Unarmed
Fire: Weak, rapid left punch
Alt-Fire: Strong, slow right punch
Careful timing will be needed to make the most efficient combo out of the left and right punches.
Chainsaw
Fire: Rev-up the chainsaw to cut some Demon meat
Alt-Fire: Start/Stop the chainsaw
Ammo: Jerrycans
Magazine Size: 100 fuel units
This chainsaw is different from most other Doom chainsaws in that it is not powered by magic but rather by good ol' petrol (gasoline). As a result it utilizes fuel even when idle albeit less than when running at full-rev. You will need fuel to start the chainsaw and even more to rev it up and tear through some demon ass.
Pistol
Fire: Fires one bullet (semi-automatic)
Alt-Fire: Activate/Deactivate laser dot sight
Ammo: 10mm Magazine, 10mm Magnum Magazine
Magazine Size: 15 rounds
Decent accuracy at close range and low recoil, lacks stopping power and range with standard ammo. Magnum ammo improves damage and range at the cost of accuracy and additional recoil. Alt-fire disables the crosshair and enables a laser dot sight which greatly improves weapon accuracy.
Combat Shotgun
Fire: Fires one shell (pump-action), fires bursts of four shells if burst mode is activated
Alt-Fire: Readies one burst, may be activated up to 3 times as ammo allows (upgrade required)
Ammo: Standard Shot, Wide Shot (upgrade required)
Magazine Size: 8 shells, 12 shells (upgrade required)
Standard magazine fed combat shotgun. Short range with decent enough accuracy and punch with standard shot. Wide shot increases damage through a higher pellet count but also suffers from reduced range and a wider spread. A barrel upgrade allows flares to be launched and enables the use of wide shot as well as increasing overall accuracy. A burst-mod increases magazine size and enables burst mode.
Shotgun
Fire: Fires one shell (semi-automatic)
Alt-Fire: Fires both barrels
Ammo: Standard Shot, Wide Shot
Magazine Size: 2 shells
A standard double-barrel, side-by-side shotgun. High powered, inaccurate, and very short ranged, this is a shotgun for when you need to dish out a lot of pain all at once. It is also a decent weapon for weaker monster crowd control. There is something satisfying about blowing away a Revenant with one double barrel blast and some wide shot.
Precision Rifle
Fire: Fires one bullet (semi-automatic)
Alt-Fire: Fires one burst of three bullets
Ammo: 5.56mm Magazine
Magazine Size: 30 rounds
A semi-auto marksman's rifle. Low powered, accurate, with plenty of range, this rifle is designed for dispatching weaker monsters at range while remaining versatile enough for sudden surprises at close range. It's 3 round burst feature improves damage output but reduces accuracy and is therefore not suitable for longer range engagements.
Machinegun
Fire: Fires one bullet (automatic)
Alt-Fire: Activates/Deactivates scope (upgrade required)
Ammo: 7.62mm Ball Magazine, 7.62mm AP Magazine (upgrade required)
Magazine Size: 50 rounds
A general-purpose machinegun, it sports high recoil and poor accuracy but is capable unleashing a hail of lead at close to medium ranges. The machinegun's 7.62mm ammo provides good firepower but care must be taken when reloading as the box and belt system takes some time to fully reload. The 7.62mm AP ammo does a little less damage than the Ball ammo but can over-penetrate up to two monsters and therefore can offer excellent crowd control opportunities. When you have the scope upgrade, you can use it to greatly improve weapon accuracy and more effectively engage longer range targets. The flare upgrade allows the machinegun to launch flares as well as reducing recoil, increasing accuracy, and enabling AP ammo to be used. Being a fully automatic weapon, the machinegun suffers from a loss of accuracy as the barrel heats up from continuous firing. Simply release the trigger and the heat will dissipate, fire in short bursts for maximal effectiveness at anything other than point blank range.
Sniper Rifle
Fire: Fires one bullet (semi-automatic)
Alt-Fire: Activates/Deactivates scope
Ammo: 12.7mm HVAP Magazine, 12.7mm APHE Magazine
Magazine Size: 10 rounds
A high powered rifle, the weapon's accuracy is nearly unusable outside the scope, but when using the scope, the weapon's accuracy and range is unmatched out of any conventional weapon. With solid stopping power, the HVAP ammo can
over-penetrate up to four monsters. While the APHE ammo can't over-penetrate, it does feature some explosive filler which gives it increased damage against a single target and may even damage multiple monsters if they are close enough together. The lower velocity of the APHE means it has reduced range and accuracy compared to the HVAP.
Chaingun
Fire: Fires four bullets (automatic), fires one bullet (automatic) (upgrade required)
Alt-Fire: Fires four bullets in turret mode (automatic) (upgrade required), fires one bullet in turret mode (automatic) (upgrade required)
Ammo: 7.62mm FMJ Magazine, 7.62mm AP-I Magazine (upgrade required)
Magazine Size: 200 rounds
A powerhouse of a weapon if there ever was one, this weapon was made to spit lead. This weapon was made to tear apart tougher monsters and do it with ease. While not the most accurate or easiest to manage, the chaingun is unrivaled in ROF and can often keep all but the toughest of demons locked in pain until they fall. The AP-I ammo offers the extra benefit of setting enemies ablaze in addition to kinetic damage, watch as Barons fall in mere seconds to the fiery inferno of pain! The chaingun's barrel heats up as the weapon is fired which will result in decreased accuracy. Stop firing the weapon to allow the barrel to cool. The auto-turret upgrade allows you to greatly improve accuracy and reduce recoil at the cost of having to remain stationary. The auto-turret upgrade also enables the use of AP-I ammo. The auto-spin upgrade will spin up the barrel automatically so the weapon is ready to fire without delay. The auto spin upgrade also improves heat dissipation allowing the barrel to cool faster.
Grenade Launcher
Fire: Fires one grenade (semi-automatic)
Alt-Fire: Consumes one grenade and launches it's contents
Ammo: 40mm HEFI Grenade, 40mm White Phosphorous Grenade
Magazine Size: 5 grenades
An advanced grenade launcher capable of either launching whole grenades or firing just their contents. The HEFI grenades are your standard general purpose grenade useful for both crowd control as well as putting the hurt on single, tougher monsters. When a whole HEFI grenade is launched, it will explode either on contact (if sufficient time has passed for the impact fuse to arm), or after a three to six second delay. The grenade features a rather large explosion radius and will throw burning hot shrapnel in random directions. Alternatively, the explosive mass of the grenade can be consumed and used to fire the shrapnel directly from the launcher in a sort of flak cannon manner, allowing the weapon to be safely used at close range. The white phosphorous grenade is composed of five tiny canisters inside the grenade shell which are launched in random directions after the grenade explodes. When the canisters hit something, they explode releasing white phosphorous clouds everywhere. The clouds burn and cause damage to anything caught in them. Monsters will continue to take damage so long as they are in the clouds and the constant damage makes it hard to escape. The white phosphorous grenades can cover a larger area and are useful for crowd control against nearly any type of monster, just don't wander into the area until the clouds have fully dissipated.
Rocket Launcher
Fire: Fires one rocket or missile (semi-automatic)
Alt-Fire: Activates/Deactivates scope (upgrade required)
Ammo: 84mm Unguided Rocket, 84mm Guided Missile (upgrade required)
Magazine Size: 2 rockets/missiles, 3 rockets/missiles (upgrade required)
A devastating weapon designed to demolish tougher monsters. The unguided rockets are high velocity and deal substantial kinetic damage with a direct hit in addition to a sizable amount of explosive damage. The guided missiles can be guided or fired dumbfire but due to their much slower velocity are better suited as guided weapon. The rocket and missile splash radius is much smaller than that of the grenades making them more suitable for use against single tough monsters. The warhead upgrade increases the explosive damage and radius of the rockets and missiles in addition to increasing magazine capacity to three. The guidance package upgrade allows the use of guided missiles as well as a scope which enables target acquisition for the missiles and improved accuracy for the rockets.
Stasis Rifle
Fire: Fires a stasis ball (hold trigger to charge)
Alt-Fire: Fires five mini-stasis balls
Ammo: Stasis Cell
Magazine: 10 energy units
The stasis rifle is not really intended to be a lethal weapon by itself (although extended exposure can be fatal), rather it is intended to incapacitate monsters and make them easy pickings for other, more destructive weapons. The primary fire fires stasis balls whose potency depends on how long the weapon is charged prior to firing. The stasis ball will freeze any monster caught within it, making them completely defenseless and increase the amount of damage they take from all sources. The effect lasts until the stasis ball fades away, which can be up to 20 seconds for a fully charged ball. Alternatively, five mini stasis balls can be fired as a more offensive weapon with similar damage output to the shotgun, however the mini balls are unable to freeze monsters.
Plasma Rifle
Fire: Fires one plasma ball (automatic)
Alt-Fire: Fires one overloaded plasma ball (upgrade required), releases a heat blast (upgrade required)
Ammo: Plasma Cell
Magazine Size: 60 energy units
The plasma rifle is an advanced weapon which fires super heated plasma bolts. The weapon is suitable for use against all targets and has no range limitations except for accuracy limits. The weapon suffers from accuracy degradation as the barrel heats up due to continuous firing. Give the weapon time to cool between bursts to maintain accuracy at range. The plasma rifle is unique in that it's upgrades can be swapped at any time if both have been acquired. The plasma overload upgrade enables a overloaded plasma shot to be fired which is much more damaging but also increase the weapons heat significantly more. The upgrade also significantly improves accuracy, reduces recoil, and improves the weapons heat dissipation. The heat blast upgrade allows all of the weapon's accumulated heat to be turned into a potent blast wave centered on the weapon's user without damaging the user. The upgrade disables the weapon's heat dissipation so that it can be built up as the weapon is fired and released on demand as a blast wave. The more heat that is saved, the more powerful the blast will be as well as having a much bigger radius. The upgrade also greatly improves the weapon's ROF, significantly reduces recoil, and slightly improves accuracy.
Railgun
Fire: Fires one slug (semi-automatic)
Alt-Fire: Activates/Deactivates scope (upgrade required)
Ammo: 25mm Slug
Magazine Size: 5 slugs
The railgun is a highly advanced weapon that propels metal slugs at extreme velocity using magnetic rails. The slugs are capable of over-penetrating as many monsters as you can possibly line up while dealing a good chunk of damage to each one. While not perfectly accurate, the weapon's accuracy allows it to be used up to medium range. With the scope upgrade and the scope activated, the weapon can rival even the sniper rifle for accuracy allowing the weapon to be used even a long range. With the siege mode upgrade, if you remain stationary for about a second, the weapon will enter siege mode when fired. Siege mode greatly increases the weapon's damage and makes the weapon perfectly accurate. Coupled with the scope, this allows you to engage monsters even at the most extreme ranges. It is worth mentioning however that you will be completely immobile until the weapon has finished firing in siege mode.
BFG 10K
Fire: Fires one 10K ball
Alt-Fire: Fires one 'Improved' 9000 ball
Ammo: BFG Cell
Magazine Size: 1 cell
The ultimate in one shot firepower, the BFG 10K was made for destroying the biggest beasties Hell has to offer or it can be used as the ultimate crowd control weapon. (I have killed just over 11,000 Imps in just five shots with this weapon
) The primary attack is a slow moving energy ball which deals significant damage with a direct hit and has a large blast radius to catch anything nearby. However the primary attraction to primary attack is the green energy lasers the ball uses to attack nearby enemies as it flies through the air. The ball does not need to hit anything or even land near anything to cause significant damage. Any monsters close enough to the ball as it flies through the air will be hit by green energy lasers until either they die, fall out of range, or the ball hits something. This ball was made for crowd control. The secondary attack was meant more for attacks against a single titanic beast like a Cyberdemon, although it still possess some crowd control abilities. The ball is much quicker and doesn't feature any lasers of the 10K ball, rather it behaves more like an improved BFG 9000 ball. It retains the massive direct hit and radius damage of the 10K ball while also having the tracer attacks of the original BFG 9000 ball, just turned up a notch. The new tracer attacks don't rely on what the firer sees to but rather on a 360 FOV based on the BFG ball's location, enabling the firer to fire the ball and then duck behind cover, which he should do because the tracer will hit the firer too if he is in the line of sight.
Hell Shot
Fire: Fires a continuous beam (automatic)
Alt-Fire: Fires one laser (semi-automatic)
Ammo: Hell Energy
Magazine Size: 100 energy units
A weapon designed to harness weaponized Hell energy. This is an extremely lightweight and potent weapon that can absolutely melt any demon unfortunate enough to cross paths with its wielder. The primary attack fires a perfectly accurate beam of energy that will melt even Barons in seconds. It should be noted that the beam has a limited range and that the firer is completely immobile while firing the beam. The secondary attack instead fires a single laser which is also perfectly accurate and allows the firer to stay on the move. However unlike the beam, the laser does not reach its target instantly and must travel, though its velocity is still fairly high.