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* L.E. Modesitt, Jr.'s ''Literature/TheSagaOfRecluce'' novels have fairly good reasons why any weapon using gunpowder is useless. Chaos mages can set off gunpowder from a distance (typically somewhere outside the maximum effective range of the average firearm), or else make themselves invisible so as to get close enough otherwise. It isn't until late in the series chronology that we see firearms deployed to any great effect by any considerable force, and then it's essentially because shell casings have been invented (the shells prevent a chaos mage from tampering with the powder). Until this happens, arrows (particularly iron arrows, because chaos mages have a rough time with iron) are nearly the only reliable projectile weapons in the series.

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* L.E. Modesitt, Jr.'s ''Literature/TheSagaOfRecluce'' The ''Literature/SagaOfRecluce'' novels have fairly good reasons why any weapon using gunpowder is useless. Chaos mages can set off gunpowder from a distance (typically somewhere outside the maximum effective range of the average firearm), or else make themselves invisible so as to get close enough otherwise. It isn't until late in the series chronology that we see firearms deployed to any great effect by any considerable force, and then it's essentially because shell casings have been invented (the shells prevent a chaos mage from tampering with the powder). Until this happens, arrows (particularly iron arrows, because chaos mages have a rough time with iron) are nearly the only reliable projectile weapons in the series.
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* ''VideoGame/{{Bayonetta}}'': Across all mainline titles, guns are Bayonetta's starting and "basic" weapons (as in, she uses standard punches and kicks more often while they are equipped). Unlocked weapons after are usually melee, such as swords, ice skates, chainsaws, or a KillerYoyo, and exceed the guns in damage per hit. The series justifies this as the enemies Bayonetta faces are supernatural (angels, demons, and the occasional human that formed a pact with one or the other) or highly advanced reality-bending technology in the case of the Homunculi. To combat them, the weapons are demons transformed by Rodin, so it is not surprising that they follow different rules from how guns and swords are expected to behave. Ordinary Handguns can be unlocked in each game after fulfilling circumstances, and they're the series' JokeItem. The intro of the first game even has Bayonetta burning through a number of regular guns and complaining, before Rodin sets her with the supernatural Scarhorough Fair.

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* Averted to Davy Jones' locker and back. In ''VideoGame/NewHorizons'', pistols and rifles are extremely powerful weapons, and can one-shot anyone and everyone. Some fights are solely decided by whoever draws - and hits - first. A cautious captain will equip some decent armour and pick some damage-reducing skills.



* Averted to Davy Jones' locker and back. In ''VideoGame/NewHorizons'', pistols and rifles are extremely powerful weapons, and can one-shot anyone and everyone. Some fights are solely decided by whoever draws - and hits - first. A cautious captain will equip some decent armour and pick some damage-reducing skills.
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* Averted to Davy Jones' locker and back. In ''VideoGame/NewHorizons'', pistols and rifles are extremely powerful weapons, and can one-shot anyone and everyone. Some fights are solely decided by whoever draws - and hits - first. A cautious captain will equip some decent armour and pick some damage-reducing skills.
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* ''Literature/WarsOfTheRealm'': Angels and demons can translate human handguns to use on each other, and they do this quite often. However, since every being in their realm has SuperReflexes [[DodgeTheBullet that let them dodge bullets]], they consider guns to be support weapons at best and prefer their trusty swords and daggers.
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* Played very straight for air-to-air combat after the Vietnam war - and even then guns were a very small portion of overall air-to-air kills, despite missiles of the time having very poor reliability compared to today. While fighters in the modern era mostly retain guns as last-ditch backup weapons and for strafing, the last gun kill was probably sometime in the early 1980s, with guided missiles dominating ever since.
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* ''VideoGame/MissionImpossibleKonami'': Out of your three agents, Max is the only one using a gun. While it naturally has much greater range compared to Grant's fists and Nicholas' boomerangs, all three weapons deal the exact same amount of damage to enemies. Both Grant and Nicholas can also hit multiple enemies at once in the right scenario, while Max's rifle is only ever capable of hitting one target at a time.

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* ''VideoGame/MissionImpossibleKonami'': ''VideoGame/MissionImpossible1990'': Out of your three agents, Max is the only one using a gun. While it naturally has much greater range compared to Grant's fists and Nicholas' boomerangs, all three weapons deal the exact same amount of damage to enemies. Both Grant and Nicholas can also hit multiple enemies at once in the right scenario, while Max's rifle is only ever capable of hitting one target at a time.
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* ''WebAnimation/EpithetErased'': The only bullets to do more than one or two points of damage are the ones Zora Salazar has powered up with her Epithet, and even those are low-powered enough that Ramsey gets shot ''in the face'' by one and only loses 15 HP, which is in context quite a bit - for benchmarking, Giovanni being [[ItMakesSenseInContext beaten with taxidermied bears by a huge Scottish minotaur]] dealt 3 damage per hit - but doesn't even knock him out. And with the stamina system, even ''taking'' a lot of damage from bullets isn't a serious problem; Bugsy gets hit by a hailstorm of Zora's time-delay bullets for 65 damage and basically just gets badly winded, because it's very hard to inflict a significant injury without using a "real-ass goddamn" weapon like Percy's sword.
-->'''[[MrExposition Male Banzai Blaster]]:''' [[AsYouKnow It's a good thing bullets aren't lethal and they just deal minor impact damage!]]\\
'''Female Banzai Blaster:''' [[LampshadeHanging Why would you feel the need to just declare that out loud?]] (both are knocked down by headshots)
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** Averted by the only two firearms that [[SurprisinglyRealisticOutcome actually take advantage of the fact that the Hunters are super-strong]] -- [[{{BFG}} the Gatling Gun and the Cannon]]. The former does about as much damage as other firearms like the Rifle Spear and Hunter Pistol per shot, but with a much higher [[MoreDakka rate of fire and capacity]].[[note]]It also shoots four bullets for every Quicksilver Bullet consumed to make it actually usable. So e.g. it and the Rifle Spear both do 85 damage at base per bullet, but one Quicksilver Bullet will give you 340 damage for the Gatling Gun and only 85 for the Rifle Spear.[[/note]] The latter is basically a light field gun that fires explosive shells; it doesn't gain much from a high bloodtinge stat, but its base damage is so high that it can kill most enemies in a single hit (and take out small clustered groups) and, with the help of a CriticalAttack multiplier or Bone Marrow Ash, take out even bosses in just two or three shots. Both weapons are prevented from being [[GameBreaker Game Breakers]] because they're both TooAwesomeToUse; even with min-maxed stats, you can only carry enough ammo to fire the Cannon three times or the Gatling Gun for a few seconds, without resupplying.

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** Averted by the only two firearms that [[SurprisinglyRealisticOutcome actually take advantage of the fact that the Hunters are super-strong]] -- [[{{BFG}} the Gatling Gun and the Cannon]]. The former does about as much damage as other firearms like the Rifle Spear and Hunter Pistol per shot, but with a much higher [[MoreDakka rate of fire and capacity]].[[note]]It also shoots four bullets for every Quicksilver Bullet consumed to make it actually usable. So e.g. it and the Rifle Spear both do 85 damage at base per bullet, but one Quicksilver Bullet will give you 340 damage for the Gatling Gun and only 85 for the Rifle Spear.[[/note]] The latter is basically a light field gun that fires explosive shells; it doesn't gain much from a high bloodtinge stat, but its base damage is so high that it can kill most enemies in a single hit (and take out small clustered groups) and, with the help of a CriticalAttack CriticalHit multiplier or Bone Marrow Ash, take out even bosses in just two or three shots. Both weapons are prevented from being [[GameBreaker Game Breakers]] because they're both TooAwesomeToUse; even with min-maxed stats, you can only carry enough ammo to fire the Cannon three times or the Gatling Gun for a few seconds, without resupplying.



* Gun based characters from ''Franchise/MortalKombat'', particularly Ultimate Mortal Kombat 3's Stryker and later, more such characters, subvert this somewhat. Due to the game's balance, while guns can be beaten, they are surprisingly effective at chip and regular hit damage in MOST matches, and PROBABLY because they're superior to pretty much any other projectile attack in the game and have low or no startup and cooldown. Stryker was infamous for this, as his "shoot gun" attack (in both UMK3 and MK9) was so good that it's possible to win entire matches using only shoot gun, and take no damage.

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* Gun based characters from ''Franchise/MortalKombat'', particularly Ultimate Mortal Kombat 3's Stryker and later, more such characters, subvert this somewhat. Due to the game's balance, while guns can be beaten, they are surprisingly effective at chip and regular hit damage in MOST matches, and PROBABLY because they're superior to pretty much any other projectile attack in the game and have low or no startup and cooldown. Stryker was infamous for this, as his "shoot gun" attack (in both UMK3 [=UMK3=] and MK9) [=MK9=]) was so good that it's possible to win entire matches using only shoot gun, and take no damage.



** The difference lay between smoothbore muskets and rifled muskets (early rifles). Rifles are so-named for having rifled barrels - that is to say, there is a texture inside the barrel which introduces a spin onto the bullet as it is fired. The net result is a stabilized bullet which flies a lot straighter. High-quality rifles of the time were quite accurate weapons in the hands of skilled marksmen, while smoothbore muskets were not. Rifles had only seen limited use before the 19th century because it was a pain to shove a sphere down a grooved barrel, limiting their firing rates to 1 shot per minute; this was changed by the introduction of the [[https://en.m.wikipedia.org/wiki/Minié_ball Minie ball]], which allowed rifles to reload as fast as smoothbores with no loss in lethality. Experiments at the time found that the smoothbore muskets used by soldiers would only strike a target at typical combat ranges roughly 40% of the time. It is commonly claimed that the Civil War was fought using outdated tactics with more advanced weaponry, but the reality is that due to the nature of command and communications at the time, fighting in large line formations was often the only practical way to conduct an organized battle. In situations where other tactics were available for use, fighting changed considerably; some of the later battles in the Civil War featured early TrenchWarfare. Additionally, over the course of the Civil War, increasingly sophisticated weapons became more and more affordable. The reason that muskets were used was not because they couldn't build anything better - repeating rifles were invented prior to the American Civil War, [[https://en.wikipedia.org/wiki/Kalthoff_repeater more than 200 years prior]] - but because such weapons were too expensive (and broke too easily) to supply all their soldiers with one.

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** The difference lay between smoothbore muskets and rifled muskets (early rifles). Rifles are so-named for having rifled barrels - that is to say, there is a texture inside the barrel which introduces a spin onto the bullet as it is fired. The net result is a stabilized bullet which flies a lot straighter. High-quality rifles of the time were quite accurate weapons in the hands of skilled marksmen, while smoothbore muskets were not. Rifles had only seen limited use before the 19th century because it was a pain to shove a sphere down a grooved barrel, limiting their firing rates to 1 shot per minute; this was changed by the introduction of the [[https://en.m.wikipedia.org/wiki/Minié_ball Minie ball]], which allowed rifles to reload as fast as smoothbores with no loss in lethality. Experiments at the time found that the smoothbore muskets used by soldiers would only strike a target at typical combat ranges roughly 40% of the time. It is commonly claimed that the Civil War was fought using outdated tactics with more advanced weaponry, but the reality is that due to the nature of command and communications at the time, fighting in large line formations was often the only practical way to conduct an organized battle. In situations where other tactics were available for use, fighting changed considerably; some of the later battles in the Civil War featured early TrenchWarfare.Trench Warfare. Additionally, over the course of the Civil War, increasingly sophisticated weapons became more and more affordable. The reason that muskets were used was not because they couldn't build anything better - repeating rifles were invented prior to the American Civil War, [[https://en.wikipedia.org/wiki/Kalthoff_repeater more than 200 years prior]] - but because such weapons were too expensive (and broke too easily) to supply all their soldiers with one.
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* The first ''Film/{{Tremors}}'' movie goes back and forth on this: survivalists Bert and Heather do gun down one Graboid with their arsenal when it smashes through the wall into their basement "rec room", but the rest of the time, the creatures are burrowing through the ground, and even powerful guns can't get enough penetration to do any damage.

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* The first ''Film/{{Tremors}}'' movie goes back and forth on this: survivalists Bert and Heather do gun down one Graboid with their arsenal when it smashes through the wall into their basement "rec room", but the rest of the time, the creatures are burrowing through the ground, and even powerful guns can't get enough penetration to do any damage. As ''Film/Tremors2Aftershocks'' shows, the most effective way to kill a Graboid is to trick them into gobbling up an explosive. Guns are still effective against Shriekers, their smaller, above-ground spawn.

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** From ''VideoGame/TekkenTagTournament'' and on, the Jack robots have had working guns built into the wrists on each arm (technically, Gun Jack had them in ''VideoGame/Tekken3'' but they didn't have any ammo and thus couldn't fire in that game). They do as much damage as one of Jack's punches.



* ''VideoGame/Tekken8'': Nina Williams now carries a pair of pistols that she incorporates into her fighting style. She can fire multiple shots from point-bank range into her opponent and still do less damage than one of her more powerful kicks does.

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* ** ''VideoGame/Tekken8'': Nina Williams now carries a pair of pistols that she incorporates into her fighting style. She can fire multiple shots from point-bank range into her opponent and still do less damage than one of her more powerful kicks does.

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* In the latest ''VideoGame/{{Tekken}}'' game you can equip a character with various firearms that are actually useable during a fight. The input to use them is a little tricky to get the timing down, and while they provide a nice ranged attack they don't do much damage at all.

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* In ''Franchise/{{Tekken}}'':
** Starting with ''VideoGame/Tekken6'',
the latest ''VideoGame/{{Tekken}}'' game games let you can equip a character with various firearms that are actually useable during a fight. The input to use them is a little tricky to get the timing down, and while they provide a nice ranged attack they don't do much damage at all.all.
* ''VideoGame/Tekken8'': Nina Williams now carries a pair of pistols that she incorporates into her fighting style. She can fire multiple shots from point-bank range into her opponent and still do less damage than one of her more powerful kicks does.

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** Ultimately, it is inverted by the fact that Hellboy also uses a pistol, but a rather large one firing special bullets made specifically to fight demons.



** In ''Film/JurassicPark'', Alan Grant's SPAS-12 loaded with slugs proved unable to even hit ''Velociraptors'' behind glass, and the weapon suffered a stovepipe jam in the end.
** In ''Film/TheLostWorldJurassicPark'', the hunters pretty much killed nothing with their automatic rifles, and Ronald Tembo's double rifle was unable to take down a ''T. rex'', because [[SarcasmMode good guy]] [[DesignatedHero Nick]] stole the bullets.

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** In ''Film/JurassicPark'', ''Film/JurassicPark1993'', Alan Grant's SPAS-12 loaded with slugs proved proves unable to even hit ''Velociraptors'' behind glass, and the weapon suffered suffers a stovepipe jam in the end.
** In ''Film/TheLostWorldJurassicPark'', the hunters pretty much killed kill nothing with their automatic rifles, and Ronald Tembo's double rifle was is unable to take down a ''T. rex'', because [[SarcasmMode good guy]] [[DesignatedHero Nick]] stole the bullets.
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** Gray Fox in ''VideoGame/MetalGearSolid'', Olga Gurlukovich in ''VideoGame/MetalGearSolid2SonsOfLiberty'' and Raiden in ''VideoGame/MetalGearSolid4GunsOfThePatriots'' are not only ImmuneToBullets thanks to their armored exoskeletons, they also have the options of either [[DodgeTheBullet dodging]] or [[SuperReflexes deflecting]] the bullets with their blades depending on whichever they feel would be cooler at the moment. The Black Ninja from ''VideoGame/MetalGear2'' gets a special shoutout for also being fairly capable despite lacking these advantages.

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** Gray Fox in ''VideoGame/MetalGearSolid'', Olga Gurlukovich in ''VideoGame/MetalGearSolid2SonsOfLiberty'' and Raiden in ''VideoGame/MetalGearSolid4GunsOfThePatriots'' are not only ImmuneToBullets thanks to their armored exoskeletons, they also have the options of either [[DodgeTheBullet dodging]] or [[SuperReflexes deflecting]] the bullets with their blades depending on whichever they feel would be cooler at the moment. The Black Ninja from ''VideoGame/MetalGear2'' ''VideoGame/MetalGear2SolidSnake'' gets a special shoutout for also being fairly capable despite lacking these advantages.
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*** The Renaissance-era weapons are only slightly stronger than crossbows, and share all the attributes that make them lag behind standard bows (you can't attack and reload in the same turn, and users with higher stats don't deal any more damage) but ''without'' access to Rapid Reload, Crossbow Sniper or any of the other support options that can be used to make crossbows more effective. They also don't have any kind of AntiArmor properties, which in 3.5 are exclusive to {{Projectile Spell}}s and certain buffs or fighting techniques.

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*** The Renaissance-era weapons are deal only slightly stronger more damage than crossbows, and share all the attributes that make them lag behind standard bows (you can't attack and reload in the same turn, and users with higher stats don't deal any more damage) but ''without'' access to Rapid Reload, Crossbow Sniper or any of the other support options that can be used to make crossbows more effective. They also don't have any kind of AntiArmor properties, which in 3.5 are exclusive to {{Projectile Spell}}s and certain buffs or fighting techniques.

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** 3.5 falls squarely into this. While most settings don't really use them, the Dungeon Master's guide has rules for some modern weapons. Notably, they're treated as being harder to master than standard medieval weapons (exotic rather than simple, suggesting the difficulty is due to lack of familiarity), they don't do much if any more base damage than standard projectiles (and can't be modded to factor in ability score modifiers, but also don't suffer penalties for low strength), and there aren't any special rules for how they interact with armor or shields suggesting that they don't penetrate (which goes down to how abstract Armor Class works in the first place). They can still be enchanted, though.
*** This is due to the fact that characters gain hit points as they progress while weapon damage remains constant. This means that an experienced SWAT member is way more bulletproof ([[{{Handwave}} or can dodge more]]) than a rookie beat cop (who can die after one lucky shot from a 9mm pistol).

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** 3.5 falls squarely into this. While most settings don't really use them, the Dungeon Master's guide has rules for some Renaissance-era, modern weapons. and futuristic firearms, using similar mechanics to crossbows. Notably, they're treated as being harder to master than standard medieval weapons (exotic rather than simple, suggesting the difficulty is simple), presumably due to lack of familiarity), they familiarity. They can be enchanted as magic weapons like any other.
*** The Renaissance-era weapons are only slightly stronger than crossbows, and share all the attributes that make them lag behind standard bows (you can't attack and reload in the same turn, and users with higher stats
don't do much if deal any more base damage than standard projectiles (and can't be modded to factor in ability score modifiers, damage) but ''without'' access to Rapid Reload, Crossbow Sniper or any of the other support options that can be used to make crossbows more effective. They also don't have any kind of AntiArmor properties, which in 3.5 are exclusive to {{Projectile Spell}}s and certain buffs or fighting techniques.
*** The modern-era weapons are a bit more practical, being superior to the likewise-exotic [[AutomaticCrossbow Repeating Crossbow]] in both damage and magazine size, but
suffer penalties for low strength), from short range and there aren't any special rules for how they interact with armor or shields suggesting that they don't penetrate (which goes down to how abstract Armor Class works in the first place). They can still be enchanted, though.
*** This is
weak crits. The automatic rifle even has a unique AreaOfEffect attack, though it becomes unreliable at higher levels due to the fact that characters gain hit points as never becoming any harder to dodge. In addition they progress while weapon cannot be purchased or crafted (though their bullets can), making them available only as artifacts.
*** Futuristic weapons are PurposelyOverpowered, dealing significantly more
damage remains constant. This means that an experienced SWAT member is way more bulletproof ([[{{Handwave}} or can dodge more]]) than modern weapons while also lacking a rookie beat cop (who damage type (meaning they bypass DamageReduction). However, not only are they artifact-level items, the energy cells used to power them are ''also'' artifact-level items, which can die after one lucky shot from a 9mm pistol).send them into TooAwesomeToUse territory.
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*** There's also a more pragmatic reason: the very first Law of Magic is that ThouShaltNotKill a mortal with magic, and doing so earns you the wrath of the Wardens, relentless wizard "cops" who enforce the Laws with AntiMagic {{Cool Sword}}s. Of course, as long as you're not killing ''with magic,'' the Wardens don't give a crap; hence guns.

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*** There's also a more pragmatic reason: the very first Law of Magic is that ThouShaltNotKill a mortal with magic, and doing so earns magic. Not only is using magic in this way [[DrunkOnTheDarkSide inherently addictive]], it will earn you the wrath of the Wardens, Wardens - relentless wizard "cops" who enforce the Laws with AntiMagic {{Cool Sword}}s. Of course, as long as you're not killing ''with magic,'' the Wardens don't give a crap; hence guns.

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*** Modern and futuristic firearms are much more effective. They do much more damage, can be used with extra attacks without the need of the Gunner feat (making all other ranged weapons obsolete) and some get an AreaOfEffect attack (spraying an area with bullets that requires a Dexterity save instead of high armor class). There are no listed prices for these firearms or their ammunition as it is expected that the players will not have easy access to such powerful weapons.
*** The Artificer class can cast spells via the weapon (which can be a gun), enchant weapons (including giving them BottomlessMagazines) and the Artillerist subclass can summon magical cannons.

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*** Modern and futuristic firearms are much more effective. They do much more damage, can be used with extra attacks without the need of the Gunner feat (making all other ranged weapons obsolete) and some get an AreaOfEffect attack (spraying an area with bullets that requires a Dexterity save instead of high armor class). There are no listed prices for these firearms or their ammunition as it is expected that the players player characterss will not have easy access the ability to buy such powerful weapons.
*** The Artificer class can cast spells via the weapon (which can be a gun), enchant weapons (including giving them BottomlessMagazines) and the Artillerist subclass can summon magical cannons. Artificers also explicitly receive proficiency with firearms in any campaign setting where such weapons exist, even if other character classes do not.
*** The 5th Edition incarnation of the Giff, a big, hippo-like humanoid being available as a player character race in the ''TabletopGame/{{Spelljammer}}'' campaign setting, also averts this, as Giff characters receive free proficiency with firearms regardless of their character class and ignore both the loading property of any guns they use as well as the normal penalties for attacking with them at long range.
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* Utterly averted in several of the ''VideoGame/KunioKun'' games -- [[FinalBoss Sabu]] is the only enemy that regularly uses a gun, such as in ''VideoGame/RiverCityGirlsZero'' where he uses it to shoot and severely wound three teenagers. The best case scenario if he shoots you is losing 80% of your health. The worst case scenario is [[OneHitKill dying on the spot]].
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[[folder:Anime and Manga]]

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[[folder:Anime and & Manga]]
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* In ''Manga/{{Shiki}}'', firearms are ineffective in vampires because they are undead and can regenerate quickly. Unfortunately, the villagers quickly find out how to effectively fight the vampires. [[spoiler:A shotgun to the head though tend to do the trick]].

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* In ''Manga/{{Shiki}}'', ''Literature/{{Shiki}}'', firearms are ineffective in vampires because they are undead and can regenerate quickly. Unfortunately, the villagers quickly find out how to effectively fight the vampires. [[spoiler:A shotgun to the head though tend to do the trick]].

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