tyThe Frigate Hyperion





The Hyperion is a Sienar Frigate fresh off the assembly line and coded RNS-F012.

Hyperion Craft: Sienar Fleet Systems' Republic Combat Frigate ; Class: Capital Ship; Cost: 19.80 mCr; Size: Large (144m in diameter); Initiative: +1 (+2 crew, -1 size); Crew: 63 (Normal +2); Passengers: 0; Cargo Capacity: 3,000 Metric tons; Consumables: 2 Years; Hyperdrive: x2 (backup x10); Maximum Speed: Attack (Average, 6 squares/action); Atmospheric Speed: 500 km/h (8 squares/action); Maneuvers: +3 (-1 size, +2 crew, +2 maneuvering system); Defense: 24 (-1 size, +15 armor); Hull Points: 450 (DR 40); Shield Points: 350 (DR 40)*.
Weapon: Tractor Beam Projector (1); Fire Arc: 1 Front/Left/Back; Attack Bonus: +9 (-1 size, +2 crew, +8 fire control); Damage: Special; Range Modifiers: PB -6, S -4, M/L N/A.
Weapon: Tractor Beam Projector (1); Fire Arc: 1 Front/Right/Back; Attack Bonus: +9 (-1 size, +2 crew, +8 fire control); Damage: Special; Range Modifiers: PB -6, S -4, M/L N/A.
Weapon: Plasma Projector* [Heavy] (1); Fire Arc: Front; Attack Bonus: +12 (-1 size, +7 crew, +6 fire control); Damage: 10d10x5; Range Modifiers: PB +2, S +0, M -2, L -4.
Point Defense Weapon: Volcano Cannon (4 lower, 18 upper); Fire Arc: Turrent; Attack Bonus: +10 or +6/+6/+6 (-1 size, +6 fire control, +5 crew); Damage: 6d10x2; Range Modifiers: PB +2, S +0, M -2, L -4.
Weapon: Turbolaser [Light Quad] (1 Upper); Fire Arc: 1 Front/Right/Back; Attack Bonus: +5 or 0/0/0 (-1 size, +6 crew); Damage: 4d10x5; Range Modifiers: PB -2, S/M +0, L -2.
Weapon: Turbolaser [Light Quad] (1 Upper); Fire Arc: 1 Front/Left/Back; Attack Bonus: +5 or 0/0/0 (-1 size, +6 crew); Damage: 4d10x5; Range Modifiers: PB -2, S/M +0, L -2.
Weapon: Turbolaser [Light Quad] (1 Lower); Fire Arc: 1 Front/Left/Back; Attack Bonus: +5 or 0/0/0 (-1 size, +6 crew); Damage: 4d10x5; Range Modifiers: PB -2, S/M +0, L -2.
Weapon: Proton Torpedo Launcher (1); Fire Arc: 1 Front/Left/Back; Attack Bonus: +9 (-1 size, +6 crew, +4 fire control); Damage: 9d10x2; Range Modifiers: PB +0, S/M/L N/A.
Long Range Sensor Array
Sensor Package
The Hyperion has multiple banks of shield generators. As a result, it recovers shield points at twice the normal rate.
Plasma Projector is capable of sustained fire for up to 10 rounds, each round after the first the gunner receives a non-cumulative +2 attack bonus to hit the target. Once firing ends, the weapon requires 5 to 10 minutes to cool or risk meltdown of vital components (chance for meltdown is 100%, -10% per minute of cooldown)

Levels: 9
Deck 1 Main Shield Room, access to the Deflector systems Upper Storage and Gunnery Deck: Primary Communications
Deck 2 Short Range Communications, Upper Docking Bay, Medical, Brig, and Training areas, Torpedos
Deck 3 Crew Recreation Areas, Officer Quarters, Bridge, Long Range Sensors, Mainframe Computer
Deck 4 Engineering Quarters, Storage, Engine Access, Ships Systems Nav Com and Stellar Cartography
Deck 5 Crew Galley, Main Engineering, Water Recycle, Air Recycle, and Life Support
Deck 6 Crew and Troop Quarters
Deck 7 Lower Docking Bay, Large Cargo Storage, Plasma weapon
Deck 8 Emergency Batteries, Secondary Bridge, Secondary Engineering, Secondary Computer mainframe
Deck 9 Lower Storage and Gunnery Deck, Armory


Crew of the Hyperion:
Command Crew
Captain Teren Dohgriss Captain of the Hyperion
Commander Michael Riggs Chief of Operations (Ops), First Officer (XO)
Commander Dorian ar'Sereeel Chief of Weapons and Security (Tac), Second Officer
Lt. Commander Snofir Tabes Chief of Sensors and Communication (Sen/Com) (Sullustan)
Lt. Commander Tra'Marr'Sratt Chief of Engeneering (Cerean)
Lt. Sebastian Sylk Chief Scout (Clawdite)
Lt. Winters Andreas Chief of Intelligence
Captain Kayel (KL-211) Second Officer / ARC Captain
Mjr. Mako Maher Chief Helmsman

Other Crew
Doctor Sorvek Tellavar: Chief Medical Officer
Doctor Maryanne Popodopolous: Chief Surgeon Cyberneticist
Lt. K'yodr T'yan-Rhee Medical Officer (Duros)
Lt. Kipren Qualyn Chief Bridge Officer
Lt. Orosecca: Navigation Officer (Wookie)
Seargent Mac O'Sullivan Quartermaster Corps
Chief Jeren Floyd Engineering Repair Technician
Crewman Buddy Gardner Crew Mess Chief

Security Troopers (all ARC)
Lt. Tean (TN-746) Ship Security Chief
Lt. Jaycee (JC-329) Ship Security Assistant Chief
Seargent Oque (OQ-101) Heavy Weapon/Gunnery Specialist (plasma projector)
Seargent Geezee(GZ-761) Gunnery Chief (torpedo launcher)
Cpl Deeare (DR-439) Gunnery Chief (rotary)
Cpl Efemm (FM-815) Gunnery Chief (rotary)
Cpl Enzee (NZ-500) Gunnery Chief (rotary)


Line of Command
Below is a description of each department of the ship, and the officers and crew that work it. On the Hyperion all crewmembers and junior officers work one 8-hour shift each day. Under certain special circumstances their shift may be extended to as much as 16 hour shifts. Each section must have at least one officer and enough crew to work the three shifts on the ship. Senior officers are considered always on call, and never truly have an off or sleep shift, although junior officers take care of most of the ship’s operations.
1. Command
All departments ultimately answer to the command section. The command section chief is called in all but the most legalistic of terms as the Captain of the ship. The main area directly under control of the command section is the Bridge. One officer usually of Lt. In rank who oversees its operations, and serves as the Captain’s assistant services the Bridge of the ship. There are 3 main sections that answer directly to Command: Operations, Tactical, and SenCom. Operations is the largest command area and covers the day to day operation of the ship, crew, and craft. To lower the chances of mutiny and give the Captain direct tactical control, the Tactical officer and his subdivisions (Weapons, Security, and Deflector) answer directly to the captain.
1 Captain: (Comdr.) Oversees command and all departments.
1 Bridge Officer: (Lt.) Oversees Bridge operations
3 NCO Watch Chiefs: (CPO) Responsible for bridge operations during each shift.
12 NCO Bridge Operators: (PO) Appointed by department heads to work Bridge stations
17 Total Crew

2. Operations
Operations has the broadest responsibility than all other departments of the ship. The chief of operations is also the First Officer (XO) of the ship, and usually the second highest-ranking member of the crew. All areas of ship operations go through him except for SenCom and Weapons. The major divisions that go through Ops are Engineering Operations, Flight and Vehicle Operations, and Quarters. There are several other smaller minor divisions, but these fall into a catch all under operations. Since Operations is more of an administrative division than a real department, it does not have it own any crew other than the Chief of Operations and a small administrative staff.
1 Chief of Operations: (Lt. Comdr.) First Officer of the ship
1 Administrative Assistant: (Ensign or NCO) Helps First Officer with Admin Duties
2 Total Crew

2.1 Engineering
The Engineering section is responsible for all repair and maintenance of the ship, as well as the operations of the Engines and Reactor. The following areas fall under the jurisdiction of the Engineering: Secondary Engineering (or Power; Located in the Command Module), Life Support and Recycling (Command Module), Main Reactor Control (Propulsion), Sublight Control (Propulsion), and Main Engineering (Propulsion). Basic repair and maintenance in other areas of the ship are coordinated through Main Engineering. Engineering answers to Operations. Crew Break down is as follows.
1 Chief of Engineering: (Lt. Comdr.) Oversees all subsections.
3 Chief Petty Officers: (NCO) At least one on duty for every shift.
6 Petty Officers: (NCO) Two for every shift.
9 Technicians: (Enlisted) Workers who oversee all the ships machinery
19 Total Crew

2.2 Quarters:
This section is over seen by a Quartermaster, and it is responsible for all crew and officers quarters, Food and Supplies for the Galley, and requisitioning parts and equipment for other sections of the ship. This section is also responsible for the loading and unloading of equipment on and off ship. There is only one Chief, and he is directly responsible for the Armory and is the in-between for the troops and the Quartermaster. Quarters answers to Operations.
3 Petty Officer Shift Heads: (NCO) One is a chief, three are regular.
6 Enlisted: Movers and catalogers of equipment, cooks.
11 Total Crew

2.3 Medical
The primary job of Medical is the health of the crew. In order to accomplish this the Hyperion has two surgery units, a full bacta ward with 8 tanks, 2 recovery rooms ward, 6 ICUs, 2 exam rooms, a Med Lab, and a full Pharmacy (as a whole all these rooms are referred to as Sick Bay). In addition to this, Medical is administratively responsible for the science labs. The administrative head for Medical is usually a medical doctor with a surgical level of expertise. There will also be at least 10 or more technicians, who have advanced medical, surgical, robotic, or scientific ability. To help the ship's doctor and his assistance with their duties, there is a full M series of droids (M0, M1, M2, M3, M4, and M5). Each of these droids has a specific task, and they can either work individually or as an assistant to medical personnel.
Medical answer to Operations. Crew break down is as follows:
1 Chief Medical Officer: (Lt. Comdr.) Chief Surgeon and Admin head for Medical
3 Medical Officers: (Ensign) Medical Specialist (Surgery, Pharmacist, Cybernetics, etc.)
9 Technicians and Lab Assistants: (Enlisted) Assistance Medical officers.
36 medical droids
13 Total Crew

3. Tactical
This section of the ship broken down into to two general areas: Weapons and Security. This section is responsible for the combat readiness of the ship, like shields, turbolasers, torpedoes and any other armament on the ship. As well as, the ship’s security that is involved with the physical protection of the ship against mutiny or borders, and in turn carry out boarding actions against other ships. In many smaller vessels this section may be condensed into one Security Chief who answers to a Weapons officer, but in larger combat vessels an additional officer, who is often called the Tactical Officer, is needed to administrate both sections. The Tactical Officer (or Tac) is the “Second Officer” of the ship, and answers directly to the Captain.
1 Tactical Officer: (Cdr.) Oversees the operations of Weapons and Security
1 Assistant Tactical: (NCO) Admin assistant to the tactical officer
2 Total Crew

3.1 Weapons (ARC)
The weapons division is responsible for all offensive and defensive measures of the ship. For the Hyperion this would be all the capital scale turbo lasers and tractor beams, and the anti-star fighter laser cannons. In addition, this section is also responsible in conjunction with Engineering for the particle ray, and deflector shield operations. Each gun can be fired by only one gunner, but due to the sensitivity of the equipment technical crew members are required during battle engagements. This section is commanded by the Chief of Weapons (Weaps) who is stationed at Fire Control, and he answers to Tactical.
1 Weapons Officer: (Lt.) Oversees all offensive and defensive equipment and crew.
3 Watch Officers: (Ensign or NCO) One to oversee each shift
27 Gunners: (Sgt) Gunners for ships weapons system
27 Technicians: (Enlisted) Workers who oversee the gunnery equipment.
58 Total

3.2 Security (ARC)
The Security section is responsible for the physical security of the ship's equipment and personnel, and they are the main guard against borders and mutiny. On some of the larger military craft, security is also responsible for boarding actions and providing security for missions away from the ship. The Task Force leader of these troopers also serves as the Chief of Security (COS) of the ship. The 40-man ARC platoon is broken into 5 squads and serves as Security. These squads answer to Tactical.
Individual break down is as follows.
1 Task Force Leader or COS: (Maj.) Serves as Task Force leader (COS)
5 Squad Leaders: (NCO) Leads an 8-man squad.
40 Troopers: (Pr) ARC Troopers
46 Total

4. SenCom (ARC)
Good communication and knowledge of your surroundings is one of the most important aspects of any military group. This is even more so in the Republic Navy where operations can take a ship out of contact with the fleet for extended periods of time. As such the every navel ship spends an extraordinary amount of money in equipment and manpower to know what is going on around them. This is called SenCom (Sensors and Communications) and it functions as the eyes and ears of the ship. The SenCom Chief who answers directly to the Captain commands SenCom. Sensors and Communications each individually have their own chiefs who answer to SenCom. (For simplicity's sake, they will be all included as one division for this write-up.)
1 SenCom Chief: (Lt. Comdr.) Administrative head of both the sensors and communications division.
1 Sensor Chief: (Lt.) Responsible for Sensor Ooperations
1 Communications Chief: (Lt.) Responsible for Communications Operations
6 Shift Officers: (NCO) One for each shift per each area.
14 Technicians (Enlisted) Crewman who work sensors and communications stations.
23 Total Crew

Line of Command
If in the event that command ranking crewmembers are MIA, POW, dead, or for some reason not able to complete their duties, this is the line of command for the Hyperion. General, command goes to the highest-ranking member of the crew. If for some reason there is more than one person of the same highest rank, the below table is used to decide who receives command. Below this level, command goes to the Bridge Officer or any other personnel who can fly the ship to the nearest navel base.
Chain of Command is:
Captain – Operation (XO) – Tactical Officer – Chief Engineer – SenCom – Weapons Officer – Security Chief – Chief Medical - Quartermaster


Designer: William Travis




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