《Day of Wrath [Doom 2016/Eternal rewrite]》(Slayer's arsenal - current)

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Weapons

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) Chainsaw (short burst, long burst) 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) Fists (all kills restore HEALTH and a bit of ammo) Gauss Cannon (semiauto, launches explosive flechettes; siege mode) Heavy Assault Rifle (full auto; precision bolt) 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)

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)

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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

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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 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.

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