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** The Medic's [[HollywoodHealing Healing Machine]] never runs out.
** The Engineer's Dispenser is an upgradeable implementation of this trope. Heaven help you if a Pyro or a Heavy stays near one. They Never have to stop shooting.

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** The Medic's [[HollywoodHealing Healing Machine]] [[HealingShiv medigun]] never runs out.out of healing energy.
** The Engineer's Dispenser is an upgradeable implementation of this trope. Heaven help you if a Pyro or a Heavy stays near one. They Never one, because they'll never have to stop shooting.



** A similar case with the [[UrineTrouble Jarate]] is lampshaded in the comic that introduced the item, stating the jar of piss refills itself every 20 second because [[RequiredSecondaryPowers the Sniper takes medicine to enlarge his kidneys and dull the pain of his organs shutting down.]]

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** A similar case with the [[UrineTrouble Jarate]] is lampshaded in the comic that introduced the item, stating the jar of piss refills itself every 20 second because [[RequiredSecondaryPowers the Sniper takes medicine to enlarge his kidneys and dull the pain of his organs shutting down.]]down]].



* ''VideoGame/CallOfDuty: VideoGame/ModernWarfare2'''
** The One Man Army perk in multi-player mode allows you to switch your class at any time. You can switch back to the class you're using. It refills all of your ammo. It becomes a GameBreaker when you effectively have infinite rifle grenades.
** A recently-discovered "Care Package Bug" allows another version of infinite supplies: with careful timing, swapping the care package marker and one's regular weapon while mantling over a chest-high structure gives you another marker after you receive and use your care package. Infinity Ward allegedly patched the bug, but made it easier to exploit, instead.

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* ''VideoGame/CallOfDuty: VideoGame/ModernWarfare2'''
VideoGame/ModernWarfare2''
** The One Man Army perk in multi-player mode multiplayer allows you to switch your class at any time. You time, which also refills your ammo. If you have two classes with One Man Army on them you can switch back to the class you're using. It refills all of your ammo. It between these classes for unlimited supplies, which becomes a an outright GameBreaker when you effectively have infinite paired with rifle grenades.
** A recently-discovered "Care bug with the Care Package Bug" allows another version of infinite supplies: with careful timing, swapping the care package marker and one's regular weapon while mantling over a chest-high structure gives you another marker after you receive and use your care package. Infinity Ward allegedly patched the bug, but made it easier to exploit, exploit instead.



* ''VideoGame/{{Fallout 3}}'''s merchants can somehow get their hands on more ammo, guns, Prewar boxed and canned food (that's still edible if slightly irradiated after 200 years) and in the case of Flack and Shrapnel more nuclear weapons. Some can even get their hands on Power armor.

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* ''VideoGame/{{Fallout 3}}'''s ''VideoGame/Fallout3'''s merchants can somehow get their hands on more ammo, guns, Prewar boxed and canned food (that's still edible if slightly irradiated after 200 years) and in the case of Flack and Shrapnel more nuclear weapons. Some can even get their hands on Power armor.
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** ''Firefly'' extended its aversion of this trope to the supplies that would be in demand when colonizing new planets with scarce resources. It subverted viewer expectations in the (original) pilot episode, when the valuable loot that the crew is smuggling turns out not to be precious metal or money as expected, but "protein bars" to feed new settlers--where a single bar of perhaps a pound was enough to feed a family of four for a month, and give them basic immunizations to boot. This happened again in "Shindig", when it's revealed at the end of the episode that the valuable cargo that the crew is hired to smuggle is a herd of cattle. ''Bushwhacked'' has the crew treating farm equipment (GenSeed, fertilizer, crop supplements) as an insanely valuable find. Shepherd Book buys his way onto the ship with a valuable box of ''strawberries''.

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** ''Firefly'' extended its aversion of this trope to the supplies that would be in demand when colonizing new planets with scarce resources. It subverted viewer expectations in the (original) pilot episode, when the valuable loot that the crew is smuggling turns out not to be precious metal or money as expected, but "protein bars" to feed new settlers--where a single bar of perhaps a pound was enough to feed a family of four for a month, and give them basic immunizations to boot. This happened again in "Shindig", when it's revealed at the end of the episode that the valuable cargo that the crew is hired to smuggle is a herd of cattle. ''Bushwhacked'' has the crew treating farm equipment (GenSeed, (gen-seed, fertilizer, crop supplements) as an insanely valuable find. Shepherd Book buys his way onto the ship with a valuable box of ''strawberries''.

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