- 211-V Plasma Cutter (fires flat beams that can sever limbs and weapons)
- Semiauto shot, hold to increase power
- Rotates cutting plane between horizontal and vertical
- Auto Shotgun (automatic, rotary triple-barreled)
- Single shot
- Triple shot
- BFG-9000 ("Beryllium-trigger Fusion-plasma Generator")
- Explosive shot with tracer streams
- Delayed detonable shot
- Blazing Spirit (explosive soul revolver)
- Single shot
- Six-shot
- Bombshells (tactical nuclear shells; essentially "super rockets")
- Throw/kick to launch
- Plant for remote detonation)
- Delta-12 Chaingun (armor-piercing incendiary rounds, cost double bullet ammo)
- Spins up while firing
- Gatling Rotator, winds-up barrel for faster firing but lower accuracy
- DS-117 Combat Shotgun
- Semiauto mid-range shot
- Explosive linear shrapnel shot
- EMG Mark V "BFP" Handgun (electroactive heavy handgun, costs double bullet ammo)
- Heavy semiauto shot
- Electric charged shot, hold to increase power
- Gauss Cannon (uses dedicated steel flechette ammo that pierce through enemies)
- Semiauto shot, explodes on impact with surfaces
- Siege mode, intense charged blast with large AoE
- Heavy Assault Rifle
- Full auto 50 cal FMJ rounds
- Precision bolt, headshot kills release explosive blast
- Hellshot (incendiary soul rifle)
- Semiauto soulfire projectiles
- Launches homing Blood Spirit that possesses single enemy, violently empowering it and making it in-fight
- Lightning Gun (stunlocks)
- Linear beam, releases AoE bolts on contact with enemies or surfaces
- Hardlock microwave beam, enemies explode on death
- M1 Phase Rifle ("electric" plasma gun, has splash damage)
- Full auto, stunlocks
- Heat blast, built up with primary fire or by charging ammo directly
- M2 Pulse Rifle (heavy "thermal" plasma gun, has splash damage and costs double plasma ammo)
- Semiauto
- Charged explosive orb
- Screamer (Doom 64 Unmaker)
- Explosive soul chaingun
- Explosive soul shotgun
- Spitfyre (heavy flamethrower)
- Mid-range flame stream
- Long-range incendiary rocket
- Super Shotgun
- Short-range armor-piercing buckshot
- Long-range explosive slugs
- UAC .45 Standard Issue Handgun
- Semiauto
- Rapid fire
Melee
- Painsaw (Doom 2016 chainsaw, drops ammo surplus but uses limited electric batteries)
- Short burst, instakills fodder and does limited damage on higher enemies for only 1 battery
- Long burst, instakills any non-boss enemy at cost of whatever battery amount necessary (1-5)
- Fists (all kills restore HEALTH and a bit of ammo)
- Standard punches, charge for Blood Punch
- Strong uppercut that throws enemies up and back
Equipment (launched/used independently of weapons)
- Echo Drone (moving hologram, distracts enemies)
- Frag grenades (concussive; no self-damage)
- Proximity mines (sticky; no self-damage)
- Sentry Bot (shoulder-mounted; can be signaled to fire at specific targets; by default, targets opponents in Slayer's blind spots)
- Laser, weak but infinite ammo
- Machine gun, strong as HAR but uses Slayer's own bullet ammo pool
- Siphon Grenade (does DoT to demons and heals Slayer for damage done; with Armored Offensive rune, can restore armor)
- Stun Bomb (electrifies most enemies)
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
- Immolation: upgrade to Berserk; radiates tremendous heat damaging to enemies and structures
- Blood Punch (empowered explosive melee strike; built up by simply focusing power into regular punch)
- Blood Rage (critical health boosts fists' damage)
- Clearsight (reveals enemies, even if cloaked/hidden, and eliminates sensory distractions; does not let see through solid surfaces)
- Farsight (limited ability to see across time and space; most effective in anticipating enemy behavior/movement in combat, or in finding his next objective)
- Glory Kill (kills with fists restore health; siphons life force from demons, does not work on robots)
- Rampage (weaponized sprinting; break through surfaces and greatly damage enemies struck)
- 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)
- Saving Throw (can survive single death blow with minimal health and briefly slows time)
- Taunt (obscene gestures offend enemies, making them more aggressive but less defensive)
- Instigate (upgrade to Taunt; remotely provokes two specific enemies to in-fight)
Runes (can equip up to 3)
- Armored Offensive (Glory Kills drop armor)
- Boiling Blood (Slayer releases harmful burst when takes damage)
- Dark Claw (modifies Berserk; primary attack unleashes far-reaching claw strikes, secondary attack turns demons into implosive tendril "biobombs")
- Giger Effect (opens portals to and from the mysterious Nightmare Realm, facilitating traversal while deemphasizing combat)
- God Speed (Rampage produces fiery area-of-effect and leaves flaming trail)
- Lethal Force (all enemies release damaging burst on death; harmless to Slayer)
- Momentum Swing (eliminates most movement-impeding effects)
- Void Heart (negates damage from all environmental hazards)
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)
- Armor Fabricators (produce armor from viable environmental resources or metallic/armored enemies)
- Automap (maps local environment, indicates nearby demons and secret areas)
- Equipment Cycler (automatically recharges certain equipment items)
- Hack Module (bypasses virtually all security systems; reinforces robotic assets against demonic corruption and empowers them with Slayer's latent power)
- 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)
- Harmonic Resonators (heavy metal speakers; assist Slayer's concentration and disorient demons)
- Jump Pack (limited vertical lift)
- 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)
- Synthesizer: creates power-up schematics from powerful and replicable artifacts, and crafts power-ups from stored Calibration Cycles; accessible in dedicated Dossier tab
- Tracker: shows active power-ups and remaining duration (on counter on upper right of HUD)
- 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)
Power-Ups (number indicates fabrication cost from stored Calibration Cycles)
- Area Scanner (completes automap; reveals enemies, items, secrets)
- Mega Charge (200 HEALTH and 200 ARMOR; once spent, both max capacities return to 100)
- Soul Anchor (deployable checkpoint; upon death, instantly resurrect at pre-deployed beacon)
- Slayer Idol (lesser enemies flee in fear; greater enemies become defensive)
- Iron Sight (perfects weapon accuracy; all shots and even projectiles will find their target)
- Sovereign Phalanx (powerful automated mobile artillery unit)
Misc abilities
- Can climb onto and rodeo larger enemies - like ATLASes, Mancubi, or Barons - and direct their attacks
- Can grab small enemies like imps/zombies and use them as meat shields or throw them
- Can pick up and throw explosive/nukage/electric barrels
- Can pick up certain discarded enemy weapons (Mancubi cannons, ATLAS firearms) and use them until they disintegrate or run out of ammo
- Damage amplification: all his attacks are supernaturally amplified to deal much greater damage than would seem possible from his wielded weapons
- Immune to knockback, hitstuns, and other enemy movement-impeding effects save from Apex-tier demons and higher
- Immune to dismemberment and incapacitation as long as HEALTH doesn't reach 0, which results in death
- Immune to all psychic attacks and assault, though may take physical damage from these
- Invulnerable to fall damage and other purely kinetic impacts/attacks
- Invulnerable to mundane (non-demonic) biological/nuclear/chemical factors and most conventional harm, except those of extremely high energies or those enhanced with Argent
- Kick (light damage but falters and pushes enemy back)
- Limited ability to manipulate the physicopsychic environment of Hell, he can summon small platforms to facilitate traversal
- 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
- 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
- Rune-wielding (innate ability, not reliant on Praetor Suit)
- Simple telekinesis and spellcrafting for utility purposes
- 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.
- Superhuman strength, speed, durability, reflexes, and stamina.
- 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.
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
- Can be harmed (even if minimally) by attacks and hazards infused with Argent Energy
- Curse of silence prevents effective communication
- Despite being able to see across space and time, his Farsight ability is affected by his mental state and is not particularly reliable
- Despite having excessively high offensive potential, the Slayer doesn't actually have high defensive potential and can only withstand so much attack
- Despite his innate weapon mastery, the Slayer may by whim be unappreciative of certain weapons, or lack the knowledge of their finer techniques
- Excessively violent and aggressive nature may cause him to take unnecessary risks, get distracted, or be potentially outsmarted/outplayed
- Neither he nor the Praetor Suit possess any flight, teleportation, or interdimensional travel mechanisms, and he greatly depends on the environment for traversal
- 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
- The Slayer works alone.