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When you say “lighter than house cat” what kind of cat do you mean exactly? Because just based on my cats it could be anything from 1kg to 4kg and that kind of makes a difference…

I think I’ve always specified weight before making that comparison in the past. For most domestic cat breeds, 10lbs is the average, healthy, adult weight. Somewhat obviously this will vary, with some breeds being potentially much smaller, and obviously, juveniles will be much smaller (and lighter) than their parents. The extreme edge of this are Siamese, which have some of the smallest kittens among domestic cat breeds, but then grow to be only slightly smaller than most other domestic cats. I’m not sure where you’re finding a 2.2lb adult cat, though that could certainly be an outlier.

The thing is, if we were talking about swords, yeah, that 4kg cat will be heavier than most greatswords. That 1kg cat will be heavier than most sabers, foils, and rapiers, with some other sword variants being slightly heavier.

I feel like a broken record sometimes on this topic. We have a lot of fantasy literature which looks at swords and thinks, “that must be really heavy, so it can hit really hard,” but, that’s not how you use the weapon. It doesn’t matter if it’s a “massive” greatsword or a rapier, swords are precision cutting tools. They are not long axes. They are not sharpened hammers.

Additionally, while a fight will be fairly brief, battles can easily last all day. It’s not a question of whether you can use a weapon once or twice, it’s something you need to be able to do for hours at a time. Swinging around a massive 40lb chunk of steel may be a great workout, but you’re not going to be able to do that for hours without rest, no matter how well conditioned you are.

This gets into another fantasy element. You have fantasy heroes that are outright superhuman swinging around these comically oversized (and more often over weighted) weapons. In some cases, this is technically fine, as the wielder is overtly superhuman, and in others it’s an error by the author.

As I’ve said in the past, there’s nothing inherently wrong with a fictional character having an impractically heavy weapon… if there’s a point to it. If it’s an indication that the character really is superhuman, and we’re supposed to understand that? Cool. If the weapon says something about their personality? That’s fine, it’s a legitimate venue of characterization.

Usually, we prioritize realism, because as the author, you have the choice of when you want to step away from reality to fit your story. However, it is important that you, as the writer, be aware when you’ve done so. You want to make these decisions as informed choices, not something you accidentally stumbled into because you’ve seen it before, and thought, “that’s how it is.” This can become a real problem for writers when they take elements of characterization from a story that inspired them and accidentally graft them into their work.

Another common example is the idea of weapon hyperfocus, where you have characters that only use one specific weapon, and are basically defenseless without it. It doesn’t make any sense from a realistic perspective. It’s not how people are trained. It’s now how these skills work. But, it can be a very significant statement about how your character views the world.

Similarly, in real history, soldiers would carry multiple weapons. That’s the real world, but even in emulating that, you’re informing your audience that your characters are more flexible, and better able to handle a variety of situations.

It’s up to you what you want to do with your characters, but the information is here so you can make that decision. So you don’t think that your character couldn’t wield a sword because they’re not a ‘roided up wall of meat, or don’t accidentally think that all melee weapons are comically heavy and massive, because they weren’t.

-Starke

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Cat Weight and Why Understanding Reality is Important for Writers was originally published on How to Fight Write.

Wouldn’t “lower power” so to speak be desirable to reduce overpenning in urban combat situations? Not necessarily with a large bulky gun, but even SBRs can fit some definitions of “big”.

dogsichub

It depends, but it’s quite possible that penetration may be distinct from overall weapon power. Especially if we’re talking about non-kinetic weapons.

The two examples that come to mind immediately are Babylon 5andStar Wars. Both settings use plasma based weapons as their dominant hand weapon technology. In B5, this was explicitly stated to be because the PPGs were less likely to rupture starship hulls and cause explosive decompressions.

Of course, in Star Wars, magnetic shielding which turns blasters into a remarkably high stakes version of Pong.

In both cases, you have high power weapons with a low risk of penetration.

This is also often a characteristic of beam weapons in science fiction. Where you have weapons that will selectively discriminately between punching through armor but not burning through unarmored structures or vehicles. In some settings there’s justifications for this, such as advanced computer control systems built into the weapons, or hulls and other objects being constructed out of materials which resist the beam weapons. In others it’s strictly authorial fiat without any in setting justification.

That said, high energy weapons could easily end up in a situation where you don’t have much power, while the weapon is still pretty heavy. This is the reason we don’t have things like hand-held laser weapons in the real world. You simply can’t generate enough power to create a functional weapon with current power sources. If you want a hand laser that can vaporise someone, it will need a power reserve greater than the output of a major hydroelectric facility for each shot. You could carry something very heavy (or vehicle mounted) which would mildly inconvenience (or blind) someone, but it would be significantly less effective than just bringing in a conventional rifle.

That’s part of why, “heavy, low power weapons,” wouldn’t be a thing. If your weapon is heavy and is low power, you’d revert back to the lighter, higher power weapon. If you have a setting where your basic energy weapons are very heavy, and less powerful than kinetics, you’d see people using projectile firearms.

There’s one major caveat to this. If you have highly specialized weapons, like some kind of EMP projector, you might see something that is technically low power, but is being used in a specific support role. Especially in anti-material roles.

For an example of this, you can look at Aliens. If you pay attention to the background details, you’ll see the Sulaco carries a wide range of energy weapons, including particle beams (for electronic warfare) and even uses lasers for its point defense weapons. But, the Marines use M41a Pulse Rifles (which are kinetic auto rifles) and the support gunners use M56 Smart Gun (which are a target assisted autogun.)

Also, in the Aliens example, the kinetic weapons are designed to minimize structural damage. Both the Pulse Rifles and Smart Guns are loaded with 10mm explosive tip caseless rounds, which were intended for dealing with lightly armored foes, but not intended for punching through walls, or armored vehicles. (Though, they still do some structural damage.)

Even in the modern world, it’s becoming possible to separate penetration from power. Frangible rounds, like Glaser Safety Slugs are designed to shatter into dust on impact with a hard surface, making them less likely to cause structural damage, while still being an effective weapon.

-Starke

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Q&A: Energy Weapons and Penetration was originally published on How to Fight Write.

I’m creating sci-fi guns. Is it possible to simply say this gun is pretty much has no recoil? In fact, what causes recoil? Could some advance tech simply doesn’t have recoil or recoil cushion kind of thing? Also is it ever possible that huge guns have little recoil and tiny guns with huge recoil? Or big guns with little power and tiny ones with huge power?

So, as the second question, it’s Newtonian physics. Specifically, “for every action there’s an equal and opposite reaction.” Recoil experienced by the user is the result of the powder burn in the chamber. Often times, it’s partially mitigated by mechanical considerations in the gun, but at the same time, bolt travel can also contribute to experienced recoil.

Recoil compensation systems exist. These can include gas vents designed to counteract climb, mechanical buffers, and counterweight systems. Part of the problem with recoil management is, simply, the technology we’re using (and have been using for over a thousand years at this point.) When gunpowder burns, it causes gasses to expand rapidly in all directions. This is what propels the bullet down range, but also applies force to the user.

(And, yes, that over a thousand years. The first firearms date back to the 12th or 13th centuries, but the use of gunpowder in China dates back to the first millennia.)

So, even with modern technology, you can significantly reduce experienced recoil. Some of this is physics, but you can redirect that force, though you still have to deal with it.

So, can you do away with recoil entirely? Technically, probably not, but you could potentially reduce it to the point that it is undetectable by the user.

High energy weapons, such as lasers, plasma projectors or particle beams technically would probably have at least some theoretical degree of recoil, even if it was just from the user pulling the trigger. But, we’re not talking about enough to be meaningful. Gauss weapons would probably also have some recoil from accelerating the physical projectile, but in comparison to dealing with burning powder, it’s mild enough that t you could (probably) mitigate perceived recoil entirely.

As for the question of big guns that are weak, why would you do that to yourself? A larger weapon will be more awkward to carry, more difficult to use, harder to manage when not in use. There’s really no point here. You can, technically see this, with antique artillery pieces, which are inferior to their modern counterparts.

That’s the one time when I could legitimately say you might something like a big, heavy, gun that’s underpowered. If it’s technologically inferior to more recent developments.

As for powerful small guns? Yeah, that’s a thing that can happen. Especially when you’re comparing more modern weapons to older ones.

This gets a little awkward because there’s no meaningful way to quantify damage output from firearms. Even a musket can kill you. It’s a question of what the bullet damages. The real advancements have been to things like range, accuracy, capacity, the ability to quickly reload, and long range optics.

A modern subcompact Glock is considerably more lethal than a Napoleonic era musket. But, that’s not because the bullet itself does more damage (in fact it might not.) It’s because the pistol is effective at ranges where the musket’s accuracy is unreliable, and it can easily dump 8 rounds into the user’s target while they’re foe is still reloading for a second shot.

In the end, a bullet is a bullet. If it connects and damages something you need to maintain a pulse, you’ll die. More bullets means that’s more likely for that to happen. While concepts like flatness and stopping power have a reality to them, they’re not good comparative tools to determining whether a gun can kill someone. And, quantified, numerical damage, is a fantasy.

-Starke

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Q&A: The Physics of Recoil and Science Fiction Guns was originally published on How to Fight Write.

Is it just a trope that your MC can handle fighting multiple lackeys at once especially when they’re treated like useless who get cut down with barely a fight and then be evenly matched 1v1 with the big bad? or perhps this only makes sense if the lackeys are uncombat trained.

The way 1vX is treated in fiction as a method to establish the main character’s prowess and build up the Big Bad is just a fictional trope.

However, the 1vX is a very important (perhaps even foundational) trope for any sort of action narrative and there’s a real world reason (or, really, several important reasons) which provides the basis for both the trope’s existence and its popularity.

In the real world, fighting multiple opponents at once, especially without any weapons or armaments that provide a significant advantage against your foes (such as staff versus sword, even multiple swords, or unarmored versus plate) is nearly impossible. You are almost guaranteed death. Numbers matter, two people of mediocre skill or even no skill can overwhelm one well-trained individual. The scenario’s 1 has to manage a lot of incoming information at once with zero margin for error. A good analogy for 1vX is juggling live knives while someone hurls rocks at your head or shoots at you with a gun, one slip and it’s goodbye. Now, real people do survive these encounters, but that’s largely a matter of luck. Many more who find themselves in these situations, who are just as skilled or even more skilled, are critically injured or die. The real world doesn’t have skill plateaus the way fiction or video games do. Martial training is about giving yourself a better chance at survival, it doesn’t assure your survival. Nothing can assure your survival.

So, why is the 1vX so popular? The logic is simple. If your hero can survive fighting multiple enemies at once, or, even better, do so with ease, they must be supremely skilled. The commander of these opponents, especially the ones who pressure the skilled hero, must, by extension, also be extremely skilled as they’re capable of keeping these well-trained individuals under control. Better yet, a 1vX provides the opportunity to pressure and showcase your character’s skills in ways a 1v1 simply can’t. For visual mediums, these scenes are often visually interesting due to the constant movement and highly entertaining.

If you can successfully pull it off, 1vX is the ultimate form of show.

Honestly, the number of times I’ve heard players in various MMOs ask for “1vX builds” for PvP (it’s a lot) should tell you how popular and imagination grabbing the concept is. Coming across a skilled PvPer is one place in the “real world” where you can see the trope come alive. And, as someone who has 1vX’ed in Elder Scrolls Online, I can tell you, there’s a rush that comes with knocking off four other players at once or healing through the combined damage of a zerg. 1vX means Supreme Skill because very few people can 1vX well or successfully, placing those who can among the best, which earns respect. (Again, video games are not reflective of the real world outside of psychological warfare.)

So, in theory, a character who can 1vX is a character in a very small, elite skill pool. In theory, their opponent should be established as a better warrior than they are. The end result is an easy build up to a very interesting fight within your narrative. I say, in theory, because, like 1vXing in the real world, the reality of crafting a good 1vX fight scene is far more difficult than one might imagine it to be. It’s not enough to write your character fighting, they have to fight convincingly.

A bad 1vX scene can easily show the opposite of your intention, establishing your character as someone who doesn’t know what they’re doing or, worse, a character who’s victories come from the power of plot. A bad 1vX scene is the main character in Gameboard of the Gods, who, while trying to save her future love interest from a gang of six, stopped to put each one in a submission hold and left the others with plenty of time to kill the person she was trying to rescue. That’s bad.

1vX is about showing your character’s ability to prioritize threats. It is about showing their ability to manage the battlefield and control the flow of combat. These are highly advanced skills that can’t be learned from watching a couple of MMA bouts. It’s not just about their physical skill, but their intelligence, their cleverness, their battlefield awareness, their tactical capability, their ability to strategize on the fly, utilize their environment, and effectively choose which skills serve them best in achieving their long term goals. 1vX is not about fighting multiple opponents, it’s about managing threats and prioritizing the dangers within the group. It’s a masterclass in effectively selecting who dies first.

In 1vX, you can’t sit around individually fighting 1v1 or you’ll die. When your focus is locked on one opponent, the others will jump you. You can’t sit around fighting forever. When they wear you down (and they will), you’re dead. You need to knock off threats, remove their numbers, and lose the support players. Cleanly forcing submissions takes time, and, when you’re fighting against multiple opponents, you don’t have ten minutes to choke someone out and hope they won’t wake up five seconds later. You don’t even have thirty seconds for a blood choke. You’ve got about a second to stick your knife in your opponent’s carotid and hope you’ve got it deep enough that after you pull it free they bleed out.

The reality of 1vX on film is that you’re not really seeing 1vX, so much as you’re seeing 1v1v1v1v1v1v1v1v1v1v1v1v1v1v1v1v1v1 multiplied by the number of available stuntmen; with a maybe added bonus of 1v2 if your actor and stunt team are up to par. Film practices a system called queuing where the actor or their stunt double is only (stage) fighting one person at a time and everybody takes their turn, but the group is being shuffled in such a way that general audiences don’t usually notice. The practice is elevated to visual art by martial artists like Jackie Chan, Bruce Lee, Jean Claude Van Damme, Jet Li, Michelle Yeoh, and Chuck Norris. And can be painfully obvious when done poorly, or in low budget. (Buffy the Vampire Slayer’s early seasons are an example of queuing at it’s worst. Black Widow’s hallway fight scene in Iron Man 2 isn’t bad, but is a good example to really see queuing in action. Loaded Weapon used the stuntman queue as a sight gag.) It’s a visual sleight of hand, but is a useful system for authors to learn for a medium where you don’t have live bodies and actions only happen in words on the page. Queueing is about convincing your audience that your character is fighting multiple opponents, while making life a little easier for yourself.

If you want to be able to write good 1vX fights, you need to gain an appreciation for how much skill it requires for someone to fight 1vX. More importantly, you need to actually respect your mooks, and put in the work to establish them. If your mooks suck and are treated as useless, low level flunkies, fighting them doesn’t make your character look good or skilled. A threat that isn’t a real threat does nothing to establish a character’s prowess or your Big Bad’s effectiveness. A Big Bad with crappy flunkies isn’t that scary and does nothing to enhance your hero. This is the Cycle of Enhancement. Your mooks exist to make your hero look good, your mooks looking good enhances the danger presented by your main villain, your hero looking good beating your mooks enhances the danger presented by the main villain who is established to be more powerful than the hero.

Your audience can write off the supporting background characters, but you, the author, should never do so.

– Michi

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PS: And because I walk my talk, here’s a screenshot from one of my quad kill matches in ESO.

https://cdn.discordapp.com/attachments/802337967329902612/867590890322395206/Screenshot_20190123_060716-1024x576.png
I’m Elyssa Frey up there.

Q&A: The Truth in 1vX and How it Works was originally published on How to Fight Write.

Exactly what makes weapons one handed or two handed, if it isn`t the weight?

It is the weight, kind of.

Okay, so the real answer would be stability and leverage. Normally, if you have the option to, you’ll want to two hand most weapons. This includes things like, “one handed,” swords.

The heavier a weapon is, the harder it will be to stabilize it with one hand. So, like I said, it is “kind of,” the weight. You may not need a second hand to operate a sword (and this includes things like the greatswords), but a second hand on the hilt will make the weapon much easier to control.

It’s important to remember that weapons (especially melee weapons) aren’t particularly heavy. When we’re talking about something like a greatsword, it’s going to weigh less than your house cats. It will weigh significantly more than a sword or bastard sword. But, if there’s one takeaway, it’s that swords, axes, and the suite of other melee weapons, are all light enough to use all day. They’re light enough to carry for miles as you travel to the battle, and light enough to kill people for hours at a time. A truly heavy weapon will wear its wielder out before they even reach the front lines. Carrying a forty pound greatsword to battle would see your soldiers arriving already fatigued, and they’d be exhausted before the battle’s first hour had passed. (In fairness, your heavy infantry would be carrying that much weight in their armor, but they’d also have extensive conditioning. And, unironically, when you do see the weight inflation of weapons in fiction, you almost always see similar degrees of inflation for their armor; So you end up with situations where your character’s weapons and armor weigh more than they do. There’s issues here.)

So, being able to hold a weapon with both hands will make it significantly more stable, and if your hands are separated by any significant distance, that will also help with leverage (which further improves stability.) These both improve precision and control.

This is part of why modern handguns are two handed weapons. They’re remarkably lightweight, usually under 2lbs. However, your off-hand will help stabilize your grip, dramatically improving your accuracy. (It also helps deal with recoil, which is an entirely separate discussion.)

There is a point with an extremely light and fast weapon, where you don’t get any significant benefit from an off hand. The examples that come to mind are knifes, foils, and rapiers. In these cases, you have a weapon that can be easily controlled by a single hand, and trying to two-hand it would only slow you down. Frequently, these kinds of weapons have grips that aren’t designed to accommodate a second hand, which further limits your ability to two-hand them.

So, it is, kind of, the weight. But, that’s almost more of a byproduct, most two handed weapons are still light enough that you could potentially use them in one hand. The important question is how well you can control it with one hand, and whether you need your second hand to stabilize and guide it.

-Starke

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Q&A: How do we Define Two Handed Weapons was originally published on How to Fight Write.

Hello, I could have sworn you’ve answered this already, but I can’t find the post, so I’m asking anyway. Is there any validity to the weapons triangle from Fire Emblem? Swords have advantage against Axes, Axes have advantage against Lances, Lances have advantage against Swords. I understand that reach is very important so Lances “beating” Swords makes sense, but I feel like the other two are arbitrary.

I know we’ve touched on this in the past, but it’s probably been years. The answer is, “kinda, sorta, not exactly.” These kinds of simple triangles tend to be more about gameplay, and less about reality.

There are specific weapon priorities. A classic example is polearms offering an extremely effective counter to cavalry. Historically, cavalry dominated forces frequently had serious difficulty when fighting against foes who prioritized spears as their main infantry units. Similarly, cavalry are extremely effective against most melee infantry. So we have two parts of a triangle… except, it doesn’t really close. Sword infantry doesn’t dominate polearm infantry. You can bring archers into the mix, and they will be more effective against unshielded infantry than shielded infantry. Your sword infantry are likely to be using shields, while your spear users are less likely to be doing so (though, this isn’t always going to be the case.) So, you start to have a four sided priority “triangle.” Except it doesn’t work that way, because your shielded infantry is going to get stuck in the tarpit of frontline melee, so, if the archers are significantly behind the lines, they’re more vulnerable to skirmishing cavalry, not the infantry they’re less effective against.

Oh, right, and those spear infantry that are so effective against cavalry? The best tool to deal with them is, ironically, cavalry. Get the polearm fighters tied up in melee with friendly infantry, then get your skirmishing cavalry around behind them, and charge into their rear. (This is why protecting your flanks and keeping skirmishers from getting behind your front lines is so important. Once you have skirmishers, especially fast moving ones, loose behind the lines, it’s over.)

If the above borders on impenetrable, that’s why many games use much simpler triangles. It’s not replicating reality, but it is replicating the concept that certain kinds of units serve different functions, and a battlefield is about getting different units to operate in tandem with each other.

A famous quote from Sid Meier holds that, games are about making a series of interesting choices. That’s the point of the triangle. It’s turning strategy into a game of Rock, Paper, Scissors.

Without any kind of priority, it’s very easy to create mono-unit forces that will steamroll anything in their path. Ironically, some of Sid Meier’s Civilization series are guilty of this. But, I’m also specifically remembering the armies of six Terminator squads, with Assault Cannons in one of the Dawn of War expansions. (I don’t remember which one had no recruitment limits, it’s not Dark Crusade.)

Introducing priority systems (even if they’re a natural interaction of unit stats) can go a long way towards forcing players to make “an interesting decision,” when assembling their army. It’s not enough to just load up on super heavy infantry, or cavalry, and roll the map without a second thought. Now you need to consider what enemies you’re going to face, and set up your army accordingly.

The irony is that, Sid Meier’s advice works for writing. Stories are a series of interesting choices made by your characters. The idea of a triangle is simple, but it’s also good advice for building your characters, if your character excels against one kind of foe, it stands to reason there are other threats out there they’re unprepared for. If your character is some kind of hotshot cavalry officer, putting them in a jungle fight would be an absolute nightmare. If your character is an archer, putting them in an overrun fortress, fighting to escape in close quarters, really plays against their strengths.

Triangles may be simple, but they are an abstract concept you can adapt for your writing.

-Starke

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Q&A: What You Can Learn From Weapon Triangles was originally published on How to Fight Write.

How feasible would throwing knives be in such a scenario in real life? In D&D for example, the dagger can be used both as melee and as short-range thrown weapons, but I suspect throwing knives is an entirely different skillset from shanking and stabbing and cutting throats so most knife fighters might not be any good at throwing them. To say nothing of the danger in giving up your weapon for only a chance to score a hit.

znorton

About as viable as they are in D&D (assuming your DM isn’t giving you an infinite supply of knives and forgetting that you’re handing out murder party favors.)

So, the D&D problem is that dagger doesn’t do much damage. They’re something in the range of 1d4+Str, which is marginally better than just punching someone. If you have Weapon Finesse, you’re going to be using the exact same stat block to fight in melee or throw them, so it’s effectively the same skill. You can’t throw one without provoking an attack of opportunity. So, realistically, you get a single 1d4 attack against an enemy at range, and afterwards you no longer have a weapon.

Yeah, that sounds about right. You might get lucky throwing a knife, but you’ll probably hit with less effectiveness. Unlike in D&D, throwing a knife accurately is an entirely different skill from stabbing someone. There’s overlap in understanding anatomy, but being able to reliably put a knife where you want it is very different if you’re still holding the weapon.

Of course, if you throw your weapon, you no longer have your weapon. And, if you throw your weapon and one of your foes retrieves it, they now have a weapon. In fact, it’s entirely possible to accidentally arm your enemies with this tactic. Sort of like an incredibly aggressive version of Santa Claus.

The major difference is that you could potentially kill (or at least seriously injure) someone with a thrown knife, which isn’t a danger in D&D, as the rules are written. This also applies even more if you’re still holding onto the blade, as a knife can be quite lethal in experienced hands, though not so much in D&D. In order to make a knife an effective weapon choice in that game, you’ll need a mix of class features (mostly sneak attack, though there are some other avenues) and feats. Without that, the dagger will likely remain the weakest weapon your character has proficiency in.

As I mentioned in an earlier post, in the real world, as a primary combat weapon, the knife is very limited. It’s effective as an ambush tool, for parrying, and as a close quarters opportunistic option, but it’s not a good weapon to base your entire combat style around, because it’s far too easy to “hard counter.” Against aware enemies armed with conventional infantry weapons or sidearms, your knife fighter is screwed. (As a reminder, I mean, axes, swords, spears, ect. Not guns, though, again, if you bring a knife to a gunfight, that’s not a wise choice.)

The irony with the D&D example is that they’re two completely different roads to the same point. The dagger is a poor front line combat option in both cases, and a poor ranged weapon, but the logic isn’t the same.

-Starke

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Q&A: Throwing Knives: A Limited Tool in Both D&D and in Reality was originally published on How to Fight Write.

Have the fight in a narrow alley, a small room, or any other setting where it’s impossible to effectively swing a greatsword. You can grab a greatsword by the blade and shorten its arc, but that’s awkward at best and the knife will be more agile in that situation.

sonneillonv

This isn’t how you use a greatsword. Weapons like the Claymore and Zweihander were deployed in regimental formations. That means, greatsword wielders fighting shoulder to shoulder, which starts to illustrate why putting one in a tight alleyway is more beneficial for the sword wielder than your knife fighter. If the space is tight enough it becomes impossible to flank the swordsman unless you come at them from behind.

Similarly, the agility of the knife really doesn’t matter in this situation. I know it’s one of these David and Goliath scenarios that play really well in the romantic mind, but it doesn’t work in a fight. What will actually happen is more akin to the scene in Indiana Jones, where the swordsman comes out, demonstrates his skill with the blade and gets casually gunned down from a safe distance. More specifically, your knife fighter “has a more agile blade,” (whatever that means), but gets run through by the greatsword at a range where they never had a chance to attack their foe. Here’s the problem, your dagger may be more agile, but the dagger user doesn’t magically become more agile because they’re holding a knife.

It’s cute to think about situations where your character can duck under the blade, or climb the walls and drop from above. But, unless your character has superpowers, they won’t be nearly fast enough to execute those kinds of maneuvers. If your character were to try to dodge past the blade, they’d just end up with six feet of steel fatally perforating their body.

-Starke

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Q&A: Followup: Greatswords in Cramped Spaces was originally published on How to Fight Write.

Hi, I’m writing a story where one of the main characters carries a greatsword. I understand swords shouldn’t be heavy by nature (…right?) But what would be the scenario if the OC was super strong and the sword would be heavier than average? Could it be wielded was a broadsword?

You’re correct about sword weights, they’re not particularly heavy. The exceptions to that rule are decorative pieces, not combat weapons. With greatswords you’re probably looking at around 5-8lbs.

Using a greatsword with one hand isn’t a strength issue, it’s an issue with leverage and control. The weapon isn’t especially heavy, it’s simply awkward, and having a second hand on the grip is a massive help in controlling the blade.

It probably should be mentioned that greatsword not a historical term. The weapons we class a greatswords today, such as the German Zweihander and Scottish Claymore were distinct weapons. Now, in a fantasy setting, this isn’t an issue, you can define the greatsword as a very specific weapon type (and many writers do), but it’s worth remembering that wasn’t a term. I can’t even find an academic entomology of, “greatsword,” which makes me think the word only dates back to the late 20th century.

Similarly, broadsword is a term that kinda means whatever the author wants. I’ve seen everything from a gladius, some variants of arming swords, a falchion, and even some saber variants called broadswords. In fact, the Claymore was described as a broadsword in literature of its era. The term is not precise, and all it really means is that the sword has a broad blade. Outside of something like the estoc, I suspect most greatswords would also be broadswords.

Now, I suspect you mean some variant of longsword, though, again, longsword is not a historical term. This gets into larger discussion, I don’t think you really signed up for, about how modern antiquarians (mostly in the late 19th and early 20th centuries) heavily segmented and categorized the various types of swords throughout history, and then fantasy authors (and also quite a few game designers) have served to standardize that terminology. It’s not a problem until it is, and unfortunately, the broadsword is one of those awkward moments when the whole thing starts to fall apart.

So, if you’re looking at the idea of a character being strong enough to use a greatsword like a longsword? The answer would be, “Kinda, sorta, not exactly.” At the risk of sounding like game advice, the sword isn’t really a strength weapon. You have a razer blade that is somewhere between three and six feet long. Your goal is to preserve that edge to the best of your ability. Just sinking your weapon into someone with as much force as possible is axe work. You want to open them up and take them apart. That means cutting, and slicing, not hacking. You can do that with one hand, but it will be much easier to get that precision when you have both hands on the weapon.

Notice that I did not say both hands on the hilt or grip. Some strikes (Called: “Half-handing”) involve gripping the flat of the blade above the guard, for more precision in a thrust. The user is sacrificing reach for control, and can deliver a lot of force on a very precise point while doing so.

It’s also worth remembering that if you have a sword and your opponent has plate armor you’re not hacking through that. A sword wielder needs to work around their enemy’s armor. They need to find gaps and weak points. They can’t just bash their way in. Attempting to do so will damage (or destroy) their blade. (Note: there is a technique which appears in some surviving training manuals where the swordsman will grip the flat of the blade with both hands and beat on their opponent using the guard or pommel. So, there is an exception to the above statement.)

Now before someone says, “not all swords,” they’re correct. Swords evolved into many highly specialized variants. Ironically, there are swords deigned to deliver a lot of brute force into the target, such as the previously mentioned falchions. The greatswords are highly specialized variants. They’re designed to keep enemy combatants at a safe distance while dispatching them. If you’re armed with a longsword (or something shorter) you do not have any tools to effectively counter a greatsword.

If you have a character using a greatsword, they can take a hand off the weapon and still use it one handed. It’s not a strength question. They simply have no leverage, but they can still swing it, they can keep someone at blade point. They’ll just be less effective than if they were still holding it with both hands.

-Starke

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Q&A: Using a Greatsword With One Hand was originally published on How to Fight Write.

Is it really possible to jump in front of someone being shot like a shield and take the bullet? This keeps happening in fiction but I always wonder how it’s possible because no one can outrun a bullet. Or is it possible because these characters aren’t attempting to outrun a bullet that’s already fired, but moving in front of the target ahead of the shot, or perhaps idk the jumping in front actually causes the shooter to choose that moment to shoot?

No. There’s a lot of reasons you cannot do this, and they combine together. That said, there is a very specific truth mixed in, which you will see with any competent security detail.

So, the first problem has less to do with the speed of the bullet and more to do with your own brain. This may sound a little strange at first, but you can’t see the world around you right now. Literally, as you’re reading this text, you’re not seeing the world that exists in this moment, you’re seeing snapshot of the world from about 100ms ago. Similarly, you cannot hear the world that exists right now. The things you hear happened roughly 50ms ago. (Don’t take these numbers as absolutely correct because there is some variance between individuals, and I’m also relying on my memory for the sound processing time, so, I could be off by a bit.)

Processing visual data is an extraordinarily complex process. It’s taking data from the rods and cones at the back of your eye and turning that into a picture. It’s also not particularly concerned with being accurate. Everything you see is upside down, your brain flips it. Similarly, you can always see your nose (unless you are extremely walleyed.) Your brain takes that data and intentionally edits around it. All of this comes with a neural cost. It cannot be done instantaneously. So, what you see was the world 1/10th of a second ago. This is not a terrible tradeoff for having vision that can identify objects by outline without needing motion to track your environment. This also means your brain ejects visual data that it doesn’t think is relevant, but that’s a different discussion. (Incidentally, your brain playing fast and loose with data is why you think sight and sound line up. It’s literally your brain screwing with your perception of time. It has a purpose, because it means you can use sight and sound together and can create redundancy in the event that one sense is partially impaired, but your brain is lying to you.)

Technically, there’s a little more time behind what you see and what actually exists. It takes time for light to bounce off of an object and travel to your eye. When we’re talking about close ranges (like within the same room), the speed of light is so high that the travel time is an academic detail at best. This does become relevant when you’re observing objects at great distance. For example, the light you see bounced off the moon hit the lunar surface over a second ago. When you’re looking at Jupiter through a telescope, you’re seeing the planet as it existed 30-50 minutes ago. When you start getting into interstellar distances, then you’re looking at years of travel time. But, as I mentioned, this isn’t relevant when you’re in the same zip code.

If you’re curious, the sunlight you see is about eight minutes old. That’s the travel time from the Sun to the Earth.

Sound travels at 343m/s. Ironically, I can’t quote C from memory, but speed of sound I remember. This is important because many firearms use supersonic ammunition. A 9x19mm cartridge will hit its target before you hear the gunshot. (Assuming both you and the target are at the same distance from the gun. If you’re holding the gun, you’ll hear it first.)

So, let’s crunch a few numbers for a second. That 9x19mm bullet leaves the barrel traveling at roughly 380m/s. If your shooter is 20 meters from their target (so medium pistol range), it will hit the target in ~53ms. It will take ~58ms for the of the sound of the gunshot to reach the victim. It takes ~50ms for the bodyguard to process that they heard the gunshot, meaning that by the time their brain processed that data, it’s been over a tenth of a second since the gun was fired, and 55ms since the bullet struck its target. It could be half a second from the gunshot before they can even react if their reflexes are excellent.

It’s not that you can’t outrun a bullet (you can’t, but that’s beside the point), it’s that by the time you realize the gun has been fired, it’s already hit its target, and your brain is playing catch up.

The situation is a little more complicated with sniper rounds, but it’s a similar story, the bullet has already hit the target before you hear the gunshot (or the crack of the bullet breaking the sound barrier, if it’s far enough away that you can’t hear the original gunshot.)

The truth is, you cannot preventatively react to a gunshot. You can react after it has occurred, but your brain cannot process information fast enough to respond before the event is over.

That should pretty thoroughly shut down the idea of someone leaping into the path of a bullet, but we’re not done.

Usually when you have the cliché of someone diving into the path of a bullet, they’re sacrificing themselves to save the other character. Here’s the problem, that 9x19mm example above? They put a round down range and somehow, someone gets in the way. What happens next is that the bullet passes through the unintended victim, and probably still hits the intended target (with somewhat less kinetic force.) Bullets do not care about your heroic sacrifice and will continue traveling until they get bored and bounce off a bone.

So, I said there was a specific truth in this. It’s not jumping into the path of the bullet. It’s the way a competent security detail will create a wall of meat. Meat that is wearing body armor rated to take incoming handgun fire. But they mean it when they say their job is to take a bullet for their protectee. The critical part of their job is identifying any threat before the gunshot, by then, it’s already too late.

A fairly obvious perk of body armor is that if it will stop a bullet intended for the wearer, it will also protect anyone standing behind them.

Most of the time, a competent security detail will be on alert for any sign of a threat when moving through unsecured areas. Ideally they will want to keep the protectee moving, and not linger anywhere that hasn’t been secured, though circumstances may not allow for that. If given the opportunity, they will place themselves between any potential threat and the protectee. So, for example, they would place themselves between the protectee and a crowd (even a crowd of fans or supporters), if they have the option. (In some cases they will not have that option.) In the event of an incident (whether that’s an attempt on the protectee’s life), their priority will become to extract the protectee to safety. They will close around the protectee, shielding them from potential gunfire with their armor. Exactly what is considered safe may vary, but reasonable bet that they’re moving the protectee to their transportation and getting out of there.

There is a very dark version of this: Crowds will soak gunfire. It’s not 100% reliable, some rounds could get through, but it’s better than being out in the open. If your character has absolutely no qualms about civilian casualties, they can use a crowded area as a shield from gunfire. Those rounds will punch through a couple people, but a densely packed area can be an effective barrier. It’s kind of the opposite of what you’re asking, because your, “victim,” is intentionally putting others in the path of the bullets intended for them, but it is an effective tactic. Moving with the crowd as people scatter and disperse can also be a way to lose pursuers. With a sufficiently ruthless character, it’s even possible that once they’re in the crowd, they may fire a few shots to get people scattering and create chaos. Either to expose and eliminate their pursuers, or to cover their escape.

The cliché about diving into the path of a bullet survives because it’s visually dynamic, and dramatic. (In theory) it’s dramatic for a character to die while saving the life of another, but this incarnation is extremely artificial, and more than a little silly.

So, can you dive into the path of a bullet? Not intentionally, and even if you did, the bullet would probably punch through you and hit the intended target anyway.

-Starke

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Q&A: Diving into the Path of a Bullet was originally published on How to Fight Write.

I have a character who is a skilled warrior (guard for the royal family’s children) and was born without their left arm. They mostly fight unarmed, however, I don’t think that would be super effective against someone with a sword. Are there weapons that someone could use efficiently with one arm?

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“They mostly fight unarmed?” I think I see what you did there.

You’re correct that an unarmed fighter would be at a significant disadvantage when going up against someone armed with a sword, or anyone with an extra arm they can use to strike with while parrying an incoming blow.

The hard thing with questions like this stems from a misunderstanding about combat. Combat isn’t about being, “good enough,” it’s about leveraging any advantage over your foe.

A sword vastly increases one’s reach and lethality. As we’ve mentioned before, reach is an incredibly important part of combat, but is frequently overlooked in entertainment. If someone can kill you at a distance where you cannot respond, you have no path to victory.

You’ve heard the cliché of bringing a knife to a gunfight, and that’s because of range. The problem is, while it’s a less extreme example, bringing a fist to a swordfight will be just as suicidal.

So, what weapons can someone use effectively with one hand? Well the sword comes to mind immediately. Most swords are usable one handed, even the large two handers, such as the zweihander or claymore. The two-handers will be more awkward in a single hand, but they are usable.

Competitive fencing is no stranger to one armed duelists. Particularly with weapons like the rapier or foil, your off-hand is primarily used for balance, and a one-armed fighter, who can adjust to their lack of an arm, is not at any real disadvantage.

In fact, loss of the non-dominant arm in fencing is not enough to make someone eligible for the Paralympics. As far as Olympic and Paralympic rules are concerned, a one armed fencer is not considered disabled. There are even a few very successful examples, such as the elusive Al Snyder, who was the 1944 US National Foil Champion. From what I can understand, he lost his right arm to a shotgun blast as a child, and took up fencing in college (at Stanford) with an exceptional competitive record.

It’s been less than two months since we last mentioned Götz von Berlichingen, but if we’re on the topic of one armed soldiers, he is an important example.

If all of this sounds unusually positive, I do have an issue, and it’s a big one.

(guard for the royal family’s children)

I have absolutely no problem seeing someone like this as a swordmaster or master at arms. I could see someone like this training members of the royal family in the use of the sword. Possibly even see them as the commander of the palace guard. It would depend on personal history, but these are all (conditionally) plausible.

As a minor nitpick, I think it’s more plausible if they lost their arm in combat, rather than as a congenital defect, simply because that would smooth the line for how they got into their position. It makes a lot of sense for a member of the royal family to keep someone around who’s been their trusted personal guard for the last 30 years, and lost an arm defending against a failed coup a decade back, while moving them into a position where they’re still as valuable. It makes less sense for the master of the guard to look at a one armed kid who wants to sign up, and say, “yeah, we’ll take you.”

The problem is the job itself. It’s not that I don’t think the character can fight. It’s that I know they cannot open a door behind them while keeping their weapon trained on the assassin who just burst through the window.

That may sound petty, but it’s the tip of an iceberg. You have a character who cannot use their off hand to take any action while they have their weapon drawn. (Because the off-hand doesn’t exist.)

The example above is one of the more glaring issues: They cannot open a door or operate any machinery without putting away their weapon. In a situation where seconds matter, that could easily be fatal for the children. Relying on the children to keep their cool during a crisis is an incredible gamble.

Similarly, when faced with an opponent armed with a shield or parrying dagger, they are in extreme jeopardy. If their strike is blocked or deflected, they have no defense against a riposte. This is not a consideration in fencing, because, in a sport environment, competitors have standardized equipment, and rules designed to ensure a fair match. None of this is true when your character is in an actual battle (or fending off assassins.)

Now, if the question is, do I think a sufficiently hardened one-armed swordfighter could safely dispatch a four limbed assailant? Yeah. Absolutely. However, assigning them as the personal bodyguard (no matter how good they are) would be irresponsible for several reasons.

First, that door example means they can’t evacuate the children from a dangerous situation without dropping their guard. This is more universal than the specifics would suggest.

Similarly, they can’t carry an injured child to safety and open doors on the way. Realistically, that’s a much more pressing concern. It’s unlikely that the royal children are presented with attempts on their life on a regular basis. However, the risk that one of the kids is injured by… anything, and incapacitated is a real danger.

Those kids are not just kids. In a, hereditary monarchy, they are simultaneously, and incredibly valuable diplomatic resource, and the continuity of government. Only giving them a single guard collectively, no matter how many limbs they have, is extremely concerning.

Again, I could see a one-armed veteran guard acting as the head of their security detail, but that would be talking about your character having a squad of guards at their command, not simply being, “their personal guard.” Particularly, if your one-armed character is (almost) always accompanied by a subordinate.

So, what could the use? A sword. But, that’s not the biggest issue here.

-Starke

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Q&A: The One Armed Bodyguard’s Greatest Foe: Doors was originally published on How to Fight Write.

my character is just too nice and soft to fight but she learned how to use a bow, is this realistic?

This is fairly normal. Especially with archery, though it can be true with any martial training. Not necessarily the “nice and soft,” part, that’s optional, but many people train with weapons or in martial arts for recreation, and not because they’re planning to use the weapon in a combat setting.

I’ll use myself as an example here. I took archery classes as a teenager because I was working towards a merit badge. I had (and still have) no interest in using a bow for hunting or combat. In a modern context, it’s still a very limited weapon, so most people who learn to use them aren’t going to be planning use them outside of a range.

Bow hunting and fishing are sports, because of the added difficulty. You don’t take a bow out and hunt large game because you want to be efficient, you do it because you want the extra challenge. Bows require you to be much closer to your target, so you need to get there undetected.

Now, supposedly, there is a flavor difference between bow killed venison and firearm killed. I can’t comment on this with authority, as I’ve never experienced that difference personally.

There’s nothing wrong with saying your character’s personality would be incompatible with combat, however, if you’re going that route, asking them to then kill someone would be fairly traumatic. There is a big difference between learning how to operate a bow, and using it to kill someone.

It’s also worth remembering that knowing how to use your weapon is only one component of combat training. You need to be able to shoot straight, but, especially with a bow, you need to understand how to fight. You’re talking about a weapon that is nearly silent, but has very limited range, very bulky ammunition, and has a long delay between shots. If you don’t know exactly what you’re doing, you’re not going to achieve much.

So, while it’s possible for someone to learn how to use the bow, even though they’d never consider going into combat, that training doesn’t mean they can instantly turn into a badass without warning. They would know how to use the weapon, but not how to manage living targets, and their mindset would be working against them the entire time.

-Starke

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Q&A: Combat is About More Than Your Weapon Training was originally published on How to Fight Write.

How would you go about writing a fictional agency, the one no one is supposed to know about. Things like the members, advisers, the place, etc.

So, before I get started, the process I’m about to detail isn’t, exactly, how I’ve gone about this in the past. Usually when setting up government agencies, I have a pretty solid idea of what it’s doing, and how it works before I start trying to nail down anything else. In some cases, I’ve let background details remain undefined because I’m confident they won’t become relevant and I’m not planning on revisiting that setting.

When you’re setting up background elements in your worldbuilding, you need to decide when something is important enough to dig into, or when you can just prop up a façade and let it ride.

So, with that in mind, you want by asking a few questions. It’s a little difficult to predict which will be most useful without detailed access to your worldbuilding. So you may want to think about related topics.

How secret is the organization? This is a much wider range than you might first think. There’s an entire spectrum between an organization which is technically public but not widely known, and one that is completely off-book.

An example of the former would be the DIA. Ironically, I remember seeing a YouTube comment from someone who assumed that appearances of the DIA in Fallout 4 were referencing the CIA. That’s incorrect, it is in fact the Fallout universe’s version of the Defense Intelligence Agency. The DIA is part of the DoD, and responsible for managing military intelligence. Where the CIA has more of a, “big picture,” approach to intelligence, the DIA is primarily concerned with military threats.

The DSS is another another American example. This is the Diplomatic Security Service, and it protects various diplomatically important individuals (both foreign and domestic) who don’t qualify for Secret Service protection, but still require dedicated protective details. This includes US Ambassadors. They don’t get Secret Service, they get DSS.

Again, both of these are real agencies, and you may have been unaware of their existence. There are a lot of agencies like this, which you’ve never heard of, and if someone pulled out a badge, you’d be left scratching your head going, “who?”

There are agencies that are (or were) classified, and their existence denied. The NSA is a high profile example of this. The Agency was originally founded via a classified memo from President Truman, and as a result the Agency’s existence remained a secret for decades.

Finally, there are real, “off-the-books” agencies. A defunct example which already appeared in this post would be the Bureau of Secret Intelligence. This was founded by Secretary of State Robert Lansing in 1916, to provide the State Department with a covert office to investigate information the State Department obtained and coordinate between the Secret Service, FBI, and the Post Office’s Inspection Service. I say it’s already appeared, because this group would become the Office of Security, which in turn would become the modern DSS. Much like the NSA, the DSS’s origins are more covert than its current incarnation, it’s simply undergone name changes, and restructuring, along the way.

This is all without getting into the range of agencies going rogue and dropping off the face of the earth. I’m sure there may be some historical examples, but I’m not aware of any off hand. Though there are plenty of examples of organizations shutting down only to open up under a new name shortly afterwards.

If your agency is still official, then you don’t need to wonder how it continues operating. Even if it is classified, your agents would probably carry identification for their unclassified parent agency. They’re still official in some capacity. If you’re looking at rogue agents, they probably don’t have that luxury.

If an agency is official, you should start to have an idea of what career paths would be necessary for recruiting characters. Depending on what the agency is dealing with, they’d need specialists. If it is a spinoff from a larger agency, then you already have part of this completed, as members will be preferentially recruited from that agency.

Not everyone involved will be fully read in on what’s happening. That’s normal clandestine bureaucracy. There isn’t a huge difference between staff and advisors in that sense. If anything, it’s likely that the agency would take advantage of whatever forensic resources were available without dedicating their personnel to that. (Though, obviously, if they’re working against something that would draw a lot of attention in normal channels, they may need to set up their own resources. For example, if you’re hunting alien infiltrators, you can’t leave an alien corpse with the local coroner.)

Using the US Federal Government again, as an example: It wouldn’t be that strange for an organization tasked with combating supernatural threats to be technically part of the FBI, DHS, or (in the case of something like vampires, werewolves, zombies, and anything else that can infect others), even the CDC. You might even see multiple clandestine organizations working in concert with one another. When your shadowy organization’s agents first show up, they’re just FBI Special Agents, nothing weird here. Importantly, that’s not a cover story, they really are Bureau agents, they just belong to a specialized team.

Ironically, it’s much safer for these kinds of secretive agencies to have a legitimate agency to hide behind. If they did show up claiming to be affiliated with one organization or another, and that was connection was false, that raises a number of problems for them. Claiming to be part of an agency your not is (generally speaking) illegal. And, any routine check into their story would start to fall apart relatively quickly.

The spur of the moment credential legerdemain of the Men in Black (of the films and comic series of the same name) is one of the jokes. Paying attention to who they claim to be affiliated with at any given moment will result in more laughs. The MIBs (much like the urban legends they’re based on) are every bit as paranormal as the extraterrestrials they’re investigating.

In particular, the Men in Black represent a specific kind of paranormal experience where someone on the outside can’t, really, be certain what happened after an encounter. There is potential value in having entities like this in a story, however, thinking of as an “agency,” may be shortchanging their true potential.

Actual claims of encounters with men in black are a somewhat uncommon element in Ufology. Setting aside questions of veracity for a moment, these reported encounters have elements that are difficult to reconcile. Either, there are embellishments, or the entire phenomena needs to be evaluated as something other than simply a “secret agency.” This starts with the MIB having inhuman traits (such a complete lack of hair or no actual facial features, such as lips), or behaving in ways that are similarly impossible, such as speaking without moving their lips, levitating above just above the floor, and telepathy.

With that context, the “flavor,” the films and comics may make more sense. The fictional MIB were designed to be an almost supernatural force just as inexplicable as the beings they policed. With specific comedic elements cuing off the agents’ being oblivious to just how peculiar they’ve become.

Whether you believe in the existence of real men in black, the concept, especially the unreal, and supernatural, elements of these encounters can be useful fodder for writing encounters with strange or otherworldly beings masquerading as government agents or other authority figures. There’s some real meat to work with , but if you want events like that, you don’t benefit from trying to sketch out their organization, or ground it into reality. it a case where less is more. The more your readers can parse out exactly what’s going on, the less threatening the scene will be.

-Starke

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Q&A: Creating Supernaturally Secret Agencies was originally published on How to Fight Write.

Similar to another question you answered, in a private military agency, how old should most of the members be? Also taking in the fact that some of them could also have other former training. (Ex: Navy Seal,)

Ironically, the age range is pretty similar. Most PMC contractors are going either be in their late 30s or 40s, though the reasoning is different.

Why specifically late 30s and 40s? There are two reasons. Most PMCs have mandatory retirement at 49 (at least in relation to their front line contractors.) This means, you’re not going to find many contractors in their 50s. (When you are, you’ll be looking at security consultants, or other non-combat roles.) You’re also not likely to find a contractor under 38. The reasoning here is a little different. If you serve for 20 years in the US military, you will collect a pension for the rest of your life. (This is calculated based on a percentage your highest base pay, so, if you’re getting promoted consistently, there is an incentive to stick around.) If you enlisted fresh out of high school, you’ll become eligible at 38.

Most PMCs would prefer that you have a military background. I’m sure there are some out there that don’t care, or will hire people without, but when you’re talking about front line contractors, it’s simply cheaper to grab ex-military types because they already have the training and experience the job requires.

This means, for most PMC contractors, moving into the private sector is a second career. These are not, generally, fresh faced kids who didn’t know what they were getting into because the company was hiring high school graduates. If they were, the company would need to spend money training them. So why spend that, when the government is already offering that training, and giving people hands-on experience at no expense to you?

As an additional incentive, training each soldier is quite expensive. Estimates vary wildly, but the US military pays somewhere around $50k-$80k to train each soldier. This spread across a lot of different expenses, so it’s not an easy number to peg down. Additionally, there are a lot of non-consumable expenses, such as training equipment. For a private company trying to replicate that degree of training, the costs could significantly higher. Meaning, it’s simply not worth it to hire off the street, and train, when national governments will handle that for you.

The irony is, depending on the PMC, prioritizing vets could extend into specialist roles and administrative positions. For example, if you need a doctor, mechanic, even office workers, you can find ex-military personnel who performed those roles when they served.

When you’re singling out ex-special forces operators, yes, some will end up in PMCs, but they can do a lot better than just hiring on as a PMC grunt, and an ex-SEAL (a real one) is far more valuable than someone with 20 years of Army infantry experience.

At any given time, there are less than a thousand SEALs in the US Navy (normally there should be 768, but I assume the number fluctuates slightly based on available personnel.) That means, if someone tells you they’re an ex-SEAL, they’re probably not. The same goes for any other Tier One special forces groups. There are not a lot of guys out there with those backgrounds, and they have a very desirable skillset. If a PMC is hiring a SEAL, it’s not just going to be so they can add another body to the pile, that’s someone who would be working in a senior position, or in some technical or planning capacity.

The irony is, when you’re looking at special forces, the ages skew down (into the 20s and 30s.) The training for most special forces (such as Rangers or SEALs), is unusually brutal. As you get older, the specific kind of grueling physical activity required of candidates will become more difficult. This is because the training serves a double purpose, it’s not just about training someone, it’s also about identifying those who are suitable for the job. The vast majority of candidates will wash out of these programs, and return to normal military duty. (With the SEALs that rate is roughly 70%.) Of course, once you’re in a group like that, you’ll probably spend the rest of your career there, and the leadership will be made up of people who’ve been there longer than you. Of course, once you hit 20 years in, you have a decision to make, whether you stick around, or leave for the private sector.

-Starke

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Q&A: Character Age for PMC Contractors and Special Forces was originally published on How to Fight Write.

First of all, I’d like to say that your blog is very helpful and contains a lot of resources which I can take my time and throughly read them. I do, though have several questions : 1) I’m writing a fiction novel, which have wars and battles in it. Consider it being a fiction, will people let the fact that my MC (a woman in her 20s) is a colonel and lead troops and hence, enter the army in a young age? 2) Is it possible to have both guns and swords in battlefields? thank you sm

So, taking the questions in reverse order, yes.

Firearms and melee weapons coexisted on the battlefield for over half a millennia. It was only with development of accurate, long-range firearms (particularly the development of rifling), and rapid reload firearms (such as trap door rifles and breach loaders) which ended the use of swords on the battlefield.

Technically, the sword persisted as a badge of office into the early 20th century.

As for making Colonel in her 20s, let’s put that down with some serious question marks. It’s not completely impossible, but it is highly improbable.

In normal infantry ranks, Colonel is the highest non-flag officer rank. This is fairly high up the chain of command, and they wouldn’t answer to anyone short of a General.

There’s a significant military divide between commissioned officers, and enlisted soldiers, with completely separate ranks. Historically, this had its roots in the social split between the nobility and peasantry. Enlisted are the soldiers while the officers command. Elements of that still persist today, and commissioned officers are still expected to be much better educated.

This is the problem, underage enlistment is depressingly common historically. However, underage commissions are much rarer. The only examples I’m aware of off hand are naval warrant officers, where an enlisted crewman took over the duties of one of the ship’s officers, and was granted a temporary commission. At the end of the ship’s tour, the admiralty could decide to permanently commission the warrant officer. It’s not impossible for something like this to happen as a battlefield promotion, but it is extraordinarily rare.

Additionally, promotion to Colonel within that timeframe would be (to put it mildly) a meteoric rise. It’s extremely rare to encounter a Colonel under the age of 40. During wartime, it would be possible to shave a few years off that due to battlefield promotions, but, trying to condense 20 years of commissioned military service into your 20s is a bit much. A character in their 20s would probably a Lieutenant or Captain. They might make it to Major by the time they hit 30, and could reasonably reach that rank if they’d been getting promotions to replace lost superiors, and performing well enough. Getting all the way to Colonel (assuming a modern military rank structure, is seriously pushing it.)

It’s also worth remembering that as you climb through the ranks in the military, the less likely you are to see direct combat. And, as a commanding officer, your colonel is unlikely to see any actual fighting. Their job is to command, not to fight.

So that’s the modern system, it’s worth looking at the history of the term. Originally, a Colonel was the commanding officer for a column. This only dates back to the 1500s, which is solidly in the timeframe of gunpowder and blades. At that point it would also have been plausible for someone in their late 20s or early 30s, with a prominent enough war record to become a Colonel in their own right. Probably by becoming the Lieutenant Colonel (which originally simply meant the Colonel’s Lieutenant), and then ascending to command mid battle if their Colonel was killed. Again, not likely, especially for a younger officer, but it is theoretically possible.

When it comes to reader expectations, it’s a little more complicated, because, it’s historically possible, given what the rank originally meant, however, most readers (if they’re familiar with military ranks) will assume that it’s far less plausible. They’re likely to understand (as I said earlier) that Colonel is a fairly senior rank, and that getting to O6 before you hit 30 is, effectively impossible.

The other major consideration here is that, as I mentioned, the higher rank your character is, the more it shifts their focus. This isn’t a problem, so long as you’re aware of it. If your protagonist is a Colonel your war story is going to skew away from front line combat, and be more focused on the strategic planning, logistical limits, battle plans, and adapting when battles don’t go to plan. I really mean, this isn’t a bad thing, but is different.

Similarly, when you’re putting younger characters into positions of authority, the younger they are, the more attention it will draw to their age. When you’re talking about a senior military officer who is unusually young, that will draw a lot of attention, and audience disbelief. If that’s the intent, then, okay. As mentioned, there are ways to justify that. However, it is something you need to be aware of. If you don’t want the focus on her age, then you’ll probably either want her to be older (in her 30s or early 40s), or lower ranked (such a Lieutenant or Captain.) This is even more true if you’re wanting to straddle between the actual front line combat, and strategy, where a lower ranked officer would have a foot in both worlds.

-Starke

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Q&A: Character Age, Military Rank, and Command was originally published on How to Fight Write.

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