Unusable Enemy Equipment: Difference between revisions

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*** And, at least in human case, it would be pointless anyway, as somebody openly using reverse-engineered alien equipment would piss off either Adeptus Mechanicus or Inquisition, or if less lucky both of 'em.
*** As in using it as an [[Improvised Weapon]] and blasting the enemy before dumping it off a bridge or a cliff or some sort of crushing. But salvaging enemy weapons as your own is pretty difficult for a human for any race. Ork weapons are explained above, Eldar weapons are psychically controlled even for something as simple as a Shuriken Catapult, Tyranid and Necron weapons are pretty self explanatory, this is Tau's way of handwaving why stealing their weapons don't work.
** In ''[[Warhammer 40,000 Roleplay]]'' series it may be impossible to use things for several reasons - organizational (for the Imperial people, using xenos toys usually invites suspicion in heresy, and/or being disliked by Cult Mechanicus), anatomical (if it was not designed for human-sized creatures with two hands, can you even hold it right?), technical (there are security measures, typically genelock, and unless you are an intended user you'll have to bypass or remove them before using equipment in question), to bizarre (Ork-made gadgets and weapons work reasonably well only for Orks). And, of course, [[Demonic Possession]]. Especially gene-locks are abound.
*** In ''[[Rogue Trader]]'' [[Loyal Phlebotinum|"Loyalty Spirit"]] is even available as a separate weapon upgrade.
*** In ''[[Rogue Trader]]'' it's even available for [[Player Character]]s who want to keep their [[Gun Accessories|tricked out weapons]] exclusive: one of the weapon upgrades is "Loyalty Spirit" - electronic lock, which may be based on voice recognition, derm-print, gene-scan or some lost ancient method, in the order of decreasing Availability and increasing difficulty to bypass or remove ("arcane" ones are Unique and unbeatable). Some [[Signature Device|signature gear]] of the Temple Assassins have genelock harder to crack than normal - we may assume that in this case difficulty ''is'' quality, and Officio Assassinorium, of course, can have the Best sort when it wants.
* In the ''[[Splinter Cell]]'' series, Sam Fisher, for whatever reason, can't use the guns of fallen enemies. For ammo and weapons, he must find them laying around by themselves. This becomes ridiculous in the Xbox version of ''Double Agent'', where at one point a choice made earlier in the game can net Sam a pistol carried by a guard... but it is impossible to take the pistols from any other guards!
** This was lampshaded at one point in ''Chaos Theory'', where Sam can find an email yelling at a [[Mook]] for ordering the wrong ammunition, that only Sam can use. By extension somewhat [[Justified Trope|justifying]] the trope, given that all the weapons shown are modeled on real weapons, very few of the enemies would carry ammunition for the weapons Sam uses. Also, no one in their right mind would trade a FN F2000 with suppressor and grenade launcher (specially designed for firing less-lethal rounds) for a terrorist's AK-47.
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* Some ''[[Monster Rancher]]'' games have unusuable enemy ''monsters.'' In ''2,'' there was a series of wild monsters whom you could fight and obtain cards for, but never own. In ''4,'' in addition to your [[rival]]s having monsters you can't, several of the game's bosses are actually ''old monster species from past games''—with proper movesets, even, although you're still not allowed to use them. In ''EVO,'' this gets downright silly, as some of the enemy monsters are perfectly normal things you ''could'' theoretically get, but aren't allowed to. For example, a Piroro/Gitan crossbreed—it's an opposing monster, and Piroro and Gitan are in the game, but ''you're'' not allowed to fuse them.
* The playable characters in [[Undercover Cops]] cannot wield knives, bottles, bats, or axes. This is kinda justified considering they can all shoot energy beams and wield weapons 2 or 3 times their size.
* The World War II ''[[Medal of Honor]]'' games, such as ''[[Medal Of Honor Frontline]]'', prevent the player from picking up weapons from enemies. This is usually for gameplay purposes: the player would either have no need for the weapon (like a K98 bolt-action rifle) because superior ones are available in large numbers, or the enemies all carry the same guns as the player and simply provide ammo. However, almost all enemies will still drop ammunition for American weapons, suggestion that either the M1 Garand is able to chamber both .30-06 and 7.92mm Mauser, or that the K98s are all loaded with .30-06 rounds.* In ''[[Minecraft]]'', Zombie Pigmen's gold swords and Skeleton's bows would once never drop upon their deaths. The 1.2 patch made these items Rare Drops, with a chance for these weapons being enchanted.
* In ''[[Minecraft]]'', Zombie Pigmen's gold swords and Skeleton's bows would once never drop upon their deaths. The 1.2 patch made these items Rare Drops, with a chance for these weapons being enchanted.
* ''[[White Knight Chronicles]]'' and its sequel revolve around a quintet of five [[McGuffin|20 foot-tall suits of living armor]] known as Incorrupti. Each Incorruptus has its own human pactmaker—four of them are full-time members of the player's party, and the fifth is the [[Big Bad]] ([[Big Bad Wannabe|Wannabe]]). But one of those four is a [[Sixth Ranger Traitor]], who's hiding the fact that their Inccoruptus is the evil [[The Rival|Black Knight]]. Its a poorly kept secret, even in-game, yet gameplay-wise [[Story and Gameplay Segregation|the game treats it like the character in question just doesn't have an Incorruptus at all]].
* ''[[Sword of the Stars]]'' got Boarding Pods and the ability to capture enemy ships in an [[Expansion Pack]]. But the captured ships will inexplicably vanish after the battle is over so you can't use their (possibly superior) technology.