Have you ever felt as though your gun just doesn't have enough kick? Tired of the same old bullet-spewing? Well, have we got the solution for you!

Secondary Fire!

That's right, just add a second trigger, or the right mouse button, and have it trigger any number of special attacks that need at most be tangentially related to the primary fire mode! Sometimes this is handled as a fire mode toggle, changing what the main fire button does, but is functionally the same as a separate trigger. It gives the player a "two guns for the price of one" effect. It also eases the job of the mappers to an extent, since finding a new weapon usually requires a lot of design aspects to make it feel like an event to remember. Cutting these events in half gives more time to make the times you do get a weapon more exciting. These secondary fire modes can be roughly divided into several categories:

'''Burst or Rapid fire:''' Usually found on pistols, sometimes on rifles, this allows for a faster, but less accurate series of shots, generally intended to be used at short range or during more intense firefights where precision is unneeded. A variant of this often appears in games featuring a double-barreled shotgun, firing both barrels at once.

'''{{Grenade Launcher}}s:''' Most common on assault rifles, but can appear on any gun, these launch explosive shots that usually can damage the player as well, but take things down fast. It may use the gun's standard ammo, but more often has its own ammo supply which may be hard to come by.

'''Melee Attack:''' Often used in place of a default hand-to-hand weapon, a secondary fire might involve hitting the opponent over the head with the gun, which may have [[BayonetYa blades]] or spikes specifically for that purpose. See also PistolWhipping.
* '''Melee Block:''' In games with dedicated melee weapons, the alt-fire may allow you block other people using melee weapons, possibly also countering. This is most often applied to swords.

'''Zoom:''' Almost exclusively on sniping weapons, allows use of a scope to make accurate shots over a range. Usually this is useless at short range because it obscures your view and/or slows down the speed of the cursor so you can't easily track nearby targets. This includes the iron sight modes common in the more realistic shooters.

'''ChargedAttack:''' This is the province of the EnergyWeapon, usually allowing a high damage shot that takes time to charge up. You may or may not be able to hold the shot safely, or the gun may [[ExplosiveOverclocking explode if you try to charge it too long]], but the results are usually a OneHitKill on anything you fire it at. Often this is activated by holding in the primary trigger rather than using the secondary.

'''Spinning Barrels:''' If your game has a [[GatlingGood Gatling gun]] among your arsenal, it may take time to spin the barrels up to firing speed. Many games feature a secondary fire that spins the barrels without firing, so that when you ''do'' hit the fire button, it starts shooting immediately. This feature often causes the gun to overheat faster as a drawback. If overheat isn't a mechanism, it may slow down the user to a snail's peace.

'''Related But Different Secondary Fire:''' Weapon which has secondary fire which uses same type of ammo as the primary fire, but the projectile itself is different. For an example, primary fire Shock Rifle in the ''VideoGame/{{Unreal}}'' series is a hitscan fire but the secondary fire shoots a plasma ball.

'''Completely Unrelated Secondary Fire:''' Weapon where secondary fire uses different type of ammo and its nature is very different, too. ''{{Painkiller}}'', primarily. This is for weapons that don't fit any other category, where the secondary fire has little to do with the primary, such as a shotgun with a freeze ray attached.

This is also TruthInTelevision, as most modern assault rifles have at least a fire selector for automatic, semi-automatic, burst fire, and similar modes, as well as underslung grenade launchers and shotgun attachments, and also the bayonet, a knife attached to the end of the rifle as a melee weapon.

It should be noted that Iron Sights as a secondary function are more and more common and any additional secondary effects are added on top of this mode.

See also SwissArmyWeapon. Not to be confused with [[FriendlyFireIndex Friendly Fire]]
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'''Examples''':

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'''Rapid Fire''':
* Several guns in the ''VideoGame/{{Fallout}}'' series have selectable rapid fire modes. In ''VideoGame/{{Fallout Tactics|BrotherhoodOfSteel}},'' the double-barreled shotgun can fire either one or both barrels at once.
* Most guns in the ''{{X-Com}}'' games can switch between single-shot and rapid fire. Or rather, Aimed Shot (slow but accurate), Snap Shot (fast but less accurate), and Auto Shot (woefully inaccurate individually but you get a burst of three).
* ''GearsOfWar 2'''s Hammerburst rifle was automatic and had no recoil, but fired slowly. Pressing the trigger continuously as fast as possible would make it fire much faster, but give it a lot of recoil.
* The Hive Hand in ''VideoGame/HalfLife1''.
** Strangely enough, the Glock ''17'' as well. It's actually a Glock 18 with a 17's model; the 18 was select fire.
** In a more realistic portrayal, ''Sven-Coop'''s shotgun modeled after the HD packs [=SPAS-12=] dropped the "double barrels" for rapid, semi-automatic fire, much like the real weapon, at the cost of a [[{{ShortRangeShotgun}} higher pellet spread]] than the primary, pump action fire.
* ''VideoGame/PerfectDark'' had a secondary fire setting for ''every'' weapon. For example, the Magsec 4 could either fire semi-auto or 3 round burst in exchange for worse accuracy than the standard Falcon 2.
* ''VideoGame/{{Goldeneye1997}}'' had selective fire on most of its automatics. Tapping the trigger button would fire a single shot, pressing it once would fire a three-round burst, and holding it would engage fully automatic fire.
* The Enforcer and Minigun in ''VideoGame/UnrealTournament'' both have a secondary fire mode that decreases accuracy but makes the gun fire much faster.
* Some guns in the original ''VideoGame/CallOfDuty'' had the option to switch between full-auto and semi-auto (or between "full auto" and "slow auto" for the BAR), though since most people just stuck with full-auto they removed it for the second game. Some developers [[DummiedOut apparently tried to re-implement it as an attachment in later games]], but it has never been used.
** There is now an attachment introduced in Black Ops 2 that allows you to switch from Full Auto to Burst Fire, or from Burst Fire or Semi-Automatic fire to fully automatic firing.
* The bullet-hose [=HS010=] submachine gun in ''EYEDivineCybermancy'' has a fire mode to ''triple'' the already absurdly fast fire rate to 3000rpm, which causes it to fire faster than the [[GatlingGood Sulfatum]]. When in triple-fire mode, the gun sounds like it's ripping itself apart as you fire.

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'''ChargedAttack''':
* The [=BioRifle=] in the ''VideoGame/{{Unreal}}'' series.
* ''VideoGame/MegaMan'' and ''VideoGame/MegaManX'' are perhaps the iconic examples with their [[ArmCannon Arm Cannons]].
* Similarly, [[Franchise/{{Metroid}} Samus]].
* The Plasma pistol from the ''Franchise/{{Halo}}'' games do this, activated by holding the primary trigger.
* Any ship from {{R-Type}}.
* The pistol in ''VideoGame/HalfLife2'' had a charged attack that ''caused'' rapid fire; it was actually a bug, which was removed in ''Half-Life 2: Deathmatch'' and, much later, also removed from the original game as part of the Orange Box/Mac port.
** More true to the trope is the Tau Cannon in the original game- the primary fire shot quick blasts, while the secondary fire could be charged up. When charged, the thing could be used to take down ''helicopters''.
* The Mauler energy pistol from ''VideoGame/PerfectDark'' would automatically charge up as long as it was set in charge mode. It used five rounds to become fully charged, and reloading would cause the charge to be wasted.
* All the weapons in ''Bulletstorm.''
* Oddly enough, the shotgun analog in ''Tron 2.0''
* Phoenix Samurai, ''VideoGame/{{Nightfire}}''.
* [[VideoGame/TeamFortress2 The Cow Mangler 5000]] can fire a stronger blast that charges itself over a few seconds. It is triggered by the right mouse button, no less. The charged shot takes up the full clip, though, and the charging time is not variable.
** The newer Beggar's Bazooka can ready up to 3 rockets for a rapid fire attack, but try to load a [[ExplosiveOverclocking 4th rocket]]...
* The [[KatanasAreJustBetter Facere Mortis]] and [[{{BFS}} Damocles]] swords in ''EYEDivineCybermancy'' both have a charged attack. On the Facere Mortis, the sword simply glows red and does more damage. On the Damocles, the sword spouts static electricity and makes enemies explode in a [[LudicrousGibs shower of gibs]], while igniting anything nearby.
* The DLC only Geth Plasma Shotgun from ''VideoGame/MassEffect2'' has a charge mode, although you have to be out of cover to charge it.
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'''Grenade Launchers:'''
* ''Aliens'': the marines fire grenades and bullets. Ripley's duct - taped supergun also has a flashlight and flamethrower.
* In SeriousSam II, secondary fire, with the exception of sniper rifle, throws grenades.
* {{GURPS}}: Ultratech allows you to attach a ''grenade launching railgun'' to most two handed weapons. It only gets one shot, but still pretty awesome.
* The [=SuperDragon=] assault rifle from ''VideoGame/PerfectDark''. Its lesser version, the Dragon, had a unique variant; activating its secondary fire let you throw it on the ground and use it as a proximity mine. Very useful against ammo campers.
* The SMG in ''VideoGame/HalfLife2''. Unlike the standard grenades, these grenades explode on impact. (They are also rather rare.)
** Its predecessor in the first game was either an [=MP5=] submachinegun or an M4 assault rifle (depending on whether or not you have the Hi-Def pack) equipped with an M203 'nade launcher. It was much more powerful and practical than the Half-Life 2 version; grenades were more common and you could carry ten of them instead of just three. They also arced less and dealt more damage.
** A trait they both have in common is that [[BottomlessMagazines neither ever need to reload]]. In the first game in particular, this was quite hilarious (and overpowered).
* ''VideoGame/CallOfDuty 4: ModernWarfare'' and its sequels both have grenade launcher attachments to most of the game's assault rifles. ''ModernWarfare 2'' and later also have a similar shotgun attachment.
* The stakegun in ''VideoGame/Painkiller.''
* AIMS-20, ''VideoGame/{{Nightfire}}''.
* The K-8 Krukov from ''VideoGame/SaintsRowTheThird'' comes with a grenade launcher when fully upgraded.

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'''Melee Attack:'''
* Although definitely not the first game to do this, ''VideoGame/HaloCombatEvolved'' and [[Franchise/{{Halo}} its sequels]] certainly popularized it.
* In ''VideoGame/Left4Dead'', the usual "secondary fire" button is used for melee attacks. However, when holding a [[HealThyself healing item]] in front of a teammate, it allows to heal ''him'' instead of yourself. This can [[HilarityEnsues lead to amusement]] when the healer doesn't have the teammate correctly centred in their view, and appears to be brutally clubbing them with a first aid kit.
* In ''DarkWatch'', a vampire/western shooter, all weapons have a bladed or piercing end somewhere that can be used as a powerful melee attack.
* Several pistols in ''VideoGame/PerfectDark'' that didn't have a unique secondary mode would have a PistolWhip as their secondary. The Tranquilizer had a "Lethal Injection", which was also a melee attack.
* ''[[VideoGame/TronTwoPointOh Tron 2.0]]'' has this for the Disc type weapons, as well as the block, which can deflect other discs
* ''VideoGame/TimeSplitters: Future Perfect'' has this for most if not all weapons.
* ''VideoGame/EYEDivineCybermancy'' features the PSI-strike ability - when holding sprint while holding any two-handed weapon, you raise your hand up and blast any nearby enemies with an HandBlast, [[LudicrousGibs gibbing anything it hits]]. The player can also block incoming bullet by holding sprint and holding the Zoom/block key; you will raise up your weapon towards you torso, using its size to protect you. The protection varies by weapon, so a tiny pistol won't do crap, but holding up the Sulfatum minigun to your chest will prevent most bullets from hitting your torso.
* ''VideoGame/TeamFortress2'' succeeds in Inverting this one. The Scout's main Melee weapon is a Baseball Bat. Two of his alternate bats can hit projectiles (Baseballs that Stun, and Ornaments that inflict Bleeding).

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'''Zoom:'''
* Any video game that features sniper rifles.
* The ultimate example has to be the Farsight rifle from ''VideoGame/PerfectDark''. Not only could you shoot through walls, but the secondary function caused you to automatically zoom in on the the closest target!
* A nerfed version of the Farsight also appears in ''VideoGame/TimeSplitters: Future Perfect'', a SpiritualSuccessor to ''VideoGame/PerfectDark''.
* The left trigger does this for every weapon in ''Franchise/MassEffect''
* A variation in ''VideoGame/HalfLife1'' - secondary fire activated the laser sight for the rocket launcher and, in Opposing Force, the Desert Eagle. This didn't zoom in, but it did let you guide launched missiles and made the Deagle more accurate.
** The crossbow featured in both games had a zoom effect. The .357 featured a zoom in as well if cheats were enabled.
* Most weapons in ''Videogame/EYEDivineCybermancy'' can zoom in, causing you to use the iron-sights along with projecting a virtual crosshair ahead of the ironsights. The [=S6000=] assault rifle has two levels of zoom - a cybernetically enhanced zoom, and another level of zoom which activates a self-powered [[RoboCam EYE vision]], highlighting all non-metastreumonic enemies.
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'''Spinning Barrels:'''
* The [[TheBigGuy Heavy Weapons Guy]] from the ''[[VideoGame/TeamFortressClassic Team]] [[VideoGame/TeamFortress2 Fortress]]'' games can spin up his minigun, at the cost of movement speed.
* ''VideoGame/PerfectDark'''s Reaper can do this, with the addition of blades on the barrels, allowing you to grind things up.
* Both ''VideoGame/TimeSplitters 2'' and ''Future Perfect'' had miniguns that had spinning barrels as secondary fire, at the cost of making the gun overheat faster. ''2'' had it worse, since if you overused this function then it triggered a sound glitch that caused the sounds of the barrel to persist throughout the entire match.
* The Autocannon from ''{{Singularity}}'' must be spun up with the iron sight button to fire.
** The exact same thing is true for the [[GatlingGood minigun]] from VideoGame/{{Syndicate}}
* The [[{{BFG}} Death Machine]] from ''VideoGame/CallOfDutyBlackOps'' and ''VideoGame/CallOfDutyBlackOps2'' is a minigun given to you from [[DeathFromAbove Care Packages]] (in Black Ops 2, it is rewarded when a certain number of points is received), and when you [[SightedGunsAreLowTech try to aim down the sights]], it will instead spin the barrels. Same for the mounted miniguns in the ''ModernWarfare'' games.

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'''Related but Different Secondary Fire:'''
* ''VideoGame/HalfLife2'''s shotgun alt-fires both barrels at once. Which is funny, since it's ''not a double barreled shotgun''. On the RealLife SPAS-12 the in-game shotgun is supposed to be, the "second barrel" is in fact the tube magazine.
** In the same game, hand grenades can be thrown with the primary fire button or tossed underhand with the secondary.
*** The latter function is vital for getting grenades through narrow holes at close range, such as during the sequence where you take down the Suppressor.
** The pheropod's secondary effect is "come here, antlions". As opposed to "go over there, antlions", which is what you'll do far more often.
* A few of the weapons from ''VideoGame/UnrealI'' function this way.
** The Flak Cannon normally fires a burst of flak, and the secondary fire just spits out the shell without breaking it up (like a grenade).
** The Stinger normally fires a stream of shards and the secondary fire spits out a bunch at once (like a shotgun).
* In ''VideoGame/UnrealIITheAwakening'', the standard assault rifle's alt-fire mode uses the primary ammo to launch a cluster of shards that initially acts like a shotgun slug if it hits an enemy. If the slug hits something that isn't an enemy (like the floor or a wall) then the shards ricochet off on their own.
** Similarly, the altfire for the aptly named ''Hydra'' grenade launcher didn't do anything except cycle ammo. ''However'', if you held the primary fire down before launching, it'd engage a time delay fuse for the grenades rather than a standard impact fuse. Then there's the flamethrower, which spewed out unstable, unlit fuel so you could make traps - though it'd spontaneously combust ''anyway'' if left for too long.
** The Flak Cannon from the ''Tournament'' side of the franchise, meanwhile, launched fragmented grenade shrapnel as its primary fire, with secondary launching the whole grenade for a more powerful attack.
* In many games where you control tanks, noticeably in ''VideoGame/MassEffect1'' and ''Halo'' one button will use a machine gun turret mounted on the tank, while the other will fire the tank's artillery canon.
* The Pyro's Flamethrower in ''VideoGame/TeamFortress2'' has a secondary fire that shoots a burst of compressed gas to push back people, extinguish burning teammates and deflect projectiles: it uses the same ammo counter as the flamethrower's flames, costing 20 ammo per burst.
* A truly bizarre example is found in the original ''RedFaction'' in the form of the sub-machine gun, which is effectively two entirely separate automatic weapons bolted together. Primary fire uses the same rounds as the pistol but at a much higher rate, whilst the secondary trigger fires the same rounds as the ''assault rifle'', only with half the magazine size and not as accurately. Even the bots in multiplayer appeared to think the latter function was completely pointless.
** The same game gives us a number of less memorable examples. The assault rifle and shotgun ''both'' have the option of burst or fully automatic fire (the shotgun works a bit like the option for twin-linked or alternating fire for certain weapons in ''Descent''), the rocket launcher can be either dumb-fired or homing, and the grenade can be set to either a four-second timer or impact fusing. Another slightly odd one is the flamethrower, whose fuel tank can be unscrewed and thrown to act like a MolotovCocktail when it hits. Even for a MegaCorporation whose [[NoOSHACompliance lousy safety record]] is actually a plot point, that makes very little sense. It also follows the convention for vehicles which is discussed above.
* ''VideoGame/PerfectDark'' has Double Blast for the shotgun (single-barrelled, but fires twice), the Callisto [=NTG=]'s High-Impact Shells (more powerful but with a slower firing rate) as well as as proximity and timed functions for several other weapons.
* The Film/JudgeDredd movie's Lawgiver pistols had multiple voice-selectable alt fires. Standard, rapid fire, 'double whammy' (two shots at once at different targets), armor piercing and flares.
** Same for the [[ComicBook/JudgeDredd original comic]], [[Film/{{Dredd}} the 2012 movie]] and the licensed games.
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'''Completely Unrelated Secondary Fire:'''
* ''VideoGame/PerfectDark'' has unrelated secondary modes on several guns, with the Laptop Gun's sentry mode as one of the most memorable. The Phoenix fires two completely different types of shot using the same ammo (laser vs. explosives).
* ''VideoGame/TeamFortress2'' usually uses the secondary fire as a complement to the weapon (zoom the sniper rifle, detonate remote mines, spin up the minigun, etc.), but a couple are used to activate very different effects. The Engineer has a Wrench that can Teleport him back to spawn and a shotgun that lets him pick up his sentry at long distance.
* ''{{Painkiller}}'' plays this trope to the hilt, and then a bit farther: each weapon has two modes of fire, each drawing from a unique ammunition pool (exception: the rocket launcher and grenade launcher both draw from the same pool.) Additionally, it gives some weapons a third mode that can be used by combining the existing two modes -- for example, if you use the Painkiller's primary fire (spinning blades) then hit the secondary fire (launching the blades) you get spinning blades flying through the air. And it is awesome.
* The Overwatch rifle in ''VideoGame/HalfLife2'', which alt-fires [[BuffySpeak disintegraty energy ball thingies]]. Could be vaguely considered a grenade due to its one-hit kill nature.
* Warhammer 40k has this with the Space Marines Combi-weapon which combines the standard bolter with either a flamer, plasma gun or a meltagun. Though these extra weapons only have one shot (which the player can use whenever he wants) and will for the rest of the game count as an ordinary bolter.

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'''Uncategorized/other:'''

* The Gravity Gun in ''VideoGame/HalfLife2'' onward doesn't have a primary and secondary fire in the strictest sense -- you need both of them more or less equally -- but assigns throwing things to the primary fire button and pulling them in to the secondary.
* Some ''VideoGame/HalfLife'' mods followed the trope as well. ''The Specialists'' was a mod that focused on stylish, action-movie style gameplay. Some guns had scopes. With guns akimbo, your secondary fire button shot the other gun. Then, there were some secondary fire modes that just changed how you held the gun, to no benefit other than [[RuleOfCool the obvious]].
* ''EternalDarkness'' features an OICW in the second to last level which fits types 1 and 2. The rifle portion can be switched between semi-auto, burst and fully automatic fire, and it is also underslung on a ''semi-automatic grenade launcher''.
* In ''Film/DiamondsAreForever'', James Bond used his Walther PPK to attach a cable to a building from a distance.
* [[SwissArmyWeapon Zorg's gun]] in ''Film/TheFifthElement''. This had standard bullets, rockets, net launchers, liquid nitrogen, flamethrowers... and [[SchmuckBait the little red button on the bottom of the gun]].
* ''Franchise/{{Bioshock}}'' effectively goes the mode-selector route by giving guns different ammo options, some with widely varying effects.
** Best example: The chemical thrower in the [[VideoGame/BioShock original game]], which fires [[FireIceLightning napalm, liquid nitrogen, and electric gel]].
* ''Franchise/DeadSpace'' handles it well with every gun having two firing options, including explosive grenades and room-clearing circular attacks.
** in [[{{VideoGame/DeadSpace3}} the third game,]] due to overhauling the weaponry system and replacing it with a crafting mechanic, you can have nearly any weapon as your guns secondary fire. However, there are a few weapons (like the [[{{BayonetYa}} Hydraulic Engine]]) that are secondary-fire only.
* ''VideoGame/{{Blood}}''. The secondary fire options for various weapons included: starburst incendiary flares for the flare gun, a shot from both barrels at once for the sawed-off shotgun, a strafing fire for the Tommy gun, tossing the flammable spray cans, the ball of lighting for the Tesla cannon, and ripping the head off a Voodoo doll (a very powerful attack, but renders the doll useless).
** Later patches and/or expansion packs also added a devastating attack for the Napalm Launcher ans the ability to drop the Soul Leech on the ground so it could act as a sentry gun. Blood was also one of the first shooters that featured secondary fire.
** ''Blood 2'' continued on the fine tradition, and even included and alternate attack for the melee weapon; a slow but powerful reverse-grip slash.
* ''Franchise/StarWars: VideoGame/DarkForces'' was one of the first [=FPSes=] to have this. Every weapon had a secondary fire mode, including rapid fire modes, cluster-firing modes for weapons with multiple barrels, alternate detonation options for grenades/mines, and a rocket-launcher option for the Dark Trooper weapon.
** Naturally, every weapon save lightsabers and generic explosives from the ''VideoGame/JediKnight'' games also had a secondary fire function that fulfilled one of the types above.
** The Wookiee crossbow in particular included a ChargedAttack with its primary firing mode, and its secondary fire was a projectile that could rebound off of walls.
** Perhaps lazy programming or a lampshade hanging, in ''VideoGame/JediAcademy'', toggling a console command changed Force Lightning into a flamethrower.
** The lightsaber actually did get a secondary fire in ''VideoGame/JediKnightII'': [[ThrowingYourSwordAlwaysWorks the saber throw power]].
* Every weapon in the ''VideoGame/{{Unreal}}'' series. This also extends to vehicles and [[GameMod mod]] weapons.
* A rare RTS example: ''VideoGame/CommandAndConquer Red Alert 2'', which had a love affair with letting units deploy to unleash a secondary, related attack (usually requiring them to remain stationary). For example, the Desolator unit's normal attack was a radiation gun capable of wiping out individual infantry, but it could also deploy to poison its entire surroundings and kill many more infantry and even other ground units like tanks.
** ''Red Alert 3'' takes this even further; almost every unit has a secondary mode. For the Japanese units, this may even be as drastic as transforming into an aircraft and back again.
* Another RTS example is ''GroundControl II'', where every single unit (except for the deployable turrets and radars) had two modes. Those varied from switching between a tank's machine gun and cannon, having infantry kneel down and pull out anti-tank weapons, disabling a unit's weapons to boost speed or health regeneration, to deploying a tank's side armor, making it vulnerable in the sides and rear but almost impervious in the front, and giving cover to nearby vehicles.
* ''VideoGame/{{Marathon}}'' was perhaps the first to do this, with [[GunsAkimbo dual-wielding]] pistols/shotguns, a fusion pistol (with the option of charging up for more powerful shots or autofire), an assault rifle/grenade launcher, and a rapid-fire alien weapon that could fire straight ahead, at 45 degree angles, or both at the same time.
** Narrowly beaten by the original System Shock, which featured multiple ammo types and sliders to select the power output of energy weapons.
* ''VideoGame/SystemShock 2'' - the only weapons that ''didn't'' have multiple firing modes and/or ammo were the melee ones. Most of the modes were a choice between more power/accuracy or MoreDakka.
* ''VideoGame/CliveBarkersJericho'' has Black's sniper rifle, which fires grenades on alt fire instead of firing a second weapon as it does with everyone else.
* ''GunmanChronicles''. Every gun had a whole menu to configure it.
** The pistol could be switched between laser beam, rapidfire energy orb, high-power energy orb, and sniper laser.
** The shotgun could adjust the number of shells per shot and spread.
** The machinegun could be switched between semiauto rifle and rotary machinegun modes.
** The rocket launcher... oh god.
*** The payload can be explosive or cluster.
*** The detonation can be on impact, with or without timer, on proximity, or on tripping a laser beam after impaling the warhead in a wall.
*** The rockets can be launched dumb, spiralling, guided or homing
** The grenades are cannibalised rockets, so they have most of the above settings.
** The toxic gun can fire a variable mix of acid (which damages organic targets), base (which damages mechanical targets) and neutral (which keeps a mixture of the above two from exploding in your face).
* It may not be an FPS, but ''VideoGame/ValkyriaChronicles'' gave some of its classes a secondary fire. Scouts could be upgraded to have grenade launchers attached to their rifles (given that they have hand grenades anyway, this is mostly a range upgrade) and Stormtroopers could be upgraded to have flame throwers attached to their machine guns.
* The ''GearsOfWar'' games have a gun with a [[RuleOfCool fucking]] [[ChainsawGood chainsaw]] attached to it.
* A rare cinematic example: The .45 blaster used by Deckard in Film/BladeRunner is hypothesised to be a two-barrelled beast, the lower barrel being a standard pistol, and the upper barrel firing a special, more powerful round. The fact it has two triggers (and is therefore twice as awesome) would support this.
* Every weapon in FlyingHeroes has a secondary fire. These are always at least somewhat related to the weapon's primary fire -- for instance, the secondary fire for the tier 5 weapons (which ordinarily fire homing rockets) shoots a manually-guided rocket. The secondary fire is the same for most weapon tiers of each clan, but certain clans get specialized secondary fires that play to the clan's theme -- for instance, while the secondary fire for other clans' tier 1 weapons is just a more powerful version of the primary attack, the Magion's tier 1 can sap mana from nearby enemies.
* [[JakAndDaxter Jak's]] [[MorphWeapon Morph Gun and Gunstaff]] can be used to smack people around and combining them with a jumping spin-kick can increase their rate of fire.
* ''VideoGame/{{Dystopia}}'' contains all versions except for an unrelated secondary:
** The Laser Rifle, MK 808, and Ion Cannon all zoom in.
** The Assault Rifle zooms and goes to burst mode.
** The Bolt Gun and Grenade Launcher detonate their respective projectiles.
** The Tesla Rifle, instead of shooting lightning like the primary fire, charges and slings ball lightning.
** The Basilisk (autoshotgun BFG) shoots a grenade.
** The Rocket Launcher shoots in Fly-by-Wire mode.
** The Smartlock Pistols shoot a tracer round and lock on.
** The Shotgun fires two barrels.
** The Minigun spins up.
** The Katana blocks incoming Katanas.
* The ''GameMod/{{Brutal DOOM}}'' Mod for ''{{VideoGame/Doom}}'' has this for all but excluding the [[{{ChainsawGood}} chainsaw]], {{BFG}}, rocket launcher, Mancubi flame cannon and the Revenant rocket launcher.
** The fists throws a slower but more potent right hook.
** The assault rifle, shotgun and [[VideoGame/Wolfenstein3D Nazi]] [=MP-40=] features iron sights.
** The super shotgun can fire one barrel at a time instead of both.
** The minigun winds up.
** The grenade launcher fires delayed, bouncing grenades instead of the impact fuse variants.
** The plasma rifle shoots a shotgun like blast (Note that the blast isn't dependent on how long the trigger is held down, it just seems like it's charging).
** The railgun zooms in.
* The ''VideoGame/{{Resistance}}'' series loves this trope. Literally every single weapon has a secondary fire, which fall into all the categories above.
* As does the earlier ''VideoGame/StarTrekEliteForce'' series, with most of the guns falling into the related-but-different format, but the second game includes at least one example from every category.
* Every mech in ''VideoGame/{{Hawken}}'' has a secondary weapon, and almost all of those secondary weapons have unique functions. Sometimes it's as simple as zooming in - other times, it can be more interesting.
** The [=Corsair-KLA=] acts as a GrenadeLauncher normally, but its altfire toggles it into a ShortRangeShotgun with a spray of explosive shot. Altfire toggles back to Launcher mode.
** The [=EOC Predator=] fires out remotely-detonated explosive charges. Altfire detonates the charges.
** The GrenadeLauncher [[CaptainObvious launches grenades]]. They bounce or explode on contact with a mech, but can be remotely detonated after launch using the altfire key.
** The Helix Repair Torch normally repairs allies, but altfire toggles it into leeching health from enemies. Either way, the Technician also regenerates when using it on a valid target.
** The Hellfire Missiles can be blindfired in a pinch, but they work best if you hit altfire to scan for a target first for a MissileLockOn.
** The [=KE-Sabot=] and Sabot Rifle zoom in, increasing their accuracy. Nice and simple.
** The [=SAARE Launcher=] acts as a GrenadeLauncher that ''consumes'' your mech's heat in order to fire. Altfire toggles it into firing more larger, more powerful grenades that require more heat.
** The [=TOW Launcher=] fires a powerful, hard-hitting rocket. Hitting the altfire or trigger again will detonate the rocket in mid-air.
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