Weaponry

"'If you can't handle a gun, don't worry - the people controlling us know what they're doing.' - Craig Butcher, Inmate"The majority of the weapons in "Dome of Doom" are handguns, a design choice made because the developer thinks that "kicking ass with a pistol is significantly cooler than kicking ass with an assault rifle." The weapons are split into five main categories: plinker, hitter, auto, drop, and Super. Plinkers and hitters have two subcategories: small arms and long arms; small arms are the previously mentioned handguns (all autos, with the exception of mods, are small arms), and the long arms are rifles. There are special variants of each weapon, which can only be unlocked through challenges, that alter the base statistics and performance called "Mods"; the dedicated page will only elaborate on the Mod system, as the mods themselves are listed on the individual weapon pages.

Plinkers
"'Basics are always reliable!' - The Warden"Plinkers are the fundamental starting weapons. They deal a moderate amount of damage per hit, are semi-automatic, and typically have a minimum magazine capacity of 10 rounds. Of note, there are few exceptions to the rules.

Small Arms:

 * 1896
 * LB-30
 * Good Pipe
 * Freud
 * Super-Sting

Long Arms:

 * Marque-1
 * Standard Issue
 * Ahab

Hitters
"'Knock 'em off their feet!' - The Warden"Hitters are the heavyweights of the equippable weapons. They deal a rather high amount of damage per hit, but are hindered by slow firing rates, small magazines, and longer reload times.

Small Arms:

 * Centurion
 * Old School
 * Riveter
 * M-80
 * Super-Power

Long Arms:

 * M.L.D.R.
 * Zippy
 * S4-L

Autos
"'Good thing we give you infinite ammo!' - The Warden"Autos (shortened from "fully-automatic") are the fastest firing weapons readily available. Their magazine capacity and reload times vary depending on the damage they deal, but typically are weaker than the Plinkers in order to create a balance.
 * Pharmacophobia
 * Rattler
 * WA-SHA
 * Super-Speed

Drops
"'Treat these events like Black Friday!' - The Warden"Drops are arguably the most powerful weapons within the arena. Two random Drops will be brought into a match on opposing sides of a map to be picked up by the players. The weapons themselves, while powerful, will have one or a few drawbacks to them, such as low ammunition capacity or inaccuracy.
 * Old Faithful
 * Tear Jerker
 * MPSMW
 * Prototype V
 * Backyard BBQ
 * Midnight's Wings

Supers
"'Feel ALL of that POWE- oh, it's gone.' - The Warden"Super weapons are only available once a player's Meter is full, assuming they have a Super with said ability equipped. The weapons listed here will simply redirect to the Super abilities themselves.
 * Singing Quartet
 * Love and Tolerance
 * Kicker
 * Trench Broom
 * Doorbuster

Other

 * Mod System
 * Melee Weapons