Information: A Bill Blaster, as well as Bullet Bills, normally both count as
enemies, but this alternate version of the Blaster is a non-sentient, shoulder-mounted one that
instead functions as a projectile weapon, which anyone can carry around and use. The Bullet Bills
that it fires are, in kind, ammo item versions distinct from the living enemies, which won't try
to fly out of your inventory and attack things themselves (although a Bullet Bill enemy may "drop"
a Bullet Bill item upon death, i.e., become one). That all being said, this thing functions like
a normal Bazooka-type weapon, allowing the user to load one Bill in at a time and then fire it
out. It can also use Bull's-Eye or Bombshell Bills as ammo in the same manner, gaining their
respective homing effects and higher power.
Name: Shoulder-Mounted Bullet Bill Blaster
Power: Fires a Bullet Bill, which joins the battle as a character on the user's
team, but takes no action that turn.
Information: An alternate version of the Shoulder-Mounted Bill Blaster, this one
works more like the regular enemy Bill Blaster, shooting out actual live
Bullet Bills that join the battle as additional
characters. It can produce an infinite supply of these, but since they don't attack in the same
turn that they're created, they might be wiped out before they get to attack. This is more like
the shoulder-mounted cannon that Roy Koopa used in New Super Mario Bros. U (and
New Super Luigi U). Unfortunately, this one can only produce regular Bullet Bills,
not Bull's-Eye or Bombshell varieties.
Name: Shoulder-Mounted Bull's-Eye Bill Blaster
Power: Fires a Bull's-Eye Bill, which joins the battle as a character on the user's
team, but takes no action that turn.
Information: A red variation on the Shoulder-Mounted Bullet Bill Blaster that
specifically produces Bull's-Eye Bills. Since
these have a homing effect, they'll always hit their targets, but they still don't attack the
same turn they're fired out, so if they keep getting wiped out, the homing bonus is moot.
Name: Shoulder-Mounted Bombshell Bill Blaster
Power: Fires a Bombshell Bill, which joins the battle as a character on the user's
team, but takes no action that turn.
Information: A gaudy golden variation on the Shoulder-Mounted Bullet Bill Blaster
that specifically produces Bombshell Bills. These
are stronger than either regular or Bull's-Eye Bills, but lack the homing effect of the
Bull's-Eyes. Still, this is a very potent weapon, so be careful about giving players access to
Name: Bubble Bomb Bazooka
Information: A shoulder-mounted cannon resembling the stationary ones in Bob-Omb
Battlefield that fired bubble-like Water Bombs. The Bubble Bombs fired by this version are much
the same, just renamed for additional alliteration. Since this thing never runs out of ammo, it's
much more efficient than the average bazooka, but watch out for foes with a Water immunity.
Name: Mr. Rocket Launcher
Power: 10, 12
Ammo: 1 (Mr. Rocket-Propelled Grenade, Mrs. Rocket-Propelled Grenade, Mr. Anti-Tank
Missile, Mr. Anti-Aircraft Missile)
Information: A rocket launcher used by the
Stickmen. Its rockets are very deadly.
Name: Pineapple Launcher
Ammo: 50 (Pineapples), 10 (Homing Pineapples)
Information: A shoulder-mounted wooden gun used by Chunky Kong in Donkey Kong
64; it really just looks like a log. It fires
pineapples with enough force to deal decent damage,
despite these normally being healing items. In a bizarre display of jungle science, the Launcher
can actually hold 50 pineapples in it at once, even though each pineapple takes up an inventory
slot if carried outside the gun. This makes it function much more like a rifle than a bazooka,
not needing to reload again for every shot. The trade-off is that, being pineapples, the missiles
don't do as much damage as those of most bazookas. It can even hold up to 10 homing pineapples
alongside the regular ones, which, as their name suggests, will home in on their targets when
fired for a guaranteed hit.
Name: Orange Grenade Launcher
Ammo: 50 (Orange Grenades)
Information: In Donkey Kong 64's player-versus-player side mode, there
was a secret sixth playable character named Krusha (this normally just being a species of
Kremling), and his gun fired Orange Grenades. Since this
comes out a bit overpowered in Arpeggio, I haven't created a homing variant, even though I think
Krusha was able to pick up homing ammo. Still, the oranges do 10 damage, a pretty normal amount
for a Bazooka-type weapon, but like the Kongs' weapons this thing can hold 50 of them at once, so
you don't need to do all that reloading. But as is normally the case when an attacking item is
used as ammo, it's lost its Defense-piercing quality. The weapon itself looks pretty much
identical to Chunky's Pineapple Launcher.
Name: Fireball Cannon
Information: A version of the fireball launchers used by Army Dillo in Donkey
Kong 64 that straps onto the back and mounts overhead, making the user hunch forward like
Atlas carrying the Earth. Different Element aside, this is basically a stronger version of the
Bubble Bomb Bazooka.
Power: Weightx1, Attackx2, or WBAP
Ammo: 1 (Person)
Information: A bazooka designed to fire your teammates instead of missiles.
(Enemies would usually resist being loaded in, but this could be accomplished with a special
attack designed to do so.) The user of a Budzooka must have a Strength field stat greater than or
equal to the Weight stat of a given teammate in order to fire that teammate from a Budzooka, but
the Budzooka itself has a Weight of 0. There are three ways that a teammate can be fired from a
Budzooka: if the teammate is loaded in headfirst, meaning their feet are sticking out, the shot
will deal the fired character's Weightx1 in damage. If loaded feet first, the fired teammate will
deal their Attackx2 damage if unarmed, or will deal normal WBAP if armed. Any of these allow the
fired character to reach flying targets regardless of Platform stats, but the attack is still
ultimately a melee attack by the fired character, so they will therefore be hurt by things like
Spikiness or being
Made of an Element. If the fired
character is Made of an Element (and not using an armed attack), then the attack will match that
character's Element. Whereas a regular Bazooka-type weapon requires the wielder to use one turn
to load the missile and another to fire, rinse and repeat, this thing requires the teammate's
turn to climb in followed by the wielder's turn to fire. If a teammate climbs in but the wielder
then does something other than firing, the teammate remains inside; from there, the teammate can
use projectile attacks, but if a melee attack is used, this makes the teammate climb out, and
they must use another turn if they want to climb back in. Being inside doesn't affect how the
teammate takes damage from enemy attacks, although attacks that involve throwing the teammate or
anything of that kind will remove them from the gun, and they will fall out if the Budzooka
wielder unequips the weapon. A Budzooka can also be used to fire teammates in the field to
surpass Platform obstacles (generally regardless of the height or distance required, but with
Name: Bullet That Shoots Guns
Ammo: 1 (Gun)
Information: Modern art meets modern warfare in this giant sculpture of a bullet
designed to fire other guns as ammunition. Anything that can reasonably be called a gun can be
loaded in and fired out, with the exception of another Bullet That Shoots Guns, since they would
be the same size. (Certain other things may be too large or otherwise unworkable as well, such as
live Bill Blasters.) Attempting to load in an incompatible item causes that item to become
discarded, meaning that anyone in the battle can grab it, and this also happens to guns fired out
after they hit their target. The effects of guns hitting their targets are highly variable and
may differ between games of Arpeggio, but a general rule of thumb is that Pistols will do less
damage, Rifles and Machineguns will do about the same as each other, and Bazookas will do the
most. Since the guns do not fire their own bullets when shot out, the effects of a given gun
should be based on its actual body rather than the effects of its ammo. Some guns may break when
fired, and if they contained ammo at this time, the ammo pack becomes discarded.