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[[File:disassembly04.jpg|link=Visual Pun|frame|No, not that kind!]]
{{quote|''"You know, a lot of professional officers, even up to field rank in the combat branches, seem to think that ammo comes down miraculously from Heaven, in contra-gravity lorries, every time they pray into a radio for it."''
|'''Carlos Von Schlichten''', ''[[H. Beam Piper|Uller Uprising]]''}}
Possibly one of the oldest
Ammo capacity of guns on TV seems to be totally dependent on how much drama and suspense is needed. The hero will always have plenty of ammo to mow down the [[Mooks]] but will run out just before reaching the [[Big Bad]], or confront him with [[One Bullet Left]]. Reloading is usually only done when it adds to the drama or when you need to [[Unorthodox Reload|show off how badass the gunslinger is]]. If someone is firing an automatic weapon that's belt-fed, or has a large banana-shaped magazine in it, forget it, he's ''never'' going to run out until you shoot him dead. The only thing that seems to stop a movie or TV gun from firing is the [[Shur Fine Guns|inevitable and dramatic jam]].
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This is a common characteristic of [[Energy Weapons]]; seldom do you see a ray gun run out of zap juice.
An adjunct to this would be the Bottomless Quiver for archers. Many an archer in animation and
See also [[Infinite Supplies]]
This may end up becoming an [[Acceptable Break From Reality]] in many [[Video Games]]; who wants to pull their fighter plane over to the side to top up on the 20mm ammo in the middle of a [[Shoot'Em Up]]?
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A common justification in science fiction stories is that future firearms actually fire extremely tiny projectiles (hundreds or even thousands of which can be packed into a single magazine). Since kinetic energy is a factor of both mass and velocity, firing mechanisms that allow the projectile to be shot in a very, very high velocity can compensate (or more) for the size of the bullet. Stronger characters sometimes have the 'cheats' of an absurdly large magazine relative to their body size (e.g. having their gun belt-fed from a backpack) or internal magazines whose capacity cannot be accurately calculated by viewers, but neither of these can actually be bottomless.
'''There's a separate [[#Exceptions|"Exceptions"]] subsection on the bottom of this page. Please post aversions and subversions there.'''
'''NOTE:''' [http://www.youtube.com/watch?v=AF21sihEgOU Clips are devices used to help load cartridges into a magazine such as the en-bloc clips used to help feed the M1 rifle's fixed magazine or "moon clips" used hold multiple rounds in-place for loading revolvers.] [[Coconut Effect|It's a common and understandable mistake to mix clips and magazines up, especially since most people already refer to magazines as clips in movies or video-games.]]
{{examples}}
==
===
* ''[[One Piece]]''
** According to [[Word of God]], the flintlocks used in ''One Piece'' are capable of holding multiple bullets.
* ''[[Katanagatari]]'' has Entou Jyuu, a pair of guns that never run out of bullets.
* ''[[Hellsing]]'' does this
* Played straight with most of Vash's opponents in ''[[Trigun]]'', who never seem to run out of ammunition. This becomes even more confusing and distressing with Elendira the Crimson Nails, who seems to have an infinite number of giant nails hidden in her briefcase gun.
* ''[[Shikabane Hime]]'': Makina fires something like 500 rounds each from her dual [[wikipedia:Ingram MAC-11|machine guns]] before changing magazines.
* The ''[[
** Heavyarms from ''[[Mobile Suit Gundam Wing]]'' has been shown to run out of ammo on multiple occasions, most pointedly in its battle with Sandrock early in the series, as well as in ''[[Gundam Wing: Endless Waltz]]''. Its magazines still have to be high-capacity as hell, though, seeing as how it only carries a ''single'' rather small melee weapon (and in ''Endless Waltz'', not even that).
* In ''[[Full Metal Panic!]]'', Sousuke is evidently ''not'' used to running out of bullets and having to reload - [[Throw-Away Guns|he's developed a habit of, pulling out another fully loaded weapon instead of reloading]]. It works for him though—he [[Hyperspace Arsenal|certainly manages to carry an unlimited amount of firearms on his person]].
** This is most evident in an episode of ''Fumoffu'', where he plays a [[First-Person Shooter]] arcade game and gets flustered when he runs out of ammo and doesn't know how to reload. When told the method (shooting outside the screen), he replies that this would be horribly unsafe, [[Hypocritical Humor|before he proceeds to pull out his ''real'' gun]] in order to continue shooting.
* Grave in ''[[Gungrave]]'' reloads his gun '''once''' in the entire series. In both video game adaptations, his Cerberus handguns ''never'' have to be reloaded, though his coffin's special attacks do have a limit.
* Elie's Guns Tonfa in ''[[Rave Master|Groove Adventure Rave]]'' are often used for [[More Dakka|full auto bullet-spraying]]. There are no visible magazines, integral magazines for guns the size of tonfas shouldn't have that much capacity, and she is never shown reloading. It could be a helical magazine, which would have the right shape and ammo capacity for the tonfas—except that such a design would leave little space for the firing and shell-ejection mechanism.
* None of the girls ever seem to need to reload their weapons in ''[[Strike Witches]]''. It feels a bit odd too, considering how much ammo they can sometimes burn through to take down one Neuroi.
=== [[Card Games]] ===
* Parodied in the card game ''[[Ninja Samurai on Giant Robot Island]]'', where the flavor text on a gun reads: "There is no word in the Chinese language for 'reloading'."
* An Equipment Modifier in one of the [[Munchkin (game)|Munchkin]] games is "...With Unlimited Ammo".
===
* In [[The DCU]], the [[Modern Age]] version of [[Jonah Hex]] has guns that channel his own psychic energy, and the Modern Age Crimson Avenger has the original's guns, now magically attuned to her. In both cases the effect is the same: they never run out of ammo.
* In the French [[The Western|Wild West]] comic ''[[Lucky Luke]]'', the title character does this often. When asked "Do you ever reload?" in one comic, he replies, "Yes, between each album".
** Lampshaded in the [[Animated Adaptation]] of the comic, where he instead replies "Yes, at the end of the episode". Another time, he answers with his [[Catch Phrase]] "Yes I do, faster than my shadow", and the camera pans to show that the shadow is ''still'' reloading the bullets shot during the previous gunfight.
* [[Hand Wave]]d in ''[[Preacher (Comic Book)|Preacher]]'', where the Saint of Killers has a pair of Walker Colt revolvers that never run out of bullets {{spoiler|because they were forged from the former Angel of Death's sword}}. In addition (and for the same reason), his guns are incapable of missing and kill anything they hit. The origin of his guns ''also'' explains why the wounds they make are much less like pistol fire and much more like cannon fire (which is the case with every other firearm - but only the Saint of Killers's case is [[justified]]).
* Played dead straight with the Holiday Killer in ''[[The Long Halloween]]''. Either {{spoiler|they}} had a .22 pistol able to fire fifty shots at once, or the Riddler was a good sport and stayed stock-still while Holiday put a [[Knife Outline|bullet outline]] around him, not moving ''even while Holiday was reloading''.
* ''[[The Life and Times of Scrooge McDuck]]'' actually averts this—six bullets a clip, then reload.
* ''[[Hitman (Comic Book)|Hitman]]'' [[Zig-Zagging Trope|can't seem to make up its mind on this
* ''[[Sin City|
=== [[Fan
* In ''[[Light and Dark - The Adventures of Dark Yagami]]'', the [[Marty Stu|titular character]] is confronted by [[Exact Words|a million stormtroopers]], so he pulls out his gun and realizes he only has one-hundred thousand bullets left. A magazine with that many bullets would be about a <s>kilometre</s> "[[Rouge Angles of Satin|killmeter]]" long, [[Writers Cannot Do Math|and there's no way you could count them]]. [[Crazy Awesome|Then again...]]
=== Films -- Animation ===
* In the Disney movie ''[[Beauty and the Beast]]'', during the
* In ''[[Tarzan (Disney film)|Tarzan]]'' Clayton has a double-barrel shotgun that can fire up to five times between reloading.
* In ''[[Fantastic Mr. Fox]]'', the hunters fire bolt-action rifles and double-barrel shotgun several dozen times without working the action, before eventually reloading.
* In ''[[Under the Red Hood]]
=== Films -- Live-Action ===
* Snake's revolver in ''[[Escape from New York]]'' is pretty much a magic gun that doesn't even need ammo. When all of his gear is displayed before he sets out on his mission, you can see ''two'' extra clips for his scoped S&W Model 67. Not only is his gun never reloaded onscreen, but it fires about
* In ''[[Predator]]'',
* In ''[[The Mummy Trilogy]]'', during the riverboat battle, one American fires a total of twelve shots from a six-cylinder revolver. Have fun with some drinking games based on this one. In the same riverboat battle, Rick fires about fourteen times without reloading, whereas with exactly the same gun three years before he ran out after about three shots in each. During the camp battle he only fires six, so that's okay.
* Similarly, in ''[[The Man Who Fell to Earth]]'', a six-cylinder revolver is fired ''seventeen'' times in succession.
*
* In the ''[[Max Payne (film)|Max Payne]]'' film, our protagonist fires roughly thirty shots from an 92FS during one shootout and is never seen reloading.
* ''[[Deep Rising]]'' has people firing automatic weapons at the monsters with never-ending bullets, with the exception of a [[Karmic Death]]. At one point they even start shooting up an empty room just for the hell of it. There's at least an attempted justification: in the beginning, they mentioned the magazine can hold 1,000 rounds of ammo, which would last quite a while but would be far bigger than shown in the movie; the real-life guns only have a maximum capacity of 50 rounds.
* ''[[Shootout At The OK Corral]]''. Doc Holliday fires three shots in a row... from a double-barreled shotgun.
* ''[[Equilibrium]]'' deals with this by
* In ''[[Commando (film)|Commando]]'', the ammunition belt on
* The ''Commando'' instance is parodied in ''[[Hot Shots, Part Deux]]'' during the rescue, when the action cuts away from Topper Harley firing a machine gun several times. Each time the camera cuts back to him, the pile of shell casings around him is higher and the belt is the same length.
* In ''[[Snatch]]'' the trope is averted and later followed. Earlier, Bullet Tooth Tony [[Rasputinian Death|runs out of bullets killing Boris the bullet dodger]]—he is unable to kill Tyrone; he pulls the trigger, the gun goes click, and he comments "You lucky bastard". In this sequence, he reloads at least once, and each magazine holds 7 shots (the gun clearly has Desert Eagle .50 on the side). HOWEVER, later on, Cousin Avi gets the gun and fires 10 shots at a dog. but also note that Desert Eagle's are also made in .357 (9 + 1) and .44 (8 + 1 shots) so they could be using a non .50 version for the live firing.
* Although ''[[Dirty Harry]]'' and its sequels make lots of attempts to avoid this, [[Complete Monster|Scorpio's]] sub-machine gun seems to spray a lot of lead with very few reloads. Given, a lot of SMGs tend to have fairly large ammo capacities.
* ''[[Grosse Pointe Blank]]'' has this in abundance. Oddly, his lack of ammo then becomes very important in his brief stand off with Grocer.
* In ''[[Miller's Crossing]]'', Leo fires over five hundred rounds from a Thompson submachine gun loaded with a hundred
* Appears during the hilarious chase scene in ''Raising Arizona'': a cashier reloads his double-barreled shotgun after firing one shell at H.I., but then fires off five shells in a row without stopping.
* John Woo movies. Almost every single one, with the exception of the ''The Killer'' - in that movie's final battle you see one of the main characters toss a magazine to the other so he can reload. The only time the guns ''ever'' seem to run out of ammunition is when it's somehow relevant to the plot. Woo has stated in interviews that showing a reload detracts from the action of a gunfight and he wonders why American film audiences are so obsessed with it. Correlates with the [[Mystery Science Theater 3000]] Mantra.
* Played ludicrously straight in ''[[Underworld (film)|Underworld]]'', in which a pair of automatic pistols can be used to make a person-sized hole in a floor, ''[[Looney Tunes]]''-style, ''after'' firing off about a dozen rounds.
** Busted in ''[[
*
{{quote|'''Willie:''' Now, you got a .45 revolver that holds six bullets! Now, I counted at least twenty shots and you never reloaded!
'''Slammer:''' That's right.
* ''[[Battle Royale]]'': Kazuo Kiriyama's uzi.
* Almost averted in the '50s monster movie ''[[Attack
* ''[[The Matrix Revolutions]]'' plays this straight in several instances, though it's [[justified]] in all but one case - the Matrix can be [[A Wizard Did It|"hacked"]] to give people superhuman strength, skills, and agility, so why not bottomless mags?
** During its lobby shootout scene (the ones with bad guys on the ceiling), ''no'' character ever reloads or [[Throw-Away Guns|throws away guns]].
** In the subway chase, The Trainman fires at least 11 rounds from his 6-shot revolver without reloading (or being shown to, anyway).
** Neo fires a gatling gun from a helicopter for almost a minute. That's like 6000 bullets.
** During the battle for Zion - which takes place outside the Matrix - the legion of [[Mini-Mecha|APUs]] can be seen firing for extended periods of time on full auto. In fact, many APUs reload at different times despite all beginning to fire at the same time.
* Also prevalent in ''[[The Matrix Reloaded]]'' during the highway chase. The [[Elite Mook|twins]] seem to have a UMP .45 with at least 200 rounds in its magazine, whereas the real-life counterpart has only 25.
* The director's commentary for ''[[Grindhouse|Planet Terror]]'' notes that even the actors were wondering about it. The director told them, "It's not that kind of movie."
* In ''[[Saving Private Ryan]]'', the American sniper fires more than five shots from his Springfield sniper rifle without reloading, exceeding the weapon's capacity.
* In the first half of the final gun battle in ''[[Butch Cassidy and the Sundance Kid]]'', Butch and Sundance are shown reloading their guns every six shots... but then they go the entire rest of the fight without ever reloading.
* Seymour's revolver in the film of the musical ''[[Little Shop of Horrors]]'' has at least 12 shots.
* Pretty notable in ''[[Constantine]]''. As IMDB puts it
*
*
* In ''[[The Fast and the Furious]]'', the villain fires way more rounds than the submachine gun he's carrying can hold in a magazine during the final chase scene. Furthermore, he's doing so while riding a motorcycle, giving him no realistically-conceivable means of reloading.<!--"** In a variation, toward the beginning of the film, the hero upshifts at least eight times in a car that only has five gears." ...wouldn't that be another trope entirely? Artistic License Automobiles?-->
* ''[[Die Hard]]'' zig-zags this - while it has a scene with a Steyr Aug-wielding bad guy firing constantly for minutes (despite the gun having a thirty-bullet magazine), it was also one of the first action movies to have characters carrying spare magazines as a matter of course, and we do see plenty of reloading scenes.
** In ''[[Die Hard with a Vengeance]]'', the security guard in the bank vault fires his shotgun about 15 times before coming up empty, nearly twice as many shells as a typical law-enforcement model can hold.
* A minor version of this happens with the original ''[[Halloween II]]''. In the first ''[[Halloween (film)|Halloween]]'', Dr. Loomis shoots Michael Myers once with a six-cylinder revolver, then after Myers staggers back a few steps, Loomis takes aim and fires the other five bullets in his gun, causing Myers to fall off a balcony to the ground below. The scene was re-shot for the second film, leading to two rather glaring continuity errors: the balcony looks completely different than the first film's, and Loomis shoots Myers with ''six'' bullets instead of five following that initial shot.
* In ''[[Hellboy (film)|Hellboy]]'', the title character's revolver The Samaritan clearly holds and is loaded with four bullets, but when he shoots at Sammael in the museum, he fires it six times before putting it back in his belt, then twice more on the street. When he reloads it with a tracking bullet a while later, he doesn't remove any shell casings. He shoots it more than four times while fighting the tooth fairies in ''[[Hellboy II: The Golden Army]]'' as well.
* Occurs twice in ''[[Fatal Instinct]]'', when Lana Ravine is shooting her revolver at the firing range, and when she's shooting Max Shady.
* ''[[Der Clown]] -- Payday'': Considering the amount of ammo the villains blow through their machine guns in the many shoot-outs without ever reloading, they would require to have chainguns and pull several feet of ammo after them. In fact, in this movie, clips are only ever ''inserted'' and never ''exchanged''.
* In the 1939 movie ''[[Stagecoach]]'', during the final chase scene, nearly every male riding the stagecoach has a Winchester or revolver, and are shooting them as fast as possible, but none of them are shown reloading them (the Native Americans, on the other hand, sometimes have to reload theirs). Then suddenly, without warning, they're out of ammo and about to be overrun (before [[The Cavalry]] saves them).
* In ''Undead'', the police officer's revolver fires a rather obscene amount of rounds in the first gunfight.
** However the Merriam—the film's resident badass redneck, whose weapons have reasonable ammunition—just produces an infinite number of them from [[Hammerspace|you don't want to know where]].<!--Unsure about the proper reading of this-->
* ''Komodo vs Cobra'', an already remarkably bad movie with technical mistakes every few seconds, ''really'' goes to town with this. The .45 semi-auto pistols (which are misidentified by multiple characters as .38 revolvers, somehow) have apparently infinite ammo. There's one scene where a character fired one gun around 45 times, and another scene where he had one gun in each hand and fired at least 60 times total. Note that they never stocked up on ammo when they were at their base, nor did the movie ever show them re-loading between action scenes, let alone during them. Combining this with the two titular beasties somehow being [[Immune to Bullets]], they might as well have called them the "[[Guns Are Useless|loud flash-toys]]".
* In ''[[Black Dynamite]]
* Lampshaded in ''What's Up, Tiger Lily?'' (and referencing ''[[Peter Pan]]'') -- when the hero is in a shootout and runs out of ammo, he tells us "If all you people in the audience who believe in fairies clap your hands, my gun will be magically full of bullets!"
* In ''[[Hitman]]'', 47 loads a pair of [[wikipedia:Heckler & Koch MP5|MP5s]] (30 rounds per magazine) and proceeds to slaughter a room of baddies without ever stopping to reload
* In ''[[Rambo
* In ''[[Three
* In ''[[The Thing (film)|The Thing]]'', Blair fires seven shots from a six shot revolver without reloading.
* The first ''[[RoboCop]]'' film plays with this trope. Although the film features plenty of gunplay, characters are seen to reload. However the title character, while tending to fire short, controlled bursts, expends a lot more bullets than is possible for the size of his [[Hand Cannon|admittedly oversized Auto-9]] before returning it to his leg holster ''at the end of any given engagement'', and is never seen performing a reload action during combat at all. Additionally, the ED-209 robot appears to carry more ammunition than a fighter plane; in one of the film's most memorable scenes it empties three 20mm cannon into a hapless executive for nigh-on half a minute.
** One of the [[Hand Wave]]s the franchise offers is that Robocop has a mechanism in his thigh holster that automatically re-loads his gun when he places it in there. It doesn't explain anything else, though.
*
* In ''[[Where Eagles Dare]]
* In ''[[Night Train to Munich]],'' Randall fires a revolver more than six times, and then arbitrarily runs out of bullets at [[Rule of Drama|the most dramatic time]].
=== [[Literature]] ===
* In [[John Scalzi]]'s ''[[Old Man's War]]'' series, the standard issue gun that each soldier is given (the MP-35) is powered by an ammo block of nanites that can create eight different types of ammunition. While the blocks don't last forever, they hold 100 times more ammo than a regular rifle. Despite this, ammo capacity's still a tiny, tiny bit of a plot point - the really, really nasty types of exploding ammo eat a lot more of the block than the standard bullets and shot, limiting their use (a bit).
* The King of Ward 3 in ''Blindness'' has a revolver that has a capacity of more than six bullets - oddly, it is ''not'' used as a plot point.
* In ''Artemis Fowl: The Arctic Incident'', normal fairy weapons use nuclear batteries that essentially have unlimited ammo - Holly even comments on it when a goblin shooting at her runs out of shots.
===
* Lampshaded in ''[[Mystery Science Theater 3000]]'' episode "Escape 2000", when Crow remarks of the main character: "He must be playing in [[God Mode]] with unlimited ammo."
* Lampshaded in ''[[Sledge Hammer!]]'', where almost every episode had this trope. (Heck, every time we look at the chamber of Sledge's gun it's not loaded, but ten seconds later the revolver can fire ten rounds without him even touching a bullet.) In one episode during a shootout, [[Da Chief]] yells "Where the hell is he getting all this ammo?"
* In an episode of ''[[Heroes (TV series)|Heroes]]'', Ando and Hiro take cover as a stripper and a cop begin firing at each other. They fire countless times, even though they both have "regular" guns, and the stripper even has a bullet left when they're done shooting. Commented on and mocked in the audio commentary for that episode.
* In ''[[Garth Marenghi's Darkplace]]'', after remarking that he only has five shots left in his revolver, Dr. Rick Dagless, M.D. fires off nine shots in a row. Thorton Reed is also known for firing his shotgun repeatedly without reloading, often in a clearly different background. It's deliberately [[So Bad It's Good]], so it gets a pass.
* On ''[[The Muppet Show]]'', The Swedish Chef in one episode shoots three bagels with a single-shot blunderbuss
* The ''[[Torchwood]]'' episode "Something Borrowed" is fairly bad about this. In one scene, Owen fires his pistol roughly two dozen times without pausing to reload. Could be hand-waved with alien tech...
* The [[Stargate Verse]] often plays this straight
* ''[[Star Trek: The Original Series]]'' episode "Shore Leave". Sulu finds a six-shot revolver, and fires four shots from it while doing some target practice - then Kirk uses it later to fire 3 more shots at the knight.
* The Centurion robots from ''[[Battlestar Galactica (2004 TV series)|Battlestar Galactica]]'' have a slim build that must contain a power source and processing equipment, but still their [[Arm Cannon]]s appear to contain infinite amount of ammo. At one point when they have managed to enter Galactica, one loses its legs offscreen, and simply keeps on wildly firing around, apparently closing that corridor from passage for the rest of the attack.
* In ''Combat!'', neither Pvt. Kirby's BAR nor Sgt Saunders' Thompson need a lot of reloading. In fact, the rest of the squad seldom need to reload their M1's.
* Hershel in season 2 of ''[[The Walking Dead (TV series)|The Walking Dead]]'' fires eleven shots over the limit with his Remington 870 5-shot.
=== [[Tabletop Games]] ===
* [[Hand Wave]]d quite literally in ''[[Werewolf: The Apocalypse]]''. The urbane Glass Walkers know a Gift that transports rounds directly from spare cartridges to the gun. A Garou temporarily skirts the inconvenience of reloading, as long as he has mags on his person somewhere.
** Not to mention another Gift (Garefena's Crown, Level 2) that gives them the infinite-ammo cheat for the duration of the scene. The cost? One Gnosis point and [[Metal Gear Solid|wearing a hat]]. ''[[Shout-Out|Seriously]]''.
** Also, they can create magical one-shot items called Bottomless Magazines, which do just what you'd think they do for one scene.
* ''[[Feng Shui]]''
* In ''[[Hong Kong Action Theatre]]'', as long as your gunplay attack rolls on D20 don't come up a 3 or worse, you can blast off to your heart's content, but if you do roll that 3 or worse, you need to take a full round to reload. This can sometimes get annoying if this happens two to three shots into a freshly-loaded mag.
* In ''[[It Came From The Late Late Late Show]]'', you're playing an actor in a B-movie. Any missile weapons you get have the same number of shots as your Fame score (basically your experience points). If your actor has 48 Fame points, then the derringer he's got up his sleeve has 48 shots.
* In ''[[Mage: The Awakening]]'', there is an actual magical item ''called'' a "bottomless magazine". It isn't
* The [[
* The "Infinite Ammunition" option in ''[[GURPS]]'' means the players always have extra bullets or arrows. It's also a perk in the ''[[Gun Fu]]'' splatbook.
* ''[[Mutants and Masterminds]]'' generally assumes that weapons operate under this trope, with a PC's blaster running out of ammo counting as a complication.
* In ''[[Super Awesome Action Heroes]]'', you never run out of ammo as long as you mention that you grab an extra clip.
* In ''[[Scion]]'', the god-level War Purview boon "Blessing of Ammunition" gives a gunslinger this ability.
* In ''[[Warhammer
* In ''[[Wild Talents]]'', a superhero game taking place in a world in which [[Reed Richards Is Useless|Reed Richards is most definitely NOT useless]], the influence of super intelligent heroes has made it so the vast majority of firearms in use after the 1960's are electromagnetic railguns with magazines containing hundreds of tiny bullets.
* ''Sniper'' has optional rules for a Super-Soldier, including never needing to reload.
=== [[Video Games]] ===
* In most first or third person shooter video games, [[The Computer Is a Cheating Bastard|the enemies will never have to reload their guns]]. This also extends to any friendlies that you give your guns to: they suddenly have an untold amount of ammo for it, regardless of what they were carrying before. If you take it back after they've used it a bit, it'll have the same amount of ammo it had when you gave it to them. This is particularly useful with a rocket launcher: Wait until you have one, trade it off, and keep the rocket guy alive for more [[Stuff Blowing Up]].
* Most early [[First-Person Shooter]]s had Bottomless Magazines without unlimited ammo. You never, ever had to reload: as long as you had ammo, you could shoot. Although most modern FPS games do require you to reload your guns, some feature unrealistically large magazines, allowing you to fire for a prolonged period of time before needing to reload.
* This is par for the course
* Pretty much any and every [[Eastern RPG]] character who uses a bow, gun, or other ranged weapon will play this trope to the hilt.
* An enormous amount of [[Real Time Strategy]] games use this trope, [[Acceptable Breaks From Reality|since managing ammo and a battlefield would be far too hectic]].
* [[Halo (series)|''Halo'' franchise]]:
** In ''[[Halo: Combat Evolved]]'', the assault rifle loads 60 rounds of 7.62mm FMJ ammo, which would make the mag MUCH larger than it actually appears in-game.
** In ''[[Halo 3]]'', the assault rifle used has a more reasonable 32 rounds.
* In the Xbox game ''Black'', the M4 Carbine had an unrealistically large mag size of 70 rounds (despite being a standard 30 round mag in appearance). Then again, it was admitted by one of the artists that visual style and aesthetics were prioritized over accurate depictions.
* In ''[[Just Cause 2]]'', detachable mounted guns are found in most bases, and always have limitless ammo. Finding a mounted gun makes most stronghold takeover missions a breeze. On top of that, the mounted guns destroy pretty much anything that creates chaos when blown up in about two seconds flat. More Dakka indeed.
*
* ''[[Bayonetta]]'', which is already famous for the protagonist's [[Up to Eleven|''Dual-''][[Dual-Wielding|Dual-Dual Wielding]] of guns which are allegedly repeaters hidden in the hands and feet. The series uses a similar justification to ''Devil May Cry''. [[All There in the Manual|The game explains that]] her custom guns don't have any magazines because she's making the bullets out of her spirit power, and they're being placed directly into the chamber without the need for storage; said lack of storage is made clear in a post-boss fight cutscene where she loads in {{spoiler|her lipstick to shoot [[Luke, I Am Your Father|Balder]]}}, with the barrels in the double-barrel shotgun configuration.
* In ''[[Gungrave]]'', you can fire hundreds of rounds in a row with Beyond the Grave's massive pistols, which are obviously [[Hand Cannon|heavy-caliber automatics]] of some kind.
* Up until ''[[Grand Theft Auto IV]]'', the ''[[Grand Theft Auto]]'' series used this with pump-action shotguns, presumably to compensate for the slow firing speed.
* Played shamelessly straight in ''[[Hellgate:London]]'', where firearms never run out of ammo. The ammo? Well, that's an attachment in this game.
* ''[[Bullet Witch]]'' intentionally uses a variant of this trope. One of the powers the lead character possesses is to convert part of her constantly-regenerating supply of MP into bullets or shells for her gun. She can't fire forever without reloading, but she can reload forever.
* The ''[[Boktai]]'' series has a protagonist whose main firearm is powered by sunlight. Give him some sunscreen and he can literally shoot all day.
* ''[[Resident Evil Code: Veronica]]''. The protagonist hands her [[Sidekick]] ''empty'' twin Ingram MAC-11s. A cut-scene involves handing him a ''single'' magazine. He can keep blasting (in game and during cut-scenes) literally hundreds of bullets from both guns, up until a pivotal cut-scene takes place.
** Said pivotal cutscene involves Steve firing both MAC-11s until they run out of ammo at the same time—despite the fact that 15 seconds earlier, he shoots a wall with a long burst with only one gun. To top it off, he'll still fire in both cutscenes even if the player drains the guns of ammo during the playable Steve sequence.
** Likewise, once you clear the game and unlock the Survivors mini-game, you can fire Steve's twin MAC-11s for almost 30 continuous seconds before they run out, despite the fact that a MAC-11 empties a full magazine (32 rounds) in just under two seconds.
** Even more amusing are Steve's Gold Lugers. Claire actually finds them first, with no ammo in them. Then Steve takes them. Later on, Steve rescues Claire by going [[Guns Akimbo]] with the Gold Lugers, then trading them back to you - with no ammo. Not only that, but there's no ammo for them in ''the entire game''—their use is strictly to [[Locked Door|place into a door so it unlocks]].
*** To add insult to injury, he actually complains that you "tricked him" since the MAC-11s have no ammo (he makes you grab it off a crate).
** If you start ''[[Resident Evil 3: Nemesis]]: Nemesis'' on Easy Mode, you start with a fully loaded M4A1 and a single magazine—which contain ''300 rounds, '''each'''''. Combined, that gives you enough bullets to reach the second half of the game before they run out, provided that you use other weapons to kill Nemesis.
*** Speaking of the Nemesis, defeating him in every optional fight makes him drop an attachment that allows you to give a single gun infinite ammunition.
** ''[[Resident Evil 4]]'' & ''[[Resident Evil 5|5]]'' start the player off with reasonable, though a bit high, magazine sizes. But the upgrade system plays this straight, eventually allowing your small handgun to hold 50+ Bullets per mag.
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*** And again: Rebecca's counter-attack involves her blowing up the offending zombie with a ''grenade to the face.'' It never depletes the player's actual supply of grenades, and even happens if the player doesn't have any to throw normally.
* In the game ''[[John Woo Presents Stranglehold]]'', although you don't have unlimited ammunition, you ''do'' still have Bottomless Magazines—as long as your gun has ammo, you can fire continuously without stopping to reload. In fact, the only time Tequila reloads is when he's gearing up to unleash a Barrage attack.
* Lampshaded in ''[[Paper Mario: The Thousand-Year Door]]''
** Also, the Bill Blasters from the ''[[Super Mario Bros.]]'' series games, which can fire an unlimited number of Bullet Bills. Adding to this is the fact that the Bills are approximately the same size as their Blasters. This is also true with Lakitus, especially in the early years where [[The Spiny|their Spinies]] are all the same size as their clouds, which in turn are the same size as the Lakitus themselves, as with the Hammer Bros., which can throw an unlimited supply of hammers.
* ''[[Devil May Cry]]'' absolutely loves this. If you couldn't pump out a constant stream of handgun bullets, it just wouldn't be the same.
** In ''Devil May Cry 4'', Nero needs to reload his revolver and spends a good few seconds in a cutscene pulling off a slo-mo [[Unorthodox Reload]] - but in regular gameplay, you can keep firing as long as you want, and only when you stop will Nero flick his wrist, presumably reloading it at superhuman speeds.
** Lady is a peculiar case; although she is shown reloading her small arms regularly, she seems to carry more magazines that should be possible, while she is never seen reloading her "Kalina Ann" rocket launcher.
* ''[[Metal Gear Solid 3]]
** There's also the on-rails action against the {{spoiler|Shagohod}} where you do get unlimited ammo of whatever weapon you had at the moment (as well as the RPG). The explanation is that the sidecar of the motorcycle that you're riding in has lots of ammunition in it... Which gets more than a little ridiculous when you start using the RPG and quick reload (by equipping and unequipping weaponry, a bit of bizarre MGS-logic).
** Snake automatically collects empty magazines to use as a distraction. The magic sidecar also has an unlimited supply of them [[Fridge Logic|for some reason]].
* ''[[Metal Gear Solid
** Also, late in the game, {{spoiler|when Raiden and Snake help each other fight their way out of Arsenal Gear, Raiden asks Snake why he doesn't have to worry about ammo. Snake points at his headband and says "infinite ammo". Raiden accepts this explanation with no further discussion. Is that lampshading, or shining a giant neon spotlight on it?}}
*** Oddly enough, it's a reference to the {{spoiler|good ending}} of the first game; the item received has that exact property.
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* In ''[[Left 4 Dead]]'', your pistols will never run out of ammo, but you have to reload at the end of the magazine. Other weapons can eventually run out of ammo, but there are strategically placed ammo piles lying around that you can use to reload nearly any of the guns you find. Such piles are spaced out farther in the sequel, however, so running out of ammo is a much more common occurrence, unless you're using pistols or melee weapons to save ammo. Also, some weapons have unusual round capacities than depicted in the player models.
** And played perfectly straight in the [[Exactly What It Says on the Tin|Gib Fest]] mutation; Every player starts with an M60 LMG, with infinite ammo. Combine with boomer bile to get all the common infected in one spot, and, to quote another of [[Team Fortress 2|Valve's games]], [[Ludicrous Gibs|"SO MUCH BLOOD! HA HA HA!"]]
* ''[[Unreal]]'' and ''[[Unreal II: The
* ''Afterburner Climax'', where missiles will automatically rematerialize on your plane after they have been fired, to say nothing of the [[Macross Missile Massacre]] "Climax Mode" [[Limit Break]] where you can lock onto and fire on more targets than the usual max missile capacity of your plane. By the end of the game you probably have launched more missiles than are available to a small country's air force. Your cannon also has unlimited rounds. Then again, you are a [[One-Man Army|One Man Air Force]] going up against what feels like an entire air force.
* The first ''[[Half-Life]]'' has the Hornet Gun/Hive hand that ''regrew'' ammo. ''Opposing Force'' had the Shockroach, which recharged itself, and the Barnacle, which apparently doesn't need ammo. Living infinite ammo weaponry, [[Squick|"lovely"]].
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* In ''[[Borderlands]]'', some guns are equipped with a regenerating ammo stat, and one particular gun, The Dove, combines this with having no reload animation. This is lampshaded by the description for The Dove itself, which is: "Sometimes I forget to reload..."
** Some class abilities allow more ammo to be used than some guns can hold. In some cases this allows for [[Up to Eleven|five shotgun rounds to be used when normally two are loaded as well as sub-machinegun and assault rifles being able to hold as much as THOUSANDS of rounds.]]
* Ballistic missile launchers in ''[[Command & Conquer]]'' games, like the GLA
** Lest we forget, helicopters would fire a salvo of rockets, wait a bit to reload, and then fire another salvo of rockets. Endlessly.
** C&C Lore [[Hand Wave|handwaves]] this; all weapons systems make their own ammo.
* In ''[[Warhammer
** Perfectly justified for the Orkz, whose gear runs entirely on [[Clap Your Hands If You Believe]].
* The original ''[[Medal of Honor]]'' for the [[PlayStation]] lampshaded this trope. One of the unlockable bonus cheat modes was called 'American Movie Mode', which gave unlimited ammo.
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* In the MMO Third Person Shooter S4 League, all of your weapons except for the grenade launcher and installation weapons have limited ammo but unlimited magazine. Justified because it takes place in a virtual setting where ammo is unlimited because the designer said so.
* The latest [[World of Warcraft]] patch plays this trope straight, hunters no longer need ammo for their ranged weapons, though if you had a quiver on your person (they've turned into normal bags) it will still display.
* The
** Secondary material suggests the [[Shoulders of Doom|giant shoulderpads]] are for ammo storage. More mystifying is how missile-bearing units such as the Goliath never run out—or, for that matter, how hydralisks never run out of poisoned spines.
* [[The Dishwasher]] gets "The Arsenal" in the first game while both the Dishwasher and Yuki get an SMG and a Gatling arm in the second [[Awesome but Impractical|with limited effectiveness in most situations.]] They later get far more effective [[Short-Range Shotgun|shotguns]]. Both weapons (which The Arsenal consists of) can be reloaded as much as you want, with the character ejecting the old mag/shell, with the new magazine magically showing up as soon as the old one hits the ground.
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* In the original Xbox game ''[[Video Game]]/Black'', after completing a level on multiple difficulties, you can unlock "Silver Weapons" which make the guns shinier, and invoke this trope. Which makes sense, when you start with a pistol or shotgun (Reloading Optional), but when you find a RPG mid-level, pick it up, and can turn anything breakable in the level broken, it turns it up to eleven.
* In [[Rance II]] of the [[Rance]] series, Maria seems to have a bazooka with unlimited ammo. Averted in the more recent games where units have a limited amount of actions.
* In ''[[Mortal Kombat]]'' games, characters who use guns like Stryker, Sonya, and Cassie never have to reload them in battles, although Stryker does reload it in one cutscene in ''IX.'' Erron Black even manages this Trope with ''revolvers.''
* Zigzagged with the Blunderbuss in ''[[American McGee's Alice]]''. It doesn't seem to need ammunition at all, as Alice spends Mana to use it like she does for all her weapons. It does, however, drain the entire Mana bar, and can only be used when the bar is full. Of course, this is rarely an issue, because the Blunderbuss is powerful enough to wipe out a room of foes in one shot, and the Meta Essence they drop will likely refuel it completely.
=== [[Web Animation]] ===
*
* Also parodied in ''[http://www.newgrounds.com/portal/view/348370 There's Something About Halo 2]''. MC's firing his pistol at the Covenant, who respond: "Does he not need to stop, and reload?" "He must have a really big clip or something..." Cue MC running out of bullets, and a magazine several metres long dropping out.
=== [[Web Comics]] ===
* Spoofed in [http://www.strangecandy.net/d/20010322.html this strip] of ''[[Strange Candy]]''.
* Guns in the ''[[Adventurers!]]!'' webcomic don't have to be reloaded and never run out of ammo, because ''Adventurers!'' takes place in a Console RPG.
=== [[Web Original]] ===
* Repeatedly occurs throughout [[Code MENT]], although the most triumphant example would have to be episode 8. <s>Zero</s> One spends about a minute and a half firing about 70 shots from a pistol. The guards right outside the room ([[The Guards Must Be Crazy|who ignore the sounds of '''sustained gunfire''', but bust through the door when they hear a cough]]) take two more bullets. Only ''then'' does the pistol inexplicably run out of bullets.
* Repeatedly parodied in ''[[Italian Spiderman]]'', starting with a fifteen-round barrage from a six-shooter.
* In ''[[Survival of the Fittest]]'', a particularly blatant example occurred with Madison Conner, who had taken an MP5 with only one magazine of ammo. She was specified to have "emptied the clip" (or other variations) at least three times with no mention of reloading whatsoever. This was semi-prevalent in all versions of the game (at least in terms of reloading but never actually running out of bullets) until v4, where each firearm assigned has a specific ammo count.
* In the ''12 oz mouse'' 3rd season webisode, mouse is in a gun fight that dramatically freezes long enough for him to think "I'll tell you what's cool right now and that is a gun that never runs out of ammo
=== [[Western Animation]] ===
* ''[[Jonny Quest]]'':
** In "The Sea Haunt", the captain of the Dutch ship fires off 12 shots from a six-shot revolver without reloading, and a pair of Very pistols (single-shot [[Flare Gun]]s) are fired off 12 times without reloading.
**
** In "
** In "Monster in the Monastery", one of the villains dressed as a yeti fires at least 70 shots at Jonny and Hadji from an automatic pistol without reloading.
* ''[[Family Guy]]'' does this a lot:
** In one episode
** In the [[Stephen King]] episode, Stewie fires another double barreled shotgun three times.
** In a [[Cutaway Gag]] from much earlier in the series, Peter fired yet another double-barreled shotgun ''at least'' six times.
** In another episode, Brian receives a free revolver with the liquor he bought as per "Texas state law". It [[Shur Fine Guns|fires once on its own]] when he tries to throw it away, after which he picks it up and fires it into the air six more times. Granted, some revolvers hold more than six bullets.
== Other weaponry ==
=== [[Anime]]
* Justified in ''[[Fate/stay night]]'' since Archer doesn't really fire his arrows that often and even when he does, he is making them through magic. In the case of Gilgamesh, his Gate of Babylon can fire swords like arrows infinitely because he has just that many weapons in his vault and they reappear inside the vault after an unspecified period of time.
* Not quite guns, but [[Serious Business|just as important]]: Duelists in ''[[Yu-Gi-Oh!]]!'' never seem to run out of ''cards''. A duel deck typically consists of 40 cards; during a duel, the players will draw 10, 20, or even 30 cards from their deck to place them in their hand—and yet, the deck ''never grows smaller'' (unless the plot requires it).
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===
* The ''[[Savage Dragon]]'' villain Dung is equipped with hydraulic cannons that spray apartment-filling amounts of [[Exactly What It Says on the Tin|dung]]... teleported in from the local sewer systems. Thank God the Dragon has awesome healing abilities...
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=== [[Literature]] ===
* Susan in ''[[The Chronicles of Narnia]]'' has a Bottomless Quiver, but it's a magical one.
=== [[Live Action TV]] ===
* ''[[Mighty Morphin Power Rangers]]'': Kimberly's Power Bow has an endless supply of arrows. Said arrows can explode and chase after monsters like guided missiles. The Dragonzord seems to have an infinite amount of missiles.
=== [[Tabletop Games]] ===
* An actual bottomless quiver is available in 4th edition ''[[
** And 3.5. They called it the Quiver of Plenty back then.
** They also had the Quiver of Ehlonna, which wasn't actually bottomless but, despite being the size of a normal 20-arrow quiver, it can hold 180 arrows (or objects of equivalent size), 12 bow-sized objects, and 6 spear-sized objects.
=== [[Video Games]] ===
* The ''[[Metroid]]'' series uses this, but explains it by having Samus' suit have the ability to convert almost anything into ammunition and health.
* Played straight in the ''[[Warcraft]]'' RTS series. In ''3'', a Night Elf archer named Shandris does a [[Lampshade Hanging]], [[Stop Poking Me|if clicked repeatedly enough]], by opening wondering why she never runs out of arrows.
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* Ranged weaponry in the [[Might and Magic]] series (the [[More Popular Spinoff|original series]], not Heroes - for that, look under Exceptions) never run out of ammunition. This may be justified for blasters.<ref>hand-held energy weapons made by a very, very advanced civilization.</ref> Bows and crossbows, not so much.
* ''[[Lego Indiana Jones]]'': Not only are the ranged weapons capable of firing limitless shots, but Marion Ravenwood carries a ridiculous number of [[Improbable Weapon User|bottles to throw]].
* Uni in the ''[[Hyperdimension Neptunia]]'' games has a justified variant of this trope, as her weapons are powered by her own CPU power, even though she uses a variety of ballistic and non-ballistic guns. They are still subject to apparent ammo limitations, but this is because Uni only loads enough ammo for the appropriate barrel configuration per attack and "recharges" her magazines by her next turn.
* Zigzagged in the ''[[Dragon Age]]'' series. Bows and crossbows have unlimited ammunition as far as ''normal'' arrows and bolts go. ''Special'' ammunition like Fire Arrows and Elf-Flight Arrows are of limited supply and have to be found or purchased.
* NPCs in ''[[The Elder Scrolls V: Skyrim]]'' never run out of arrows. You can give your party members a single arrow of the best kind you have, and as long as they have no other arrows on them will have an infinite supply. It's also possible to duplicate rare/expensive arrows at archery ranges by pickpocketing the NPCs shooting there, taking all their existing arrows and giving them one of the arrow type you want duplicated. You can then harvest dozens of them from the targets.
=== [[Web Comics]] ===
* [http://www.flipsidecomics.com/comic.php?i=323 Maytag's throwing knives], from ''[[Flipside]]''. Summoned from a dematerialized [[Hyperspace Arsenal|Bag of Holding]], there are actually a finite amount—nearly two hundred.
* Of all things, '''bread''' in ''[[Persona 3 FTW]]''.
=== [[Western Animation]] ===
* Speedy on ''[[Teen Titans (animation)|Teen Titans]]'': How many arrows can he fit in that quiver? In the Season 3 finale, he's firing them off nonstop three at a time but always with plenty to spare for the next scene.
** Similarly, Green Arrow from ''[[Justice League Unlimited]]'' seems to have a bottomless supply of arrows.
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* Averted on the ''Dungeons & Dragons'' cartoon, as Hank's magical bow fired [[Hard Light]] rather than physical arrows.
==
===
* In volume 1 of the ''[[Read or Die]]'' manga, Yomiko whirls to face a henchman, only to find that she's out of paper -- [[Mexican Standoff|but he's out of bullets, too, and they both take a moment to reload before continuing]].
*
** Given that Meryl is able to hide ''fifty'' derringers under her cloak, Vash (being a good deal larger than she is) presumably has at least a few dozen speedloaders stashed under his clothes. In the manga, we see him purchasing bullets and retrieving them from the tubes on his coat.
** The first scene of the anime itself involves Vash nonchalantly surviving an incredible tavern-demolishing volley of gunfire; frequent cuts to the [[Mooks]] delivering said volley show that they do stop to reload.
** Another exception is the standoff with Knives at the end of the series, where both of them have only one bullet each and are playing [[Russian Roulette]] with the other person's gun in their ''[[Eye Scream|eye]]''.
* Both played straight and averted in ''[[Ghost in the Shell]] Stand Alone Complex''. Some episodes have characters frequently reloading, while others show characters firing weapons for far longer than they should be able to (even if the weapons used caseless ammunition).
* Subtly averted in the ''[[Cowboy Bebop]]'' movie
** However, [[Freeze-Frame Bonus|
* ''[[Grenadier]]''. A fairly accurate bullet count is kept since the highlight of every episode is when Rushuna Tendo reloads her revolver. Fresh bullets are ejected from her [[Fan Service|considerable]] [[Gag Boobs|cleavage]], then scooped out of the air with the cylinder. In this case it's her cleavage that's bottomless.
** Subverted once, when even her cleavage runs out of ammo and it's up to her companions to supply her with bullets.
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* Also generally averted in ''[[Noir (anime)|Noir]]''. Kirika and Mireille are often seen reloading during gunfights with mooks, though sometimes the reloading is presumed to happen off-screen (e.g., Mireille fires off a dozen rounds from her gun's 15-round magazine, the action cuts away to show Kirika fighting, then we cut back to Mireille firing another dozen rounds or so). Where they keep their spare magazines is never shown, though.
* Played with in ''[[Black Lagoon]]''. When the scene is serious, Revy needs to reload realistically (no one else lives long enough to get the chance). When it's not, everyone can empty enough rounds to swiss cheese a car without reloading.
* ''[[Hellsing]]'' has a rare exception with the "anti-tank rifle" used during the attack on Hellsing mansion. It holds only one shell and reloading takes a realistic amount of time. Then again, it might very well be done [[Rule of Drama|purely for drama]], and it becomes a [[Double Subversion]] when they get a [[There Is No Kill Like Overkill|fully]] [[More Dakka|automatic]] [[Crowning Moment of Awesome|version...]]
** Alucard ''is'' seen to [[Unorthodox Reload|reload]] in the manga and at least once in the anime, but that's more [[Rule of Cool]].
=== [[Comic Books]] ===
* Subverted in ''[[100 Bullets]]''. Most of the plots revolve around a protagonist who is given a finite supply of untraceable bullets. [[Exactly What It Says on the Tin|Guess how many]].
* A '''[[Runaways]]''' arc one dealt with time travel to the 1900s. One of the villains there had a particularly nasty pair of magic revolvers that hit its target every time. He ended up being killed when he wasted his shots on a undead hero who couldn't be killed so easily.
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'''Chief:''' Then ''reload!''
'''Officer 2:''' No, he means we're ''really'' out of ammo. That was it. Small-town budget. We never thought we'd ''need'' it. }}
* Averted at the end of one ''[[Lucky Luke]]'' comic, when he tries to get the attention of a crowd by firing in the air, only to realize that he has spent the whole issue without reloading. And if you go back and count, he has indeed fired a total of six shots up to that point.
=== Films -- Live-Action ===
* ''[[Terminator (franchise)|Terminator]]''
** Additionally, a few SWAT team members engage the Terminator with their backup pistols. Given that they'd been firing their MP5 submachine guns for a good thirty seconds straight before that, it's implied that they were out of magazines for them.
** Also, the T-800 uses exactly as many M79 grenades as he is shown to have on his ammo belt, using his very last one on the T-1000.
** The T-1000 also fired about 21 times with his Beretta 92 before reloading (without extended mag, it only holds 15, or 16 with a round in the chamber).
*** It's blink-and-you'll-miss-it, but while he's flying the helicopter he's also temporarily grown two extra arms to reload his pistol with.
* The film ''[[Kick-Ass (film)|Kick-Ass]]'' averts this -- in the climax, Hit-Girl [[Unorthodox Reload|reloads her guns in the air...literally]]. Something that has to be seen, preferably widescreen. {{spoiler|And at some point she finally does run out of bullets.}}
* Used in ''[[Last Man Standing (film)|Last Man Standing]]''. We do see Bruce Willis using up mags and having to reload, and there is a scene which shows him loading numerous spare magazines from boxes of cartridges, but he seems to be able to fit [[Hyperspace Arsenal|an inordinate number of magazines in his pockets]].
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* Averted in the 1962 ''[[James Bond]]'' film ''[[Dr. No]]''. Bond ([[Sean Connery]]) hides behind the door as an assassin fires several shots into [[Sleeping Dummy|blanked-covered pillows]] on the bed. Bond disarms the assassin and the two converse, but Bond "carelessly" allows the assassin to retrieve his dropped pistol—which clicks on an empty chamber. Bond doesn't even flinch and says "That's a Smith and Wesson, and you've had your six." before killing the assassin.
** Unfortunately the gun in question is a Colt automatic...
** Later, in ''[[
* Averted
* Averted in ''[[The Adventure of Sherlock Holmes' Smarter Brother|The Adventure of Sherlock Holmes Smarter Brother]]''. If you count carefully, Moriarty shoots off exactly 6 rounds from his revolver while pursuing Sigerson. When he catches up:
{{quote|Sigerson: A Webley's #2, I think, carries only six cartridges.
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* A bit of an [[Ass Pull]] in ''[[Star Trek: First Contact]]'' where the Borg will adapt to the crew's phaser rifle frequencies after about twelve or so shots.
* [[The Book of Eli]] is one of the few [[After the End]] movies in which it is mentioned that bullets are hard to come by. The main character is shown reloading during his gun fights.
* In an early scene of the third [[Mission: Impossible]] movie, Ethan Hunt invokes one trope, averts it a few seocnds later, and then averts this one. He manages to shoot the wing of an airplane with a [[Improbable Aiming Skills|high-powered machine gun]] and takes it down. He then runs after Philip Seymour Hoffman's villain character who is escaping in a helicopter. Not only does he miss the first few shots but he runs out of ammo soon after.
* Name a Michael Mann movie, and I will show you an aversion.
* Averted in ''[[Pulp Fiction]]'' where Jules is shown running out of ammo after repeatedly shooting Brett. It's
* In ''[[Predators]]'', Royce warns everyone to count how many bullets they have left and to conserve ammunition. Isabelle's sniper rifle runs out in one scene.
* In ''[[Sucker Punch]]'', the girls never fire more than their weapons can hold, and constantly pause to reload.
* ''[[Aliens]]'' carefully avoids this. Hicks instructs the Marines to use "short, controlled bursts" to avoid wasting ammo. Vasquez is eventually reduced to a sidearm when her rifle runs dry, and Ripley's ammo counter is constantly shown during the finale.
* ''John Wick'' is magnificent about this. Despite single-handedly killing 77 people over the course of two hours (it's that kind of movie), John is ''always'' shown reloading his weapon. Not only that, he's also shown as having a maximum ammunition capacity -- it becomes a plot point in the Red Circle shootout that John has had to go through so many Mooks that he's actually run out of spare magazines before he finishes his assault, leaving him vulnerable to [[The Dragon]] and eventually forcing him to abort the mission. The most memorable example is in the lobby of the Red Circle when John is attacked by so many Mooks in rapid succession that he doesn't have a chance to reload, resulting in a sequence where he aims his pistol directly at the forehead of a nearby Mook, clicks on an empty chamber, kicks the Mook into a nearby pillar in frustration (and to keep from being shot), ejects his magazine, slaps in a fresh one, works the slide, and ''then'' shoots the Mook in the head while said Mook is still trying to recover from having the wind kicked out of him. All in less than three seconds.
* Notably averted in ''[[The Evil Dead]]'', where Ash gets off exactly ''one'' shotgun blast before being forced to search the basement for the other shells.
* Subverted ([[Affectionate Parody|as are many, many other tropes)]] in ''[[Last Action Hero]]''. When they are in the movie, everybody's shooting left and right without ever pausing to reload. When they exit the movie to real life, Arnie realizes [[Reality Ensues|things work differently]]: cars don't [[Every Car Is a Pinto|blow up]], and guns need reloading. In one of the final scenes, as {{spoiler|the [[Big Bad]] is shooting his revolver randomly in Arnie's direction, he apparently runs out of ammo. Arnie pops out of his hiding place and pokes fun at the Big Bad forgetting to reload, only to discover [[Dangerously Genre Savvy|he has faked running out and has one last bullet left... with which he's immediately shot]]}}.
{{quote|'''Jack Slater:''' Did you make {{spoiler|a movie mistake? You forgot to reload the damn gun.}}
'''Benedict:''' {{spoiler|No, Jack. I just left one chamber empty.}} }}
* ''[[The Matrix]]'' averts this where its sequels and later entries play it straight.
=== [[Literature]] ===
* Averted in [[Marion Zimmer Bradley]]'s ''Warrior Woman'', in which gladiators using slingshots are handicapped by being given a fixed number of stones (fourteen); the crowd chants the number of shots taken.
* The ammo in the father's revolver is a constant concern in the [[After the End|Post-Apocalyptic]] novel ''The Road''. He starts with only a few bullets, and at one point gets so desperate that he fashions fake bullets out of spent casings so that he can bluff people.
* Subverted in ''Artemis Fowl: The Arctic Incident''
* [[Louis L'Amour]] usually averted this in his Western novels, even pointing out that even in a loaded pistol, the chamber under the hammer was left empty (to prevent accidents since most pistols at the time did not have a safety), meaning one less bullet than modern audiences might expect.
** Almost all revolvers lack a safety. The issue with the revolvers in Lamour's novels is that when the hammer is down, it rests directly on the percussion cap (in early revolvers) or the primer (in cartridge-fed arms) and a sharp knock to the hammer can set it off. Not an issue in the heat of battle, since once you fired a shot, the hammer was "down" on a fired chamber anyway and thereby safe until you thumbed the hammer back (as you had to with many of these guns) to cock it and spin the cylinder for the next round. Modern double-action revolvers have a modified and much safer trigger mechanism, which removes the need for this practice, though exponents of Wild West reenactment shoots still need to bear it in mind as their revolvers are faithful copies of the originals (with all that this implies).
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* [[Samurai Cat]]'s older brother Shimura demonstrated in the second book that the "Badass" part of [[Retired Badass]] still applied: he carried an utterly ridiculous number of Colt .45 semi-automatic pistols [[Hyperspace Arsenal|in his kimono]], and his wife had an even more ludicrous amount of extra ammunition. But they ''still'' ran dry during the big shoot-out of that story.
* Carefully averted in ''[[The Hunger Games]]'': Katniss is limited to a total of twelve arrows, and retrieves used arrows whenever she can. Several times throughout the story, the reader is informed about exactly how many arrows she still has.
* Averted in ''[[A Simple Survey]]''. Whenever guns show up, they have a specific (usually low) number of bullets. On one occasion, each of the characters had a handgun with exactly ''one'' bullet, and had to make their one bullet count.
* ''[[World War Z]]'' has an ''inversion'' in the disastrous defeat at the Battle of Yonkers. The US military engages a horde of 8 million zombies shuffling north of of Manhattan, using anti-tank weapons against what was obviously a human wave attack. Yonkers Veteran (or more accurately "survivor") Todd Waino explains that, even if they thought the armor-piercing depleted-uranium rounds the tanks fired were useful against a massed zombi horde (which they are not), all of the heavy artillery ran out of ammunition after under an hour of sustained fire. Given that they are a modern US army mechanized infantry brigade fighting a battle from a defensive position<ref>This means that they could not possibly have outrun their own supply train, because they are sitting and waiting for the enemy to come to them.</ref> inside the continental United States, one wonders why it simply ''never occurred'' to the officers commanding the battle to count how many rounds they had - they brought bring maybe 1/10th the ammunition to the battlefield than a comparable US army unit would normally have on hand, even if they were deployed smack-dab in the middle of the Afghani mountains (which is one of the worst locations on Earth from a logistics standpoint).
=== [[Live-Action TV]] ===
* Averted with [[Energy Weapons]] no less in ''[[Firefly]]'' for at least one character who discovered that, although [[Awesome but Impractical|a hand laser looks pretty cool]], it starts giving the "low battery" warning after only three shots or so.
* Averted on the old ''[[Batman (TV series)|Batman]]'' TV series, where the villains are shooting at Batman behind smoke; when the smoke clears, it's revealed that not only does Batman have a shield, he knows the villains are now out of bullets and can attack them.
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* Averted in ''[[Jericho]]'', wherein the people of the town are very conscious of their ammunition, and the heroes are continually requesting new magazines and fighting over the actual weapons themselves.
* Averted in the ''[[Doctor Who]]'' episode "The Doctor Dances" when Capt. Jack's Sonic Blaster runs out of power; amusingly, a few moments before, he was making fun of the Doctor's Sonic Screwdriver.
* In ''[[Stargate SG-1]]''
** In another episode, they give the villagers guns and join them to try and repel Ori footsoldiers, but are overrun when they run out of ammo... And judging by the befuddled looks of the villagers, they didn't have time to warn them beforehand.
** In still another episode, Jack uses the fuel from an energy staff for a generator... and it runs out of power. Powering a wormhole generator for travel to another galaxy probably takes a lot more than just one measly staff.
* Averted {{spoiler|at least}} once in ''Due South''. Constable Fraser confidently approaches a criminal pointing a gun at him, telling him that he's out of ammo (the pistol is a 9-shot), while his partner and another cop argue over whether he is, or whether he still has a bullet or two left (one says he's heard 8 shots, the other says only 7). {{spoiler|Turns out Fraser was right and he had used all 9.}}
* Subverted multiple times in ''[[Get Smart]]'':
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* ''[[Farscape]]'' seems to play this straight as pulse pistols have absurd numbers of shots. ...But one episode John runs out of ammo. Lampshading how unlikely it is to run out of shots with a 500 round battery, and then getting understandably irate when the pulse pistol he loots from an enemy ALSO runs out of energy after only a handful of shots.
=== [[Tabletop Games]] ===
* ''[[Warhammer 40,000]]'' has a few exceptions: combi-weapons are boltguns with a one-shot special weapon attachment, the Manticore missile launcher gets four missiles and then is done, the Black Templars get the Holy Orb of Antioch (a one-shot super-grenade), and a few other one-shot powers.
** The spinoff game ''Aeronautica Imperialis'' has limited ammunition for every weapon. Yes, even rayguns. Curiously, almost all ground defenses are unlimited ammunition.
** The
** The Warhammer 40,000 and Warhammer Fantasy rules state the assumption that all models have sufficient shots to last the entire battle - given the average game length, that translates to around six or eight bullets/laser bolts/bursts of small metal shuriken/arrows/powder charges/crossbow bolts/javelins/etc. per person, which is perfectly reasonable. However, certain scenario rules do limit the number of shots units can take in a turn (mostly justified by limited supplies).
*** It's also entirely reasonable that each trooper carries enough ammunition for the battle, as (due to the turn-based movement) each hour translates to roughly 15 minutes in-universe. In addition, alot of the ammunition has either been handwaved due to [[Applied Phlebotinum]] (such as Tyranids biologically producing the ammunition from within their bodies to guns that literally recharge their batteries in heat or sunlight). In addition, given the average length of a game (which is 6 turns) it's understandable that a standard pistol might never even need to be reloaded, much less need additional ammunition (in 6 turns, a pistol will fire only 6 shots, and that's if it's fired every single turn and the bearer isnt killed), to say nothing of larger, automatic guns (which fire a maximum of 12 shots in those 6 turns).
*** On the whole, the 40k and Fantasy universes tend to avert the trope - some by the simple expedient of "The model has enough shots to last the battle", but in the specialist games this is looked into in more details. The fantasy spinoff ''Mordheim'' has certain weapons (such as barbed arrows and vials of holy water) that had limited ammunition, but the 40k narrative game ''Inquisitor'' took it to ridiculous levels with noting down the number of shots, the time taken to reload, the number of magazines a person has and even what order the [[Abnormal Ammo|special bullet types]] were preloaded in. As a general rule, the less models to keep track of, the more detailed the mechanics.
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* Laser barrels in ''[[Paranoia]]'' are rated for six shots (with [[Crapsack World|the usual 5% chance of exploding]] during any given shot). You ''can'' go over the limit, but the chance of explosion keeps going up. Some gamemasters keep careful count of shots fired; [[Killer Game Master|others]] just pick someone who hasn't reloaded in a while, roll some dice, [[Played for Laughs|ignore the result]] and [[Stuff Blowing Up|declare that their weapon explodes]]. [[Running Gag|Now please report for termination, Citizen. Have a pleasant day. The Computer is your friend.]]
* ''[[BattleTech]]'' mostly averts this. Non-energy weapons draw upon a finite supply of ammunition stored in the carrying unit and individual shots or salvos are tracked not just to determine when they run out, but also to compute the damage caused by an exploding ammo bin on an appropriate critical hit—shots already expended obviously can't blow up anymore. Some weapons still do pack fairly silly numbers of shots into a single ammo slot, though (machine guns being particularly bad offenders), and ammo expenditure for most infantry-level weapons is indeed not tracked on the boardgame level (which, to be fair, is more concerned with the interaction between larger units with bigger guns).
* ''[[Big Eyes, Small Mouth]]'' averts this normally, with the exception of the "Dramatic Ammunition" rules (listed in the Tabletop Games subsection of [[#Modern weapons|'Modern Weapons']] above).
=== [[Video Games]] ===
* Ammunition is a precious commodity in the various ''[[Resident Evil]]'' games, most notably in ''Code Veronica'' where there is simply not enough ammo to kill everything - fortunately, it's also the first game in the series where [[Emergency Weapon|the knife]] is truly useful.
* Averted in ''[[Star Wars Battlefront]]'' and it's sequel. This is actually very strange, as the source material commonly portrays most of the weapons as having unlimited ammunition, or at least very large magazines.
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* In the [[Fighting Game]] ''Bushido Blade''; during your fight with the [[Giant Space Flea From Nowhere]] Katze, he has a pistol and you have a sword. However, he only has six shots before he has to stop and reload. While he reloads, he's absolutely helpless and can be easily killed.
** This was repeated in the sequel, although one of your opponents carries a freaking machine gun and both of them are practically impossible to kill while reloading now.
* In ''[[Call of Cthulhu
* ''[[Call of Duty]]'' is generally accurate as far as ammo goes, with guns having correctly sized magazines and spare ammo being available only from the dropped guns of deceased enemies. However, all fixed weapon emplacements have Bottomless Magazines.
** The secondary part of this trope is played straight in the ''World at War'' mission "Black Cats". The ammo on your PBY Catalina's various gun turrets run out of ammo just in time for the [[Big Damn Heroes|Corsairs to show up]].
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* In the ''[[Crusader: No Remorse|Crusader]]'' games, waaaay back in 1995/96, you had to manage magazines for the various projectile-based weapons.
* ''[[Deus Ex]]'' avoids this. You and your enemies have to reload, and a limited amount of magazines, when they've spent all their ammo they'll usually start hitting you with melee weapons instead—and though Bots have bottomless magazines, they will run out of ammo if you wait long enough (usually long enough to kill you several times over). When the bots run out of ammo they'll say "Low Ammo" and attempt to run away.
* In ''
* ''[[Earth 2150]]'' has limited ammo for all weapons. Energy weapons recharge over time, but units using grenades, bullets or rockets need to be resupplied by plane. Guard your supply center well.
** Ballistic weapons in ''[[Earth 2150]]'' carry limited amounts of ammo and must be re-supplied from a supply depot. Fortunately, there are air units that will bring the ammo to units in the field.
** Every non-energy/chemical vehicle-mounted weapon in the sequel, ''[[Earth 2160]]'', also have limited ammo. Fortunately, it's easier to supply that ammo. For the ED, an ammo supply can be built, which will automatically take care of supplying ammo via a projectile. For the UCS, it's a lot more annoying as ammo can only be supplied using an air unit that's highly
* In ''[[Fallout]]'', all weapons have limited capacities and can only be fired a limited number of times (using action points) before you need to manually reload them (which also costs action points). If an NPC runs out of ammunition, he usually switches to a melee weapon and close the distance. An idling animation for pistols, on the other hand, has the character empty a magazine from the gun and load another one without that actually affecting the number of bullets in the gun at the moment.
** The [[Final Boss]] of ''[[Fallout 1]]'' -- [[The Master (trope)|The Master]]—never had to reload the gatling guns connected to his chair. The boss of ''[[Fallout 2]]''—Frank Horrigan—has to reload his weapon and did run out of ammunition eventually, whereupon he whipped out a really long knife.
** Additionally the spare ammo for a gun takes up room in your inventory. For pistols and rifles this is negligible but for heavier weapons (such as machine guns and rocket launchers) carrying enough ammo for a prolonged engagement can put a crimp in the amount of space in your inventory for loot.
** In ''[[Fallout 3]]'', while you do have to reload regularly depending on weapon, your ammo weighs nothing, which means you can carry absurd amounts of ammunition around the world with you especially if you trade excessively with the outcasts who trade ammunition for other equipment. Amusingly enough, ''nuclear warheads'' count as ammunition for game purposes.
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** This is also played with for the enemies of the game. They reload like the player but have literally infinite ammo. They can even spawn ammo for a weapon they pick up off their slain comrades. This is [[Sarcasm Mode|rather interesting]] for a game that came out a decade after the predecessors, which avert this trope.
** Averted in ''[[Fallout: New Vegas]]'', where Hardcore mode gives ammo weight, and require the player to eat, drink, and sleep regularly. The normal mode works like ''Fallout 3'', however.
* Averted in ''[[Final Fantasy IV]]''. Several characters can use bows, but they're entirely worthless without also providing a steady supply of arrows.
* In the ''[[Fire Emblem]]'' series of games, all weapons have limited ammo, after which they break. Archers, swordsmen, axemen, spearmen and spellcasters all run out of ammo. The only ones who don't attack with their teeth/claws, which would be troublesome if they broke, to say the least.
** The weapon's "ammo" actually represents its durability. After using it all up, the [[Breakable Weapons|weapon breaks]]. One has to wonder, however, why archers never need to carry arrows, they just pull infinite amounts out of the quivers. And why does a spell book break after having a spell in it cast 40 times? And why does a spell book only contain ONE spell anyways?!
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* ''[[Metal Gear Solid]]'' has Vulcan Raven lugging around a huge minigun... and an ammo drum that's almost as big as he is. And the guy's ''giant''.
** On the other hand, the fight with Revolver Ocelot is very specific about giving him six shots, after which he has to reload.
* ''[[Metal Gear Solid
** In the boss fight later, he uses a second revolver to get around this. The game also goes out of the way to show you how much ammo ''he'' has remaining, and shooting him while he's reloading is an important tactic.
*** In a later cutscene Ocelot is shown to be carrying ''three'' revolvers, apparently for juggling, and towards the end of the game he uses an attachable stock to brace a revolver against his shoulder for a long shot. [[Captain Obvious|The man]] [[Exactly What It Says on the Tin|really loves]] [[Revolvers Are Just Better|revolvers]].
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* Mercenaries in ''[[Jagged Alliance]]'' require ammo, but if they've got spare ammo when their current magazine runs out, they reload by themselves.
* Completely avoided in [[Operation Flashpoint]] and [[Arm A|its sequels]]. All guns in the game, including ones in vehicles or mounted on tripods, run out of ammunition. Reloading early moves that magazine to the end of the queue, and it's possible to end up loading that magazine again depending on how much ammo you expend and how often you reload.
* Partial exception: Reavers in ''[[
** Scarabs are classed independent units (in the scenario editor, the same as Interceptors), not ammunition.
* In ''[[Submarine Titans]]'' every sub has a limit on how many torpedoes it can carry (usually 20). Fortunately, if they run out, the unit in most cases needs only to stop fighting for a few seconds, while swimming a few meters toward the player's home base to replenish them.
* Partial exception: most units in ''[[Supreme Commander]]'' have infinite energy or ammunition for their guns, but tactical missile launchers, strategic missile launchers, and strategic missile submarines all need to be ordered to construct missiles. Considering how short the lifespan of most units in the game is, it's unlikely an ammunition limit for normal units would matter.
** The spiritual predecessor ''[[Total Annihilation]]'' [[All There in the Manual|says]] that all non-nuclear-missile weapons in the game are actually energy weapons. This is quite noticeable with the long range artillery which take a big chunk of out of your energy reserves when fired.
* Partial exception: Energy weapons in ''[[Total Annihilation]]'' require energy (a global
* Averted in the classic ''[[X-COM]]'', where other than the laser weapons, all hand-held and all craft-mounted weapons have finite magazines, soldiers and craft have limited carrying space in which to cram replacement magazines, and you have to buy, build or scavenge replacement ammunition unless you want your entire organization to run out. As if that wasn't enough, you have to fund research to develop most of the weapons and equipment you'll be using.
** Not only averted, but inverted in the original game - any magazine still loaded into a gun at the end of a mission could only be salvaged for reuse if it was still full (loose part-full mags were still scavenged) - meaning that, when ammo was tight, it was worth going round unloading all non-laser guns that had been fired during the mission when you got down to the last alien or two...
** ''And'' you had to specify where on the paper doll the various pieces of equipment were. If you put your clips on your belt, they cost less time to reload than ones put in the leg pockets of the cargo pants.
** [[Spiritual Successor]] the ''[[UFO:
* Subverted in the opening of ''[[Xenosaga]] Episode 2'', where while the mecha piloted by the characters is descending onto a planet and assaulted by mooks, the giant energy gun (capable of firing through five enemies at once) runs out of energy. Of course, it is then used to stab the last enemy, ejected, and replaced by a blade weapon and a machine gun that doesn't run out ammo..
** ''[[Xenogears]]'' had Billy, who was the only playable character to use guns. His ammo was limited, and had to be bought or found in chests regularly. This also extended to his Gear.
* All ammunition types in ''[[Ikari Warriors]]'' are limited.
* Averted in ''[[Blitzkrieg]]'' where transports, trucks and haulers must be used to resupply units, down to the last rifleman. Skilled players could cripple their enemies by destroying their supply vehicles, adding a strategic dimension.
* ''[[Uncharted
** During the campaign, enemies will always have unlimited ammo, though they have to reload (except for the GAU-21, which the enemies can fire endlessly). Mounted weapons actually ''don't'' have bottomless magazines (they generally hold 200 or so rounds), and if you activate the infinite ammo cheat, you still have to reload.
* ''[[Kingdom Hearts]]'' manages to avoid this with the Organization's gunner, Xigbar. While he has unlimited "magazines"(seeing as his bullets/arrows seem to come from nothingness itself) he does have to reload. This is the characters biggest weakness in the multiplayer mode in ''358/2 Days''.
** Then again, his reloading consists of spinning his Arrowguns and grasping them again, causing the ammo to magically appear in the magazines, instantly ready for firing. Takes him about five seconds in his boss fight.
* ''[[Master of Magic]]'' units have limited ranged shots per battle, whether they use bows or magic. Warships have 99 ammo, though (draw is called after 50 turns, but Haste spell doubles the unit's actions).
* Semi-averted in the ''[[Heroes of Might and Magic]]'' series, in that archers generally have a limited number of shots (everything except the Medusa in the fourth iteration), unless they're
** Which gets rather weird when applied to creatures like Beholders whose ranged attack is shooting [[Frickin' Laser Beams]] out of their eyes. What exactly could Ammo Cart hold for them?
*** Visine?
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* Averted in ''[[Mass Effect 2]]''. The weapons have been upgraded since the original to use "thermal clips" which are rapidly ejected from the weapon and thus bypass the original's cooling time. In-story and gameplay, it's an upgrade because players may continue shooting faster, but running out of themal clips can definitely be a problem, especially on higher difficulties.
* In ''[[Vega Strike]]'' even some beam weapons have ammo. For low-powered it doesn't matter much—Light Ion Burster has 10,000 (!) vaporization plates per slot (vs. 5,000 bullets of [[Magnetic Weapons|Micro Driver]] for the same light mount) and it's a common ammo in human space. Jackhammer heavy laser boils out a special coolant and Mini Grav-thumper of Rlaan has an expendable component, these are much less ubiquitous.
* In ''[[Flashback (video game)|Flashback]]'' a pistol have unlimited ammo. The game even tells you it works by shaving small bits of metal and launching them which effectively means you never need to reload.
* Averted in ''[[Wasteland (video game)|Wasteland]]''. A clip contains a limited number of bullets. Each individual item a character carries takes the same inventory space (a match takes the same space as a power armor). Clips are treated as any other inventory item and thus are in limited supply ("clip" is the game's terminology).
* ''Armed and Dangerous'' has conversations between Q and Jonsey that blatantly poke fun at this Trope.
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* Partially adverted in ''Little King's Story''. Animal Hunters have finite arrows (forty for each Hunter) and when they run out of them, they're pretty useless. However they all seem to share the same pool of arrows.
* Weapons in the first ''[[Parasite Eve]]'' may as well have bottomless magazines, because just about every enemy drops ammo (and in larger amounts towards the end of the game) and you can find it scattered everywhere throughout the game. The game uses the same kind of ammo for handguns, rifles, shotguns, machine guns, etc. The one kind of ammo that is scarce, however, are rockets, which you'll only get a handful of throughout the game. Using the rocket launcher is only advised against very tough bosses.
* Most weapons in ''[[E.Y.E.: Divine Cybermancy|EYE Divine Cybermancy]]'' have quite limited magazine sizes; players will reload frequently. Every set of two or three magazines takes up a spot in the player's inventory, so some planning is needed on how much ammunition will be required for every gun the user is taking - and indeed the choice of how many guns to take - with every gun in the player's inventory cutting into the ammunition space of the others.
* Curiously subverted in ''[[Team Fortress 2]]'', of all games. The Sniper ejects a spent casing from his bolt action rifle after each shot, but is never seen loading a new bullet afterwards. However, in the promotional video "Meet the Sniper" it's shown that he actually holds a new bullet between his ring and index fingers before pulling the bolt and loads it into the barrel SIMULTANEOUSLY with ejecting the old one.
** Though for gameplay purposes it still has a bottomless magazine as he can switch to another weapon before the reloading completes, switch back to the sniper rifle, and it will still be able to fire immediately. In fact, immediately switching back and forth right after firing a round will let him fire slightly '''[[Good Bad Bugs|faster]]''' than reloading normally (it saves slightly less than 1/5 of a second). The Flare Gun and its variants can also have the reload interrupted and fire as normal, but it can't be fired faster this way. In contrast the [[The Straight and Arrow Path|Huntsman and Crusader's Crossbow]] have actual 1-arrow/bolt magazines that must have their reloads completed without interruption before firing again.
* ''[[Star Ruler]]'' averts this with kinetics; when designing your starships you must take into account how long they can fire with the ammo stocks they have on board and add more ammo caches if they do not pack enough. Or you could design dedicated ammo colliers and send them with your expeditionary forces, but best hope the enemy doesn't [[Shoot the Medic First|shoot them first...]] Energy weapons on the other hand have no such problems, giving you a reason to put time into improving them. Later research allows you to unlock the Matter Generator, which can generate ammo; with a high enough research level you can generate more ammo than you expend, conforming to this trope again.
* ''[[Frontlines: Fuel of War]]'' averts this, and doesn't give you much ammo to begin with for some loadouts. Your assault rifle, shotgun, and sniper classes had comfortable ammo slings, but your machine-gunner and submachine gun classes have precious little of it. Your pistol has infinite ammo, but it's largely ineffective; infinite ineffectiveness only gets you so far! Even vehicles can run out of ammo, but they have a suitably large amount of it. This does tend to reduce the horrifying effects that a good tank-driver, jet- or helicopter-pilot can do by a small amount. Once they've reloaded at the airfield, though...
* Averted in ''[[TERA]]
* Averted in ''[[Amagon]]'': Amagon uses a machine gun as his weapon, but it only has 300 bullets to start out with.
* The entirety of the [[Wild
* Averted in ''[[Max Payne (Video Game)|Max Payne]]'': everything reloads, complete with scattered empty magazines. In the sequel, an effect of getting deep into bullet-time is [[Unorthodox Reload|to make this even more badass]].
* ''[[Halo 3]]'' lets you actually unbolt and carry mounted gun turrets, as discussed in the Modern Weapons subsection on Video Games - but unfortunately, they revert to having limited ammo.
* The first ''[[Doom]]'' shotgun had to be cocked, while the double-barreled shotgun of ''[[Doom 2]]'' had to be manually reloaded each time.
=== [[Web Original]] ===
* Averted ''hard'' in ''[[Darwin's Soldiers]]''. The characters spend a fair amount of time reloading and several of their enemies have been killed because they ran out of ammo.
* Averted and subverted in ''[[The Mercury Men]]''. Although The League’s zap-gun-of-choice - the ''Lumiére'' - resembles a modified six-shot revolver, so at first glance this trope appears to be played straight, the blueprints on their website reveal that each of the six glowing ''mercury pin'' bullets is actually good for 24 shots, for a total of 144 energy blasts per full reload.
* As mentioned above, ''[[Red vs. Blue]]'' normally plays this straight, with exceptions employed for comedy. A Season 2 episode has this hilarious subversion:
{{quote|'''Simmons:''' Ah crap, I'm out. Give me some ammunition, Grif.
'''Grif:''' Me? I don't have any extra. I'm down to one bullet!
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'''Grif:''' We actually ''talk'' about stuff in those things? I just fall asleep inside my helmet.
'''Simmons:''' Well, you missed your job assignment, and now we have no ammo. }}
:* Also played straight with the Warthog turret as one of many parodies of actual ''Halo'' mechanics.
* In ''[[Madness Combat]]'', the guns do run out of ammo, and are either employed for [[Pistol-Whipping]] or [[Throw-Away Guns|thrown]].
=== [[Western Animation]] ===
* The Avalon [[Story Arc|Arc]] of ''[[Gargoyles]]
* Averted in ''[[Code Lyoko]]'', in which early on, Odd is equipped with a certain amount of "Lazer Arrows", and once he's out, he's out until Jérémie restocks his arrows. Through Season 1, barely any episode went by without Odd running out of arrows at some point. Jérémie, however, is eventually able in Season 2 to upgrade Odd's virtual form, enabling his gloves to hold 10,000 arrows apiece.
* There's one ''[[Robot Chicken]]'' sketch, based on [[The Farmer and the Viper|the fable about the scorpion and the frog]], where the frog pulls out a revolver and shoots at the scorpion twice when it tries to sting him. When a gerbil on the other side asks for his help again, [[Suspiciously Specific Denial|promising not to crawl into his anus]], the frog pulls the trigger six times - four shots and two clicks.
** Another sketch parodies The Tortoise and the Hare with a movie-western style gunfight. The hare has enough time to empty his guns before the tortoise even reaches his. Unfortunately, bullets don't bounce off hares.
*
{{reflist}}
[[Category:{{PAGENAME}}]]
[[Category:Guns and Gunplay Tropes]]
[[Category:Acceptable Breaks From Reality]]
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[[Category:Guns Do Not Work That Way]]
[[Category:Hammerspace]]
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