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- Guts of Berserk has a gunpowder cannon built into his arm as a surprise weapon for enemies who think they have him beat. He also fits Bow and Sword, in Accord, using a repeating crossbow and a set of throwing knives along with his BFS. He deviates from the general profile of both wielder types by being heavily armored (since he's a mercenary who mainly favors melee).
- Setsuna F. Seiei from Gundam 00 pilots a Gundam that specializes in close quarters combat; Exia and 00 are armed with massive swords that also have integrated beam rifles. The GN Sword on the Exia and the GN Sword III wielded by 00 Raiser are essentially massive switchblade-type broad sword that can rapidly cycle between rifle mode and sword mode. The GN Sword II is used in conjunction with another sword II and also doubles as rifle with a range of firing modes. Setsuna was less proficient with the rifle mode earlier in his career, but eventually becomes a better marksman (to the point where Graham Aker notes that Setsuna's ranged attacks are far more accurate than they were).
- Humongous Mecha often follow this trope, and Gundam is no exception. Most of the Gundams piloted by the various protagonists, starting with the original series, have historically been armed with a highly effective ranged weapon (typically an energy-based rifle) and a highly effective close-combat weapon (typically a beam saber). For that matter, a substantial number of the Mecha-Mooks in the series also carry and use effective (well, effective as far as mooks go) weapons of both varieties.
- The Ambition of Oda Nobuna, the titular character uses both a sword and a rifle alternately for different types of engagements.
- During the climax of the Sin City tale, Hell and Back, the main character duel wields a pair of Colts and has a machete available. Incidently, he eventually throws the machete to kill a mook from a distance.
- Nikolai Dante is this, thanks to the bio blades afforded to him by his weapons crest and his Huntsman 5000 rifle. To the same extent, several other characters are this, due to tactics having regressed somewhat over the last few centuries.
- The Marvel Comics Elseworld The 5 Ronin transplants familiar Marvel characters to Japan under Ieyasu Tokugawa's rule. The series' version of the Punisher is an expert swordfighter and an ace gunman, but depending on the situation he will only use one weapon, his rifle or his katana.
- Deadpool is very agile and has a teleporter, allowing him to swordfight against modern-day opponents while still having guns and grenades as projectiles.
- The Empire Strikes Back sees Luke carrying a lightsaber and a blaster into battle, although he never uses them in concert. For instance, in the climax, he uses a blaster to shoot down several Stormtroopers, then puts it away in order to go after Darth Vader in a lightsaber duel. He is the only Jedi or Sith to do so in the movies.note
- In Sucker Punch, the girls, other than Amber, are this. Sweet Pea uses assault rifles/shotguns (for long-range) and a claymore (for melee). Blondie uses BFGs (for long-range) and an axe (for melee). And Rocket uses assault rifles/shotguns (for long-range) and a short sword (for melee). Babydoll uses both her Sword and Gun straight-out.
- In The Last Witch Hunter, when fighting the witches, Kaulder alternates between his Cool Sword and Hand Cannon.
- In Edgar Rice Burroughs' Barsoom stories, John Carter often carried (and used) both his long sword and a radium pistol (the bullets of which had explosive warheads).
- The Three Musketeers do this, though they're better known for using swords. Since swords were the standard sidearm of the day, most of the book isn't spent in line combat, and guns of the day were single-shot weapons, it's quite understandable.
- In the Old Kingdom books, military stationed in the Perimeter are armed with guns, swords, and sometimes bows and arrows. The guns are their normal weapon of choice; the swords are for when technology fails due to the proximity of magic. The most experienced soldiers become proficient with both.
- Solomon Kane's usual tactic when confronting multiple attackers is to discharge both his pistols, then draw his rapier and dagger.
Live Action TV
- Deadliest Warrior features a French Musketeer in the second season.
- There have been other warriors that also fit the trope in style if not in name, such as Season 1's Pirate and Season 2's Vlad the Impaler.
- Richard Sharpe carries a Baker rifle and a 1796 pattern cavalry sabre. It's distinctive because rifles and muskets were only carried by the rank-and-file infantry, while swords were the Weapon of Choice for gentlemanly officers. Sharpe's choice to wield both represents his rise from "the ranks".
- Many of the characters on The Walking Dead are this. They'll use firearms when they're far away from the walkers and/or there are a lot of them to deal with at once. But when they only need to worry about one or two at close quarters they will usually use a knife so as not to waste ammunition.
- While most warriors using both ranged and melee weapons in the Warhammer 40,000 setting in the pistol and close-combat weapon style, it is possible to deck out most leader-type models with a rifle of some sort and a melee weapon on the ready. Certain other models, such as the Ta'u Empire's Kroot hunters does this as well - if only because the Kroot's melee weapon is their rifles as well.
- In any game of Dungeons & Dragons or Pathfinder where guns exist, this trope will be ubiquitous. Due to the Class and Level System, a character's chance to hit is highly dependent on whether they belong to a fighting class and their level, barring Game-Breaker exploits of the system. Every character is going to carry at least one hand weapon and at least one missile weapon, even the Squishy Wizard. Many characters are far more powerful at range or in melee, and many other characters would only resort to physical attacks when desperate, but they all will still follow this trope. If there are no guns, expect Bow and Sword, in Accord to be just as common, with characters who can't use bows using slings, crossbows, or anything else they may have.
- Early versions of BattleTech RPG spinoff Mechwarrior encouraged player characters to do this; to-hit rolls in infantry battles were all determined by the dexterity stat, and most of the commonly available weapons didn't have magazines that would hold more than ten combat turns' worth of fire. Reloading was a 'complex action' that took a whole turn to complete and could be interrupted, which meant that in a close-range battle it was faster and more efficient to simply draw your melee weapon (a simple action, which you could make at least two of per turn) and go to town on the nearest enemy. As the system evolved and rolls could be checked against skills, this trope became less prevalent, but is still present. Bearing in mind that Battletech is a Space Opera, the romanticized nature of melee combat on the infantry scale is in full effect.
- Many, many combat games have dual weapon sets that can be quickly switched between, and many players have melee gear in one set and ranged weapons in the other.
- Dante from Devil May Cry who always fights with his dual handguns Ebony & Ivory and his sword Rebellion
- The hero in Fable II has a sword and a gun, which can be a pistol or a rifle. He/she can also wield a crossbow.
- Fable III has completely gotten rid of crossbows, as they're just not as powerful anymore. It is the Industrial Revolution. But just like the previous two games you're wielding three weapons essentially: melee, ranged and Will (magic).
- Possible in Knights of the Old Republic with a blaster and a melee weapon. There's not always a lot of point to it though, unless you're far enough away from the enemy to get in two shots before melee begins.
- Knights of the Old Republic II: The Sith Lords makes this easier than the first game by making guns more useful through a host of new feats and damage boosts. It also features a weapon swap hotkey so you can quickly swap between ranged and melee weapons if you want to.
- In the Halo series from Halo 2 onward, the player can wield a plasma sword in addition to their ranged weapon, with Halo 3 adding in the gravity hammer.
- Ratchet & Clank is mostly known for its bigger weapons, but the wrench is not to be lightly discarded, especially in the early game. There's also the Plasma Whip from Up Your Arsenal, basically a vamped up, longer ranged version of the wrench, and the Shock Ravager in Tools of Destruction.
- Left 4 Dead allows you to swap between a small weapon and a large one. Its sequel allows you to make this selection to be between a melee weapon and a large gun instead. A basic Game Mod allows the survivor to carry all three kinds (main gun, sidearm and melee weapon).
- In the first two Fallout games, it was possible to switch quickly between two weapons without AP costs if equipped for that. Too close? Drop The Sledgehammer. It's still possible, but not as intuitive, in the third and fourth games (you have to assign weapons to number keys, like in traditional FPS games, and New Vegas takes away one possible slot to use its key for an entirely different mechanic instead).
- Arcanum: Of Steamworks & Magick Obscura permits this combination.
- Warhammer 40,000: Dawn of War 2 has Tactical Marines which are durable units that shoot at enemies by default, but actually achieve a better damage per second with melee attacks, and have a 'Melee Resistance' aura for themselves that reduces melee damage taken (all other melee units in the game has this).
- A number of units in the Dawn of War series are like this, in fact, armed with both a long-range firearm and some form of melee weapon, with the player given the choice to make them use one or the other depending on the situation. They also automatically switch to melee if attacked at that range, which creates quite a headache when Crippling Overspecialization happens. Interestingly, the Tau commander has no melee attack, so he flies up, shoots at the ground, and lands, then starts again.
- Captain Titus in Warhammer 40,000: Space Marine can attack equally effectively with his ranged weapons and melee weapons.
- Age of Empires III had musketeer units - true to the trope, their ranged attack is useful against melee-based units, but their melee attack is what makes them good against cavalry and had a better damage per second statistically.
- Borderlands: The Pre-Sequel! has the Player Character Athena's Xiphos tree (having skills to make enemies bleed from your melee attacks and then also causing your shooting to benefit from that), Nisha's Order tree (largely increases survivability from taking lots of damage, but has melee and gun damage-related skills to benefit from that as well), and Claptrap's Fragmented Fragtrap (skills that relate to pretty much everything, at the cost of the mechanics causing the bonuses being Random Effect Spells with appropriate drawbacks as well that the player must constantly adapt to to maximize).
- Call of Duty: Modern Warfare 2 has the Commando perk that make your knife attack from farther away at no cost to your ability to shoot down range, and the 'Tactical Knife' attachment for Handguns that allow you to hold your knife while using a handgun to make your knife hit faster, also at no cost to your ability to shoot with it. World at War allows for bayonets with most rifles, and the trench gun.
- These are actually part of the reason for some players' dislike of Modern Warfare 2, where the knife has an infamous reputation for being better than firearms, due to the knife's instant-kill property no matter where it hits on an opposing player's body, whereas almost all firearms take multiple hits to kill unless they hit the head, which is rather difficult to do intentionally.
- In Sid Meier's Pirates!, your character can have a flintlock pistol to fire at the opponent before a sword fight, having them start out pushed back.
- Every Tenno in Warframe is always equipped with a melee weapon, primary ranged weapon, and secondary pistol . The former sees as much use as the latter two, as their Charged Attack and Ground Pound deals massive damage and knocks down enemies respectively.
- In many Shin Megami Tensei games, the player character can use both swords and guns. Swords are typically preferred for raw physical damage, while guns tend to be more specialized in party-targeting attacks, elemental damage, and influcting status ailments.
- Persona: In the first Persona, the playable characters can alternate between a melee weapon or a ranged weapon with the grid based battle system. The ability to equip every character with both melee weapons and firearms then disappeared from the series for a decade, before finally returning in Persona 5.
- Raidou Kuzunoha XIV of Raidou Kuzunoha vs. The Soulless Army and Raidou Kuzunoha vs. King Abaddon uses both Sword and Pistol when going against demons, and while generally the sword does better damage, guns are very useful in both games due to their secondary properties (ability to load elemental bullets in The Soulless Army, the ability to stun foes in King Abaddon).
- Zero is capable of using his Buster Shot and his Z-Saber in tandem, depending on your control set-up.
- Lightning is an interesting case because her sword and gun are combined into one weapon that changes between the two.
- Alph from Luminous Arc mainly uses a sword, but he pulls out a rifle for his special attacks.
- Age Of Wonders 2 has Swashbuckler unit, good both in melee with his cutlass and ranged attack with a pistol.
- Kyle Katarn and his apprentices Mara Jade and Jaden Korr, the protagonists of the Dark Forces Saga, are lightsaber-wielding Jedi who also make use of blaster weapons, heavy machine guns and rocket launchers.
- The Kid of Bastion is capable of using both a variety of guns and various melee weapons. In the setting, the Slingers were known to use machetes and dual revolvers.
- Several of the musket units in the Total War series are pretty good in melee, such as the Matchlock Samurai in Total War: Shogun 2. Same with the Shinsengumi Police in Fall of Samurai, a special unit of "Battlefield Police" who are armed with both Katanas and modern rifles.
- The Dwarvish Thunderer line of units in Battle for Wesnoth. While their primary weapons are definitely their single-shot "thundersticks", their backup daggers aren't too shabby in melee either (indeed, the basic Thunderer's dagger attack is straight-up more powerful than the human Bowman's short sword).
- The O'Carroll brothers in Sang-Froid: Tales Of Werewolves carry an axe and either a rifle or a musket as their personal weapons switching between the two at need.
- It's possible to have a character equip melee weapons and guns in Pillars of Eternity and it's even the starting set of Kana Rua (who starts with a two-handed sword and an arquebus). This is apparently fairly typical of the clergy of Magran, goddess of war and fire.
- Bayonetta being something of a Spiritual Successor or Expy of Dante also fights like this. Unlike most Musketeers, she also has guns on her feet.
- Kenji from Battle Realms gains a pistol halfway through the campaign to complement his sword, and will fire it when he's not engaged in a melee or ordered to attack.
- A variation in Starcraft II: While all units have a single damage value (sometimes two for different target types), they can use a hidden animation if attacked in melee that does the same damage but isn't considered a ranged attack (i.e. hydralisks, queens and roaches who normally spit needles or acid will use their massive, otherwise unused except for cutscenes claws).
- Metal Gear Solid 2: Sons of Liberty plays with this a lot. Raiden uses guns for most of the game, but is able to quickly master using a katana near the end. Likewise, Solidus Snake, the game's Big Bad, prefers to fight Dual Wielding but is capable of using the P90.
- Star Trek Online allows this, as the player character can equip two weapons and switch between the them while in combat. It's completely possible, and often very helpful when fighting enemies that like to get in your face, to pair a standard issue Federation phaser with a Klingon bat'leth, or any other combination of ranged and melee weapons.
- Common in Eternal Darkness; every character from the 18th century onward can wield a combination of a bladed melee weapon and a firearm. Maximilian Roivas has a saber and flintlock pistols; Peter Jacob has a bastard sword, a revolver and a rifle; Edward Roivas has the saber, a revolver, a double shotgun and an elephant gun; Edwin Lindsey has a kukri, a pistol and a shotgun; Michael Edwards has his fire ax and an OICW; and Alex Roivas has a gladius, a revolver and a shotgun.
- In the Assassin´s Creed franchise:
- Mount & Blade: With Fire & Sword is set in 17th century when firearms technology were at its early stage and coexisted with older combat weapons & tactics. As such, there are lots of combatants capable in fighting with both of these weapons, like the Musketeers itself, obviously with their muskets & swords, the Russian Streltsy which is armed with older guns but carries a large battleaxe, the Zaporozhian Cossacks, formidable swordsmen who also had handmade carbines, and the heavily armored Reiters, gunpowder-era knights who traded their lances with pistols.
- Every playable character in Xenoblade Chronicles X carries both a melee and ranged weapon, making a good number of them examples of this trope.
- The Pirates from Pirates Vikings and Knights, in particular The Captain and the Skirmisher, who use cutlasses in combination with a blunderbuss and pistol, respectively.
- PAYDAY 2 allows for this to an extent, as the player characters are equipped with two guns and a Quick Melee weapon. Normally the melee is just Pistol-Whipping or even putting the gun away for a second to engage in Good Old Fisticuffs, but they can also take anything from small knives to heavy great swords and katanas.
- The Stranger, the protagonist of Furi, uses a pseudo-laser katana and a laser pistol. You can switch between them fast enough, but since he two-hands both of them, he never dual-wields them.f
- While some of the earlier musketeers also carried a sword, which they would draw when closing in for hand-to-hand combat, most rank-and-file soldiers were too poor to own one. Instead, before the advent of the bayonet, they would simply wield their musket as a two-handed club by using the heavy stock to crush heads and limbs. After the advent of the bayonet, the basic musketeer fully fit the trope - musketeers armed with one became the standard infantryman and tactical doctrine held that infantry would shoot their muskets while defending against other enemies at range, but brace their bayonets against cavalry and charge with their bayonets to attack (due to the musket's low fire-rate lacking the same morale-breaking power as a horde of men charging at you to stab you). The earlier plug bayonet fit the trope even more starkly - troops had to place their bayonet into their musket's barrel, preventing them from shooting, making it especially blatant their two main weapons were the musket and bayonet.
- When gunpowder was first invented, pikemen were supposed to support the gunpowder units, which were separate from them. Later on, with the advent of decent bayonets, the pike element became less important until it was dropped entirely, as what both sides were holding were basically short spears that fired stuff.
- All modern real life examples should include a caveat. This trope is about characters who are both swordsmen and riflemen, not guys who "swing a lead pipe because they're out of ammo." It is quickly becoming a Dead Horse Trope in the real world because modern weapons make hand to hand fighting extremely rare – of course, there are exceptions, such as when the British Army performed a successful bayonet charge against the Taliban, but they're far from the norm. Thus, in almost all cases, the use of any hand weapon is a case of either extremely strange circumstances or simple desperation. Elite commando units may occasionally train in using entrenching tools, knives, and tomahawks, but this is very secondary to shooting. Infantrymen practice bayonet drills in basic training/boot camp primarily because it teaches aggression, confidence, and that "I'm gonna gut you" mentality that an infantryman's life may depend on. After initial training, bayonet drills are far less common than time at the shooting range or battle drills with rifles and heavy armaments. Most close quarters battle training focuses learning to clear rooms quickly, on shooting quickly and accurately, prioritizing targets and controlling fields of fire, and on responding to a chaotic urban environment where targets can pop up at any range from two feet to two hundred yards or more. There usually is no time and no reason to switch to a hand weapon in this kind of environment. Unarmed combat training is more common, but the goal is usually to get an enemy off a soldier so the soldier can just shoot them.
- The Highland Charge was developed to give Scottish armies an edge against better equipped and better trained armies in this way. The enemy line could be broken up and their morale shattered while the Scots were just getting started with their new one-handed claymores. Against armies who held ranks they tended to get massacred though. In fact, the dreaded Highland Charge helped lead to the development of the socket bayonet, which unlike the previous plug bayonet, fit over the barrel of the musket and allowed it to shoot and stab all at once. Therefore, the English units were able to enter the battle with already fixed bayonets instead of having to equip them while a horde of screaming Scotsman with BFS bore down on them. The swords of this period were one-handed light swords similar to a later broadsword. It was certainly not the claymore most people envision when they hear the word. By the 17th Century, gunpowder had completely dominated the battlefield and any heavy infantry with armor and a BFS was a relic waiting to be slaughtered. The charge relied on a light targe, a broadsword or dirk, momentum, and a movement which left the English infantry helpless just long enough for them to be cut down.
- The Highland Charge was a practical shock tactic of closing to roughly twenty yards, firing a volley, then dropping one's firearm. The follow-through then followed up with sword/dirk and targe. The attacker would drop to a knee or stoop just outside the range of the bayonet, use the targe to come up and knock the musket off to his left, and with the same motion spring forward and kill his defenseless target with his sword or dirk. The man with the musket had absolutely no time to bring his musket back around to stop his attacker. If he had a hand weapon (which he usually didn't), he had no time to draw it. He could not retreat to make space, since he was part of a battle line and someone was right behind him. The English were fed several devastating defeats in this manner. The English eventually created a defense which shut down the charge for good and was even more badass than the charge itself. First, the above-mentioned socket bayonet meant a unit could always have its bayonets mounted. There was no time to fiddle around with plug bayonets. Each man, finding his bayonet knocked to the right (the charger's left), would forgo his own defense and instead stab the exposed side of the man to his front-right, similar to how pawns in chess attack. He would then be helpless to defend himself and would have to rely on the man to his left to protect him, just as he protected the man to his right. The discipline a formation of soldiers would need to have each man forgo personal defense and put his life in someone else's courage is simply mind-boggling.
- Early Russian riflemen would use a two-handed battleaxe as their melee reserve weapon, and as a gun rest to steady their aim.
- As soon as guns made it to Japan, the Samurai became Musketeers. Miyamoto Musashi's famous Book of Five Rings covers the importance of the gun and of using it well as an essential part of a samurai's training. Guns saw heavy action in the Sengoku Jidai period before the unification of Japan under the Tokugawa shogunate. The Battle of Nagashino is the most famous example of what happened to those who didn't see the writing on the wall, where already-common firearms were used by Oda Nobunaga from behind wooden fences in rotation to deliver devastating fire that destroyed Takeda Katsuyori's cavalry.
- As the numerous modern examples make clear, the Musketeer has largely vanished from the battlefield in favor of the pure rifleman. It seems plausible that the trope is now more relevant to the civilian world, where carrying a firearm at the ready is considered unacceptable and any attacks will probably come by surprise. This is becoming more commonly stressed by trainers, who are finally branching out from the old pigeonholes of "shooting", "martial arts", etc, and addressing the need for a more well-rounded skillset. This is not uniform, of course, and there are abundant martial arts schools and firearm training ranges that work exclusively with one form of defense or another.
- Note that this is also not limited to military formations. Police officers are encouraged to be able to defend themselves with Mace, a Taser, or a nightstick as well as with a conventional firearm, at least in the United States. Not all take advantage of the opportunity, of course. Private security guards for armored cars sometimes carry a pistol in the cab of the truck and Mace cans on their person, and SWAT teams may issue both truncheons and submachine guns.