Cyberdemon in vintage Doom games - Sprite upscale by Hidfan


(Doom video game)


One of the memorable monsters from the 1990s landmark Doom video games. See our profile for an unnamed marine for a lot more context.

As of this writing the 2016 version of the game has just been released, but this isn’t reflected in these stats yet.


  • Group Affiliation: Forces of Hell.
  • Base Of Operations: Mobile.
  • Height: 12’ Weight: 2200 lbs.
  • Eyes: Glowing Red Hair: None


Powers and Abilities

These gargantuan cybernetic monstrosities can take more damage than any other hellspawn, withstanding up to 50 rockets before falling. They can also return such favors in kind, firing up to three rockets at a time at the puny insects that would dare challenge them.

The Cyberdemons are not the highest leaders of Hell’s armies. They are too independent and headstrong to work well with other demons, thus providing little direction for the lesser hellspawn. But they garner respect simply by being the most powerful and fearsome of the hellspawn.

Doom cyberdemon shooting sprite


For the general background, see the Doom marine writeup.

The Cyberdemons are the heavy artillery of the demon castes. They are also entrusted with guarding critical locations against enemies of Hell.

Doom cyberdemon walking sprite


Take a demon from a typical 1980s metal album cover, give him a partial borg conversion, then super size him.

Doom cyberdemon rocket launcher sprite


Roars and stomps around. Fire volleys of missiles at any living human it sees.



(Chasing a foe) THOOM*THOOM*THOOM

Doom cyberdemon shambling sprite

DC Universe History

See the Doom marine writeup.

Game Stats — DC Heroes RPG

Tell me more about the game stats


Dex: 06 Str: 12 Bod: 14 Motivation: Nihilist
Int: 04 Wil: 04 Min: 08 Occupation: Demonic guardian
Inf: 06 Aur: 08 Spi: 10 Resources {or Wealth}: 00
Init: 015 HP: 050

Growth: 05, Skin Armor: 04

Bonuses and Limitations:

  • Growth is Always On and only affects OV and weight/volume (-5FC).
  • Growth does not add to movement speed (-1FC).
  • Skin Armor only adds to RV versus rockets from Cyberdemons (-3FC).

Charisma (Intimidation): 08, Weaponry (Heavy): 06

With the combination of Strange Appearance and use of the Force Character Interaction Maneuver (since a Cyberdemon’s STR will usually be higher that of the enemies he encounters, unless he is fighting superhumans), Intimidation checks will enjoy a -2CS to OV/RV, making Intimidation very powerful even at 8 APs.

Iron Nerves, Lightning Reflexes.

Hell’s armies (Low).

Catastrophic Rage (if hit by an attack that is not another Cyberdemon’s rocket, will always attack the offending creature even if it is an ally), Miscellaneous (the footsteps of a moving Cyberdemon make a horrifically loud thumping noise that can be heard at quite a distance — characters trying to detect or locate a moving Cyberdemon get a -2CS Bonus to the OV/RV of the Perception Check), Strange Appearance.

Missiles (x3/unlimited – see description below for details) [BODY 04, Bomb: 12, Limitation: Bomb is reduced by 4 APs for every AP of distance between the initial point of explosion and the target; Range: 06, Grenade drawback, Dart Bonus (Can fire up to three missiles at a time)].

Fire zee missiles !

A Cyberdemon’s primary weapon is the rocket launcher that has replaced its right forearm. There is a seemingly endless supply of these missiles, perpetually generated by the Cyberdemon’s techno-magics. However, the Cyberdemon can only generate up to three missiles at a time. After he fires those he must spend a turn “reloading” his launcher.

The missile volleys are represented by the Dart Bonus. The possibility of multiple missile impacts is abstractly represented by the potential RV CSs from the Dart Bonus.

Alternatively (and more in keeping with the mechanics of the computer game), the impact of each missile can be resolved separately, with each of the first two CSs on the Action roll being replaced by an additional missile hitting the target and additional CSs being split evenly among the separate impacts.

For example, if the Cyberdemon fired three missiles and got one CS on the Action roll, the attack would not get a +1CS to EV but would instead would be resolved on the Result Table as two separate hits of Bomb: 12 (while the third missile flies past without hitting the target).

If the Cyberdemon fired two missiles and got four CSs on the Action roll, the attack would be resolved on the Result Table as two separate hits of Bomb: 12 with each hit getting a +1CS to EV.

Fire all zee missiles ! (optional rule)

The above missile rules are sufficient, but if you’d like a game mechanic for generating unlimited missiles (as I did, though I agreed with arguments that it is overly complicated for an NPC), add Fabricate: 25 with the following modifiers: Fabricate can only be used to create the missiles listed above; the OV/RV of the Fabricate roll is 14/14 (-3FC). Fabricate can create up to three missiles at a time, using the Multi-Attack rules; for example, two missiles could be created at once with a +1CS to the OV/RV of the Fabricate roll (+2FC).

If you are using these rules the reload note can be ignored — the Cyberdemon spends a turn generating new missiles via Fabricate rather than reloading.

By Roy Cowan.

Source of Character: Doom video games (Ultimate DooM, DooM ][, Final DooM).

Helper(s): Sébastien Andrivet, Dr. Peter S Piispanen. Sprites rendered by Elite Sniper 177. Main illustration by Hidfan .