Shot-Gun

anonymous asked:

First of all, awesome blog. Anyway my character was attacked by two men at the same time. she doesnt have any weapon with her while the men use a machine gun. there are few hiding spots for her to take cover, but i dont know the best way to disarm them

I don’t say this often, but she’s fucked. If you’re wanting to take the aggressive way out, and she will die in the attempt. There are ways to get a character out of a situation like this, but with the scenario you’re presenting, violence is not one of them.

Training is not the power to overcome all fights through superlative skill; it’s the ability to know there are some fights you cannot win, and assess the best way to avoid those in the first place, or escape, if it comes to that. 2v1 is already horrifically difficult. Giving them guns makes this (basically) unwinnable.

You’re not specifying what kind of weapons they’re using, and this is probably kind of important to know for your own purposes.

Machine gun can refer to (nearly) any automatic firearm. You pull the trigger, and it will continue firing until you release it, the ammunition is spent, or the weapon malfunctions (which is fairly rare in most cases).

This can range from fully automatic pistols, up through heavy weapons you’d mount on a vehicle. You’re probably thinking of assault rifles or submachine guns, since they’re easily portable. SMGs are chambered to fire pistol rounds, while assault rifles are simply, fully automatic rifles (using lighter rifle rounds).

Usually the term is used to refer to heavier automatic weapons, designed to suppress enemy movement and make returning fire more difficult. The entire idea is you put a lot of flying lead, and the threat of more following it, in the general vicinity of your foes, and they cannot move or return fire without being reduced to goulash.

Thing is, that basic strategy does apply to nearly all fully automatic weapons. The only difference is how much ammunition they can draw on, how far it can fire, and how gleefully it can tear apart concealment (we’ll come back to this in a second).

Put another way, the entire point of this weapon is to force enemies to stay in cover and not move, while the rest of your forces to better positions, so they can take them out.

If they stick anything out of cover, your machine gunner is waiting to blow it off. To a lesser extent, this is how all gunfights work. If you’re not shooting someone directly, you’re trying to keep their head down, so you, or your allies, can get into a better position to kill them.

Getting caught outside of cover against a competent gunner is a death sentence. They’re in position, they’re waiting, out you come, down you go.

For an unarmed character, there is no counter. Keep to cover, keep moving and get away, are the only real options, but with almost nowhere to take cover, that option’s gone.

It gets worse. Concealment is not cover. Cover is something that will protect you from incoming fire. Concealment is something that will hide you from the enemy. What this means is, TV, movies, and video games have lied to you. Bullets will easily punch through many objects. Including furniture, walls, ceilings, floors, cars, self-sacrificial idiots leaping into the path of the bullet. Taking cover behind a wooden shipping crate will only protect you if the stuff inside that crate is solid enough to stop a bullet. Ducking behind a wall, unless that wall is made out of concrete, won’t do much.

And, that’s not even an answer to your question. Gun disarms will get you shot. I’m going to keep saying this. Under the best circumstances, with excellent training, gun disarms are incredibly dangerous to the practitioner. You use them because they were going to kill you anyway, and you didn’t have another option.

Even when you’re dealing with handgun disarms, it’s incredibly easy to take a bullet mid-disarm, particularly if the shooter is using a stance the martial artist isn’t prepared for. Rifle disarms are a nightmare to pull off.

Stuntmen can make them look really cool, and when you’ve got two people cooperating disarms can be very fun to watch. But, that’s entertainment, actually trying to execute disarms in the field is for the supremely foolish and those who were already two seconds away from death.

So, back to the beginning, how does your character get out of a situation like this? Not getting into it in the first place is a good option. Making sure they have an escape plan is a second.

If your character gets a phone call to take them out to some abandoned warehouse, or construction site, or farm in upstate New York… maybe they shouldn’t go. Or at least not alone. There are rare situations where a character would have a legitimate reason to walk into a trap like that, but under normal circumstances, situations like that demand your characters come up with ways that mitigate the risk.

There’s a real habit of having characters doing stupid things because the power of plot compels them. At some point, the justifications like, “if you bring anyone with you; the kid dies,” got lost, and we’re left with characters walking into very bad situations.

Even if, “the kid dies,” that doesn’t mean your character should be following instructions, or plunging into dangerous situations without setting up contingencies.

At this point it’s worth considering, with hostages, if the villain is planning to kill your character, then that’s all they need the hostage for, and once you’re character’s down they’re going to be next. On reflection, that’s not a really great reason to be following the rules, is it?

Having a contingency plan doesn’t mean bringing buddies or gearing up. Sometimes it means finding ways to exploit the restrictions placed on your character. Armed attackers planning to murder you? Find a crowd. A couple mooks might be willing to take their chances gunning you down in an alley, but are they really going to risk opening up in a crowded bar?

Even if your character does need to go into someplace they really shouldn’t. They need to have an escape plan, if things go wrong. That could be as simple as making sure they have a way out of the building they’re in, or it could be more complex, such as having allies who will come in if the situation goes wrong. In a situation like this, it might be as simple as remaining undetected until she can escape.

Regardless, saving a character from a situation like this, usually means not getting into it in the first place. I understand it, you have characters that need to go someplace for the story to progress. That’s fine. But, your characters do need to plan ahead, and assess their situation to the best of their ability.

Someone or something told those guys to drop by. Maybe there were there ahead of time, in which case she needed to know where they were, and keep track of them before going in. Maybe she tripped an alarm, and they got called in behind her, so now she needs to find a way out, without them actually spotting and killing her. Maybe someone called them in to kill her, in which case, again, she needs to avoid detection and get away.

Ideally you need a way for them to overcome their foes. Note, “overcome,” not, “defeat.” In a situation like this, the best solution to overcome a hit squad sent after your character is going to be to escape, not to fight them head on and die. Find an opening, make an escape. Don’t get tied up in hand to hand with someone using an automatic rifle, only for his buddy to drill your hero.

-Starke

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