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* In ''Franchise/JohnWick'' this is averted. We regularly see John reloading, and even reloading BEFORE he runs out of ammo, which is actually considered the right way to do it. You reload as soon as you have opportunity.

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** Arch-Guns (durng Archwing missions) and certain other weapons run off a "Battery" mechanic, regenerating chambered ammo when the weapon isn't firing. The [[DesignItYourselfEquipment Kitguns]] have a unique Arcane which grants them this mechanic. The Nataruk Laser Bow simply has an infinity symbol for its ammo count.

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** Arch-Guns (durng (during Archwing missions) and certain other weapons run off a "Battery" mechanic, regenerating chambered ammo when the weapon isn't firing. The [[DesignItYourselfEquipment Kitguns]] have a unique Arcane which grants them this mechanic. The Nataruk Laser Bow simply has an infinity symbol for its ammo count.count.
** "Ammo Efficiency" determines how much ammo is consumed per trigger pull(s); while Arcane Pistoleer and certain Mods can add Efficiency, certain weapons have it built-in, usually triggering on a headshot. One of the first places players will experience this tends to be in Void Fissure missions, as the reactant buff for Primary and Secondary weapons is 100% Ammo Efficiency for the duration of the buff. One skill node in the "Madurai" Focus School can give this buff, and the Helminth has "Energized Munitions" as an ability that can be granted to any frame you choose.
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* In ''VideoGame/MetalSlug'', the default pistol never runs out of bullets (because otherwise you'd be screwed). However, wait after firing a certain number (or more) of shots (9 for the male characters, who have automatics, and 6 for the revolver-packing girls), and your character will yank the magazine out and replace it. Not that they ''need'' to, but the animators just [[DoingItForTheArt felt like paying attention to that detail]].

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* In ''VideoGame/MetalSlug'', the default pistol never runs out of bullets (because otherwise you'd be screwed). However, wait after firing a certain number (or more) of shots (9 for the male characters, who have automatics, and 6 for the revolver-packing girls), and your character will yank the magazine out and replace it. Not that they ''need'' to, but the animators just [[DoingItForTheArt felt like paying attention to that detail]].detail.
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index wick


** Another lampshade comes in the animated series: when asked if he ever reload, he answers with his CatchPhrase "Yes I do, faster than my shadow", then the camera moves and show that the shadow is STILL reloading the bullets shot during the previous gunfight.

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** Another lampshade comes in the animated series: when asked if he ever reload, he answers with his CatchPhrase catchphrase "Yes I do, faster than my shadow", then the camera moves and show that the shadow is STILL reloading the bullets shot during the previous gunfight.
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** Another exception was in ''Anime/YuGiOhGX'', where Judai's opponent was the pro duelist X, who used a Mill Deck. Judai managed to beat him by also using a mill trick [[CallBack very similar to what Yugi did against Strings]]. Both Judai and X's decks were visibly being depleted.

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** Another exception was in ''Anime/YuGiOhGX'', where Judai's opponent was the pro duelist X, who used a Mill Deck. Judai managed to beat him by also using a mill trick [[CallBack very similar to what Yugi did against Strings]]. Both Judai and X's decks were visibly being depleted.depleted, and the duel keeps up a running tally on both sides.

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* The title mech of ''Anime/MazinkaiserSKL'' tends to have an amazing amount of ammo for its chest-mounted pistols, but it ''does'' run out. However, its pilot (in that mode, as its a two-seater) is skilled enough to keep attacking and reload at the same time.

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* The title mech of ''Anime/MazinkaiserSKL'' tends to have an amazing amount of ammo for its chest-mounted pistols, but it ''does'' run out. However, its pilot (in that mode, as its it’s a two-seater) is skilled enough to keep attacking and reload at the same time.time.
* In ''Anime/MobileSuitGundamUnicorn'', Banagher has to keep a close eye on his Beam Magnum as, unlike other beam weapons, he only has five shots per magazine as the magazine is five ''normal beam rifle magazines hooked together'' and each shot drains the entire thing.
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** Taken to an extreme early on in ''Anime/MobileSuitGundamAGE'', the AGE-1 has only one ranged Dods Rifle, and the unskilled Frit Asuno fires it all day long just trying to land a hit on enemies.

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** Taken to an extreme early on in ''Anime/MobileSuitGundamAGE'', the AGE-1 has only one ranged Dods Rifle, and the unskilled Frit Asuno fires it all day long just trying to land a hit on enemies. Averted however in a later episode with Kio Asuno and the AGE-FX. After using the FX's Stungle Rifle to take out the Vagan border guards when raiding a base late in the show and being inefficient with it because of a desire to keep the pilots alive it runs out of ammo and has to be discarded right before Zeheart and Fram show up, forcing him to have to rely on melee and putting him a major disadvantage in a 2 on 1 battle.
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** The manga does this, as nearly every gun user, and one character who fights by throwing bayonets, is shown to have unlimited ammunition, or at least SuperSpeed combined with an implausibly large number of reloads. The creator jokingly states at one end-of-manga rant that Alucard's firearms are "cosmoguns" that hold an enormous amount of ammunition, while the bayonet-using Anderson is just "[[{{Hammerspace}} fourth dimensional]]".

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** The manga does this, as nearly every gun user, and one character who fights by throwing bayonets, is shown to have unlimited ammunition, or at least SuperSpeed combined with an implausibly large number of reloads. This stands out because Alucard's guns are noted to [[HandCannon fire very large and powerful bullets]] that would logically give the guns a small magazine size (one of them is explicitly given a six-shot magazine), and as the rounds they fire are [[SilverBullet made of solid silver and blessed by the Church]], counting shots would make a lot of sense--Alucard, though, routinely dumps dozens of bullets into any foe that can survive the first hit. The creator jokingly states at one end-of-manga rant that Alucard's firearms are "cosmoguns" that hold an enormous amount of ammunition, while the bayonet-using Anderson is just "[[{{Hammerspace}} fourth dimensional]]".
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** The ''VideoGame/ResidentEvil4Remake'' has both flavors of infinite ammo: Bottomless magazines and bottomless bullet reserves. If Leon equips the Cat Ears, he gains infinite ammo for all weapons (excluding the Bolt Thrower and regular Rocket Launchers), however the magazine itself is ''not'' bottomless. Instead, it is treated as Leon having pockets full of ammo of all types stashed in his inventory. Thus, you must reload, but you still have infinite ammo. On the other hand, the Infinite Rocket Launcher comes with infinite shots and never has to be reloaded, and the Chicago Sweeper and Handcannon can be upgraded to have infinite ammo and never need to reload, allowing you to shoot forever. This can even be mixed. If you have the Chicago Sweeper and the Cat Ears, but haven't full upgraded the Sweeper, it will still need reloading, but you'll have infinite bullets to do so with. Once you get its exclusive upgrade, you'll then notice the ammo count vanish and you can now fire indefinitely.

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Nope, this is bad indentation


* While most weapons in ''VideoGame/{{Warframe}}'' use limited magazines, some weapons don't actually swap out their magazines when "reloaded". The Boltor rifle has a lever that recocked which somehow puts more {{nail|Em}}s in the gun, the Ogris rocket launcher has you punch two buttons on the back to load more rockets, etc.

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* ''VideoGame/{{Warframe}}'':
**
While most weapons in ''VideoGame/{{Warframe}}'' use limited magazines, some weapons don't actually swap out their magazines when "reloaded". The Boltor rifle has a lever that recocked which somehow puts more {{nail|Em}}s in the gun, the Ogris rocket launcher has you punch two buttons on the back to load more rockets, etc.
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** Arch-Guns (durng Archwing missions) and certain other weapons run off a "Battery" mechanic, regenerating chambered ammo when the weapon isn't firing. The [[DesignItYourselfEquipment Kitguns]] have a unique Arcane which grants them this mechanic. The Nataruk Laser Bow simply has an infinity symbol for its ammo count.
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* ''Series/DoctorWho'': Averted in the 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.

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* ''Series/DoctorWho'': Averted in the episode "The "[[Recap/DoctorWhoS27E10TheDoctorDances The Doctor Dances" 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.



* ''Series/{{Firefly}}'': AvertedTrope with EnergyWeapons no less, for at least one character who discovered that, although [[AwesomeButImpractical a hand laser looks pretty cool]], it starts giving the "low battery" warning after only three shots or so.

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* ''Series/{{Firefly}}'': AvertedTrope {{Averted|Trope}} with EnergyWeapons {{Energy Weapon}}s no less, for at least one character who discovered that, although [[AwesomeButImpractical a hand laser looks pretty cool]], it starts giving the "low battery" warning after only three shots or so.
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* ''Series/{{Angel}}'': In the Season 5 episode "Underneath", Lindsay's (fake) wife fires an Uzi continuously for almost ten straight seconds.

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* ''Series/{{Angel}}'': In the Season 5 episode "Underneath", "[[Recap/AngelS05E17Underneath Underneath]]", Lindsay's (fake) wife fires an Uzi continuously for almost ten straight seconds.



* ''Series/StarTrekTheOriginalSeries'': The episode "Shore Leave". Sulu finds a six-shot revolver. He fires four shots from it while doing some target practice, then Kirk uses it later to fire three more shots at the knight.
* ''Series/{{Torchwood}}'': The 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...

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* ''Series/StarTrekTheOriginalSeries'': The episode "Shore Leave". In "[[Recap/StarTrekS1E15ShoreLeave Shore Leave]]", Sulu finds a six-shot revolver. He fires four shots from it while doing some target practice, then Kirk uses it later to fire three more shots at the knight.
* ''Series/{{Torchwood}}'': The episode "Something Borrowed" "[[Recap/TorchwoodS2E9SomethingBorrowed 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...



* Lampshaded in ''VideoGame/{{Portal 2}}''[='=]s Aperture Science Investment Opportunity trailer, with the turrets that shoot endless streams of bullets.

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* Lampshaded in ''VideoGame/{{Portal 2}}''[='=]s ''VideoGame/Portal2'''s Aperture Science Investment Opportunity trailer, with the turrets that shoot endless streams of bullets.






* PlayedStraight in ''WebAnimation/{{Lackadaisy}},'' where TheHighwayman Serafine, a gleeful BloodKnight member of the villainous Marigold Gang, wields a custom sawed-off M1918 BAR and fires it full-auto near constantly without running dry. While its possible she reloads during pauses in the CarChaseShootout she's in, it's never shown. The BAR has a pitiful 20-round magazine, and Serafine's seems to lack evidence of an extended one. Freckle, the gunsel of the more heroic NeighborhoodFriendlyGangsters of Lackadaisy, is comparatively forced to [[AvertedTrope abide]] by the laws of physics when his Tommygun and pocket pistol exhaust themselves in course of the same shootout.

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* PlayedStraight Played straight in ''WebAnimation/{{Lackadaisy}},'' where the ''Webcomic/{{Lackadaisy}}'' animated short when TheHighwayman Serafine, a gleeful BloodKnight member of the villainous Marigold Gang, wields a custom sawed-off M1918 BAR and fires it full-auto near constantly without running dry. While its possible she reloads during pauses in the CarChaseShootout she's in, it's never shown. The BAR has a pitiful 20-round magazine, and Serafine's seems to lack evidence of an extended one. Freckle, the gunsel of the more heroic NeighborhoodFriendlyGangsters of Lackadaisy, is comparatively forced to [[AvertedTrope abide]] by the laws of physics when his Tommygun and pocket pistol exhaust themselves in course of the same shootout.



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[[folder:Live Action [[folder:Live-Action TV]]



* Subtly averted in the ''Anime/CowboyBebopKnockinOnHeavensDoor''; fighting Spike on a monorail, Vincent unloads a ridiculous amount of bullets from his gun before dramatically reloading. Close inspection will reveal, however, that his pistol is an Infinity made by Strayer-Voight, and the magazine actually holds nineteen rounds in some calibers. That said, [[FreezeFrameBonus even closer inspection]] shows that the casings are marked ".45 ACP", the one caliber the gun in question comes in that ''doesn't'' hold that many.

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* Subtly averted in the ''Anime/CowboyBebopKnockinOnHeavensDoor''; fighting Spike on a monorail, Vincent unloads a ridiculous amount number of bullets from his gun before dramatically reloading. Close inspection will reveal, however, that his pistol is an Infinity made by Strayer-Voight, and the magazine actually holds nineteen rounds in some calibers. That said, [[FreezeFrameBonus even closer inspection]] shows that the casings are marked ".45 ACP", the one caliber the gun in question comes in that ''doesn't'' hold that many.

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Moving Leverage to the "Exceptions" section.


* ''[[Series/Combat1962 Combat!]]'': Neither Pvt. Kirby's BAR nor Sgt Saunders's Thompson need a lot of reloading. In fact, the rest of the squad seldom need to reload their M1's.

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* ''[[Series/Combat1962 Combat!]]'': ''Series/Combat1962'': Neither Pvt. Kirby's BAR nor Sgt Saunders's Thompson need a lot of reloading. In fact, the rest of the squad seldom need to reload their M1's.



* ''Series/{{Leverage}}'': Surprisingly an AvertedTrope in the Season 3 finale: despite the totally [[GunFu over the top]] nature of the rest of the gunfight, Eliot stops to reload several times, raids bodies for spare magazines, and does not significantly exceed the potential capacity of the guns he's using.



* ''Series/MysteryScienceTheater3000'': Lampshaded in "Escape 2000", when Crow remarks of the main character: "He must be playing in GodMode with unlimited ammo."

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* ''Series/MysteryScienceTheater3000'': Lampshaded in "Escape 2000", "[[Recap/MysteryScienceTheater3000S07E05Escape2000 Escape 2000]]", when Crow remarks of the main character: "He must be playing in GodMode with unlimited ammo."



* ''Series/{{Leverage}}'': Surprisingly {{averted|Trope}} in the Season 3 finale: despite the totally [[GunFu over the top]] nature of the rest of the gunfight, Eliot stops to reload several times, raids bodies for spare magazines, and does not significantly exceed the potential capacity of the guns he's using.



** 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 the early episode "Emancipation", O'Neill trades his sidearm to a warlord in exchange for Carter. The warlord proceeds to show off to his companions by FiringInTheAirALot and O'Neill quietly mutters they should get moving before he finishes the magazine and realizes he was duped.

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** 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 and judging by the befuddled looks of the villagers, they didn't have time to warn them beforehand.
** In the early episode "Emancipation", "[[Recap/StargateSG1S1E3Emancipation Emancipation]]", O'Neill trades his sidearm to a warlord in exchange for Carter. The warlord proceeds to show off to his companions by FiringInTheAirALot and O'Neill quietly mutters they should get moving before he finishes the magazine and realizes he was duped.
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* The AutomaticCrossbow that Glintlock receives in ''Fanfic/ManehattansLoneGuardian'' is enchanted to have its already souped up ammunition return to its magazine a short time after use, letting him fire as much as he wants without reloading.
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* In ''Fanfic/{{Origins}}'', a ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover, this is averted, then played straight for the [[BadassCrew Badass Crews]] working for Aria. Initially, the heatsink system from ''VideoGame/MassEffect2'' is used, but it's lampshaded that they cannot expect BlatantItemPlacement, therefore it would be wise to switch back to the unlimited-ammo cooldown-based weapons previously seen in ''VideoGame/MassEffect''. One HandWave later ([[AWizardDidIt an engineer did it]]), the squad is back to cooldowns instead of sinks.

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* In ''Fanfic/{{Origins}}'', a ''Franchise/MassEffect''[=/=]''Franchise/StarWars''[[spoiler:[=/=]''[=Borderlands=]''[=/=]''[=Halo=]'']] MassiveMultiplayerCrossover, this is averted, then played straight for the [[BadassCrew Badass Crews]] {{Badass Crew}}s working for Aria. Initially, the heatsink system from ''VideoGame/MassEffect2'' is used, but it's lampshaded that they cannot expect BlatantItemPlacement, therefore it would be wise to switch back to the unlimited-ammo cooldown-based weapons previously seen in ''VideoGame/MassEffect''.''VideoGame/MassEffect1''. One HandWave later ([[AWizardDidIt an engineer did it]]), the squad is back to cooldowns instead of sinks.

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* Mad Pierrot's cane gun in the ''Anime/CowboyBebop'' episode "Pierrot Le Fou" can be fired as rapidly as he feels like, despite it having no conceivable place to store any ammo besides the one round in the chamber. [[TropesAreTools This adds to the surreal-horror nature of the episode]].

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* Mad Pierrot's cane gun in the ''Anime/CowboyBebop'' episode "Pierrot Le Fou" "[[Recap/CowboyBebopSession20PierrotLeFou Pierrot le Fou]]" can be fired as rapidly as he feels like, despite it having no conceivable place to store any ammo besides the one round in the chamber. [[TropesAreTools This adds to the surreal-horror SurrealHorror nature of the episode]].episode.



* In ''Literature/FullMetalPanic!'', Sosuke is evidently ''not'' used to running out of bullets and having to reload. Rather, he's instead developed the tendency to [[ThrowAwayGuns discard an empty weapon and pull out new, fully-loaded one]]. This is evidenced in an episode of ''[[Anime/FullMetalPanicFumoffu Fumoffu]]'', where he plays a FirstPersonShooter arcade game and gets flustered when he runs out of ammo, proceeding to pull out his ''real'' gun and blowing the game away (and when told the method to actually reload -- namely, pointing the light gun away from the screen and pulling the trigger -- he replies that [[HypocriticalHumor this would be horribly unsafe]]). It works for him though -- he [[HyperspaceArsenal certainly manages to carry an unlimited amount of firearms on his person]].

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* In ''Literature/FullMetalPanic!'', ''Literature/FullMetalPanic'', Sosuke is evidently ''not'' used to running out of bullets and having to reload. Rather, he's instead developed the tendency to [[ThrowAwayGuns discard an empty weapon and pull out new, fully-loaded one]]. This is evidenced in an episode of ''[[Anime/FullMetalPanicFumoffu Fumoffu]]'', where Fumoffu]]'' when he plays a FirstPersonShooter arcade game and gets flustered when he runs out of ammo, proceeding to pull out his ''real'' gun and blowing the game away (and when told the method to actually reload -- namely, pointing the light gun away from the screen and pulling the trigger -- he replies that [[HypocriticalHumor this would be horribly unsafe]]). It works for him him, though -- he [[HyperspaceArsenal certainly manages to carry an unlimited amount of firearms on his person]].



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[[folder:Comics]][[folder:Comic Books]]



* Subtly averted in the ''Anime/CowboyBebop'' movie; fighting Spike on a monorail, Vincent unloads a ridiculous amount of bullets from his gun before dramatically reloading. Close inspection will reveal, however, that his pistol is an Infinity made by Strayer-Voight, and the magazine actually holds nineteen rounds in some calibers. That said, [[FreezeFrameBonus even closer inspection]] shows that the casings are marked ".45 ACP", the one caliber the gun in question comes in that ''doesn't'' hold that many.



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[[folder:Comics]][[folder:Comic Books]]



-->'''Chief:''' He's getting away!
-->'''Officer 1:''' We're... We're out of ammo, chief.
-->'''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.

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-->'''Chief:''' He's getting away!
-->'''Officer
away!\\
'''Officer
1:''' We're... We're out of ammo, chief.
-->'''Chief:'''
chief.\\
'''Chief:'''
Then ''reload!''
-->'''Officer
''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.



[[folder:Films -- Animation]]
* Subtly averted in the ''Anime/CowboyBebopKnockinOnHeavensDoor''; fighting Spike on a monorail, Vincent unloads a ridiculous amount of bullets from his gun before dramatically reloading. Close inspection will reveal, however, that his pistol is an Infinity made by Strayer-Voight, and the magazine actually holds nineteen rounds in some calibers. That said, [[FreezeFrameBonus even closer inspection]] shows that the casings are marked ".45 ACP", the one caliber the gun in question comes in that ''doesn't'' hold that many.
[[/folder]]



* ''Film/{{The Avengers|2012}}'' averts it, if you pay close attention. Hawkeye runs out of arrows during the final fight (though he does seem to have an inordinately large stock of them), and he is forced to tear one out of a killed Chitauri in order to use his grappling-hook arrow head. Notably, by the time of ''Film/AvengersAgeOfUltron'', he's upgraded to an expanded quiver, presumably to counter this problem.

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* ''Film/{{The Avengers|2012}}'' ''Film/TheAvengers2012'' averts it, if you pay close attention. Hawkeye runs out of arrows during the final fight (though he does seem to have an inordinately large stock of them), and he is forced to tear one out of a killed Chitauri in order to use his grappling-hook arrow head. Notably, by the time of ''Film/AvengersAgeOfUltron'', he's upgraded to an expanded quiver, presumably to counter this problem.



* Averted in ''Film/TheLastOfTheMohicans:'' The 18th Century weapons only fire a single round before being empty. The amount of time it takes to reload is even shown. At one point, Hawkeye and Uncas have to provide sniper cover for a runner. They are seen loading several weapons before the runner starts, and simply pick up a new one after they shoot. In the climax, Hawkeye shoots one {{Mook}}, reloads his gun ''while running'', picks up another rifle, and then shoots two different targets with them. He then discards the previous enemy rifle (which is now empty) and picks up a new one, uses that one to kill another Mook, and then takes the others hostage with his now empty gun.

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* Averted in ''Film/TheLastOfTheMohicans:'' The 18th Century weapons only fire a single round before being empty. The amount of time it takes to reload is even shown. At one point, Hawkeye and Uncas have to provide sniper cover for a runner. They are seen loading several weapons before the runner starts, and simply pick up a new one after they shoot. In the climax, Hawkeye shoots one {{Mook}}, {{Mook|s}}, reloads his gun ''while running'', picks up another rifle, and then shoots two different targets with them. He then discards the previous enemy rifle (which is now empty) and picks up a new one, uses that one to kill another Mook, and then takes the others hostage with his now empty gun.



* Averted in ''Film/{{Scarface 1983}}'' to the point that characters with submachine guns tend to get shot exactly when they have to reload after spraying out all ammo.

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* Averted in ''Film/{{Scarface 1983}}'' ''Film/Scarface1983'' to the point that characters with submachine guns tend to get shot exactly when they have to reload after spraying out all ammo.



* ''Series/{{Jake 20}}'': Averted, where the protagonist caught in a predator/prey situation is able to beat an armed villain. After deliberately coming out of hiding, the man raises his gun to shoot Jake, only to realize that he's out, told that he should keep track, and is promptly knocked out with a lead pipe.

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* ''Series/{{Jake 20}}'': ''Series/Jake20'': Averted, where the protagonist caught in a predator/prey situation is able to beat an armed villain. After deliberately coming out of hiding, the man raises his gun to shoot Jake, only to realize that he's out, told that he should keep track, and is promptly knocked out with a lead pipe.
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* In the ''Film/Underworld2003'' series, Selene ''can'' occasionally be seen reloading. She does however, fire far bullets than her guns could hold. The scene involving the escape via a BulletHoleDoor is one of the worst (Best?!) examples out there as she fires what must be far more bullets than the mass of her berettas.[[http://www.imfdb.org/wiki/Underworld]]. Why these guns even have a fully automatic mode is odd, since an extended clip won't last long. (not that she had extended clips...)

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* In the ''Film/Underworld2003'' series, Selene ''can'' occasionally be seen reloading. She does however, fire far bullets than her guns could hold. The scene involving the escape via a BulletHoleDoor is one of the worst (Best?!) examples out there as she fires what must be far more bullets than the mass of her berettas.[[http://www.imfdb.org/wiki/Underworld]]. org/wiki/Underworld]] Why these guns even have a fully automatic mode is odd, since an extended clip won't last long. (not (Not that she had extended clips...)

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* ''VideoGame/{{Unkilled}}'' invokes this trope with the "Infinite Ammo" booster, allowing you to shoot continuously without having to reload for as long as it has remaining uses.



* ''VideoGame/{{Unkilled}}'' invokes this trope with the "Infinite Ammo" booster, allowing you to shoot continuously without having to reload for as long as it has remaining uses.
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* ''VideoGame/{{Unkilled}}'' invokes this trope with the "Infinite Ammo" booster, allowing you to shoot continuously without having to reload for as long as it has remaining uses.
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-->'''Crichton:''' You are the most powerful hand gun in the Uncharted Territories and I don't know whether you've fired 500 shots or 600 but - ''(checks the cartridge)'' - 600. Empty. Damn you! [[ICallItVera Winona]] would never do this because Winona is very reliable!

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-->'''Crichton:''' --->'''Crichton:''' You are the most powerful hand gun in the Uncharted Territories and I don't know whether you've fired 500 shots or 600 but - ''(checks the cartridge)'' - 600. Empty. Damn you! [[ICallItVera Winona]] would never do this because Winona is very reliable!
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* ''Videogame/{{ULTRAKILL}}:'' None of the weapons you wield need reloading or even ammunition, so you don't need to worry about managing any resource that isn't your own health while slaughtering the denizens of Heaven and Hell. The Lore in the terminals does take the time to explain this: The weapons are hyperadvanced and either use microscopic accelerated ammo like the Pistol, are energy weapons like the Railcannon and Shotgun, or just straight-up generate matter from nowhere (including the plentiful bloodshed) like the Rocket Launcher and Nailgun. As to the gameplay explanation, the devs stated they didn't want players to worry about conserving ammo when they should be busy [[RuleOfCool styling all over their enemies]].

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misalphabetized


* PlayedStraight in ''WebAnimation/{{Lackadaisy}},'' where TheHighwayman Serafine, a gleeful BloodKnight member of the villainous Marigold Gang, wields a custom sawed-off M1918 BAR and fires it full-auto near constantly without running dry. While its possible she reloads during pauses in the CarChaseShootout she's in, it's never shown. The BAR has a pitiful 20-round magazine, and Serafine's seems to lack evidence of an extended one. Freckle, the gunsel of the more heroic NeighborhoodFriendlyGangsters of Lackadaisy, is comparatively forced to [[AvertedTrope abide]] by the laws of physics when his Tommygun and pocket pistol exhaust themselves in course of the same shootout.



* PlayedStraight in ''WebAnimation/{{Lackadaisy}},'' where TheHighwayman Serafine, a gleeful BloodKnight member of the villainous Marigold Gang, wields a custom sawed-off M1918 BAR and fires it full-auto near constantly without running dry. While its possible she reloads during pauses in the CarChaseShootout she's in, it's never shown. The BAR has a pitiful 20-round magazine, and Serafine's seems to lack evidence of an extended one. Freckle, the gunsel of the more heroic NeighborhoodFriendlyGangsters of Lackadaisy, is comparatively forced to [[AvertedTrope abide]] by the laws of physics when his Tommygun and pocket pistol exhaust themselves in the same shootout.
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* PlayedStraight in ''WebAnimation/{{Lackadaisy}},'' where TheHighwayman Serafine, a gleeful BloodKnight member of the villainous Marigold Gang, wields a custom sawed-off M1918 BAR and fires it full-auto near constantly without running dry. While its possible she reloads during pauses in the CarChaseShootout she's in, it's never shown. The BAR has a pitiful 20-round magazine, and Serafine's seems to lack evidence of an extended one. Freckle, the gunsel of the more heroic NeighborhoodFriendlyGangsters of Lackadaisy, is comparatively forced to [[AvertedTrope abide]] by the laws of physics when his Tommygun and pocket pistol exhaust themselves in the same shootout.

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* ''Series/BreakingBad'': In "[[Recap/BreakingBadS3E7OneMinute One Minute]]", Hank is attacked by the Salamanca twins. Between Leonel and Hank, Leonel's pistol is fired 14 times before it is empty and Marco fires his 11 times before needing to reload. Since they both carry a Colt Gold Cup National Match (essentially an [=M1911A1=]), they would've only had 8 shots each at most (7 in the magazine and 1 in the chamber).



* ''Series/TheMuppetShow'': The Swedish Chef in one episode shoots three bagels with a blunderbuss, which as we all know, can only have ONE bullet at a time, and 5-10 minutes of reloading before shooting again. He shoots two bagels after the first WITHOUT reloading.

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* ''Series/TheMuppetShow'': The Swedish Chef in one episode shoots three bagels with a blunderbuss, which as we all know, can only have ONE bullet one shot at a time, and 5-10 minutes of reloading before shooting again. He shoots two bagels after the first WITHOUT without reloading.

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Natter, Example Indentation, Word Cruft, Zero Context Example. The amount of issues in the page is horrific, but I did my best to fix however much I could


* ''Manga/{{Hellsing}}'' does this, as nearly every gun user, and one character who fights by throwing bayonets, is shown to have unlimited ammunition, or at least SuperSpeed combined with an implausibly large number of reloads. The creator jokingly states at one end-of-manga rant that Alucard's firearms are "cosmoguns" that hold an enormous amount of ammunition, while the bayonet-using Anderson is just "[[{{Hammerspace}} fourth dimensional]]".

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* ''Manga/{{Hellsing}}'' ''Manga/{{Hellsing}}'':
** The manga
does this, as nearly every gun user, and one character who fights by throwing bayonets, is shown to have unlimited ammunition, or at least SuperSpeed combined with an implausibly large number of reloads. The creator jokingly states at one end-of-manga rant that Alucard's firearms are "cosmoguns" that hold an enormous amount of ammunition, while the bayonet-using Anderson is just "[[{{Hammerspace}} fourth dimensional]]".



* Played straight with Vash's opponents in ''Manga/{{Trigun}}'', who never seem to run out of ammunition. This becomes even more confusing/distressing with Elendira the Crimson Nails, who seems to have an infinite number of giant nails hidden in her briefcase gun.
** And except for a hilarious subversion of a MexicanStandoff at the beginning (and despite complaining that bullets are hideously expensive), Vash never runs out of bullets, either.

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* Played straight with Vash's opponents in ''Manga/{{Trigun}}'', who never seem to run out of ammunition. This becomes even more confusing/distressing with Elendira the Crimson Nails, who seems to have an infinite number of giant nails hidden in her briefcase gun.
**
gun. And except for a hilarious subversion of a MexicanStandoff at the beginning (and despite complaining that bullets are hideously expensive), Vash never runs out of bullets, either.



** To be fair, he was pretty terrified about the whole incident, so it's not unlikely that he just froze with fear.
* In the French [[TheWestern Wild West]] comic ''ComicBook/LuckyLuke'', the title character does this often. When asked "Do you ever reload?" in one AnimatedAdaptation, he replies "Yes, at the end of the episode."
** That one is a transcription of the original comic, where he replied, "Yes, between each album."

to:

* ''ComicBook/LuckyLuke'':
** To be fair, he was pretty terrified about the whole incident, so it's not unlikely that he just froze with fear.
* In the French [[TheWestern Wild West]] comic ''ComicBook/LuckyLuke'', the
The title character does this often. When asked "Do you ever reload?" in one AnimatedAdaptation, he replies "Yes, at the end of the episode."
** That one
" This is a transcription of the original comic, where he replied, "Yes, between each album."



* {{Hand wave}}d in ''ComicBook/{{Preacher}}'', wherein the Saint of Killers has a pair of Walker Colt revolvers that never run out of bullets [[spoiler:because they were forged by Satan 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. It should be noted that every other firearm in Preacher makes these kinds of wounds - it's just that only the Saint of Killer's weapons are actually ''justified'' in doing so.

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* {{Hand wave}}d in ''ComicBook/{{Preacher}}'', wherein the Saint of Killers has a pair of Walker Colt revolvers that never run out of bullets [[spoiler:because they were forged by Satan from the former Angel of Death's sword.]]
** In addition, (and for
]] For the same reason), 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. It should be noted that every other firearm in Preacher makes these kinds of wounds - it's just that only the Saint of Killer's weapons are actually ''justified'' in doing so.



* Snake's revolver in ''Film/EscapeFromNewYork'' 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 speedloaders for his scoped S&W Model 67. Not only is his gun never reloaded onscreen, but it fires about 10x as many bullets as he had with him.

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* Snake's revolver in ''Film/EscapeFromNewYork'' is pretty much like 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 speedloaders for his scoped S&W Model 67. Not only is his gun never reloaded onscreen, but it fires about 10x as many bullets as he had with him.



* ''Franchise/TheMatrix'' films. The scenes in the Matrix can be explained by the same logic that gives humans and programs super-strength and speed. In fact, the weird part is when they ''do'' run out of bullets, especially the Agents, who are literally a part of the environment, and have full support of the world-building program, so if anyone has a legit excuse to have infinite ammo, it should be them. It is also justified for the people since they are able to hack it.

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* ''Franchise/TheMatrix'' films. films.
**
The scenes in the Matrix can be explained by the same logic that gives humans and programs super-strength and speed. In fact, the weird part is when they ''do'' run out of bullets, especially the Agents, who are literally a part of the environment, and have full support of the world-building program, so if anyone has a legit excuse to have infinite ammo, it should be them. It is also justified for the people since they are able to hack it.



* ''Film/{{Predator}}'', in which a character fires a [[GatlingGood Minigun]] (rate of fire 1,200-2,000 rounds per minute, easily half the ''actual'' rate of fire of an [=M134=]) for several minutes before it empties. The total ammo expended is easily more than he could have possibly carried for such a heavy weapon (not to mention its power source). During the famous MoreDakka scene, Dutch and Dillon are seen reloading -- albeit after firing about six times as many rounds as they had any right to -- and Mac's [=M60=] runs dry before he grabs the Minigun rather than load a fresh belt.

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* ''Film/{{Predator}}'', in which a character fires a [[GatlingGood Minigun]] (rate of fire 1,200-2,000 rounds per minute, easily half the ''actual'' rate of fire of an [=M134=]) for several minutes before it empties. The total ammo expended is easily more than he could have possibly carried for such a heavy weapon (not to mention its power source).weapon. During the famous MoreDakka scene, Dutch and Dillon are seen reloading -- albeit after firing about six times as many rounds as they had any right to -- and Mac's [=M60=] runs dry before he grabs the Minigun rather than load a fresh belt.



* ''Film/{{Scarface 1983}}'' has loads of [[MoreDakka guns on full auto]], and most of them seem to have nigh-unlimited ammo. Micro Uzis always keep blazing like miniguns. The final shootout takes it to ridiculous extremes. Tony's M16 has two magazines Jungle-Style'd together, but it certainly goes through more than 60 rounds before Tony has to reload. And he has to reload twice. Not to mention the countless bullets pumped into him which barely get him to stumble, let alone kill him. [[spoiler:One single shot from a double-barrel shotgun finally does.]]

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* ''Film/{{Scarface 1983}}'' has loads of [[MoreDakka guns on full auto]], and most of them seem to have nigh-unlimited ammo. Micro Uzis always keep blazing like miniguns. The final shootout takes it to ridiculous extremes. Tony's M16 has two magazines Jungle-Style'd together, but it certainly goes through more than 60 rounds before Tony has to reload. And he has to reload twice. Not to mention And there's the countless bullets pumped into him which barely get him to stumble, let alone kill him. [[spoiler:One single shot from a double-barrel shotgun finally does.]]



** It can be hard to see due to the lighting that the T-800's AR-18 (as used in the Police Station shootout) has two magazines taped together (each inverted to the other) which would allow him to reload quickly as well as double his bullet capacity.



** More traditionally in line with this trope, there's the Space Marines' bolters. Most images and models of them show them carrying no spare magazines for reloads at all yet they are described as fighting and shooting for hours -- even days -- on end.
*** ''VideoGame/DawnOfWar2'' shows them taking magazines out of their AwesomeBackpack to reload. That being said, those backpacks never run out of magazines either.

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** More traditionally in line with this trope, there's the Space Marines' bolters. Most images and models of them show them carrying no spare magazines for reloads at all yet they are described as fighting and shooting for hours -- even days -- on end.
***
end. ''VideoGame/DawnOfWar2'' shows them taking magazines out of their AwesomeBackpack to reload. That being said, those backpacks never run out of magazines either.



** ''TabletopGame/MageTheAscension'': Pretty much any mage with even a small amount of matter could infinitely fire a gun so long as the magazine was large enough that a mundane viewer couldn't keep count. With more obviously small-mag guns you could only cheat a little bit (firing six rounds from a revolver was common, when most revolvers hold only five shots) but even then you could always pull more from your pocket without the universe calling you on it.

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** ''TabletopGame/MageTheAscension'': Pretty much any Any mage with even a small amount of matter could infinitely fire a gun so long as the magazine was large enough that a mundane viewer couldn't keep count. With more obviously small-mag guns you could only cheat a little bit (firing six rounds from a revolver was common, when most revolvers hold only five shots) but even then you could always pull more from your pocket without the universe calling you on it.



*** 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 is one Gnosis point, and you have to wear a hat.

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*** Not to mention another Another Gift (Garefena's Crown, Level 2) that gives them the infinite-ammo cheat for the duration of the scene. The cost is one Gnosis point, and you have to wear a hat.



* ''VideoGame/{{Bayonetta}}'', already famous for its [[DualWielding Dual-Dual Wielding]] of guns which are allegedly repeaters in the hands and feet, uses this like ''Devil May Cry''. Made funnier by the fact that nobody is sure where the magazine is.

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* ''VideoGame/{{Bayonetta}}'', ''VideoGame/{{Bayonetta}}'':
** The series,
already famous for its [[DualWielding Dual-Dual Wielding]] of guns which are allegedly repeaters in the hands and feet, uses this like ''Devil May Cry''. Made funnier by the fact that nobody is sure where the magazine is.



* In ''VideoGame/{{Borderlands}}'', some guns are equipped with a regenerating ammo stat, and one particular gun, The Dove, doesn't consume ammo at all, and requires no reload. This is lampshaded by the description for The Dove itself, which is "Sometimes I forget to reload..."

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* In ''VideoGame/{{Borderlands}}'', some ''VideoGame/{{Borderlands}}'':
** Some
guns are equipped with a regenerating ammo stat, and one particular gun, The Dove, doesn't consume ammo at all, and requires no reload. This is lampshaded by the description for The Dove itself, which is "Sometimes I forget to reload..."



* Ballistic missile launchers in ''VideoGame/CommandAndConquer'' games, like the GLA Scud launchers in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' and Soviet V3 Rockets in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', are basically a rocket on a truck, visible all the time. A new missile magically appears in the launcher after every shot. ''C&C'''s fliers typically have an ammo limit that requires a regular return to an airbase for reloads, but ground units are almost always unlimited.
** Lest we forget, helicopters in [[VideoGame/CommandAndConquerTiberianDawn the original game]] would fire a salvo of rockets, wait a bit to reload, and then fire another salvo of rockets. Endlessly.

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* ''VideoGame/CommandAndConquer'':
**
Ballistic missile launchers in ''VideoGame/CommandAndConquer'' games, launchers, like the GLA Scud launchers in ''[[VideoGame/CommandAndConquerGenerals Generals]]'' and Soviet V3 Rockets in ''[[VideoGame/CommandAndConquerRedAlert2 Red Alert 2]]'', are basically a rocket on a truck, visible all the time. A new missile magically appears in the launcher after every shot. ''C&C'''s fliers typically have an ammo limit that requires a regular return to an airbase for reloads, but ground units are almost always unlimited.
** Lest we forget, helicopters Helicopters in [[VideoGame/CommandAndConquerTiberianDawn the original game]] would fire a salvo of rockets, wait a bit to reload, and then fire another salvo of rockets. Endlessly.



** With enough investment in the upgrading system, you can make guns with ''absolutely insane'' amounts of bullets, to the point where it can be more than you could feasibly carry, let alone fit in the gun.



* ''VideoGame/DevilMayCry'': If you couldn't pump out a constant stream of handgun bullets, it just wouldn't be the same. In fact, it loves this trope so much that it {{hand wave}}s it, saying that one of Dante's powers is to create ammunition inside his guns.
** It loves it so much because of an intentional decision Hideki Kamiya made for [[VideoGame/DevilMayCry1 the original game]]; he has stated that he wanted to keep the action of the game as fast as possible, and forcing the character to stop and reload would only slow things down.

to:

* ''VideoGame/DevilMayCry'': ''VideoGame/DevilMayCry'':
**
If you couldn't cannot pump out a constant stream of handgun bullets, it just wouldn't won't be the same. In fact, it loves this trope so much that it {{hand wave}}s it, saying that one of Dante's powers is to create ammunition inside his guns.
** It loves it so much because of an intentional decision
Hideki Kamiya made for [[VideoGame/DevilMayCry1 the original game]]; he has stated that he wanted to keep the action of the game as fast as possible, and forcing the character to stop and reload would only slow things down.



* ''[[VideoGame/DiepIo diep.io]]'' has a particularly {{JustForFun/egregious}} example: ''none'' of the tanks ever run out of ammo.
** The Overseer branch can only have a set amount of drones (usually 8), but have an unlimited amount waiting to come into battle.

to:

* ''[[VideoGame/DiepIo diep.io]]'' has a particularly {{JustForFun/egregious}} example: ''none'' of the tanks ever run out of ammo.
**
ammo. The Overseer branch can only have a set amount of drones (usually 8), but have an unlimited amount waiting to come into battle.



** ''VideoGame/HalfLife2'' and its Episodes have the fortuitous Infinite Ammunition Crates. Slightly believable for pistol and machine gun ammunition, for which they could reasonably contain a large amount, less so for crates of missiles that are also always placed near an enemy that can only be killed with explosives. Even less so for the absolutely tiny crate on the back of the dune buggy you use for "Highway 17", which is just as full of SMG ammo as the gigantic pre-placed crates before and after.

to:

* ''VideoGame/HalfLife2'':
** ''VideoGame/HalfLife2'' The game and its Episodes have the fortuitous Infinite Ammunition Crates. Slightly believable for pistol and machine gun ammunition, for which they could reasonably contain a large amount, less so for crates of missiles that are also always placed near an enemy that can only be killed with explosives. Even less so for the absolutely tiny crate on the back of the dune buggy you use for "Highway 17", which is just as full of SMG ammo as the gigantic pre-placed crates before and after.



* In ''VideoGame/JustCause2'', detachable mounted guns are found in most bases and have limitless ammo, detached or otherwise. On top of that, the mounted guns destroy pretty much anything that creates chaos when blown up in about two seconds flat; finding a mounted gun makes most stronghold takeover missions a breeze. More Dakka indeed.

to:

* In ''VideoGame/JustCause2'', detachable mounted guns are found in most bases and have limitless ammo, detached or otherwise. On top of that, the mounted guns destroy pretty much anything that creates chaos when blown up in about two seconds flat; finding a mounted gun makes most stronghold takeover missions a breeze. More Dakka indeed.



* ''VideoGame/Left4Dead'': Your pistols' magazines have finite bullets, but the magazines themselves are infinite. 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 as many times as you need. 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 or swapping primary weapons regularly. Also, some weapons have unusually-higher round capacities than depicted in the player models (both the Uzi and Assault Rifle in the first game hold 50 rounds in magazines that should hold about 30, for instance).

to:

* ''VideoGame/Left4Dead'': ''VideoGame/Left4Dead'':
**
Your pistols' magazines have finite bullets, but the magazines themselves are infinite. 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 as many times as you need. 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 or swapping primary weapons regularly. Also, some weapons have unusually-higher round capacities than depicted in the player models (both the Uzi and Assault Rifle in the first game hold 50 rounds in magazines that should hold about 30, for instance).



** Still, the basic machine gun has around 100 to 500 ammo (depends on upgrading gun handling knowledge) and the machine guns automatically become one hit kill weapons against basic human class enemies, but even they become useless later in the game.



** 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.

to:

** Likewise, once 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.



** In ''4'' and ''5'' the {{Handcannon}} can also be upgraded to have infinite ammo. However, prior to getting its Exclusive upgrade that grants it unlimited ammunition, the Handcannon's ammo is ''very'' rare. ''5'' goes even further, in that you can do this with ''any'' gun.
*** Played completely to trope in ''4'' with the Chicago Typewriter (a Thompson submachine gun). Amusingly, it does have a reload animation which doesn't do anything at all, except [[RuleOfCool look awesome]], moreso with Leon's unlockable mobster costume.

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** In ''4'' and ''5'' the {{Handcannon}} can also be upgraded to have infinite ammo. However, prior to getting its Exclusive upgrade that grants it unlimited ammunition, the Handcannon's ammo is ''very'' rare. ''5'' goes even further, in that you can do this with ''any'' gun.
***
gun. Played completely to trope in ''4'' with the Chicago Typewriter (a Thompson submachine gun). Amusingly, it does have a reload animation which doesn't do anything at all, except [[RuleOfCool look awesome]], moreso with Leon's unlockable mobster costume.



* ''VideoGame/SaintsRow2'' allows you to unlock infinite ammo for different weapon types by completing diversions, on top of the weapons usually holding more bullets than their real-world counterparts would be able to (the most extreme examples being some shotguns, a double-barreled one holding six shells and a concealed cane-shotgun that should only hold one or two gets ''sixteen''). ''VideoGame/SaintsRowTheThird'' and beyond instead makes this an ability you can unlock at the maximum respect rank, and also has slightly-earlier upgrades that let you skip reloading entirely for weapons of specific types. There are also certain sections where you are given guns with infinite ammo, mainly during intense action sequences.

to:

* ''VideoGame/SaintsRow2'' ''VideoGame/SaintsRow2'':
** The game
allows you to unlock infinite ammo for different weapon types by completing diversions, on top of the weapons usually holding more bullets than their real-world counterparts would be able to (the most extreme examples being some shotguns, a double-barreled one holding six shells and a concealed cane-shotgun that should only hold one or two gets ''sixteen''). ''VideoGame/SaintsRowTheThird'' and beyond instead makes this an ability you can unlock at the maximum respect rank, and also has slightly-earlier upgrades that let you skip reloading entirely for weapons of specific types. There are also certain sections where you are given guns with infinite ammo, mainly during intense action sequences.



* ''Franchise/TombRaider'' is another classic example. In almost all of the games, Lara's basic pistols have infinite ammo and never have to reload. Her other guns, while having limited ammo, never needs a fresh magazine. The harpoon gun, grenade launcher, rocket launcher, and crossbow all need to be reloaded. Not to mention that all gunmen enemies Lara faces also have infinite ammo.

to:

* ''Franchise/TombRaider'' is another classic example. In almost all of the games, Lara's basic pistols have infinite ammo and never have to reload. Her other guns, while having limited ammo, never needs a fresh magazine. The harpoon gun, grenade launcher, rocket launcher, and crossbow all need to be reloaded. Not to mention that And all gunmen enemies Lara faces also have infinite ammo.



* Compare almost every JRPG. Many many many games with turn-based battle system contain bows, but no arrows, self-returning javelins, infinite kunais, and so on...which never break, either:
** ''VideoGame/ExitFate''
** ''VideoGame/SecretOfMana'' -- though whoever uses the bow only shoots an arrow about ''four feet'' away, so they may be just picking up the arrow and shooting it again.
** Nearly every ''Franchise/FinalFantasy'' game features this in one way or another with primary weapons, whether it be with arrows, bullets, even playing cards. However, some games have a "[[ThrowingYourSwordAlwaysWorks Throw]]" command where a character throws an item (such as ninja stars, a sword, or [[ImprobableWeaponUser money]]) - it tends to do high damage, but whatever you threw is [[PermanentlyMissableContent lost forever]].
*** As well, ''VideoGame/FinalFantasyIV'' features bows that use limited amounts of arrows (which you tend to get in lots of ten.) That said, the [=DS=] remake does away with this: Arrows in this version are only consumed when switching weapons.
*** Ranged weapons in ''VideoGame/FinalFantasyXII'' have bottomless magazines, but you have to have the right kind of ammo (arrows, crossbow bolts, ammo, and bombs) equipped in order to attack with said weapon.
*** ''VideoGame/FinalFantasyXIV'' originally had arrows as a resource that had to be purchased to use the Archer and Bard's bows, but a later patch removed this for balancing purposes. With the addition of actual firearms with the Machinist class in the ''Heavensward'' expansion, this got even more ridiculous, in that until a major rebalance with the third expansion, guns explicitly had an ammo limit of three bullets and two separate reloading skills (one to pop in all three bullets at once and one with a quicker cool-down to quickly add one shot) -- but not only could you reload as often as you needed to without ever needing to buy more ammo, but in fact the guns continued to function just fine ''without'' ammo loaded. The only reason to reload was that the bullets hit harder, let you fire faster, and triggered bonus effects more often when you do. Even the old "Throw" command gets in on the action now, as several tank and melee-focused DPS classes get a skill to toss their weapon (or something else, like Gladiator/Paladin's shield), with the weapon immediately returning to their hands after it hits the target; only maybe one of them gets a justification of you simply tossing a magical projection of your weapon rather than your actual weapon.
** ''Mother 3'' -- with thrown ''stairs''.

to:

* Compare almost every JRPG. Many many many games with turn-based battle system contain bows, but no arrows, self-returning javelins, infinite kunais, and so on...which never break, either:
** ''VideoGame/ExitFate''
**
''VideoGame/SecretOfMana'' -- though whoever uses the bow only shoots an arrow about ''four feet'' away, so they may be just picking up the arrow and shooting it again.
* ''Franchise/FinalFantasy'':
** Nearly Series-wide, nearly every ''Franchise/FinalFantasy'' game features this in one way or another with primary weapons, whether it be with arrows, bullets, even playing cards. However, some games have a "[[ThrowingYourSwordAlwaysWorks Throw]]" command where a character throws an item (such as ninja stars, a sword, or [[ImprobableWeaponUser money]]) - it tends to do high damage, but whatever you threw is [[PermanentlyMissableContent lost forever]].
*** As well, ** ''VideoGame/FinalFantasyIV'' features bows that use limited amounts of arrows (which you tend to get in lots of ten.) That said, the [=DS=] remake does away with this: Arrows in this version are only consumed when switching weapons.
*** ** Ranged weapons in ''VideoGame/FinalFantasyXII'' have bottomless magazines, but you have to have the right kind of ammo (arrows, crossbow bolts, ammo, and bombs) equipped in order to attack with said weapon.
*** ** ''VideoGame/FinalFantasyXIV'' originally had arrows as a resource that had to be purchased to use the Archer and Bard's bows, but a later patch removed this for balancing purposes. With the addition of actual firearms with the Machinist class in the ''Heavensward'' expansion, this got even more ridiculous, in that until a major rebalance with the third expansion, guns explicitly had an ammo limit of three bullets and two separate reloading skills (one to pop in all three bullets at once and one with a quicker cool-down to quickly add one shot) -- but not only could you reload as often as you needed to without ever needing to buy more ammo, but in fact the guns continued to function just fine ''without'' ammo loaded. The only reason to reload was that the bullets hit harder, let you fire faster, and triggered bonus effects more often when you do. Even the old "Throw" command gets in on the action now, as several tank and melee-focused DPS classes get a skill to toss their weapon (or something else, like Gladiator/Paladin's shield), with the weapon immediately returning to their hands after it hits the target; only maybe one of them gets a justification of you simply tossing a magical projection of your weapon rather than your actual weapon.
** ''Mother 3'' -- with thrown ''stairs''.
weapon.



* ''VideoGame/BaldursGateII'' has two bows that have a built-in bottomless supply of arrows - the Tansheron's Bow and the Bow of Gesen (and at least one sling). They can still be loaded with magical varieties of arrows with limited uses, though.

to:

* ''VideoGame/BaldursGateII'' ''VideoGame/BaldursGateII'':
** The base game
has two bows that have a built-in bottomless supply of arrows - the Tansheron's Bow and the Bow of Gesen (and at least one sling). They can still be loaded with magical varieties of arrows with limited uses, though.



* ''Franchise/MassEffect'': Justified. The [[VideoGame/MassEffect1 first game's]] codex explains that ammunition clips consist of a solid block of metal which the gun shaves sand-grain-sized pieces off of and uses mass effect fields to fire them at relativistic speeds. Ammunition is technically still limited, by since each clip makes thousands of bullets you'll functionally never be reloading in a firefight. Wrex actually tells a story about how he once fought an opposing bounty hunter for so long, they both actually did run out of ammo and had to scrounge up guns from other hunters Wrex had killed during the gunfight.

to:

* ''Franchise/MassEffect'': Justified. Justified.
**
The [[VideoGame/MassEffect1 first game's]] codex explains that ammunition clips consist of a solid block of metal which the gun shaves sand-grain-sized pieces off of and uses mass effect fields to fire them at relativistic speeds. Ammunition is technically still limited, by since each clip makes thousands of bullets you'll functionally never be reloading in a firefight. Wrex actually tells a story about how he once fought an opposing bounty hunter for so long, they both actually did run out of ammo and had to scrounge up guns from other hunters Wrex had killed during the gunfight.



*** The computer-controlled [=NPCs=] never run out because TheComputerIsACheatingBastard, but in-universe it seems that Shepard is the only one who smart enough or capable of carrying as many as they need; they only steals them from dead bodies.
*** The ''Citadel DLC'' has Shepard find an old M7 Lancer from around the time of the First Contact War, which still [[CallBack relies on the old cooling system]]. After running out of shots, Shepard [[DamnYouMuscleMemory goes to reload]], only to realize it doesn't use thermal clips and nearly burns themselves as a result. It's also discussed that adding the system of quick-replacable thermal clips to weapons in ''2'' and ''3'' required removal of their prior cooling systems, which leads to one character complaining that the system is a step backwards.

to:

*** ** The computer-controlled [=NPCs=] never run out because TheComputerIsACheatingBastard, but in-universe it seems that Shepard is the only one who smart enough or capable of carrying as many as they need; they only steals them from dead bodies.
*** ** The ''Citadel DLC'' has Shepard find an old M7 Lancer from around the time of the First Contact War, which still [[CallBack relies on the old cooling system]]. After running out of shots, Shepard [[DamnYouMuscleMemory goes to reload]], only to realize it doesn't use thermal clips and nearly burns themselves as a result. It's also discussed that adding the system of quick-replacable thermal clips to weapons in ''2'' and ''3'' required removal of their prior cooling systems, which leads to one character complaining that the system is a step backwards.



* Certain magic bows in ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2'' have the Unlimited Ammunition property, which generates a new arrow every time you fire. And high-level characters can get off four (in ''VideoGame/NeverwinterNights'') or six (in ''VideoGame/NeverwinterNights2'') shots every six seconds. Say hello to the magic machine gun crossbows!
** Though the magic enhancements that can be applied to the unlimited arrows/bolts are limited, so you can't give them on hit fireball bolts without messing about with the scripting.

to:

* Certain magic bows in ''VideoGame/NeverwinterNights'' and ''VideoGame/NeverwinterNights2'' have the Unlimited Ammunition property, which generates a new arrow every time you fire. And high-level characters can get off four (in ''VideoGame/NeverwinterNights'') or six (in ''VideoGame/NeverwinterNights2'') shots every six seconds. Say hello to the magic machine gun crossbows!
**
crossbows! Though the magic enhancements that can be applied to the unlimited arrows/bolts are limited, so you can't give them on hit fireball bolts without messing about with the scripting.



* Handwaved humorously in ''VideoGame/PlanescapeTorment'', where the four-armed, dual crossbow-wielding modron ([[AlwaysChaoticEvil creature of pure Law]]) named Nordom never runs out of basic crossbow bolts (though he has only a limited supply of magical or otherwise special bolts). Explained in that Nordom's crossbows are a pair of "gear spirits", denizens of the same plane Nordom is from, whose whole reason for being is to take on the form of various tools and be helpful. This means that, as crossbows, they can use their powers to generate their own ammo.
** Ignus from the same game has endless mini-fireballs for throwing at enemies. Explained by the fact that he has a gate to the elemental plane of fire opened through him as part of a [[CoolAndUnusualPunishment cruel and unusual punishment]] for [[LaserGuidedKarma arsony]].

to:

* Handwaved humorously in ''VideoGame/PlanescapeTorment'', where the ''VideoGame/PlanescapeTorment'':
** The
four-armed, dual crossbow-wielding modron ([[AlwaysChaoticEvil creature of pure Law]]) named Nordom never runs out of basic crossbow bolts (though he has only a limited supply of magical or otherwise special bolts). Explained in that Nordom's crossbows are a pair of "gear spirits", denizens of the same plane Nordom is from, whose whole reason for being is to take on the form of various tools and be helpful. This means that, as crossbows, they can use their powers to generate their own ammo.
** Ignus from the same game has endless mini-fireballs for throwing at enemies. Explained by the fact that he has a gate to the elemental plane of fire opened through him as part of a [[CoolAndUnusualPunishment cruel and unusual punishment]] for [[LaserGuidedKarma arsony]].



** ''VideoGame/{{Hades}}'' has the slow Heart-Seeking Bow, which doesn't need to reload, and the fast Adamant Rail, which does. But via Daedalus Hammer upgrades, you can make the Bow fire as fast as a machine gun and the Rail have infinite ammo (in exchange for an arguably slower fire rate). Also, normally Zagreus's Cast ability relies on a fixed supply of Bloodstones, and once fired they need to be retrieved to use them again... unless you pick the Stygian Soul mirror upgrade, which gets rid of the retrieval mechanic and instead gives you a free Bloodstone every few seconds.

to:

** ''VideoGame/{{Hades}}'' has the slow Heart-Seeking Bow, which doesn't need to reload, and the fast Adamant Rail, which does. But via Daedalus Hammer upgrades, you can make the Bow fire as fast as a machine gun and the Rail have infinite ammo (in exchange for an arguably a slower fire rate). Also, normally Zagreus's Cast ability relies on a fixed supply of Bloodstones, and once fired they need to be retrieved to use them again... unless you pick the Stygian Soul mirror upgrade, which gets rid of the retrieval mechanic and instead gives you a free Bloodstone every few seconds.



* Of all things, '''bread''' in ''Webcomic/Persona3FTW''.

to:

* %%* Of all things, '''bread''' in ''Webcomic/Persona3FTW''.



* Mai from ''WesternAnimation/AvatarTheLastAirbender'', whose robes are stocked with an endless hidden supply of metal arrows and shurikens that never run out, without impeding her movement at all.
** Possibly lampshaded (i.e. really subtly) in [[WhoWouldWantToWatchUs the Ember Island Players]], where the "Mai" on stage draws a knife from her hair, throws it and ''immediately has a replacement waiting in her hair.''

to:

* Mai from ''WesternAnimation/AvatarTheLastAirbender'', whose robes are stocked with an endless hidden supply of metal arrows and shurikens that never run out, without impeding her movement at all.
** Possibly
all. It's lampshaded (i.e. really subtly) in [[WhoWouldWantToWatchUs the Ember Island Players]], where the "Mai" on stage draws a knife from her hair, throws it and ''immediately has a replacement waiting in her hair.''



* ''Anime/DigimonTamers'' averts this with Gargomon, who runs out of ammo twice. The first time, Henry uses [[UnorthodoxReload a recharge card]]. [[spoiler:The second time, Gargomon is defeated before he can reload.]]

to:

* ''Anime/DigimonTamers'' ''Anime/DigimonTamers'':
** The series
averts this with Gargomon, who runs out of ammo twice. The first time, Henry uses [[UnorthodoxReload a recharge card]]. [[spoiler:The second time, Gargomon is defeated before he can reload.]]



* Both played straight and averted in ''Anime/GhostInTheShellStandAloneComplex''. 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).
** That said, the primary assault rifle of Section 9 (the Seburo C-26A) holds fifty rounds per magazine and their pistol (the Seburo M-5) holds nineteen, so their guns do hold a higher than normal amount of ammunition. The only serious case of this trope is in episode 20, where a DEA agent (or the futuristic Japanese equivalent) fires off far more rounds from his [=MP5K=] could possibly hold.
* ''Anime/{{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 [[{{Fanservice}} considerable 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.
** Lampshaded in the final fight scene when [[spoiler:she and her rival have their bras cut, and a literal cascade of bullets spill out from each of them.]]

to:

* Both played straight and averted Zigzagged in ''Anime/GhostInTheShellStandAloneComplex''. 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).
** That said, the primary assault rifle of Section 9 (the Seburo C-26A) holds fifty rounds per magazine and their pistol (the Seburo M-5) holds nineteen, so their guns do hold a higher than normal amount of ammunition. The only serious case of this trope is in episode 20, where a DEA agent (or the futuristic Japanese equivalent) fires off far more rounds from his [=MP5K=] could possibly hold.
* ''Anime/{{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 [[{{Fanservice}} considerable cleavage]], then scooped out of the air with the cylinder. In this case it's her cleavage that's bottomless.
** Subverted
bottomless. It's subverted once, when even her cleavage runs out of ammo and it's up to her companions to supply her with bullets.
** Lampshaded
bullets. It's then lampshaded in the final fight scene when [[spoiler:she and her rival have their bras cut, and a literal cascade of bullets spill out from each of them.]]



* The ''Anime/{{Macross}}'' franchise tends to avoid this trope a lot, most evident in episode 2 of ''Anime/MacrossFrontier'' where Alto very quickly runs out of ammo for the gunpod of the VF-25 he hijacked due to constant sustained fire without relaxing on the trigger.
** The one place it will always play this trope completely straight is with [[MacrossMissileMassacre missiles]]. Nobody in the history of the series has ever run out of missiles, despite firing them in salvos consisting of dozens at a time.

to:

* The ''Anime/{{Macross}}'' franchise tends to avoid this trope a lot, most evident in episode 2 of ''Anime/MacrossFrontier'' where Alto very quickly runs out of ammo for the gunpod of the VF-25 he hijacked due to constant sustained fire without relaxing on the trigger.
**
trigger. The one place it will always play this trope completely straight is with [[MacrossMissileMassacre missiles]]. Nobody in the history of the series has ever run out of missiles, despite firing them in salvos consisting of dozens at a time.



* Mostly averted in ''Manga/{{Trigun}}'' as we often see Vash reloading with speedloaders (a cylinder's worth of ammunition held ready for loading like a magazine). How he never seems to run out of these is another question, just like the "finite rounds in infinite magazines."
** 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.

to:

* Mostly averted in ''Manga/{{Trigun}}'' ''Manga/{{Trigun}}'':
** Averted,
as we often see Vash reloading with speedloaders (a cylinder's worth of ammunition held ready for loading like a magazine). How he never seems to run out of these is another question, just like the "finite rounds in infinite magazines."
** 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.
"



* ''Film/{{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.
** In the extended version, the Marines watch the ammo counters on the sentry guns' laptops quickly count down as wave after wave of aliens attack the guns, listening to the guns firing in the distance before they run dry, fall silent, and is replaced by the sound of the aliens thumping open the pressure door behind where the guns were.

to:

* ''Film/{{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.
**
finale. In the extended version, the Marines watch the ammo counters on the sentry guns' laptops quickly count down as wave after wave of aliens attack the guns, listening to the guns firing in the distance before they run dry, fall silent, and is replaced by the sound of the aliens thumping open the pressure door behind where the guns were.



** Also averted with Rhodey's War Machine suit. ''Film/AvengersInfinityWar'' gives a first hand perspective of how the suit actually change the minigun's magazine during the Battle of Wakanda.

to:

** Also averted * Averted with Rhodey's War Machine suit. ''Film/AvengersInfinityWar'' gives a first hand perspective of how the suit actually change the minigun's magazine during the Battle of Wakanda.



* ''Film/DirtyHarry''. Scorpio's sub-machine gun seems to spray a lot of lead with very few reloads. Given, a lot of [=SMG=]s tend to have fairly large ammo capacities and is shown to have several magazines in his suitcase. And avoided of course in the movie's most quotable scene.

to:

* ''Film/DirtyHarry''. ''Film/DirtyHarry'':
**
Scorpio's sub-machine gun seems to spray a lot of lead with very few reloads. Given, a lot of [=SMG=]s tend to have fairly large ammo capacities and is shown to have several magazines in his suitcase. And avoided of course in the movie's most quotable scene.



** The ''Film/DirtyHarry'' series in its entirety generally avoids this trope. During gunfights the shooters are regularly seen changing out magazines, which also takes quite a bit of time. This is especially noted in ''Film/MagnumForce'' where one of the antagonists is nervously firing rounds down the hallways. He is is then quickly dispatched with several jabs to the throat while attempting to reload.

to:

** The ''Film/DirtyHarry'' series in its entirety generally avoids this trope.It's often averted. During gunfights the shooters are regularly seen changing out magazines, which also takes quite a bit of time. This is especially noted in ''Film/MagnumForce'' where one of the antagonists is nervously firing rounds down the hallways. He is is then quickly dispatched with several jabs to the throat while attempting to reload.



*** Unfortunately the gun in question is a Colt automatic that should hold at least ''seven''. The line is an artifact, taken verbatim from the book where the assassin was indeed using a Smith & Wesson revolver.



* In the ''Franchise/JohnWick'' series, the filmmakers are so dedicated to averting the trope that action scenes are scripted and storyboarded with John's ammo count in mind, making sure he never fires more than what he's carrying, and forcing him to reload or grab another gun once he should be empty. They also make AmmunitionConservation a character trait; John, whenever possible, takes precise single shots (especially since he favors headshots over center mass, a smaller, difficult target), and only sprays blind fire as a last resort (as in the start of the catacombs firefight in ''Chapter 2'', when he does not have cover and must flee from a wave of incoming shooters). Specific examples include:

to:

* In the ''Franchise/JohnWick'' series, the ''Franchise/JohnWick'':
** The
filmmakers are so dedicated to averting the trope that action scenes are scripted and storyboarded with John's ammo count in mind, making sure he never fires more than what he's carrying, and forcing him to reload or grab another gun once he should be empty. They also make AmmunitionConservation a character trait; John, whenever possible, takes precise single shots (especially since he favors headshots over center mass, a smaller, difficult target), and only sprays blind fire as a last resort (as in the start of the catacombs firefight in ''Chapter 2'', when he does not have cover and must flee from a wave of incoming shooters). Specific examples include:



*** In an earlier fight John uses up all the rounds in a shotgun and is required to reload, while pinning a mook to the wall with the business end of the weapon, when he finishes reloading the results are [[SugarWiki/MomentOfAwesome spectacular]]

to:

*** In an earlier fight ** John uses up all the rounds in a shotgun and is required to reload, while pinning a mook to the wall with the business end of the weapon, when he finishes reloading the results are [[SugarWiki/MomentOfAwesome spectacular]]



* Averted in ''Film/TheLastOfTheMohicans:'' The 18th Century weapons only fire a single round before being empty. The amount of time it takes to reload is even shown. At one point, Hawkeye and Uncas have to provide sniper cover for a runner. They are seen loading several weapons before the runner starts, and simply pick up a new one after they shoot.
** In the climax, Hawkeye shoots one {{Mook}}, reloads his gun ''while running'', picks up another rifle, and then shoots two different targets with them. He then discards the previous enemy rifle (which is now empty) and picks up a new one, uses that one to kill another Mook, and then takes the others hostage with his now empty gun.
* Averted with a vengeance in ''Film/LiveFreeOrDieHard''. John [=McClane=] seems to spend over half of the first action scene repeatedly slamming new magazines into his automatic, to the point where you start wondering where he got all those from (of course, [=McClane=] bringing five to ten extra mags to a run-of-the-mill arrest, just in case, is [[CrazyPrepared actually kind of in-character]]).
** Even John falls victim to this aversion in the first movie. He only fires 16-17 shots before he first reloads his Beretta. This means that he at most fires one more bullet than the gun can carry. He also probably takes his reloads from his enemies' corpses, and the amount of ammo he has left becomes an important plot point.

to:

* Averted in ''Film/TheLastOfTheMohicans:'' The 18th Century weapons only fire a single round before being empty. The amount of time it takes to reload is even shown. At one point, Hawkeye and Uncas have to provide sniper cover for a runner. They are seen loading several weapons before the runner starts, and simply pick up a new one after they shoot. \n** In the climax, Hawkeye shoots one {{Mook}}, reloads his gun ''while running'', picks up another rifle, and then shoots two different targets with them. He then discards the previous enemy rifle (which is now empty) and picks up a new one, uses that one to kill another Mook, and then takes the others hostage with his now empty gun.
* Averted with a vengeance in ''Film/LiveFreeOrDieHard''. John [=McClane=] seems to spend over half of the first action scene repeatedly slamming new magazines into his automatic, to the point where you start wondering where he got all those from (of course, [=McClane=] bringing five to ten extra mags to a run-of-the-mill arrest, just in case, is [[CrazyPrepared actually kind of in-character]]).
**
in-character]]). Even John falls victim to this aversion in the first movie. He only fires 16-17 shots before he first reloads his Beretta. This means that he at most fires one more bullet than the gun can carry. He also probably takes his reloads from his enemies' corpses, and the amount of ammo he has left becomes an important plot point.



* Averted in ''[[Film/MadMax2TheRoadWarrior The Road Warrior]]'', where it's revealed nearly halfway through that the SawedOffShotgun Max threatened the Gyro Captain with was unloaded, not to mention only one of the shells he finds at that point is usable (and even then it ends up being a dud when he tries to actually fire it in the climactic fight).

to:

* Averted in ''[[Film/MadMax2TheRoadWarrior The Road Warrior]]'', where it's revealed nearly halfway through that the SawedOffShotgun Max threatened the Gyro Captain with was unloaded, not to mention and only one of the shells he finds at that point is usable (and even then it ends up being a dud when he tries to actually fire it in the climactic fight).



* Subverted in ''Film/SilverStreak''; the protagonist quickly runs out of bullets in a shootout. His sidekick chastises him with "What do you think this is, a Western?"
** It's a reference to Creator/GeneWilder's previous role as the Waco Kid in ''Film/BlazingSaddles''.

to:

* Subverted in ''Film/SilverStreak''; the protagonist quickly runs out of bullets in a shootout. His sidekick chastises him with "What do you think this is, a Western?"
**
Western?" It's a reference to Creator/GeneWilder's previous role as the Waco Kid in ''Film/BlazingSaddles''.



** Curiously, in most ''games'' she has bottomless magazines. And at least one pair of pistols that just don't run out of ammo.



** Subverted a couple of times with special twelve-shot Russian pistols.
* Subverted in ''Literature/ArtemisFowl: The Arctic Incident'' when after learning about the goblins using supposedly-destroyed weapons adapted to human batteries, Foaly remarks that 'You'd only get six shots, but you give every goblin a pocket full of cells and that's a lot of shots.'
** Whereas normal fairy weapons use nuclear batteries that essentially have unlimited ammo, Holly even comments on it when the goblin shooting at her runs out of shots.

to:

** Subverted a couple of times with special twelve-shot Russian pistols.
* Subverted in ''Literature/ArtemisFowl: The Arctic Incident'' when after learning about the goblins using supposedly-destroyed weapons adapted to human batteries, Foaly remarks that 'You'd only get six shots, but you give every goblin a pocket full of cells and that's a lot of shots.'
**
' Whereas normal fairy weapons use nuclear batteries that essentially have unlimited ammo, Holly even comments on it when the goblin shooting at her runs out of shots.



* Averted in the first season finale of ''Series/AgentsOfSHIELD''; Coulson's {{BFG}} runs out of charges just as he defeats out all but the two most dangerous opponents in the room.

to:

* ''Series/AgentsOfSHIELD'':
**
Averted in the first season finale of ''Series/AgentsOfSHIELD''; finale; Coulson's {{BFG}} runs out of charges just as he defeats out all but the two most dangerous opponents in the room.



* Generally played straight in ''Series/{{Arrow}}'', but subverted in one of the earlier and more realistic episodes where the VillainOfTheWeek makes sure to have as many henchmen as Oliver has arrows, so that by the time Ollie gets to him he's out of ammo.

to:

* ''Series/{{Arrow}}'':
**
Generally played straight in ''Series/{{Arrow}}'', straight, but subverted in one of the earlier and more realistic episodes where the VillainOfTheWeek makes sure to have as many henchmen as Oliver has arrows, so that by the time Ollie gets to him he's out of ammo.



* ''Series/{{Farscape}}'': Seems to play this straight as pulse pistols have absurd numbers of shots...but in 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.

to:

* ''Series/{{Farscape}}'': ''Series/{{Farscape}}'':
**
Seems to play this straight as pulse pistols have absurd numbers of shots...but in 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.



** SubvertedTrope multiple times:



*** Curiously, almost all ground defenses are unlimited ammunition.



*** 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, a lot of the ammunition has either been handwaved due to AppliedPhlebotinum (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 ''TabletopGame/{{Mordheim}}'' has certain weapons (such as barbed arrows and vials of holy water) that had limited ammunition, but the 40k narrative game ''TabletopGame/{{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 [[AbnormalAmmo special bullet types]] were preloaded in. As a general rule, the less models to keep track of, the more detailed the mechanics.

to:

*** 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, a lot of the ammunition has either been handwaved due to AppliedPhlebotinum (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 ''TabletopGame/{{Mordheim}}'' has certain weapons (such as barbed arrows and vials of holy water) that had limited ammunition, but the 40k narrative game ''TabletopGame/{{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 [[AbnormalAmmo special bullet types]] were preloaded in. As a general rule, the less models to keep track of, the more detailed the mechanics.



* ''VideoGame/AdvanceWars'' gives ammo limits to the heavy weapons -- most notably the main guns on artillery, AA guns, tanks, ships and mechanised infantry. Of course, towns and [=APCs=] have a seemingly bottomless supply of ammo to provide them.
** In addition, the secondary weapons (typically machine guns) never run out of ammo.

to:

* ''VideoGame/AdvanceWars'' gives ammo limits to the heavy weapons -- most notably the main guns on artillery, AA guns, tanks, ships and mechanised infantry. Of course, towns and [=APCs=] have a seemingly bottomless supply of ammo to provide them.
**
them. In addition, the secondary weapons (typically machine guns) never run out of ammo.



* ''VideoGame/ArmedAndDangerous'' has conversations between Q and Jonsey that blatantly poke fun at this Trope.

to:

* ''VideoGame/ArmedAndDangerous'' has conversations between Q and Jonsey that blatantly poke fun at this Trope.trope. Unfortunately for Roman, he gets the burden of having both reloads and finite ammunition (though it's plentiful to where running out is of no concern).



** Unfortunately for Roman, he gets the burden of having both reloads and finite ammunition (though it's plentiful to where running out is of no concern).



* In the FightingGame ''VideoGame/BushidoBlade''; during your fight with the GiantSpaceFleaFromNowhere 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.

to:

* In the FightingGame ''VideoGame/BushidoBlade''; during your fight with the GiantSpaceFleaFromNowhere 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.
**
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.



* Partially averted in ''Deep Space Nine: The Fallen'' with the smallest pistol, which has infinite power, but must be recharged.
** ''VideoGame/BlakeStone 3D'' also has a weapon like this.

to:

* Partially averted Downplayed in ''Deep Space Nine: The Fallen'' with the smallest pistol, which has infinite power, but must be recharged.
** ''VideoGame/BlakeStone 3D'' also has a weapon like this.
recharged.



* Partial Exception: In the original ''VideoGame/{{Conflict}}'' for the NES and its sequel ''Super Conflict'' for the SNES, any units with "special weapons" had to re-supply those at a city (or airport for flying units). The standard weapons, which were all variations of machine guns, never needed to be reloaded.

to:

* Partial Exception: In the original ''VideoGame/{{Conflict}}'' for the NES and its sequel ''Super Conflict'' for the SNES, any units with "special weapons" had to re-supply those at a city (or airport for flying units). The standard weapons, which were all variations of machine guns, never needed to be reloaded.



** Other games on the Build engine frequently did the same thing, and also frequently used systems as simple as ''Duke 3D'' did; those which didn't just trigger the reload on a certain multiple of ammo left (''VideoGame/{{Shadow Warrior|1997}}''[='=]s Uzi(s), which reloaded whenever you hit a multiple of 50 bullets on its own or 100 when GunsAkimbo) had very small amounts of ammo to track, and would "forget" how much you'd expended and reset you to the full mag upon switching out (''VideoGame/{{Blood}}''[='=]s SawedOffShotgun, which reloaded after every two shells). The only game on the engine to make extensive use of reloading was ''World War II GI'', and even that only means that the same rules as ''Duke 3D''[='=]s pistol or ''Shadow Warrior''[='=]s Uzis applied to about four or five weapons.



* In ''VideoGame/{{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 closes the distance, though it happened very rarely due to most NPC carrying enough rounds for a few full reloads and most fights being over before that point (unless you stole their spare ammo [meaning they would be left with only a full mag] or picked a trait turning you into a WalkingDisasterArea [thereby potentially making them lose ammunition through CriticalFailure]). 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.

to:

* In ''VideoGame/{{Fallout}}'', all ''VideoGame/{{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 closes the distance, though it happened very rarely due to most NPC carrying enough rounds for a few full reloads and most fights being over before that point (unless you stole their spare ammo [meaning they would be left with only a full mag] or picked a trait turning you into a WalkingDisasterArea [thereby potentially making them lose ammunition through CriticalFailure]). 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.



** In ''VideoGame/Fallout3'', 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.

to:

** In ''VideoGame/Fallout3'', while ''VideoGame/Fallout3'':
*** 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.



*** We can assume that each bow comes with a quiver of a certain size. And if the magic is nearly [[VancianMagic Vancian]] or similar to certain [=RPGs=], then the need to (very quickly) memorize the spell again can consume a copy from the book.



* Variation in ''VideoGame/{{Killzone}}'': Whenever the player reloads with the squad leader's default assault rifle, he always flips over two magazines taped to each other -- the second time, he discards these magazines and bring up a new taped pair of magazines.
** Now becoming common for AK-47s and other weapons using box magazines. Many games play the trope straight by having the character simply flip over the magazine pair, with no indication that the other magazine is refilled or replaced. Based on accounts of real-life bearers who rig the magazines together for efficiency, but eventually have to dispose of both when empty.

to:

* Variation in ''VideoGame/{{Killzone}}'': Whenever the player reloads with the squad leader's default assault rifle, he always flips over two magazines taped to each other -- the second time, he discards these magazines and bring up a new taped pair of magazines.
**
magazines. Now becoming common for AK-47s and other weapons using box magazines. Many games play the trope straight by having the character simply flip over the magazine pair, with no indication that the other magazine is refilled or replaced. Based on accounts of real-life bearers who rig the magazines together for efficiency, but eventually have to dispose of both when empty.



** 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.
* Partially adverted in ''VideoGame/LittleKingsStory''. 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.

to:

** 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.
* Partially adverted Downplayed in ''VideoGame/LittleKingsStory''. 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.



** In ''VideoGame/TheLordOfTheRingsTheTwoTowers'' licensed game Aragorn gets forty arrows and Legolas sixty, while Gimli has twenty axes. Enemy archers will never run out of arrows, however.

to:

** * In ''VideoGame/TheLordOfTheRingsTheTwoTowers'' licensed game Aragorn gets forty arrows and Legolas sixty, while Gimli has twenty axes. Enemy archers will never run out of arrows, however.



** Especially {{JustForFun/egregious}} with the Troopers on higher difficulties, who have a tendency to spam endless streams of grenades from the gun that the game explicitly states is much like your assault rifle, which can only hold 8 at a time. Oddly enough, they seem reluctant to use the assault rifle part of the assault rifle.
*** Because the assault rifle part is inaccurate as hell. They only use it when they're sure they will hit, which is at hug distance.
** Only carrying mags is referenced in game at one point. You are advised to "clear that clip" so you'll have a full one loaded when you head into the next wave of aliens.



* ''VideoGame/MAXMechanizedAssaultAndExploration'' has a limited amount of ammunition for all vehicles and turrets. You need supply trucks or a visit to the depot to reload vehicles, though if turrets are connected to a supply source, they will reload automatically.
** The sequel does away with ammunition and supply connectors all together for a more streamlined gameplay.

to:

* ''VideoGame/MAXMechanizedAssaultAndExploration'' has a limited amount of ammunition for all vehicles and turrets. You need supply trucks or a visit to the depot to reload vehicles, though if turrets are connected to a supply source, they will reload automatically.
**
automatically. The sequel does away with ammunition and supply connectors all together for a more streamlined gameplay.



** On the other hand, the fight with Revolver Ocelot is very specific about giving him six shots, after which he has to reload.
* ''VideoGame/MetalGearSolid3SnakeEater'' averts this one [[CutsceneIncompetence in a cutscene]]. When Ocelot first uses a revolver against Snake in a gun battle, it eventually ends with the two in a standoff. Snake then lowers his gun and comments, grinning, "You don't have what it takes to kill me." Ocelot pulls the trigger several times, only to find that his revolver has run out of ammo - it holds two fewer shots than the semi-auto pistol he'd been using in their first confrontation. [[spoiler:It is possible that this was intentional, however, as Ocelot turns out to have actually been Snake's CIA support, ADAM.]]

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* ''VideoGame/MetalGearSolid3SnakeEater'':
** On the other hand, the fight with Revolver Ocelot is very specific about giving him six shots, after which he has to reload.
* ''VideoGame/MetalGearSolid3SnakeEater''
The game averts this one [[CutsceneIncompetence in a cutscene]]. When Ocelot first uses a revolver against Snake in a gun battle, it eventually ends with the two in a standoff. Snake then lowers his gun and comments, grinning, "You don't have what it takes to kill me." Ocelot pulls the trigger several times, only to find that his revolver has run out of ammo - it holds two fewer shots than the semi-auto pistol he'd been using in their first confrontation. [[spoiler:It is possible that this was intentional, however, as Ocelot turns out to have actually been Snake's CIA support, ADAM.]]



*** 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. [[RevolversAreJustBetter The man really loves revolvers]].
** Enemies have to swap magazines after a certain number of shots when in combat, even if they have an infinite number of mags in reserve. However, if you blow up a nearby ammo dump with high explosives, they will be left with a single magazine for their rifle and their backup pistol, leaving them to engage you with a knife if you set off an alert.
*** The game then goes and screws this all up by letting the player unlock a gun with a drum magazine with the feeding ramp shaped like an infinity symbol, [[ItRunsOnNonsensoleum which Snake amusingly acknowledges would give him infinite ammo]].

to:

*** ** 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. [[RevolversAreJustBetter The man really loves revolvers]].
** Enemies have to swap magazines after a certain number of shots when in combat, even if they have an infinite number of mags in reserve. However, if you blow up a nearby ammo dump with high explosives, they will be left with a single magazine for their rifle and their backup pistol, leaving them to engage you with a knife if you set off an alert.
***
alert. The game then goes and screws this all up by letting the player unlock a gun with a drum magazine with the feeding ramp shaped like an infinity symbol, [[ItRunsOnNonsensoleum which Snake amusingly acknowledges would give him infinite ammo]].



** [[TheComputerIsACheatingBastard Don't expect the computer to play by these rules, however]]. While they need to reload, human enemies (and companions) have infinite magazines and can keep shooting until the cows come home (or until you die). This gets especially ludicrous on [[HarderThanHard Ranger Mode]], where enemies can keep firing as long as they please, then when you take them down you'll find at most five bullets on them.



** And yes, the enemy has limited ammo. If you want to be able to scavenge it off of them, you have to attack them before they shoot it all at you.



** Same in the ''VideoGame/DejaVu1985'' games. Guns were opened as any container to insert rounds. It's not a gunplay-heavy game, though.

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** Same * Happens in the ''VideoGame/DejaVu1985'' games. Guns were opened as any container to insert rounds. It's not a gunplay-heavy game, though.



* In the ''VideoGame/RainbowSix'' games, both you and the bad guys could run out of ammo. However, given the one-shot death nature of the game, this was unlikely to happen normally unless you made prodigious use of suppressive fire.
** Subverted and averted in the ''Vegas'' subseries. You only get unlimited ammo for your sidearm. You do have to reload, but you'll never run out spare ammunition for it. Averted in the fact that you can see and hear your teammates and enemies reload[[note]]although enemies seem to only need to reload shotguns and sniper rifles, since those can still kill you in one hit, and your allies only ever reload if you tell them to stack up on a door and they haven't done so in a while[[/note]], and mounted machine guns, like your sidearm, must reload but do not have a total ammo limit.

to:

* In the ''VideoGame/RainbowSix'' games, both you and the bad guys could run out of ammo. However, given the one-shot death nature of the game, this was unlikely to happen normally unless you made prodigious use of suppressive fire.
**
fire. Subverted and averted in the ''Vegas'' subseries. You only get unlimited ammo for your sidearm. You do have to reload, but you'll never run out spare ammunition for it. Averted in the fact that you can see and hear your teammates and enemies reload[[note]]although enemies seem to only need to reload shotguns and sniper rifles, since those can still kill you in one hit, and your allies only ever reload if you tell them to stack up on a door and they haven't done so in a while[[/note]], and mounted machine guns, like your sidearm, must reload but do not have a total ammo limit.



** ''VideoGame/ResidentEvil6'', along with the 4th and 5th games in the series, have infinite ammo as an unlockable, but it still requires you to reload when the mag is empty. It makes a lot of sense from a gameplay perspective to have reloads needed for infinite ammo, especially since it's a skill and players can match skills to help their playstyle, but also to stop players from [[GameBreaker making a powerhouse out of an automatic rifle.]]

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** * ''VideoGame/ResidentEvil6'', along with the 4th and 5th games in the series, have infinite ammo as an unlockable, but it still requires you to reload when the mag is empty. It makes a lot of sense from a gameplay perspective to have reloads needed for infinite ammo, especially since it's a skill and players can match skills to help their playstyle, but also to stop players from [[GameBreaker making a powerhouse out of an automatic rifle.]]



* Most of the guns on ''VideoGame/SpaceStation13'' are energy weapons, but security officers' tasers and the energy guns and laser rifles carried in the armory only have a handful of shots before they need to be plugged into a recharger (same with the stun baton). Only the captain's personal laser (which is a possible target for traitors to steal) has unlimited ammo, but it needs time to recharge.
** For projectile weapons, they need to be reloaded regularly and it can be a pain with the clunky interface: weapons with a detachable magazine or speedloader needs to have the empty magazine ejected or casings removed (by clicking on it) and the new magazine or speedloader transferred to an empty hand and THEN into the gun to reload it. The bartender's double-barrel shotgun needs both shells loaded into it one at a time (and fresh shells and spent shells look identical, so it's possible for someone to scavenge "new ammo" and find that it's already been fired), and the syringe gun available in Medbay needs to have a new syringe loaded after each shot....which has to have been loaded with whatever drug the shooter wants beforehand. A good syringe gun user will have a medical belt loaded with syringes (typically tranquilizer or poison) and a bottle or two of extra drugs in their pockets BEFORE getting into a fight.

to:

* Most of the guns on ''VideoGame/SpaceStation13'' are energy weapons, but security officers' tasers and the energy guns and laser rifles carried in the armory only have a handful of shots before they need to be plugged into a recharger (same with the stun baton). Only the captain's personal laser (which is a possible target for traitors to steal) has unlimited ammo, but it needs time to recharge.
**
recharge. For projectile weapons, they need to be reloaded regularly and it can be a pain with the clunky interface: weapons with a detachable magazine or speedloader needs to have the empty magazine ejected or casings removed (by clicking on it) and the new magazine or speedloader transferred to an empty hand and THEN into the gun to reload it. The bartender's double-barrel shotgun needs both shells loaded into it one at a time (and fresh shells and spent shells look identical, so it's possible for someone to scavenge "new ammo" and find that it's already been fired), and the syringe gun available in Medbay needs to have a new syringe loaded after each shot....which has to have been loaded with whatever drug the shooter wants beforehand. A good syringe gun user will have a medical belt loaded with syringes (typically tranquilizer or poison) and a bottle or two of extra drugs in their pockets BEFORE getting into a fight.



** Scarabs are classed independent units (in the scenario editor, the same as Interceptors), not ammunition.



* ''VideoGame/SuperRobotWars'' is very conscious about ammo. In fact, the Alt Eisen's Revolver Stake, which is shown to be shot six times every time it is used, is reloaded by a reloader afterwards. This actually explains the fact that it shoots so many times, and yet the attack can only be used six times.
** There are equipment, accessories, and abilities that allow ammunition-based weaponry to be used more. Kyosuke's Revolver Stake can be upped from six shots on a mission to nine or twelve by adding a Magazine, which is fair enough, or just by Kyosuke being badass.

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* ''VideoGame/SuperRobotWars'' is very conscious about ammo. In fact, the Alt Eisen's Revolver Stake, which is shown to be shot six times every time it is used, is reloaded by a reloader afterwards. This actually explains the fact that it shoots so many times, and yet the attack can only be used six times.
**
times. There are equipment, accessories, and abilities that allow ammunition-based weaponry to be used more. Kyosuke's Revolver Stake can be upped from six shots on a mission to nine or twelve by adding a Magazine, which is fair enough, or just by Kyosuke being badass.



* Partial exception: most units in ''VideoGame/SupremeCommander'' 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.
* Carefully inverted in ''VideoGame/SWAT4'' where reloading is done realistically: you have a limited number of magazines, with real-life number of bullets. And each of your magazines keep the rest of their bullets if you reload prematurely, so you can just go back to a half-depleted magazine later on.

to:

* Partial exception: most Most units in ''VideoGame/SupremeCommander'' 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.
* Carefully inverted Inverted in ''VideoGame/SWAT4'' where reloading is done realistically: you have a limited number of magazines, with real-life number of bullets. And each of your magazines keep the rest of their bullets if you reload prematurely, so you can just go back to a half-depleted magazine later on.



* Curiously subverted in ''VideoGame/TeamFortress2'', 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 alongside ejecting the old one.

to:

* Curiously subverted in ''VideoGame/TeamFortress2'', of all games. ''VideoGame/TeamFortress2'': Zig-zagged.
**
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 alongside ejecting the old one.



* ''VideoGame/Uncharted2AmongThieves'' has a multiplayer booster called "Keep Firing" that lets you fit more rounds in your standard-sized magazines.
** 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.

to:

* ''VideoGame/Uncharted2AmongThieves'' has a multiplayer booster called "Keep Firing" that lets you fit more rounds in your standard-sized magazines.
**
magazines. 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.



* Averted in the classic ''VideoGame/XCom'', 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 mags on your belt, they cost less time to reload than ones put in the leg pockets of the cargo pants.
** The SpiritualSuccessor ''VideoGame/UFOAfterBlank'' series goes in odd directions with this. Every weapon needs to be reloaded when it runs out of ammo. However, in the case of advanced technology (and weapons based on advanced technology), you can research larger mags to allow your soldiers to shoot longer. In the second and third game, not only do you have to make sure your soldiers have enough weapons, you also have to make sure they have enough ammo by manufacturing it. If you don't keep up with the expenditure (especially in ''Afterlight'', where the time spent building ammo is almost always time you could better spend on more/better weapons or armor or whathaveyou), your soldiers will quickly have to start counting their rounds...and they never get good enough to hit consistently.
** In ''VideoGame/XCOMEnemyUnknown'', while your operatives won't run out of ammo on ground missions anymore, they still have a limited number of rounds per magazine and need to reload.

to:

* Averted in the classic ''VideoGame/XCom'', 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
using. It is 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.
**
two. ''And'' you had have to specify where on the paper doll the various pieces of equipment were.are. If you put your mags on your belt, they cost less time to reload than ones put in the leg pockets of the cargo pants.
** * The SpiritualSuccessor ''VideoGame/UFOAfterBlank'' series goes in odd directions with this. Every weapon needs to be reloaded when it runs out of ammo. However, in the case of advanced technology (and weapons based on advanced technology), you can research larger mags to allow your soldiers to shoot longer. In the second and third game, not only do you have to make sure your soldiers have enough weapons, you also have to make sure they have enough ammo by manufacturing it. If you don't keep up with the expenditure (especially in ''Afterlight'', where the time spent building ammo is almost always time you could better spend on more/better weapons or armor or whathaveyou), your soldiers will quickly have to start counting their rounds...and they never get good enough to hit consistently.
** * In ''VideoGame/XCOMEnemyUnknown'', while your operatives won't run out of ammo on ground missions anymore, they still have a limited number of rounds per magazine and need to reload.



** ''VideoGame/{{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.

to:

** * ''VideoGame/{{Xenogears}}'' had has Billy, who was is the only playable character to use guns. His ammo was is limited, and had has to be bought or found in chests regularly. This also extended extends to his Gear.



* Averted and lampshaded in ''WesternAnimation/{{Archer}}'' several times. Apparently, Lana combines this with ATeamFiring enough that she earned the name "Spray and Pray" Lana, as well as having about 10 seconds of combat effectiveness with a gun. Archer also had several instances where he had to remind people that, no, his handgun does not hold more than 7 bullets and, yes, they get emptied very fast.
** Archer himself uses this trope to his advantage due to a preternatural ability to not only keep track of how many bullets he has fired, but how many his opponents have fired as well.

to:

* Averted and lampshaded in ''WesternAnimation/{{Archer}}'' several times. Apparently, Lana combines this with ATeamFiring enough that she earned the name "Spray and Pray" Lana, as well as having about 10 seconds of combat effectiveness with a gun. Archer also had several instances where he had to remind people that, no, his handgun does not hold more than 7 bullets and, yes, they get emptied very fast. \n** Archer himself uses this trope to his advantage due to a preternatural ability to not only keep track of how many bullets he has fired, but how many his opponents have fired as well.



* Averted in ''WesternAnimation/CodeLyoko'', 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.
** Played straight in "False Start", however, where Jim uses a nail gun to fight Xana's monsters, and never has to reload it.

to:

* Averted in ''WesternAnimation/CodeLyoko'', 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.
**
apiece. Played straight in "False Start", however, where Jim uses a nail gun to fight Xana's monsters, and never has to reload it.



* There's one ''WesternAnimation/RobotChicken'' sketch, based on [[TheFarmerAndTheViper 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, [[SuspiciouslySpecificDenial 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.

to:

* There's one ''WesternAnimation/RobotChicken'' sketch, based on [[TheFarmerAndTheViper 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, [[SuspiciouslySpecificDenial promising not to crawl into his anus]], the frog pulls the trigger six times – four shots and two clicks.
**
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.
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** Sarah's shotgun also has an inversion despite the continuity. Right before the T-1000 skewers her shoulder, she chambers a shell. When she loads the six other shells, she pumps the gun again, which would've ejected the first shell and only leave her with six shots instead of the seven she later fires.
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** The first two ''[[VideoGame/ResidentEvilGunSurvivor Gun Survivor]]'' games (along with ''Dino Stalker'', a ''VideoGame/DinoCrisis'' spinoff) give the basic handguns infinite ammo as well.
** ''VideoGame/ResidentEvilOutbreak'' and ''Outbreak File #2'' offer "Infinity" mode, which can be purchased in the collection for 50,000 points after being unlocked. It makes guns bottomless and also keeps melee weapons from breaking.
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** In the ''[=HL1=]'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all 4 endings gained a weapon that had a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise has an infinite-ammo assault rifle for beating [[HarderThanHard Nightmare difficulty]].

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** In the ''[=HL1=]'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all 4 endings gained a weapon that had a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise has an infinite-ammo FAMAS assault rifle for beating [[HarderThanHard Nightmare difficulty]].
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** In the ''[=HL1=]'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all 4 endings gained a weapon that had a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise has an infinite-ammo assault rifle for beating Nightmare difficulty.

to:

** In the ''[=HL1=]'' mod ''VideoGame/AfraidOfMonsters: Directors Cut'', obtaining all 4 endings gained a weapon that had a scope and infinite ammo. Considering most of the game is [[WhoForgotTheLights freaking dark]], the MuzzleFlashlight will be very handy. The SpiritualSuccessor ''VideoGame/CryOfFear'' likewise has an infinite-ammo assault rifle for beating [[HarderThanHard Nightmare difficulty.difficulty]].

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