EarthForce Hyperion Class Heavy Cruiser
Val Char Base Points Total Roll Notes
27 SIZE 0 135 27 Length 512.00", Width 256.00", Area 131072.00" Mass 13421.8 kton KB -27, DCV Mod -18
145 STR 145 0 145 38- HTH Damage 29d6 END [14]
15 DEX 10 15 15 12- OCV: 5/DCV: 5
3 SPD 2.5 5 3 Phases: 4, 8, 12
15 DEF 2 39 55
37 BODY 37 0 37 16-
30 INT 10 20 30 15- PER Roll 15-/18-
45 PRE 45 0 45 18- PRE Attack: 9d6
0" Ground Movement 6 -12 0"
0" Water Movement 2 -2 0"
0" Leaping 0 0 0" 200 Total Characteristics Points
Movement
Type Primary/Secondary
Run (6) 0" [ NC]
Swim (2) 0" [ NC]
H. Leap (0") 0"
V. Leap (0") 0"
Flight 20" [640" NC] / 20" [640" NC]
Levels
Cost Powers END
Power Systems
406 Military-Type General Fusion 600 High-Energy Fusion Reactors (3): Endurance Reserve (1200 END, 1200 REC) (1320 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
135 Auxiliary Fusion Reactors (2): Endurance Reserve (400 END, 400 REC) (440 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
34 Reserve Power Cells: Endurance Reserve (100 END, 100 REC) (110 Active Points); OAF Immobile (-2), Only to Power Ship's Systems (-1/4)0
10 Reserve Power Cells: Two more banks of cells (3 total) (10 Active Points)0
Propulsion Systems
60 BB9K Ion/Particle Thrust Engines (3): Multipower, 90-point reserve, (90 Active Points); all slots Costs Endurance (-1/2)
4u
1) Combat Mode: Flight 20", x32 Noncombat (60 Active Points); Costs Endurance (-1/2)
6
6u
2) Cruise Mode: Flight 20", Megascale (1" = 1,000 km; +1), Can Be Scaled Down 1" = 1km (+1/4) (90 Active Points); Costs Endurance (-1/2)
9
3 Docking Thrusters: Flight 2" (4 Active Points); Costs Endurance (-1/2)1
393 Lockheed-Mitchell Corp Vortex Generators (3) [Jump Engines]: (Total: 1849 Active Cost, 393 Real Cost) Extra-Dimensional Movement (Any location in Hyperspace), up to 400mtons, MegaArea (1" = 1 km; +1/4), Gate (+1/2), Area Of Effect (2" radius; +3/4), Usable Simultaneously (up to 16 people at once; +1 1/4) (694 Active Points); Increased Endurance Cost (x10 END; -4), Extra Time (5 Minutes, represents time to recharge capacitors; -2), OAF Bulky (-1 1/2), Side Effects (20d6RKA explosion if jump field opened in jump gate; -1), Will not work if main power plant is offline (-1), Costs Endurance (-1/2) (Real Cost: 63) plus MegaScale (1" = 1 lightyear; +3 1/2) for up to 120 Active Points of Ship's Flight, Reduced Endurance (0 END; +1/2), Usable Simultaneously (up to 16 people at once; +1 1/4) (1155 Active Points); OAF Bulky (-1 1/2), Only for travel in Hyperspace (-1) (Real Cost: 330)690
Tactical Systems
120 Heavy Particle Laser: RKA 8d6, Continuous (+1), Area Of Effect (96" Line; +1) (360 Active Points); OIF Bulky (-1), Limited Arc Of Fire (60 degrees forward; -1/2), Beam (-1/4), Real Weapon (-1/4)36
5 Heavy Particle Laser: Second Particle Laser; two total (one port, one starboard) (5 Active Points)0
57 Medium Pulse Cannon Turret: Multipower, 157-point reserve, (157 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
5u
1) Pulse Cannon (close range): RKA 6d6, Autofire (5 shots; +1/2) (135 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
13
6u
2) Pulse Cannon (distance shot): RKA 6d6, MegaScale (1" = 1 km; +1/4), Autofire (5 shots; +1/2) (157 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
16
2u
3) Pulse Cannon (interceptor fire): Missile Deflection (Any Ranged Attack), +2 to MD, Full Range (+1) (60 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
6
15 Medium Pulse Cannon Turrets: 7 more; for a total of 8 (4 dorsal, 4 ventral) (15 Active Points)0
65 Heavy Plasma Cannon Turret: Multipower, 180-point reserve, (180 Active Points); all slots OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
5u
1) Close Range Shot: RKA 8d6, Autofire (2 shots; +1/4) (150 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
15
6u
2) Distance Shot: RKA 8d6, MegaScale (1" = 1 km; +1/4), Autofire (2 shots; +1/4) (180 Active Points); OIF Bulky (-1), Limited Arc of Fire (180 degrees; -1/2), Real Weapon System (-1/4)
18
64 Fusion Missile Launcher: Space Intercept Missile RKA 8d6, Indirect (Same origin, always fired away from attacker; +1/4), 20 Charges (+1/4), Explosion (+1/2) (240 Active Points); OIF Bulky (-1), Extra Time (Extra Phase (time to target), -3/4), Costs 10 END to Launch (-1/2), Real Weapon (-1/4), Can Be Missile Deflected (-1/4)
Notes: Typical Loadout
[20]
5 Fusion Missile Launcher: Second Launcher; two total (5 Active Points)0
53 6m-8m Armored Hull: +40 DEF (120 Active Points); Ablative (-1), Limited Coverage (Hull Only; -1/4)
25 Mk I Defense Grid Energy Projectors (5): Multipower, 70-point reserve, (70 Active Points); all slots OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4)
2u
1) Defense Mode: Missile Deflection (Any Ranged Attack), +3 to MD, Full Range (+1) (70 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4)
7
2u
2) Attack Mode: RKA 3 1/2d6, Autofire (3 shots; +1/4) (69 Active Points); OIF Bulky (-1), Limited Coverage/Arc of Fire (limited to one secion of ship; -1/2), Real Weapon System (-1/4)
7
5 Mk I Defense Grid Energy Projectors (5): One bank; two banks total (forward section, aft section) (5 Active Points)0
89 Mk I Defense Grid Targeting Computer: INT: 15 DEX: 18 (21) SPD: 5 (see character sheet) (133 Active Points); Costs Endurance (-1/2)13
5 Mk I Defense Grid Targeting Computer: Two total, one for each section (5 Active Points)0
Operational Systems
70 Sensors and Communication Systems: Variable Power Pool (Sensor/Comm Pool), 60 base + 10 control cost, (90 Active Points); all slots OIF Bulky (-1), Only for Senses and Communications (-1)
60 Long Range Sensors: MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) for up to 60 Active Points of Sensor VPP (120 Active Points); OIF Bulky (-1)12
2 Target Identification System: +3 PER with Radio Group (6 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
Electronic Warfare Systems
52
1) Electronic Warfare Systems: Change Environment 32" radius, -5 to Radio Group PER Rolls, Personal Immunity (+1/4), Invisible Power Effects, Source Only (Fully Invisible; +1/2), MegaScale (1" = 1 million km; +1 3/4), Can Be Scaled Down 1" = 1km (+1/4) (157 Active Points); OIF Bulky (-1), Effect lasts only while paying END (-1/2), No Range (effect centered on ship; -1/2)
16
12
2) ECM Systems: Suppress EW Systems 5d6 (standard effect: 15 points), any EW System one at a time (+1/4) (31 Active Points); OIF Bulky (-1), Increased Endurance Cost (x2 END; -1/2)
Notes: Range=150 inches
6
27
3) ECM Systems: MegaScale (1" = 100,000 km; +1 1/2), Can Be Scaled Down 1" = 1km (+1/4) for up to 31 Active Points of Suppress (54 Active Points); OIF Bulky (-1)
5
3
4) ECCM Systems: Power Defense (8 points) (8 Active Points); OIF Bulky (-1), Costs Endurance (-1/2), Requires A Systems Operations Roll (-1/2)
1
20 Internal Monitors: Clairsentience (Sight And Hearing Groups), 32 Perception Points, Mobile Perception Point (can move up to 6" per Phase), Perception point can not move through solid objects (+0) (60 Active Points); OAF Immobile (-2)6
Personnel Systems
14 Life Support Systems: LS (Eating Character does not eat; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing) (21 Active Points); Costs Endurance (-1/2)2
Skills/Laboratories
3 Lab: SS: Astronomy 15-
3 Lab: SS: Mathematics 15-
3 Lab: SS: Planetology 15-
3 Lab: SS: (Open) 15-
3 Lab: SS: (Open) 15-
3 Lab: SS: (Open) 15-
3 Sick Bay: Paramedics 15-
3 Sick Bay: SS: Medicine 15-
Standard Earth Alliance Capital Ship Computer
5 Navigation Computer: +5 with Navigation (Hyperspace, Space) (13 Active Points); OIF Bulky (-1), Costs Endurance (-1/2)1
 
Skills/Laboratories
4 AK: Hyperspace Beacon System 16-
4 AK: Patrol Zone 16-
9 Combat Piloting 15-
5 Cryptography 16-
3 Electronics 15-
4 KS: Ship Identification (IFF System) 16-
3 Mechanics 15-
5 Navigation (Hyperspace, Space) 16-
3 Security Systems 15-
10 Systems Operation (Communications Systems, Environmental Systems, Air/Space Traffic Control Systems, ECM/ECCM Systems, Missile Launch Systems, Radar) 16-
1 WF: Ship's Weapons
 
Programs
1 Attack Target
1 Diagnose Ship Malfunction
1 Locate Target
1 Monitor Comm Systems; Report Anomalies
1 Monitor Sensor Systems; Report Anomalies
1 Open Slot
1 Open Slot
1 Open Slot
1 Operate ECM/ECCM Systems
1 Pilot Ship Back to Base if Pilot Incapacitated
1 Pilot Ship from Location A to Location B
1 Repair Ship's Systems
1 Scan and Record Data
1 Search Reference Material/Databanks
1 Send Emergency Signal if Pilot Incapacitated
1 Send Emergency Signal if Specific Protocols Not Met
 
Talents
3 Calculator: Lightning Calculator
3 Clock: Absolute Time Sense
3 Instant On Feature: Lightsleep
5 Memory Core: Eidetic Memory
3 Range Finder: Absolute Range Sense
4 Scanner: Speed Reading (x10)
Total Powers & Skills Cost: 1964
 
Total Cost: 2164
 
200+ Disadvantages
20 Distinctive Features: Earth Alliance Warship (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
10 Physical Limitation: Can not enter atmosphere (Infrequently, Greatly Impairing)
15 Physical Limitation: Max Op Time is 12 months based on fuel and supplies (Infrequently, Fully Impairing)
20 Physical Limitation: No Artificial Gravity (All the Time, Greatly Impairing)
Total Disadvantages Points: 65
 
Description
Length: 1,025.39 meters
Mass: 8.4 million metric tons
Crew: 356
Troops: 200
Support Craft:
Fighter: 6 Starfury fighter craft
Shuttles: 2
Power: 3 Fusion Reactors
Duration: 12 months
Weapons:
2 Particle/Lasers
1 Heavy Plasma Cannon
8 Medium Pulse Cannons
Fusion missiles [2 launchers]
Defense: 6 to 8 meter armored hull
10 Mk. I Defense Grid Energy Projectors

[Note: Ship's point cost does not include supplemental craft.]

Modern Earthforce Heavy Cruisers are powerful warships, 1,025.39 meters in length and armed with several large gun emplacements and a squadron of six Starfury fighter craft in her launch bay. The Heavy Cruiser is often the first ship sent into a hazardous situation, as it can deliver a massive weapons payload and has proven time and again its resiliency in battle.

In the Heavy Cruiser's nearly 40-year long service to the Earth Alliance, three variants and distinct subclasses to the Heavy Cruiser design have emerged. These subclasses consist of the Roosevelt, Hyperion, and Midwinter.

HERO conversion © 2004 by Tony Moller.