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* Averted in ''TotalWar'': Archers firing on units in combat will not only kill those on their own side, but also hurt their morale.
** Ditto for artillery, which is why putting cannons behind your infantry in ''Empire'' and ''Napoleon'' is not the best idea. Unfortunately, the AI will occasionally fire cannons at targets, even if there are friendlies in the line of fire. This may be actually used against the enemy.
* ''Inverted'' in the ''TabletopGame/{{Warhammer 40000}}'' RTS ''DawnOfWar'': Imperial Guard Commissars can raise the morale of all nearby friendly units by executing one of their own men during battle. In addition, certain artillery units also do damage to nearby friendly units.
** Used...randomly in ''DawnOfWar 2''. Frag grenades harm friendly squads but the grenadier's squad is impervious. Stun grenades do not affect allies at all. Explosives and artillery harm everyone, but rocket launchers are safe, as well as plasma guns (but not plasma cannons) and flamers. All bolter weapons are safe. Area-effect concussion attacks, like a squad of Assault Marines plummeting from the sky, or a slam on the ground by a huge Dreadnought (that levels ''buildings'') are also inexplicably selective.

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* Averted in ''TotalWar'': ''VideoGame/TotalWar'': Archers firing on units in combat will not only kill those on their own side, but also hurt their morale.
** Ditto for artillery, which is why putting cannons behind your infantry in ''Empire'' ''[[VideoGame/EmpireTotalWar Empire]]'' and ''Napoleon'' ''[[VideoGame/NapoleonTotalWar Napoleon]]'' is not the best idea. Unfortunately, the AI will occasionally fire cannons at targets, even if there are friendlies in the line of fire. This may be actually used against the enemy.
* ''Inverted'' in the ''TabletopGame/{{Warhammer 40000}}'' RTS ''DawnOfWar'': ''VideoGame/DawnOfWar'': Imperial Guard Commissars can raise the morale of all nearby friendly units by executing one of their own men during battle. In addition, certain artillery units also do damage to nearby friendly units.
** Used...randomly in ''DawnOfWar ''VideoGame/DawnOfWar 2''. Frag grenades harm friendly squads but the grenadier's squad is impervious. Stun grenades do not affect allies at all. Explosives and artillery harm everyone, but rocket launchers are safe, as well as plasma guns (but not plasma cannons) and flamers. All bolter weapons are safe. Area-effect concussion attacks, like a squad of Assault Marines plummeting from the sky, or a slam on the ground by a huge Dreadnought (that levels ''buildings'') are also inexplicably selective.
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* ''Literature/RoyalSorceress'', Blazers(a type of inherent gift [[FunctionalMagic magician]], can't set themselves on fire, however, fire from the things they set on fire(like, oh say, their clothes) can burn them. Many foolish Blazers have accidentally set the whole building on fire, then died in their own inferno.
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[[folder: Real Life]]
* While tanks ''really'' aren't this trope when referring to their main guns, they do count when talking about small arms not specifically designed to penetrate tank armor. For this reason, tanks carry [[http://en.wikipedia.org/wiki/Canister_shot canister shot]] for dealing with infantry at close range, which they can use to "scratch the back" of another tank to [[ChunkySalsaRule utterly obliterate]] any infantry trying to climb onto it.
[[/folder]]
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** ''VideoGame/FinalFantasyVII'' also uses the teleportation effect. In fact, it's standard for summons in the whole ''FinalFantasy'' series.

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** ''VideoGame/FinalFantasyVII'' also uses the teleportation effect. In fact, it's standard for summons in the whole ''FinalFantasy'' ''Franchise/FinalFantasy'' series.



** To say nothing of [[LimitBreak Hi-Ougi]]. You can become a whirling torrent of massive energy blades, fire a gigantic laser across the battlefield, call down comets from space, [[SummonMagic call out an elemental]], and all sorts of other very impressive flashy things. But, like ''FinalFantasy'', your allies disappear beforehand so it's okay! Then again, normal weapon attacks and spells treat allies like they just don't exist.

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** To say nothing of [[LimitBreak Hi-Ougi]]. You can become a whirling torrent of massive energy blades, fire a gigantic laser across the battlefield, call down comets from space, [[SummonMagic call out an elemental]], and all sorts of other very impressive flashy things. But, like ''FinalFantasy'', ''Franchise/FinalFantasy'', your allies disappear beforehand so it's okay! Then again, normal weapon attacks and spells treat allies like they just don't exist.
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'''Rosalind''': You missed.\\

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'''Rosalind''': You missed.\\
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* In ''Videogame/BioshockInfinite'', shooting at the Luteces simply cause them to remark that you missed, even if you hit them at point-blank range. [[spoiler:It's justified in that they exist outside of reality due to a FreakLabAccident and are essentially {{Physical God}}s.]]

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* In ''Videogame/BioshockInfinite'', shooting at the Luteces simply cause them to remark that you missed, even if you hit them at point-blank range. [[spoiler:It's justified in that they exist outside of reality due to a FreakLabAccident and are essentially {{Physical God}}s.]]]] Elizabeth can also not be shot, but she does ''not'' like having a gun pointed at her.
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->''*Booker shoots Rosalind*''\\
'''Rosalind''': You missed.\\
-->-- ''VideoGame/BioShockInfinite''

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* ''StarWarsBattlefront II'' gives you the option to turn off friendly fire. Do it, and watch as the AI units on your side suddenly become more effective.

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* ''StarWarsBattlefront II'' gives you the option to turn off friendly fire. Do it, and watch as the AI units on your side suddenly become more effective. Additionally, you get to goof around with [[ViolationOfCommonSense Violations of Common Sense]] like playing a heavy unit and pieing the enemy in the face with mines.

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* Averted in ''StarCraft''; if a nuclear strike is launched, the explosion heavily damages everything in range, friendly or not. Siege tanks in siege mode also hit allies caught in close combat with their targets. Strangely, Reaver scarabs do not, despite the guide saying that they do. This is usually used as a balancing agent, as skilled play can cause Siege Tanks to kill each other. This involves rushing them with melee units; shots meant for the melee attackers have unpleasant consequences for the nearby Tank. And blind use of Psi Storm can have equally unpleasant consequences. Because the AI on Reaver scarabs is perhaps the dumbest AI ever put into a game, they decided to go easy on you and keep it from killing your units. However, single-targeting ranged attacks onto enemies which are literally next to allies has no chance for friendly fire.
** Friendly Fire is almost a racial trait in SC. The Terrans, a more rugged, down-to-earth species with barely functional equipment, can't really make explosions that discriminate. The Protoss, a more enlightened, evolved race, can and does.
** However, all friendly fireproof splash damage attacks will damage units owned by allied players.
** The sequel has an upgrade for tanks in the campaign which reduces friendly splash damage by 75%

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* Averted in ''StarCraft''; if a nuclear strike The original ''StarCraft'' is launched, rather weird when it comes to this trope. Some sources of splash damage, like the explosion heavily damages everything in range, friendly or not. Siege tanks in siege mode also hit allies Tank and Spider Mine, will hurt your units as well as enemies indiscriminately. Others however, like the Firebat and Reaver, will not harm your units if they get caught in close combat with their targets. Strangely, Reaver scarabs do not, despite the guide saying that area of effect, but they do. This is usually used as a balancing agent, as skilled play can cause Siege Tanks to kill each other. This involves rushing them with melee units; shots meant for the melee attackers have unpleasant consequences for the nearby Tank. And blind use of Psi Storm can have equally unpleasant consequences. Because the AI on Reaver scarabs is perhaps the dumbest AI ever put into a game, they decided to go easy on you and keep it from killing your units. However, single-targeting ranged attacks onto enemies which are literally next to allies has no chance for friendly fire.
** Friendly Fire is almost a racial trait in SC. The Terrans, a more rugged, down-to-earth species with barely functional equipment, can't really make explosions that discriminate. The Protoss, a more enlightened, evolved race, can and does.
** However, all friendly fireproof splash damage attacks will
''will'' damage units owned by allied players.
** The sequel has an upgrade for tanks in the campaign which reduces
belonging to friendly splash players. The more powerful area of effect attacks, like the nuke and psionic storm, deal damage by 75%indiscriminately.



** ''CommandAndConquerTiberianSun'' has three OneHitPolykill units in the form of Ghoststalker with his handheld railgun, the Mammoth Mark II with it's mecha-sized railgun and the disruptor's sonic beams which will not discriminate fellow GDI units in their firing lines, save for the distruptors which are immune to other distruptors, making a rush with them quite viable.

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** ''CommandAndConquerTiberianSun'' has three OneHitPolykill units in the form of Ghoststalker with his handheld railgun, the Mammoth Mark II with it's its mecha-sized railgun and the disruptor's Disruptor with its sonic beams beam attack, all of which will not discriminate fellow GDI damage friendly units if they happen to get in between them and their firing lines, save for the distruptors which target (though Disruptors are immune to other distruptors, making a rush with the beams of friendly Disruptors which makes them quite viable.less of a problem).
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* Dominator guns in {{Psychopass}} automatically change settings (Executioner or Nonlethal Paralyzer) or lock up depending on the target's Psycho Pass. Most of the plot is set in motion by Makishima creating a way to bypass this.

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* Dominator guns in {{Psychopass}} ''Anime/PsychoPass'' automatically change settings (Executioner or Nonlethal Paralyzer) or lock up depending on the target's Psycho Pass. Most of the plot is set in motion by Makishima creating a way to bypass this.
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What\'up with my alt gr key?


** One fun thing to do is set up three computers vs you and turn on {{Friendly Fire|Index}}. Most of the time, all you have to do is stay out of range and watch as HilarityEnsues. Of course, the console may do it by itself: GangUpOnTheHuman At some difficulty levels, free-for-alls with computers actualy behave like team battles with friendly fire on.]]

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** One fun thing to do is set up three computers vs you and turn on {{Friendly Fire|Index}}. Most of the time, all you have to do is stay out of range and watch as HilarityEnsues. Of course, the console may do it by itself: GangUpOnTheHuman [[GangUpOnTheHuman At some difficulty levels, free-for-alls with computers actualy behave like team battles with friendly fire on.]]
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** One fun thing to do is set up three computers vs you and turn on {{Friendly Fire|Index}}. Most of the time, all you have to do is stay out of range and watch as HilarityEnsues.

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** One fun thing to do is set up three computers vs you and turn on {{Friendly Fire|Index}}. Most of the time, all you have to do is stay out of range and watch as HilarityEnsues. Of course, the console may do it by itself: GangUpOnTheHuman At some difficulty levels, free-for-alls with computers actualy behave like team battles with friendly fire on.]]
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* Somewhat unusually for the series, ''VideoGame/FinalFantasyXII: RevenantWings'' has this. No ReviveKillsZombie for you!

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* Somewhat unusually for the series, ''VideoGame/FinalFantasyXII: RevenantWings'' ''VideoGame/FinalFantasyXIIRevenantWings'' has this. No ReviveKillsZombie for you!
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** However, non-area-of-effect ranged attacks have the two options of either hitting an enemy or missing, even if targeting enemies engaging with allies in a melee.

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** However, non-area-of-effect ranged attacks have the two options of either [[StrayShotsStrikeNothing hitting an enemy or missing, missing]], even if targeting enemies engaging with allies in a melee.
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* WarhammerDarkOmen also averts this without mercy. When you have a ranged unit fire at an advancing enemy, ''always'' switch them to another target if you send your melee fighters to finish the job, cause the shooters will not hesitate to fire into the fray (Unless you aim for the aforementioned trick with sacrificing your melee units to tie the enemy up and give your shooters a still target). Not only that, but since ''every'' projectile in the game is an actual object with its own trajectory, it's entirely possible to have a situation when you send a unit to flank an enemy who's engaged in a shoot-out with your shooters, [[EpicFail only for your shooters to miss the enemy and hit your flankers behind them by mistake]].
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** Used...randomly in ''DawnOfWar 2''. Frag grenades harm friendly squads but the grenadier's squad is impervious. Stun grenades do not affect allies at all. Explosives and artillery harm everyone, but rocket launchers are safe, as well as plasma guns and flamers. All bolter weapons are safe. Area-effect concussion attacks, like a squad of Assault Marines plummeting from the sky, or a slam on the ground by a huge Dreadnought (that levels ''buildings'') are also inexplicably selective.

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** Used...randomly in ''DawnOfWar 2''. Frag grenades harm friendly squads but the grenadier's squad is impervious. Stun grenades do not affect allies at all. Explosives and artillery harm everyone, but rocket launchers are safe, as well as plasma guns (but not plasma cannons) and flamers. All bolter weapons are safe. Area-effect concussion attacks, like a squad of Assault Marines plummeting from the sky, or a slam on the ground by a huge Dreadnought (that levels ''buildings'') are also inexplicably selective.
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* The ''GundamVsSeries'' averts this. You can't directly target your partner, but friendly attacks still cause harm. This can be a problem if, for example, your AI partner decides to nuke the enemy with whom you are currently exchanging melee blows.

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* The ''GundamVsSeries'' ''VideoGame/GundamVsSeries'' averts this. You can't directly target your partner, but friendly attacks still cause harm. This can be a problem if, for example, your AI partner decides to nuke the enemy with whom you are currently exchanging melee blows.
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* Artdink's Gundam Battle series plays this mostly straight. However, there are settings for versus matches that can determine if allies can be targeted and/or damaged by friendly fire.
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*** Very briefly averted by the unlockable Wrangler. A glitch existed where Sentry Gun rockets, under the influence of the Wrangler, could actually hit and kill your allies in very specific circumstances (aim your sentry at a teammate, fire your rocket, immediately pull out your Destroy tool, destroy the Sentry before the rocket reaches its target). The reason is that a Sentry Gun's rocket cluster that has no 'affiliated' Sentry Gun due to its destruction used to be treated as a third 'neutral' team (similar to things like environmental kills) and would therefore hit either team. This was very quickly patched out due to its obvious uses in {{Griefing}}, [[https://www.youtube.com/watch?v=-2t92Niq-Tg like so]].
** A Pyro exploit, similar to the above Wrangler exploit, averted the trope by breaking the built-in code against friendly fire. It is similar in concept--walk up behind someone with the flamethrower going full blast, and quickly switch to spectator. The lingering flame particles join the player who switched to spectator and thus are part of a third 'team' and allowed to damage former allies. As expected, [[https://www.youtube.com/watch?v=qLxUSAJSXjA more Griefing]] and patches soon followed, since these glitches demonstrated why being able to damage teammates would quickly lead to a breakdown in gameplay.

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* In ''Franchise/{{Pokemon}}'' double battles (ones in which each trainer uses two Pokemon at once) some attacks hit only one opponent, some hit both opponents but with the power divided amongst each other, and some hit both opponents and the other Pokemon on the same side for full power (and you can tell this by which ones are glowing when you pick the attack).
** Some players can use this to their advantage, if one of their Pokemon has an ability that would make it benefit from or immune to its ally's attack. If you can hit your enemies at the same time, well...
*** There are some ways to actually benefit from this. Pairing a Flying-type with a Pokemon that knows Earthquake allows to you damage both opponents, but Flying-type Pokemon are immune to Ground-type attacks. In a similar vein, Flying-types can use Fly to avoid attacks like Surf, which damages everyone but the user.
*** In another similar vein, Pokemon with the ability Levitate are immune to ground attacks,also allowing the pairing with an Earthquake user to work. Probably the best known example of this is Bronzong.
*** The Telepathy ability specifically makes a Pokemon impervious to attacks that target both friend and foe.
*** Abilities that absorb a certain element of attack, such as Flash Fire or Water Absorb take it one step farther, where instead of just missing your teammate your attack with buff them up instead of doing damage. Two Fire types with both possessing Flash Fire and Lava Plume is a very scary thing.

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* In ''Franchise/{{Pokemon}}'' double battles (ones in which each trainer uses two Pokemon at once) some attacks hit only one opponent, some hit both opponents but with the power divided amongst each other, largely averts this, as moves such as Earthquake, Surf and some hit both opponents and the other Pokemon on the same side for full power (and you can tell this by which ones are glowing when you pick the attack).
** Some players can use this to their advantage, if one of their Pokemon has an ability that would make it benefit from
Discharge will affect all targets in a Double or immune to its ally's attack. If you can hit your enemies at the same time, well...
***
Triple Battle, including allies. There are some ways moves such as Rock Slide that only target enemies, but they do reduced damage to actually benefit from this. Pairing all targets. You also have the option of targeting your allies with most single-target moves.
** Of course, the game's complex ElementalRockPaperScissors makes it easy to create Double or Triple battle combos that take advantage of these moves. Pair
a Flying-type or one with a Pokemon the Levitate ability with another that knows Earthquake allows to you hit foes while avoiding allies, or use Surf to damage both opponents, but Flying-type Pokemon are immune to Ground-type attacks. In a similar vein, Flying-types can use Fly to avoid attacks like Surf, which damages everyone but enemies and restore the user.
*** In another similar vein, Pokemon
HP of an ally with [[ElementalAbsorption Water Absorb]] at the ability Levitate are immune to ground attacks,also allowing the pairing with an Earthquake user to work. Probably the best known example of this is Bronzong.
***
same time.
**
The Telepathy ability specifically makes a Pokemon impervious to attacks that target both friend and foe.
*** Abilities that absorb a certain element of attack, such as Flash Fire or Water Absorb take it one step farther, where instead of just missing your teammate your attack with buff them up instead of doing damage. Two Fire types with both possessing Flash Fire and Lava Plume is a very scary thing.
foe.
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* In ''Videogame/BioshockInfinite'', shooting at the Luteces simply cause them to remark that you missed, even if you hit them at point-blank range. [[spoiler:It's justified in that they exist outside of reality due to a FreakLabAccident and are essentially {{Physical God}}s.]]
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* Dominator guns in {{Psychopass}} automatically change settings (Executioner or Nonlethal Paralyzer) or lock up depending on the target's Psycho Pass. Most of the plot is set in motion by Makishima creating a way to bypass this.
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* Present in ''VideoGame/Warframe'', flame weapons and AOE uber attacks cause no damage to Tenno. In the recent Gravidius Divide event, this extends even to factions the Tenno are temporarily allied with.

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* Present in ''VideoGame/Warframe'', ''VideoGame/{{Warframe}}'', flame weapons and AOE uber attacks cause no damage to Tenno. In the recent Gravidius Divide event, this extends even to factions the Tenno are temporarily allied with.

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Cleaned Team Fortress 2.


* ''VideoGame/TeamFortress2'' has no friendly fire because, as the game designers said in an update note, "the game breaks fundamentally with it turned on." One main reason for this is the fact that the only way to root out Spies that may be disguised as teammates is to shoot every ally you find and see if they die. And, let's face it, everyone would HATE the Soldiers and Pyros on their team.
** ''Team Fortress 2'' has the same friendly-fire switch as Counter-Strike does; it's just disabled by default. Flamethrowers and flare guns, as well as any items that are ''supposed'' to be used on teammates for beneficial effects, are always immune to causing friendly fire. As is the Huntsman, presumably because it could theoretically be used to set a teammate on fire as well.
** However, players can hurt themselves. It's what allows players to RocketJump. If the projectile/explosion/bullet belongs to you, you take damage from it, though it may be reduced (rockets, stickies), full (sentry guns), or even ''increased'' (Detonator). Reflected enemy projectiles are treated the same way, so a Pyro can theoretically kill himself with a reflected rocket or pipe bomb.
*** With the weapons in the Engineer update, the Engineer can control his sentry and fire rockets with secondary fire. This allows the engineer to rocket jump and access places that only Demomen and Soldiers could rocket/sticky jump to. A clever Spy can also trick a Sentry into killing its own Engineer, who does take damage from it even with Friendly Fire turned off.
** There are even a couple weapons that can hit allies, but have completely different effects: the Crusader's Crossbow acts a normal weapon or HealingShiv depending on the target, while the Jarate, Mad Milk, and airblast extinguished allied characters on fire.

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* ''VideoGame/TeamFortress2'' has no friendly fire because, as the off by default because if you haven't already guessed from its name, this game designers said in an update note, "the game breaks fundamentally was designed with it turned on." teamwork in mind and friendly fire would potentially ruin teamwork-oriented gameplay. One main reason for this is the fact that the only way to root out Spies that may be disguised as teammates is to shoot every ally you find and see if they die. And, let's face it, everyone would HATE the Soldiers and Pyros on their team.
** ''Team Fortress 2'' has the same friendly-fire switch as Counter-Strike does; it's just disabled by default. Flamethrowers and flare guns, as well as any items that
are ''supposed'' to be used on teammates for beneficial effects, are always immune to causing affected. Server admins can turn friendly fire. As is the Huntsman, presumably because it could theoretically be used to set a teammate on fire as well.
on and off via the Developer Console [[RuleOfFun just for the fun of it]] though.
** However, players can hurt themselves. It's what allows players to RocketJump. If the projectile/explosion/bullet belongs to you, you take themselves with their own weapons, mostly explosives, taking a variable amount of damage: damage from it, though it may be is reduced (rockets, stickies), for rockets and stickybombs, full (sentry guns), damage for (unguided) SentryGun rockets, or even ''increased'' (Detonator). in the case of the Detonator. Reflected enemy projectiles are treated the same way, so it is possible for a Pyro can theoretically to kill himself even with a reflected rocket or pipe bomb.
bomb. This makes explosive-jumping (sort of) balanced, which trades health for mobility.
*** With the weapons in the Engineer update, Wrangler, the Engineer can take control of his sentry SentryGun and fire rockets with secondary fire. manually. This allows the engineer to rocket jump and access to places that only Demomen and Soldiers could rocket/sticky jump to. A clever Spy can also trick a Sentry into killing its own Engineer, who does take damage from it even with Friendly Fire turned off.
have rocket/sticky-jumped to.
** There are even a couple few weapons that can hit allies, but which have completely different effects: effects for enemies and allies: the Crusader's Crossbow acts functions as a normal weapon or for enemies and a HealingShiv depending on the target, for allies, while the Jarate, Mad Milk, and airblast extinguished allied characters on fire.compression blast can extinguish burning allies but causes enemies to take extra damage, return damage as a lowered amount health and push away enemies and enemy projectiles respectively.
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* Played straight in ''Videogame/CallOfCthulhuTheWastedLand''. It is impossible for the Investigators to mutually attack themselves, as using any aid item on a party member is technically the same action as attacking an enemy (right click on the target). Also, they can shoot through their comrades without injured them and can't be hurt by their artillery strikes.
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This is largely an [[AcceptableBreaksFromReality Acceptable Break From Reality]] because it'd be cumbersome to hold off your team's strongest attacks for fear of blowing one of your members up. It could also be considered as keeping you in-character; the person you're playing as wouldn't shoot their squadmates, so giving the player that ability would be a matter of GameplayAndStorySegregation. Still, it can get ridiculous at times, as some of the examples below testify; this is especially true if you ''are'' allowed to kill civilians or other friendly targets (including ''yourself''), and ''only'' your squadmates are immune to your idiocy.

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This is largely an [[AcceptableBreaksFromReality Acceptable Break From Reality]] because it'd be cumbersome to hold off your team's strongest attacks for fear of blowing one of your members up. It could also be considered as keeping you in-character; the person you're playing as wouldn't shoot their squadmates, so giving the player that ability would be a matter of GameplayAndStorySegregation. This also overlaps with StoryDrivenInvulnerability: being allowed to kill your plot-critical allies, or turn them hostile, would wreak havoc on the storyline. Still, it can get ridiculous at times, as some of the examples below testify; this is especially true if you ''are'' allowed to kill civilians or other friendly targets (including ''yourself''), and ''only'' your squadmates are immune to your idiocy.

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* The ''VideoGame/PokemonMysteryDungeon'' series has some attacks like Earthquake and Surf, that hit everyone in the same room, whether they be friend or foe. Ranged attacks can also harm allies if they get in the way, and a confused Pokemon can harm friend and foe alike with any of their moves. There exist IQ/Team skills that your Pokemon can learn in order to prevent the latter two forms of friendly fire, though.



*** The Telepathy ability specifically makes a Pokemon impervious to attacks that target both friend and foe.



** VideoGame/PokemonMysteryDungeon has some attacks, like Earthquake, that hit everyone in the same room.
*** Of course, there are IQ powers that make it so you cannot hurt allies unless confused.
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[[/folder]

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[[/folder]
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[[folder: Real Time Tactics ]]
* ''VideoGame/BattleBugs'', despite being a kind of silly game, avoids this pretty well. Bombs, gas grenades and cheeses hit every unit, except those specifically immune to it. It is still often a good tactic to let multiple enemies attack one of your units and then bomb them, but the friendly unit is not going to survive the ordeal. the only straight use of the trope is with the spider, which attacks multiple enemy units at the same time, but does not accidentally punch nearby allies, despite looking like a swirling ball of legs when it fights. I guess those eight eyes are good for something after all.
[[/folder]
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** In the ''{{Disgaea}}'' series, characters are incapable of damaging themselves with their own area attacks, but anyone else is free game. However, there's an evility in 3 and 4 makes the user friendly fire proof.

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** In the ''{{Disgaea}}'' ''Franchise/{{Disgaea}}'' series, characters are incapable of damaging themselves with their own area attacks, but anyone else is free game. However, there's an evility in 3 and 4 makes the user friendly fire proof.

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