Firearms
211-V Plasma Cutter (severs limbs and weapons, shot can be charged for increased damage; vertical shot, horizontal shot)
Auto Shotgun (single shots, triple shot)
BFG-9000 (tracer shot, delayed shot)
Blazing Spirit (explosive soul revolver; single shot, six-shot)
Bombshells (tactical nuclear shells; can be thrown/kicked to launch or planted for remote detonation)
Delta-12 Chaingun (armor-piercing incendiary rounds; spin-up, gatling rotator)
DS-117 Combat Shotgun (semiauto; shrapnel shot)
EMG Mark V "LFG" Handgun (electroactive heavy handgun; semiauto, explosive charged shot)
Explosive/nukage/electric barrels (can be thrown or planted similar to bombshells, though can't be remotely detonated)
Gauss Cannon (semiauto, launches explosive flechettes; siege mode)
Heavy Assault Rifle (full auto; precision bolt)
Hellshot (incendiary soul rifle; semiauto; fires homing spirit that inflicts violent madness and causes infighting)
Lightning Gun (stunlocks; linear AoE beam, hardlock explosive beam)
M1 Phase Rifle ("electric" plasma gun, stunlocks; full auto, heat blast)
M2 Pulse Rifle ("thermal" plasma gun; semiauto, charged explosive orb)
Screamer (Doom 64 Unmaker; explosive soul chaingun, explosive soul shotgun)
Super Shotgun (armor-piercing buckshot, explosive slugs)
UAC .45 Standard Issue Handgun (semiauto; rapid fire)
Melee
Chainsaw (short burst, long burst)
Fists (all kills restore HEALTH and a bit of ammo)
Equipment
Echo Drone (moving hologram)
Frag grenades (concussive)
Proximity mines (sticky)
Sentry Bot (laser beam, machine gun) - shoulder-mounted; can be signaled to fire at specific targets; by default, targets opponents in Slayer's blind spots
Siphon Grenade (does DoT to demons and heals Slayer for damage done; with Armored Offensive rune, can restore armor)
Stun Bomb
Powers
Berserk (instantly Glory Kill most enemies at any health, Blood Punches don't need to be charged)
Blood Punch (empowered explosive melee strike)
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 lore-wise ability to see across time and space)
Glory Kill (any melee kill restores vitality; siphons life force from enemies, 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 fatal blow)
Taunting (obscene gestures offend enemies, making them more aggressive but less defensive)
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")
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 (emininates most movement-impeding effects)
Tools
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 most security systems; reinforces robotic assets against demonic corruption)
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 concentration and disorient enemies)
Jump Pack (limited vertical lift)
Kinetic Reflex (parried melee attacks instantly charge 1 Blood Punch)
Power Engine (crafts power-ups from Calibration Cycles; these Cycles are acquired after intense cognitive activity, such as from finishing battles or finding secrets)
Vanguard Bracer (parries incoming projectiles and melee attacks; certain projectiles can be returned, parried enemies are faltered)
Power-Ups
Area Scanner (completes automap; reveals enemies, items, secrets)
Iron Sight (greatly boosts tactical cognizance, perfecting weapon accuracy)
Mega Charge (200 HEALTH and 200 ARMOR; once spent, both max capacities return to 100)
Personal Teleporter (instantly warps to pre-marked position)
Slayer Idol (lesser enemies flee in fear; greater enemies become defensive)
Sovereign Phalanx (powerful automated mobile artillery unit)
Misc abilities
Can climb onto and rodeo larger enemies - like ATLASes, Mancubi, or Barons - and damage them or cause them to attack other demons
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
Immune to knockback, hitstuns, and other enemy movement-impeding effects save from elite-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 only 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)
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
Simple telekinesis, telepathy, and spellcrafting for utility purposes
Superhuman strength, speed, durability, reflexes, and stamina
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
Excessively violent and aggressive nature may cause him to take unnecessary risks, get distracted, or be potentially outsmarted/outplayed
Has no flight or teleportation powers of his own, and the Praetor Suit does not possess any interdimensional travel mechanism
Hypothesized that extinction of human species will be seen as failure in personal mission and will destroy his will to fight, permanently neutralizing him as a threat to Hell even if he remains immortal
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.
