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The Hyperion Class Cruiser The Problem

No Agents of Gaming (AoG) unit has generated The problem, as I see it, can be essentially
more variants and more commentary than the boiled down to two primary areas. They are:
Earth Alliance (EA) Hyperion series of heavy
cruisers. Even the class name originally spawned 1) The current published In-Service Dates and
controversy. Is it really Hyperion or is it, as some how these dates correspond with the given ship's
believe, Roosevelt? Personally, I've always had a bit weapon mix, and the historical events of the period.
of a problem with several of the designs and most of 2) The basic weapon mix given anecdotal
the In-Service dates. So it's time to set the records evidence from the television series, the follow up
straight (at least on my terms), and generate a new movies and the resulting miniatures and pictures.
time line of variants and update their designs to be
more consistent. Two basic problems, and yet the scope of the
Here is the current list of Hyperion class discussion is potentially huge. That being said I'll
cruisers, their AoG In-Service Dates and the attempt to explain my thinking and present the
projected variants that were never produced: results of my efforts.

Prototype Heavy Cruiser Y???? Interpretations of Screen Evidence


Alpha Heavy Cruiser Y2216 The Hyperion series of vessels have made a
Beta Missile Cruiser Y2217 number of appearances in the television show and
Gamma Assault Cruiser Y2230 in the movie “In the Beginning.”
Delta Pulse Cruiser Y2240 In the first season episode “A Voice in the
Epsilon Command Cruiser Y2246 Wilderness, Part 2,” the EAS Hyperion is shown in
Zeta Rail Cruiser Y2246 combat. In the scene, the Hyperion fired multiple
Eta Patrol Cruiser Y2246 bursts from a series of dorsal turrets, several of
Theta Heavy Cruiser Y2246 which are located on the aft superstructure. In the
Iota ??????????? Y???? course of the battle, Lt. Commander Ivanova notes
Kappa ??????????? Y???? that “Hyperion's forward guns powering up,
Lambda Aegis Cruiser Y2257 preparing to fire...” These forward weapons then
Mu Bombardment Cruiser Y???? fired two bursts from each barrel. The implication
is that these guns are something more than the
The History Repair Team (HRT) explored the dorsal turrets that fired earlier given Ivanova's
unreleased versions prior to the demise of AoG, but play-by-play for their firing and not for the earlier
never generated any specific statistics. The weapons fire. Also, at no point in the scene is there
Prototype was imagined with a combination of a beam weapon fired from the Hyperion. Finally,
plasma and particle technology in a slightly notes from J. Michael Straczynki indicates that the
different mix than that seen on the Hyperion-Alpha, “Hyperion is one of the few surviving heavy
possibly in an Epsilon style weapon configuration. cruisers from the Earth-Minbari War period.”
The working concept for the Hyperion-Iota was as a Based on the evidence, the EAS Hyperion is an
War Cruiser, specifically for the Earth-Minbari War, Earth-Minbari War era heavy cruiser, armed with
whose design had been simplified to increase burst type weapons and no beam weapons. An
production. The Hyperion-Kappa was pigeon holed added inference is that the heaviest weapons
as a high endurance minesweeper. And to really carried are the forward guns, located in the
drive everyone crazy the HRT even theorized a foremost nose position.
Hyperion-Mu. This variant was dubbed a The Earth-Minbari era comment segues nicely
bombardment cruiser and was placed into service into an evaluation of the movie, “In the Beginning,”
by President Clark specifically to bomb break away which is the story of the Earth-Minbari War. In it we
colony worlds and deal with localized civil unrest. see that the EAS Prometheus, a Hyperion cruiser, is
equipped with a jump engine. In addition, in the
opening battle in which Dukat is killed, we once
again see many pulse type blasts being fired, but originated from cannot be seen. Interestingly, there
again, no beam weapons. are no blue bolts of fire from the Clarkstown, which
However, in a follow up battle scene there are is the only type of fire we saw in any of the earlier
indications that a beam weapon may have been examples.
fired from a Nova dreadnought. Unfortunately, a So what has all of this analysis proven?
frame by frame walk through the scene does not Primarily, you can't expect a television show to
provide a definitive answer. The noted beams may remain wholly consistent with its CGI work...period.
actually be the lighter beams of the Nial fighter (not However, if I take one thing away from it, it's that
shown actually firing) because there are the miniature produced by Agents of Gaming was
indications of explosions appearing on the Nova at faithful to the show, but very few of the Hyperion
the beam sites. They still might be actual beams SCS's created by AoG did. This SCS assessment is
emitted from the Nova. It's just not clear. In either based on the weapons provided and their layout on
case, the beams are much dimmer and weaker than the sheet. The lack of the aft weapons on nearly
those seen in later episodes where Omega every AoG's SCS, with the exception of the
destroyers are firing lasers. The beams are also a Hyperion-Epsilon and Hyperion-Eta, is inconsistent
different color from the Omega lasers, potentially with the show and the miniature. I therefore
green, which would add weight to the idea that the contend that the Hyperion-Epsilon layout should be
beams are from Minbari weapons, directed at the used as the standard and not the base AoG layout.
Nova and not fired by the Nova itself. Therefore, I will base my revised Hyperion
In addition to the mysterious beam fire, a series on that model and rebuild all of the units
number of larger, red pulses (different from the from that base configuration. However, I will still
blue pulses) were noted as originating from one of attempt to remain somewhat consistent with AoG in
the Novas, though blue pulses (similar to that fired terms of basic classes and their innate behavior
by the Hyperion's) are also seen originating from will be retained. That being said, let's evaluate each
another Nova as well. Thus the danger of class and modify as desired.
examining TV special effects footage too closely,
inconsistencies abound. This is also the scene Hyperion Prototype (Y2208)
where an Omega appears (or at least a g-positive
History: In Y2205, the go-ahead was given
spin section is seen). However, for all of these
for the development of a brand new class of cruiser,
questionable observations, it was definitively noted
the Hyperion. The prototype design would be a
that, at no point was a beam weapon fired by a
significant improvement over the older Epimetheus
Hyperion class.
with a design mix of heavy and medium plasma
Speaking of consistency, in the fight between
cannons, backed by a trio of standard particle
the Drala Fi and Sheridan's EAS Lexington, we
beams. Because the new ship was designed from
again see aft placed dorsal guns on the Hyperion
the outset to incorporate interceptor/e-web
firing multiple bursts and at one point in the scene
technology, the new Hyperion class would benefit
we hear in the background a report of “...plasma
from better system coverage and redundant
cannon is non-functional...” Again, there is no laser
overlap. The final significant addition was the
fire, but the Lexington lead fleet was obliterated
inclusion of a single flight of fighters, something
quickly with virtually no opportunity to fight back.
the earlier Epimetheus never managed.
Finally, in the 3rd season episode of the
The first prototype was fielded in Y2208 and
television series, titled “Severed Dreams” we see a
was deemed a major success. However, further
Hyperion-class cruiser, the EAS Clarkstown, fire a
senate battles prevented EarthForce from fielding
laser from its forward, side mounted turret at the
the new cruiser in a production Alpha model. The
EAS Alexander. The beam is red and consistent
delay was the result of mounting internal
with the lasers seen firing from Omega destroyers.
dissension and the Senate's concern with the
In addition, it was noted that the Clarkstown also
possibility of civil war. The Senate concerns were
fires a series of large, red bolts as well as the laser,
realized when civil war did indeed break out in
though the specific turret from which the red bolts
Y2212, though it was quickly suppressed.
Design Basis: Never officially released by firing arcs changed. The gaming result is a
AoG, the Hyperion-Prototype was theorized to be reduction in overall forward firepower, but the
armed with all plasma cannons, with the exception improved arcs of the heavy armament offsets this,
of the standard particle beams and the resulting in very little change in the point value.
interceptor/e-web. The weapon layout is that of the Note that the higher weapon armor moved with the
original AoG-Epsilon with the AoG-Alpha armor particle cannons to the nose location.
and system layout. In a break from the AoG norm,
the primary weapons are now placed in the dorsal Hyperion Beta (Y2217)
side by side gun position at the nose. The choice of
History: Interestingly, several more
this position is based on the fact that they appear to
suggested improvements were not implemented
be the largest gun emplacements and would
into the production Hyperion-Alpha. These
represent the most available space for large
improvements were the result of EarthForce R&D,
weapons, while affording excellent forward firing
which had made several breakthroughs in
arcs. See the design basis comments on the
structural engineering that would allow the
Hyperion-Alpha for additional design notes.
production of an even more capable design. But
these additions would have delayed initial
Hyperion Alpha (Y2216) construction and were thus tabled. EarthForce
History: With peace restored, the EA once leadership was simply unwilling to wait a second
again returned its full attention to the universe at longer, given the Narn aggression and the
large. The primary concern was the increasing favorable Senate appropriations. The
tensions with the Narn Regime. This latest threat improvements would simply have to wait until a
loosened the purse strings and paved the way for suitable refit for the new cruiser could be planned.
renewed EarthForce expansion. One of the primary Ironically, these improvements would be
beneficiaries of this renewed spending was the rolled into the missile armed Hyperion-Beta, which
Hyperion class, which finally entered serial appeared less than a year later in Y2217. The Beta
production in Y2216. was intended to further extend the engagement
However, the Hyperion-Alpha that entered sphere of an EarthForce fleet by introducing
production was not the prototype design. In the massed volleys of missile fire, the most accurate of
intervening years, engineers had continued to the long range weapons then available. The
tweak the design, with simulated war games used Hyperion class was selected as the base hull for
to chart the cruiser's strengths and weaknesses. As this new mission by virtue of its newness and as a
a result, the heavy plasma cannons were deemed means of introducing the improvements left off the
too short ranged for a mainline cruiser's primary Hyperion-Alpha. The primary weapons suite was
armament. Instead, particle cannons were replaced by no less than seven missile racks,
substituted, though they lacked the crunch power backed by a reload rack, which had replaced the
of the heavy plasma cannon. The resulting rise in fighter hangar bay. Furthermore, on-going
power demands from this updated weapon suite structural improvements allowed for the addition
was made good through improvements in the of more armor to the core systems, further
reactor design, though future reactor growth improving the survivability of the class.
margin was greatly reduced. Additional Hopes that the existing Hyperion-Alpha's
improvement in the aft superstructure raised the would be similarly upgraded to the improved
armor in this region, which included improved structural design and armor layout were squashed
main thruster protection. by the suddenness of the Beta's appearance. The
Design Basis: Essentially, the basic SCS is Senate, with memories of the interminable
that of the Hyperion-Prototype with the swap out of Epimetheus upgrades, was unwilling to relive that
the heavy plasma cannons with particle cannons. experience and drew the line against another
The AoG-Epsilon weapon configuration is retained update so soon after the Beta. The defeat of the
and the total fire power of this design is identical to Narn at Epsilon Indi in Y2219 only hardened the
the AoG-Alpha, with only weapon placement and feeling that an upgrade was unnecessary.
Design Basis: Using the same weapon reality it's not all that major. Essentially, I've
layout of the revised Hyperion-Alpha results in the inserted the AoG-Hecate-Alpha into the Hyperion
same number of missile racks as the original AoG- variant path. During the Variants-3 development
Beta. The resulting overall firing arc coverage is process, a medium laser equipped Hyperion,
somewhat improved. The only other major change deployed during the Dilgar War, just made too
from the AoG-Beta was the retention of all three much sense. Unfortunately, the Hyperion variant
standard particle beams, as it made no sense to line was already filled for that time period and
remove them given their position on the there was simply no room to add it. Thus the silly
superstructure, where they would not interfere Hecate design process was dreamed up and added
with missile fire or any other modification to the to the history. With my rewrite, I can drop the
superstructure. Also, for some reason, the AoG- Hecate line completely and add a medium laser
Beta has a 16 box engine while the AoG-Alpha has a equipped Hyperion. Overall the new Hyperion-
17 box engine. There is no reasonable explanation Gamma is essentially the same as the AoG Hecate-
for the change, so I retained the Hyperion-Alpha's Alpha though, once again, the AoG-Epsilon weapon
17 box engine. Finally, the AoG-Beta port and layout is retained. This results in a better layout of
starboard thruster ratings were increased to 5 the medium lasers, making it far easier to bring all
from the AoG-Alpha’s rating of 4, which again three to bear.
makes no sense, since the later AoG-Gamma and
AoG-Hecate-Beta revert back to a rating of 4. Once Hyperion Delta (Y2230)
again, I chose to retain the Hyperion-Alpha's
History: With internal strife at an all time
thruster rating of 4.
low, good relations with the Centauri and on
speaking terms with the other powers, the EA was
Hyperion Gamma (Y2228) content to carve out its own sphere of influence
History: The Senate’s reluctance to authorize without harassment or annoyance from others. The
addition spending to update the existing Hyperion- largest controversy remaining was the relative
Alpha's forced EarthForce to resort to a bit of importance of the military budget, with the majority
shadow play with regards to appropriations. feeling that large scale conflicts, like those that
Instead of additional updates, EarthForce occurred with the Centauri, Narn, Ch'Lonas and
leadership now requested funding for a series of Koulani were at an end. They concluded that the
“testbed cruiser” designs based on the Hyperion presence of more forces than were needed to
hull form. The stated goal would be to “develop” suppress raiders and guard the borders was
upgrade paths for the Hyperion-Alpha such that simply unnecessary. A few pointed out the
when funding became available, the design would dangerous unknowns that might still lurk in the
already be in place. The Senate bought the ploy and depths of interstellar space, but they were largely
authorized funding in Y2225. The result was the ignored. Even the most pessimistic failed to
launch of the Hyperion-Gamma in Y2228. comprehend what was about to occur.
The design mounted no radical new The Dilgar were on the move, and by the time
technology, though it did introduce the medium the EA noticed, the Dilgar were engaged with
laser to the Hyperion, as well as adding the several important League nations, such as the
structural/armor improvements previously Abbai and Drazi, having already conquered a pair
developed for the Hyperion-Beta. Despite the of smaller nations, the Alacans and Balosians. The
“testbed” designation, the Hyperion-Gamma's were more paranoid among the EA Senate prevailed
produced in surprisingly large numbers. Funding upon the whole to send a mission to seek additional
was based on a combination of development grants data, but the Hyperion-Alpha, EAS Persephone, was
for further “testbed” designs, reduced to limited destroyed by the Dilgar, who claimed it was an
one-off designs, and credits siphoned away from accident, and warned of the consequences of
authorized Hyperion-Alpha production. visiting combat zones. While nothing further was
Design Basis: Obviously, this is the first done to immediately follow up, the Alliance began
significant break in the Hyperion time line, but in to take official notice of the Dilgar.
This included the realization that the Dilgar the now scarce medium laser.
were actually invading worlds, a process originally The best weapon option turned out to be the
thought to be all but impossible against a railgun, and the fastest refit plan involved
technological foe, except in the form of hit and run replacement of the forward medium plasma
raids. Unfortunately, no one foresaw the wide cannon turrets with railgun turrets from the
spread use of tailored biological weapons or Artemis-Beta on a one for one basis. The particle
extensive mass-driver attacks as a prelude to cannons would be replaced with the smaller
invasion. All of which meant that if there was to be medium plasma cannon, to create space for the
war, the EA would be forced to put soldiers on the railgun ammunition bins and balance the increased
ground in the face of stiff opposition. The current power demands of the railguns. The first railgun
means of transporting troops was the Condor Troop equipped Hyperion-Epsilons entered service just as
Transport, an atmospheric capable light ship war came to the EA.
intended for low intensity landings. In response, Design Basis: So here is the next shakeup
the Hyperion Delta was hastily developed as a more of the Hyperion line, with the AoG-Zeta Railgun
survivable assault transport, along with its Hades Cruiser moved to an earlier in-service date. As it
class assault shuttle, to conduct the initial landings currently exits, the AoG-Zeta is rare, railgun
before the Condors brought in the follow-on waves. equipped cruiser whose in-service date is the same
Design Basis: The Hyperion-Delta is pretty as the longer ranged and more damaging heavy
much an exact copy of the AoG-Gamma. The only laser equipped AoG-Epsilon, AoG-Eta and AoG-
real change is the retention of the 17 box engine Theta. The timing of this variant does not really
from the Hyperion-Alpha. Like the AoG-Beta, the make allot of sense. Why mess with the railgun
AoG-Gamma again has a 16 box engine instead of a when the more damaging heavy pulse cannon and
17 box engine. heavy laser cannon are currently available? But
insert the Zeta into the Dilgar War and the variant
Hyperion Epsilon (Y2232) makes allot of sense. The Alpha, with its short
ranged slow-firing plasma cannons and low
History: As the Dilgar continued their
damage particle cannon, would have had a difficult
offensive into League space, the EA responded by
time with the Dilgar and their long range bolters
issuing a number of warnings to the Dilgar that
and fast firing pulsars. Significant numbers of
operations close enough to threaten the Alliance
medium laser equipped Gamma's is not possible
space would be met with force. Even as their issued
given the run on medium lasers by the Nova class.
their warnings, EarthForce reinforced the normal
The railgun is the only other descent range, hard
pickets along the EA borders with the various
hitting weapon then available in the EarthForce
League worlds. Contingency plans were quietly
arsenal. The similarly equipped Artemis-Beta is
drawn up and accelerated orders for new
limited by its smaller size, which hurts in terms of
construction given. Based on the information
long range deployment, as does its lack of a jump
flooding out of the war ravaged League worlds, it
drive. A railgun equipped Hyperion during this
was realized that the Dilgar possessed a number of
period thus makes a lot of sense. I therefore set the
advanced technologies which would give them the
In-Service date to Y2232. The AoG-Epsilon weapon
advantage in firepower over an equivalent
layout is again retained, with the medium plasma
EarthForce fleet. In addition, the loss of the EAS
cannons replacing the AoG-Zeta medium pulse
Persephone convinced enough Senators, that
cannons. The thruster ratings for the port,
maybe the baseline Hyperion-Alpha might not
starboard and center main thrusters and the free
posses enough fire power for the coming conflict.
thrust from the engine are reduced to pre-Dilgar
Additional funding for the Hyperion-Gamma
War update levels. Similarly, system boxes are
seemed to be the obvious choice, but with Nova
reduced to pre-Dilgar War levels on the reactor,
production also ramping up, the medium laser was
sensors, engine and center main thruster.
in short supply. In response, EarthForce explored a
Obviously the reduced number of railguns (5 to 3)
number of quick fixes intended to add additional
and the change to plasma cannons in place of pulse
firepower to the Hyperion-Alpha that did not rely on
Hyperion Eta (Y2240) and Theta While examining Dilgar bolters and pulsars,
the victorious EA scientists made a surprising
(Y2240) discovery when they realized that a theoretical
History: Despite the EA’s warning to the error made by the Dilgar had prevented them from
Dilgar, nothing obvious had been done, and the achieving the modern pulse series of weapons. By
Dilgar decided to call the EA's bluff. The Dilgar making this correction, the modern light, medium
decided to continue their push into League space and heavy pulse cannons were born. And yet while
and invaded the Markab Theocracy. The Markab the Dilgar had missed the chance to have modern
bordered EA space, leaving the Dilgar one jump pulse weapons they still managed to develop a
away from potential invasion. This was the final targeting system for their quad pulsar that was so
straw and EarthForce sprang into high gear. Ships sophisticated and compact that Earth science could
were placed in motion, plans to intervene in not reproduce it. It would take nearly 30 years and
support of the Markab were issued and the Dilgar help from some shadowy allies to figure out why.
were warned once again that this was their last With pulse technology available, EarthForce
chance. finally enacted an update for its front line cruiser.
The Dilgar remained unimpressed, until EA The result was the Hyperion-Eta, which swapped
ships showed up and opened fire. The Dilgar, taken its particle cannons/medium plasma cannon mix
by surprise, fled with minor losses. Thanks to the for a heavy pulse cannon/medium pulse cannon
zealotry of the Markab, EarthForce was forced to combination. Throw in the addition of a number
pursue the Dilgar lest their erstwhile allies destroy overall system improvements, developed over the
themselves. Several League nations were quickly course of the war, and the Hyperion-Eta was once
liberated on the way, adding additional forces to the again at the cutting edge of design technology.
Allied fleet. Thanks to these additions, the Unfortunately, cutting edge did not result in
EA/League fleets were able to maintain the longer range, as the heavy pulse cannon had no
pressure on the Dilgar, while the Drazi and their better range than the particle cannon it replaced.
token allies pressed from the other side. However, the Dilgar heavy bolter did have better
The Dilgar were in the process of shifting range and its larger and cruder fire control system
forces between the two fronts, when the primary (when compared to the quad pulsar) could be
Dilgar fleet was brought to decisive battle by the reproduced. To that end, a parallel project was
EA/League fleet in the Balos system. Unfortunately, begun to add the heavy bolter to the Hyperion
the Dilgar forces were present in greater numbers frame. The primary problem to overcome was that
and strength than was expected. The battle that the exceedingly large heavy bolter would not fit in
followed broke the back of the Dilgar navy and the forward heavy weapons bay. To expedite
came close to doing the same to the EA/League. production, a single bolter was buried into each
Though another major battle awaited the fleet at side of the cruiser and an innovative turret system
Omelos, the war was effectively over at this point installed at the surface. Unfortunately, the new
due to the greater capacity of the EA/League to turrets limited the firing arcs of the bolter, but given
replace losses as compared to the Dilgar. the added range advantage, this restriction was
After the Dilgar War, EarthForce examined the deemed acceptable.
performance of its front line cruiser. While Medium pulse cannons were assigned to the
reasonably successful, the lack of range and medium plasma cannon locations. As the design
firepower when compared to the Dilgar progressed it was realized that, despite the best
bolter/pulsar combinations was compelling. But attempts of the design engineers, the heavy bolters
rather than attempt to fix the problem immediately, were going to encroach on the forward particle
EarthForce planners waited. The choice was cannons positions, necessitating a reduction in
simple; the same bolter/pulsar technology was weapon size for these locations. Medium pulse
about to produce one of the most far-reaching cannons were the obvious choice, but one of the
additions to naval technology in design history with more influential, and more conservative, admirals
the introduction of pulse technology. of the fleet felt some concern over the complete
removal of all proven technology and, at the last Hyperion Theta (Y2245) and Iota
moment, bulldozed the addition of medium plasma
cannons instead. (Y2246)
Both cruisers proved to be remarkably History: After the defeat of the Dilgar, the EA
successful and both entered serial production with enjoyed great influence over the League, an
the existing Hyperion-Alpha's being quickly undamaged economy and a golden era of public
converted to the Eta series, while new production contentment. The new Hyperion Eta and Theta
was initially focused on Theta production. series of cruisers quickly showed that the new
Design Basis: These two units now pulse technology was a smashing success and
represent the Hyperion fleet as seen in the movie EarthForce was a force to be reckoned with.
“In the Beginning,” and the series episode, “A Voice Unfortunately, the most dangerous period in
in the Wilderness (Part 2),” where no beam human history thus far was about to begin. A
weapons were used. Obviously, the Eta version is reconnaissance group built around the EAS
essentially a lighter version of the AoG-Delta with Prometheus encountered the Grey Council, while
less overall firepower thanks to the AoG-Epsilon seeking information on the mysterious Minbari.
weapon layout but with better arcs for its heavy Captain Jankowski misinterpreted Minbari Warrior
weapons. Similarly, the Theta version is similar to Caste protocol as evidence of hostile intentions, and
the AoG-Epsilon with the exception of the command opened fire. Weapons fire damaged the Valentha,
additions. Both cruisers are not as capable as the flagship and home to the Grey Council and the
original AoG-Eta and -Theta series, but I think they Chosen One. Dukhat and several of the Council
make more sense and compare more favorably were killed, and the survivors sought vengeance.
with the Narn G'Quan heavy cruiser, a similar Despite desperate battles using cutting edge
generation vessel that was somehow trumped by human technology, the Minbari were greatly
the AoG Hyperion despite equal time in space. superior in almost every respect. Minbari weapons
Obliviously, the heavy bolter is a new addition were harder hitting and longer ranged, but the
to the mainstream fleet, but it makes too much worst of it was the Minbari jamming system which
sense not to include. Its range advantage is simply prevented EarthForce targeting computers from
too great to ignore and EarthForce wouldn't have. achieving a lock, crippling the fire control systems
The rest of the bolters aren't really necessary as the of the fleet.
standard particle beam is the equal of the light Quickly discovering that its existing forces
bolter and the medium bolter is trumped by the could not engage the Minbari and realistically hope
medium/heavy pulse cannons. I wrote off the added for survival, much less victory, the Earth Alliance
range of the quad pulsar, which never made sense, began seeking foreign aid and support. The League
and claimed it was the result of shadow-tech, which of Non-Aligned Worlds offered sympathy for its
could not be reproduced. The addition of the protectors, but nothing else, for fear of the Minbari.
medium plasma on the Theta helps explain the The Centauri were also limited to sympathy.
background message heard in the movie “In the Instead it was the upstart and warlike Narn that
Beginning” which states “...plasma cannon is non- would offer assistance in the form of the heavy
functional...” laser cannon. Despite ridiculous markups, the EA
The only other major change was the sensor purchased the technology and every heavy laser
rating, which is increased to 7. The answer for this cannon the Narn could spare. With the new system,
addition is simple, because the Tantalus-Alpha has EarthForce hoped to increase the cost the Minbari
a rating of 7 in Y2238 and Olympus-Delta has a would have to pay for each new conquered system.
rating of 7 in Y2241. With all of the other updates With luck, the cost would become too high and the
to the Hyperion post-Dilgar War, a sensor upgrade Minbari brought to the negotiating table.
would seem to be obvious. The Hyperion is still the The Hyperion-Theta was selected for
primary front line cruiser of the fleet and should immediate conversion by virtue of its more modern
have an improved sensor rating and it should be at construction and the fact this ship type was already
least the same rating as the smaller Olympus. in production. The conversion was limited to a
relatively quick and easy swap of the heavy bolters The Hyperion-Iota is identical to the AoG-
for the new, similarly sized heavy laser cannons. Epsilon except for a couple of areas. A few armor
Initial plans to swap out the remaining medium values were moved around. Some 4's became 3's
plasma cannons for additional medium pulse and 3's became 4's. The heavy pulse cannon firing
cannons were shelved since the medium pulse arcs are increased to match the previous Hyperion
cannon added no additional range advantage over classes. The big change was to increase the sensor
the existing medium plasma cannon and would rating to 8. This follows the same logic as earlier
have added to the refit time. The updated Hyperion- sensor upgrade to 7. The Nova-Beta (Y2242)
Theta Heavy Cruiser would enter service in mid dreadnought has an 8 and the premier command
Y2245. ship, created at a time when money would have
While the quick and dirty conversion of been no object, should have at least that as well.
Hyperion-Theta raced through the admiralty, a Obviously, there is a slight combat point increase.
more thought out design also took form. The Dilgar
War had shown that a dedicated fleet command Hyperion Kappa (Y2256) and
ship was an absolute necessity in large fleet battles.
And while the basic Hyperion had large command Lambda (Y2257)
facilities, much larger than typical front line History: After the devastation of the Minbari
cruisers, the need for even larger fleets to engage War, the EA was forced to rebuild its fleet virtually
the Minbari exceeded even their capability. To that from scratch. To make matters worse, the fleet in its
end EarthForce developed the Hyperion-Iota existing form had proven inadequate to the task of
Command Cruiser in Y2246. The most heavily defending the Earth. As a consequence, surviving
armed Hyperion to date, the Hyperion-Iota shipyards were ordered to continue building the
managed to wedge in the new heavy lasers in ships and classes already in production, while
addition to two heavy pulse cannons, while studies were set up, or in some cases continued, to
increasing command and control and adding a show the future direction of the fleet. Some needs
Nova dreadnought based sensor suite. Ironically, were immediate and obvious. The existing colonies
the best Earth had to offer was considered one of and possessions needed protection and thus
the worst to serve on. Cramped, crowded, full of required something to be put on site immediately.
brass and the favored target of the Minbari fleet, the Others were more straight forward, such as the
average sailor had no desire to serve on an Iota. need for greater endurance to support the EA’s
Though the EA was now fighting the Minbari continued expansion. Some were far more difficult,
with less of a disadvantage, it still was not enough such as how to kill a Sharlin class War Cruiser.
to offset the crushing technological superiority Besides fighters, mines had proven to be one
possessed by the Minbari. The EA was inexorably of the great successes of the war. Added emphasis
pushed back into its own territory until the final on mine warfare was therefore warranted and it
battle arrived. The Minbari had found the Sol was obvious that any EA emphasis on mines would
system. The Battle of the Line saw the bulk of the result in similar aliens advancements. Thus, there
remaining human combat forces massed to buy was a projected need for an updated EA
time for the evacuation of a few more refugees. The minesweepers and associated technology.
Minbari were leisurely demolishing the last hope of One of the most successful outgrowths of these
mankind, when they inexplicably surrendered. The studies was the design and testing of the Prototype
full story has never been released to the public. It Omega Heavy Cruiser in Y2248. During its
was enough that Mankind would survive. transition from prototype to production, a series of
Design Basis: The heavy laser equipped war games generated a number of modifications,
Hyperion-Theta is treated in the same manner that which included a second squadron of fighters,
AoG treated the Brakiri Graviton Pulsar upgrade to some internal changes to aid damage control, a few
the Gravitic Bolt. A note of when the change takes weapon changes or upgrades and a class change to
place and the point cost adjustment is added to the Destroyer, to convince the EA Senate it really
SCS. No other changes or variant designations. wasn't a massive upgrade in size, and thus cost.
As development proceeded on the new Omega possessed a far greater endurance, more firepower
destroyer, construction of Hyperion-Theta's and protection, and carried four times as many
continued, along with production of the Hyperion- fighters as the Hyperion. Their construction would
Eta’s and Epsilon’s. rapidly supplant Hyperion construction as more
It was also decided that the close call mankind and more shipyard space was diverted to the
had just suffered could not be allowed to happen Omega. Despite this, construction of Hyperion's
again. Unfortunately, the Earth Alliance simply never came to a complete halt, allowing the cruiser
wasn't powerful enough to protect itself from every and its variants to serve during the darkest days of
possible foe. The Babylon Project was created to the Civil War and Drakh War. However, except for
solve the problem in another way. Rather than an update to the more modern Interceptor/eWeb
building a fleet able to face any opponent, the EA technology, there would be no further upgrades to
would prevent or defuse problems and create new the Hyperion. All future growth and development
allies. The Babylon Station proved to be a difficult would be rooted in the Omega destroyer series and
task. The first, second and third stations were any other future developments.
destroyed during construction by industrial Design Basis: The interceptor upgrade for
accidents or sabotage. The fourth station, the the Hyperion-Eta and -Theta is again done in the
largest and most powerful, simply vanished. same manner as the Brakiri Pulsar/Bolt upgrade. I
Because the last three stations took advantage of felt that the original Mk-I’s should be upgraded if
the remnants of the prior station’s construction, the for no other reason than simplicity. Its easier to
complete loss of the fourth one left nothing to show build one level of technology and fit it than retain
for the money and effort spent. The EA was on the backward comparability, especially in regards to
verge of abandoning the project when help arrived new construction. And since must Hyperions are
from an unexpected quarter. The Minbari, Centauri new construction, they should have the same
and League of Non-Aligned Nations all pledged interceptors as the -Kappa and -Lamda variants.
funds to finish the station. Though it wasn't enough The Hyperion-Kappa is the first real addition
to duplicate the missing B4, Babylon 5 would exist. to the Hyperion line. It can be treated as valid for
While the stations were under construction, both my revised Hyperion line and AoG's Hyperion
the EA increased its defenses with Heavy Orbital line. The Class-R missile rack were introduced in
Satellites and key EarthForce positions received order to quickly deploy the new Type-Z anti-mine
extensive minefields. This revived the effort to missile. A reload rack was added to lengthen
counter those same minefields, at least those in deployment and the hangar used to support six
alien hands. To that end, the remotely piloted Drone minesweeping shuttles. A pair of standard particle
Sweeper was finally placed into service, and the beams replaces the side medium pulse cannons to
new Hyperion-Kappa, a high endurance provide more interception along with the new Mk-
minesweeper built on a Hyperion hull soon II interceptors. The sensor system is lifted straight
followed (Y2256). In recognition of the growing from the Perseus Minesweeper from the Earth
numbers of fighter present in most modern alien Alliance Playtest Pack.
fleets, and the increase in fighter size, a large The Hyperion-Lambda is essentially the same
dedicated fleet escort was also placed into service, as the AoG-Lambda. The number of standard
again utilizing the Hyperion hull. The Hyperion particle beams is the same, but the layout matches
Lambda class, equipped with new Aegis fighter the AoG-Epsilon weapon layout. The Aegis pods
targeting system, was placed into service in Y2257, shift to the nose main weapon locations, but now
though its potential effectiveness was questioned include armor. In the same vain, a 7 sensor rating is
by a number of admirals within EarthForce. used to continue the my new Hyperion time line.
When the Omega-Alpha entered service in One final change was the reduction of the reactor
Y2250 it changed the public image of EarthForce. system from 25 to 23 boxes. Why the AoG-Lambda
Now when people thought of EarthForce the image had an increased number of boxes, considering that
would be of the Omega, just as the previous the power demand went down, is unknown.
generation had thought of the Hyperion. The Omega
AoG Hyperion Iota (Y2247) production of additional Iota's and returned to
Theta production. As a result, the Iota would
History: As the Minbari continued their
remain a rare and short lived addition to any
charge through Earth Alliance space, EarthForce
Alliance fleet, though it would represent one of the
struggled for a means to slow their advance.
fastest cruisers in the Earth Alliance fleet for some
Despite the addition of the Heavy Laser Cannon
time to come.
from the Narn, the overwhelming advantage of the
Design Basis: Well, its another Earth-
Minbari Jammer remained the final arbiter of any
Minbari War Hyperion variant. Hardly profound or
battle. Only by closing to point blank range was
earth shattering, but there it is. As stated earlier,
there any realistic chance of scoring hits.
the HRT postulated the Hyperion-Iota was a war
Unfortunately, only the largest EarthForce ships
design intended to simplify construction. The ship
could hope to survive the initial volley of Minbari
sacrificed some capability to allow for very rapid
fire, while only the smallest EarthForce ships
construction.
possessed the agility to close quickly.
When I sat down and thought about it, the
In desperation, EarthForce engineers stripped
concept of a large cruiser that has been simplified
aft facing heavy laser cannons from a number of
did not make a whole lot of sense. The Hyperion is
Hyperion-Theta's and removed the jump engine
big and its design has been in place for nearly 40
and hangar. In place of the removed jump engine
years. There aren’t allot of simplification options
EarthForce engineers installed a second engine. To
that would really improve construction time. The
take advantage of the additional thrust, the main
only obvious simplification is the removal of the
thruster package was removed and replaced with
jump drive. But what fills the empty space?
three main thrusters from the Oracle Scout Cruiser.
Nothing?
The new thrusters would have drastically reduced
It was then that I considered the extra engine.
life spans given the fact that they were not balanced
The goal when fighting the Minbari is to close the
for the Hyperion form, but would provide the
range as quickly as possible. The shorter the range
cruiser with unprecedented acceleration. The
the less effective the Jammer. Given that, a fast
remaining thrusters were over-clocked for added
Hyperion would be very useful. So a new rear
performance as well, again at the cost of greatly
superstructure block adds an engine and new main
shortened life. Additional armor was added to the
thrusters. Crank up the ratings on the other
forward structure and a Nova-dreadnought sensor
thrusters as well, and you have a fairly agile
suite installed. The reactor was left unchanged,
Hyperion. Add a sensor upgrade and a forward
leaving a large reserve which could be used to
structure armor improvement and you have a
power the remaining heavy lasers in sustained
Hyperion to go Minbari hunting.
mode or generate more thrust.
Finally, since any point blank fighting with the
Despite the added thrust, the improved
Minbari usually involves severe pain to the
sensors and extensive power reserves, the Iota did
attacker, I decided that the aft firing lasers were
not represent an significant improvement over the
unnecessary. This give the advantage of allot of
existing Theta's. Some early successes were
spare power for sustained firing of the remaining
achieved by hiding Iota's amongst standard
heavy lasers and buying even more thrust. This
Hyperion's and then using the Iota's new
ship should prove to be a fairly interesting to play.
acceleration to suddenly charge into closer range
where some solid hits were finally generated.
However, EarthForce once again failed to recognize
the extent by which Minbari technology exceeded
the Alliance's. After some initial successes, Minbari
sensor technicians quickly became adept at
spotting the Iota's altered form, and made sure to
direct fire at the new cruisers to quickly remove
them from the equation. With the tactical
advantage removed, EarthForce leadership slowed
Hyperion Variant (Rare)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Heavy Cruiser (Prototype)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Heavy Plasma Cannon
In Service: 2208 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Plasma 5
Point Value: 550 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: Standard
Damage: 4d10+8 (-1 per 2 hexes)
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -2 per 3 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+1/-5
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Plasma Cannon
Class: Plasma 3
FORWARD HITS SENSOR DATA Modes: Standard
1-4: Retro Thrust HANGAR Damage: 3d10+4 (-1 per 2 hexes)
5-7: Hvy Plasma Cannon Defensive EW 6 Fighters Range Penalty: -1 per hex
8: Med Plasma Cannon Target #1 Fire Control: +3/+1/-5
9-12: Interceptor 2 Shuttles Thrust: 3 Intercept Rating: n/a
13-18: Forward Structure Target #2 3 Armor: 1 Defense: 8/10 Rate of Fire: 1 per 3 turns
19-20: PRIMARY Hit Target #3
SIDE HITS Target #4 Standard Particle Beam
Class: Particle
1-6: Port/Stb Thrust 1
7-10: Med Plasma Cannon Target #5 Modes: Standard
Damage: 1d10+6
11-18: Port/Stb Structure Target #6 Range Penalty: -1 per hex
19-20: PRIMARY Hit 1 3 2 Fire Control: +4/+4/+4
Intercept Rating: -2
AFT HITS
1-5: Main Thrust 11 3 3 12 Rate of Fire: 1 per turn
6-9: Jump Drive Interceptor Mk-I
10-11: Med Plasma Cannon
12-13: Interceptor
2 2 Intercept Rating: -3
1
Rate of Fire: 1 per turn
14-18: Aft Structure OFFENSIVE MODE:
19-20: PRIMARY Hit Class: Particle
PRIMARY HITS Modes: Standard
1-10: Primary Structure 3 3 Damage: 1d10+5
11-12: Std Particle Beam Fire Control: --/--/+6
Range Penalty: -2 per hex
13-14: Sensors
15-16: Engine 3 4 3
17-18: Hangar
19: Reactor FORWARD
20: C & C
ALL P-Beams
2
6
4 8 9 10 4

8
4 5
4
STARBOARD

3 3
6
4
PORT

4
3

4 4
4

3 4 4 3
PRIMARY
ICON RECOGNITION AFT
2 2
Thruster
C&C 13 14
Sensors 4 3
Engine

Jump Engine
Reactor
Hangar
6 7
3
Hvy Plasma Cannon
3 2 2 2
3
Med Plasma Cannon

Std Particle Beam

Interceptor 3 3 3 DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Heavy Cruiser (Alpha Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Particle Cannon
In Service: 2216 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Particle 7
Point Value: 575 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: Raking
Damage: 2d10+15
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +5/+4/+2
Intercept Rating: -1
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 2 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Plasma Cannon
Class: Plasma 3
FORWARD HITS SENSOR DATA Modes: Standard
1-4: Retro Thrust HANGAR Damage: 3d10+4 (-1 per 2 hexes)
5-7: Particle Cannon Defensive EW 6 Fighters Range Penalty: -1 per hex
8: Med Plasma Cannon Target #1 Fire Control: +3/+1/-5
9-12: Interceptor 2 Shuttles Thrust: 3 Intercept Rating: n/a
13-18: Forward Structure Target #2 3 Armor: 1 Defense: 8/10 Rate of Fire: 1 per 3 turns
19-20: PRIMARY Hit Target #3
SIDE HITS Target #4 Standard Particle Beam
Class: Particle
1-6: Port/Stb Thrust 1
7-10: Med Plasma Cannon Target #5 Modes: Standard
Damage: 1d10+6
11-18: Port/Stb Structure Target #6 Range Penalty: -1 per hex
19-20: PRIMARY Hit 1 3 2 Fire Control: +4/+4/+4
Intercept Rating: -2
AFT HITS
1-5: Main Thrust 11 4 4 12 Rate of Fire: 1 per turn
6-9: Jump Drive Interceptor Mk-I
10-11: Med Plasma Cannon
12-13: Interceptor
2 2 Intercept Rating: -3
1
Rate of Fire: 1 per turn
14-18: Aft Structure OFFENSIVE MODE:
19-20: PRIMARY Hit Class: Particle
PRIMARY HITS Modes: Standard
1-10: Primary Structure 3 3 Damage: 1d10+5
11-12: Std Particle Beam Fire Control: --/--/+6
Range Penalty: -2 per hex
13-14: Sensors
15-16: Engine 3 4 3
17-18: Hangar
19: Reactor FORWARD
20: C & C
ALL P-Beams
2
6
4 8 9 10 4

8
4 5
4
STARBOARD

3 3
6
4
PORT

4
3

4 4
4

3 4 4 3
PRIMARY
ICON RECOGNITION AFT
2 2
Thruster
C&C 13 14
Sensors 4 3
Engine

Jump Engine
Reactor
Hangar
6 7
4
Particle Cannon
3 2 2 2
3
Med Plasma Cannon

Std Particle Beam

Interceptor 4 4 4 DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Uncommon)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Missile Cruiser (Beta Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11)
In Service: 2217 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13)
Class-S Missile Rack
Class: Ballistic 0
Point Value: 675 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Missiles: 20
Range Penalty: None
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +4 Fire Control: +3/+3/+3
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Rate of Fire: 1 per 2 turns
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Standard Particle Beam
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Class: Particle
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Modes: Standard 1
Damage: 1d10+6
FORWARD HITS SENSOR DATA Range Penalty: -1 per hex
1-4: Retro Thrust HANGAR Fire Control: +4/+4/+4
5-8: Missile Rack Defensive EW 0 Fighters Intercept Rating: -2
9-12: Interceptor Target #1 Rate of Fire: 1 per turn
13-18: Forward Structure 2 Shuttles Thrust: 3
19-20: PRIMARY Hit Target #2 3 Armor: 1 Defense: 8/10 Interceptor Mk-I
SIDE HITS Target #3 Intercept Rating: -3
1
1-6: Port/Stb Thrust Target #4 Rate of Fire: 1 per turn
7-10: Missile Rack OFFENSIVE MODE:
11-18: Port/Stb Structure Target #5 Class: Particle
19-20: PRIMARY Hit Target #6 Modes: Standard
Damage: 1d10+5
AFT HITS 1 3 2 Fire Control: --/--/+6
1-5: Main Thrust Range Penalty: -2 per hex
6-9: Jump Drive 11 4 4 12
10-11: Missile Rack
12-13: Interceptor
14-18: Aft Structure
2 2
19-20: PRIMARY Hit
PRIMARY HITS
1-9: Primary Structure
10-11: Std Particle Beam 3 3
12-13: Reload Rack
14-15: Sensors
16-17: Engine 3 4 3
18: Hangar
19: Reactor FORWARD
20: C & C
ALL P-Beams
2
6
6 8 9 10 5
4 5
3
3 3
3
5 2 5 MISSILES
Rack #1
STARBOARD

6
5
PORT

Rack #2
5
3
Rack #3

4 4 Rack #4
5
Rack #5
4 4

PRIMARY
ICON RECOGNITION AFT Rack #6
3 2 2 3
Thruster
C&C 13 14 Rack #7
Sensors 4 3
Engine
Reload Rack
Jump Engine
Reactor
Hangar
6 7
4
Reload Rack
3 2 2 2
3
Missile Rack

Std Particle Beam

Interceptor 4 4 4 DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Rare)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Laser Cruiser (Gamma Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Medium Laser
In Service: 2228 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Laser
5
Point Value: 640 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: Raking
Damage: 3d10+12
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+2/-3
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Plasma Cannon
Class: Plasma 3
FORWARD HITS SENSOR DATA Modes: Standard
1-4: Retro Thrust HANGAR Damage: 3d10+4 (-1 per 2 hexes)
5-8: Med Laser Cannon Defensive EW 6 Fighters Range Penalty: -1 per hex
9-12: Interceptor Fire Control: +3/+1/-5
13-18: Forward Structure Target #1 2 Shuttles Thrust: 3 Intercept Rating: n/a
19-20: PRIMARY Hit Target #2 3 Armor: 1 Defense: 8/10 Rate of Fire: 1 per 3 turns
SIDE HITS Target #3 Standard Particle Beam
1-6: Port/Stb Thrust Target #4 Class: Particle
1
7-10: Med Plasma Cannon Modes: Standard
11-18: Port/Stb Structure Target #5 Damage: 1d10+6
19-20: PRIMARY Hit Target #6 Range Penalty: -1 per hex
AFT HITS 1 3 2 Fire Control: +4/+4/+4
Intercept Rating: -2
1-5: Main Thrust
6-9: Jump Drive 11 4 4 12 Rate of Fire: 1 per turn
10-11: Med Plasma Cannon Interceptor Mk-I
12-13: Interceptor
14-18: Aft Structure
2 2 Intercept Rating: -3
1
Rate of Fire: 1 per turn
19-20: PRIMARY Hit OFFENSIVE MODE:
Class: Particle
PRIMARY HITS Modes: Standard
1-10: Primary Structure Damage: 1d10+5
11-12: Std Particle Beam 3 3
Fire Control: --/--/+6
13-14: Sensors Range Penalty: -2 per hex
15-16: Engine
17-18: Hangar 3 4 3
19: Reactor
20: C & C FORWARD
ALL P-Beams
2
6
6 8 9 10 5

8
4 5
5
STARBOARD

3 3
6
5
PORT

5
3

4 4
5

3 4 4 3
PRIMARY
ICON RECOGNITION AFT
2 2
Thruster
C&C 13 14
Sensors 4 3
Engine

Jump Engine
Reactor
Hangar
6 7
4
Med Laser Cannon
3 2 2 2
3
Med Plasma Cannon

Std Particle Beam

Interceptor 4 4 4 DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Common)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Assault Cruiser (Delta Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Heavy Plasma Cannon
In Service: 2230 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Plasma 5
Point Value: 600 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: Standard
Damage: 4d10+8 (-1 per 2 hexes)
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -2 per 3 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+1/-5
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Plasma Cannon
Class: Plasma 3
FORWARD HITS SENSOR DATA Modes: Standard
1-4: Retro Thrust Damage: 3d10+4 (-1 per 2 hexes)
5-7: Med Plasma Cannon Defensive EW Range Penalty: -1 per hex
8: Hvy Plasma Cannon Fire Control: +3/+1/-5
9-12: Interceptor Target #1 Intercept Rating: n/a
13-18: Forward Structure Target #2 1 Rate of Fire: 1 per 3 turns
19-20: PRIMARY Hit Target #3
SIDE HITS Target #4 Standard Particle Beam
Class: Particle
1-6: Port/Stb Thrust 1
7-10: Hvy Plasma Cannon Target #5 Modes: Standard
Damage: 1d10+6
11-18: Port/Stb Structure Target #6 Range Penalty: -1 per hex
19-20: PRIMARY Hit 4 3 5 Fire Control: +4/+4/+4
Intercept Rating: -2
AFT HITS
1-6: Main Thrust 9 4 4 10 Rate of Fire: 1 per turn
7-10: Jump Drive Interceptor Mk-I
11-13: Interceptor
14-18: Aft Structure
2 2 Intercept Rating: -3
1
Rate of Fire: 1 per turn
19-20: PRIMARY Hit OFFENSIVE MODE:
PRIMARY HITS Class: Particle
1-10: Primary Structure Modes: Standard
11-12: Std Particle Beam 3 3 Damage: 1d10+5
13-14: Sensors Fire Control: --/--/+6
Range Penalty: -2 per hex
15-16: Engine
17-18: Hangar 3 4 3
19: Reactor
20: C & C FORWARD HANGAR
ALL P-Beams 0 Fighters
12 Assault Shuttles
2 2 Breaching Pods
2 3 2 Shuttles Thrust: 3
6 Armor: 1 Defense: 8/10
6 6 7 8 5

3 3 EA BREACHING POD
2 Cost: 40 Defense: 10/10
4 Thrust: 6 Offense: +0
STARBOARD

Armor: 3 Initiative: +9
No Weapons
6
5
PORT

5
3

4 4 HADES-CLASS
5 ASSAULT SHUTTLE
Cost: 30 Defense: 8/8
Thrust: 6 Offense: +3
4 4
Armor: 2 Initiative: +9
PRIMARY 1 Uni-Pulse Cannon
Rate of Fire: 1 per turn
ICON RECOGNITION
3 2 AFT 2 3 Range Penalty: -2 per hex
Thruster Damage: 1d6+4
C&C
11 12 Firing Arc:
Sensors
4 3
Engine

Jump Engine
Reactor
Hangar
4
Hvy Plasma Cannon
2 2 2
Med Plasma Cannon

Std Particle Beam

Interceptor 4 4 4 DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Rare)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Rail Cruiser (Epsilon Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Railgun
In Service: 2232 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Matter
Point Value: 625 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: Standard
Damage: 3d10+3
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 2 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +2/+2/-3 6
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Plasma Cannon
Class: Plasma 3
FORWARD HITS SENSOR DATA Modes: Standard
1-4: Retro Thrust HANGAR Damage: 3d10+4 (-1 per 2 hexes)
5-7: Med Plasma Cannon Defensive EW 6 Fighters Range Penalty: -1 per hex
8: Railgun Target #1 Fire Control: +3/+1/-5
9-12: Interceptor
1 2 Shuttles Thrust: 3 Intercept Rating: n/a
13-18: Forward Structure Target #2 Armor: 1 Defense: 8/10 Rate of Fire: 1 per 3 turns
19-20: PRIMARY Hit Target #3 Standard Particle Beam
SIDE HITS Target #4 Class: Particle
1-6: Port/Stb Thrust Modes: Standard 1
7-10: Railgun Target #5 Damage: 1d10+6
11-18: Port/Stb Structure Target #6 Range Penalty: -1 per hex
19-20: PRIMARY Hit 41 3 5 Fire Control: +4/+4/+4
Intercept Rating: -2
AFT HITS
1-5: Main Thrust 11 4 4 12 Rate of Fire: 1 per turn
6-9: Jump Drive Interceptor Mk-I
10-11: Med Plasma Cannon
12-13: Interceptor
2 2 Intercept Rating: -3
1
Rate of Fire: 1 per turn
14-18: Aft Structure OFFENSIVE MODE:
19-20: PRIMARY Hit Class: Particle
Modes: Standard
PRIMARY HITS 3 3 Damage: 1d10+5
1-10: Primary Structure Fire Control: --/--/+6
11-12: Std Particle Beam Range Penalty: -2 per hex
13-14: Sensors
15-16: Engine 3 4 3
17-18: Hangar
19: Reactor FORWARD
20: C & C
ALL P-Beams
2
6
6 8 9 10 5

8
2 3
5
STARBOARD

3 3
6
5
PORT

5
3

4 4
5

3 4 4 3
PRIMARY
ICON RECOGNITION AFT
2 2
Thruster
C&C 13 14
Sensors 4 3
Engine

Jump Engine
Reactor
Hangar
6 7
4
Railgun
3 2 2 2
3
Med Plasma Cannon

Std Particle Beam

Interceptor 4 4 4 DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Pulse Cruiser (Eta Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Hvy Pulse Cannon
In Service: 2240 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Particle 4
Point Value: 625 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Mode: Pulse
Damage: 15 1d5 times
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +4 Maximum Pulses: 6
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Grouping Range: +1 per 4
Range Penalty: -1 per 2 hexes
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Fire Control: +4/+3/-1
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Intercept Rating: -1
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
FORWARD HITS SENSOR DATA Med Pulse Cannon
1-4: Retro Thrust Mk-II Interceptor Class: Particle 3
5-7: Hvy Pulse Cannon Defensive EW In scenarios set after 2256, replace Mode: Pulse
8: Med Pulse Cannon all Mk-I Interceptors with Mk-II Damage: 10 1d5 times
9-12: Interceptor Target #1 Interceptors, increasing the Maximum Pulses: 6
13-18: Forward Structure Target #2 3
cost of the ship by 45 points.
Be sure to reduce defenses
Grouping Range: +1 per 4
19-20: PRIMARY Hit Target #3 Range Penalty: -1 per hex
values appropriately Fire Control: +4/+3/+1
SIDE HITS Target #4 Intercept Rating: -2
1-6: Port/Stb Thrust
7-10: Med Pulse Cannon Target #5 Rate of Fire: 1 per 2 turns
11-18: Port/Stb Structure Target #6 Standard Particle Beam
19-20: PRIMARY Hit 1 3 2 Class: Particle
Modes: Standard 1
AFT HITS
1-5: Main Thrust 11 4 4 12 Damage: 1d10+6
Range Penalty: -1 per hex
6-9: Jump Drive Fire Control: +4/+4/+4
10-11: Med Pulse Cannon
12-13: Interceptor
2 2 Intercept Rating: -2
Rate of Fire: 1 per turn
14-18: Aft Structure
19-20: PRIMARY Hit Interceptor Mk-I
PRIMARY HITS Intercept Rating: -3
3 3 Rate of Fire: 1 per turn 1
1-10: Primary Structure
11-12: Std Particle Beam OFFENSIVE MODE:
Class: Particle
13-14: Sensors
15-16: Engine 3 5 3 Modes: Standard
Damage: 1d10+5
17-18: Hangar
19: Reactor FORWARD Fire Control: --/--/+6
Range Penalty: -2 per hex
20: C & C
ALL P-Beams Interceptor Mk-II
HANGAR 2 Intercept Rating: -4
Rate of Fire: 1 per turn 2
6 Fighters OFFENSIVE MODE:
Class: Particle
2 Shuttles Thrust: 3 7 Modes: Standard
Armor: 1 Defense: 8/10 Damage: 1d10+8
6 8 9 10 5 Fire Control: --/--/+8
Range Penalty: -2 per hex

8
4 5
5
STARBOARD

3 3
7
5
PORT

5
4

5 5
5

3 4 4 3
ICON RECOGNITION
PRIMARY
Thruster 2 AFT 2
C&C 13 14
Sensors 4 3
Engine

Jump Engine
Reactor
Hangar 6 7
Hvy Pulse Cannon
4
3 2 3 2
3
Med Pulse Cannon

Std Particle Beam

Interceptor
4 4 4 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Heavy Cruiser (Theta Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Heavy Bolter
In Service: 2240 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Particle
Point Value: 660 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: Standard
Damage: 24
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Range Penalty: -1 per 3 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Fire Control: +3/+2/-1 6
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 3 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Plasma Cannon
Class: Plasma 3
FORWARD HITS Mk-II Interceptor Modes: Standard
1-4: Retro Thrust
In scenarios set after 2256, replace
Hvy Laser Cannon Damage: 3d10+4 (-1 per 2 hexes)
5-7: Med Plasma Cannon In scenarios set after 2244, Range Penalty: -1 per hex
all Mk-I Interceptors with Mk-II replace all hvy bolters
8: Med Pulse Cannon Interceptors, increasing the
Fire Control: +3/+1/-5
9-12: Interceptor with hvy laser cannons, Intercept Rating: n/a
cost of the ship by 45 points. increasing the cost of
13-18: Forward Structure Rate of Fire: 1 per 3 turns
19-20: PRIMARY Hit
Be sure to reduce defenses
values appropriately
5 the ship by 40 points.

SIDE HITS Med Pulse Cannon


Class: Particle 3
1-6: Port/Stb Thrust Mode: Pulse
7-10: Hvy Bolter/Laser
11-18: Port/Stb Structure
SENSOR DATA Damage: 10 1d5 times
Defensive EW Maximum Pulses: 6
19-20: PRIMARY Hit
Target #1 3 3 4 Grouping Range: +1 per 4
Range Penalty: -1 per hex
AFT HITS
1-5: Main Thrust Target #2 11 4 4 12 Fire Control: +4/+3/+1
Intercept Rating: -2
6-9: Jump Drive Target #3 Rate of Fire: 1 per 2 turns
10-11: Med Pulse Cannon
12-13: Interceptor Target #4 2 2
14-18: Aft Structure Target #5 Standard Particle Beam
Class: Particle
19-20: PRIMARY Hit Target #6 Modes: Standard 1
PRIMARY HITS Damage: 1d10+6
1-10: Primary Structure 3 3 Range Penalty: -1 per hex
11-12: Std Particle Beam Fire Control: +4/+4/+4
Intercept Rating: -2
13-14: Sensors
15-16: Engine 3 5 3 Rate of Fire: 1 per turn
17-18: Hangar Interceptor Mk-I
19: Reactor FORWARD Intercept Rating: -3
20: C & C 1
ALL P-Beams Rate of Fire: 1 per turn
OFFENSIVE MODE:
HANGAR 2 Class: Particle
Modes: Standard
6 Fighters Damage: 1d10+5
Fire Control: --/--/+6
2 Shuttles Thrust: 3 7 Range Penalty: -2 per hex
Armor: 1 Defense: 8/10
6 8 9 10 5 Interceptor Mk-II
Intercept Rating: -4
Rate of Fire: 1 per turn 2
OFFENSIVE MODE:
Class: Particle
8 Modes: Standard
Damage: 1d10+8
1 2 Fire Control: --/--/+8
5 Range Penalty: -2 per hex
STARBOARD

4 4
7
5
PORT

5
4

5 5
5

ICON RECOGNITION 3 4 4 3
Thruster
PRIMARY
C&C
2 AFT 2
Sensors
Engine 13 14
Hvy Laser Cannon
Jump Engine
4 3 Class: Laser
6
Modes: R, S
Damage: 4d10+20
Reactor Range Penalty: -1 per 3 hexes
Hangar Fire Control: +3/+2/-4
Intercept Rating: n/a
Rate of Fire: 1 per 4 turns
Heavy Bolter 6 7
Med Pulse Cannon
4
3 2 3 2
3
Med Plasma Cannon

Std Particle Beam 1 2


Interceptor
4 4 4 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Uncommon)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Command Cruiser (Iota Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Hvy Laser Cannon
In Service: 2246 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Laser
6
Point Value: 780 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: R, S
Damage: 4d10+20
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +2 Range Penalty: -1 per 3 hexes
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +1 Fire Control: +3/+2/-4
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Hvy Pulse Cannon
Class: Particle 4
FORWARD HITS SENSOR DATA Mode: Pulse
1-4: Retro Thrust Mk-II Interceptor Damage: 15 1d5 times
5-7: Hvy Pulse Cannon Defensive EW In scenarios set after 2256, replace Maximum Pulses: 6
8: Med Pulse Cannon all Mk-I Interceptors with Mk-II Grouping Range: +1 per 4
9-12: Interceptor Target #1 Interceptors, increasing the Range Penalty: -1 per 2 hexes
13-18: Forward Structure Target #2 5
cost of the ship by 45 points.
Be sure to reduce defenses
Fire Control: +4/+3/-1
19-20: PRIMARY Hit Target #3 Intercept Rating: -1
values appropriately Rate of Fire: 1 per 3 turns
SIDE HITS Target #4
1-6: Port/Stb Thrust
Target #5 Med Pulse Cannon
7-10: Hvy Laser Cannon Class: Particle
11-18: Port/Stb Structure Target #6 3
Mode: Pulse
19-20: PRIMARY Hit 3 3 4 Damage: 10 1d5 times
Maximum Pulses: 6
AFT HITS
1-5: Main Thrust 11 4 4 12 Grouping Range: +1 per 4
Range Penalty: -1 per hex
6-9: Jump Drive Fire Control: +4/+3/+1
10-11: Med Pulse Cannon
12-13: Interceptor
2 2 Intercept Rating: -2
Rate of Fire: 1 per 2 turns
14-18: Aft Structure
19-20: PRIMARY Hit Standard Particle Beam
PRIMARY HITS Class: Particle
Modes: Standard 1
1-10: Primary Structure 3 3
Damage: 1d10+6
11-12: Std Particle Beam Range Penalty: -1 per hex
13-14: Sensors
15-16: Engine 3 5 3 Fire Control: +4/+4/+4
Intercept Rating: -2
17-18: Hangar Rate of Fire: 1 per turn
19: Reactor FORWARD
20: C & C Interceptor Mk-I
ALL P-Beams Intercept Rating: -3
1
2
Rate of Fire: 1 per turn
HANGAR OFFENSIVE MODE:
6 Fighters Class: Particle
Modes: Standard
2 Shuttles Thrust: 3 7 Damage: 1d10+5
Armor: 1 Defense: 8/10 Fire Control: --/--/+6
6 8 9 10 5 Range Penalty: -2 per hex
Interceptor Mk-II
Intercept Rating: -4
Rate of Fire: 1 per turn 2
OFFENSIVE MODE:
8 Class: Particle
1 2 Modes: Standard
5 Damage: 1d10+8
STARBOARD

4 4 Fire Control: --/--/+8


8 Range Penalty: -2 per hex

5
PORT

5
4

5 5
5

ICON RECOGNITION 3 4 4 3
Thruster PRIMARY
C&C
2 AFT 2
Sensors
Engine 13 14
4 3
Jump Engine
Reactor
Hangar

Hvy Laser Cannon


6 7
Hvy Pulse Cannon
5
3 2 3 2
3
Med Pulse Cannon

Std Particle Beam

Interceptor
4 4 4 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Rare)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Minesweeper Cruiser (Kappa Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (10)
In Service: 2256 Turn Delay: 1 x Speed Stb/Port Defense: 16 (12)
Class-R Missile Rack
Class: Ballistic 0
Point Value: 800 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Missiles: 20
Range Penalty: None
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Fire Control: +3/+3/+3
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Rate of Fire: 1 per turn
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Med Pulse Cannon
Class: Particle 3
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Mode: Pulse
FORWARD HITS Damage: 10 1d5 times
1-4: Retro Thrust SPECIAL NOTES Maximum Pulses: 6
Grouping Range: +1 per 4
5-7: Missile Rack The Class-R Missile Racks Range Penalty: -1 per hex
8: Med Pulse Cannon are Loaded with Anti-Mine Fire Control: +4/+3/+1
9-12: Interceptor Intercept Rating: -2
13-18: Forward Structure Missiles (no extra cost). The
19-20: PRIMARY Hit Reload Rack is loaded with 3 Rate of Fire: 1 per 2 turns

SIDE HITS Standard Missiles. Standard Particle Beam


1-6: Port/Stb Thrust Class: Particle
Modes: Standard 1
7-10: Std Particle Beam
11-18: Port/Stb Structure SENSOR DATA Damage: 1d10+6
3
Range Penalty: -1 per hex
19-20: PRIMARY Hit
Defensive EW 1 2 Fire Control: +4/+4/+4
AFT HITS Intercept Rating: -2
1-5: Main Thrust
Target #1
13 4 4 14 Rate of Fire: 1 per turn
6-9: Jump Drive Target #2
10-11: Med Pulse Cannon Target #3 2 2 Interceptor Mk-II
12-13: Interceptor Intercept Rating: -4
14-18: Aft Structure Target #4 Rate of Fire: 1 per turn 2
19-20: PRIMARY Hit Target #5 OFFENSIVE MODE:
Class: Particle
PRIMARY HITS Target #6 Modes: Standard
1-9: Primary Structure 3 3 Damage: 1d10+8
10-11: Std Particle Beam Fire Control: --/--/+8
12-13: Reload Rack
14-15: Sensors 3 6 3 Range Penalty: -2 per hex

16-17: Engine
18: Hangar FORWARD
19: Reactor
20: C & C ALL P-Beams
2
HANGAR
2 Shuttles Thrust: 3
7
Armor: 1 Defense: 8/10
6 6 10 11 12 5 8
2 2
6 Minesweeping Shuttles
Thrust: 3 Offense: +4 5 5
Armor: 1 Defense: 8/10 2 1 2
STARBOARD

7 6+4m
9
5
PORT

5
5

5 5
5

ICON RECOGNITION 3 4 4 3
Thruster PRIMARY MISSILES
C&C 2 AFT 2 Rack #1

Sensors
15 16
Engine Rack #2
4 3
Jump Engine
Reactor Reload Rack
Hangar

Reload Rack 4 5
Missile Rack
4
3 2 3 2
3
Med Pulse Cannon

Std Particle Beam

Interceptor
4 4 4 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Rare)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion Aegis Cruiser (Lambda Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (10)
In Service: 2257 Turn Delay: 1 x Speed Stb/Port Defense: 16 (12)
Class-A Missile Rack
Class: Ballistic 0 A
Point Value: 800 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Missiles: 20
Range Penalty: None
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +0 Fire Control: +0/+0/+4
Jump Delay: 24 Turns Roll Cost: 2+2 Thrust Initiative Bonus: +0 Rate of Fire: 1 per turn
(anti-fighter missile only)
Speed 1 2 3 4 5 6 7 8 9 10 11 12
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12 Anti-Fighter Missiles A
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Mode: Standard
FORWARD HITS Damage: 15
1-4: Retro Thrust SPECIAL NOTES HANGAR Max Range: 15 hexes
Fire Control: +0/+0/+3
5-7: Aegis Sensor Pod Anti-fighter Missiles are 6 Fighters Intercept Rating: n/a
8: Std Particle Beam standard (no extra cost)
9-12: Interceptor 2 Shuttles Thrust: 3 Standard Particle Beam
13-18: Forward Structure
19-20: PRIMARY Hit
3 4 Armor: 1 Defense: 8/10 Class: Particle
1
SENSOR DATA Modes: Standard
SIDE HITS Defensive EW 3 3
Damage: 1d10+6
1-6: Port/Stb Thrust Range Penalty: -1 per hex
7-10: Missile Rack Target #1 Fire Control: +4/+4/+4
11-18: Port/Stb Structure
19-20: PRIMARY Hit
Target #2 2 2 Intercept Rating: -2
Rate of Fire: 1 per turn
Target #3
AFT HITS Interceptor Mk-II
1-5: Main Thrust
Target #4
12 4 4 13 Intercept Rating: -4
2
6-9: Jump Drive Target #5 Rate of Fire: 1 per turn
10-11: Std Particle Beam
12-13: Interceptor
Target #6 2 2 OFFENSIVE MODE:
Class: Particle
14-18: Aft Structure Modes: Standard
19-20: PRIMARY Hit Damage: 1d10+8
Fire Control: --/--/+8
PRIMARY HITS 3 3
Range Penalty: -2 per hex
1-10: Primary Structure
11-12: Std Particle Beam Aegis Sensor Pod
13-14: Sensors
15-16: Engine 3 5 3 Provides displayed amount
of bonus CCEW each turn
17-18: Hangar (no other EW types can be
19: Reactor FORWARD used). These pods cannot
20: C & C be improved, nor can their
ALL P-Beams sensor values be increased.
Cannot combine with any 2
2 other EW or sensor pods.

7
6 9 10 11 5
A

A
8
1 2
5
STARBOARD

3 3
7
5
PORT

5
4

5 5
5

3 4 4 3
PRIMARY
ICON RECOGNITION
2 AFT 2
Thruster
C&C 14 15
Sensors 4 3
Engine

Jump Engine
Reactor
Hangar 5 6 7 8 MISSILES
Rack #1
Aegis Sensor Pod
2 2 4 2 2
2 3 2
Missile Rack Rack #2

Std Particle Beam

Interceptor
4 4 4 DESIGN and SCS by Richard L. Bax, 2011
PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE
Hyperion Variant (Rare)
Version 1: 2E/RLB Name:______________ Counter:____________

EA Hyperion War Cruiser (Iota Model)


SPECS MANEUVERING COMBAT STATS WEAPON DATA
Class: Capital Ship Turn Cost: 1 x Speed Fwd/Aft Defense: 14 (11) Hvy Laser Cannon
In Service: 2247 Turn Delay: 1 x Speed Stb/Port Defense: 16 (13) Class: Laser
6
Point Value: 725 Accel/Decel Cost: 3 Thrust Engine Efficiency: 4/1 Modes: R, S
Damage: 4d10+20
Ramming Value: 290 Pivot Cost: 3+3 Thrust Extra Power: +12 Range Penalty: -1 per 3 hexes
Jump Delay: N/A Roll Cost: 2+2 Thrust Initiative Bonus: +2 Fire Control: +3/+2/-4
Intercept Rating: n/a
Speed 1 2 3 4 5 6 7 8 9 10 11 12 Rate of Fire: 1 per 4 turns
Turn Cost 1 2 3 4 5 6 7 8 9 10 11 12
Turn Delay 1 2 3 4 5 6 7 8 9 10 11 12 Med Plasma Cannon
Class: Plasma 3
FORWARD HITS SENSOR DATA Modes: Standard
1-4: Retro Thrust HANGAR Damage: 3d10+4 (-1 per 2 hexes)
5-7: Med Plasma Cannon Defensive EW 0 Fighters Range Penalty: -1 per hex
8: Med Pulse Cannon Fire Control: +3/+1/-5
9-12: Interceptor Target #1 2 Shuttles Thrust: 3 Intercept Rating: n/a
13-18: Forward Structure Target #2 3 Armor: 1 Defense: 8/10 Rate of Fire: 1 per 3 turns
19-20: PRIMARY Hit Target #3
SIDE HITS Med Pulse Cannon
Target #4 Class: Particle 3
1-6: Port/Stb Thrust
7-9: Hvy Laser Cannon Target #5 Mode: Pulse
Damage: 10 1d5 times
10-11: Med Pulse Cannon Target #6 Maximum Pulses: 6
12-18: Port/Stb Structure
19-20: PRIMARY Hit 6 3 7 Grouping Range: +1 per 4
Range Penalty: -1 per hex
AFT HITS 11 3 3 12 Fire Control: +4/+3/+1
Intercept Rating: -2
1-6: Main Thrust Rate of Fire: 1 per 2 turns
7-10: Aft Engine 2 2
11-13: Interceptor
14-18: Aft Structure
Standard Particle Beam
Class: Particle
19-20: PRIMARY Hit Modes: Standard 1
Damage: 1d10+6
PRIMARY HITS 4 4 Range Penalty: -1 per hex
1-10: Primary Structure Fire Control: +4/+4/+4
11-12: Std Particle Beam Intercept Rating: -2
13-14: Sensors
15-16: Primary Engine
3 6 3 Rate of Fire: 1 per turn
17: Hangar
18-19: Reactor FORWARD Interceptor Mk-I
Intercept Rating: -3
20: C & C 1
ALL P-Beams Rate of Fire: 1 per turn
OFFENSIVE MODE:
2 Class: Particle
Modes: Standard
Damage: 1d10+5
Fire Control: --/--/+6
7 Range Penalty: -2 per hex

6 8 9 10 5

2
1 5 2
4 5
STARBOARD

4 4
8
5
PORT

5
3 4 3

6 6
5

3 4 4 3
ICON RECOGNITION PRIMARY
Thruster 2 AFT 2
C&C
Sensors
13 14
Engine 5
Reactor 4
Hangar

Hvy Laser Cannon

4
Med Plasma Cannon
4 4 4
Med Pulse Cannon

Std Particle Beam

Interceptor 4 4 4 DESIGN and SCS by Richard L. Bax, 2011


PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE

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