Unusable Enemy Equipment: Difference between revisions

no edit summary
(update links)
No edit summary
Line 36:
*** 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.