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(Slayers arsenal - current)

  Firearms

  


      
  • 211-V Plasma Cutter (fires flat beams that can sever limbs and weapons)

      


        
    1. Semiauto shot, hold to increase power


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    3. Rotates cutting plane between horizontal and vertical


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  • Auto Shotgun (automatic, rotary triple-barreled)

      


        
    1. Single shot


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    3. Triple shot


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  • BFG-9000 ("Beryllium-trigger Fusion-plasma Generator")

      


        
    1. Explosive shot with tracer streams


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    3. Delayed detonable shot


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  • Blazing Spirit (explosive soul revolver)

      


        
    1. Single shot


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    3. Six-shot


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  • Bombshells (tactical nuclear shells; essentially "super rockets")

      


        
    1. Throw/kick to launch


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    3. Plant for remote detonation)


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  • Delta-12 Chaingun (armor-piercing incendiary rounds, cost double bullet ammo)

      


        
    1. Spins up while firing


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    3. Gatling Rotator, winds-up barrel for faster firing but lower accuracy


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  • DS-117 Combat Shotgun

      


        
    1. Semiauto mid-range shot


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    3. Explosive linear shrapnel shot


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  • EMG Mark V "BFP" Handgun (electroactive heavy handgun, costs double bullet ammo)

      


        
    1. Heavy semiauto shot


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    3. Electric charged shot, hold to increase power


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  • Gauss Cannon (uses dedicated steel flechette ammo that pierce through enemies)

      


        
    1. Semiauto shot, explodes on impact with surfaces


    2.   
    3. Siege mode, intense charged blast with large AoE


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  • Heavy Assault Rifle

      


        
    1. Full auto 50 cal FMJ rounds


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    3. Precision bolt, headshot kills release explosive blast


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  • Hellshot (incendiary soul rifle)

      


        
    1. Semiauto soulfire projectiles


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    3. Launches homing Blood Spirit that possesses single enemy, violently empowering it and making it in-fight


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  • Lightning Gun (stunlocks)

      


        
    1. Linear beam, releases AoE bolts on contact with enemies or surfaces


    2.   
    3. Hardlock microwave beam, enemies explode on death


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  • M1 Phase Rifle ("electric" plasma gun, has splash damage)

      


        
    1. Full auto, stunlocks


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    3. Heat blast, built up with primary fire or by charging ammo directly


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  • M2 Pulse Rifle (heavy "thermal" plasma gun, has splash damage and costs double plasma ammo)

      


        
    1. Semiauto


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    3. Charged explosive orb


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  • Screamer (Doom 64 Unmaker)

      


        
    1. Explosive soul chaingun


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    3. Explosive soul shotgun


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  • Spitfyre (heavy flamethrower)

      


        
    1. Mid-range flame stream


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    3. Long-range incendiary rocket


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  • Super Shotgun

      


        
    1. Short-range armor-piercing buckshot


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    3. Long-range explosive slugs


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  • UAC .45 Standard Issue Handgun

      


        
    1. Semiauto


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    3. Rapid fire


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  Melee

  


      
  • Painsaw (Doom 2016 chainsaw, drops ammo surplus but uses limited electric batteries)

      


        
    1. Short burst, instakills fodder and does limited damage on higher enemies for only 1 battery


    2.   
    3. Long burst, instakills any non-boss enemy at cost of whatever battery amount necessary (1-5)


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  • Fists (all kills restore HEALTH and a bit of ammo)

      


        
    1. Standard punches, charge for Blood Punch


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    3. Strong uppercut that throws enemies up and back


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  Equipment (launched/used independently of weapons)

  


      
  • Echo Drone (moving hologram, distracts enemies)


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  • Frag grenades (concussive; no self-damage)


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  • Proximity mines (sticky; no self-damage)


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  • Sentry Bot (shoulder-mounted; can be signaled to fire at specific targets; by default, targets opponents in Slayer's blind spots)

      


        
    1. Laser, weak but infinite ammo


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    3. Machine gun, strong as HAR but uses Slayer's own bullet ammo pool


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  • Siphon Grenade (does DoT to demons and heals Slayer for damage done; with Armored Offensive rune, can restore armor)


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  • Stun Bomb (electrifies most enemies)


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  Powers

  


      
  • Berserk (instantly Glory Kill most enemies at any health, Blood Punches don't need to be charged; built up by melee kills, can be willfully activated when ready)

      


        
    • Restores Slayer's health to 100 (if below) when activated and releases violent explosion when expires


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    • Immolation: upgrade to Berserk; radiates tremendous heat damaging to enemies and structures


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  • Blood Punch (empowered explosive melee strike; built up by simply focusing power into regular punch)


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  • Blood Rage (critical health boosts fists' damage)


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  • Clearsight (reveals enemies, even if cloaked/hidden, and eliminates sensory distractions; does not let see through solid surfaces)


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  • Farsight (limited ability to see across time and space; most effective in anticipating enemy behavior/movement in combat, or in finding his next objective)


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  • Glory Kill (kills with fists restore health; siphons life force from demons, does not work on robots)


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  • Rampage (weaponized sprinting; break through surfaces and greatly damage enemies struck)


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  • Resurrective immortality (when HEALTH reaches 0, dies and "despawns" but will "respawn" moments later a safe distance away; death does physically occur and Slayer resurrects afterward in the same timeline)


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  • Saving Throw (can survive single death blow with minimal health and briefly slows time)


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  • Taunt (obscene gestures offend enemies, making them more aggressive but less defensive)

      


        
    • Instigate (upgrade to Taunt; remotely provokes two specific enemies to in-fight)


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  Runes (can equip up to 3)

  


      
  • Armored Offensive (Glory Kills drop armor)


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  • Boiling Blood (Slayer releases harmful burst when takes damage)


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  • Dark Claw (modifies Berserk; primary attack unleashes far-reaching claw strikes, secondary attack turns demons into implosive tendril "biobombs")


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  • Giger Effect (opens portals to and from the mysterious Nightmare Realm, facilitating traversal while deemphasizing combat)


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  • God Speed (Rampage produces fiery area-of-effect and leaves flaming trail)


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  • Lethal Force (all enemies release damaging burst on death; harmless to Slayer)


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  • Momentum Swing (eliminates most movement-impeding effects)


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  • Void Heart (negates damage from all environmental hazards)


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  Tools (Praetor Suit components)

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  • Ammo Fabricators (produce ammo from viable environmental resources or gibbed demon tissues, especially by fists, chainsaw, or explosions)


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  • Armor Fabricators (produce armor from viable environmental resources or metallic/armored enemies)


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  • Automap (maps local environment, indicates nearby demons and secret areas)


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  • Equipment Cycler (automatically recharges certain equipment items)


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  • Hack Module (bypasses virtually all security systems; reinforces robotic assets against demonic corruption and empowers them with Slayer's latent power)


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  • Hammerspace Matrix (stores near-limitless weapons and munitions; can store found power-ups and save them for later use; can now also store nuclear bombshells and even explosive barrels)


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  • Harmonic Resonators (heavy metal speakers; assist Slayer's concentration and disorient demons)


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  • Jump Pack (limited vertical lift)


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  • Power Engine (added by VEGA, replaces in-game challenges and weapon upgrade systems; used to craft power-ups from synthesized schematics)

      


        
    • Calibrator: produces Calibration Cycles (crafting points) from intense cognitive activity, such as from finishing battles, completing a mission on time, or finding secrets (adds KILLS/TIME/SECRETS counter on upper left of HUD)


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    • Synthesizer: creates power-up schematics from powerful and replicable artifacts, and crafts power-ups from stored Calibration Cycles; accessible in dedicated Dossier tab


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    • Tracker: shows active power-ups and remaining duration (on counter on upper right of HUD)


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  • Vanguard Bracer (parries incoming projectiles and melee attacks; certain projectiles can be returned, parried enemies are faltered; melee parries have chance of staggering enemies for Glory Kills)

      


        
    • Kinetic Reflex (upgrade; parried melee attacks instantly charge 1 Blood Punch)


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  Power-Ups (number indicates fabrication cost from stored Calibration Cycles)

  


      
  1. Area Scanner (completes automap; reveals enemies, items, secrets)


  2.   
  3. Mega Charge (200 HEALTH and 200 ARMOR; once spent, both max capacities return to 100)


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  5. Soul Anchor (deployable checkpoint; upon death, instantly resurrect at pre-deployed beacon)


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  7. Slayer Idol (lesser enemies flee in fear; greater enemies become defensive)


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  9. Iron Sight (perfects weapon accuracy; all shots and even projectiles will find their target)


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  11. Sovereign Phalanx (powerful automated mobile artillery unit)


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  Misc abilities

  


      
  • Can climb onto and rodeo larger enemies - like ATLASes, Mancubi, or Barons - and direct their attacks


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  • Can grab small enemies like imps/zombies and use them as meat shields or throw them


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  • Can pick up and throw explosive/nukage/electric barrels


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  • Can pick up certain discarded enemy weapons (Mancubi cannons, ATLAS firearms) and use them until they disintegrate or run out of ammo


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  • Damage amplification: all his attacks are supernaturally amplified to deal much greater damage than would seem possible from his wielded weapons


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  • Immune to knockback, hitstuns, and other enemy movement-impeding effects save from Apex-tier demons and higher


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  • Immune to dismemberment and incapacitation as long as HEALTH doesn't reach 0, which results in death


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  • Immune to all psychic attacks and assault, though may take physical damage from these


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  • Invulnerable to fall damage and other purely kinetic impacts/attacks


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  • Invulnerable to mundane (non-demonic) biological/nuclear/chemical factors and most conventional harm, except those of extremely high energies or those enhanced with Argent


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  • Kick (light damage but falters and pushes enemy back)


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  • Limited ability to manipulate the physicopsychic environment of Hell, he can summon small platforms to facilitate traversal


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  • Normal max HEALTH/ARMOR are 100, but can overheal from pick-ups and Glory Kills (at half yield) for a true max of 200 each


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  • Praetor Suit can analyze, reverse-engineer, and incorporate useful technology (especially weapons) from virtually any source, except if these have been irreparably corrupted by Hell's influence


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  • Rune-wielding (innate ability, not reliant on Praetor Suit)


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  • Simple telekinesis and spellcrafting for utility purposes


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  • Spiritual combat, attacks shatter opponents' souls on death, effectively negating demons' immortality. Weak demons are permanently destroyed, while stronger demons may reform with great effort.


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  • Superhuman strength, speed, durability, reflexes, and stamina.


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  • Weapon mastery: can innately handle and proficiently wield most weaponry regardless of origin or familiarity (including man-made, alien, demonic, angelic) especially guns and firearms.


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  Weaknesses

  


      
  • Although always "respawns" close to his place of death and a short time later, the Slayer does not actually control this power and may not reappear on time following death during time-sensitive missions


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  • Can be harmed (even if minimally) by attacks and hazards infused with Argent Energy


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  • Curse of silence prevents effective communication


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  • Despite being able to see across space and time, his Farsight ability is affected by his mental state and is not particularly reliable


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  • Despite having excessively high offensive potential, the Slayer doesn't actually have high defensive potential and can only withstand so much attack


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  • Despite his innate weapon mastery, the Slayer may by whim be unappreciative of certain weapons, or lack the knowledge of their finer techniques


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  • Excessively violent and aggressive nature may cause him to take unnecessary risks, get distracted, or be potentially outsmarted/outplayed


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  • Neither he nor the Praetor Suit possess any flight, teleportation, or interdimensional travel mechanisms, and he greatly depends on the environment for traversal


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  • Vulnerable to space-time manipulation such as from gravity grenades/bombs, which will slow him down or trap him even if for a short while


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  • The Slayer works alone.


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