"Stars, you're like a walking— Does anything you're wearing
not kill people?
In a lifetime, most are only skilled enough to properly use one weapon
, let alone two
(especially doing so simultaneously
And then there's this
He strolls into danger at a leisurely pace... and strapped to his back are enough weapons to make the U.S. military jealous. He doesn't even seem to have some magical satchel that he can just dump his weapons into for storage. Surely the weight must be doing a number on his back, right?
But no worries. The character is bona-fide badass
, so they manage to pull it off
. They are the reinforcements
, and they've taken the necessary precautions for the upcoming fight; hauling as many weapons as they possibly can. You can bet your sorry behind that they're gonna use 'em all too. They are often Multi Melee Masters
or Multi Ranged Masters
Compare More Dakka
, which is most likely the result when the character is packing heat. If so, expect them to be wearing quite a few Badass Bandoliers
if their ammo supply isn't unlimited
Generally goes hand-in-hand with a Wall of Weapons
, Hyperspace Arsenal
, Extended Disarming
, Choice of Two Weapons
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Anime & Manga
- A mecha example comes from Mobile Suit Gundam SEED in the form of the GAT-X131 Calamity Gundam.
- The Freedom, Justice, and Providence Gundams are no better. In Mobile Suit Gundam SEED Destiny, the Destiny and the Legend are equally heavily armed, and the Freedom and Justice upgrade into the even better equipped Strike Freedom and Infinite Justice.
- And before that, Mobile Suit Gundam Wing's Heavyarms. Its original configuration and its Mid-Season Upgrade (the Heavyarms Kai) weren't too egregious, with only a gatling gun-shield combo on its left arm and an army knife on its right (the rest of the missiles, vulcans, and cannons were stored inside Heavyarms; during Heero's duel with Zechs, Trowa also outfitted the left arm with a beam saber), Endless Waltz's redesign gives the Gundam two Double Barrel Beam Gatlings and adds several more missile packs on its legs. Couple this with Trowa's acrobatic prowess as a circus performer transferring over to his Gundam and most of Trowa's defeats can be attributed to the plot alone.
- Mobile Suit Gundam 00's Celestial Being are fans of this in their suit design:
- The most famous example is the aptly-named Gundam Exia 'Seven Swords'. CB had observed that beam sabers, while phenomenal cutting tools, didn't work so well in an atmospheric environment, and since they hadn't yet figured out the best way to implement the Swiss Army Weapons that would become an iconic part of their suit design, this meant that they ended up sticking a weapon for every conceivable job on the Exia. It had two beam sabers and two beam daggers weighted for throwing for space combat and three solid 'GN Blades' of various shapes and sizes for ground combat, the smallest of which was also weighted for throwing. For ranged combat, the Exia had no less than three ArmCannons - its enormous Blade Below the Shoulder, the GN Sword could transform into a beam rifle, and it also had two 'GN Vulcans' (rapid-fire, low-power beam guns) mounted in its forearms.
- The Dynames series of Gundams slowly evolved (or devolved) from relatively pared-down sniper/reconnaissance designs to what can only be described as loosely-connected clouds of guns spewing beams and missiles all over the place. In order:
- The prototype, the Sadalsuud, was positively spartan - it just had the mandatory two beam sabers and the 'Revolve Bazooka', a primitive revolver/rocket launcher.
- The first production model, the Dynames, kept the beam sabers, swapped out the bazooka for a powerful sniper rifle with an optional Wave Motion Gun upgrade/attachment, and added a pair of beam pistols and a set of six four-tube missile launchers built into the waist and knee armour.
- Its successor, the Cherudim, stepped things up quite a bit. In its fully-upgraded form, it dropped the beam sabers and only arried a third of the Dynames's missiles (four twin-tubed launchers on the skirt armour), but compensated in all other areas. The sniper rifle could now transform into a three-barrelled sub-machine-gun, it was now equipped with four beam pistols that could transform into solid-bladed axes, rendering the missing sabers irrelevant, and the missing missiles were compensated for by the addition of fifteen Attack Drones - six large 'rifle bits' that could almost match the Cherudim's sniper rifle in power, and nine 'shield bits' equivalent in output to its beam pistols that could combine to launch much more powerful beams.
- The final machine in the line, the GN-010 Gundam Zabanya, was the most ridiculous of the lot. It now had a total of twenty three-tube and four four-tube missile pods, allowing it to launch seventy-six missiles at once. Its guns, meanwhile, were completely overhauled. It now had up to fourteen Holster Bits (yes, even the holsters were weapons) that worked like more powerful versions of the Cherudim's Shield Bits, and could shoot Wave Motion Gun-tier blasts when combined with each other, and its suit-mounted guns and Rifle Bits were replaced with fourteen Pistol/Rifle Bits. Each one of these was as powerful as the Cherudim's sniper rifle, could be hand-carried or used as Attack Drones, could be combined to fire more powerful beams like the Shield and Holster Bits, and had the option of splitting apart to form pistol-axes like the Cherudim's preferred close-combat weapons. The Zabanya was a Walking Armory almost entirely comprised of guns that could use all of them at once, and the result was a constant, eye-searing Beam Spam and Macross Missile Massacre unmatched almost anywhere else in the franchise.
- And from Mobile Suit Gundam Unicorn we have the Full Armor Unicorn that has weapons stuffed on practically every available surface, it even has some weapons stacked on the other weapons.
- The Full Armor Unicorn includes the standard 60mm vulcans in the head, 4 beam sabers, two stored in the backpack, with the other two stored in the forearms and could flip out to be used like tonfas, the extremely powerful beam magnum rifle, two hyper-bazookas mounted on the back that includes two grenade launchers, four grenade racks also strapped to the sides of the bazookas with another four strapped to the legs of the Unicorn, two three tube anti-ship missile launchers sourced from the Stark Jegan that are also strapped to the bazookas, three I-field shields mounted on the forearms and back of the Unicorn with 6 gatling-guns mounted on them that can be used as as Attack Drones, finally two hyper-beam javelins also stored on the forearm shields. To counter the sheer bulk of mass added to the Unicorn, two massive rockets and propellant tanks sourced from a Base Jabber Type 94 are attached to the rear of the Full Armor Unicorn, which can also be fired off as impromptu rockets.
- In Trigun, Nicholas Wolfwood carries around an arsenal of weapons in a giant metal cross.
- Black Lagoon:
- Roberta carries a gatling gun briefcase, shotgun disguised as an umbrella, at least one knife, and a crapload of grenades.
- Similarly, Fabiola has a pair of automatic pistols which fire buckshot hidden in her sleeves, knives in the soles of her shoes, and a collapsible grenade launcher hidden in her dress.
- Don Krieg from One Piece has a lot of hidden weaponry, including pistols, guns hidden in the armor, a diamond knuckleduster, a morningstar, a flamethrower, a spike-shooting shield, a giant exploding spear, several minibombs and a bombshells full of shurikens and poisonous gas.
- The assassin Tongpu in the Cowboy Bebop episode "Pierrot le Fou". When he first faces off against Spike he spreads his coat to reveal a huge number of weapons hanging inside it.
- This is Mousse's whole shtick in Ranma Ĺ, along with being an improbable weapons user. In fact, during a fight with another walking armory, he notes that the other guy is sticking to using his 49th sword, meaning he ran out of weapons. Mouse then proceeds to use a barrage of even more weapons to win.
- In the second half of Episode 1 of Full Metal Panic? Fumoffu. Sousuke Sagara was told to disarm during a hostage situation. It started off normally, a couple of pistols, a knife, some frag grenades. Scene cuts to the whole mess of bad guys smirking and grinning at his bad luck and upcoming beating. As things clunked and clanked to the floor though, their expressions shifted first to puzzlement, then surprise, finally settling on horror. When the scene cut back to Sousuke, he's standing beside a literal truckload of various rifles and rocket launchers. Might have even been an artillery piece in there, it was hard to tell.
- Batman is an obvious example. They're often more utilities than weapons in the comics, but the movies and video games in particular show off an impressive number of traps and gadgets to supplement badguy nabbing.
- This applies to the entire Bat Family.
- Cable tends to like this trope. The bulk of his telepathic and telekinetic powers are used to keep his techno-organic virus at bay. His real superpower might as well be "carrying lots of firearms and somehow being able to keep his spine intact". Oh, and pouches. Sweet, delicious pouches.
- Fellow Rob Liefeld creation and long-term partner Deadpool is similarly festooned. He's got swords, guns, grenades, shurikens, and so on in pouches.
- In one 90s Crisis Crossover, Cable is depicted carrying half a dozen guns at once. They're each bigger than he is. And Cable is a very large man.
- It could be explained as being lifted by his telekinesis.
- War Machine from the Iron Man comics is a Powered Armor version of this trope (as especially seen in the film version). Note that the regular Iron Man armor is already stuffed with miniaturized weapons; the War Machine suit is overflowing with them...and some of them are not so miniaturized; the iconic feature of War Machine is a shoulder-mounted Gatling gun. Many versions of the War Machine armor also have a second turret on the other shoulder with a multiple missile launcher on it.
- Marvel's Ares was one of these when starting out. Once he heard his son got kidnapped he opened a wardrobe in his house and pulled out everything from bazookas to Excalibur itself. Though nowadays he's gone back to his big axe.
- At one point, Hawkman carries a bunch of weapons on him.
- The Punisher is often described as having more guns than some small nations.
- 2 DC Comics characters called "The Arsenal", The Darker and Edgier former Green Arrow sidekick and the giant, weapon filled robot that fought the Doom Patrol.
- DC Anti-Villain / Anti-Hero Deathstroke tends to never have less than two weapons on him at any time. Most commonly he's only shown using either his Cool Sword pistol, but it's not unusual for Deathstroke to be carrying pistols, assault rifles, submachine guns, sniper rifles, etc... all at the same time.
- Assassins on the Discworld are Walking Armouries. This is expected at home and nobody finds it unusual that the usual walking-out dress for an Assassin includes sword (or equivalent cultural weapon), dagger, up to eight throwing knives, blowpipes, darts, a pouch of crossbow quarrels, two pistol crossbows, and anything else they might feel completes the personal selection. But take an Assassin to Planet Earth, to be precise, Pasadena, California, where she encounters the cast of The Big Bang Theory. In The Many Worlds Interpretation, Johanna Smith-Rhodes' personal accessories arouse comment and consternation from her hosts. It takes her a long time to divest herself as a guest at Penny's.
Films — Live-Action
- Lone Wolf: Not necessarily so, but it's possible for Lone Wolf to be this if the player wants. At best, just going with the special weapons, by the end of the Magnakai series you can carry the magic spear, the Sommerswerd, the Dagger of Vashna, a jeweled mace, a bronin warhammer, an enchanted bullwhip and the Darklord sword Helshezag — all at the same time.
- Redwall: In Rakkety Tam, one of the squirrels and a vole raid the vermin's encampment, coming back with more weapons than they can wield correctly, making about how to defeat the enemy just by falling over.
- In Pyramids, Teppic's Lock and Load Montage ends with him falling over from the weight.
- Members of the Assassins' Guild (which Teppic is) can be expected to be walking armories. They're described in Men at Arms as having hidden within their clothing any number of tools for killing people.
- In another book, Nobby raids an armory, trying to come out with, among others, a flamethrower on wheels. But Carrot makes him put it back.
- In the Dragaera novels, Vlad Taltos and other Jhereg assassins carry a wide variety of weapons hidden about their persons. Vlad carries a sword, a magical chain, a garrote and selection of knives.
- Butler from Artemis Fowl provided the former page quote (see the Quotes section).
- War in The Heritage of Shannara and Risca in First King of Shannara. Its justified in both cases, as the former is a Horseman of the Apocalypse and comes armed accordingly, while the latter is a Warrior Druid and channels his magic through his weaponry.
- Chase in The Sword of Truth has been described to carry enough weapons for a small army. When asked if he'll really need all of them, he answers "I know that if I leave any behind, I will". That being said he's willing to lend a long knife to an unarmed woman traveling with him.
- In Cryptonomicon Bobby Shaftoe is on a plane musing that the pilots are "fucking armed to the teeth. Like they were expecting to have to kill twenty or thirty people on their way from the airplane to the latrine and back". This is followed by a detailed description of the various weapons he has to remove from his own person to get comfortable enough to get some sleep.
- In one of Peter David's Star Trek: The Next Generation novels, a diplomatic contingent from the Klingons come aboard, and every one of them is carrying at least a dozen weapons. Not really shocking, we're dealing with the Proud Warrior Race where Asskicking Equals Authority. Then someone gets the idea to ask Worf how many weapons he has on him - thirteen. This on a Starfleet uniform with no pockets and few hiding spots. A later scene (where he gets "acquainted" with one of the Klingon female diplomats) reveals that he only left twelve on the floor during sex.
- The Howlers in Animorphs are heavily armed (Even described by Jake as "walking arsenals") beings created by Crayak for the purpose of destroying sentient life.
- A few incarnations of the Battlizer (a Mid-Season Upgrade Super Mode exclusively for the Red Ranger) from Power Rangers could qualify. note
- Kamen Rider Gaim's ultimate form, Kiwami Arms, has this as its gimmick; while it lacks a unique weapon of its own, it can summon practically every other weapon seen in the show. note On top of that, it also lets Gaim engage in Dual Wielding to a ludicrous extent: Lance and shield? Sure! Dual-wield spears? Why not? Dual-wield bows? Go for it!
- Kamen Rider Ryugen from the same series has his own ultimate form, the Ryugen Yomi Yomotsuheguri Arms, which can summon the Budou Ryuhou, Kiwi Gekirin, and every weapon used by the Over Lords.
- The Trope Namer is a perk from GURPS that lets a character avoid the issue of where and how he carries all of his guns, no matter how many he has or how big they are.
- In the Champions setting Dark Champions, the vigilante superhero Harbinger of Justice uses a Hyperspace Arsenal to store his many weapons.
- Shadowrun has a claim to this trope via cyberware and drones. A character can install numerous holsters or integral weapons into their person, allowing a character to, at any moment, pull a heavy caliber pistol out of their arse. That last gets used as an example because one character completely derailed a GM's story by pulling a gun out of his ass to shoot the guy holding him hostage. GM was a good sport about it, though.
- Most melee fighters in Dungeons & Dragons 3rd and 3.5 edition. Most mid-level fighters are liable to carry around the following: A) A spiked chain. You gotta have a spiked chain. Alternatively, some other big two-handed sword/axe for a main weapon. B) A secondary two-handed or one-handed weapon in case the first is disarmed/sundered, commonly of a special material (see G). Shield may be included. C) A mace to deal with skeletal undead. D) A dagger/short sword/handaxe for grappling (or both). E) If not covered under D, a handaxe for chopping wood and hacking down doors. F) A bow for those rare moments when an enemy is beyond sword range. G) Any number of weapons/arrows with obscure special materials/enchantments to get around some of the more exotic damage reductions, as long as these do not overlap with weapons A-F. These include but are not limited to: Adamantium, cold iron, silvered, aligned, and/or dealing blunt, slashing or piercing damage (in any given combinations).
- The Yu-Gi-Oh! TCG: Sword Hunter, for starters.
- The Cortex System game Demon Hunters has an advantage with this name. It allows a character to draw an extra weapon or item that they didn't previously have from somewhere about their person.
- Warhammer 40,000, as if the image for the More Dakka page wasn't a good enuff illustration.
- ''Warhammer Fantasy Battle has the mercenary Regiment of Renown, Long Drong's Slayer Pirates. They have a special rule, "Festooned with Pistols".
- Battle-hydra Dawn Castes in Exalted who do have the Charms for using multiple weapons but don't have Elsewhere storage Charms tend to fall into this. When a big burly Dawn turns up with a sky-cutter, powerbow, daiklave and smashfists strapped to various locations on his body, you know you're not going to have a fun time.
- Early BattleTech had this when you got down to the personal level in Mechwarrior, its RPG companion. Initially, there were only three weapons skills: bows and blades, pistols, and rifles. As might be guesssed, these were so broad that they ended up applying to a huge variety of weapons and players could, theoretically, carry a gun for almost every occasion. Due to their light weight, it wasn't unheard of for a player with pistol skill to go around town with a revolver, an automatic pistol, a laser pistol, a gyrojet pistol, a needler pistol, and a flamer pistol close to hand simultaneously just in case your opponenets had anti-laser armor or bulletproof (but not flame retardant) vests. Players with rifle skills probably stood closest to this trope, as that skill controlled the use of shotguns, assault rifles, SMGs, sniper rifles, laser rifles, and heavy weapons. Such a character could conceivably pick up any two-handed weapon and be equally proficient in it, leading to scenarios where a sufficiently brawny individual would carry a shotgun, an SMG, a disposable rocket launcher, and keep a rifle somewhere handy just in case some sniping was necessary. Later games split weapons skill down further to finer degrees of specialization while raising the weight of armor and weapons, so this trope became (somewhat) less prevalent as time progressed.
- A Dead Horse Trope in regards to protagonists of every first- or third person shooter released before Halo. Limiting the total amount of weapons a protagonist can carry has become somewhat widespread since then to the point when having a Hyperspace Arsenal is uncommon enough to stand out. This has instead lead to the (equally ridiculous) situation where you can carry around a bazooka and a heavy machine gun, but can't carry three pistols instead.
- AltaÔr in Assassin's Creed I is a master of several weapons, including a sword, a dagger, throwing knives, and a hidden blade. Ezio in Assassins Creed II takes it a step further by carrying a second hidden blade (potentially filled with poison) and a gun. He also apparently can use any weapon he can find with equal effectiveness, from a dagger to a giant axe or a spear. In Brotherhood, he also gets a crossbow and can throw heavy weapons with deadly accuracy. Finally, Revelations gives Ezio up to 15 bombs of different types and configurations. And people wonder why guards get suspicious of a guy wearing a hood and carrying an arsenal on his person. He also has no trouble using Leonardo da Vinci's inventions (tank, bomber, boat-mounted artillery, machinegun) without even reading the manual.
- Naturally, Connor of Assassins Creed III is more of the same, with the arsenal expanded to include a bow and a second handgun. Tomahawks can also be carried in place of daggers and bayonet-equipped muskets replace spears and two-handed swords from the Ezio trilogy.
- Bloodrayne opts for a Hyperspace Arsenal by default, though you can switch to Walking Armory by typing in a particular code (showmemyweapons) in the cheat code menu. The end result is a scantily clad dhampyr stomping about with eight weapons strapped all around her (ranging from Luger P-08s to full size FG-42s and MP-40s) and a special weapon (which may be the MG-08, the single largest weapon in the game). Hilarity ensues when Rayne starts doing cartwheels with well over a hundred kilograms of metal strapped to her.
- In Dissidia: Final Fantasy, as a Mythology Gag to Final Fantasy II's unique experience-gaining system, Firion (pictured above) wields virtually every equippable weapon from that game (a sword, knives, a bow & arrow, an axe, a lance, a spellcasting rod, and a shield) in honor of his crew. Unlike the other heroes, who summon and disperse their weapons at will, Firion decides to be a man and wear 'em all at once. He's the slowest of the Warriors of Cosmos, and understandably so.
- Link, especially in The Legend of Zelda: A Link to the Past. Official art for the game shows him carrying all of his equipment on his back.
- Mega Man 5 introduces us to Napalm Man, who is essentially a human-sized tank. Mars from Mega Man V (the Game Boy Rockman World series) would appear to be an expy of him, albeit not quite as armed.
- The intro for Neo Contra showed one of the protagonists reloading weapon magazines, then panning out to reveal he is surrounded by stacks of hundreds of magazines.
- Jason in Rise Of The Argonauts. Even the box art◊ makes no effort to hide that he carts around a sword, spear, mace, and shield everywhere.
- The protagonists in the various Mark Of Kri games all carry at least four weapons at any given time, generally in golf-bag-style leather packs on their back.
- Reiji Arisu, Xiaomu, and Saya of Namco X Capcom. Reiji wields two katanas, two guns, and a shotgun, while Xiaomu uses a shikomizue and two pistols. Saya, going for the gusto, carries three katanas as well as lugging around a M203 Grenade Launcher. Seeing as their styles involve constantly swapping out their weapons, using the swords in concert with their guns, and spicing up their attacks with magic, expect a lot of Gun Kata and Guns Akimbo.
- Geralt of The Witcher has no less than five weapon slots. One for a steel sword (used on mundane creatures), one for a silver sword (used on supernatural creatures), one for a torch, axe, or mace, one for a dagger and smaller hand axes, and one for bombs. Only one weapon for each slot may be carried at a time, and all of them are stowed visibly somewhere on Geralt's body.
- In the sequel, he just uses a steel sword, silver sword, throwing daggers and bombs however.
- KOS-MOS of Xenosaga half-subverts this trope. Aside from her ability to transmute her arms into various weapons, she can utilize the U.M.N. Transportation Gate to summon BFGs, all of which she dual-wields. The most iconic (and weakest) special weapons are a set of triple-barreled tri-gatling guns (that's three sets of barrels each, making for a grand total of nine barrels per gun; in other words, she's using eighteen barrels of firepower in all).
- In the first Mass Effect, every member of your party would carry a handgun, a shotgun, an assault-rifle and a sniper-rifle on them at all times (regardless of whether they had the actual talents for them). They're all "collapsible", but they still wind up with their backs utterly covered in guns. In the sequel, this has been dialed down noticeably—each NPC only carries 2 weapons from the list (now with one more weapon type, SMGs), while most PC's carry 3 or 4 weapons at most. But Soldier!Shepard actually takes it even further than before. Not only does s/he carry each of the above-mentioned weapon, s/he also carries a "Heavy Weapon" of choice, which can range from a Flamethrower or a Lightning-Bolt Gun to a Portable Nuke Launcher. (Infiltrator!Shepard and Vanguard!Shepard can reach a similar level of ridiculousness if he/she picks an additional Weapon Specialization in the Collector Ship, instead of upgrading to a better Sniper Rifle/Shotgun. Soldier!Shepard just gets the choice between the aforementioned Sniper/Shotgun upgrades, and trading in an Assault-Rifle for a Heavy Machinegun.)
- In one of the conversations before the Eden Prime mission, Shepard can describe Nihlus as "carrying enough weapons to kill an entire squad". He doesn't have more guns than Shepard, but he doesn't have fewer, either.
- Parodied in the opening of Total Overdose. Ram sorts through weapons in the back of a truck, then kicks in the gates of a mobster's compound with every one of them bundled in his arms, and dynamite clenched in his teeth.
- In X-COM you could turn your soldiers into this though it would severely cut down on their mobility. A single soldier could carry four rifles, two pistols and fill out the rest of the slots with assorted ammo, grenades and high explosives. Heavy weapons like auto-guns and missile launchers required the same space as two rifles.
- In Ryu Ga Gotoku 4 (aka Yakuza 4), the hulking brute, Saejima, makes his debut by arming himself with six revolvers: two in his pants, two in his hands, one stuck in his coat pocket and one clenched in his teeth. He winds up using every last one of these bullets (since he was planning on going on a rampage to kill off nearly the entire heads of a rival yakuza family, he wouldn't have any time to reload).
- Mousehunt has the Master of the Cheese Fang.
- Each Player Character in The Elder Scrolls games can be armed with a two-handed or one-handed sword, along with an axe and a bow, to say nothing about numerous daggers, especially if these are glass weapons. The amount of weapons carried around is limited only by the PC's strength and players' imagination
- In The Elder Scrolls V: Skyrim normally only one equipped weapon is actually shown on character, but there is undocumented option to make multiple weapons show up. With it, character can carry one two-handed weapon (like greatsword, battleaxe or warhammer), one bow or crossbow with quiver, two one-handed weapons (like sword, axe or mace), and a dagger at the same time.
- Lord Francisca from Half-Minute Hero, who appears in the appropriately-named quest Infinite Weapon Lord. She's seated on a chest with a mass of various weapons at her back, and will actually steal that quest's weapons if you aren't quick enough.
- Mr. Game & Watch brings a whole arsenal of bizarre weapons with him in Super Smash Bros. He's armed to the teeth with a frying pan, some hammers, a fish bowl, a diving helmet, a bucket, a torch, and many more.
- As mentioned above, DC assassin Deathstroke often plays this trope. In Injustice: Gods Among Us he is equipped with a sword, an assault rifle with under-barrel grenade launcher, a pair of submachineguns, four handguns, and a vast number of explosives to blow up interactive objects. And a knife.
- Similarly, Kurtis Stryker from MK series is known for never hesitating to bring a gun to a fistfight. In Mortal Kombat 9 heís got two pistols, two police batons, a taser, a flashlight durable enough to crack a personís scull, and a load of grenades. And SMG, though he lost it in the very first cutscene of his chapter.
- Jailhouse Blues, a defunct fancomic formerly hosted on the Bob and George website. In it, the Blue Bomber encounters Artillery Man (based off of the aforementioned Napalm Man), whose weaponry includes an Arm Cannon, missiles, a chain gun, a Laser Blade, and (apparently) more ammunition than God. As such, Mega Man dubs him Obviously Compensating for Something Man. The weapon Mega Man obtains from him does nothing in the few times he's whipped it out. This is lampshaded when
Heat Man Nasty Toilet Man notes that it resembles a widely-used tactic from Dragon Ball Z and points out that such attacks never work.
- In Homestuck, robotic bunny Liv Tyler shows up with four ultimate weapons strapped to its back — Warhammer of Zillyhoo, Quills of Echidna, Royal Deringer, and Ahab's Crosshairs.
- Schlock Mercenary: While Schlock is best-known for his plasma cannon, or for emergencies two plasma cannons, during the Random Access Memorabilia arc he carried something like six or seven weapons contained within his bloblike body, ranging from guns to an axe, and since he can sprout new limbs at will he can wield every last one of them simultaneously. When he performs an impromptu and badly planned long-distance dive due to shortsightedness, the axe bounces out of his splattered form and cuts one of his eyeballs in half.
- The Rooster Teeth show Immersion tested this in an episode, basing the arsenal that their subjects would carry on their respective persons (total weight about 200 pounds or slightly below) off of Doom and using two test subjects walking through a course. One managed to walk through the course, albeit slowly, and the second subject fell over where he stood before taking even a single step. The one who made it was previously in the military and likened the experience to being in the military.
- Batman: Under the Red Hood as indicated by the page quote.
- Batman Beyond villain Armory, a vengeful weapons developer who took some samples home from work.
- More than a few of the Transformers in Beast Wars. Optimus Primal's original body had two swords, a double-barelled gun fixed to his wrist, and a pair of missile launchers on his back. Predacon Terrorsaur took it even further, carrying a short-barelled pistol, a longer pistol, a medium-sized gun, a rifle, laser Eye Beams, and a pair of short-barelled guns on his neck/shoulders.
- And on one occasion, a gigantic fucking missile on his arm.
- Originally, the Transformers tended to have weapons that they used like humans would guns. (The Decepticons tended to have a weapon or two built-in.) More recent series have taken advantage of the fact that the characters are robots and tend to include their "classic" weapons as sort of their special power, integrated directly into their systems, while they carry (or mount) more standard-issue weapons tech.
- A few decades before The Roman Republic became The Roman Empire, a consul named Gaius Marius demanded that armies stop using beasts of burden to carry weapons and armor: If it's your weapon, it's your responsibility to carry it. Initially, this rule was ridiculed, and the soldiers who were now forced to carry a whole bunch of weapons and armor rather than rely on pack animals were called "Marius' Mules"... Then people realized how much it improved the army's mobility and overall effectiveness...
- Not that the standard-issue weaponry of a Roman infantryman was ever terribly excessive by the standards of this page: it consisted of a sword and shield, a dagger and a couple of javelins. While the shields were quite large, the Roman gladius was an arming sword. The "Mule" comes from all the other gear he's expected to carry: entrenching tool, basket for moving earth, stakes for the camp palisade, a few days' rations, etc.
- If The Other Wiki is to be believed, the legionary's weapons included, in addition to the sword and shield, multiple throwing weapons including some hidden in the shield.
- One would-be bank robber attempted to pull this off in real life, and demonstrated exactly why more people don't do this: he fell over on his way out of the bank and couldn't get back up because his weapons were too heavy. He remained there until the police arrived and arrested him.
- In the wake of the Columbine shootings, Garett Metal Detectors did an ad showing a high school student in regular clothes (if a bit baggy, which was in style at the time) who proceeds to pull out 8 pistols, an Uzi submachine gun, and a full length pump action shotgun concealed in his pants. Weight and mobility concerns aside, it would be next to impossible to carry all of those at once without making a hell of a lot of noise.
- During the Classical/Renaissance periods, it was not unusual for combatants to carry at least six pistols, as well as assorted melee weapons. This was bred out of necessity, as reloading times were long and misfires were notoriously common.
- Even in the later era of percussion firearms, when misfires were greatly reduced, it was common to carry multiple pistols, because reloading was still slow. During The American Civil War, Confederate guerrillas like Jesse James tended to carry multiple revolvers. The cap-and-ball revolver had six shots compared to the one shot of most weapons of the day, but once it was empty it was still slow to reload. Thus, a few men on horseback carrying 6 revolvers each could take out a platoon of regular infantry, as long as the fighting was at close range.