs gun is designed to be semi-auto, with high damage per shot and [[CriticalHit a high crit multiplier]]. Come ''Borderlands 3'', Jakobs started making proper marksman guns, in the form of semiautomatic Garand-like "assault rifles" with 7-12 rounds per magazine that pack a quite powerful punch (and yes, they ping when you empty your magazine).
91** Any Assault Rifle manufactured by Dahl will have the ability to burst-fire when scoped, allowing to be a proper fit as well. In ''[[VideoGame/Borderlands3 3]]'', they have the ability to switch from Full-Auto or Burst to Semi-auto, allowing you to have a Marksman Gun on the fly.
92* '''Sniper Rifle:''' Numerous.
93** '''Full Auto Sniper Rifle''': Plenty, but most notable are the [[http://borderlands.wikia.com/wiki/Droog Droog]] class of Sniper Rifles, including the legendary [[http://borderlands.wikia.com/wiki/Lyuda Lyuda/White Death]], essentially an assault rifle's steroid-abusing bigger brother.
94** '''Anti-Materiel Rifle''':
95*** The Amigo Sincero rifle in ''Borderlands 2: Fight for Sanctuary'' punches through shields and armor. A sufficiently powerful acid rifle can also tear through robots and vehicles.
96*** Being the CriticalHitClass of the manufacturers, a lot of Jakobs sniper rifles can fit under this category...albeit at the expense of reload speed.
97** '''Railgun''': Added in as well in VideoGame/BorderlandsThePresequel.
98** '''Crossbow''': Eeyup. One Hyperion sniper rifle, the [[http://borderlands.wikia.com/wiki/Longbow_(sniper_rifle) Longbow]] can shoot ''VideoGame/{{Minecraft}}''-style arrows.
99* '''Flamethrower''': Added in ''Borderlands 3'', where Moze's Iron Bear mecha can be equipped with one.
100* '''Charging weapons:''' Iron Bear also features a chargeable railgun, which functions as an electric projectile. There is also an Action Skill that adds fire damage to Moze's Iron Bear machineguns as they build up heat.
101* '''Rocket Launcher:''' In addition to the game's usual variations in damage and projectiles fired, you can actually ''launch the launchers as a rocket themselves''[[note]]Tediore guns have the gimmick that, instead of reloading your gun, you toss the empty gun, the empty gun explodes, and a new one materializes in your hand. Apply that to a rocket launcher, and that means when your rocket launcher goes empty, it becomes a rocket itself.[[/note]] Torgue guns also function as mini-rocket launchers.
102* '''Grenade Launcher:''' In ''[[VideoGame/{{Borderlands 2}} 2]]'', Cannon-type Jakobs weapons and Grenadier-type Dahl weapons are grenade launchers. Jakobs' grenade launchers shoot as fast as you can pull the trigger, Dahl grenade launchers fire in bursts. Both border on the ridiculous. There's also Torgue "Torpedo" weapons, which are basically smaller semiautomatic rocket launchers.
103* '''BFG:''' ''Every weapon type on this list'' has a BFG version you can find in-game. At least 4 types (Pistols, Rocket Launchers, Assault Rifles, and Shotguns) have explosive versions thanks to Torgue. Every weapon type in this game also have versions that are...
104* '''Gimmicky Weapon:''' Weapons that fire homing bullets, set enemies on fire, electrocute them, melt them with acid, fire exploding bullets, can be thrown to explode, can be thrown to ''follow the enemy alone and shoot them by themselves'', weapons with infinite ammo, weapons that have a curse on them and try to drive you insane, weapons that have a robot's AI attached and talk to you while you're fighting, [[https://www.youtube.com/watch?v=zB3PU4OQjk8 whatever the hell the Min Min Lighter is]], and weaponry [[ImpossiblyCoolWeapon that simply defies logic and cannot be easily defined]]... if a weapon isn't at least blue-quality (The first weapon quality in-game that can have genuinely bizarre effects) and it's not gimmicky in this game, it's usually meant for selling.
105* '''Secondary Options:''' Every weapon has versions with a bayonet attached, and many have weird things they do on reload. Tediore being the most standout example.
106* '''Gun Turret:''' Roland in ''[[VideoGame/{{Borderlands}} 1]]'' and Axton in ''[[VideoGame/{{Borderlands 2}} 2]]'' have their own turret they can deploy as their class skill. And of course, they're upgradeable into being almost a portable artillery cannon/mortar battery.
107** '''Drone''': Gaige's Deathtrap in ''[[VideoGame/Borderlands2 2]]'',.Wilhelm's Saint and Wolf drones in ''[[VideoGame/BorderlandsThePreSequel The Pre-Sequel]]'' and Zane's SNTNL skill in ''[[VideoGame/Borderlands3 3]]''.
108* '''Cloaking Device''': Lilith's Phasewalk in ''[[VideoGame/{{Borderlands}} 1]]'' and [=Zer0=]'s [=Decepti0n=] skill (crossed with Hologram Generator) in ''[[VideoGame/Borderlands2 2]]''.
109** '''Hologram Generator''': Jack's Digi-Jacks in ''[[VideoGame/BorderlandsThePreSequel The Pre-Sequel]]'' and Zane's Digi-Clones in ''[[VideoGame/Borderlands3 3]]''.
110[[/folder]]
111
112[[folder:Knives]]
113* The granddaddy of all FPS's, ''VideoGame/Wolfenstein3D'', had a knife.
114** ''VideoGame/ReturnToCastleWolfenstein'' also has a knife that will instant-kill if you stealthily backstab an enemy. It also features the return of the good old [[VideoGame/DukeNukem boot]].
115** ''VideoGame/WolfensteinTheNewOrder'' allows you to pick up and throw knives.
116* In ''VideoGame/{{Destiny}}'', while some outfits come with unusable knives, this is the Hunter's main form of melee attack.
117** The Bladedancer is the subclass of Hunter that specializes in the use of the knife.
118** The Gunslinger may revolve around the use of a revolver, but they're still known to throw knives.
119* ''VideoGame/{{Doom}}'' has brass knuckles to fill this role. There is a pickup available that makes them insta-gib most enemies in one if not two hits. The red haze from said powerup only lasts about a minute but the insta-gibbing lasts until you begin the next level. Very abusable in levels with lots of low-level [[LegionsOfHell demons]] and [[ZombieApocalypse zombies]] that have low health to begin with.
120* ''VideoGame/{{Quake}}'' has an axe. Note that actually attacking any enemy with it, except the extremely weak piranhas, is a terrible idea. It is useful for discovering secret passages, though.
121* ''VideoGame/DukeNukem3D'' used Duke's boots for this role; a secondary button was placed for a 'quick-kick'. Both could be used at the same time in the earliest version resulting in seeing both feet kick an enemy at the same time, even while running.
122** You could even run up to a frozen monster to perform an auto-quick-kick, and then use both 'manual' kicks, thus getting three feet on the screen!
123** ''VideoGame/Postal2'' also had a kick key. Rather weak, but [[HilarityEnsues useful for other purposes.]]
124** Speaking of ''Postal 2'', there were three knife-type weapons used mostly for torturing innocent bystanders, the baton, the [[OffWithHisHead shovel]], and the [[StaticStunGun taser]].
125* Lo Wang of ''VideoGame/ShadowWarrior1997'', when he's not using his sword, likes to break out the fists for some kung fu.
126** The katana gets an improvement in the [[VideoGame/ShadowWarrior2013 2013 remake]], becoming a viable and effective melee weapon with several special abilities.
127* ''VideoGame/{{Blood}}'' uses a pitchfork. The second game switches out for a regular old knife, though with the caveat that each possible playable character has a different model for their knife, and their individual strength stats makes some characters deal more (Caleb, Gabriella) or less (Ophelia, Ishmael) damage with it.
128* Hiro in ''VideoGame/{{Daikatana}}'' starts with nothing more than a Disruptor Glove to strike enemies. Past the first episode, it is replaced with the titular Daikatana.
129* Commandoes in ''VideoGame/BattlefieldHeroes'' can use a knife - as opposed to other games, it is a legitimately useful weapon at close-range, with the class' Stealth ability making it easier to get in range with.
130** In ''[[VideoGame/BattlefieldBadCompany Bad Company 2]]'' the knife is almost exactly the same as in ''VideoGame/CallOfDutyModernWarfare2'' (albeit a little slower). It also allows you to collect the dogtags of your victims. In previous games of the series, the knife was almost completely useless as a weapon and only found some use in [[CherryTapping humiliating]] careless snipers.
131* ''VideoGame/RedneckRampage'' uses a [[CrowbarCombatant crowbar]].
132* ''VideoGame/{{Heretic}}'' starts you with a staff.
133* In ''VideoGame/{{Hexen}}'', fighters get spiked gauntlets, and clerics get a mace.
134* The crowbar in ''VideoGame/HalfLife'' is iconic and great for opening boxes.
135** All of the classes ''VideoGame/TeamFortressClassic'' classes uses the crowbar, except for the spy who uses a knife, the medic who uses a medickit for healing and infecting, and the engineer who uses a wrench to build and to repair teammates' armor.
136** ''VideoGame/HalfLifeOpposingForce'' had the wrench, would could be charged down for a secondary, slow, but powerful attack, and a knife which was weaker than the wrench but was much faster.
137* In ''VideoGame/CounterStrike'', the knife is used for slashing foes that get too close and widely used for boosting speed.
138* ''Franchise/{{Halo}}'':
139** ''VideoGame/HaloCombatEvolved'' was one of the first games to have the player use pistol-whipping or rifle-swinging as an alternative to an emergency weapon.
140** Games from ''[[VideoGame/HaloReach Reach]]'' onward give everyone knives, but they're only used for extended [[BackStab Assassination]] kills.
141* ''VideoGame/{{XIII}}''. Also allows you to throw the knife.
142* The combat blade in ''VideoGame/{{Warhawk}}'' is an instant kill and doesn't give away your position on the map.
143* The Spy in ''VideoGame/TeamFortress2'' is armed with a butterfly knife that like Wolfenstein above, instantly kills an enemy with a backstab. The rest of the characters each have a standard melee weapon, ranging from a [[BatterUp metal baseball bat]] to a [[ImprobableWeaponUser shovel]] to GoodOldFisticuffs.
144* ''Franchise/FarCry'' ([[VideoGame/FarCry1 1]] and [[VideoGame/FarCry2 2]]) has the machete. It has an ability to instantly kill stunned, unaware, or downed enemies, and is very useful for breaking stuff, just like a real machete (albeit the second game's machete is slightly less useful for this due to the propensity for everything to [[KillItWithFire start a fire when destroyed]]).
145* ''VideoGame/{{Turok}}''
146** The 2008 ''VideoGame/{{Turok}}'' has a knife which, although normally slow and useless, can be used to perform special instant-kill attacks by pressing the fire button whenever a special prompt flashes on screen.
147** The original series had a different melee weapon per game - sometimes more than one. ''Dinosaur Hunter'' had a small knife, ''Seeds of Evil'' had two different bladed gauntlets, ''Shadow of Oblivion'' had a machete AND a tomahawk, and ''Rage Wars'' had a rocket-propelled warhammer.
148* ''VideoGame/BioShock1'' had a wrench. It was the first weapon you pick up and, arguably, with certain [[LegoGenetics plasmids]], the best weapon you'll get.
149** In the sequel, you get a drill in the single player mode, which also lets you bore into your enemies, and after learning a certain technique, perform a powerful dash attack. Meanwhile, in the multiplayer campaign, you have a wide assortment of skins for your melee weapon, among which are various types of pipes and wrenches, mallets, axes, clubs, both of the normal and golf variety, trophies, canes, knives, and cooking implements.
150** One more for the wrench: ''Prey''. Note that in each of these, the wrench is specifically a large, red, pipe wrench.
151** ''VideoGame/SystemShock2'' also features a wrench. A large and yellow one that's probably responsible for the wrench in ''[=BioShock=]'', what with that game essentially being System Shock 2 with a new setting.
152* ''VideoGame/SeriousSam'' has a knife. It's surprisingly useful in the First Encounter for doing more damage per minute than the double shotgun and having a faster rate. Its role is largely replaced by chainsaw in the Second Encounter though.
153* ''VideoGame/Left4Dead'' permits the use of a melee attack no matter what weapon you have equipped. This attack deals little damage to zombies (unless you strike them [[BackStab before they're alerted to your presence]]), but shoves them away and stuns them, and frees any allies that have been snared by Special Infected. This is a very important ability, since you are somehow able to bash zombies WHILE reloading, and knocking back Boomers is an effective method to distance yourself so you can shoot them safely. In the sequel, you have the option of swapping your pistol for a dedicated melee weapon that kills regular zombies and most Specials in one hit.
154* In ''VideoGame/CallOfDuty4ModernWarfare'', the knife is an invaluable offhand weapon that kills in one hit.
155** The One-Hit-Kill knife returns in ''VideoGame/CallOfDutyWorldAtWar'', with a spiffy new perspective on close combat neck-stabbing. Some weapons can even have bayonets on them to allow you to strike from farther away.
156** ''VideoGame/CallOfDutyBlackOps'' adds a ballistic knife that propels knives through the air. Needless to say, it's a OneHitKill.
157** ''VideoGame/CallOfDutyModernWarfare2'' created the 'Commando' perk in multiplayer to allow you strike from farther away instead, as well as putting in the 'Tactical Knife' attachment for pistols, [[SwordAndGun allowing you to hold your knife out with your pistol at the same time]] to melee attack faster. Combine those with the 'Lightweight' perk to make you move faster as well as 'Marathon' to sprint forever, and you have a knife-using class ready. [[http://www.nerfnow.com/comic/214 Then add in nigh-impenetrable riot/ballistic shields...]]
158* ''VideoGame/QuakeIIIArena'''s Gauntlet.
159** ''VideoGame/UnrealChampionship2TheLiandriConflict'' has a large array of sharp and beaty things for each playable character, ranging from a cryogenic staff to massive robot fists to a pair of kama dripping with molten steel.
160* ''VideoGame/GoldenEye1997'' has Bond using karate chops to dispatch enemies while unarmed. If you have the sniper rifle in your inventory, the unarmed setting is hitting enemies with the rifle butt, but it's not any stronger or better ranged.
161* ''VideoGame/ResidentEvil'' has a knife in the player's arsenal, allowing them to conserve the precious amounts of ammo they got for the more difficult enemies. This was continued in ''VideoGame/ResidentEvil5'', though some argue that due to the abundance of ammo in the game, it is unnecessary.
162** Part 5 later gives you an option to purchase a stun baton like some enemies use, which can come in very handy at times.
163* In ''VideoGame/{{Descent}}'', it is technically possible to kill enemies by bumping into them. This is ''not'' good strategy.
164* In ''VideoGame/{{Killzone}}'', the knife is the insta-kill variety, it is, however, a standardly sized combat knife, meaning it has a more limited range. You also can Melee with your weapon, which is not always an Instant Kill.
165* The very cool knuckle knife from ''VideoGame/StarWarsRepublicCommando'', though you can only use it while equipping your standard SwissArmyWeapon; otherwise you're stuck bashing the enemy with [[PistolWhipping some part of]] whatever other weapon you're using, which is noticeably weaker and slower.
166* The Shishkebab in ''VideoGame/{{Fallout 3}}''. Basically a sword...''[[FlamingSword on fire]]!'' It actually does pretty good damage. [[http://fallout.wikia.com/wiki/Fallout_3_weapons There are other melee weapons, too, of similar or lesser capability]].
167* ''VideoGame/{{Outlaws}}'': At first you have [[GoodOldFisticuffs fists]] later you get a knife which you can use to stab or throw at enemies.
168* ''VideoGame/{{Dark Forces|Saga}}'' in the first 2 games you have fists, in the third you get a "Stun baton" for the first two missions.
169* ''[[{{VideoGame/Tribes}} Tribes 2]]'' has the Shocklance, an instant-kill for almost any enemy if you zap them in the back. (Usually used together with the [[InvisibilityCloak cloak pack.]])
170* ''VideoGame/PerfectDark'' had both your fists ''and'' a knife. Your fists could be used to disarm foes or knock them out if you didn't want to kill them, but the knife dealt better damage and could be thrown, which would poison any enemy it hit.
171* ''VideoGame/{{Singularity}}'' gives you a knife to start with, but it is quickly replaced by [[PowerFist the TMD.]]
172* ''VideoGame/{{Bulletstorm}}'' lets you kick enemies. Damage is minimal (but can be upgraded in multiplayer), but it is otherwise extremely useful for setting up many "[[TheJoysOfTorturingMooks Skillshots]]".
173* ''VideoGame/KillingFloor'' gives every player a dedicated combat knife. The machete and axe also fit here, and possibly the claymore and katana.
174* ''7.62 High Caliber'' has a variety of simple knives, including throwing knives and bayonets that can both be used as combat knives. Since combat is hideously lethal and most enemies operate in teams, getting close enough to an enemy to knife them is often suicide.
175* [[PlayerCharacter Brother-Captain Titus]] starts ''VideoGame/Warhammer40000SpaceMarine'' with a broad-bladed combat knife almost as long as his forearm, which, him being a seven- or eight-foot-tall SuperSoldier, probably renders it roughly the length of a short sword for a normal human.
176* ''Franchise/MassEffect'' has a melee attack of the PistolWhipping variety. ''VideoGame/MassEffect2'' maps it to a specific key, and ''VideoGame/MassEffect3'' adds the Heavy Melee, which deals much more damage at the cost of a wind-up time, as well as well as a [[BayonetYa bayonet]] [[GunAccessories option]] for shotguns.
177* ''VideoGame/DirtyBomb'' has weapons ranging from standard knives, to cricket bats, to [[KatanasAreJustBetter a frickin katana]], to a ''kukri!''
178* ''Blockstorm'' has a knife as one of the few weapon slots the player cannot switch out. You can make it look like whatever you want with the weapon-skin editor, but it ultimately doesn't matter - whatever you're hitting opponents with, one hit does the trick.
179* ''VideoGame/DeusEx'' offers a standard combat knife, and also a baton and riot prod for anyone who wants to bring down enemies non-lethally. Weapons applied at close range to the middle of the back of an unaware enemy gained a massive damage multiplier, and with some practice you can hit the right spot with a melee weapon without having to get out of the [[CrouchAndProne crouch position used for stealth]]. A knife or baton used in this way brings down any standard human in one hit. The riot prod needs batteries, but does enough damage to knock out augmented humans by using this same tactic.
180* ''VideoGame/AlphaProtocol'' uses barehanded attacks for its melee option. Fists have a lot going for them: They're quick, silent and easy to use, are free (money-wise) and ammunition-independent, and can be used for a OneHitKO from stealth, but they're not especially damaging unless you power them up with Advancement Points or perform stealth takedowns, and they're limited to short range. The Martial Arts special ability is ''Fury'', which increases melee damage and weakens enemy blocking for a short while, but disables stealth and is lost if you use a firearm. Mike also carries a knife, but it's solely for when you want to ''kill'' someone through a stealth takedown for whatever reason.
181* The GameMod ''VideoGame/BatmanDoom'' has smoke bombs, which explode into a damaging cloud when thrown. They take the place of ''Doom'''s rocket launcher -- they are essentially rockets which have been modded to be subject to gravity.
182* ''VideoGame/IonFury'' has an electrified police baton that pulls double duty for charging generators as it does killing goons.
183* In ''VideoGame/{{Dusk}}'', you start the game with two meathooks which become your default melee weapon. Near the end of Episode 1, you can replace it with a big sword which lets you charge attacks if your character has full health, and even reflects projectiles if his morale is high. You can also use ''every single weapon'' for melee with the rotation button.
184* ''Videogame/{{Splitgate}}:'' Every weapon lets you either punch the enemy or smack them with the butt of it for a very quick, sometimes lunging strike; two of those are a certain kill. Even holding the [[MacGuffin Oddball]] still lets you smack people in the face with it for the same damage (think of a Capture the Flag mode letting you stab people with the pointy end of the flag and you got the right idea).
185[[/folder]]
186
187[[folder:Chainsaws]]
188* The original ''VideoGame/{{Doom}}'' and its successors have the original FPS chainsaw.
189** ''Doom 64'' was set in a world apparently inspired by ''Doom'', as it gave the player a ''combat chainsaw'' with dual blades.
190** The chainsaw of ''VideoGame/{{Doom 2016}}'' requires fuel to use, but can one-shot any non-boss enemy instantly and is primarily used both for this purpose and to give you a big refill on ammo for your guns.
191** VideoGame/DoomEternal's chainsaw has pretty much the same function as the previous game's chainsaw and also requires fuel, though stronger enemies are immune, and the weapon is primarily used when you are getting low on ammo, with [[FinishingMove Glory Kills]] being used to get health back.
192* The classic Chainsaw-like weapon (aside from the Chainsaw itself) would be Lightsabers in just about every ''Franchise/StarWars'' First- or Third-person game that uses them.
193* The Ripper in ''VideoGame/{{Fallout}}''.
194** The Auto-Axe, from ''The Pitt''. It throws gibbed parts around!
195** ''VideoGame/{{Fallout New Vegas}}'' introduces an actual Chainsaw for the very first time.
196* The Dragon's Tooth in ''VideoGame/DeusEx'' is a nano-forged blade that is the most deadly weapon in the game, save for the anti-tank rockets.
197** The Dragon's Tooth in ''VideoGame/DeusExInvisibleWar'' was a katana, but came at a point in the game where it was definitely AwesomeButImpractical.
198* ''Franchise/{{Halo}}'': The Energy Sword and Gravity Hammer.
199* The [[LaserBlade Laser Rapier]] in ''VideoGame/SystemShock''. The Laser Rapier in ''VideoGame/SystemShock2'', however, [[AwesomeButImpractical is very emphatically not a Chainsaw]].
200** But the Crystal Shard is.
201* ''VideoGame/{{Heretic}}'' had Gauntlets of the Necromancer, which shoot green lightning at close range. A chainsaw in every way except appearance, and in Tome of Power mode, it can vampirically [[HealThyself replenish health]].
202* The first episode of ''VideoGame/{{Daikatana}}'' has the Ultimate Gas Hands, a chainsaw-like device that straps onto Hiro's hand to deliver OneHitKill attacks.
203* The much-beloved [[VideoGame/GearsOfWar Lancer's]] chainsaw bayonet. Instantly kills anything it's applied to.
204* ''VideoGame/CliveBarkersUndying'' had a giant scythe known as the Scythe of the Celt, a major plot element that was the only weapon capable of killing the game's QuirkyMiniBossSquad. It basically cut enemies in half with one strike, and had a secondary mode that drained enemy health and your mana.
205* ''VideoGame/RiseOfTheTriad'' had the Excalibat, an enchanted slugger that could not only send foes (and incoming projectiles) [[BatterUp flying]], but could also send out a 180-degree spread of exploding baseballs.
206* ''VideoGame/{{Shadow Warrior|1997}}'', in addition to Lo Wang's rapid-fire fists, also had a sword that could deliver the DiagonalCut to just about any of the weaker enemies.
207* ''VideoGame/SeriousSamTheSecondEncounter'' has a chainsaw which is very useful against some types of enemies. It is replaced by a circular saw in ''VideoGame/SeriousSamII''.
208* The melee options in ''VideoGame/TeamFortress2'' do a lot of damage and have a high chance of scoring a CriticalHit, making them better than a lot of the guns in close-quarters. The only exception is the spy, whose knife doesn't do much damage and cannot critical, in order to balance its OneHitKill {{backstab}} ability.
209** The unlockable melee weapons have special abilities which can make them extremely powerful. The Pyro unlock Axtinguisher in particular; it does a guaranteed critical hit as long as the target is on fire, killing many classes outright.
210* ''[[{{VideoGame/Tribes}} Tribes: Vengeance]]'' has a sort of wristblade as an EmergencyWeapon, and ''[[{{VideoGame/Tribes}} Tribes: Ascend]]'' gives everyone a sword for quick melee strikes. ''[[{{VideoGame/Tribes}} Tribes 2]]'', by contrast, has a Shock Lance that's more of a short-ranged lightning rod.
211* ''VideoGame/RedFactionGuerrilla'' has the sledgehammer. Always useful for knocking down buildings without resorting to explosives, and downs enemies in one shot. In multiplayer, a very useful weapon when combined with either Fleetfoot or Stealth pack, and the most effective way to kill players with Heal pack. You can also hammer enemies with melee attack from your gun, but it's much less powerful.
212* ''VideoGame/UnrealTournament'''s Impact Hammer and Shieldgun are incredibly powerful, balanced by a lengthy charge-up time and the obvious range limit. The original also had an actual chainsaw.
213* The ''Franchise/RatchetAndClank'' series has had a few, on both ends of the spectrum. The [[VideoGame/RatchetAndClankUpYourArsenal third game's]] Plasma Whip was nigh worthless, with piddling damage and incredibly limited ammo, while the [[VideoGame/RatchetDeadlocked fourth game's]] [[EpicFlail Scorpion Flail]] was a much more satisfying weapon with more power and some splash damage on impact. ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' featured two: the Shock Ravager (which, while only about twice the power of your pistol/automatic, both [[ChainLightning chained damage]] and had a range comparable to game's grenade launcher) and the Razor Claws (which had about the same range as the wrench, but second only to the rocket launcher and {{BFG}}s in terms of damage).
214* In all of the ''VideoGame/DarkForcesSaga'', except for the first game, you get a lightsaber.
215* In ''VideoGame/{{Painkiller}}'', the eponymous Painkiller is a sort of clockwork glove which opens up into a spinning fan-like blade array when you activate it. It literally MINCES any enemy you introduce it to (as well as stun-locking them as well), sending limbs flying everywhere. Plus you can shoot it out in front of you.
216* ''VideoGame/{{Singularity}}'' has [[PowerFist the TMD,]] which on top of being a rather significant PlotCoupon, can inflict lots of close-range damage.
217* ''VideoGame/KillingFloor'' has an actual chainsaw. It stops most weaker Specimens in their tracks, but oddly does ''reduced'' damage when applied to their heads.
218* The Sky-Hook from ''VideoGame/BioShockInfinite'' is an arguable example, being a handheld device with spinning blades (or rather, hooks) that deals out lethal melee attacks. However, it's passively equipped to a separate button from the one used for firing guns, and is also used for riding the Skylines around Columbia.
219* ''VideoGame/Warhammer40000SpaceMarine'' has an [[SuperSoldier Astartes]]-pattern chainsword as one of its early melee weapons. This is a standard weapon in the ''TabletopGame/{{Warhammer 40000}} setting, with at least four factions (Imperials, Chaos, Orks, and Eldar) issuing them in various forms.
220* ''Videogame/{{Splitgate}}:'' The BFB (presumably standing for Big Fucking Bat), a high-tech mace, takes the role of the competitive melee weapon by letting you lunge in for an instant kill against anyone, with the plus of sending their ragdoll ''flying''. It seemingly runs on actual power, as during gamemodes where it's a pick-up weapon it eventually runs out and just hits like all others.
221[[/folder]]
222
223[[folder:Unlimited-ammo pistols]]
224* ''VideoGame/RiseOfTheTriad'' starts the player out with one of these. The game's machine guns had unlimited ammo, too.
225* ''VideoGame/QuakeII'' and ''VideoGame/QuakeIV'' had the Blaster.
226* ''VideoGame/StarTrekEliteForce'' and ''Elite Force II'' have the Phaser.
227* In ''VideoGame/{{Hexen}}'', the Mage class gets the Sapphire Wand.
228* ''VideoGame/Left4Dead'' starts you off with a pistol that has effectively unlimited ammo. Although you have to reload every 15 shots, you never run out of magazines for it. When you find another pistol, you can dual-wield them to fire shots twice as fast. The only downsides are it takes longer to reload dual pistols, and they're less accurate.
229** ''VideoGame/Left4Dead2'' adds the option of taking a [[HandCannon Desert Eagle]] over a pair of pistols or a melee weapon. While it only holds 8 rounds in the magazine, it's massively powerful and kills zombies in one hit. It also takes slightly longer to reload than a single pistol.
230* ''VideoGame/CommandAndConquerRenegade'' gave you an integrally silenced pistol as both an EmergencyWeapon and stealth weapon that had infinite reserve ammo but still required reloading.
231* Present in ''VideoGame/SeriousSam'' series where it's the weakest weapon in the game in terms of damage. The [[VideoGame/SeriousSamTheFirstEncounter two]] [[VideoGame/SeriousSamTheSecondEncounter Encounters]] and ''[[VideoGame/SeriousSamII II]]'' use revolvers that can be [[GunsAkimbo paired up]] and need a reload after every six shots, while ''[[VideoGame/SeriousSam3BFE BFE]]'' and ''[[VideoGame/SeriousSam4 4]]'' switch to a [[AKA47 renamed]] Desert Eagle with ten shots per magazine that can only be used on its own.
232* ''VideoGame/JustCause1'' gives Rico a pair of revolvers that have infinite reserve ammunition; relatively week, but still good for saving ammo for your stronger guns.
233* ''VideoGame/BattlefieldHeroes'' has pistols for [[AnAdventurerIsYou Soldiers and Commandoes]] that are unlimited in magazines, but all other weapons in the game do also anyway. Pistols are less {{Emergency Weapon}}s in this game as they have variants for close, mid and [[SniperPistol far range]], [[PVPBalanced all of which do respectable damage in their range]], though they generally require being used with another weapon to assuredly finish off the target. The close-range one fires in bursts.
234* ''VideoGame/{{Unreal|I}}'''s Dispersion Pistol.
235** ''VideoGame/UnrealChampionship2TheLiandriConflict'' gives each playable faction their own variant on the pistol, most of which are [[GunsAkimbo dual-wielded]] because [[RuleOfCool everyone in the Tournament is a badass]].
236* The sidearms in ''VideoGame/{{Killzone}} 2'' require reloading, but you have infinite magazines.
237* The Engineer's pistol in ''VideoGame/TeamFortress2'' deserves a mention; it doesn't have unlimited ammo but the Engie carries far more bullets than you'll ever need, especially since Engineers will constantly be picking up ammo because it also gives them metal to make their buildings.
238* The base pistol in ''VideoGame/StarWarsBattlefront'', carried by almost every class, has unlimited ammo, takes three or four headshots to down most enemies, and has an overheat bar.
239* ''[[{{VideoGame/Tribes}} Tribes 2]]'' has the Blaster. Justified in that it's powered by your suit energy, which automatically recharges when you're not using it.
240* ''VideoGame/BlakeStone'' gets the Auto-Charge Pistol, which has a long recharge time but is also silenced.
241* In ''VideoGame/FrontlinesFuelOfWar'', the multiplayer pistol had unlimited ammo, but the campaign version didn't.
242* ''VideoGame/StarWarsRepublicCommando'' gives each titular Commando a back-up DC-15 blaster pistol, which has an overheat gauge instead of limited ammo. The novels actually lampshade its infinite ammo feature.
243* The basic bolt pistol in ''VideoGame/Warhammer40000SpaceMarine'' has eight shells but infinite magazines.
244* ''VideoGame/SplinterCellConviction'' gives you unlimited reloads for your pistols. This feature returns in ''[[VideoGame/SplinterCellBlacklist Blacklist]]'' - but only on Rookie difficulty.
245* The first weapon you come across in ''VideoGame/Doom2016'' is a plasma pistol that has infinite ammo, and so becomes the EmergencyWeapon of the game. Its main ability is a charged attack that can kill lesser creatures instantly, but you're better off using another gun.
246* In ''VideoGame/TouchTheDead'', this is the first weapon that you get.
247* ''VideoGame/StrangeAeons'' is a ''VideoGame/{{Doom}}'' [[GameMod mod]] with an arsenal that is functionally similar to that of the unmodified game with the exception of its replacement for the limited-ammo pistol: the Scepter of Souls, a short-range {{Boomstick}} with unlimited ammo.
248* ''Videogame/{{Splitgate}}:'' Ranked games give you an automatic Pistol instead of the usual Assault Rifle. Its high firerate gives it decent damage, though each individual bullet does very little.
249[[/folder]]
250
251[[folder:Pistols that don't have unlimited ammo]]
252* Comes in two flavors in ''VideoGame/{{Destiny}}'':
253** Hand Cannons are large [[RevolversAreJustBetter revolvers]] about the size of a [[HandCannon sawed-off shotgun]], with a slower rate of fire than most guns, a somewhat smaller ammo capacity, but hit like a truck.
254** Sidearms are your typical semi-automatic pistol. They don't do the kind of damage the Hand Cannons are capable of, but they're faster-firing, and have a larger clip.
255* Present in ''VideoGame/Wolfenstein3D''
256** ''VideoGame/ReturnToCastleWolfenstein'' features two pistols. The Luger 9mm one used by the Germans, and can mount a [[HollywoodSilencer silencer]], and the more powerful Colt .45 which can be [[GunsAkimbo dual-wielded]], but since you're deep behind enemy lines your .45 ammunition is ''extremely'' limited and is shared with the Thompson submachine gun, making it TooAwesomeToUse.
257* Present in every ''VideoGame/{{Doom}}'' game until ''VideoGame/Doom3'' (see above for the 2016 game).
258* Present in Hybrid with only four. Each of the four classes start out with one that doesn't pierce through armor, except the Alien's which has high damage and they reload when they're out of bullets.
259* In ''VideoGame/DukeNukem3D'', the pistol was almost like a machine gun with a very small magazine due to its rate of fire.
260* A revolver is used in ''VideoGame/RedneckRampage''
261* In ''VideoGame/HalfLife'', Gordon Freeman uses a Glock 17 (or Beretta if the High Definition pack is installed) in the first game, and a Heckler & Koch USP Match in the sequel.
262** In both games he also uses a .357 Magnum Colt Python revolver (or a Colt Anaconda with the wrong ammo with the first game's HD pack).
263** In ''VideoGame/HalfLifeOpposingForce'' you get a Desert Eagle with a slightly higher capacity and a LaserSight that can be toggled on and off; it fires slightly faster, especially with the laser off, but deals slightly less damage and is noticeably less accurate without the laser.
264* ''VideoGame/CounterStrike'' has a wide assortment of pistols, used mostly in the first round of a match, known as "pistol round", when all players have just a little bit of money to buy a pistol and maybe some body armor. They range from the bread-and-butter Glock 17 (Terrorists' high-capacity and burst-fire-capable pistol) and HK USP (Counter-Terrorists' standard-capacity, slightly stronger pistol with [[HollywoodSilencer a removeable suppressor]]); the Dual Elites, which used to serve no purpose other than looking cool in ''Half Life: Counter Strike'', but were later upgraded in ''Global Offensive'' with better accuracy while running; the Desert Eagle, which hits like an AK-47 but suffers from poor accuracy and a lower capacity than the other handguns; the FN Five-seveN which lacks power but is accurate and has a high magazine capacity; and the Tec-9 in ''Global Offensive'', which boasts the largest magazine in the class.
265** ''Global Offensive'' added the R8 Revolver, which is AwesomeButImpractical: it's as powerful and accurate as an AWP, but comes with 24 bullets and you need to learn to time your trigger pulls in order to use it efficiently, since it takes a moment to cock the hammer before it drops and the gun actually fires; SecondaryFire skips this for much faster shots, but reduces the accuracy in return.
266* The ''VideoGame/DeusEx'' pistols are often [[PunchPackingPistol the best weapons in the games]], due to abundant ammo, excellent accuracy, and ease of headshots. Even in ''VideoGame/DeusExInvisibleWar'', where the pistol is relatively weak, it uses up very little UniversalAmmo, has a nifty unlimited-use flashlight built-in, and has two unique variants that amp up the damage and replace the flashlight with a redlight or scope.
267* ''Franchise/{{Halo}}'': In ''VideoGame/HaloCombatEvolved'', the pistol was rather powerful and accurate, and even included a sniper scope. The scope and most of its damage was removed in ''VideoGame/{{Halo 2}}''. Cue rioting. The scope returns in ''VideoGame/Halo3ODST'', and games from ''VideoGame/HaloReach'' onward have raised the damage. Cue cheering.
268* ''VideoGame/{{Heretic}}'''s pistol is called the Elven Wand, which is mainly usable against the weakest enemies and gets slightly more powerful when used with a Tome of Power.
269* ''VideoGame/TeamFortressClassic'' has the spy with a tranquilizer gun used for slowing down opponents (that uses the unreleased silencer model for the pistol in ''VideoGame/HalfLife1''), and the engineer that has a railgun, which unlike ''VideoGame/QuakeII'', is just a lazer blaster.
270* The Scout and Engineer of ''VideoGame/TeamFortress2'' have pistols as secondary weapon; the Engineer has so many bullets (212) they may as well be infinite but the Scout has so few (48) it's one of the weapons most likely to run out of ammo. They are functionally automatic weapons, because holding the fire button makes the character fire as fast as the gun can (more than five times a second). The Spy's only projectile weapon is a [[RevolversAreJustBetter revolver]] that is quite accurate.
271* Three variations in ''VideoGame/GearsOfWar'', with the semiauto standard-issue Snub Pistol, the [[RevolversAreJustBetter Boltok Pistol]], and the Gorgon pistol, which fits under automatics.
272* The Enforcer in ''VideoGame/UnrealTournament'' and ''Videogame/UnrealTournamentIII'', default weapon at spawn, and rather powerful if [[GunsAkimbo dual wielded]].
273** ''VideoGame/UnrealTournament2004'''s Assault Rifle may qualify here since it replaces the Enforcer and is equally pitiful, but can also be dual-wielded.
274** The Automag in ''Videogame/{{Unreal|I}}'', the precursor to the Enforcer - though it couldn't be dual wielded, it had to be reloaded every twenty shots, and it was an upgrade over your actual starting gun by way of being HitScan.
275* ''VideoGame/{{Resistance}} 2'''s magnum is quite devastating, just like Halo 1's pistol. Bonus points for being able to [[StuffBlowingUp explode bullets]] once they're implanted in enemies.
276* Can be wielded akimbo in the ''Primal Hunt'' expansion pack for ''VideoGame/AliensVsPredator2''.
277* Several versions exist in each of the ''VideoGame/CallOfDuty'' games. ''Call of Duty 4'', for example, offers the M9 Beretta, the M1911 .45, the USP .45, and the Desert Eagle .50 AE.
278** This is further extended in the [[VideoGame/CallofDutyZombies zombies mode]], in which your basic starter weapon is an M1911 (however, this changed with the addition of the [[OurWeaponsWillBeBoxyInTheFuture MR6]] and the [[RevolversAreJustBetter Bloodhound]] in ''[[VideoGame/CallofDutyBlackOpsIII Black Ops III]]'').
279* ''VideoGame/GoldenEye1997'' had Bond's signature PPK (called a PP7) and a TT-33 Tokarev (called a DD-44 Dostovei). For more powerful weapons, Natalya's Cougar Magnum and the infamous Golden Gun are also available.
280* The Warp Pistol in ''VideoGame/TheConduit'' is nominally an alien version of the pistol, but its shots can be bounced off walls to hit hidden targets. It can also be charged.
281* The pistol from ''VideoGame/{{Crysis}}'' (and full-auto SMG in Warhead). [[GunsAkimbo Dual wieldable]] and upgradeable with silencer and flashlight/laser sight.
282* ''VideoGame/{{Descent}}'', the regular laser. Upgradable to four power levels, six in the sequel, plus the equivalent of twin pistols, the Quad Laser.
283* ''Franchise/RatchetAndClank'' has a new one in every game, gradually veering into "automatic weapon" territory.
284* In ''VideoGame/{{Outlaws}}'' you get a revolver.
285* In the first 3 ''VideoGame/{{Dark Forces|Saga}}'' games, you get Kyle's trademark weapon, the Bryar pistol.
286** In the fourth game you get a DL-44 pistol similar to the one used by Han Solo.
287* ''VideoGame/BioShock1'' has a revolver.
288* The precision pistol in ''VideoGame/StarWarsBattlefrontII'', unlocked for getting six kills in one life with the standard pistol, does as much damage as a normal sniper rifle, including [[BoomHeadshot instant-kill headshots]] and has six sixteen-shot magazines.
289* ''VideoGame/{{Blood}}'' has a FlareGun as its stand-in for the typical pistol. The second game has it return alongside a more standard pistol, both of which can be [[GunsAkimbo paired up]] when you find a second one.
290* ''VideoGame/BlakeStone'' has the Slow-Fire Protector.
291* ''VideoGame/PerfectDark'' has the Falcon 2, which can be [[SniperPistol fitted with a scope]] or silenced, and the rather weak [=MagSec=]. For alien weapons, there is the Phoenix (laser pistol with a setting for explosive rounds) and the Mauler (single or charged-up shot).
292* ''VideoGame/{{Singularity}}'' has a revolver.
293* ''VideoGame/DarkWatch'' has the Redeemer and the Wargivers, a large revolver and a pair of smaller ones, respectively. The Redeemer fired slowly at first, but if the trigger was held down the protagonist would begin to fan it's hammer, firing [[MoreDakka much more quickly]] but with reduced accuracy. Both have [[EmergencyWeapon blades.]] There's also an ordinary six-shooter only used in the opening level.
294* ''VideoGame/KillingFloor'' starts every player with a Beretta M9. You can dual-wield them, as well as more powerful options in the .45 Mark 23, .44 Magnum Model 29 and up to the Desert Eagle HandCannon.
295* ''7.62 High Caliber'' starts the player, many mercs, and almost all low-level enemies and in fact you get dumped on your mission [[WithThisHerring with nothing but a TT-33, two magazines, and a box of ammo.]] Pistols are extremely light and easy to carry (and two belts in the game have a holster for carrying one), but often lacking in stopping power. However, there are various magnum guns (including revolvers and Desert Eagles) that are powerhouses in close quarters, but still have low rates of fire due to the recoil and low capacity.
296** In fact, one of the early game weapons (without the Blue Sun mod) is an Obrez Mosin, a ''sawed-off Mosin-Nagant rifle''. Despite what it may look like, the lack of accuracy (due to not having any sights), low capacity, and bolt-action firing make it mostly useless.
297* ''VideoGame/MassEffect1'' has the Pistol weapon type, available to all classes. In ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'', they are split into [[SniperPistol Heavy Pistols]] and [[MoreDakka Submachine Guns]].
298* The 2013 ''[[VideoGame/ShadowWarrior2013 Shadow Warrior]]'' has an 8-round revolver with a secondary firing mode where you fan the trigger "Western-style". It is a quite powerful weapon based on the Chiappa Rhino.
299* ''VideoGame/{{Daikatana}} actually makes the typical pistol the first weapon of the ''final'' (of four) episode. Given [[AwesomeButImpractical the nature of most other weapons]], the firmly BoringButPractical weapon is more than welcome.
300** Each episode does have an analogue. The Ion Blaster fires ricocheting energy shots, the Discus returns to the user when thrown, and the bolter is essentially a non-hitscan pistol.
301* ''Blockstorm''[='=]s Pistol fills the role of a HandCannon, featuring a small eight-shot magazine and less accuracy than the semi-auto rifle, but still being rather deadly in the right situation, having a much faster rate of fire and being able to kill in two shots.
302* ''VideoGame/AlphaProtocol'''s pistol does mediocre base damage, but this can be improved with an aimed CriticalHit, especially a [[BoomHeadshot headshot]]. It can be equipped with a silencer for stealth Mike, and it's the only firearm that can use tranquilizer rounds for nonlethal takedowns at range. Its skill, ''Chain Shot'', puts Mike into BulletTime and lets him fire off a number of shots in an instant - and he can take the time to aim first, making the pistol the weapon of choice for putting bosses down quickly. Pistols are the most broadly-useful gun Mike has, and it's entirely possible to go through the entire game without using any other guns.
303* ''VideoGame/IonFury'' has the Loverboy, a [[NoKillLikeOverkill triple-barreled]] [[RevolversAreJustBetter revolver]] that remains powerful through the whole game and has an alt fire that locks on to enemy heads.
304* In ''VideoGame/{{Dusk}}'', the guns are pretty standard, but you can hold two of them at the time, making them a good EmergencyWeapon if you need to save ammo for your others.
305[[/folder]]
306
307[[folder:Shotguns]]
308* ''VideoGame/{{Doom}}'' had one of the first shotguns, but ''VideoGame/DoomIIHellOnEarth''[='s=] super shotgun and ''VideoGame/Doom3'''s shotgun more closely matched the gameplay described. The original was longer-range, faster, and weaker in comparison.
309** ''VideoGame/{{Doom 2016}}'''s shotgun can be modded to fire three-round bursts (which use up ammo quickly) or explosive shots that act a lot like a grenade launcher. The super shotgun is much like its counterparts in the original games.
310* Garden-variety, sawed-off, and double-barrel shotguns also appear in ''VideoGame/DukeNukem3D'', ''VideoGame/RedneckRampage'', ''VideoGame/{{Blood}}'', all of the ''VideoGame/{{Quake}}'' games, the ''VideoGame/CallOfDuty'' games, the ''VideoGame/AliensVsPredator'' games, ''Franchise/{{Halo}}'', ''VideoGame/FirstEncounterAssaultRecon'', ''VideoGame/{{Singularity}}''...
311* ''VideoGame/{{Shadow Warrior|1997}}'' has a ''four''-barreled rotary shotgun that fires either single shots or four-shot bursts. Awesome.
312** The [[VideoGame/ShadowWarrior2013 remake's shotgun]] is a double-barreled affair that can be upgraded to fire both barrels at once, and to have two extra barrels. Unlike its earlier counterpart, it cannot be autofired, and must be reloaded after all the barrels are fired.
313* ''VideoGame/{{Daikatana}}'' has the Shotcycler-6 in the first episode, that fires six-round bursts. [[AwesomeButImpractical It's less useful than that sounds]], but it can be used to RocketJump. The final episode's Slugger is a simpler shotgun that can also fire grenades.
314* All of the classes in ''VideoGame/TeamFortressClassic'' except for the sniper have either a single barrel shotgun, a double barrel shotgun, or both in their arsenal.
315* In ''VideoGame/TeamFortress2'', the shotgun is the default secondary weapon of the Soldier, Pyro and Heavy, and the primary weapon of the Engineer. It has comparatively tight spread, but only moderate damage. The Scout has a SawnOffShotgun as his primary weapon, [[ShortRangeShotgun which is lethal at point blank but basically the same as the other shotguns otherwise]].
316* ''VideoGame/BattlefieldHeroes''' shotguns can be used by [[AnAdventurerIsYou Soldiers and Gunners]] and have designations for close, mid and far range, having a larger magazine and fire rate for closer ranges, or better accuracy for farther ranges. [[PVPBalanced All do the most damage at their made-for range]].
317* Both ''VideoGame/{{STALKER}}'' games contain a rare case where the shotguns (there are four different ones, ranging from break-open to semi-automatic) do have the option of firing slugs.
318* ''VideoGame/SpecOpsTheLine'' has two shotguns: the W2000, which is a standard close-range shotgun, and the [=AA12=], which has the distinction of being a fully automatic videogame shotgun that fires slugs -- it's so amazingly powerful, you can kill a heavy trooper in just a few seconds with it.
319* The Stasis Weapon from ''VideoGame/StarTrekEliteForce'' is a fairly unique variation. Its primary fire mode was an energy pulse that was quite wide like a shotgun blast, but also coherent so it didn't spread out no matter how far the target was, so if it hit it was always for full damage. It also had a somewhat more typical alternate-fire that shot a spread of five beams. The Assault Rifle in ''Elite Force II'' fills this niche more accurately (and was apparently named by someone who had no idea what "assault rifle" means in real life)
320* Flak Cannon: A variation introduced by ''VideoGame/UnrealI'' that fires shards of molten shrapnel, which can be bounced off walls and around corners.
321** Secondary fire allows it to double as a grenade launcher.
322*** Sadly, ''VideoGame/JediOutcast'' took a perfectly good fragmentation missile launcher and turned it into a direct copy of ''VideoGame/{{Unreal}}'''s Flak Cannon... while removing the spectacular gibbage that was all the fun of it.
323* ''{{Franchise/Halo}}'' had the shotgun, a smaller, weaker, dual weldable "Mauler" shotgun, and a pretty good Scattershot (which can also ricochet its shots off hard surfaces).
324* ''VideoGame/{{Marathon}}'' had you '''[[GunsAkimbo dual-wielding]]''' double-barreled shotguns, [[UnorthodoxReload despite the obvious challenge reloading should present]]. In-game, Durandal tells you [[LeaningOnTheFourthWall it's too complicated for you to know how]][[note]]A popular fan theory is that the recoil powers a teleporter that moves ammo from the player character's pockets into the chambers[[/note]].
325** As did ''VideoGame/TimeSplitters2''.
326*** And a recent example, ''VideoGame/CallOfDutyModernWarfare2'' has you dual wielding the same. We don't get to see how to reload them, as the animation has the gun(s) slip off below the screen after they're broken open and not returning until the new shells are already in.
327* Every ''VideoGame/{{Turok}}'' game has a Shotgun, but ''Seeds of Evil'' gave us the Shredder, which is some unholy hybrid of lightning-gun and Flak Cannon. Excellent for clearing corridors.
328* ''VideoGame/{{Heretic}}''. See below under "Crossbows".
329* ''VideoGame/{{Blood}}'' has a double-barreled shotgun. You can fire each barrel in rapid succession or fire both at once, but then the gun has to be reloaded. The expansion for the second game eventually adds a semi-automatic combat shotgun with an attached GrenadeLauncher with grenades that emit poisonous smoke.
330* The ''Franchise/ResidentEvil'' games have always had shotguns and mostly followed the pattern of making them best used as melee weapons that use ammo, but the more recent games have begun to move away from this; in ''VideoGame/ResidentEvil4'', one of the shotguns can be upgraded to be more effective at longer ranges. Also, in ''VideoGame/ResidentEvil5'', one shotgun is as useful as any other non-scoped gun at long range since one of the pellets will always hit where the laser is pointed.
331** This is because 'sniper-type' enemies in ''4'' and ''5'' were generally much weaker than the mooks who would get up close and personal, and would go down in fewer shots as a result.
332* ''Franchise/RatchetAndClank'' has a new shotgun in each installment, and since the introduction of weapon upgrades has included such wondrous devices as one that shoots homing lava and one that fires ''exploding corrosive icicles''.
333* Both ''VideoGame/HalfLife'' games have the SPAS-12 shotgun (unlike the real SPAS-12, it only fires in pump-action mode and in the case of the second game only loads 6 shells). The designers also mistook the magazine tube for a second barrel, allowing the player to "fire both barrels" for added damage while using up two shells at once and having a longer delay between shots.
334* ''VideoGame/{{Outlaws}}'' has three shotguns, single barreled, double barreled, and sawed-off double barreled.
335* ''VideoGame/JediKnightIIJediOutcast'' and ''VideoGame/JediKnightJediAcademy'' have a "[[CallARabbitASmeerp flechette launcher]]" which is basically a shotgun.
336* ''VideoGame/StarWarsBattlefrontII'' has the normal shotgun, carried by the Engineer class, which shoots a spread of green laser beams and is only dangerous up close. The award shotgun, called a "flechette shotgun" similar to the above entry, shoots [[LawOfChromaticSuperiority purple]] beams and has a much tighter spread. Curiously, the Republic's V-wing bomber in space maps has a starfighter-sized version as its primary weapon.
337* ''VideoGame/BioShock1'' and ''VideoGame/BioShock2'' both include shotguns. The first one has special [[LightningGun electric buckshot]] ammo, and the sequel's double-barreled shotgun can be loaded with very powerful slugs. ''[[VideoGame/BioShockInfinite Infinite]]'' has a more mundane shotgun (lever-action this time) which is still very powerful, and can be upgraded with a faster reload, increased damage, and a larger magazine.
338* ''VideoGame/GhostbustersTheVideoGame'' -- Shock Blast acts very shotgun-like.
339* ''VideoGame/QuakeI'' has two shotguns: a single-barreled version which is weaker but more accurate, and a double-barreled version which is powerful at close range but very inaccurate at long range.
340* ''VideoGame/Goldeneye1997'' has two shotguns, but the differences between them are mostly cosmetic. The Automatic Shotgun (actually semi-automatic) has a magazine of 5 and deals the most damage per hit of any weapon but the Golden Gun. The Shotgun (unlockable with cheats) is the same thing, but noisier and with the shell holder moved.
341* ''VideoGame/PerfectDark'' has a shotgun with a magazine of 9 which can be set on single or double blast. It's powerful, but suffers from a very long reload time (the animation is putting each individual shell into the gun one by one).
342* ''VideoGame/Rage2011'' has a shotgun that can be loaded with a variety of rounds, including slugs and "Pop Rockets", which turn the weapon into a weaker rocket launcher.
343* ''VideoGame/DarkWatch'' has a quad-barreled, pump-action shotgun that fires two rounds with each shot. It's also [[EmergencyWeapon bladed.]]
344* ''VideoGame/KillingFloor'' has ''six'' different shotguns - Benelli M3 and Winchester 1897 pump-actions (the latter loaded with [[KillItWithFire Dragon's Breath shells]]), double-barreled hunting, "HSG-1" bullpup magazine-fed, Benelli M4 semi-automatic and the fearsome AA-12 automatic. ''VideoGame/KillingFloor2'' keeps most of these, only swapping out the M3 for a 20-gauge Mossberg and the HSG-1 for a new, double-barreled "HZ-12", and also adding a caseless semi-automatic version for the Medic.
345* ''7.62 High Caliber'' introduces shotguns and pistols simultaneously, though starting guns are typically low capacity (hunting guns, compact pump-action guns, or sawed-off shotguns). Buckshot has a surprising range for [[ShortRangeShotgun video games]], however, and some guns can be fitted with a scope and loaded with slugs to use as a makeshift sniper rifle.
346* In ''VideoGame/{{Hexen}}'', the Fighter's InfinityPlusOneSword, Quietus, can't be used as a melee weapon and instead fires powerful fireballs in a spread pattern, effectively making it a magic shotgun.
347* ''Franchise/MassEffect'' has the Shotgun weapon type, available to Soldiers and Vanguards. They are usually [[ShortRangeShotgun ineffectual at long range]], though ''VideoGame/MassEffect3'' introduce the Graal Spike Thrower, a [[BloodKnight krogan]] shotgun that fires a single barbed [[ExactlyWhatItSaysOnTheTin spike]] instead of a spread of pellets : with the right [[GunAccessories mods]], it can be used as a ''[[SniperPistol sniper shotgun]]''.
348** ''Mass Effect 3'' also introduces the Piranha, a full-auto-capable shotgun, and the Crusader, a slug-only weapon that works more like a sniper rifle than a shotgun.
349* ''Blockstorm'' has two, a full-size shotgun for the primary slot and a sawed-off for the secondary. Both are {{short range|Shotgun}}d, but deal incredible power. The former has slightly better range, twice the capacity, a faster rate of fire and reload, and is the lightest primary weapon in the game; the latter has better power, but has a longer delay between firing each shell and is heavier than the longer-ranged pistol.
350* ''VideoGame/DeusEx'' offered two shotguns. The pump-action shotgun took up less space in the GridInventory and did more damage per shell, but had a smaller magazine and required pumping between shots. The assault shotgun was basically an assault rifle that could fire shotgun shells on full automatic. The game also offered both standard buckshot shells for use against organic enemies and sabot shells for fighting robots.
351* In ''VideoGame/TouchTheDead'', this is one of the weapons you have.
352* In ''VideoGame/AlphaProtocol'', the shotgun is largely a ShortRangeShotgun, designed more for close-quarter missions and clearing rooms full of enemies. It does tremendous damage if it hits at short range, often shredding armored enemies with a hit or two, and can knock down enemies with a charged shot (allowing for a OneHitKO in melee if you stomp them before they get up), but it has no effect to speak of at long range and is as stealthy as a grenade. The ''Room Sweep'' special ability makes every hit a knockdown critical for a short time.
353* ''VideoGame/IonFury'''s shotgun doubles as it's grenade launcher as both are fired from the same gun and the player can swap ammo by alt firing.
354* ''VideoGame/{{Dusk}}'' lets you hold ''two standard [[ShotgunsAreJustBetter shotguns]] at the time'', ''Franchise/{{Terminator}}''-style, which serve as your default weapons once you get them in double. You also get a more conventional [[ShortRangeShotgun short-range super shotgun]] later on.
355* ''Videogame/{{Splitgate}}:'' The Shotgun is strictly of the short range kind, instantly lethal in short-range bouts and with enough spread to bring serious pain in narrow corridors, but past ten feet or so the damage collapses.
356* ''VideoGame/Halo4'' gives us the Scattershot (aka "Z-180 Close Combat Rifle/Asymmetric Engagement Mitigator"), a Forerunner weapon that shoots a spray of energy particles at a low engagement distance but with high lethality, just like a human shotgun. It even reloads similarly to one (round-by-round by breaking the weapon open near the grip).
357[[/folder]]
358
359[[folder:Automatics]]
360* ''VideoGame/Wolfenstein3D'' has two of these: a machine gun and a "chaingun" (which was really a minigun)
361** ''VideoGame/ReturnToCastleWolfenstein'' has the [=MP40=], a BoringButPractical 9mm submachine gun carried by most {{Mooks}} early in the game which eventually gets phased out when the FG42 shows up, the Thompson, an AwesomeButImpractical .45 submachine gun that does slightly higher damage but has extremely limited ammo on account of you being deep behind enemy line, and the Sten submachine gun, which also uses 9mm but inexplicably does more damage than the .45 Thompson, mounts a [[HollywoodSilencer silencer]] and must be fired in short bursts because it [[{{Overheating}} overheats]] (complete with steam (?) coming out of the heat guard). Fitting with the StupidJetpackHitler nature of the franchise, the game also features an automatic [[LightningGun Tesla Gun]] which kinds of suck when ''you'' use it but is extremely painful when the second boss uses it on you.
362* ''VideoGame/{{Doom}}'', ''Doom II'', ''Final Doom'' et al has the chaingun (again, really a minigun) and plasma gun. The former has a slower rate of fire, deals less damage, and deviates from where you're actually aiming after very few shots, but is found earlier and its ammo is much more common, being the same as the pistol.
363* ''VideoGame/Doom3'' has both of the above, plus the machine gun.
364* ''VideoGame/{{Doom 2016}}'' has a heavy assault rifle, a chain gun and a plasma gun, all of which can be modded for added utility.
365* ''VideoGame/{{Heretic}}'' has the Dragon Claw, the Hellstaff, and the Firemace.
366* ''VideoGame/CounterStrike'' has the bread-and-butter HK [=MP5=], introduced in ''HLCS'' but then removed in ''Source'', then reintroduced in ''Global Offensive'' in 2018. Other submachineguns include the Steyr TMP that had a silencer (removed since ''HLCS''), the FN Herstal P90 which is accurate and fires very fast but has weak individual shots, the HK [=UMP45=] which functions as an [=MP5=] with stronger shots but worse accuracy, the PP-Bizon which boasts a large magazine but very weak shots, and the Ingram MAC-12 which is cheap but horrendously inaccurate.
367* ''VideoGame/Goldeneye1997'' had several automatics, but the best known one was the RC-P90, which fired an incredibly fast wall of lead and was only available after killing Xenia at the Jungle level. It was based off the FN Herstal P90.
368* ''VideoGame/PerfectDark'', in reference to ''Goldeneye 007'', had the RC-P120. ''Perfect Dark Zero'' then brought back the good ol' RC-P90.
369* The machine guns in ''VideoGame/RiseOfTheTriad'' had unlimited ammo.
370* ''VideoGame/DukeNukem3D'' and ''VideoGame/DukeNukemForever'' used a triple-barreled [[http://en.wikipedia.org/wiki/Nordenfelt Nordenfelt-type]] machine gun called the "Ripper".
371* Machine/nail/plasma/lightning guns exist in all of the ''VideoGame/{{Quake}}'' games in various forms. ''VideoGame/{{Quake|I}}'' had the nailgun, super nailgun, and lightning gun; ''VideoGame/QuakeII'' had the machine gun, chaingun (really a minigun), and hyperblaster; ''VideoGame/QuakeIIIArena'' had the machine gun, plasma gun, and lightning gun; and ''VideoGame/QuakeIV'' had the machine gun, nailgun, hyperblaster, and lightning gun.
372* The ''VideoGame/{{Unreal}}'' franchise has numerous machine guns, miniguns, plasma guns, and crystal-shard guns. In particular, the Pulse/Link Guns have a Plasma Gun-style primary fire and a lightning gun-style secondary. A kill from the secondary will reduce the victim to a charred skeleton.
373* ''VideoGame/{{Blood}}'' has a Tommy gun. ''Blood 2: The Chosen'' has MAC-10's and [=M16s=], the former of which can be dual-wielded and the latter coming with a GrenadeLauncher.
374* ''VideoGame/{{Daikatana}}'' has the Ripgun, i.e. a chaingun, in the final episode. There's also the Kineticore, which fire fast-flying ricocheting DamageOverTime projectiles [[AwesomeButImpractical that are very easy to hurt yourself with]].
375* Submachine guns for [[AnAdventurerIsYou Soldiers]] and machine guns for [[AnAdventurerIsYou Gunners]] in ''VideoGame/BattlefieldHeroes'' have close, mid and far range designations, [[PVPBalanced doing more damage in the range the gun is made for]], as well as having a larger magazine and faster fire rate for closer ranges, or better accuracy for farther rangers.
376* There are a few Automatic weapons in the ''VideoGame/HalfLife'' series:
377** The first game has an [=MP5=] (M4 carbine if the High Definition pack is installed) and the Tau Cannon.
378** One well-known example of a lightning gun is the Gluon Gun (or EGON) from ''VideoGame/HalfLife1'', itself modeled after the [[AwesomeBackpack Proton Packs]] in ''Franchise/{{Ghostbusters}}''.
379*** The expansion ''Opposing Force'' has an M249 SAW.
380** The [=MP7=] and Pulse Rifle from ''VideoGame/HalfLife2''. Secondary fires match other tropes more closely.
381* In ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2'', The Sniper's secondary weapon is a "grease gun"-style submachinegun.
382** Notably there is [[AvertedTrope no assault rifle]] in [=TF2=] for CompetitiveBalance reasons.
383* The [[NamesToRunAwayFromReallyFast Mulcher]] of ''VideoGame/GearsOfWar2'' is a minigun that has to be set down and braced for anything resembling accuracy, while the Lancer of both games is the all-purpose automatic, and also your default weapon.
384** [[RuleOfCool And it has a chainsaw bayonet built into it.]]
385* Most of the guns in ''Franchise/{{Halo}}'' can be fired automatic; but the series from ''VideoGame/{{Halo 3}}'' onward added some overkill with the ability to tear chaingun turrets off their tripod and go to town (It slows you down and runs out of ammo fast, but damn it looks awesome).
386* As can be expected, every [=WW2=] game in existence features at least four of these. The Tommygun, MP-40, and Sturmgewehr-44 are the most commonly seen.
387** And don't forget the [=PPSh-41=] 'burp gun'.
388* Call of Duty 4 features about ''twenty'' representatives from this group.
389* The FY-71 and SCAR from ''Crysis'' fit this niche.
390* The Scavenger Rifle in ''VideoGame/StarTrekEliteForce'' and the Enhanced Compression Rifle in ''Elite Force II'' fulfill the "assault rifle" niche, while the Tetryon Pulse Disruptor in ''Elite Force'' and the Tetryon Gatling Gun in ''Elite Force II'' fulfill the "minigun" role. The Arc Welder in the first game fills the "lightning gun" niche.
391** The basic Phaser also behaved like a lightning gun, though in terms of power and role, it was a [[weapon of last resort]]
392* ''VideoGame/AliensVsPredator2'' has the pulse rifle and "smartgun", as seen in the movies, and a 3-barreled minigun, which was not seen in any movies.
393* ''VideoGame/AmericanMcGeesAlice'' sports a magical deck of razor-sharp cards that track their targets.
394* The alt-fire of the Drakk laser in ''VideoGame/UnrealIITheAwakening'' is like this, but also slow like a flamethrower.
395* The Electro (/Driver) from ''VideoGame/{{Painkiller}}'' also arcs toward enemies.
396* The ''VideoGame/DarkForcesSaga'' includes the comically inaccurate E11 Stormtrooper Rifle, prototype repeater guns, and a heavy repeater.
397* ''VideoGame/{{Descent}}'' has the Vulcan and Gauss cannons, the shots of which travel much faster than laser beams.
398* ''VideoGame/{{Shadow Warrior|1997}}'' let the player operate one or two Uzis.
399** The ''[[VideoGame/ShadowWarrior2013 2013 remake]]'' gives you a ZI-Type 23 PDW, essentially a carbon copy of the Heckler & Koch [=MP7A1=]. With the proper upgrades, Lo Wang can dual-wield this as well. Lo Wang can also commandeer a floor-mounted minigun for those times when he has to blow a lot of demons out of the sky very quickly.
400* ''VideoGame/BioShock1'': You get a Tommy gun.
401** ''VideoGame/BioShock2'' has a Gatling gun.
402* ''VideoGame/StarWarsBattlefrontII'' has the standard base class for every faction with an assault rifle. The award version shoots pulses of three bolts instead of being full-auto, but two hits will down anything short of a Wookie. The Clone Commander and the Destroyer Droid also have specialized high rate of fire unlimited ammo guns.
403* ''VideoGame/BlakeStone'' has both the Rapid Assault Weapon and the Dual Neutron Blaster, analogous to the MP40 and minigun from ''VideoGame/Wolfenstein3D''.
404* ''VideoGame/GoldenEye1997'' has quite a few automatics, including models based on the [=MP5=], [=MAC-10=], Å korpion and others. The most common is the [=AK-47=] knockoff, though.
405* ''VideoGame/PerfectDark'' has automatics based on the Steyr [=TMP=], [=FAMAS=] and more, including a few completely original designs.
406* The M4 assault rifle with square holographic reflex seems to be ''the'' automatic weapon of modern FPS gaming, to the point that 80% of FPS games either have it or a gun based on it. This inspired a [[http://www.cracked.com/article_18609_more-proof-video-game-industry-out-ideas-e3-2010.html tongue-in-cheek post]] on Cracked.com decrying the lack of variety in modern game design.
407* ''VideoGame/{{Singularity}}'' has an assault rifle and minigun.
408* ''VideoGame/KillingFloor'' has the Bullpup, (LL2A1 carbine) , AK-47 (Draco AK carbine), M4 carbine, SCARMK17, and MAC 10. The Bullpup, M4 and SCAR all have scopes/dot sights, while the AK makes due with iron sights. A different M4 can be purchased that has no scope, but has an attached M203 GrenadeLauncher. The MAC 10 has incendiary rounds if used with the "Firebug" [[ClassAndLevelSystem perk.]]
409* In addition to the many production models, ''VideoGame/GhostReconAdvancedWarfighter'' has the MR-C while ''VideoGame/GhostRecon2'' has the XM8 (the former never made it past mock-up stage in real life).
410* ''7.62 High Caliber'' makes automatics the bread and butter of combat. Submachine guns appear before assault rifles and have lower damage, but often higher rates of fire and are much smaller, making them easier to carry and maneuver (some machine pistols can even be fitted in belt holsters with the stock folded). When assault rifles with folding stocks show up, however, [=SMGs=] tend to get rapidly outclassed due to their shorter range and lack of power and are relegated to emergency weapons. This is especially true when body armor becomes common among enemies, since rifles have more chance to penetrate with standard FMJ rounds than pistols.
411** There are also light machine guns available, which fire the same rounds as assault rifles and battle rifles but with a much larger ammo capacity and a resistance to overheating (sometimes with the option for changeable barrels). They also tend to come with bipods by default, making up for their heavy weight by allowing the user to easily drop and cover an area with sustained fire or make accurate shots at long range.
412* The standard Godwyn Pattern bolter in ''VideoGame/Warhammer40000SpaceMarine'' fills the assault rifle niche, but it's loaded with what amount to miniature rocket-propelled grenades.
413* ''Franchise/MassEffect'' has two of them : the Assault Rifle weapon type, available only for Soldiers, and and the Submachine Gun type introduced in ''VideoGame/MassEffect2''.
414* ''VideoGame/{{Turok}} 2'''s [[MoreDakka Firestorm Cannon]]. ''A plasma spewing chain-gun''.
415* Most weapon types in ''Blockstorm'' fill this role, one for each of the three "realistic" subtypes. The AK is the primary one, with good damage and accuracy while aiming, but with noticeable spread when firing from the hip. The [=MP5=] deals less damage, but fires faster and is more accurate when spraying from the hip, while also being a little lighter for faster movement. The M240 is somewhat of a cross between this and a BFG, dealing even further damage (enough to even shred cover with little effort) and having a much larger magazine size, but in return it has heavy recoil, heavy weight, and a slow reload. The secondary slot gets a second SMG in the Mini-Uzi, which fills the same sort of role as the full-size [=MP5=], though it's much heavier than the pistol to trade off for the larger magazine and rate of fire.
416* ''VideoGame/{{Destiny}}'' has these in several flavors.
417** Auto-rifles are your standard assault rifle, with no bells and whistles (unless it's an exotic).
418** Machine Guns are very large, with plenty of [[MoreDakka dakka]] to go around...for balance purposes, they're more powerful and have a ''much'' bigger clip size, but their rates of fire vary and they reload slowly.
419** The sequel, ''VideoGame/{{Destiny 2}}'' introduces Submachine Guns to us.
420* ''VideoGame/AlphaProtocol'' has two automatic weapons: the SMG and the Assault Rifle.
421** [=SMGs=] are used [[DualWielding in pairs]] to spread MoreDakka over an area. Individual shots are weaker than pistol fire, but the weapon increases its damage as you get in more hits with a hit streak; this streak is lost when you reload, switch weapons or take too long to start shooting again. Tactically, [=SMGs=] suffer from a MasterOfNone role; shotguns are better at room-clearing, while assault rifles are better for actual ranged combat. Their special ability, ''Bullet Storm'', allows for an SMG to [[BottomlessMagazines keep firing for the duration without expending ammo]].
422** Assault rifles are the longest-ranged weapon that Mike can carry, and nearly matches the pistol for versatility. A single burst can easily kill an enemy, especially when equipped with armor-piercing rounds, and the AR also has the interesting option of subsonic rounds for silent kills. Its disadvantages are that it eats ammo for breakfast, and it's not as effective for spray-and-pray as the shotgun or SMG - you need to stand still and aim, especially if you want to shoot a burst down the center-line for a critical. Its special ability, ''Focused Aim'', is an autoaimer.
423* ''VideoGame/NoMansSky'' has the Boltcaster, a Multi-Tool accessory that functions like a submachinegun. You start the game with it.
424* ''VideoGame/IonFury'' has the Perpetrators - a pair of Uzis that fire incendiary bullets and shred through ammo like they do enemies. It also has a traditional chaingun you acquire by ripping it off the first boss.
425* ''VideoGame/{{Dusk}}'' has the Assault rifle which does everything you can expect from an automatic: it is especially useful for large groups of common enemies and the ammo is relatively easy to find.
426* ''Videogame/{{Splitgate}}:''
427** The Assault Rifle is closer to a regular automatic, and nearly all Casual game modes start you out with it. The damage per bullet is passable, but the fire rate makes it deadly, especially close-up (though it still works decently at range). Most firefights in Casual game modes quickly turn into Assault Rifle duels, at least until someone ends up running out of bullets and contends with its slow reload.
428** The SMG is a much improved version. The range is a bit lesser, but the damage per bullet isn't sacrificed and the fire rate is ''greatly'' increased.
429[[/folder]]
430
431[[folder:Nailguns]]
432* ''VideoGame/{{Quake}}'' and ''VideoGame/QuakeIV'''s Nailgun and Super Nailgun, the former of which has a homing ability when zoomed in.
433* ''VideoGame/TeamFortressClassic'' has a very accurate but, painfully slow, nailgun and Super Nailgun, which is only used by the Medic.
434* ''VideoGame/TeamFortress2'''s syringe guns, as wielded by TheMedic.
435* ''VideoGame/{{Painkiller}}'''s shuriken gun.
436* The Tarydium Stinger in ''VideoGame/{{Unreal|I}}'' and ''VideoGame/UnrealTournamentIII''.
437* The Railway Rifle in ''VideoGame/{{Fallout 3}}'', which shoots rail spikes at your foes. The slow speed of the projectiles is compensated for by its ability to more quickly cripple limbs than a normal rifle.
438** Plus the cute "woo-woo" noise it makes when it fires. [[LethalJokeItem And it nails body parts to walls.]]
439** ''VideoGame/FalloutNewVegas'' has the H&H Tools Nail Gun, a modified construction nailer. It's quite weak, but effectively silent, and its peerless rate of fire is coupled with cheap, plentiful ammunition.
440** The Railway Rifle makes its return in ''VideoGame/{{Fallout 4}}'' as one of the Railroad's deadliest weapons.
441* The HV Penetrator, one of ''VideoGame/FirstEncounterAssaultRecon'''s guns. Also nails foes to walls. A more powerful version, the Hammerhead, appears in ''F.E.A.R. 2: Project Origin.''
442* In ''VideoGame/GearsOfWar'', the Boltok pistol's shots move slower than other guns in the game. In ''VideoGame/GearsOfWar2'' multiplayer the players' characters duck their head if fired at, and it's slow enough to actually be dodged that way.
443* The insanely powerful Dark Trooper assault cannon from ''VideoGame/{{Dark Forces|Saga}}''.
444* ''Franchise/{{Halo}}'' has the "Needler", which shoots pink, exploding, homing crystal needles. ''VideoGame/HaloReach'' has the Needle Rifle, a non-homing precision version.
445* ''[[VideoGame/{{Killzone}} Killzone 2]]'' has the Bolt Gun, which is like the Needler from ''Halo'' only bigger, slower firing, and less pink. Also, instead of homing in on your target, it pins them to the nearest wall.
446* ''VideoGame/BioShock2'' features a rivet gun as your first gun, and it's very powerful, though the rivets themselves aren't visible.
447** It must be noted, however, that the Rivet Gun actually works more like a Marksman Gun. A more traditional example would be found in the multiplayer, the aptly named Nailgun.
448* ''Videogame/{{Splitgate}}:'' The Plasma Rifle acts rather like this, by belting out one of the only non-hitscan projectiles in the game at a rapid pace. While quick, they're still dodgeable, but can turn a whole hallway into a corridor of death thanks to each plasma ball's high damage. Just watch out for the overheat.
449[[/folder]]
450
451[[folder:Grenades and Launchers]]
452* Grenades in ''VideoGame/QuakeII'' are thrown at first, but can be used in a grenade launcher once you get the appropriate weapon.
453* In ''{{VideoGame/Destiny}}'', all Guardians get grenades for throwing as a special ability. However, ''VideoGame/Destiny2'' introduces the Grenade Launcher in proper form, and they come in multiple flavors:
454** Grenades that bounce around, and are detonated as soon as the trigger is released.
455** Sticky Grenades that act as a proximity mine.
456* ''VideoGame/DukeNukem3D'' has pipe bombs for this purpose; the player can throw as many as desired, then detonate them all at once.
457* ''VideoGame/{{Blood}}'' and ''VideoGame/RedneckRampage'' have bundles of dynamite that must be lit, then thrown. Holding on to these after lighting them is not advised.
458* ''VideoGame/ShadowWarrior1997'' not only gives you a grenade-launcher, but also gives you {{Sticky Bomb}}s that stick to enemies.
459* ''VideoGame/{{Daikatana}}'' has numerous grenade-type weapons:
460** The C4 Vitzatergo in the first episode fires proximity explosives. It is best known for having a firing range ''slightly'' farther than the blast radius of the explosive.
461** The second episode has the Venomous, which fires bouncing poison projectiles, and the Sunflare, a thrown incendiary explosive.
462** The Slugger in the fourth episode can be loaded with Cordite Grenades. The Metamaser is a thrown grenade that activates after thrown, blasting everyone within its line of sight with powerful lasers.
463* ''Franchise/{{Halo}}'' has fragmentation and plasma grenades.
464** ''VideoGame/{{Halo 3}}'' had flame and spike grenades added, and ''VideoGame/{{Halo 4}}'' and ''VideoGame/Halo5Guardians'' add the pulse/splinter grenade (with the latter mode creating secondary explosions).
465** Did we forget about the Rocket Launcher (''VideoGame/{{Halo 2}}'' added a homing missile feature), Missile Pod, Fuel Rod Cannon, Brute Shot, Grenade Launcher, Concussion Rifle, Plasma Launcher, Sticky Detonator, Plasma Caster (which can fire a charged stick grenade with secondary explosions), and Incineration Cannon (with insane splash damage in ''4'' thanks to, again, secondary explosions)?
466* The Demoman in ''VideoGame/TeamFortress2'' is armed with two grenade-launchers, one launching regular grenades and the other with remotely activated {{sticky bomb}}s.
467** That said, he apparently never learned that [[VideoGame/DeusEx a bomb is a bad choice for]] [[CripplingOverspecialization close-range combat.]]
468*** Although in all fairness, the Demoman's main defining feature is that he is the only class in the game that fights at mid-range, as opposed to every other class (excluding the Sniper) who deals their most damage up-close and personal. This actually turns the Demoman into a surprisingly deadly class when mastered, as his unique fighting range means that, with good aiming and prediction, he can turn anything into LudicrousGibs while it tries to close in on him.
469** Thrown hand grenades were explicitly removed from the game because they were such a GameBreaker in the original ''VideoGame/{{Team Fortress|Classic}}''.
470*** It should be noted, however, that there is an old-fashioned handheld stick grenade in "VideoGame/TeamFortress2". Unfortunately (or fortunately, [[ActionBomb depending on how one views it]]), it is only available as a melee unlock for the Demoman. As the description itself notes, "a sober person would probably throw it".
471* Without putting ''VideoGame/TeamFortressClassic'' in a bad light, there were regular frag grenades for all classes except for the scout, concussion grenades used for screwing up the enemy's aim and for a great boost of air for the scout and medic, the soldier's nail grenades which threw nails like a sprinkler and then blows up, the pyro's napalm grenades which cover the floor in fire, the heavy's and demoman's MIRV grenades which explodes into smaller grenades, the engineer's EMP grenades which blew up the enemy's ammo, and the spy's hallucination grenades which sprays a toxic gas that cause the enemies to [[ExactlyWhatItSaysOnTheTin hallucinate]].
472* ''VideoGame/GearsOfWar'' has ink (which causes damage over time to all in the blackened area of its effect), smoke (which were more like flashbang but got nerfed), and frag grenades.
473* ''VideoGame/{{Unreal|I}}'''s rocket-launcher also doubles as this, allowing the rockets to be lobbed instead of launched at will. ''VideoGame/UnrealTournament2004'' had an actual grenade-launcher, grenades from which would stick to a target and could be detonated remotely, as well as a mine-layer for deploying autonomous robotic mines that chase the target.
474** In some regards, the GES [=BioRifle=] would also work as a grenade launcher itself, just as a glorified minelayer. Its primary fire lobs a glob of explosive sludge that [[StickyBomb sticks onto surfaces and explodes]], while the secondary fire [[ChargedAttack charges]] it up for a much larger, more powerful explosive sludge. Considered a mine-layer, because the actual one replaces the GES [=BioRifle=] in ''VideoGame/UnrealTournament2004'''s Onslaught maps.
475** The semi-official mod [=ChaosUT=] adds hand-thrown mines with smiley faces that follow the target, saying things like "My grandma can run faster than that!" in an annoyingly cutesy tone of voice.
476** The ''VideoGame/BallisticWeapons'' mod adds three grenades (frag, flame and toxic), remote-controlled explosives that double as laser-controlled tripmines as well as actual land mines that can be switched between anti-vehicle (larger damage) and anti-infantry (larger blast radius) modes.
477* ''VideoGame/{{Resistance}}'' really likes their grenades. Ranges from standard HE to frag grenades to [[KillItWithFire air-fuel grenades]].
478* ''VideoGame/AliensVsPredator2'' had a grenade-launcher similar to the Milkor MGL. It could fire 4 types of grenades: timed, proximity, spider, and EMP.
479* ''VideoGame/{{Bulletstorm}}'' brings us the flailgun, which shoots out a pair of grenades connected by a chain that can be wrapped around enemies and remotely detonated.
480* ''VideoGame/BattlefieldHeroes'' has TNT for all classes to use against vehicles as it clings to them but is otherwise hard to use against infantry with its long detonation time, small damage radius and loudening sound toward detonation. [[AnAdventurerIsYou Gunners]] can instead use a rocket launcher against infantry and vehicles, while [[AnAdventurerIsYou Soldiers]] can get an antipersonnel grenade that blows up faster (though it blinks red) and use the [[SpamAttack GrenadeSpam]] which is ExactlyWhatItSaysOnTheTin, throwing several grenades at once that explode even faster.
481* ''VideoGame/StarTrekEliteForce'':
482** ''Voyager: Elite Force'' sported a grenade-launcher that could fire bouncing delayed grenades or sticky timed/proximity mines.
483** The Scavenger Rifle alt mode also qualifies as a grenade-launcher, though it always detonates on impact rather than bouncing.
484* The Pulse Rifle from ''VideoGame/AliensVsPredator2'', like [[VideoGame/StarTrekEliteForce the Scavenger Rifle]], also doubled as a grenade-launcher.
485* ''VideoGame/Postal2'' had grenades which technically had three modes. Throw them, drop them as mines, or drop them and then [[HilarityEnsues kick them into enemies.]] There were also other such thrown weapons, among them scissors, molotov cocktails, and anthrax-filled cow heads.
486* ''VideoGame/{{Turok}} 2'' introduced the PFM Layer (Personal Fragmentation Mine Layer) that [[ExactlyWhatItSaysOnTheTin laid mines]] which, when activated, ''[[VideoGameCrueltyPotential bounced into the air and severed an opponents legs at the knees, leaving them to bleed to death]]''.
487* The Shrieker in ''VideoGame/TheConduit'' fires flying bombs that can be steered to targets.
488* ''VideoGame/{{Descent}}'' has plenty of missiles, of course.
489* ''Franchise/RatchetAndClank'' has tons of these, including one that scatters dozens of bouncing cluster bombs and one that fires miniature nuclear warheads.
490* ''VideoGame/OperationFlashpoint'' has two revolver-type grenade launchers, the MM-1 and the RG-6, and funnily enough, they are two of the least useful weapons in the game. In both cases, you can only carry 12 grenades at a time, they have no functional sights to speak of (so hitting anything at a distance is pure guesswork) and the grenades are no more powerful than your garden-variety hand grenade anyway.
491** Then there are the mortar shells that are used in a manner similar to real-life [[http://en.wikipedia.org/wiki/Rifle_grenade rifle grenades]].
492* ''VideoGame/{{Fallout 3}}'' has the "Nuka-Grenade" in addition to more conventional fare, which uses radioactive sodas as its incendiary component.
493** ''VideoGame/FalloutNewVegas'' has various "thumper" type grenade launchers/rifles, dynamite, C-4 remote bombs, and a grenade ''machine gun''. The Gun Runners Arsenal DLC brings back the Nuka-Grenade, along with adding microfusion cell grenades, tin grenades, and the 25mm grenade anti-personnel weapon.
494* The first two ''VideoGame/BioShock'' games have grenade launchers, both of which are also compatible with proximity mines and heat-seeking rockets.
495* Both ''VideoGame/HalfLife'' games have fairly standard frag grenades.
496** The SMG also has an under-barrel Grenade Launcher in both games.
497* ''VideoGame/{{Outlaws}}'' has Dynamite.
498* Thrown and launched grenades have always been a staple of ''VideoGame/CallOfDuty'' games. Examples range from the simple potato mashers and smoke grenades in ''VideoGame/CallOfDuty2'' to [[StickyBomb Semtex]], EMP, concussion and stun grenades, as well as the rifle-mounted launchers in ''VideoGame/ModernWarfare''.
499* ''Franchise/StarWars'' games typically have thermal detonators serve this purpose.
500** The first game also has a grenade launcher, the Packered Mortar Gun.
501* Almost everyone in ''VideoGame/StarWarsBattlefrontII'' has at least a few grenades, and three of the four factions have unlockable classes that carry grenade launchers. Special mention goes to the Wookie Warrior, who carries four normal grenades and has fifteen shots for his grenade launcher.
502* ''[[{{VideoGame/Tribes}} Tribes 2]]'' has four types of hand grenades available: regular grenades which explode normally; concussion grenades which causes everyone in the blast radius to drop their weapon and pack; whiteout grenades which temporarily blind everyone nearby; and flare grenades which redirect incoming missiles. Players could also trade their grenades out for deployable cameras that stick to walls and can be used from the CC to remotely view the surroundings and to defeat sensor jammers. Additionally, Assault and Juggernaut armors could pack an actual grenade launcher that bounce around for a while and then detonate on impact, as well as the Juggernaut-only Fusion Mortar that overlaps with {{BFG}}.
503* ''VideoGame/BlakeStone'' has the Plasma Discharge Unit, which not only has an arc trajectory and splash damage, but a rather rapid fire rate as well.
504* ''VideoGame/GoldenEye1997'' has a rotating grenade launcher with a capacity of three magazines.
505* ''VideoGame/PerfectDark'' has two grenade launchers: the [=SuperDragon=] (assault rifle with [=M203=]-like underslung launcher) and the Devastator (more powerful grenades with a StickyBomb option).
506* ''Singularity'' has a weapon; the Deathex Launcher, that drops a rolling grenade on the ground that can be steered. [[UtilityWeapon It's more useful for puzzles then anything else.]]
507* ''VideoGame/KillingFloor'' has three, the single-shot M79, the six-shot, rotary M32, and the M203 launcher attached to one of the available M4 Carbines.
508* Some of the assault rifles in ''VideoGame/ModernWarfare'' have optional attached grenade launchers.
509* ''7.62 High Caliber'' introduces grenade launchers late in the game, though hand grenades are around from the start. Both operate realistically (having a relatively small explosion that flings individual projectiles from the center), so grenade launchers have an advantage mainly in being able to launch grenades at long range with "pick a window" accuracy.
510* ''VideoGame/SystemShock2'' has a grenade launcher; which has several ammo types; frag, proximity mines, EMP, Incendiary, and disruption.
511* ''VideoGame/MassEffect'' has grenades, available only for [[TheHero Commander Shepard]] and launched like frisbees.
512** ''VideoGame/MassEffect2'' has the M-100 Grenade Launcher heavy weapon. DLC squadmates Zaeed and Kasumi have grenade-based powers that Commander Shepard can gain access to.
513** ''VideoGame/MassEffect3'' has various types of cooldown-independent grenade powers, with grenades as a separate resource from standard ammo. There's also several launchers available as standard weapons: the M-37 Falcon and Striker assault rifles, the Venom shotgun, the Acolyte and Scorpion heavy pistols, and the Krysae sniper rifle.
514* ''VideoGame/DirtyBomb'':
515** Fragger throws frag grenades. He can carry up to two at a time, each on a 38-second cooldown, and can cook their three-second fuses.
516** Nader's five-shot grenade launcher shoots less powerful nades, but more rapidly and without cooking.
517** Redeye has smoke grenades, which fill the area with thick, white smoke.
518** Proxy can lay up to two landmines, which detonate when shot or if an enemy gets too close.
519** Fletcher can use sticky bombs, of which he has three. He has to manually detonate them, however.
520** Skyhammer's Airstrike Marker doubles as a throwable grenade.
521** The as-yet-unreleased Thunder uses Concussion Grenades, which don't fragment but seemingly blind the hapless opponent.
522** Another unreleased Merc, Stoker, promises Molotov cocktails to immolate swathes of enemies.
523* The standard explosive weapon in ''Blockstorm'' is a grenade. Good for clearing out entrenched foes and ruining the trench they were hiding in for good measure. Can also be traded out for Claymore mines that detonate upon an enemy tripping the laser, or C4 packs that have to be placed directly on a surface but have an even larger and deadlier blast.
524* The assault rifle in all of the ''VideoGame/{{Marathon}}'' games features a SecondaryFire grenade launcher. The grenade launcher was wonderfully useful; the grenades had small, tightly-focused explosions that made it safe to use on enemies on the other side of a room, could hit switches, and once you got used to the grenade arc you could use grenades at longer ranges than the rifle's low-accuracy primary fire could match. Once you [[DifficultButAwesome master]] how the weapon works you can use it to [[RocketJump grenade jump]]. One popular joke is that the weapon isn't an assault rifle with a grenade launcher attachment, [[RussianReversal it's a grenade launcher with an assault rifle attachment]].
525** Marathon was in fact the UrExample of an assault rifle with a grenade launcher as a secondary fire.
526* ''VideoGame/AlphaProtocol'' has a wide variety of grenades among the gadgets accessible to Mike. Explosives go boom, incendiaries go boom with added fire effect, remote mines are sticky bombs, flashbangs stun, blind and deafen, shock traps knock out, and EMP charges take out electronics. In addition, all of these grenades can be either thrown by hand or set as traps for enemy patrols. Grenades are thus the weapon of choice for technical players, but you can only carry so many; dealing with bosses will require other tools.
527* ''VideoGame/IonFury'' has two - the Bowling Bombs which are lobbed underhanded and can lock onto enemies, and the Cluster Pucks, which are flung like Frisbees and detonate on contact.
528* ''VideoGame/{{Dusk}}'' has the Mortar which fires explosives with two independant conditions for exploding, five seconds waiting or a direct contact.
529* ''Videogame/{{Splitgate}}:'' Grenades aren't actually there to do harm. They're just there to shut down all enemy portals within the explosion's range and occasionally [[DamnYouMuscleMemory confuse people into throwing them at clustered enemies]].
530* If Vanilla ''VideoGame/{{Doom}}'' doesn't have any, mods like ''VideoGame/BrutalDoom'' and ''VideoGame/ProjectBrutality'' add this.
531* ''VideoGame/ReturnToCastleWolfenstein'' features 3 explosives, German ''Stielhandgranate'' looted from the enemy, American "pineapple"-style grenades which are extremely rare, and sticks of dynamite on a timer that you set up yourself.
532[[/folder]]
533
534[[folder:Rocket Launchers]]
535* Used in all of the ''VideoGame/{{Doom}}'' and ''VideoGame/{{Quake}}'' games. In ''Quake'', it uses the same ammo as the grenade launcher, and one of the monsters is particularly resistant to that overpowered weapon.
536* ''VideoGame/{{Heretic}}'''s Phoenix Rod.
537* Used in ''VideoGame/DukeNukem3D'', as the RPG (Rocket-Propelled Grenade launcher).
538* ''VideoGame/ShadowWarrior1997'' has a rocket launcher that can be used to fire regular missiles, heat-seeking missiles with a heat-seeker card, and even a miniature nuclear warhead.
539** The [[VideoGame/ShadowWarrior2013 2013 remake's]] rocket launcher can be upgraded to launch up to three rockets at once, do more damage with its rockets, and to have a laser guidance system.
540* ''VideoGame/RiseOfTheTriad'' had a Bazooka, Heat-Seeking Bazooka, Drunk Missiles, Flamewall, and Firebomb (bordering on BFG). That game loved its missile launchers.
541* Many examples in ''VideoGame/{{Daikatana}}''. The first episode's Sidewinder fired two missiles, the second episode's Trident fires three tips at a time, and the third episode's Ballista fires one large log that splinters into fragments and can pin enemies to walls.
542* The spinfusor in ''{{VideoGame/Tribes}}'' launched fast, [[DeadlyDisc deadly discs]] with a large explosion, while the plasma rifle launched slower, less deadly plasma balls with a smaller blast radius.
543** ''[[{{VideoGame/Tribes}} Tribes 2]]'' had an actual Missile Launcher that was heat-seeking and was used mainly against vehicles and turrets (jetpacking players could be targeted and hit as well if their heat level has gone above a certain threshold). Throwing a flare grenade was the only was to defeat a missile lock. A larger version could be equipped onto base turrets which the AI used decently.
544*** This shows up again in ''[[{{VideoGame/Tribes}} Tribes: Ascend]]'' as the Doombringer's secondary weapon, the Saber Launcher. Instead of locking onto other players being based on heat, they have to be in mid-air and the launcher's sites for three seconds. Flare grenades are absent, and the missiles must instead be shot out with a single hit from any weapon.
545* The Tri-Rocket Launcher in ''VideoGame/UnrealTournamentIII'', which may be fired singly, spread or in a spiral. Earlier entries in the series allowed 6 simultaneous rockets or grenades to be fired. Both versions could track targets.
546** The ''VideoGame/BallisticWeapons'' mod adds the G5 RPG that behaves like an actual shoulder-mounted rocket launcher and can be used in three modes: dumb-fire, laser-guided and heat-seeking mortar. It's extremely overpowered, capable of one-shotting a tank with a direct hit and targeting other players, Making it very useful on VCTF maps.
547** ''VideoGame/UnrealChampionship2TheLiandriConflict'' featured rockets that were actually two rockets stuck together, which could be disjointed for a massive six-missile bombardment.
548* The signature weapon for the Soldier in ''VideoGame/TeamFortress2''. One of the few games to openly encourage {{Rocket Jump}}ing.
549* In ''VideoGame/TeamFortressClassic'', the Soldier also had this weapon.
550** TFC also gave the Pyro a rocket launcher - that [[KillItWithFire SHOT]] [[IncendiaryExponent FIRE]]!
551* The Photon Burst of ''VideoGame/StarTrekEliteForce'' and Quantum Burst of ''Elite Force II'' fill this niche. The Quantum Burst also fit the missile launcher subtype, since it had the option to guide its torpedo with a laser designator.
552* Used in ''VideoGame/AliensVsPredator2'' with both tracking and non-tracking ammunition.
553* Probably the best fit for the concussion rifle (don't let the name fool you, it'll do a lot more to your enemies than give them a Concussion) in ''VideoGame/{{Dark Forces|Saga}}'' and ''VideoGame/StarWarsRepublicCommando''. The original incarnation would fire an invisible bolt that caused blue flame to erupt at the enemy's feet. Later it would fire an explosive bolt, or a beam that caused an explosion.
554** ''Dark Forces 2'' and ''Jedi Outcast'' also have more traditional rocket launchers, respectively the Rail Gun and the PLX-2.
555* ''VideoGame/{{Blood}}'' has a "napalm launcher" that works like a rocket launcher.
556* The original ''VideoGame/{{Turok}}'' had the Quad Rocket Launcher, [[ExactlyWhatItSaysOnTheTin which fired four rockets at once]]. ''Seeds of Evil'', its sequel, introduced the Scorpion Missile Launcher, which only fired three missiles, but each one was computer guided and chased the target down.
557* ''VideoGame/ShadowWarrior1997'' has a missile launcher that can fire regular rockets. Optionally, you can get a heat-seeker card to make a few rockets heat-seeking. And, rarely, you can get a [[TooAwesomeToUse nuclear warhead]].
558* ''Franchise/RatchetAndClank'' loves its rockets, with such gems as a triple-rocket shotgun and a launcher whose rockets burst into ''a dozen homing mini-missiles''.
559* The "Miss Launcher" special weapon from ''VideoGame/{{Fallout 3}}'' provides an interesting case; It is technically a missile launcher, (it even uses missiles for ammo,) but it has been modified to launch the missile ''without'' igniting the missile's delivery system, causing it to behave more like a grenade launcher. (The extra damage it does is attributed to the unspent jet fuel still in the missile.)
560** ''VideoGame/FalloutNewVegas'' has the standard Missile Launcher from its predecessor along with a suped-up unique version named Annabelle, and its ''Lonesome Road DLC'' has the full-auto rocket launcher Red Glare.
561** ''VideoGame/{{Fallout 4}}'''s Missile Launcher can be modded with a Targeting Computer to fire homing missiles.
562* ''VideoGame/StarWarsBattlefrontII'' has the rocket launchers carried by the Vanguard class, which can lock onto vehicles to help you take down those pesky snowspeeders. The award version allows you to remote-pilot the missile, though it has limited fuel.
563* ''VideoGame/GoldenEye1997'' has a rocket launcher which holds four rockets at most.
564* ''VideoGame/PerfectDark'' has two rocket launchers: one with homing abilities and the other which can be remotely steered (leaving the pilot vulnerable while firing it).
565* ''VideoGame/DarkWatch'' has a naval signal flare launcher modified to fire explosives, with a studded maul built into it.
566* ''VideoGame/KillingFloor'' has the L.A.W., which is so heavy that no other weapon save your starting knife and pistol can be carried in conjunction with it. It inflicts horrific damage to compensate for this.
567* ''VideoGame/ResidentEvil4'' has a single-use [[AKA47 RPG-7 expy]] that takes up a motherload of inventory space. There's also an infinite ammo version unlocked on a NewGamePlus.
568* The ''VideoGame/ModernWarfare'' games have the RPG-7, the Javelin anti-tank missile launcher, and Stinger anti-air missiles.
569* The Bazooka, Panzerschreck, and Panzerfaust in the ''VideoGame/MedalOfHonor'' series.
570* Rare, expensive, and often useless in ''7.62 High Caliber'' due to the lack of armored vehicles to take out and the insistence on realistic explosive power and fragmentation. Many of the available rocket launchers are also disposable, making them a one-time thing.
571* ''VideoGame/MassEffect2'' has the ML-77 Missile Launcher, a heavy weapon rapid-firing guided missiles. ''VideoGame/MassEffect3'' has the Cobra Missile Launcher, the M-560 Hydra and the M-597 Ladon.
572* An alternative to grenades in ''Blockstorm'' is a very heavy RPG. Like most other weapons you can change the skin to make it look however you want, but you only get one shot at a time and there's a slight delay between pulling the trigger and the rocket launching.
573* ''VideoGame/{{Marathon}}'''s rocket launcher was notable at the time for having a two-shot magazine, which would be reused years down the line in its SpiritualSuccessor ''VideoGame/HaloCombatEvolved''. WordOfGod is that they wanted a more "realistic" rocket launcher as a specialty, low-ROF high-damage weapon rather than what Doom offers.
574* ''VideoGame/DeusEx'' featured two rocket launchers. The first fired guided rockets and took up an incredible 2 by 4 section of your GridInventory, and the second was a one-shot disposable launcher that could destroy even the giant military robots in a single shot.
575* In ''VideoGame/AlphaProtocol'', you find one-shot disposable launchers on a couple of battlefields. Both are VideoGameSetPiece battles where you're fighting against armored vehicles; an IFV in Saudi Arabia and a helicopter in the final mission.
576* Each ''VideoGame/MetalGear'' game will usually feature at least one rocket launcher that will mostly only see use against the titular Metal Gears or against other vehicles such as tanks or helicopters.
577* In ''VideoGame/{{Dusk}}'', the Riveter fires some kind of missile which makes a big explosion at contact with an enemy or a wall.
578* ''Videogame/{{Splitgate}}'' has its mandatory Rocket Launcher as one of the only two non-hitscan weapons, and possibly the only one with splash damage (as of September 2021). It is, of course, an instant kill on a direct hit, and the splash damage is significant to the point even a miss is usually immediately deadly.
579* The Panzerfaust in ''VideoGame/ReturnToCastleWolfenstein'' acts as a rocket launcher, even though in real life it was more of a recoilless rifle lobbing a shaped explosive charge similar to a rocket launcher. It is however realistically shown as being a single-use weapon, with the tube discarded afterwards.
580[[/folder]]
581
582[[folder:Marksman Guns]]
583* In ''VideoGame/RedFaction'', the precision rifle is the most common weapon among mercenaries in the last part of the game. It is laser-accurate, scoped and fires as fast as you can click the mouse.
584* ''VideoGame/CounterStrike'':
585** In all version of the game, and despite [[MoreDakka its reputation]], the AK-47 is best used this way except at short range: high recoil makes even the second bullet fired in a row hard to land, but the first shot is incredibly accurate and always a OneHitKill with a headshot even against someone with a helmet.
586** The AUG and Krieg 552 were meant to be this, as they both have weak scopes that lower rate of fire. As they couldn't one-shot kill someone with a helmet both were actually worse at it than the AK (despite being much ''more'' expensive). They're considerably better for this purpose in ''Global Offensive'', as the AUG and the SG 553 (the Krieg's equivalent) lost some base damage in exchange for enough armor penetration to kill in one headshot even through helmets.
587*** The HK [=G3SG1=], the Sig SG550 (HLCS) and the FN SCAR (CSGO) are semiautomatic marksman guns, also known as "autonoobs" because of just how amazingly easy it is to snipe someone compared with the AWP: just put your sight, and flood your enemy with shots from afar until he's dead. The drawback? ''They cost an AK-47 and a half'', meaning that if you die and you didn't buy your autonoob with maximum funds, on the next round you will have to make do with a pistol or a submachine gun.
588* ''VideoGame/ReturnToCastleWolfenstein'''s FG-42 uses the same ammunition as the more deadly bolt-action scoped Kar 98, meaning it's almost always a bad choice for sniping. Unusually for a marksman gun its high-damage and reasonably abundant ammo makes it a sort of "go to" weapon once it starts popping up in the game, replacing the Sten or [=MP40=] in that role for most missions.
589* ''VideoGame/DayOfDefeat'''s M1 Garand and Mauser Kar-43 fits this trope.
590* ''VideoGame/{{Vietcong}}'' has the semiautomatic SKS Simonov and M1 Carbine, and the bolt-action Mosin-Nagant and Winchester rifles.
591* The [=M16A4=] from ''VideoGame/CallOfDuty4ModernWarfare'' fits this mold closer than it does the "automatic" one, as it always fires a burst (on multiplayer) and is incredibly accurate even with plain iron sights. There are also the semi-automatic G3 and M14, whose lack of automatic generally has them out-matched in close-quarters.
592** ''VideoGame/CallOfDutyModernWarfare2'', ''VideoGame/CallOfDutyModernWarfare3'', and ''VideoGame/CallOfDutyGhosts'' have the M14 EBR, which acts more as a sniper rifle in two of the three and may be equipped with an ACOG or thermal scope. They also have variations on the FN FAL that serves a similar role.
593** In ''VideoGame/CallOfDutyWorldAtWar'', most rifles fell under this, being semi-automatic or bolt-action which usually causes them to get completely outmatched at close-enough ranges by submachine guns and shotguns. In a less standard example, the [=StG44=] is automatic and causes very little recoil, but has a slower fire-rate and/or power than submachine guns or shotguns, once again causing them to get outmatched by them frequently at close-enough ranges, but allowing it to be far more effective from a farther distance.
594* ''VideoGame/BattlefieldHeroes'' has versions of all guns that are more accurate, slower and [[PVPBalanced do more damage at the far range they're made for]]. [They are all Marksman Guns.
595* The Hammerburst rifle fits this best in ''VideoGame/GearsOfWar2'', while it was mostly the Lancer in the original.
596** The Breechshot from ''Judgement'' also qualifies.
597* ''VideoGame/UnrealTournament'''s ASMD Shock Rifle usually fills this niche, though it can also be used to knock people off very tall buildings/ledges. In Zoom Instagib mode, it's more like a railgun.
598** The rifle in ''VideoGame/{{Unreal|I}}'', and the sniper rifle in ''VideoGame/UnrealTournament'' could also be used as such; they had a rather high firing rate, making them quite powerful at medium distance combat.
599** The ''VideoGame/BallisticWeapons'' mod for ''VideoGame/UnrealTournament2004'' has the SRS-900 Battle Rifle with a variable-zoom scope and toggleable silencer. Unlike the mod's dedicated sniper rifle, the Battle Rifle has a 20-round magazine and can be set to burst-fire and full-auto as well as semi-auto.
600*** ''VideoGame/UnrealChampionship2TheLiandriConflict'' combines this with the sniper rifle, firing either a burst of shots or a single powerful round.
601* The [[ExactlyWhatItSaysOnTheTin Marksman Gun]] from ''VideoGame/{{Resistance}} 2'' and ''3''.
602* The Phaser Compression Rifle and Infinity Modulator of ''VideoGame/StarTrekEliteForce'' and ''Elite Force II'' fill this niche, the Compression Rifle less so because it has a small amount of splash damage. The Compression Rifle's alternate fire in the first game is more like a sniper rifle; in the second game, this was removed, and a sniper rifle was offered as a separate weapon.
603* ''Franchise/{{Halo}}'' has the Battle Rifle (introduced in ''VideoGame/Halo2'', which fires three bullets per shot, and can kill in 4 headshots. ''VideoGame/HaloReach'' introduced the Designated Marksman Rifle, which is a semiautomatic weapon with a very similar role. On the Covenant side there is Covenant Carbine, with ''Reach'' adding the Needle Rifle, a weapon which is a more precise version of the smaller needler. On the Promethean side, there's the Lightrifle, which fires HardLight.
604* Almost any modern day game that has the M14 in it. The G3 and FAL may often serve the same role to a lesser extent, but it's more likely for the G3 in particular to be treated as a slower-firing but harder-hitting assault rifle.
605* The Spy's alternate revolver, the Ambassador, in ''VideoGame/TeamFortress2'', deals criticals on headshots but is otherwise fairly weak and becomes inaccurate for a few seconds after each shot.
606* The [=StA14=] Rifle in ''VideoGame/{{Killzone}} 2'' is a semi-automatic gun with an 8-round mag. It's only got a dot sight, but it pretty powerful and accurate. The third game gives it a scope.
607* The Marksman Carbine and its unique variant, the All-American, from ''VideoGame/FalloutNewVegas''. Other marksman guns include the Hunting Revolver, Cowboy Repeater, Trail Carbine(similar to Lincoln's Repeater, but can also be modded with a scope), Ratslayer(modified Varmint Rifle with nightvision scope and silencer), Battle Rifle/This Machine, and the Brush Gun. The Hunting Rifle returns with more punch, and can now be given a sniper scope, as well as using the same ammo as the standard Sniper Rifle. The Brush Gun is the most powerful, although it lacks a scope option and uses one of the rarest ammo types. The .44 Magnum is no longer scoped by default, but can be modded with one.
608* The SCAR from ''VideoGame/{{Crysis}}'' makes a useful improvised sniper rifle when you attach the sniper scope and fire on single.
609* While hunting rifles provide early range in Fallout 3, a better example can be found in Lincoln's Repeater (yes, ''that'' [[UsefulNotes/AbrahamLincoln Lincoln]]). Excellent range, excellent damage, and excellent accuracy short of an actual sniper rifle, [[EagleLand it is truly a weapon any red-blooded American would be proud to wield.]]
610** Ditto the Lever-Action Rifle from ''Point Lookout'', which uses the same ammo as the standard pistol but still packs a punch.
611** And the Infiltrator, a scoped assault rifle found in ''The Pitt'', or its improved unique version, the Perforator, which are somewhat of a precursor to ''FNV'''s Marksman Carbine.
612** Or, if you prefer, Scoped Magnums, which are [[ExactlyWhatItSaysOnTheTin magnum pistols with scopes attached to them.]]
613** The Sniper Rifle is more of a scoped marksman rifle than a full-on sniper.
614* ''VideoGame/Fallout4'' has the Combat Rifle, the successor to ''VideoGame/FalloutNewVegas'''s Marksman Carbine, in addition to the Hunting Rifle (which can be upgraded to a full sniper rifle), semi-auto Assault Rifles, and scope mods for the Magnum and other pistols.
615* The Magnums in the ''VideoGame/HalfLife'' games.
616* The lever-action rifle in ''VideoGame/{{Outlaws}}'' although it basically becomes the de facto sniper rifle when you get the scope, as it's the only weapon in the game with a scope.
617* The pistol in the ''Dark Forces'' games.
618* The award pistol in ''VideoGame/StarWarsBattlefrontII'' is called the 'precision pistol' and can kill in one headshot, but it can be fired much more quickly and carries more ammunition than most examples in this section.
619* The Meson Collider is the long-range weapon for ''VideoGame/GhostbustersTheVideoGame''. It has no scope and thus does not qualify as a sniper rifle.
620* ''VideoGame/DarkWatch'' has the Blackfish carbine, a repeating rifle.
621* ''VideoGame/KillingFloor'' has a Winchester Model 1894 lever-action rifle and an M14 EBR.
622* The Dragunov, VSS Vintorez, [=G3A3=], FAL, and M14 in ''VideoGame/RainbowSix 3: Raven Shield'', as well as the three 5.56 assault rifles with built-in scopes. In fact, most of the non-scoped weapons can be fitted with mini-scopes.
623* ''VideoGame/PerfectDark'' has a scoped version of the Falcon, and a HandCannon that can shoot through multiple enemies. In ''Zero'', the player's default pistol and SMG are both equipped with scopes.
624* The M1 Garand, BAR, and Kar 98 in ''VideoGame/MedalOfHonor'' and the original ''VideoGame/CallOfDuty''.
625* Several of the rifles in ''VideoGame/SyphonFilter: The Omega Strain'' qualify, such as the AU 300 ([[{{AKA47}} renamed Steyr AUG)]], M-16 A1, Colt Canada C8, and FN FAL. There's also the Desert Sniper, an unlockable [[SniperPistol scoped magnum]].
626* The ''VideoGame/GhostRecon'' series includes the Beretta [=Rx4=] Storm, Bushmaster ACR (prototype), FN SCAR-H, M14, etc. Unlike its semi-auto real life counterpart, the [=Rx4=] has selective full-auto fire, making it also an automatic/assault rifle. In ''[[VideoGame/GhostReconFutureSoldier Future Soldier]]'', setting an assault rifle or PDR to semi-auto fire allows it to fill the marksman role.
627* ''VideoGame/QuakeIV'''s submachine gun has this function when using the scope, and it also switches to semi-auto fire in this mode.
628* The Pounder combat rifle from ''VideoGame/{{Borderlands}}''.
629* Assault rifles made by Jakobs in ''VideoGame/Borderlands2'' fit this role quite well, being semi-automatic and focused on accuracy.
630* The [=HK417=] from ''VideoGame/SpecOpsTheLine'' fits this role, being a scoped semi-automatic rifle with less damage and a lower zoom level than a sniper rifle.
631* The Carbine from ''VideoGame/BioShockInfinite'' fits the definition perfectly-- a semi-automatic weapon with moderate stopping power that serves as a midway point between the Machine Gun and the Sniper Rifle. Its Vox-modified counterpart, the Burstgun, also qualifies, though its three-round burst capability makes it slightly better in close quarters.
632* ''7.62 High Caliber'' can let virtually any gun of sufficient power operate as one (even a pump-action shotgun can be used at long range when loaded with slugs), but the most typical would be 7.62x51mm battle rifles like the FN FAL and M14; as they have heavy recoil when fired in full auto (assuming they even HAVE a full auto setting), they're often used with iron sights or fitted with optics and used as a poor man's sniper rifle. There are also Mosin-Nagant bolt-action rifles that are found without scopes at all, making them the first weapon most snipers use until they get a real gun.
633* The Stalker Pattern bolter in ''VideoGame/Warhammer40000SpaceMarine'' is the bastard offspring of a sniper rifle and the Godwyn Pattern bolter, usable for both sniping and normal combat.
634* ''VideoGame/MassEffect2'' and ''VideoGame/MassEffect3'' have the M-96 Mattock, a semiautomatic weapon that takes up the assault rifle slot in your LimitedLoadout. It's slower-firing than the actual assault rifles but is nearly as accurate as a sniper rifle at long range and has among the highest base damage of any assault rifle. Not much good for fighting off {{Zerg Rush}}es, unfortunately, so in ''3'' you need to carry a faster-firing backup weapon.
635** ''VideoGame/MassEffect3'' also adds the M-99 Saber, akin to the Mattock but heavier and slower, and the M-13 Raptor, which is like a Mattock with a scope that goes in the sniper rifle slot.
636* ''VideoGame/FirstEncounterAssaultRecon'''s ASP Rifle, which fires in three-round bursts, has a 3x scope and kills in fewer bullets than the assault rifle without being quite as powerful as the particle weapon. The second game's standard [=PK470=] can somewhat act as this when fired in semi-auto mode, while the third game re-adds a proper one with the [=G3A3=].
637* ''VideoGame/FarCry1'''s M4 is one of these in semi-auto mode. Same for the Fazertron in ''VideoGame/FarCry3BloodDragon''.
638* ''VideoGame/MaxPayne3'' has the Ruger Mini-30, which includes either a LaserSight or a mini sniper scope.
639* The Marksman Rifle from ''VideoGame/GrandTheftAutoV'', which has a higher rate of fire than the standard sniper rifle, but lacks the latter's zoon function. In the seventh-gen versions, it also had the advantage of allowing the player to move while aiming.
640* The Rifle in ''Blockstorm'' is essentially an upscaled version of the Pistol, with only slightly increased damage but a better zoom when aiming and tighter crosshairs allowing for more consistent hits at range. Headshots are especially deadly.
641* The Shotgun of ''VideoGame/{{Doom}}'' is more of a proto-Marksman Gun than what shotguns in later FPS games are like, especially in the SNES version where its shells are replaced with slugs that have no spread.
642** ''VideoGame/{{Doom 2016}}'' has the Gauss Cannon, which acts a lot like a railgun, and can be modded for long-range accuracy. The Heavy Assault Rifle can also be scoped to this effect.
643** In 2016 ''Doom'''s multiplayer and [[LevelEditor snapmap]] modes, there is the Burst Rifle, which fills this role to a T. Its primary fire mode is a quick 3-round burst, and its alt-fire mode is a powerful single shot. Another multiplayer/snapmap only weapon that fits this trope is the Hellshot, a semiauto rifle powered by [[ExactlyWhatItSaysOnTheTin Hell energy]].
644* ''VideoGame/{{Destiny}}'' has two primary weapon types that generally fit this role: Pulse rifles and Scout riles. Pulse rifles fire quick 3-round bursts, and are useful at any range, where as Scout rifles are semi-automatic [[note]]there are full-auto Scout rifles, but they're exceedingly rare[[/note]] and hard hitting, and meant for medium to long range combat, though close quarters isn't out of the question for them. Given that Destiny is a [[SpiritualSuccessor spiritual successor]] to VideoGame/{{Halo}}, many of Destiny's weapon types [[{{Expy}} echo some of Halo's own weapons]]. In this case, Pulse rifles are fairly similar to the Battle rifle from ''VideoGame/Halo2'' and onward[[note]]quick 3-round burst, tight bullet spread, useful at any distance[[/note]], where as Scout rifles can emulate one of several Halo guns depending on a weapon's individual stats[[note]] some scout rifles are like the DMR from VideoGame/HaloReach, slow firing but hard hitting, others function more like the Covenant Carbine from ''Halo 2'' and ''3'', less damaging but faster firing, and what few that are automatic behave a bit like the Needle rifle, slow firing automatics with moderate damage for their weapon category, though sadly no autoscout has the Needle rifle's [[StickyBomb "supercombine"]] ability[[/note]].
645* ''VideoGame/RedFactionGuerrilla'' has the Gauss rifle, an accurate and hard-hitting battle rifle that fires lightly explosive projectiles. It is basically a scaled down version of the Gauss cannons you find mounted to EDF vehicles and defenses, and while its nowhere near as powerful as the Sniper rifle or [[MagneticWeapons Rail Driver]] (see the sniper rifle tab), it packs far more punch and accuracy than the Assault rifle or Enforcer and is great for medium to long range combat. It can also knock holes in walls and damage vehicles, something the Assault rifle and Enforcer cant do, so theres that.
646* ''VideoGame/{{Warframe}}'' has several weapons that fit this combat role, such as the [[http://warframe.wikia.com/wiki/Grinlok Grinlok]], [[http://warframe.wikia.com/wiki/Hind Hind]], [[http://warframe.wikia.com/wiki/Latron Latron]], [[http://warframe.wikia.com/wiki/Karak Karak]], [[http://warframe.wikia.com/wiki/Burston Burston]], and [[http://warframe.wikia.com/wiki/Tiberon Tiberon]] to name a few.
647* ''VideoGame/{{Dusk}}'' has a powerful Hunting Rifle which is more effective on enemies with {{Hitscan}}: it is especially useful against [[ScaryScarecrows scarecrows]] and [[FatBastard Welders]] which are killed in '''one hit'''. For this reason, you can only hold 10 bullets.
648* ''Videogame/{{Splitgate}}:''
649** Nearly every game mode, Casual or Ranked, starts you out with a Carbine as one of your two initial infinite-ammo weapons. It's a slow-firing semiautomatic with a scope, decent damage per shot (four shots, three with a headshot included, are enough to kill), and very good accuracy. Carbine duels can happen at any distance, and form most of the game's firefights.
650** The Battle Rifle is a high-precision scoped weapon that fires in quick bursts of three, and deals pretty good damage. Individual shots don't seem like much, but the damage racks up ''very'' fast.
651[[/folder]]
652
653[[folder:Crossbows]]
654* ''VideoGame/{{Heretic}}'''s Ethereal Crossbow may have been the earliest example. While literally a crossbow, the Ethereal Crossbow probably was that game's version of a Shotgun: it was weapon number 3, fired multiple projectiles, was less effective at long range, and had plentiful ammo.
655* The stakegun in ''VideoGame/{{Painkiller}}'' impales foes and nails them to walls. The bolts spontaneously ignite once they have traveled a certain distance, dealing double damage if they hit.
656* The third medieval episode in ''VideoGame/{{Daikatana}}'' has two crossbows. The smaller Bolter functions akin to a pistol, while the larger Ballista is the episode's rocket launcher.
657* ''VideoGame/{{XIII}}'' had two, for some reason. Gruesome deaths occurred.
658* While not an FPS, ''VideoGame/SyphonFilter'' has this as a non-lethal weapon (except for [[BoomHeadshot headshots]]). Two stealth missions in ''Syphon Filter 2'' give you a tranquilizer crossbow, although headshots are still lethal, which is not allowed on certain enemies.
659* The ''VideoGame/HalfLife'' games had sniper crossbows. The first game's bow fired silent tranqualizer darts, while ''VideoGame/HalfLife2'' and its expansion episodes had the bow fire red-hot rebar that [[RuleOfCool pinned bad guys to the wall]].
660* The crossbow in ''VideoGame/BioShock1'' shot extremely deadly bolts and incendiary bolts, and created electric line traps which the monsters never managed to avoid. Webbing up a few choke points with electric tripwires is usually the safest way to dispatch a [[MadeOfIron Big Daddy]].
661** ''VideoGame/BioShock2'' replaces it with a spear gun with a somewhat similar firing mechanism capable of pinning enemies to walls.
662* ''VideoGame/NoOneLivesForever'' had an underwater speargun, which functioned in more or less the same way as a crossbow.
663** The game had an ''actual'' crossbow as well.
664* The speargun and net gun from Monolith's ''VideoGame/AliensVsPredator'' games fall into this category.
665* The Razorjack from ''VideoGame/{{Unreal|I}}'' fired shuriken-like blades that could bounce off walls and take people's heads off. ''VideoGame/UnrealTournament'' took the design and reworked it into the Ripper whose secondary fire launches exploding discs.
666** The [=ChaosUT=] mod for ''VideoGame/UnrealTournament'', included in the Game of the Year Edition, adds a crossbow that can fire explosive or poison-tipped arrows in addition to the regular variety.
667** [=ChaosUT 2=] for ''[=UT2004=]'' keeps the crossbow and adds the C.U.T.T.E.R., a reworked version of the Ripper: secondary fire causes the disc to shatter on impact, acting as an impromptu fragmentation bomb.
668* The ''VideoGame/{{Turok}}'' series has always had a bow weapon of some kind, but not until ''Rage Wars'' was it an actual Cross Bow.
669* ''VideoGame/TeamFortress2'' added a recurve bow to the Sniper in an update. The arrows can be [[TrickArrow lit on fire]] while aiming by a Pyro.
670** The Medic has an actual crossbow as an alternate primary weapon, with the ability to hurt enemies and heal allies with the same ammo.
671* The Wookie Bowcaster in the ''VideoGame/{{Dark Forces|Saga}}'' games.
672* ''VideoGame/PerfectDark'' had a ''very'' useful crossbow. It had [[TheParalyzer tranquilizer]] and instant kill functions, was very accurate, and had a fast rate of fire. It's main problems were that it was only used in one mission and in multiplayer, and that it had a slow reload speed.
673* The Mule shotgun from ''VideoGame/{{Resistance}}: Burning Skies'' has an attached crossbow that shoots explosive bolts.
674* ''VideoGame/DarkWatch'' features a "double-barreled" example that fires explosive bolts.
675* ''VideoGame/KillingFloor'' has an otherwise plain compound crossbow, which has the single highest [[BoomHeadshot headshot]] damage multiplier (''[[ThereIsNoKillLikeOverkill quadrupled]]'') of any weapon in the game.
676* Some of the ''Franchise/ResidentEvil'' games have these.
677** The one in ''VideoGame/ResidentEvilCodeVeronica'' can shoot [[ArrowsOnFire exploding arrows]].
678** Likewise can Ada's unique crossbow in ''VideoGame/ResidentEvil6''. It's especially notable for pinning enemies to the walls and floor.
679* Both installments of ''VideoGame/CallOfDutyBlackOps'' feature a crossbow as a usable weapon. In the first one, it can fire both normal and explosive bolts, while the sequel only has the latter. ''Black Ops 2'' also features a futuristic crossbow that can load three bolts at once.
680* ''VideoGame/Fallout3'' has the craftable Dart Gun, which does only scratch damage initially, but instantly cripples the victim's legs as well as inflicting poison status for 8 seconds.
681* In ''VideoGame/{{Dishonored}}'', Corvo uses a metallic crossbow that can be later upgraded to have a faster reloading time. Its ammunition includes normal bolts, [[StuffBlowingUp explosive darts]], [[ArrowsOnFire incendiary bolts]], and [[TranquilizerDart sleeping darts]].
682* ''VideoGame/MassEffect3'' has the Talon Mercenary Engineer in multiplayer, whose melee is replaced with an omni-crossbow that can fire a spread of bolts or a single focused shot. Expendable charges can be used to enhance the next few shots with armor-piercing or concussive effects.
683* The 2013 ''[[VideoGame/ShadowWarrior2013 Shadow Warrior]]'' remake has a crossbow that can nail yakuzas and lesser demons to walls, and can be upgraded with a more powerful draw that acts as a charge shot and an upgrade that lets you fire remote-detonated explosive bolts called Sticky Bombs.
684* ''VideoGame/TheEvilWithin'' and [[VideoGame/TheEvilWithin2 its sequel]] have the Agony and Warden Crossbows respectively, weapons that double as a sort of grenade launcher, allowing you to shoot special arrows such as proximity mines, flashbangs, electrical arrows, flaming arrows, and freeze arrows.
685* ''VideoGame/IonFury'' has a crossbow that is very accurate and has plenty of ammo available and can charge up a shot to fire a spread shot.
686* ''VideoGame/{{Dusk}}'' crossbow is as efficient as short and long range and, depending on the enemies' vulnerability to accuracy attacks, it infliges between half and ''twice'' the damage of the super shotgun, making it especially useful against [[IncrediblyDurableEnemies fork maidens]]. For this reason, its only found near the end of every episode, and its ammo is harder to find than for standard weapons.
687[[/folder]]
688
689[[folder:Sniper Rifles]]
690* {{Rail Gun}}s in ''VideoGame/QuakeII'', ''VideoGame/QuakeIIIArena'' and ''VideoGame/QuakeIV''. ''Quake IV'''s even comes with a scope and an enemy-penetrating upgrade.
691* ''VideoGame/CounterStrike'''s AWM ("AWP"), which is quite infamous.
692* The [[EnergyWeapons Lightning Gun]] in ''VideoGame/UnrealTournament2004'', though it has a railgun's trail. The actual sniper rifle counters it by only leaving a small puff of smoke cloud your view, however, it's weaker.
693** If you're playing with Zoom Instagib, the Shock Rifle becomes a sniper rifle.
694** The Rifle from the original ''VideoGame/{{Unreal|I}}'' filled this role.
695** The ''VideoGame/BallisticWeapons'' mod for [=UT2004=] adds the very powerful [=R78A1=] sniper rifle that can instantly kill with a body shot if the target doesn't have armor, and the M75-TIC [[MagneticWeapons railgun]] that can punch through and destroy a ''tank'' with a single well-aimed, fully-charged shot.
696* The Sniper class in both ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2'' obviously specialize in this, but their gun is also a Charge Gun. Notable in that ''VideoGame/TeamFortressClassic'' when ever there was a charged shot, usually it will have the poor sucker explode in [[LudicrousGibs millions of pieces]]. An unlockable sniper rifle in ''Team Fortress 2'' called The Classic replicates this effect.
697* ''VideoGame/BattlefieldHeroes'' has sniper rifles for the [[AnAdventurerIsYou Commando]] class, which either do more damage and have more recoil, or have a faster fire rate and larger magazine. [[PVPBalanced All do more damage from farther away.]]
698* ''VideoGame/GearsOfWar'' has the Longshot sniper rifle. Railgun trail, but still a rifle.
699* The Farsight XR-20 from ''VideoGame/PerfectDark'' is a perfect sniper railgun - extreme penetration factor, and an alien phlebotinum X-Ray visor to see through walls, up to almost a kilometre. Needless to say, extremely useful.
700** There is also a regular sniper rifle which is essentially a clone of the one from ''VideoGame/GoldenEye1997''.
701** Same with ''VideoGame/{{Resistance}}'' - the alien Sniper rifle can even slow down time.
702* ''VideoGame/AliensVsPredator2'' and ''VideoGame/StarTrekEliteForce II'' both have sniper rifles.
703** In [=AVP2's=] singleplayer, the sniper rifle is picked up right at the end of the game, making it useful for only about three enemies.
704* Sniping is a common feature in the ''Call of Duty'' series and other World War 2 games.
705* The ''Franchise/{{Halo}}'' games feature the UNSC Sniper Rifle as well as the battery powered Covenant Particle Beam Rifle often employed by Jackal snipers. ''VideoGame/{{Halo 4}}'' introduces the Forerunner Binary Rifle, which fires a beam that can one-shot enemies ''without'' needing a headshot.
706* ''VideoGame/{{Crysis}}''[='s=] Sniper Rifle and Gauss Rifle (with the ability of a holo or ACOG sight instead of sniper scope, and attachable laser)
707* ''Franchise/RatchetAndClank'' includes one in each game, which can usually shoot through multiple targets and often explodes on impact with each one. The exception is ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'', which instead switched out the sniper for a handheld WaveMotionGun.
708* In ''VideoGame/HalfLifeOpposingForce'' you get an [=M40A1=] bolt-action Sniper Rifle.
709* The Disruptor Rifle in ''VideoGame/JediKnight'' and ''VideoGame/JediOutcast''.
710* As mentioned above the Lever-Action rifle in ''VideoGame/{{Outlaws}}'' lies somewhere between marksman gun and sniper rifle.
711* ''VideoGame/StarWarsBattlefrontII'' has the sniper rifle, which can kill in one headshot or two body shots, and the award version kills in one hit regardless of where you hit the enemy with it. Yes, that's right, I just killed a stormtrooper by hitting him in the ''toe''.
712* ''VideoGame/GoldenEye1997'' has a sniper rifle with an extremely long range, but it's rather underpowered for its size. There is also no way to get rid of the SniperScopeSway.
713* ''VideoGame/{{Singularity}}'' 's sniper rifle also has a time-dilating scope. There's also the Seeker, which has a scope that can see through walls and projectiles that can travel through them.
714* ''VideoGame/DarkWatch'' has one. It's only feature of note is [[EmergencyWeapon the blade on the stock.]]
715* ''[[{{VideoGame/Tribes}} Starsiege: Tribes]]'' and ''[[{{VideoGame/Tribes}} Tribes 2]]'' both had a laser rifle that ran off the player's backpack energy supply. ''[[{{VideoGame/Tribes}} Tribes: Ascend]]'' has a more traditional bolt-action rifle which charges up its shot like the VideoGame/TeamFortress2 example, but also a "Phase Rifle" that uses both energy and ammo, but does not need to charge.
716* ''VideoGame/{{Descent}} 3'' has the Mass Driver.
717* The Gauss Rifle from ''VideoGame/{{Fallout 3}}'''s ''Operation Anchorage'' expansion pack.
718* Late game weapons in ''7.62 High Caliber''; since even shotguns can be fitted with scopes and the right ammo to act as pseudo-sniper rifles, what sets true sniper rifles like the Remington 700 apart from guns like M14s fitted with scopes is simply higher accuracy.
719* ''VideoGame/FalloutNewVegas'' retains the standard sniper rifle and Gauss rifle from its predecessor, along with adding unique variations of those, and the Anti-Materiel Rifle.
720* The ''Franchise/FarCry'' series has the [=AW50=] in the first game, the [=AS50=] in ''2'', the Dragunov SVD in ''2'', ''3'' and ''4'', the M-700 and Z93 in ''3'' and ''4'', and the Kobracon in ''Blood Dragon''.
721* The Sniper Rifle is a weapon type in all three ''Franchise/MassEffect'' games, available to Soldiers and Infiltrators.
722* ''Blockstorm'' has one of these, too. It's not noticeably heavier than the standard Rifle and gets a scope to take advantage of its incredible accuracy, and is a guaranteed one-hit kill, but in return it's the only weapon with any degree of aiming sway, the scope takes time to drift where you tell it to aim at, and it only carries one shot at a time before needing a slow reload.
723* ''VideoGame/ResidentEvil4'' has a bolt-action sniper rifle obtainable the first time you meet the Merchant, and a semi-automatic rifle once you reach the Castle.
724* The [[MagneticWeapons Rail Driver]] from the ''VideoGame/RedFaction'' series is one of the most ridiculously overpowered examples of a Sniper rifle in videogame history. Not only can it one-shot most enemies, hit a target at any range, shoot through walls, AND snipe pilots out of their vehicles [[ArmorPiercingAttack (even through the armor plating)]], but it also comes with an X-ray scope that highlights enemies, making it that much easier to counter-snipe that pesky EDF sniper hiding behind a titanium wall halfway across the level. On top of all that, the Rail Driver is semi-auto, unlike most examples of wall bumping/armor piercing sniper rifles, which tend to be bolt-action or single shot[[note]]this is only in Red Faction 2 and onward, the Rail Driver in Red Faction 1 is single shot[[/note]]. [[ThereIsNoKillLikeOverkill Overpowered indeed]].
725* If you max out the Rifle skill in ''VideoGame/DeusEx'', the sniper rifle can be used to destroy cameras, doors, and sentry guns. When combined with a silencer and the usual effects of applying a sniper rifle to a human's head, the sniper rifle becomes an excellent tool for a stealth-focused player who isn't doing a pacifist run.
726* ''VideoGame/AlphaProtocol'' has sniper rifles available on a couple of missions, usually seeded there beforehand by your contacts through the Intel marketplace. They're OneHitKill weapons with zoom scopes and unlimited ammo, but can't be moved from the spot they're in. They provide an easy way to clear the target area from a place of relative safety.
727* ''Videogame/{{Splitgate}}:'' The Sniper Rifle does well over half of one's HP on a bodyshot, and instantly kills on a headshot, on top of having perfect accuracy and an excellent scope. It does fire slowly, but a scopeless headshot is still a threat if you get in a close-up scuffle.
728* ''VideoGame/ReturnToCastleWolfenstein'' features a Mauser Kar98k rifle which is slow-firing but powerful, and can be upgraded with a scope fairly early on in the game, making it a true sniper rifle. It also features a silenced M1 "Snooper" rifle (really a M1 Carbine) with a ridiculously bulky night-vision scope ([[TruthInTelevision which is actually]] a real-life early night vision scope). It also instantly kill humanoid enemies but its ammo is ''extremely'' [[TooAwesomeToUse rare so it must be used wisely]].
729[[/folder]]
730
731[[folder:Flamethrowers]]
732* ''VideoGame/{{Heretic}}'''s Phoenix Rod, when powered up with the Tome of Power, transformed from a rocket launcher to a flame thrower.
733* Clerics in ''VideoGame/{{Hexen}}'' have the Firestorm.
734* The flare gun in ''VideoGame/{{Blood}}'' is a pistol with incendiary bullets, and there's also the spray can and lighter.
735* ''VideoGame/TurokEvolution'''s flamethrower was particularly satisfying. It sent even elite Sleg troopers screeching in agony, and would gib one if you cooked one long enough.
736* The main weapon of the Pyro in ''VideoGame/TeamFortressClassic'' which is used mainly to blind and distract the other team and also flushing out spies, unlike in ''VideoGame/TeamFortress2'' where its a killing machine.
737* The signature weapon of the [[ExactlyWhatItSaysOnTheTin Pyro]] of ''VideoGame/TeamFortress2'' is predictably a flamethrower. It sets people on fire. In addition, all the available flamethrowers have the ability to fire [[BarrierWarrior a blast of compressed air for deflecting projectiles]]. Currently, one alternate flamethrower trades damage for faster weapon switching and the other deals more damage (and gets {{Critical Hit}}s when you torch a player [[InTheBack from behind]]) while requiring more ammo to Airblast with.
738** [[ViewerGenderConfusion His/her]] alternate secondary weapon, the Flare Gun, could fit into a variety of categories- it fires a single long-ranged flare in an arc that sets any enemy it hits on fire.
739* The [[VideoGame/GearsOfWar Scorcher]] has a deceptively long range, and can be used to light enemies on fire, causing them to go straight from burning to dead.
740* ''VideoGame/{{Halo 3}}'' introduced a flamethrower; oftentimes lying around during levels with the Flood. It's awesomeness was mitigated by the fact that it slowed the user down significantly. The PC version of ''VideoGame/HaloCombatEvolved'' had a flamethrower that did not have this negative effect, but it was only found in multiplayer maps.
741* ''VideoGame/FarCry2'' has a flamethrower that has a surprising variety of uses, due to the fact that the game world contains a lot of foliage that can be ignited to create walls of fire, and ammo crates that you can light on fire to wreak havoc on an enemy guard post. Alternatively, you can use it to burn down herds of whatever for absolutely no reason.
742* ''VideoGame/SeriousSam - The Second Encounter'' has a flame thrower which is notable for getting this weapon very early in the game, in spite of being one of the strongest weapons in Serious Sam.
743* The flamethrower is very fun to use in ''VideoGame/AliensVsPredator2'', especially against humans because of the screams that they make while dying.
744* ''VideoGame/{{Blood}}'' features {{Aerosol Flamethrower}}s. You could spray flame on your enemies or throw a lit can, which bursts into fire like an incendiary grenade.
745* ''VideoGame/{{Descent}}'': the Omega cannon, which also functions similar to a LightningGun.
746* ''VideoGame/Killzone2'' Has a Flamethrower, which has a realistic looking/acting, albeit short ranged, stream of burning liquid that sets enemies on fire, pretty much killing them.
747* ''Franchise/RatchetAndClank'' has featured a pressure hose that spews molten lava and can be upgraded to spray liquid nitrogen.
748* ''VideoGame/CallOfDutyWorldAtWar'' gives you a flamethrower in some missions. ''VideoGame/CallOfDutyBlackOps'' follows suit by making it an underbarrel attachment for assault rifles.
749* ''VideoGame/StarWarsBattlefrontII'' has the Bothan's Incinerator (which doesn't actually spout flames, but does melt the target with a sustained stream of heat), and the heroes Boba and Jango Fett both have a more traditional version.
750* VideoGame/BioShock1's Chemical Thrower is a flamethrower when loaded with napalm, but can also be loaded with supercooled liquid nitrogen or [[LightningGun electric gel]]. The sequel doesn't feature a similar weapon, but the effects can be duplicated by the third level of the [[PlayingWithFire Incinerate!]] plasmid.
751* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R. 2: Project Origin]]'' has the Napalm Cannon, which shoots {{Fireballs}}. While a shot is almost guaranteed to kill, it's relatively short-ranged, takes a long time to burn even the weakest enemies to death, and is only found two or three times in early levels.
752* ''VideoGame/KillingFloor'' has a flamethrower. It has a large fuel capacity, but is of questionable effectiveness unless used by the "Firebug" perk, where among other benefits, it has ''double'' it's normal range.
753* The ''VideoGame/{{Fallout}}'' series has the Flamer, which is the standard oversized blowtorch lamethrower, and the Incinerator, which shoots a long-range stream of fireballs.
754* The flamethrower ("TOZT-7 Backpack Napalm Unit") in the ''VideoGame/{{Marathon}}'' series does a lot of damage quickly, the downsides being its short range (the manual says 20 feet, but it seems considerably less than that in game) and rapid fuel consumption rate (continuous fire will cost you a fuel tank, which are among the least common ammo in the game, every seven seconds). It's also useless against armored enemies, though it works great against clusters of unarmored mooks.
755* The M-451 Firestorm in ''VideoGame/MassEffect2'' and VideoGame/MassEffect3''.
756* The 2013 ''[[VideoGame/ShadowWarrior2013 Shadow Warrior]]'' remake has a flamethrower, whose unlockable secondary fire mode allows you to launch firebombs against your enemies.
757* ''VideoGame/DoomEternal'''s Flame Belch doesn't do much damage to enemies and indeed is more of a side-arm weapon and not part of the standard arsenal, but kills dealt to flaming enemies give you armor, in the same way that Glory Kills give you health and the Chainsaw gives you ammo back.
758* The flamethrower in ''VideoGame/ReturnToCastleWolfenstein'' is portrayed fairly realistically as firing a stream of fire at a relatively long range, it can kill enemies in two "puffs" to conserve ammo (it's sadistically satisfying to make Nazis scream as they burn). It also causes an InterfaceScrew when used on you.
759[[/folder]]
760
761[[folder:Charge Guns]]
762* ''VideoGame/{{Marathon}}'''s Fusion Pistol has a secondary charged attack. Starting with the second game, it will self-destruct and kill the user if charged too long.
763* As mentioned, the sniper rifle in ''VideoGame/TeamFortressClassic'' and ''VideoGame/TeamFortress2''.
764* The Impact Hammer from the original ''VideoGame/UnrealTournament'' also worked like this.
765** The Biorifle in ''VideoGame/{{Unreal}}'' series also has a charge-up secondary fire. Massive damage at the cost of ten shots worth of ammunition. It could also fall under gimmick gun since the goo blobs persist if they don't hit anybody, creating temporary minefields.
766** The Dispersion Pistol, your very first weapon in the original ''VideoGame/{{Unreal}}'', also works like this, and gets even more powerful as you find upgrades for it (but gets a slower firing rate).
767* ''VideoGame/HalfLife1'''s secondary fire on the Tau Cannon worked liked this. A fully charged beam is VERY lethal and can peneterate walls but not firing the weapon within 12 seconds of achieving full-charge will cause the weapon to backfire, severely injuring the user.
768* ''Franchise/{{Halo}}'''s Spartan Laser. Several seconds to charge up, but whatever is under the reticle when it fires is in for a world of hurt. Not to mention the plasma pistol's charged shot.
769** ''VideoGame/HaloReach'''s Plasma Launcher can charge to fire up to four homing plasma grenades, ''VideoGame/{{Halo 4}}''[='s=] Boltshot has a shotgun-esque charge shot, the Plasma Caster can charge to fire a sticky grenade that releases secondary explosives, and ''VideoGame/Halo5Guardians''[='s=] Incineration Cannon has a more powerful charge shot.
770* ''VideoGame/Doom3'' has its BFG work like this. Though it could be fired off earlier for less damage, and [[ExplosiveOverclocking blew up in your face]] if you held the charge too long.
771* ''VideoGame/{{Doom 2016}}'' has the pistol having this by default, but the Gauss Cannon also has this ability through mods.
772* The Blaster in ''VideoGame/QuakeIV'' can be charged to do more damage.
773* The Fusion Cannon from ''VideoGame/{{Descent}}''.
774* The Charged Dart rifle and [[{{BFG}} Nuke Weapon]] from ''VideoGame/{{Turok}} 2''. Also, the particle accelerator from the first game.
775* The De-atomizer in ''VideoGame/TheConduit'' is normally an energy version of the Marksman Gun. If it is charged before firing, however, it shoots three anchor points instead. If an anchor point hits a target or an obstacle, the other two will whip around (like a bolo) and do extra damage. Can be used to shoot victims hiding around a corner.
776* The Disruptor Rifle and blaster pistol in ''VideoGame/JediKnight'' and ''VideoGame/JediOutcast''.
777* ''Franchise/RatchetAndClank''
778** ''VideoGame/RatchetAndClankGoingCommando'': When [[EvolvingAttack upgraded]], the Minirocket Tube (Rocket Launcher) can fire up to four rockets at once depending on how long it's charged for.
779** ''VideoGame/RatchetAndClankUpYourArsenal''
780*** The [[RPGElements upgraded]] Shock Blaster (Shotgun) can be charged to fire a powerful beam.
781*** Before firing, the [[LightningGun Spitting Hydra]] must charge to lock on to enemies. The gun still needs to charge before firing even if there's nothing to lock on to.
782** ''VideoGame/RatchetAndClankFutureToolsOfDestruction'': Being one of the most powerful guns in the game, the [[WaveMotionGun Alpha Disruptor]] has to charge before each shot. The charge time can be reduced with upgrades.
783* The Dark Trooper's arc cannon in ''VideoGame/StarWarsBattlefrontII'' works like this. Fully charged, it can take down five normal infantry in a cluster, unless they are Wookies and even then it will put some serious hurt on them.
784* ''VideoGame/{{Hexen}} II'''s Assassin's final weapon, the Scarab Staff.
785* The Mauler from ''VideoGame/PerfectDark'' has a magazine of 20 and can be charged up to deal five times as much damage per shot, at the cost of a much slower firing rate.
786* ''VideoGame/KillingFloor'' has the Husk Fireball Gun, which can be charged up to launch flaming projectiles of varying damage.
787* The campaign-exclusive Storm PSR in ''VideoGame/CallOfDutyBlackOpsII'' functions both as one of these and a sniper rifle. Notably, rather than using any kind of fictional energy projectile, the "charging" feature is actually based on the real-life Metal Storm weapons system; it queues up to 5 superposed bullets and fires them all at once, so as to hit the same spot five times for massive penetration.
788* The Geth Plasma Shotgun, added via DLC in ''VideoGame/MassEffect2'', can be charged to do massive damage at the cost of consuming extra ammo.
789** ''VideoGame/MassEffect3'' added more chargeable weapons. The Chakram Launcher, Graal Spike Thrower, Venom Shotgun, Kishock Harpoon Gun, Acolyte, and Arc Pistol can be charged up for enhanced effect and damage. The N7 Typhoon, Particle Rifle, and Striker Assault Rifle all become more powerful the longer you hold down the trigger.
790* ''VideoGame/{{Fallout 4}}'' has the Laser Musket, which charges with a hand crank to varying levels depending on the modifications. The Gauss Rifle and a few other energy weapons also have charge functions.
791* The [[BraggingRightsReward PRL 412]] in ''VideoGame/ResidentEvil4'' can fire either a single pulse that damages and stuns enemies, or when charged, a WaveMotionGun beam that pierces and kills most enemies in one hit.
792* The Fusion Rifle is like this in ''Videogame/{{Destiny}}'', behaving like a charge-up shotgun that fires [[SlowLaser Slow Lasers]].
793** ''Videogame/{{Destiny 2}}'' brings us a class of weapons known as "Linear Fusion Rifles" which are fusion rifles that fire a focused beam instead of a SpreadShot of [[SlowLaser Slow Lasers]].
794* ''VideoGame/NoMansSky'' has the Blaze Javelin, which charges for a couple seconds and fires a powerful laser beam. While it suffers from a poor rate of fire compared with the Boltcaster, it has the advantage of using carbon or compressed carbon as ammo, of which you usually have large reserves.
795* ''Videogame/{{Splitgate}}:'' The Railgun needs to charge up to fire even one shot, and the charge isn't kept if you stop preparing it, but once fired the shot will instantly kill ''everything'' in its path, no matter how many enemies were in the way.
796[[/folder]]
797
798[[folder:Gimmick Guns]]
799* The ''VideoGame/{{Turok}}'' series' iconic [[{{Gorn}} Cerebral]] [[AbnormalAmmo Bore]].
800* The shrink-ray and freeze-ray in ''VideoGame/DukeNukem3D'', and the microwave attachment in the Plutonium Pak/Atomic Edition.
801* ''VideoGame/{{Hexen}}'' Clerics have the Wraithverge as their ultimate weapon. Wherever the projectile hits, there spawn about a half-dozen ghosts that fly about randomly and tear apart every {{Mook}} in the general vicinity in badass fashion.
802** Hexen Mages get the Frost Shards, which freeze enemies if they take enough damage and make them vulnerable to shattering with other weapons.
803* The Gravity Gun in ''VideoGame/HalfLife2''.
804* Translocators in the ''VideoGame/UnrealTournament'' series.
805** The ''VideoGame/BallisticWeapons'' mod has the [=HVC-Mk9=] Lightning Gun which deals little damage but can be used to pick up and fling players and even smaller vehicles. It even looks like a Gravity Gun.
806* ''VideoGame/{{Portal}}'''s namesake weapon/tool.
807* ''VideoGame/BioShock'' and ''VideoGame/BioShock2'' have a research camera. Taking enough pictures of an enemy grants you bonuses against that enemy type.
808* ''VideoGame/SaintsRow2'' has the Fire Extinguisher, which normally puts out fires but can also very slowly kill people, and the Shock Paddles which can bring people back to life.
809* In ''VideoGame/TeamFortress2'', the Medic's [[HealingShiv Medigun]] and the Pyro's Flare Gun.
810** Similarly, ''VideoGame/TeamFortressClassic'' has the medkit. You use it to either heal people or give them AIDS. Same with Sven-Co-op, minus the infection feature, and absolutely needed for maps with no health stations.
811* ''VideoGame/{{Fallout 3}}'' has the Rock-It Launcher, which shoots junk. Forks and spoons, teddy bears, wrenches, pool balls...
812** As well as the afore-mentioned Nuka-Grenade, Dart Gun and Railway Rifle.
813* (Almost) every single gun in ''Franchise/RatchetAndClank'' not mentioned elsewhere on this page (and sometimes even those once fully upgraded). Electrify your enemies, freeze them, Suck them up and use them as ammo, turn them into exploding sheep, Feed them to an extra-dimensional entity, turn them against each other with mind-altering slime, or force them to dance themselves to death? The choice is yours.
814* ''VideoGame/{{Descent}} 2'': the bounce-off-the-walls phoenix cannon, and the blinding flash missiles.
815* A few heavy weapons from ''VideoGame/MassEffect2'' qualify : namely, the [[UnrealisticBlackHole M-490 Blackstorm]], the [[FreezeRay M-622 Avalanche]], the [[LightningGun Arc Projector]], and the [[DeathRay Collector Particle Beam]].
816* ''VideoGame/{{Daikatana}}'' tries to avert the standard FPS arsenal with a plethora of gimmicky weapons, but very rarely gets much more creative with the gimmicks beyond "they can hurt you" - a gun that shoots rebounding projectiles (that can rebound back and hurt you), a belt-fed shotgun that sequentially burns 6 rounds with every pull of the trigger and has horrendous recoil and reload time, a mine launcher that fires C4 proximity mines (where the blast radius is big enough that you're almost guaranteed to blow yourself up with it), a rocket launcher that fires two rockets at once (almost guaranteeing a self-kill if you're anywhere near the blast radius), reusable throwing discs that act like boomerangs and return to you (and sometimes damage you in the process), a magic staff that damages all enemies in your field of vision (and instantly kills you if there aren't any), and another magic staff that summons a demon to attack a nearby enemy (which will unavoidably attack you instead if there aren't any nearby). Needless to say, most of the game's arsenal is pretty terrible as a result, and you truly start to appreciate the much more general adherence to this trope when you reach the final episode and finally get your hands on the game's very first bog-standard, no-gimmicks-attached pistol.
817* ''Videogame/{{Splitgate}}'' just has ''Videogame/{{Portal}}'''s famous gateways, delivered by a little device mounted on your wrist. You can use it with anything and everything in your hands, which form most of the game's appeal.
818[[/folder]]
819
820[[folder: [=BFGs=]]]
821* The TropeNamer from the ''VideoGame/{{Doom}}'' series, as well as ''VideoGame/QuakeII'' and ''VideoGame/QuakeIIIArena''. ''VideoGame/Doom64'' also has the well-hidden Unmaker, which returned in ''VideoGame/DoomEternal'' as the Unmakyr.
822* The Devastator in ''VideoGame/DukeNukem3D''.
823* The Dark Matter Gun in ''VideoGame/QuakeIV''.
824* The Displacer in ''VideoGame/HalfLifeOpposingForce'' functions almost identically to the TropeNamer, except it teleports with a direct hit. The alt-fire teleports the player to/from Xen, where you'll usually find ammo/medpacks/healing pools.
825* In the final minutes of ''VideoGame/SuperMetroid'', Samus' arm cannon has use of an upgrade labelled Hyper in the pause screen. Acquired by absorbing energy from the Baby Metroid while it briefly protects Samus from Mother Brain, the Hyper Beam enables Samus to damage MB, something her other weaponry cannot do.
826* Each episode in ''VideoGame/{{Daikatana}}'' has its own BFG, but their usefulness tended to be questionable:
827** The Shockwave Cannon in Episode 1 fires a sphere that creates damaging blasts every time it bounces off of a surface.
828** The Eye of Zeus in Episode 2 is a staff that unleashes powerful instant-kill lightning upon everything in front of you. [[HoistByHisOwnPetard If there's nothing in front of you, it kills you instead.]]
829** The Nharre's Nightmare in Episode 3 gains ammo by gibbing enemies, and when used summons a demon to slaughter everything in front of you. [[RunningGag If there's nothing in front of you, it kills you instead.]]
830** The Metamasers in Episode 4 are thrown like grenades, and fire highly-damaging lasers at everything with a clear line between it and them.
831* The Redeemer in the ''VideoGame/UnrealTournament'' series, a portable nuclear missile launcher.
832** The highly popular ''VideoGame/BallisticWeapons'' mod for [=UT2004=] adds the R75 Tactical Infantry Cannon, a bolt-action railgun with sniper and thermal scopes. Once the scope in on, the gun will start charging; a fully-charged shell instakills anything it hits, including tanks and even what was behind that tank! It can even see through walls via the thermal scope and hit what is behind that wall.
833* ''VideoGame/{{Resistance}}'''s Pulse Cannon in the second game.
834* The Firebomb and Dark Staff from ''VideoGame/RiseOfTheTriad''.
835* ''Franchise/{{Halo}}'': While not a canonical example, a hidden EasterEgg {{BFG}} on the third mission in ''VideoGame/{{Halo 2}}'' fired a beam similar to the Scarab's and did the same amount of damage.
836** The Missile Pod in ''VideoGame/{{Halo 3}}'', the Fuel Rod Cannon, the Spartan Laser, ''VideoGame/{{Halo 4}}''[='s=] Incineration Cannon, and the Scarab (With the part of the level it is in being called ''Scarab. BFG. End of the World.'').
837* The Assault Cannon used by The Heavy Weapons Guy in ''VideoGame/TeamFortressClassic''.
838* [[ICallItVera Sasha, Natascha, and Tomislav]], [[GatlingGood miniguns]] that are the signature weapons [[CargoShip much loved]] by the Heavy in ''VideoGame/TeamFortress2''.
839** There is also the Huo-Long Heater, a minigun that shoots ''[[IncendiaryExponent fire around the user]]'' [[AwesomeButImpractical at the cost of having an insanely high ammo consumption rate.]]
840* ''VideoGame/{{Fallout 3}}'''s "Fat Man". It fires a miniature a-bomb.
841** Even moreso the "Experimental MIRV" unique "Fat Man", which fires 8 mini-nukes. For those occasions when you absolutely, positively have to kill everything in one shot.
842*** More generally, in ''Fallout 3'' there is a "Big Guns" skill reserved entirely for [=BFGs=], such as the [[MoreDakka Gatling Laser]] and its special variant, [[NamesToRunAwayFromReallyFast Vengeance.]]
843** The Tesla Cannon from ''Broken Steel'', and the unique Tesla-Beaton Prototype in ''VideoGame/FalloutNewVegas'', combine this with LightningGun.
844* The SBC Cannon in ''VideoGame/SeriousSam'' - shoots a large cannonball which is devastating to columns of small and medium-sized enemies.
845* One or more for every ''VideoGame/{{Turok}}'' game. The "Chronosceptre" and "Fusion Cannon" from the first game, the aptly named "Nuke" from ''Turok 2'' (which, in an aversion to Yahtzee's above quote, does ''nothing'' to the end boss) and the PSG (Personal Singularity Generator) from ''Shadow of Oblivion''.
846* ''VideoGame/{{Descent}}'': the aptly named Mega missile (which also homes), and in the sequel the often suicidal Earthshaker.
847* ''Franchise/RatchetAndClank'' has its own line of RYNO weapons, which launch salvos of homing missiles. It also featured the Zodiac, which incinerated everything in sight but whose ammo cost more than most entire weapons.
848** With the introduction of upgrades, pretty much every weapon can eventually be turned into a BFG.
849* ''VideoGame/MassEffect2'' has the M-920 Cain which is practically a space age nuke launcher.
850* The Magnaguard in ''VideoGame/StarWarsBattlefrontII'' has a weapon that is essentially a rapid-fire anti-infantry rocket launcher, which happens to look remarkably like a pistol on the model.
851* ''[[{{VideoGame/Tribes}} Tribes 2]]'' has the Fusion Mortar which instakills everyone in the blast radius and has a very long range; it's literally a man-portable artillery gun. It is also very accurate but it's very unlikely that one can hit a target at extreme range without a teammate painting it. As a tradeoff, it has a very slow rate of fire, the shell emits a highly visible trail of green smoke and the gun can only be carrier by [[MightyGlacier Juggernaut armor]]s. There is also a vehicle-mounted version on the Beowulf tank which has infinite ammo.
852* ''{{VideoGame/Marathon}}: RED'', a GameMod, has the Omega Cannon, which can be used to propel oneself without damage.
853* The Disruptor in ''VideoGame/ShadowsOfTheEmpire''.
854* ''VideoGame/SystemShock2'''s Fusion Cannon.
855* ''VideoGame/DirtyBomb'' has Rhino and his giant, absurdly massive Minigun. It has unlimited ammo and does no small amount of damage, but overheats rapidly.
856* ''VideoGame/FirstEncounterAssaultRecon'' has the Type 7 Particle Beam, which is also a sniper rifle, and the MP-50 Repeating Cannon.
857* The Broadsider in ''VideoGame/{{Fallout 4}}'' is a hand-held ''naval cannon''.
858* ''VideoGame/ReturnToCastleWolfenstein'' features the "Venom" gun, a handheld [[GatlingGood minigun]] fed with a chain of 500 12.7mm bullets (though the design specs you find in one level show it firing 7.92mm, indicating it may have been changed in development). It can [[LudicrousGibs gib]] enemies but the fire rate must be managed because it can overheat.
859[[/folder]]
860
861[[folder:Target Designators]]
862* The Ion Painter (KillSat), and Target Painter (airstrike) in ''VideoGame/UnrealTournament2004''.
863* The binoculars (airstrike) in ''VideoGame/{{Warhawk}}''.
864* The Hammer Of Dawn in ''VideoGame/GearsOfWar''.
865* ''VideoGame/CommandAndConquerRenegade'' had an ion cannon beacon and a nuclear missile beacon.
866* The third person shooter ''VideoGame/{{Mercenaries}}: Playground of Destruction'' and its sequel have dozens of various air strikes that are designated either by smoke grenade, laser designator, or satellite link.
867* In ''VideoGame/TeamFortress2'', the Engineer's Build-o-Matic, which allows him to construct buildings where he designates.
868** In addition, his unlockable weapon, the Wrangler, lets him manually aim his Sentry Gun at wherever he points.
869* The Targeting Tool in ''VideoGame/EnemyTerritoryQuakeWars'' can call on one of 3 strikes, depending on what you deployable you built.
870** If you built the Rocket Artillery (GDF) or Plasma Mortar (Strogg), you can use the Tool to ''change where the shells/plasma lands.''
871* Combined Force sim ''ARMA 2'' has a literal laser designator for player pilots to lock onto with laser-guided bombs or laser-lock-capable missiles.
872** Its predecessor, ''VideoGame/OperationFlashpoint'', had one too. The one mission that used it involved sneaking into enemy territory, painting a road bridge with the designator until friendly planes come to bomb it, and getting back to safety.
873* ''VideoGame/RatchetDeadlocked'' fused this with the series' signature RYNO, creating a shotgun-KillSat-designator called [[NamesToRunAwayFromReallyFast The Harbinger]].
874* ''[[VideoGame/BattlefieldBadCompany Bad Company 2]]'' has the marker gun that can temporarily mark targets, which enables AT weaponry to lock onto them. Possible targets include all kinds of ground vehicles, stationary weapons, and [[ThisIsGonnaSuck helicopters]]. And sometimes, even [[ThereIsNoKillLikeOverkill infantry]].
875* ''VideoGame/HaloReach'' introduces one which calls in missile strikes. It shows up in Firefight and Campaign.
876* Euclid's C-Finder in ''VideoGame/FalloutNewVegas '' [[ExactlyWhatItSaysOnTheTin finds C]], as in the third side of a triangle ABC. C is the target, B is you, and A is ARCHIMEDES II, a solar powered KillSat. Once C has been found, ARCHIMEDES smashes it like [[PillarOfLight the finger of an angry god]].
877* ''VideoGame/PerfectDark'' has a target locater which is used to call in airstrikes in the last level.
878* The later ''VideoGame/TwistedMetal'' games have KillSat type weapons.
879* The ''VideoGame/CallOfDuty'' series has had airstrikes since ''VideoGame/CallOfDuty3''.
880* In two levels of ''VideoGame/MedalOfHonor: Allied Assault'', the binoculars are used to designate targets for airstrike.
881* During the Battle of Rannoch in ''VideoGame/MassEffect3'', Commander Shepard uses one to paint a landed Reaper destroyer as a target for the ''Normandy'' and the entire quarian fleet, [[OrbitalBombardment orbiting high above]].
882* A RealTimeStrategy example. In ''VideoGame/StarCraft'' the Terran Ghost has a laser designator that paints an area as a target for a short-range ballistic nuclear missile. ''VideoGame/StarCraftII'''s Spectres have a similar device, and it would've showed up in ''[[{{Vaporware}} StarCraft: Ghost]]'' as well.
883* ''VideoGame/ResidentEvil5'' has the [[KillSat Laser Targeting Device]] used during the Uroboros Aheri boss battle.
884* ''VideoGame/DirtyBomb'':
885** Skyhammer can throw an Airstrike Marker; though it explodes for use as a grenade, when outdoors, it calls in an airstrike on its location.
886** Arty has an Artillery Designator, with which he can paint areas for artillery salvos.
887** Kira can call down [[EnergyWeapon Frickin' Laser Beams]] with a similar designator device, and steer it as well.
888* ''VideoGame/DeltaForce'' will hand the player a laser designator for certain missions where an airstrike is needed against materiel.
889[[/folder]]
890
891[[folder:Turrets]]
892* The Engineer's Sentry Gun in the ''[[VideoGame/TeamFortressClassic Team]]'' ''[[VideoGame/TeamFortress2 Fortress]]'' series: Usually the engineer's most potent means of defense, these start out firing at slow speed from a fixed position, but can be upgraded into gatling guns and/or dual gatling guns ''with rocket launchers''.
893* The Warthog's turret in ''Franchise/{{Halo}}'', which not only allows a second passenger to hitch a ride on the Warthog, but allows him to lay down covering fire in all directions as well.
894** Ground-mounted turrets also appear in later games, and can be ripped off their stands to cut down their ammunition capacity, but provide serious firepower for as long as they're lugged around.
895** In the last level of ''VideoGame/HaloReach'', you use a railgun/mass driver turret to defend the escaping Pillar of Autumn.
896* ''Franchise/RatchetAndClank'' has all kinds of variations, including actual manned turrets, grenade-sized deployable turrets, vehicles with mounted guns, and even portable shields that zap things with lightning.
897* ''VideoGame/StarTrekOnline'' feature a Phaser turret and Mortar cannon abilities during ground combat sequences.
898* The Gatling gun in ''VideoGame/{{Outlaws}}'' while you can move around while it's in your inventory once you get it out you can't move.
899* The Marksman class in ''VideoGame/StarWarsBattlefrontII'' can deploy a stationary laser turret.
900* The [=ChaosUT=] mod for ''VideoGame/UnrealTournament'' can replace Redeemers with small teleport modules that can be used to deploy an auto-turret. Said turret can fire rockets or shock balls, depending on it's setting by the owner as well as available ammo. It can be reloaded from the rear with rockets and Shock Rifle ammo; if it runs out of ammo, it self-destructs after a short time if not reloaded. As an added twist from the modders, the turret considers the person who last reloaded it as it's owner, meaning that reloading an enemy turret will turn it to your side.
901** The ''VideoGame/BallisticWeapons'' mod for ''[=UT2004=]'' has two machineguns and a minigun that can be deployed using collapsible bipods. Once deployed, they can be used like stationary vehicles and they also enjoy a MASSIVE increase in accuracy. Deploying a minigun and setting it to 3600 RPM has [[MoreDakka predictable results]].
902* ''VideoGame/BioShock1'' features automated turrets (mounted on swivel chairs) that you can [[HollywoodHacking hack]] to make work for you. ''VideoGame/BioShock2'' adds temporary mini-turrets that you can throw down to support you.
903* ''VideoGame/PerfectDark'' had the Laptop Gun, which could fire like a normal submachinegun, or be thrown to act as a turret. The turret didn't have a lot of ammo, but you could grab it again to reload it. In the prequel, the M-60 Machine Gun and Rocket Launcher can be mounted on and [[RemovableTurretGun removed from]] turret platforms.
904* ''VideoGame/{{Blood}}'''s Life Leech, a skull-tipped staff, gained a secondary attack to this effect in the ''Plasma Pak'' expansion. When set down it rotates, shooting bluish projectiles at enemies until it runs out of ammo, and doubles as a stand to reach areas up above.
905* ''VideoGame/CallOfDuty4ModernWarfare'' has you use the Mark-19 grenade turret on a Sea Knight in "Shock and Awe", and the minigun on a downed helicopter in "Heat". The second and third games have automated sentry guns.
906* In the ''VideoGame/DeusEx'' series, the player can hack into sentry guns and use them against enemies.
907* In ''VideoGame/RedFaction'', the player can also hijack automated turrets.
908* At least one level of ''VideoGame/{{FEAR}}'' has you take control of a sentry turret. There are also ''VideoGame/PerfectDark''-style deployable turrets.
909* The German MG-42 machine gun appears in both the ''VideoGame/MedalOfHonor'' and ''VideoGame/CallOfDuty'' series.
910* ''VideoGame/FarCry1'' has M2 .50 cal machine guns, Mk-19 grenade("Mortar") turrets, and miniguns.
911* ''VideoGame/MassEffect3'' has a few points where you can take control of a turret-mounted machine-gun to shoot up husks or geth.
912** Engineers and some multiplayer classes can deploy automated turrets.
913* ''VideoGame/DirtyBomb'' lets Bushwhacker plant turrets, which are basically automatically controlled machine guns.
914* The automated security turrets in ''VideoGame/Prey2017'' had good firepower but poor durability. They became more effective if you moved them around to create better defensive positions, or took the time to repair broken ones or build more.
915[[/folder]]
916
917[[folder:Secondary Options]]
918* While most of the weapons in ''VideoGame/{{Heretic}}'', under the effects of the Tome of Power, simply became bigger, badder versions of themselves, the powered fire for the Dragon Claw, Hellstaff, and Phoenix Rod were drastically different.
919* ''VideoGame/{{Blood}}'' has secondary fire for nearly all weapons. ''Blood 2: The Chosen'' followed suit, with only the [[{{BFG}} Singularity Generator]] lacking one (and even that's only because the secondary mode it ''did'' have was patched out).
920* ''Dark Forces'' and ''VideoGame/{{Marathon}}'' both feature alternate fire modes for most (though not all) of their weapons.
921* Melee attacks with ranged weapons in any game pretty much count.
922* Every weapon in every ''VideoGame/UnrealTournament'' game has a secondary fire.
923* Every weapon in ''VideoGame/AmericanMcGeesAlice'' has a secondary fire.
924* Every weapon in ''VideoGame/StarTrekEliteForce'', and most weapons in ''Elite Force II'', have secondary fire modes.
925* All guns in ''VideoGame/DeusExInvisibleWar'' have an alternate-fire feature. Some toggle modes such as a flashlight or scope, while others fire grenades or different shots that drain varying amounts of the player's UniversalAmmo.
926* ''VideoGame/CallOfDuty4ModernWarfare'' had grenade launchers attached to some of its assault rifles in single-player and an option for one on assault rifles in multiplayer. ''VideoGame/CallOfDutyWorldAtWar'' also allowed bayonets attached to various guns.
927* ''VideoGame/ArmyOfTwo'' allows you to put grenade launchers and shotguns on the barrels of assault rifles.
928* ''VideoGame/{{Crysis}}'' allowed you to attach 'tactical attachments' within the single-player and grenade-launchers in both the multi- and single-player, of which the former essentially fired an unlimited amount of a projectiles which silently knocked out a target with a cooldown.
929** Also evident in the ''multiple'' attachments available for almost every weapon. Everything from silencers and flashlights to freeze-rays and shotgun-mounted sniper scopes.
930* ''Turok''
931** The 2008 ''Turok'' video game had 'alternative-fire' options for most of its weapons, but they often changed something about its primary function or had it used in a different way, and so, many don't go under this trope. The weapons that do go under this trope were the shotgun's flare launcher, the pulse rifle's 'Disruption' grenade launcher and the flamethrower's napalm grenade launcher.
932** Likewise, the original ''VideoGame/{{Turok}}'' games had alternate ''ammo'' for near every single weapon. For example, the Shredder's vanilla form in ''Turok 2'' fired dozens of ricocheting energy rounds that done moderate damage, but were good for clearing corridors. However, it's alternate ammo fired a single, high explosive energy round which was less likely to kill everything in the room, but when it ''did'' hit? Well, [[{{Gorn}} the results were often]] [[StuffBlowingUp spectacular]].
933** ''VideoGame/TurokEvolution'' is probably the biggest case, as almost every single weapon will have a SecondaryFire, even the pistol, which becomes a SniperRifle.
934* ''VideoGame/GearsOfWar'' has the Lancer assault rifle, which has a chainsaw attached that can be revved up after a second to [[OneHitKill instantly kill]] at close-range. Its grenades in the first game could also be tagged to opponents, and in the second game, anywhere, allowing them to be used as proximity mines.
935* An ability that can be acquired for all shotguns within ''Franchise/MassEffect'', is to fire a rocket out of it.
936* Several weapons in the ''VideoGame/HalfLife'' series. In all incarnations, the SMG fires rifle grenades and the shotgun can fire two shells simultaneously ([[{{Handwave}} the second shell somehow being fired from the ammo tube]]), and Half-Life 2 had the Overwatch rifle, which fired energy/dark matter orbs that disintegrated anything they touched.
937* The ''VideoGame/{{Resistance}}'' series loves these. Literally every single gun in the series has a secondary fire - even the pistol. This gets [[LampshadeHanging Lampshaded]] in the first chapter of the second game.
938* ''Franchise/{{Halo}}'': The Brute Weapons in ''VideoGame/{{Halo 3}}'' have sharp blades for killing, which actually up the melee power in the game.
939** ''VideoGame/HaloReach'''s grenade launcher can fire airburst shots. The rocket launchers have a lock-on function in most games, as does the Hydra. A number of Promethean weapons have slightly different projectile properties when zoomed in.
940* One of the selling points of ''VideoGame/PerfectDark'' was that every weapon had a secondary option of some kind. Pistols could either shoot or pistol-whip, knives could either be slashed or thrown, even the basic fists could either punch or disarm enemies of their weapons.
941* For all its creative weaponry, the ''Franchise/RatchetAndClank'' series is notably devoid of secondary functions.
942* Several of the weapons in ''VideoGame/{{Dark Forces|Saga}}''.
943* Every gun in the ''VideoGame/BioShock'' games have three different types of ammunition. Some are simply more powerful or have [[FireIceLightning elemental effects]], but others include Proximity Mines for the Grenade Launcher and electrified tripwire bolts for the Crossbow.
944* Almost every gun in ''VideoGame/Rage2011'' has alternate ammunition types.
945* Several guns in ''VideoGame/KillingFloor'' have secondary features. The rifles and submachine guns can switch from full to semi-automatic, the Beretta and the pump/combat shotguns have flashlights, the M14 EBR has a laser sight, the double shotgun can fire both barrels instead of one, and one of the M4 Carbines has alt-fire grenades from its attached M203.
946* The Heavy Machine Gun in ''VideoGame/SoldierOfFortune'' has a white phosphorus grenade launcher, which oddly uses the same ammo as the primary fire. A more straightforward example is the M4's grenade launcher in the second game, which uses its own ammo. There's also the OICW's grenade function, which uses the rather cumbersome LASE rangefinding system.
947* ''VideoGame/RedFaction'''s rocket launcher can also home in on targets.
948* ''VideoGame/JudgeDreddDreddVsDeath'' has, apart from the standard pistol-shotgun-machine gun-rifle setup, the [[SwissArmyWeapon Lawgiver]], which can fill several different functions:
949** Standard: Somewhere between a pistol and an automatic.
950** Armour-Piercing: ExactlyWhatItSaysOnTheTin.
951** Hi-Ex: Grenade launcher.
952** Incendiary: Flamethrower.
953** Heat Seeker: Sniper rifle.
954** Ricochet: Gimmick weapon.
955* Every weapon and most of the vehicles in ''{{Videogame/TAGAP}}''. There are only "primary" types of ammo; secondary fire can use more than one unit per shot.
956** This also includes the [[GatlingGood Chaingun]], as leaving it behind as a Sentry Gun forces you to also give it your ammo.
957* The SC-20K in the ''VideoGame/SplinterCell'' series is a combination of an automatic, a marksman gun, and a non-lethal projectile launcher.
958* In ''VideoGame/NoMansSky'', instead of carrying several guns, you instead carry a single Multi-Tool, on which you can install different weapon modules and switch between them like switching guns in other games. The higher your Multi-Tool's level, the more weapon modules and upgrades you can install. In addition, the Multi-Tool also accepts non-combat tools such as mining beams, terrain manipulators or a shield that uses your life support system's power.
959[[/folder]]
960
961[[folder: Healing Device]]
962* The ''VideoGame/TeamFortressClassic'' Medikit is a classic Melee Example, hit your friends and heal them. The Wrench from the same game can be used to repair armor, once again, hit your friends, their their armor.
963* ''VideoGame/TeamFortress2'' has the Medigun, arguably the TropeCodifier, a Beam that rapidly heals whoever happens to be the Medic's Current Patient, it's powerful enough to overpower an inaccurate enemy firing at the target, but any combat class can overpower it with accurate shots. While all Mediguns are capable of Overhealing their targets, The Vaccinator goes above and beyond as a Buffing Device by protecting against one damage type at a time.
964* ''VideoGame/DirtyBomb'':
965** Aura, Phoenix, and Sawbonez use Defibrillators to revive Downed teammates. Sparks can use her REVIVR gun to do the same from a distance, while Phoenix can revive himself.
966** While Aura is reliant on a deployable Health Station to heal her team, Sawbonez and Sparks can throw down Medpacks for on-the-go heals.
967** Phoenix has an area-of-effect pulse that instantly heals himself and teammates in the pulse area.
968* ''VideoGame/{{Dusk}}'' has [[SmokingIsCool the cigar]] which restores one point of health per puff.
969[[/folder]]
970
971[[folder: Shields]]
972* ''Franchise/{{Halo}}'' has had Bubble Shields and Drop Shields in various installments. They always emit a bubble that blocks all fire from entering it, staying fixed for 20 seconds. Any character and/or vehicle can enter and leave the shield freely, however. The ones in ''VideoGame/HaloReach'' have a healing effect to anyone inside, friend or foe.
973* Every ''VideoGame/CallOfDuty'' game since ''VideoGame/CallOfDutyModernWarfare2'' sports a player-wieldable Riot Shield of some fashion. ''VideoGame/CallOfDutyBlackOpsII'' added the ability to drop yours as deployable cover. To date, though, the only attack available to the player is a simple ShieldBash - but [[TheComputerIsACheatingBastard don't tell the AI that of course.]]
974[[/folder]]
975
976[[folder: Cloaking Device]]
977* The Spy's wristwatch and disguises in ''VideoGame/TeamFortress2'' respectively make him invisible and disguise him as the enemy.
978* A weapon exclusive to Dr. Nefarious in ''VideoGame/RatchetAndClankAll4One'' makes him invisible.
979* The Stealth Boy in the ''VideoGame/{{Fallout}}'' series makes you invisible and enemies [[KungFuProofMook immune to VATS]].
980* The Tactical Cloak in ''VideoGame/MassEffect2'', available to Infiltrator Shepard, Kasumi, and shotgun-wielding Geth Hunters.
981* The cloak mode of any ''VideoGame/{{Crysis}}'' nanosuit.
982* The recon classes have this in ''VideoGame/GlobalAgenda.''
983* The Vanish skill in ''VideoGame/ShadowWarrior2'' allows Lo Wang to go invisible and do more melee damage like the freakin' {{Ninja}} he is.
984[[/folder]]
985
986[[folder:Inversion]]
987* The team of seven (later six) characters in ''VideoGame/CliveBarkersJericho'' all begin with the weapons they will use throughout the game, but every FPS type is represented. All characters can melee attack with their weapon stock, and one character uses a nodachi as standard. Two characters have sidearms matching light pistol and heavy pistol, another wields automatic pistols akimbo, pistols that can also be loaded with explosive and fragmenting rounds. Two characters have shotguns mounted to standard 5.56 assault rifles, and another uses an SMG as a primary weapon and throws grenades. The sniper rifle can fire 7.6, modified to also shoot telekinetic 'ghost bullets' that are tracked with a follow-cam and can be maneuvered in flight. The closest weapon to grenade/rocket launcher effectively performs like neither, instead shooting a high velocity explosive round.
988[[/folder]]

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