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Ranged Emergency Weapon

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While most Emergency Weapons are close-ranged melee weapons in the hands of characters who normally fight at long range, sometimes the inverse happens and a character who specializes in primarily close-range fighting lands in a situation that cannot be resolved without some manner of long-range striking ability.

The Ranged Emergency Weapon is generally not very effective as an attack (it's usually not an actual gun or bomb), but it may be enough to, say, flip a door switch behind that open mesh grate.

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This is fairly rare, mainly due to the story wanting to focus more on the melee action: If a guy is an awesome swordsman why make him use a gun or bow? Also, there's a tendency for good guys in fiction to be great shots whatever their melee skills. However, a handful of characters graduated from the Imperial Stormtrooper Marksmanship Academy even as they kick ass at melee.

In movies, a character without such a weapon can always rely on Throwing Your Sword Always Works; unfortunately very few video games give you that option.

Contrast Punch-Packing Pistol, for when a sidearm is comparable or sometimes even superior to the main arsenal.


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Examples:

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    Anime and Manga 
  • Berserk: Against the various horrible monsters he fights on a near-daily basis, Guts' bandolier of throwing knives sees comparatively little use compared to his BFS and Arm Cannon (both the crossbow and the actual cannon). Against mere human bandits and such, they work just fine.

    Literature 
  • In the Dragonlance novel Dragons of Winter Night, when Sturm needs to buy time for Laurana to use the Dragon Orb, he decides that he needs to draw the attacking dragons toward him, and fires a bow at them to do so, even though he never otherwise uses a ranged attack.
  • The Dresden Files: Harry Dresden, a wizard with a long trail of burned-down buildings behind him, carries a series of increasingly large revolvers for emergencies. The laws of magic forbid killing humans with magic, but leave killing with weapons to the far more forgiving mortal authorities most of the time, and it's also possible to run out of magical power after casting too many powerful spells in a short period.

    Tabletop Games 
  • This sort of thing used to be ridiculously common in Dungeons & Dragons, before Fourth Edition. In all earlier editions, the main factor in hitting with a weapon is your Base Attack Bonus (or THAC0, in AD&D), which is the same value for melee and ranged attacks, so an otherwise melee-focused character could still probably hit with a bow or a thrown weapon if the situation called for it. Most characters would carry around a backup weapon, "just in case". In Fourth Edition, a character won't possibly hit with any weapon outside of that character's narrow focus, so the rules give most classes abilities that let them use their main focus somehow at range (often relying on the rule that any thrown weapon immediately reappears in the attacker's hand after it does damage, so the fighter would just gain abilities to throw his Infinity +1 Sword in the off case that he can't get up and beat someone down with it directly). Spellcasters, who would previously carry a crossbow in case they ran out of spells, are instead incapable of running out of spells.
  • BattleTech's close-ranged Battlemechs often mount a fairly long ranged backup weapon such as a long-range-missile launcher or a large laser. They generally don't carry enough ammo or heatsinks to fire them for long, leaving them as finishing weapons or for plinking at enemies as they close the gap. The best example of this is the Kodiak, which has a single ER large laser as its token long range weapon, which is also too hot to include with the rest of its kit when firing. This is not much loss, however, because the rest of its kit is the most lethal close-combat package in the game.
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    Video Games 
  • In Yakuza: Dead Souls, the Pistol has infinite ammo, making it this for most characters. The only exception is Akiyama, whose primary weapon is a pair of pistols, which serves to ease the player into the game (since Akiyama is the first playable character).
  • The video game version of The Lord of the Rings gives Gimli throwing axes. They're by far the least effective of the characters' ranged weapons (with the possible exception of the hobbits knives in the Return of the King) and are slow to throw, but they're useful for dealing with archers or enemies who are a long way away.
  • Dragon Age: Origins uses Strength to determine whether a character can wield big melee weapons and Dexterity for bows. There are also Strength-based crossbows to provide Warriors with an ranged option. which is ironic given that crossbows' whole point is not relying on muscle. They also suck in the game.
  • Darksiders gives War a gun and a boomerang for long-range work, but there's no question that he's a melee-character - neither of them can do much of any damage, but there are a few situations where you're forced to use them on enemies you either can't reach, or don't want to be standing next to. Additionally, the boomerang can be upgraded to ricochet many times between several enemies, tying them up well enough for War to finish what he's doing and come beat them up.
  • In Heroes of the Lance, Flint Fireforge has a single axe he can throw in addition to his melee axe.
  • Throwing knives in Mount & Blade require no skill in throwing to use and take up 1 of your 4 weapon slot (opposed to a bow/crossbows 1 another for ammo) but do poor damage. Their primary use is to give a sword/shield/lance user some range. Many infantry units have a chance at having proper throwing weapons at creation. And there are rocks for people who are really short of money.
  • Hand axes and Javelins in Fire Emblem have the attack power of the most basic axes/lances with lower accuracy and much lower durability, but have a range of 1 or 2 tiles, as opposed to every other melee weapons' range of 1. (There are stronger versions with the strength of higher grade weapons, but they are rare and typically can not be bought.)
  • Possible in Diablo for the warrior. The bow is hardly his most useful weapon but it can be handy if an enemy is behind a grate or if you need to exchange fire with something that won't let you close enough to engage in melee for a meaningful length of time.
  • The Team Fortress Classic Engineer gets a railgun that doesn't share its ammo with any of his other weapons. It's practically useless due to its low rate of fire and damage output, suggesting it was included for this reason.
  • The Engineer of Team Fortress 2 carries a pistol and more ammo than he can likely spend in one life. While he has the gool ol' shotgun as a primary, it is slow to fire and reload, and its spread makes it hard to use beyond medium range, so the pistol's the only real option to hit anything past sentry range.
  • Many melee specialists in Warhammer 40,000: Dawn of War have a ranged weapon or an upgrade that gives them one, pretty much only useful against flyers due to the inaccuracy of firing while moving.
  • The pistol in Warhawk is weak and can't damage vehicles, but has infinite ammo.
  • In Rune: Halls Of Valhalla'' and possibly Rune itself too, any weapon can be thrown with the obvious backdraw of not having said weapon in your hands anymore. In player versus player duels, throwing your last remaining melee weapon is usually unexpected and can bring victory, but if it fails you're weaponless. You can pick up one of every kind, giving you quite an arsenal to throw with. You can also pick up chopped off pieces of enemies and throw those. Ineffective, but funny.
  • Both Left 4 Dead games feature pistols with an endless supply of magazines as your sidearms. That's not to say they're ineffective, as even on Advanced (Hard) mode they'll down common zombies in three body shots and kill any Special Infected in less than fifteen; they're decent-to-good on anything that isn't called Witch or Tank. Left 4 Dead 2 adds the Desert Eagle ("Magnum Pistol") as an alternative to your regular pistol. Should you decide to pick up a melee weapon to replace your sidearm, get knocked on the ground and it becomes a single pistol. This is justified though, as melee weapons are a one hit kill against almost all infected, and being downed is supposed to put you at a disadvantage. The chainsaw also becomes a single pistol when it runs out of fuel. Clearly, in the south they've run out of places to stash their guns.
  • In City of Heroes when the custom mission creator was released it was possible to make custom enemies with no ranged attacks allowing a ranged character to fly up and fight them in perfect safety. Consequently all custom enemies with a melee attack set now get Throwing Knives or Shuriken as a ranged attack power. Much earlier, a quintet of origin-based attacks was introduced to guarantee that all players had at least one (very weak) ranged attack.
  • Valkyrie Profile:
    • Not a single weapon, but Lenneth's ability to equip bows is likely this in the first game. While there's no enemies that can't ever be reached by melee, an early boss battle has a powerful mage protected by a pair of very durable henchmen, which you'd have to break through to reach the mage with melee, during which the mage will be pounding you with spells. It's possible to have recruited an archer prior to this, but just in case you haven't, the game advises you to switch Lenneth from her usual sword to a bow.
    • The Valkyries are consummate warriors in the game's universe just like in Real Life (Real Myth?). There's a reason her Finishing Move has a bow version as well as a sword version.
  • In World of Warcraft all ranged weapons are this for all classes except Hunters. They consist of guns, bows, crossbows and throwing knives for warriors and rogues and wands for mages, priests and warlocks. The most common use of them is initiating battle from a distance in order to lure mobs to a more favourable positionnote .
  • Most WoW or Lineage 2 inspired MMOs have ranged weapons serve this purpose for melee characters. In the case of the Party tank, a solo ranged pull is often safer than running into the middle of the room with the Taunt key held down as it allows the player to control how much aggro he gets and what mobs notice him. More recently, they have stopped bothering with actual ranged weaponry for any class other than dedicated ranged fighters and instead give them fairly weak abilities that serve the same purpose.
  • All of the melee weapon styles in DC Universe Online offer some manner of ranged attack capability, via some combination of Razor Wind, Throwing Your Sword Always Works, Shockwave Clap, throwing rocks, shuriken, or a straight-up elemental Charged Attack.
  • While not deliberate, many Modern Warfare 2 players have been absolutely shocked when a knife rusher (commando-marathon-lightweight) actually shot at them, since they (usually) rely on One Hit Kills from their melee.
  • Quake:
    • Back in the days of Quake I, there were a lot of mods intended to provide a set of alternate classes and weapons to play with, usually including a melee fighter. As the game's maps used a lot of shoot-to-activate switches, the mods tended to include a key binding to throw a rock for minimal damage (the "Hitscan sword" alternative was rare).
    • As for the Quake games themselves, there's the Blaster energy pistol in Quake II and Quake IV. In II, it has poor damage, fire rate and projectile speed, and is best left to shoot distant switches or to light up dark sections of the levels with the brightness of its projectiles as soon as you get better weapons. In IV, it's buffed to be hitscan with spammable semi-automatic fire, the option of a Charged Attack, and have a mounted Infinite Flashlight. In both cases, it has infinite ammo and dead-on accuracy for those rare moments when fights are long-ranged and you have no machine gun or railgun ammo.
  • In the Xtended mod for X3: Terran Conflict, the Repair Laser normally mounted on the EVA space suit is replaced by a pathetically weak Impulse Ray Emitter on difficulties past "Easy". Its only practical use is for shooting down incoming missiles, because enemy NPCs don't stop shooting when you bail out.
  • At some point in Star Wars: Republic Commando, you will likely run out of ammo for your Swiss Army Weapon and find yourself resorting to the weak and extremely underwhelming DC-15s blaster pistol. Its two main benefits are that it never runs out of ammo and that it's mostly accurate. Beyond that, it's only got eight shots in its magazine at a time, recharges slowly, doesn't do a lot of damage, and using it forces you to switch away from your main gun and the rather powerful vibroblade installed in your armor's knuckle plate. It is considerably more effective to avoid spending your last few regular rounds just so you can blade-punch your opponents, rather than shoot them with the blaster pistol — inexplicably, using the pistol forces you to rely on an equally weak and underwhelming Pistol Whip for your melee attack instead of the much more useful vibroblade.
  • In the Metroid Prime games, Samus' Power Beam is either this or Boring Yet Practical. No, you won't be blasting them with pure dark energy, or freezing them solid, or spraying them with burning-hot plasma, but those things take ammo. The Power Beam has infinite ammo, fires very fast, and is generally the thing to use for those pesky Fragile Speedster enemies you come upon fairly often.
  • Serious Sam has infinite ammo for all of his pistols, though the magazine has to be taken out and reinserted for the technomagical ammo replenishers to work. Said pistols are modeled after Hand Cannons, but are not much good for more than small groups of weak enemies or lone mid-tier foes.
  • In MechWarrior Living Legends, all but the most overspecialized Battlemechs carry either a long-range weapon (for a Close-Range Combatant) or a short range weapon (for a Long-Range Fighter) for backup. The Bushwacker "Delta" for example, has a long range large X-pulse laser which it can spam until it gets within range of its far more effective medium X-pulses and short range missiles. On the opposite extreme, the Vulture "Alpha" carries a pair of extreme range Gauss Rifles backed up by a single short range missile launcher for point defense against enemy battlearmor
  • Mercy's sidearm in Overwatch. It fires a slow-moving and easily dodged projectile, meaning the player has to Lead the Target, but it's accurate and packs a fair sting. It suffices for self-defense in emergency situations, as well as things like spooking twitchier snipers or clearing out Symmetra's short range turrets.
  • Fable I has this as an Anti Frustration Feature: one stage of the Final Battle against Jack of Blades takes place outside of melee range, so someone helpfully abandons a low-level longbow right outside the Boss Room in case the Player Character never got any ranged weapons or magic.
  • Unreal features the Dispersion Pistol as this in its two main games.
    • In Unreal I, it starts off as this, firing very weak energy bolts at a fast rate and recharging over timenote . The main gimmick about it is that you can upgrade it by collecting hidden power-ups throughout the game, and each makes it more powerful but slower-firing, going from REW to Punch-Packing Pistol and to Hand Cannon when the max of five upgrades are collected; a fully upgraded Dispersion Pistol is BFG-tier when used with the Amplifier, able to 3-shot the brutish Skaarj Berserkers and 1-shot the versatile and nasty Skaarj Lords.
    • Unreal II: The Awakening: The basic T-13 is so weak that flavor text states it's commonly called a "popgun", and that while it works well for law enforcement, it's not adequate for military use save for as a last resort. It recharges and can fire faster than the first game's version (continuous firing will give you more than the 8 shots of regular capacity before it needs a break), can hold the charged shot indefinitely so long as you don't let go of the trigger and recharges even while it charges, but at the same time it can't be upgraded.
  • Doom
    • The starter pistol in the classic games is a peashooter that won't be used for more than killing a former human or two until you get the shotgun, and after that to snipe enemies at extreme distances. As soon as you get the chaingun, you're unlikely to press 2 on purpose for the rest of the game or chapter, as it does everything the pistol does but better and faster.
    • Similarly, the pistol in Doom 3 is weak, slow and overall not useful for facing any serious opposition. It does have its own ammo supply, so you can use it to dispatch small groups of minor nuisances without wasting more powerful hardware, but the game swamps you with so much ammo that it's a moot point.
    • In the GMOTA mod, Doomslayer can use an arcane pistol from the start. It has infinite ammunition and shoots blue projectiles that deal a decent amount of damage to enemies.
    • DOOM (2016) offers a similar peashooter for emergencies that also has infinite ammo but deals pitiful damage unless you use the Charged Shot Secondary Fire. The most common use for it is to set up Glory Kills on already weakened enemies.
  • Psi Operatives in XCOM 2 nominally wield assault rifles as their primary weapon, but being this game's equivalent of the mage class, their real mainstay is their Psi Amp with which they unleash their psionic abilities. Although assault rifles are in no way weak, a properly trained PsiOp will only ever use theirs in the rare event that all their numerous abilities are either on cooldown or unsuited to the situation. It's fairly common for high-level PsiOps to not use their rifle at all despite holding it in their hands the whole time.

    Real Life 
  • The Liberator Pistol made during World War II was a crude, single shot .45 caliber pistol. It was intended to be dropped into occupied territory and be used by resistance groups to kill occupying soldiers and take their much better weapons. It never saw much use in Europe, but was employed in numbers in the Philippines and China. Due to its unrifled barrel, though, the "ranged" part is debatable. Its real value was as Paranoia Fuel for occupiers in territories the Liberators were dropped over - they would inevitably find some and figure out what was going on, but they couldn't possibly know exactly how many were dropped overall or whether they had rounded them all up; any random civilian the occupying soldier came across on a patrol could have had one hidden in their pocket, waiting for an opportunity to shoot him in the back and take his gun.

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