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* ''Film/ConanTheBarbarian1982'': Referenced by Thulsa Doom when talking to an injured Conan about what true strength is. To demonstrate it, he orders a lady placed in a crag to throw herself in a wooden floor. The lady dies, but the strength of her body broke the floor, apparently proving Thulsa's claim (this obviously disregards the act of cruelty commited, and Thulsa proceeds to order Conan's crucifixion).



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* In ''Film/ExMachina'', the robot Ava is unable to [[spoiler:beat Nathan in a clean fight even when she gets the jump on him, with Nathan effortlessly smashing her arm off in one blow. It's only because Kyoko stabs him that Nathan doesn't completely destroy Ava. The video we see of Nathan's earlier AI experiments also shows one of the robots he created smashing her arms to nubs as she pounds on her cell door pleading to be let out. Justified in that they weren't built as fighting machines, their sole purpose being to serve as robot vessels for a TuringTest; that, and Nathan is shown to be a fitness enthusiast who is absolutely jacked.]]

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* In ''Film/ExMachina'', the ''Film/ExMachina'': The robot Ava is unable to [[spoiler:beat Nathan in a clean fight even when she gets the jump on him, with Nathan effortlessly smashing her arm off in one blow. It's only because Kyoko stabs him that Nathan doesn't completely destroy Ava. The video we see of Nathan's earlier AI experiments also shows one of the robots he created smashing her arms to nubs as she pounds on her cell door pleading to be let out. Justified in that they weren't built as fighting machines, their sole purpose being to serve as robot vessels for a TuringTest; that, and Nathan is shown to be a fitness enthusiast who is absolutely jacked.]]]]
* ''Film/KingKongEscapes'': Mechani-Kong is unable to withstand the radiation emitted by Element X in order to mine it, but his biological basis, King Kong, has no such issue (the electronic mechanism keeping Kong under control is another matter...).
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* ''TabletopGame/{{Battletech}}'': Destroying an infantry squad using anti-'mech weapons can sometimes take ''longer'' than destroying another 'mech with them. This is because, per the rules of the game, a successful attack against an infantry squad kills a single soldier and only one soldier, with the assumption that the whole squad was taking cover and thus only one of them got turned into [[ChunkySalsaRule chunky salsa]] by [[ThereIsNoKillLikeOverkill the 100 kg explosive shell you just shot at him]]. Weapons designed for AntiInfantry duty (machine guns and flamethrowers) ignore this rule and kill additional soldiers per hit, making them much more useful for infantry hunting (but usually too weak to meaningfully damage 'mech armour).

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* ''TabletopGame/{{Battletech}}'': Destroying an infantry squad using anti-'mech weapons can sometimes take ''longer'' than destroying another 'mech with them. This is because, per the rules of the game, a successful attack against an infantry squad kills a single soldier and only one soldier, with the assumption that the whole squad was taking cover and thus only one of them got turned into [[ChunkySalsaRule chunky salsa]] by [[ThereIsNoKillLikeOverkill the 100 kg explosive shell you just shot at him]]. Weapons designed for AntiInfantry duty (machine guns and flamethrowers) ignore this rule [[HerdHittingAttack and kill additional soldiers per hit, hit]], making them much more useful for infantry hunting (but usually too weak to meaningfully damage 'mech armour).
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* ''TabletopGame/{{Battletech}}'': Destroying an infantry squad using anti-'mech weapons can sometimes take ''longer'' than destroying another 'mech with them. This is because, per the rules of the game, a successful attack against an infantry squad kills a single soldier and only one soldier, with the assumption that the whole squad was taking cover and thus only one of them got turned into [[ChunkySalsaRule chunky salsa]] by [[ThereIsNoKillLikeOverkill the 100 kg explosive shell you just shot at him]]. Weapons designed for AntiInfantry duty (machine guns and flamethrowers) ignore this rule and kill additional soldiers per hit, making them much more useful for infantry hunting (but usually too weak to meaningfully damage 'mech armour).
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* Taken to absurd extreme in ''Wolfschanze'' - a rather poorly made WWII] FPS from the same makers of ''{{VideoGame/Mortyr}} [[http://www.penny-arcade.com/comic/1999/07/28/ 2093-1944]]'' - in which you can take out a tank by ''[[https://www.youtube.com/watch?v=kDM7cu89Kas kicking it enough times]]''. One Polish magazine that reviewed it dubbed the game "a Creator/ChuckNorris simulator" after the fact.

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* Taken to absurd extreme in ''Wolfschanze'' ''VideoGame/{{Wolfschanze}}'' - a rather poorly made WWII] WWII FPS from the same makers of ''{{VideoGame/Mortyr}} [[http://www.penny-arcade.com/comic/1999/07/28/ 2093-1944]]'' - in which you can take out a tank by ''[[https://www.youtube.com/watch?v=kDM7cu89Kas kicking it enough times]]''. One Polish magazine that reviewed it dubbed the game "a Creator/ChuckNorris simulator" after the fact.
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Green links.


* ''VideoGame/SonicTheHedgehog'': Most of the enemies are robotic, and the characters don't usually use any weapons but their own bodies, so this is in full effect. Even in regards to story, the flesh-and-blood characters seem to be quite a bit more durable than robots.
* ''VideoGame/SuperMarioBros'': Not as much of an example as Sonic, since there are less robotic enemies, but a GroundPound is usually enough to take out a robot.

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* ''VideoGame/SonicTheHedgehog'': ''Franchise/SonicTheHedgehog'': Most of the enemies are robotic, and the characters don't usually use any weapons but their own bodies, so this is in full effect. Even in regards to story, the flesh-and-blood characters seem to be quite a bit more durable than robots.
* ''VideoGame/SuperMarioBros'': ''Franchise/SuperMarioBros'': Not as much of an example as Sonic, since there are less robotic enemies, but a GroundPound is usually enough to take out a robot.
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Authority Equals Asskicking has been renamed. Also removed a Chained Sinkhole.


* In ''VideoGame/{{Crysis}}'', enemy Nanosuit soldiers can survive multiple rocket launcher shots to the face, whereas enemy helicopters and tanks explode after 2 or 3 rockets. The North Korean [[AuthorityEqualsAsskicking General himself can shrug off several rocket launcher shots]] before dying (although you're not supposed to have a rocket launcher when you fight him).

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* In ''VideoGame/{{Crysis}}'', enemy Nanosuit soldiers can survive multiple rocket launcher shots to the face, whereas enemy helicopters and tanks explode after 2 or 3 rockets. The North Korean [[AuthorityEqualsAsskicking [[RankScalesWithAsskicking General himself can shrug off several rocket launcher shots]] before dying (although you're not supposed to have a rocket launcher when you fight him).



* There's an ability ''named'' Strong Flesh Weak Steel in ''VideoGame/DawnOfWar II''. It lets a [[SuperSoldier Space Marine]] [[AuthorityEqualsAsskicking Force Commander]] stun vehicles for over 5 seconds. Though, while armed with a PowerFist, so it kinda works.

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* There's an ability ''named'' Strong Flesh Weak Steel in ''VideoGame/DawnOfWar II''. It lets a [[SuperSoldier Space Marine]] [[AuthorityEqualsAsskicking Marine Force Commander]] stun vehicles for over 5 seconds. Though, while armed with a PowerFist, so it kinda works.
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* Characters in ''Manga/OnePiece'' routinely emerge from attacks that can punch through steel relatively unscathed, but one of the most blatant examples of this is in the Alabasta arc, during Zoro's fight with Mr. 1, where he is directly hit by an attack that slices the stone pillar behind him to ribbons but merely cuts his chest. After the fight, he even remarks that the wound isn't deep.
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* As noted above, flesh has the benefit of a natural HealingFactor. While metal structures require regular maintenance or replacement, as small damages accumulate, a squishy can go its entire life just relying on the natural self-repair protocols (of course, the fact that such beings still die suggests that the ability has its limits, but good luck getting a bridge or assembly-line robot to recover from a cracked limb without extensive outside aide).

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* As noted above, flesh has the benefit of a natural HealingFactor. While metal structures require regular maintenance or replacement, as small damages accumulate, a squishy can go its entire life just relying on the natural self-repair protocols (of course, the fact that such beings still die suggests that the ability has its limits, but good luck getting a bridge or assembly-line robot to recover from a cracked limb without extensive outside aide).aid).
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* As noted above, flesh has the benefit of a natural HealingFactor. While metal structures require regular maintenance or replacement, as small damages accumulate, a squishy can go it's entire life just relying on the natural self-repair protocols (of course, the fact that such beings still die suggests that the ability has its limits, but good luck getting a bridge or assembly-line robot to recover from a cracked limb without extensive outside aide).

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* As noted above, flesh has the benefit of a natural HealingFactor. While metal structures require regular maintenance or replacement, as small damages accumulate, a squishy can go it's its entire life just relying on the natural self-repair protocols (of course, the fact that such beings still die suggests that the ability has its limits, but good luck getting a bridge or assembly-line robot to recover from a cracked limb without extensive outside aide).
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The Bulldozer only needs to be hit once to back-off.


* ''VideoGame/StreetsOfRage'' makes heavy use of this. In addition to being able to [[DieChairDie smash in iron drums]] with a simple punch from the very first game, the second game introduces robotic enemies (although they at least have a lot of hit points). The third game takes this even farther by introducing a lot more robotic enemies as well as a scene where you need to fight off a bulldozer! While the bulldozer [[AdvancingBossOfDoom cannot be defeated]], landing enough shots on it will force it to back off for a few seconds.

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* ''VideoGame/StreetsOfRage'' makes heavy use of this. In addition to being able to [[DieChairDie smash in iron drums]] with a simple punch from the very first game, the second game introduces robotic enemies (although they at least have a lot of hit points). The third game takes this even farther by introducing a lot more robotic enemies as well as a scene where you need to fight off a bulldozer! While the bulldozer [[AdvancingBossOfDoom cannot be defeated]], landing enough shots on it a single punch (or kick) will force it to back off for a few seconds.
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-> '''Dak'kon:''' "Steel marks flesh, but flesh cannot mark steel."
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Correcting inaccurate info


* In Noblemen: 1896 by Foursaken Media, vehicles have the highest level of armor so it's hard to scratch them with normal firearms. Additionally zeppelin and ship of the line type units have the highest health but land vehicles, while sturdy. a number of living units rival or exceed them. For example the heavily armoured Georgeson Tank has over 1800 health at Level 9 but the WarElephants has 7500 and it has no experience levels. So the tank is more difficult to hurt, but when it does take damage it'll go down earlier than the War Elephant.

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* In Noblemen: 1896 by Foursaken Media, vehicles have the highest level of armor so it's hard to scratch them with normal firearms. Additionally zeppelin and ship of the line type units Vehicles also have the highest health very good levels of health, but land vehicles, while sturdy. a number of living organic units rival or exceed them. them such as the undead, Paladins or Tesla soldier types. For example the heavily armoured Georgeson Tank has over 125 armour and 1800 health at Level 9 but the 9. The WarElephants has have a decent 50 armour, but they got 7500 health and it has no experience levels. this is a unit incapable of getting experience. So the tank is more difficult to hurt, but when it does take damage it'll go down much earlier than the War Elephant.
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* In Noblemen: 1896 by Foursaken Media, vehicles have the highest level of armor so it's hard to scratch them with normal firearms. Additionally zeppelin and ship of the line type units have the highest health but land vehicles, while sturdy. a number of living units rival or exceed them. For example the heavily armoured Georgeson Tank has over 1800 health at Level 9 but the WarElephants has 7500 and it has no experience levels. So the tank is more difficult to hurt, but when it does take damage it'll go down earlier than the War Elephant.
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* ''VideoGame/ThePunisher''. One of Ma Gnucci's sons is noted as wearing kevlar, so chest shots won't work. It still takes many shots to the head to bring him down.

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* ''VideoGame/ThePunisher''.''VideoGame/{{The Punisher|THQ}}''. One of Ma Gnucci's sons is noted as wearing kevlar, so chest shots won't work. It still takes many shots to the head to bring him down.
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* ''ComicBook/MagnusRobotFighter'': This trope is a central conceit in a series where fleshy humans can dismantle robots with their bare hands. Various adaptions justify it to different extents: sometimes Magnus is just that good of a martial artist with hardened bone and knowledge of engineering weak points sometimes it helps because of [[SuperpowerfulGenetics inherited]] super strength.
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* Many FirstPersonShooter[=s=] featuring LudicrousGibs require explosives to actually gib the body whereas let you bust a hole in a concrete wall using a knife or even your own foot.

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* In the ''VideoGame/CommandAndConquer'' series, a recurring gameplay motif is that shells damage tanks and buildings, while bullets damage infantry. This means that tanks will require multiple shots from their main gun to kill even a single infantryman and will likely kill him quicker by [[CarFu running him over]], while a machine-gun using hummer can kill its weight in infantry easily. Similarly, grenadiers or bazooka-using infantry counter tanks, but not regular foot soldiers. There are still some oddities about this, however.

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* In the ''VideoGame/CommandAndConquer'' series, a recurring gameplay motif is that shells damage tanks and buildings, while bullets damage infantry. This means that tanks will require multiple shots from their main gun to kill even a single infantryman and will likely kill him quicker by [[CarFu running him over]], while a machine-gun using hummer can kill its weight in basic infantry easily. Similarly, grenadiers or Similarly bazooka-using infantry counter tanks, but not regular foot soldiers. There are still some oddities about this, however.however, such as Grenadiers; effective against infantry and buildings and ''somewhat'' effective against vehicles, but also [[DefeatEqualsExplosion violently explosive]], or [[ShockAndAwe Tesla Troopers]] who are effective against vehicles and infantry, but less useful against buildings.

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Moved Dn D example from Video Games to Tabletop Games


* Always true to some extent in ''TabletopGame/DungeonsAndDragons'' thanks to HitPoints, but it's particularly notable in 4th Edition. According to the DMG, a Large iron statue should have about 120 hit points, a total easily achievable by the time a character leaves Heroic levels, and lower than a Solo goblin. A statue that's actually fighting back (an Iron Golem), however, has HitPoints of almost 400.
** 3rd Edition attempted an aversion with Hardness scores. Inanimate objects had Hardness, which automatically reduced damage by that amount - so that iron statue might have Hardness 5, meaning the average blow from a sword or axe wouldn't scratch it. A golem might have so many more hit points than a statue of the same size because hit points function as an abstraction of health, PlotArmor, fatigue, and lots of little factors, more than they reflect just durability.



* Always true to some extent in ''TabletopGame/DungeonsAndDragons'' thanks to HitPoints, but it's particularly notable in 4th Edition. According to the DMG, a Large iron statue should have about 120 hit points, a total easily achievable by the time a character leaves Heroic levels, and lower than a Solo goblin. A statue that's actually fighting back (an Iron Golem), however, has HitPoints of almost 400.
** 3rd Edition attempted an aversion with Hardness scores. Inanimate objects had Hardness, which automatically reduced damage by that amount - so that iron statue might have Hardness 5, meaning the average blow from a sword or axe wouldn't scratch it. A golem might have so many more hit points than a statue of the same size because hit points function as an abstraction of health, PlotArmor, fatigue, and lots of little factors, more than they reflect just durability.
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This is not a proper example. This trope i s supposed to be used narrowly, mostly only for video games and other kinds of settings where the logic of flesh being stronger than steel doesn't hold up. It doesn't really apply to superhumans, or you'd have to put in nearly every example of someone who is made of flesh but can tear apart steel-everyone from Hobgoblin to Superman, entire races of alien critters, and more.


[[folder:Live Action Television]]
* ''Series/TheBoys2019'': In the first episode Queen Maeve jumps in front of the truck that was about to run someone over. She is completely unhurt, while the truck instantly has its engine crumble to pieces.
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[[folder:Live Action Television]]
* ''Series/TheBoys2019'': In the first episode Queen Maeve jumps in front of the truck that was about to run someone over. She is completely unhurt, while the truck instantly has its engine crumble to pieces.
[[/folder]]

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