"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 guy. 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 (or both). 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. If the huge amount of weapons is mostly/entirely hidden under the character's clothes, then you have Trench Coat Warfare. Compare Hammerspace, Hyperspace Arsenal, Extended Disarming, Choice of Two Weapons.
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Anime & Manga
- Hiruma from Eyeshield21 brings a massive arsenal of firearms wherever he goes, though where he keeps them all isn't so clear.
- In addition to her giant Hiraikotsu boomerang, Sango from InuYasha also carries a wakizashi sword, a spring-loaded blade hidden in an arm guard, and a vast assortment of poisons.
- 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.
- And if you think that's ridiculous, a guidebook for the series called New Mobile Report Gundam Wing Perfect Album features what-if designs based off of the original five Gundams. Gundam Crazy Beast (Deathscythe) and Gundam Sky-High Arms (Heavyarms) are pretty decked out, but Gundam Super-Armed Tank (another Heavyarms variant) is what happens when you put Heavyarms and Guntank in a blender and set it to "OVERKILL."
- 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 Arm Cannons — 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-barreled 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.
- Gundam Build Fighters manages to get in on this with the Kämpfer Amazing, which is fast, powerful, tough, and well armed, especially relative to its source material. The Kämpfer Amazing carries a ludicrous number of weapons, especially for what is supposed to be a model of a giant robot. It boasts dual kukris, superheated striking plates in its arms and legs, dual beam sabers, dual pistols, dual beam rifles, dual sniper rifles, dual beam machine guns, a gatling gun, and a quad-barrel rocket launcher. Oh, and it carries all these weapons in four huge 'weapon binders' that attach to its body, so Hammer Space is flatly averted—it literally carries all those weapons on itself in its most prominent match. It's almost obscene.
- In Trigun, Nicholas Wolfwood carries around an arsenal of weapons in a giant metal cross.
- Then there's Meryl Stryfe, who normally walks around with a cape that conceals 50 single-shot derringers.
- 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.
- In Berserk, Guts walks the earth carrying a BFS, an arm cannon, a repeating crossbow, throwing knives, and a dagger. He later acquires some miniature bombs and a flamethrower.
- Silat carries a pair of katars, a pair of urimi, several chakram, and has concealed blades in his shoes.
- Macross Plus: While all Variable Fighters in the show are well-armed, Isamu Dyson's super prototype YF-19 takes the cake with its loads of weapons, which include a robot-scaled assault rifle, hidden missile compartments, two gatling guns, anit-aircraft laser cannon, two more lasers in its wing roots, a physical shield with spare ammo clips for the rifle, and a forcefield system that doubles as Falcon Punch when generated around the robot mode's fists. And that's when it's not using its various expansion packs that usually add further micro-missile launchers to the mix. Combined with its built-in stealth tech, it's enough to blow up a decent chunk of a planet's orbital defense system and enter the atmosphere undetected by posing as part of the debris it has just fashioned. Also, don't stand anywhere near its flight path, or the sheer air currents around it will rip you to shreds.
- 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.
- Diamante, courtesy of his Hira Hira no Mi, allows him to compress various objects into thin, clothlike form, and he comes in loaded with a lot of weapons.
- 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 cuts 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 bad guy 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.
- The same is also true of his incarnation from Iron Man: Armored Adventures, if not more so.
- 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, ComicBook.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 Arsenal fit this bill, the Darker and Edgier former Green Arrow sidekick once known as Speedy 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.
- In Atomic Robo, Dr. Dinosaur makes his entrance covered in guns, rocket launchers and a cooler full of grenades. In the RPG adaptation, he can whip guns out of apparently nowhere on the grounds that they were always there, you just didn't notice them.
- 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.
- When arresting a Klingon warrior for assault in "The Road Not Taken", Eleya confiscates two dík tahg, a disruptor pistol, four throwing knives, a cosh, and a pair of grenades that were stuffed down his pants.
"You guarding Ambassador S'taass or occupying the station, taHqeq?"
- Fallout: Equestria has the main protagonist, Littlepip, carry no fewer than 2 weapons at all times, and as many as 6 at one point: a revolver capable of punching through most armor (and her weapon of choice), a combat shotgun that sees significant use almost from the start of her adventures, a needle pistol that can poison or paralyze targets, a full-auto assault carbine, an enchanted 3-burst Zebra assault rifle that incinerates her targets, and a sniper rifle that also sees alot of usage throughout the story. This is ignoring the grenades that she sometimes carries, or the Balefire Eggs she carried around for a while- the only reason she doesn't carry a launcher is because she broke the only one she ever found. And all of this is in spite of the fact that she is exceptionally small-framed. Not even halfway through the entire story, one of her companions even points it out-
Velvet Remedy: The smallest of us is a walking arsenal.
Films — Live-Action
- Anyone else remember the infamous scene from The Matrix? "Guns. Lots of guns."
Security Guard: "... Holy shit."
- Characters in John Woo movies are known for bringing duffel bags or other transportables full of guns to major gunfights, such as Ah Jong and Inspector Li Ying from The Killer's church shootout, and the bad guys from Hard Boiled's tea house shootout. This is mainly because characters in John Woo movies tend to throw their guns away instead of reloading.
- The Mummy Trilogy's Rick O'Connell carries at least two pairs of revolvers and semi-automatics on him at all times, in addition to a typical shotgun and a ever-present duffel bag, car trunk or travel chest filled with guns, ammunition, explosives and knives. His son in the third movie is shown to have taken up this habit, with Rick preferring the pre-war classics and the son favouring more advanced WWII-period weaponry.
- Machete is this, but with machetes and knives instead of guns.
- In the film I'm Gonna Git You Sucka, one character has a Lock and Load Montage where he puts nearly a dozen different guns and pistols on his person. "You can never have enough guns!" he says. Shortly afterwards, he trips, setting off all the guns and putting him out of commission.
- In TMNT (the 2007 movie), Leonardo ends up tangling with one of Max Winter's Stone General siblings and is sent flying into a stand of various ancient weapons. When he re-emerges, Leo's seen with multiple swords (including a BFS) strapped to his back in addition to his trademark twin katana and tells his foe "Come to daddy." He loses the extra weapons as the fight goes on, though.
- In Teenage Mutant Ninja Turtles (2014), the first thing that Raphael does before going to rescue his brothers is gather up their weapons and take them with him. Doubles as a Chekhov's Gunman since it also gives the brothers their weapons back for the final battle.
- In Mad Max: Beyond Thunderdome, Max is ordered to disarm upon entering a secure area and it takes a full minute for him to drop all his weapons. It turns out the one thing he brought in with him, a flyswatter, was itself a concealed weapon (an iron rod inside the handle).
- Nicholas Angel from Hot Fuzz during the street shootout. "Morning."
- The Boondock Saints has Il Duce, one guy with six guns, who battles the McManus brothers and Rocco.
- John Matrix in Commando during the final assault. He brings a light machine gun, an Uzi, a pistol, remote detonated explosives, a 4 barrel rocket launcher, grenades, a ballistic knife, a combat knife, and possibly more.
- Barney Ross from The Expendables sometimes qualifies. He doesn't always carry his full arsenal, but in the second film he was packing an assault rifle, a pistol at each hip, another pistol in the small of his back, a big knife, and a pair of brass knuckles. The rest of the team travels well armed as well, but Barney seems to carry the most weapons.
- Transformers :
- Optimus Prime takes this to extremes. He already has 2 rifles, 2 swords, and 2 hooks built-in in the first two films, but in the third movie, he has all of that plus a trailer filled with gatling guns for each arm, missile packs, an axe, a shield, more swords (handheld this time), a flight pack, and more stuff we don't even get a close look at. He also has brass knuckles build-in. This is possibly the most armed Transformer ever.
- Hound from the fourth movie has an assault rifle, two shotguns, two large handguns, two smaller pistols, at least three grenades, and a combat knife. Plus his bullet cigar, which he can and does fire. To top it all off, he wields a triple-minigun (as in three six-barreled miniguns stacked together)) as his main weapon It actually isn't enough, and towards the end of his massive shootout against the Vehicons runs completely out of ammo and is forced to improvise.
- By the end of Truth or Dare?: A Critical Madness, the killer is packing a handgun, a machine gun, knives, a machete, a chainsaw, a spiked club, and a pair of nuchuks.
- Parodied in Loaded Weapon 1 where Colt arms up with as many guns as he can. The full amount of equipment overloads him and he falls down.
- Captain America: The Winter Soldier: the Winter Soldier typically has a gun in his hands, a gun strapped to his back, maybe two, at least one gun at the belt, 3 pistols strapped to his thighs, a worrying number of knives, and a bionic arm that can bend steel. Given his enhancements, in a way, even his body is a weapon. Virtually every time Steve manages to knock a weapon out of his hands, he reaches down and pulls out another one. Now with proof.
- The Star Wars films feature father and son/clone, Jango and Boba Fett with their iconic battle armour designs. Over the course of the films they appear in, each of them is armed with more than one firearm or rifle at a time, an equipment belt, a pair of wrist gauntlets loaded with missiles, blasters, flamethrowers, grapples/whips, dart launchers, and retractable blades, hidden sashes on their legs containing more weapons, a pair of dart launchers located in their kneepads and of course, a jet pack equipped with projectile rockets. And they're among the few who are able to use their weapons and skills to give Jedi a hard time in a fight. Of course, customisation aside, most of this tends to be basic equipment for Mandalorians.
- In preparation for the climactic showdown, Deadpool and friends pack every weapon (and a People magazine) in his apartment, including several SMGs and a few shotguns, plus 3,000 rounds of ammunition, into a Hello Kitty duffel bag. Too bad he leaves the bag in the taxi.
- 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.
- In A Brother's Price, the Whistler sisters are this. They have mostly guns, but also daggers and garrotes. Their brother Jerin, the protagonist, is a bit less heavily armed, but he still has a Chastity Dagger and a little gun. Just in case. This habit of the family leads to an Extended Disarming scene when they visit the royal palace, and decide to really disarm, out of respect for their hosts. (Most of their weapons are hidden.)
- 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. Also in Men At Arms, Nobby raids an armory, trying to come out with, among others, a flamethrower on wheels. But Carrot makes him put it back.
- In books dealing heavily with dwarf culture, the basic daily clothes of a dwarf include mail and a battle axe, with additional weapons and armor for specific jobs as necessary. Cheery Littlebottom, one of the first openly-female dwarfs, soon realizes the need for different kinds of axes, e.g. that would fit in a bag suitable for evening wear. Dwarf street toughs in Ankh-Morpork, meanwhile, especially as tensions with trolls rise, start carrying a lot more than the traditional battle axe, a form of macho swagger derisively called "clang".
- 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. It's 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.
- Hork-Bajir are a literal example, frequently described by the Animorphs with variations on "eight-foot-tall walking razor blades". They have natural blades growing from all of their limbs, sharp horns on their heads, and claws on their hands, and because of this the Yeerks favor them as shock troops. However, in their natural state they're harmless herbivores: the blades are all for stripping bark from trees.
- The Howlers in are heavily armed (even described by Jake as "walking arsenals") beings created by Crayak for the purpose of destroying sentient life.
- Sol of All Weapons, in Piers Anthony's Battle Circle trilogy, employs a wheelbarrow to carry all of the weapons he is proficient in.
- In The Legend of Eli Monpress, Josef Liechten is said to carry enough weapons to outfit a small armoury. This leads to a few Extended Disarming scenes as well.
- 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.
- Tested in the Video Game Special episode of Mythbusters, when Adam and Jamie duplicate a level based on Doom to see if a person could actually carry the amount of weaponry typically seen in a first person shooter. When Adam and Jamie attempted the course, it took them about twice as long when they had to carry each weapon as opposed to just dumping each gun as they found a new one. Then they asked a professional MMA fighter to try the course and he only took an extra three seconds to complete the course carrying all the weapons. The myth was declared "plausible" assuming that the individual is in extremely good physical condition.
- 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 is shown with an arming sword, a saber, a katana, a short sword, a jambiya, and a big greatsword worn on his back. This in addition to a spiky helmet with a sword-shaped nosepiece. There's also The Hunter with 7 Weapons, whose effect implies each weapon is meant to be used against a specific type of enemy.
- 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.
- Taken to quite literal levels with Chaos Obliterators, whose bodies have been mutated by the Obliterator Virus, enabling them to generate weapons ranging from powerfists to lascannons (though the line between the weapon and obliterator is blurry, as the weapons are more of an extra limb, rather than separate item from user), as well as ammunition to said weapons.
- ''Warhammer Fantasy Battle has the mercenary Regiment of Renown, Long Drong's Slayer Pirates. They have a special rule, "Festooned with Pistols."
- In the Warhammer Quest Gaiden Game the Imperial Noble character tended to do this. A large chunk of his utility was based around guns which had long reload times and no limit on how many he could carry. Consequently it was more useful to just buy lots of guns and then reload them between fights.
- 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 guessed, 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.
- Magic: The Gathering has a couple situations, both lore-wise and gameplay-wise, that result in this. There is no limit on how much equipment or enchantments can be attached to a creature card. A single creature could be equipped with several suits of armor, several swords, a pair of shuko, a jitte, some shuriken, a couple of bows, a razor whip, a couple of spears, some bladed bracers, a silver skinning knife, Torches and Pitchforks, wooden stakes, the head of a Gorgon, some warhammers, nets, and some magical rings. On top of that the creature wields them all at once.
- Many Rifts giant robots are quite like this, though there are a few which have only a few weapons; then again, many Rifts robots have multiple crew. Powered armour suits, such as the Glitter Boy Killer, can seriously bristle with weapons; one wonders how they could possibly fit worthwhile weapons and ammo storage onto them, let alone how the pilot manages them all in a fight. Full-conversion 'borg, being nearly as big as a powered armour unit, can also have several weapons installed, each; the standard Manhunter alone is not only most commonly sold with a railgun, but is also armed with min-missiles on the back, has energy weapons concealed in the legs... The cyborg creation options allow for all manner of weapons to be installed on your very body.
- 1001 Science Fiction Weapons for D20 Modern Future has two weapons pods full of weapons, which fit over your forearm; the older model has a laser, shotgun, grenades, tangler, rockets and flamer, albeit with small payloads, and looks more like the one in The Fifth Element. The newer type has only one variable barrel, but can fire several different kinds of energy weapon blasts.
- Frame Arms Girl made by Kotobukiya has various 30mm plug holes all over her body, which you can attach various M.S.G. weapon parts and Frame Arms armors. As long as there's at least one plug hole, you can always expand her weapony by attaching as many BFG and BFS as possible.
- After 2009 Hasbro started adding multiple weapon ports to the toys from their various Transformers lines to encourage swapping weapons between individual figures. While the 5mm round ports were present in T Fs for a long time at that point, the new figures also added 3mm ports and a two-sized "C-clip" weapon system that allowed to hook up further accessories to small rails scattered on the toys' bodies; and many new weapons included additional weapon slots themselves. This meant that depending on a given toy one could easily create One Robot Army if they had the proper selection of weapons at disposal, and on some figures the additional loadout could easily catch up to the said toy in terms of bulk and mass.
- 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. In fantasy setting, it's quite common to carry dozens of swords, staves, scrolls, potions and Vendor Trash attached on your belts as long as you can sustain the weight.
- Altaïr in Assassin's Creed I is a master of several weapons, including a sword, a dagger, throwing knives, and a hidden blade. Ezio in Assassin's 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, machine gun) without even reading the manual.
- Naturally, Connor of Assassin's 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.
- The tradition continues in Assassins Creed IV, where a fully upgraded Edward Kenway carries two swords, the traditional concealed blades of the assassins, four pistols, a dartgun with two different kinds of poisoned darts, rope darts and smoke bombs. This trope could also arguably be added to his ship the Jackdaw which can be upgraded with so many weapons systems that it easily outguns ships that are many times its size.
- 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— which includes the Master Sword, a Hylian shield, a Precision-Guided Boomerang, the hookshot, a bow and arrows, among others— on his back.
- Invoked fro The Legend of Zelda: Breath of the Wild where the developers wanted to recreate how Link appeared in his artwork from the very first game carrying every possible item. In this game, Link can be seen with a sword, a shield, a bow and quiver of arrows, and his Sheikah Slate.
- 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 ◊ 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).
- Mass Effect:
- In the first game, 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 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.
- 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 PCs 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.)
- 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 Mortal Kombat 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 skull, and a load of grenades. And a SMG, though he lost it in the very first cutscene of his chapter.
- Mentioned directly by Kyle Katarn of the Dark Forces Saga, who acknowledges that by the end of most of his adventures he was better armed than most Imperial platoons—he would end up carrying no less than 9 different weapons at any given time. He would commonly tote his lightsaber, a blaster pistol, a blaster rifle, thermal detonators, a repeater gun (SMG equivalent), land mines, a rocket launcher, and a concussion rifle (sort of an explosive beam weapon), to say nothing of the various unique weapons appearing in each of the titles he appears in. The tendency to pick up and use a lot of guns would be passed on to his student, Jaden Korr.
- In The Specialists, a Half-Life Game Mod inspired by The Matrix, players can carry as much weaponry as their carrying capacity allows. It's possible to carry a dozen pistols at once, ranging from from the tiny 22LR silenced plinker to the Raging Bull Hand Cannon. It's a particularly entertaining tactic for defeating players who bunnyhop around punching guns out of people's hands; once disarmed, you can simply whip out a second, third, or seventh gun and blast them in the face.
- The Syphon Filter series originally combined this with Hyperspace Arsenal for the first three games in the series as the player had absolutely no limit on the number of weapons they could carry. In The Omega Strain they tried scaling it back to be more realistic, but your character still carried one long gun slung across their back, an auxiliary gun slung across their torso, two pistols (after completing a specific mission), grenades, a melee weapon and mission-specific gear.
- The page quote, from Star Wars: The Old Republic, is in reference to a late-game Bounty Hunter Player Character. To give some perspective, by this point the player has acquired: Their trusty blaster pistol, a secondary pistol/power generator/personal shield generator, a Blade Below the Shoulder, a flamethrower, a carbonite projector, a dart shooter, rocket boots, a rocket pack, rockets that shoot from the rocket pack with various payloads and destructive yields, rocket gauntlets (also useful for punching), and various other little, specialist devices. So yes, everything you wear CAN kill someone.
- Once you've unlocked the maximum number of gun slots in Borderlands 2, you can have four guns hanging on your back and/or hip. These are just the ones in active use; you can swap them for other guns in your inventory basically at will unless you're in Fight For Your Life mode.
- Sunrider: In a game where most of the player-controlled Ryders have one, two, or maybe three weapons systems mounted on them, the Black Jack stands out by having almost every type of weapon that exists in the game as part of its arsenal. It has missile launchers, a submachinegun, a pulse laser submachinegun, four shoulder-mounted ship-grade laser cannons, and both a giant metal sword and a Laser Blade, which it dual wields. The only weapon types it lacks are kinetic weapons and rockets, and ship-grade kinetic weapons can be added to it in Sunrider Liberation Day. The only other player-controlled unit with such a wide variety of weapons is the Sunrider itself, which is a capital ship.
- 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 ManNasty 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. He technically doesn't walk however, being a Blob Monster.
Chief Chevre: "Sergeant Schlock here seems to be little more than an ambulatory weapons depot."
Schlock: "Thank you."
- 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-bareled gun fixed to his wrist, and a pair of missile launchers on his back. Predacon Terrorsaur took it even further, carrying a short-bareled pistol, a longer pistol, a medium-sized gun, a rifle, laser Eye Beams, and a pair of short-bareled 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.
- In Steven Universe, Pearl, Garnet, and Amethyst's Fusion, Alexandrite, has no apparent fusion weapon of her own, but can use all of her components weapons and any of their Fusion weapons, and use them all with equal amounts of skill.
- 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 days of wheellock and flintlock firearms, 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.
- Standard in many military units. e.g. in the US Army, the basic combat load includes boots, body armor, helmet, tactical gloves, rifle, bayonet, knife / multitool, shackles, grenades, and 180 rounds of ammunition - along with a bunch of other things designed to let the soldier fight and survive for two or three days if they have to.
- New York City police officer Jim Cirillo, the most famous member of the NYPD's elite "Stakeout Squad", carried four different handguns on duty while he was with that unit in the 1960s: Two Smith & Wesson Model 10 revolvers, a .38 caliber snub nosed Colt Cobra, and .32 caliber Walther PPK. It is hardly surprising that Cirillo never once had to reload in any the of the numerous gunfights he participated in. His practice of relying on multiple handguns rather then spare ammo gave rise to the term "New York Reload".