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** A similar phenomenon persists to this day, as there are hundreds of different ammunition cartridges. Even the "ubiquitous" 9mm cartridge actually comes in more than half-a-dozen cartridge lengths that are completely incompatible with each other. Short of a few intentionally interchangeable ammo variants (such as the .50 S&W being a low-recoil option for guns designed for the 10MM cartridge) rare is the gun that can fire anything but exactly what it was designed for. Even if you have exactly the same cartridge (in terms of dimensions and primer) it's possible to have varying powder loads. Weaker loads are problematic on semi-automatic or automatic weapons since they may not generate enough energy to cycle the weapon's action, leading to constant jams, while stronger loads can outright destroy a firearm (with [[EyeScream gnarly]] [[FacialHorror side]] [[{{Fingore}} effects]]), or put extra stress on the gun's components.

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** A similar phenomenon persists to this day, as there are hundreds of different ammunition cartridges. Even the "ubiquitous" 9mm cartridge actually comes in more than half-a-dozen cartridge lengths that are completely incompatible with each other. Short of a few intentionally interchangeable ammo variants (such -- such as the .50 40 S&W being a low-recoil option for guns designed for the 10MM cartridge) 10mm Auto cartridge --, rare is the gun that can fire anything but exactly what it was designed for. Even if you have exactly the same cartridge (in terms of dimensions and primer) it's possible to have varying powder loads. Weaker loads are problematic on semi-automatic or automatic weapons since they may not generate enough energy to cycle the weapon's action, leading to constant jams, while stronger loads can outright destroy a firearm (with [[EyeScream gnarly]] [[FacialHorror side]] [[{{Fingore}} effects]]), or put extra stress on the gun's components.

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** The Shadows in ''Halo 2'' and the AA Wraiths in ''VideoGame/{{Halo 3}}'' are also undrivable by the player (unless you take advantage of a glitch).

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** The Shadows in ''Halo 2'' and the AA Wraiths in ''VideoGame/{{Halo 3}}'' are also undrivable by the player (unless player, unless you take advantage of a glitch).glitch.



** In ''VideoGame/HalfLife2'', after you're weapon-stripped, your only remaining weapon gains a weapon-destroying effect itself... which means every weapon dropped by dying enemies is disintegrated before you can grab it to rebuild your arsenal. [[EleventhHourSuperpower Not that you really need to]].
*** The same thing happens at the beginning of ''Episode One'' when your gravity gun is supercharged again. Bizarrely, though, enemies killed by Alyx during that portion of the game also have their weapons disintegrate, even though she wields an ordinary pistol.
** Curiously, while most every other weapon in ''Half-Life 2'' can be used in singleplayer, the stun baton favored by Overwatch cops cannot be - it only functions as a minor energy recharge the few times you can kill someone who drops it. But considering Gordon has [[CrowbarCombatant a perfectly fine melee weapon already]], it's understandable that they wouldn't bother adding it. It later became usable in ''Half-Life 2: Deathmatch'', where it swings more slowly but deals more damage.

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** In ''VideoGame/HalfLife2'', after you're weapon-stripped, the Gravity Gun, your only remaining weapon weapon, gains a weapon-destroying effect itself... which means every weapon dropped by dying enemies is disintegrated before you can grab it to rebuild your arsenal. Not that you really need to, as [[EleventhHourSuperpower Not that you really need to]].
***
the supercharged Gravity Gun is extraordinarily destructive]]. The same thing happens at the beginning of ''Episode One'' when your gravity gun is supercharged again. Bizarrely, though, again.[[note]]This effect is not tied to the weapon itself, but to the script that tells the game that the Gravity Gun is supercharged -- enemies killed by Alyx during that the mentioned portion of the game ''Episode One'' also have their weapons disintegrate, disintegrate when dropped, even though she wields an ordinary pistol.
pistol, and the same thing will happen if you use cheats to enable the supercharged Gravity Gun in any other level.[[/note]]
** Curiously, while most every other weapon in ''Half-Life 2'' can be used in singleplayer, the stun baton favored by Overwatch cops cannot be - -- it only functions as a minor energy recharge the few times you can kill someone who drops it. But considering Though Gordon has [[CrowbarCombatant a perfectly fine melee weapon already]], it's understandable that they wouldn't bother adding it. It later became usable in ''Half-Life 2: Deathmatch'', where it swings more slowly but deals more damage.
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** A similar phenomenon persists to this day, as there are hundreds of different ammunition cartridges. Even the "ubiquitous" 9mm cartridge actually comes in more than half-a-dozen cartridge lengths that are completely incompatible with each other. Short of a few intentionally interchangeable ammo variants (such as the .50 S&W being a low-recoil option for guns designed for the 10MM cartridge) rare is the gun that can fire anything but exactly what it was designed for.

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** A similar phenomenon persists to this day, as there are hundreds of different ammunition cartridges. Even the "ubiquitous" 9mm cartridge actually comes in more than half-a-dozen cartridge lengths that are completely incompatible with each other. Short of a few intentionally interchangeable ammo variants (such as the .50 S&W being a low-recoil option for guns designed for the 10MM cartridge) rare is the gun that can fire anything but exactly what it was designed for. Even if you have exactly the same cartridge (in terms of dimensions and primer) it's possible to have varying powder loads. Weaker loads are problematic on semi-automatic or automatic weapons since they may not generate enough energy to cycle the weapon's action, leading to constant jams, while stronger loads can outright destroy a firearm (with [[EyeScream gnarly]] [[FacialHorror side]] [[{{Fingore}} effects]]), or put extra stress on the gun's components.
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** The explanation given in ''VideoGame/MetalGearSolid3SnakeEater'', which is set in 1964, is that Naked Snake doesn't trust the reliability of weapons that may have been poorly maintained, instead preferring fresh weapons from armories.

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** The explanation given in ''VideoGame/MetalGearSolid3SnakeEater'', which is set in 1964, is that Naked Snake doesn't trust the reliability of weapons that may have been poorly maintained, maintained (which includes the AK-47 they are carrying), instead preferring fresh weapons from armories.



*** The same thing needs to be done in ''[=MGS3=]'', but you must steal the uniform from a specific officer because you need his security clearance and it just so happens that you have a mask that matches his face. If you wear the mask and talk to Sigint at the beginning of the game, it's heavily hinted at that [[FridgeBrilliance the mask was made to impersonate the exact same officer.]]

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*** ** The same thing needs to be done in ''[=MGS3=]'', but you must steal the uniform from a specific officer because you need his security clearance and it just so happens that you have a mask that matches his face. If you wear the mask and talk to Sigint at the beginning of the game, it's heavily hinted at that [[FridgeBrilliance the mask was made to impersonate the exact same officer.]]

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** ''VideoGame/MassEffect2'': You can't pick up the guns from enemies, you must wait for the weapons to show up lying around on their own somewhere. Once you do find one, however, [[EnoughToGoAround every character capable of using it gets their own copy]].

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** Handled bizarrely in the [[VideoGame/MassEffect1 first game]], where the loot you find is [[RandomDrop random]] and tied to your level, leading to situations where killing street thugs at low level or rifling through the lockers in the backroom of a [[BadGuyBar seedy mafia-owned bar]] lets you find the 23rd century equivalent of cheap Chinese bootleg copies and ''Alliance standard issue'' guns, while at higher levels they start to drop incredibly expensive top-of-the-line weapons. The weapons used by the [[KillerRobot Geth]] meanwhile don't drop because the Geth self-destruct [[GameplayAndStoryIntegration themselves so they can't be reverse-engineered]]. Geth Pulse Rifles are thus a very rare, high-level random drop.
** ''VideoGame/MassEffect2'': You can't pick up the guns from enemies, you must wait for the weapons to show up lying around on their own somewhere. Once you do find one, however, [[EnoughToGoAround every character capable of using it gets their own copy]]. This is [[JustifiedTrope Justified]] in two ways, first, your commando is equipped with state of the art guns and most of the guns used by the enemy are cheap and low-quality, so there's no reason to pick them up outside of very rare cases. Second, 3D fabrication technology is ubiquitous in the setting, and the player's spaceship has particularly fancy variants that can mass-produce enough copies for the whole team (with a [[TakeThat jab]] thrown in to explain why certain GameBreaker guns are exclusive to the player, they're protected by "[[UsefulNotes/DigitalRightsManagement Fabrication Right Management]]" technology).
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Added Goblinslayer.

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* The Goblin Slayer light novels have Goblin Slayer attempt to impose this upon the goblins. He refuses to use magic weapons lest they fall into goblin hands upon his death and every bit of equipment he uses is selected with an eye towards it being useless to goblins. He also forbids anyone he teaches from taking notes lest those notes fall into the hands of literate goblins.
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* ''VideoGame/SystemShock'' does this with weapon-wielding enemies. Enemies with weapons often drop ammunition but they never drop their weapons. Possibly explained by their weapons being cybernetically integrated into them. In the remake of the game some enemies ''do'' drop their weapons on death but the weapons are inevitably broken in the process, making them only suitable for recycling.
* ''VideoGame/SystemShock2'' very slightly downplays it with shotgun-weilding hybrids: they ''do'' have the shotgun on their corpse when killed, but the shotgun will be in the "jammed" state, rendering it unusable. However, it may still be loaded with a shell that can be removed and a player with the right tools and skills can repair it and use it.

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** Installments from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' onwards averts this with arrows. You can pick up enemy arrows that get stuck in the ground before they fade or burn away, and recover your own fired arrows from an enemy if you can see them sticking out of it. Also, two key items -- the Gale Boomerang and the Ball and Chain -- are received by beating the minibosses that use them.

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** Installments from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' onwards averts avert this with arrows. You can pick up enemy arrows that get stuck in the ground before they fade or burn away, and recover your own fired arrows from an enemy if you can see them sticking out of it. Also, two key items -- the Gale Boomerang and the Ball and Chain -- are received by beating the minibosses that use them.



* Many, many FirstPersonShooter games. Nowadays it's less prevalent: the player character can pick up and use enemy weapons. In less modern shooters, however, defeated enemy grunts would often lie as corpses on the ground with their weapon in plain view, but you'd be unable to take it unless they spawned the appropriate weapon/ammo item while dying. As noted above, this isn't necessarily unrealistic.
** Averted in the Granddaddy of them all, ''VideoGame/Wolfenstein3D''. The game starts with the scenario that you take the pistol from a guard you shanked. All enemies in the game either use that same kind of pistol and drop ammo or, in the case of the blue SS guards, drop a different weapon that you can then take and use against them. The exceptions are the bosses, who are all {{Super Soldier}}s wielding weapons you legitimately ''couldn't'' use (i.e. several-hundred-pound [[GatlingGood Gatling guns]], and even then you can get your own version of the same weapon).
** ''VideoGame/{{Doom}}'' likewise averted this trope for the most part in that enemies that actually use weapons (that aren't grafted to their bodies) drop them, though the standard rifle-using zombies only drop ammo. For your pistol. The apparent reason for this is the player's starting weapon was originally a rifle early in development but was changed to a pistol without changing the sprites of the enemies wielding the same weapon.
*** The ''VideoGame/BrutalDoom'' and ''Project Brutality'' mods subvert this somewhat. Killing mancubi and revenants with either explosive weapons (easier, but not guaranteed [[SurprisinglyRealisticOutcome due to the chance of your ordinance mauling said weapon in the process]]), or by killing them with the Chainsaw or your bare hands (Berserk-state only), allows the player to steal and use their weapons. However, they tend to be AwesomeButImpractical, because the only way to get more ammo is to kill more of them in the same specific manner in which you got the weapon in the first place.
*** Same goes for ''VideoGame/{{Doom 3}}'', to an extent. Former humans' guns can be picked up for ammo, as they're the same as yours (even the Commando's chaingun). In fact, the way you get the machinegun if you didn't open the locker at the end of the second level is to grab one off a Z-sec enemy. Though you can't pick up wrenches or additional flashlights from civilian zombies that wield them.
** ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark'' for the N64 avert this trope completely until it comes to dual-wielding. Even if you have one pistol, if you kill a guard also using that pistol, you only get ammo for picking it up - you must find a guard using ''two'' such pistols, kill him, and pick up ''both'' of the dropped weapons in order to dual-wield them.
** Most Tactical Shooters will forbid you from carrying enemy weapons except to take as evidence. The reasons for this are simple: they are either poorly maintained, inferior to what the player character has (an old AK-47 vs a new M4 with accessories like optics and flashlights is a no-brainer), or simply wouldn't make sense for the player character to pick up in-universe.

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* Many, many FirstPersonShooter games. Nowadays it's less prevalent: the player character can pick up and use enemy weapons. In less modern shooters, however, defeated enemy grunts would often lie as corpses on the ground with their weapon in plain view, but you'd be unable to take it unless they spawned the appropriate weapon/ammo item while dying. As noted above, this isn't necessarily unrealistic.
** Averted in the Granddaddy of them all, ''VideoGame/Wolfenstein3D''.
''VideoGame/Wolfenstein3D'' shows a notable aversion. The game starts with the scenario that you take the pistol from a guard you shanked. All enemies in the game either use that same kind of pistol and drop ammo or, in the case of the blue SS guards, drop a different weapon that you can then take and use against them. The exceptions are the bosses, who are all {{Super Soldier}}s wielding weapons you legitimately ''couldn't'' use (i.e. several-hundred-pound [[GatlingGood Gatling guns]], and even then you can get your own version of the same weapon).
* ''Franchise/{{Doom}}'':
** ''VideoGame/{{Doom}}'' likewise averted The series averts this trope for the most part in that enemies that actually use weapons (that aren't grafted to their bodies) drop them, though the standard rifle-using zombies only drop ammo. For your pistol. The apparent reason for this is the player's starting weapon was originally a rifle early in development but was changed to a pistol without changing the sprites of the enemies wielding the same weapon.
*** ** The ''VideoGame/BrutalDoom'' and ''Project Brutality'' mods subvert this somewhat.this. Killing mancubi and revenants with either explosive weapons (easier, but not guaranteed [[SurprisinglyRealisticOutcome due to the chance of your ordinance mauling said weapon in the process]]), or by killing them with the Chainsaw or your bare hands (Berserk-state only), allows the player to steal and use their weapons. However, they tend to be AwesomeButImpractical, because the only way to get more ammo is to kill more of them in the same specific manner in which you got the weapon in the first place.
*** Same goes for ''VideoGame/{{Doom 3}}'', ** ''VideoGame/Doom3'', to an extent. Former humans' guns can be picked up for ammo, as they're the same as yours (even the Commando's chaingun). In fact, the way you get the machinegun if you didn't open the locker at the end of the second level is to grab one off a Z-sec enemy. Though you can't pick up wrenches or additional flashlights from civilian zombies that wield them.
** * ''VideoGame/GoldenEye1997'' and ''VideoGame/PerfectDark'' for the N64 avert this trope completely until it comes to dual-wielding. Even if you have one pistol, if you kill a guard also using that pistol, you only get ammo for picking it up - you must find a guard using ''two'' such pistols, kill him, and pick up ''both'' of the dropped weapons in order to dual-wield them.
** Most Tactical Shooters will forbid you from carrying enemy weapons except to take as evidence. The reasons for this are simple: they are either poorly maintained, inferior to what the player character has (an old AK-47 vs a new M4 with accessories like optics and flashlights is a no-brainer), or simply wouldn't make sense for the player character to pick up in-universe.
them.
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* Used rather infuriatingly in the old Japanese FPS, ''VideoGame/{{Expert}}''. The default weapons you select at the start of each stage (pistol + knife + backup e.g. Uzi, shotgun) are the only weapons you can use. More often than not enemy mooks will be using a firearm you don't have in your arsenal, which you can't use, just because.

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* Used rather infuriatingly in the old Japanese FPS, ''VideoGame/{{Expert}}''. The default weapons you select at the start of each stage (pistol + knife + backup e.g. Uzi, shotgun) are the only weapons you can use. More often than not enemy mooks will be using a firearm you don't have in your arsenal, which you can't use, use or swap with, just because.
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** ''VideoGame/FireEmblemThreeHouses'' has Bohr X, which can reduce the target's HPToOne from a very long distance. It's only wielded by Myson in the final level of the Azure Moon route, and cannot be learned by any controllable character under any circumstance.
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* ''{{VideoGame/Rimworld}}'' initially fully averted this trope but added several aversions with successive updates.
** All clothing and armor worn by someone the instant when they breathe their last, be it on the battlefield or in bed, becomes "tainted". It's still usable, per se, but almost all pawns are grossed out by wearing it and suffer a mood penalty as a result. Traders also will not accept tainted items no matter what, which is specifically why the feature was introduced to nerf the [[MoneyForNothing monetary lucrativeness]] of raids.

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* ''{{VideoGame/Rimworld}}'' initially fully averted this trope but added several aversions eventually embraced it with successive updates.
** All clothing and armor worn by someone the instant when they breathe their last, be it on the battlefield or in bed, becomes "tainted". It's still usable, per se, but almost all pawns are grossed out by wearing it and suffer a mood penalty as a result. Traders also will not accept tainted items no matter what, which is specifically why the feature was introduced to nerf the [[MoneyForNothing monetary lucrativeness]] of raids. Weapons do not become tainted but they also do not sell for nearly as much as their crafting materials to begin with.
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* ''{{VideoGame/Rimworld}}'' initially fully averted this trope but added several aversions with successive updates.
** All clothing and armor worn by someone the instant when they breathe their last, be it on the battlefield or in bed, becomes "tainted". It's still usable, per se, but almost all pawns are grossed out by wearing it and suffer a mood penalty as a result. Traders also will not accept tainted items no matter what, which is specifically why the feature was introduced to nerf the [[MoneyForNothing monetary lucrativeness]] of raids.
** The Royalty DLC turns the above mechanic up another notch with Imperial soldiers, who are universally fitted with death acidifier implants that play this trope entirely straight by outright destroying ''everything'' the soldier is wearing or carrying at the moment of their death in order to deny [[DiscOneNuke early access to endgame-level gear]] for the player. Notably, it is possible to invert the trope by fitting your own pawns with the implant to produce Unusable '''Player''' Equipment, but there's no practical reason to do so. That and the implant only actually kicks in on death; it's perfectly possible to pull everything off of an incapacitated soldier before they bleed out and keep it, you just can't drop an [[{{Antimatter}} antigrain]] mortar shell on their head to expedite the process.
** Biocoded weapons are DNA-locked to the first pawn who equips them. Once this is done, absolutely no one else will ever be able to equip that weapon ever again, making it permanently unusable once the original user dies. For obvious reasons, traders will not accept biocoded weapons that are already bonded, no matter whether the user is still alive or not.
** Persona weapons are artificially-intelligent LoyalPhlebotinum that work similarly to biocoded weapons, but killing the original user will allow the weapon to bond with the next person who equips it, even if the previous user is subsequently resurrected. Also like biocoded weapons, traders will not buy persona weapons that are currently bonded. Only persona weapons with the Freewielder trait can be used and traded without restrictions, as they do not bond with their user at all.
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* ''VideoGame/JonathanKaneTheProtector'' averts this when the titular hero, Jonathan is in play. But there are stages where players are in control of Jonathan's OldFlame and protectee, Jennifer, whose sole weapon is a [[StaticStunGun ranged stunner]] that deals a OneHitKO on mooks but is predictably slower than bullets. Due to Jennifer being unwilling to take any lives (despite the mooks being ''terrorists'') she cannot collect firearms from unconscious enemies, relying entirely on the stunner in every level starring her.
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** Major antagonists often have unique personal weapons that cannot be acquired in normal gameplay. While most can be acquired in post-game, bonus, or spinoff material, the [[VideoGame/FireEmblemTheBlazingBlade Ereshkigal]], [[VideoGame/FireEmblemRadiantDawn Creiddylad]], [[VideoGame/FireEmblemThreeHouses Circe Staff]], [[VideoGame/FireEmblemHeroes Valaskjálf, Élivágar, Hreiðmarr]], and [[VideoGame/FireEmblemWarriors Risyl]] have never been obtainable under any circumstances.

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** Major antagonists often have unique personal weapons that cannot be acquired in normal gameplay. While most can be acquired in post-game, bonus, or spinoff material, the [[VideoGame/FireEmblemTheBlazingBlade Ereshkigal]], [[VideoGame/FireEmblemRadiantDawn Creiddylad]], [[VideoGame/FireEmblemThreeHouses Circe Staff]], [[VideoGame/FireEmblemHeroes Valaskjálf, Élivágar, Hreiðmarr]], and [[VideoGame/FireEmblemWarriors Risyl]] have never been obtainable under any circumstances.
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* Rather odd example in ''VideoGame/DUSK12''. You play as two characters, the Special Forces operative Lieutenant Andrey who ''can'' use different firearms collected from slain enemies, but your ''other'' character, Gorin, is a muscular SuperSoldier who relies entirely on his bare hands, where he kills several gun-wielding enemies and leaves their weapons behind with no way of collecting them. You'd assume Gorin has an aversion to firearms, until the final stage have Gorin grabbing a Mini-gun and using it to rain hellfire.
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Bonus Boss was renamed by TRS


* Harebrained Schemes' ''VideoGame/{{Battletech}}'' normally averts this, but plays it straight with the equipment carried by Story Mode's FinalBoss and many {{Bonus Boss}}es added in the expansions' Flashpoints -- [[spoiler:Victoria's King Crab and its pulse lasers cannot be salvaged, the Steel Claw cannot be salvaged (only obtained from one outcome of the Flashpoint), the 'mechs in Head Hunters cannot be salvaged (though much of their equipment, luckily, can), and all the 'mechs and the vast majority of equipment in Natasha Kerensky and The Bounty Hunter's lances cannot be salvaged either, especially all their [[BoringButPractical Double Heat Sinks]].]]

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* Harebrained Schemes' ''VideoGame/{{Battletech}}'' normally averts this, but plays it straight with the equipment carried by Story Mode's FinalBoss and many {{Bonus Boss}}es {{Superboss}}es added in the expansions' Flashpoints -- [[spoiler:Victoria's King Crab and its pulse lasers cannot be salvaged, the Steel Claw cannot be salvaged (only obtained from one outcome of the Flashpoint), the 'mechs in Head Hunters cannot be salvaged (though much of their equipment, luckily, can), and all the 'mechs and the vast majority of equipment in Natasha Kerensky and The Bounty Hunter's lances cannot be salvaged either, especially all their [[BoringButPractical Double Heat Sinks]].]]
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For whatever reason, the player is not allowed to pick up and use the weapons, ammo, and equipment of fallen enemies. Instead, he must either find the same weapons and equipment lying around by themselves or simply can't reality pick up weapons at all outside plot events that give them to him. Often this doesn't extend to ammunition; once the player has a gun, enemies with the same gun may well start dropping ammunition for it.

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For whatever reason, the player is not allowed to pick up and use the weapons, ammo, and equipment of fallen enemies. Instead, he must either find the same weapons and equipment lying around by themselves or simply can't reality pick up weapons at all outside of plot events that give them to him. Often this doesn't extend to ammunition; once the player has a gun, enemies with the same gun may well start dropping ammunition for it.
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** Another issue is that the primary purpose of said lockout systems as far as police are concerned is to prevent someone from taking a gun from a cop and immediately turning it back on them. Most workable schemes either rely on the weapon being unlocked until put away or relying on the proximity of some sort of signal - neither of which helps to prevent someone from grappling with a cop and shooting them with their own gun at point-blank range, which is the scenario that the police are trying to avoid. The most practical solution to date has not involved modifying the actual weapons at all, but instead on designing a holster that is shaped so that trying to pull the weapon out is difficult and awkward unless you are the one wearing it. Of course most police forces around the world have an even simpler solution - when they carry guns, they aren't loaded.

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** Another issue is that the primary purpose of said lockout systems as far as police are concerned is to prevent someone from taking a gun from a cop and immediately turning it back on them. Most workable schemes either rely on the weapon being unlocked until put away or relying on the proximity of some sort of signal - neither of which helps to prevent someone from grappling with a cop and shooting them with their own gun at point-blank range, which is the scenario that the police are trying to avoid. The most practical solution to date has not involved modifying the actual weapons at all, but instead on designing a holster that is shaped so that trying to pull the weapon out is difficult and awkward unless you are the one wearing it. Of course most police forces around the world have an even simpler solution - when they carry guns, they aren't loaded.loaded (this is not quite the "duh" solution it looks like, since they're also a whole lot less likely to need their weapon ready at a split-second's notice the way American police officers often would).
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* ''VideoGame/ShadowGuardian'' have GatlingGood mooks whose weapons can damage you to devastating effects, but if you kill them, you ''can't'' use their weapons. Justified, because you're an AdventurerArchaeologist who spends most of the game climbing ledges and hanging off cliffs - the Gatling gun would be too heavy and bulky for you anyway.
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*** Some enemies ''do'' in fact drop weapons that you can pick up and use, ranging from simple clubs to a BFS that's more than ''twice the length'' of Link's body. However, you can't store them in your inventory and drop them if you leave the area.

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*** Some enemies ''do'' in fact drop weapons that you can pick up and use, ranging from simple clubs to a BFS {{BFS}} that's more than ''twice the length'' of Link's body. However, you can't store them in your inventory and drop them if you leave the area.

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[[/folder]]

[[folder:Action Game]]



* The ''VideoGame/QuestForGlory'' series was notorious for this trope. Even if you were equipped with only a dagger and leather armor, and you just killed dozens of enemies carrying scimitars, spears, maces, scale mail, shields, ball and chains, etc. they would invariably be too 'damaged' or 'worthless' for you to pick up, if the game even acknowledged their existence in the first place. The fifth game finally averts this, though the vast majority of enemy weapons are going to be vendor trash anyway.

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* The ''VideoGame/QuestForGlory'' series was notorious for this trope. Even if you were equipped with only a dagger and leather armor, and you just killed dozens of enemies carrying scimitars, spears, maces, scale mail, shields, ball and chains, etc. they would invariably be too 'damaged' "damaged" or 'worthless' "worthless" for you to pick up, if the game even acknowledged their existence in the first place. The fifth game finally averts this, though the vast majority of enemy weapons are going to be vendor trash anyway.
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** Major antagonists often have unique personal weapons that cannot be acquired in normal gameplay. While most can be acquired in post-game, bonus, or spinoff material, the [[VideoGame/FireEmblemTheBlazingBlade Ereshkigal]], [[VideoGame/FireEmblemRadiantDawn Creiddylad]], [[VideoGame/FireEmblemThreeHouses Circe Staff]], [[VideoGame/FireEmblemHeroes Valaskjálf, Élivágar, Hreiðmarr, Enclosing Dark]], and [[VideoGame/FireEmblemWarriors Risyl]] have never been obtainable under any circumstances.

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** Major antagonists often have unique personal weapons that cannot be acquired in normal gameplay. While most can be acquired in post-game, bonus, or spinoff material, the [[VideoGame/FireEmblemTheBlazingBlade Ereshkigal]], [[VideoGame/FireEmblemRadiantDawn Creiddylad]], [[VideoGame/FireEmblemThreeHouses Circe Staff]], [[VideoGame/FireEmblemHeroes Valaskjálf, Élivágar, Hreiðmarr, Enclosing Dark]], Hreiðmarr]], and [[VideoGame/FireEmblemWarriors Risyl]] have never been obtainable under any circumstances.
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* ''Videogame/BattleZone1998''s normally allows players to hop out of their HoverTank to use a sniper rifle to [[SnipingTheCockpit kill enemy pilots]] and steal their vehicles, which is particularly useful if the player's tank is destroyed behind enemy lines. Part of the DifficultySpike when the [[spoiler: Furies]] show up comes from their ships [[BrainUploading having no pilot]], making them immune to the sniper rifle, and they make a beeline for foot soldiers, turning what was once a minor inconvenience into a death sentence.

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* ''Videogame/BattleZone1998''s normally allows players to hop out of their HoverTank to use a sniper rifle to [[SnipingTheCockpit kill enemy pilots]] and steal their vehicles, which is particularly useful if the player's tank is destroyed behind enemy lines. Part of the DifficultySpike difficulty when the [[spoiler: Furies]] show up comes from their ships [[BrainUploading having no pilot]], making them immune to the sniper rifle, and they make a beeline for foot soldiers, turning what was once a minor inconvenience into a death sentence.
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* Used rather infuriatingly in the old Japanese FPS, ''VideoGame/{{Expert}}''. The default weapons you select at the start of each stage (pistol + knife + backup e.g. Uzi, shotgun) are the only weapons you can use. More often than not enemy mooks will be using a firearm you don't have in your arsenal, which you can't use, just because.
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** Major antagonists often have unique personal weapons that cannot be acquired in normal gameplay. While most can be acquired in post-game, bonus, or spinoff material, the [[VideoGame/FireEmblemTheBlazingBlade Ereshkigal]], [[VideoGame/FireEmblemRadiantDawn Creiddylad]], [[VideoGame/FireEmblemThreeHouses Circe Staff]], [[VideoGame/FireEmblemHeroes Valaskjálf, Élivágar, Hreiðmarr]], and [[VideoGame/FireEmblemWarriors Risyl]] have never been obtainable under any circumstances.

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** Major antagonists often have unique personal weapons that cannot be acquired in normal gameplay. While most can be acquired in post-game, bonus, or spinoff material, the [[VideoGame/FireEmblemTheBlazingBlade Ereshkigal]], [[VideoGame/FireEmblemRadiantDawn Creiddylad]], [[VideoGame/FireEmblemThreeHouses Circe Staff]], [[VideoGame/FireEmblemHeroes Valaskjálf, Élivágar, Hreiðmarr]], Hreiðmarr, Enclosing Dark]], and [[VideoGame/FireEmblemWarriors Risyl]] have never been obtainable under any circumstances.
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* ''VideoGame/{{Gloomwood}}'': The description of the rifles that the Huntsmen carry outright state that they cannot be used by the player or the average human, stating how the rifle was built for the distorted proportions of the Huntsmen. The player can still take out the bullet of the rifle and use it for their revolver. This is averted with the axes they sometimes carry, which can be thrown for minimal damage.
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* ''VideoGame/GhostRecon'' lets you choose a set of weapons at mission start, but you can't use the weapons your enemies drop after you kill them. In ''Advanced Warfighter'', you can at least scavenge the ammo out of them if they're the same caliber as one of your weapons, while ''VideoGame/GhostReconFutureSoldier'' lets you grab dropped enemy weapons as much as you want.

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* ''VideoGame/GhostRecon'' lets you choose a set of weapons at mission start, but you can't use the weapons your enemies drop after you kill them. In ''Advanced Warfighter'', ''VideoGame/GhostReconAdvancedWarfighter'', you can at least scavenge the ammo out of them if they're the same caliber as one of your weapons, while ''VideoGame/GhostReconFutureSoldier'' lets you grab dropped enemy weapons as much as you want.

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** This trope is avoided somewhat in ''VideoGame/TheLegendOfZeldaTheWindWaker''. Some enemies ''do'' in fact drop weapons that you can pick up and use, ranging from simple clubs to a BFS that's more than ''twice the length'' of Link's body. However, you can't store them in your inventory and drop them if you leave the area.
** But effectively played straight with Phantom Ganon's sword, which is only dropped in rooms where there are no other enemies anyway. Which is secondary to the fact that you don't ''want'' to pick it up anyway, since watching how it falls is a puzzle hint.
** Installments from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' onwards averts this with arrows. Much like the ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' example, you can pick up enemy arrows that get stuck in the ground before they fade or burn away, and recover your own fired arrows from an enemy if you can see them sticking out of it.
*** ''Twilight Princess'' further averts this by having two key items -- the Gale Boomerang and the Ball and Chain -- received by beating the minibosses that use them.
** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' plays with this trope a bit. In the fourth dungeon, Ancient Cistern, you obtain a whip which allows you to retrieve items from afar. Unfortunately, it can't temporarily snag weapons from enemies, instead only stealing Monster Horns (for upgrading your equipment) from certain Bokoblins. Later on, the boss of Ancient Cistern ([[spoiler:Koloktos]]) must be defeated by [[spoiler:disabling its limbs, which allows you to pick up one of its [[{{BFS}} swords]] (which are able to ''smash through pillars'') and go buck wild on it. Unfortunately, you can't take the sword with you outside of the boss room.]]

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** This trope is avoided somewhat in ''VideoGame/TheLegendOfZeldaTheWindWaker''. ''VideoGame/TheLegendOfZeldaTheWindWaker''.
***
Some enemies ''do'' in fact drop weapons that you can pick up and use, ranging from simple clubs to a BFS that's more than ''twice the length'' of Link's body. However, you can't store them in your inventory and drop them if you leave the area.
** But effectively *** It's played straight with Phantom Ganon's sword, which is only dropped in rooms where there are no other enemies anyway. Which is secondary to the fact that you don't ''want'' to pick it up anyway, since watching how it falls is a puzzle hint.
** Installments from ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' onwards averts this with arrows. Much like the ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'' example, you You can pick up enemy arrows that get stuck in the ground before they fade or burn away, and recover your own fired arrows from an enemy if you can see them sticking out of it.
*** ''Twilight Princess'' further averts this by having
it. Also, two key items -- the Gale Boomerang and the Ball and Chain -- are received by beating the minibosses that use them.
** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' plays with this trope a bit. trope:
***
In the fourth dungeon, Ancient Cistern, you obtain a whip which allows you to retrieve items from afar. Unfortunately, it can't temporarily snag weapons from enemies, instead only stealing Monster Horns (for upgrading your equipment) from certain Bokoblins. Later on, the boss of Ancient Cistern ([[spoiler:Koloktos]]) must be defeated by [[spoiler:disabling its limbs, which allows you to pick up one of its [[{{BFS}} swords]] (which are able to ''smash through pillars'') and go buck wild on it. Unfortunately, you can't take the sword with you outside of the boss room.]]
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* The [[ImpossiblyCoolWeapon Lawgiver]] from ''ComicBook/JudgeDredd''. The gun is encoded to fire only when its registered user pulls the trigger. Any attempts by anyone else results in the [[AnArmAndALeg loss of a limb]] by way of a [[SelfDestructingSecurity small explosive charge]] (or, in [[Film/JudgeDredd the film]], a nasty electro-shock). It is possible to override this function in an emergency, as Senior Judges have access to instructions on how to do this. However, at times it has been a plot point that while the Judges' ''guns'' are coded to only work for their owner, their ammunition is not, so a Judge low on ammo can still grab a few mags off one of their downed fellows.

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* The [[ImpossiblyCoolWeapon Lawgiver]] from ''ComicBook/JudgeDredd''. The gun is encoded to fire only when its registered user pulls the trigger. Any attempts by anyone else results in the [[AnArmAndALeg loss of a limb]] by way of a [[SelfDestructingSecurity small explosive charge]] (or, in [[Film/JudgeDredd the 1995 film]], a nasty electro-shock). It is possible to override this function in an emergency, as Senior Judges have access to instructions on how to do this. However, at times it has been a plot point that while the Judges' ''guns'' are coded to only work for their owner, their ammunition is not, so a Judge low on ammo can still grab a few mags off one of their downed fellows.
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* ''VideoGame/GhostRecon'' lets you choose a set of weapons at mission start, but you can't use the weapons your enemies drop after you kill them. In ''Advanced Warfighter'', you can at least scavenge the ammo out of them if they're the same caliber as one of your weapons, while ''Future Soldier'' lets you grab dropped enemy weapons as much as you want.

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* ''VideoGame/GhostRecon'' lets you choose a set of weapons at mission start, but you can't use the weapons your enemies drop after you kill them. In ''Advanced Warfighter'', you can at least scavenge the ammo out of them if they're the same caliber as one of your weapons, while ''Future Soldier'' ''VideoGame/GhostReconFutureSoldier'' lets you grab dropped enemy weapons as much as you want.

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