CyberNoble

A cybernetically enhanced HellKnight

The 3rd tier of Knight species. This guy is the result of what happens when a particularly big and strong HellKnight finally falls in battle, after having won much glory over decades spent in hells pit arenas. The High Lords of Hell favor good entertainers; and in an attempt to honor their favored gladiators; these select few are chosen to be dragged half dead from the arenas to undergo cybernetic surgery - both saving the life of the HellKnight, and granting him augmentations in the process. The rare HellKnights that survive long enough to win favor and glory through the onslaughts in the arena, are granted the title of Nobles - giving these select caste, certain rank advantages among the organized parts of Hell.

By all standards, this former Knight is tougher and more deadly yet, and while he can't wield comets anymore with just one arm, he can instead fire devastating cyber rockets at will, to even greater effect. When defeated, the Noble may reward the player with his own Assault Shotgun; making him a beneficial foe.

## Behavior

The CyberNoble behaves completely like the vanilla Hellknight would. He slowly strolls towards the player in what can only be described as a mostly beeline pattern. He only stops to throw his arsenal your way. He has a particular noisy gait, thanks to his hydraulic hoof - which has been constructed by the same engineers of Hell that supply the Cyberdemon Lords.

## Attacks

### Melee

The muscles are'nt just for show. The CyberNoble packs one of the most powerful melee attacks in the game, able to gib a player at low health. The battle-hardened CyberNoble attacks noticeably faster than a basic HellKnight. This attack is otherwise of the basic kind.

### Strong GreenGlob

The Noble still has one of his original arms left. He uses it to great effect, throwing strong green globs of plasma at the player, packing a big punch. He has a 1/6th chance of throwing a single missile at the target, but it may also be used as a finisher after casting GreenGlob.

### GreenGlob

The CyberNoble pauses and throws a volley of 3 globs at once, the second and third glob spreading 6 degrees to either side of the center target. This attack can more often than not one-shot a healthy player at close range. There's a 68% chance that the Noble will immediately follow this up with a Strong GreenGlob or Rocket, at equal opportunity. He also has a 1/6th chance of throwing a single volley at the target.

### Assault Shotgun

50% of the time; the Noble favors rapid firing barrages of Assault Shotgun shells at the target - riddling it with a lot of new holes. It may fire anywhere from 1-12 rounds in succesion, possibly even more, if uninterrupted. Each shot contains 12 pellets that are fairly accurate at short to medium range; though quickly falling off in accuracy at a longer distance. The total damage of a single point-blank shot to the face can deal up to 180 damage, gibbing a healthy player instantly or just outright killing anything it touches in a few shots - even beefy monsters. This attack cannot hurt other tiers of Knight or Barons.

### Rocket Launcher

Aiming it's rocket launcher, the Noble can fire a single rocket that is powerful enough to annihilate a healthy player with green armor more often than not. The splash damage and radius is considerable and an equal to the players' own rocketlauncher. This attack can not hurt other tiers of Knights or Barons.

## Strategy

By themselves, in large open areas; a single CyberNoble seems tame enough. That is, right up until he starts firing that Assault Shotgun your way. Thanks to this guys massive health and low speed; he is not normally a priority target, unless found in confined areas or ambushes. In those scenarios, this monster can absolutely wreck the best of players, unless quickly turnt to monster infighting or gunned down fast by powerful weapons.

Due to this foes high burst damage, bulky health, high pain tolerance and devastating hitscan attacks; he will almost alway be considered a real threat. His weakness lies in his lack of mobility, lack of seekers and lack of long distance pressure fire. He is therefore best dealth with at long range, or with pot-shots around corners - taking advantage of his somewhat sluggish reactions.

Regardless, simply based on his overpowering hitscan weapon alone, he is always a very dangerous foe to encounter.