Shield Upgrades IV<small> <ref><strong>Shield Upgrades IV</strong> is required for the '''Large Shield Expander II''' module.</ref></small><br>
Shield Operation IV<small> <ref><strong>Shield Operation IV</strong> is required for the <strong>EM Shield Compensation</strong> skill.</ref></small><br>
Shield Management III<br>
Hull Upgrades IV<small> <ref><strong>Hull Upgrades IV</strong> is required to fit the '''Damage Control II''' module.</ref></small>
| style="padding:8px;" nowrap |
Signature Analysis IV<br>
Long Range Targeting IV<br>
Target Management IV<br>
Propulsion Jamming III<small> <ref><strong>Propulsion Jamming</strong> is a needed to use a stasis webifier.</ref></small><br>
Target Painting III<small> <ref>'''Target Painting III''' is only needed if you'll use a Target Painter module.</ref></small><br>
Jury Rigging III<small> <ref>'''Jury Rigging III''' is a required for the '''Shield Rigging''' skill.</ref></small><br>
Shield Rigging III<br>
Tactical Shield Manipulation IV<br>
EM Shield Compensation III
| style="padding:8px;" nowrap |
Gunnery V<br>
Motion Prediction IV<br>
Rapid Firing IV<br>
Sharpshooter IV<br>
Surgical Strike IV<br>
Trajectory Analysis IV<br>
Controlled Bursts IV<small> <ref>'''Controlled Bursts''' is useful for all hybrids and energy turrets, but useless for projectiles as they do not use cap to fire.</ref></small><br>
Small Hybrid Turret III<small> <ref><strong>Small Hybrid Turret III</strong> is a starter skill, but this is included in case you have to crosstrain into another race''s weapon system.</ref></small><br>
Medium Hybrid Turret III<br>
Large Hybrid Turret III
| style="padding:8px;" nowrap |
Spaceship Command IV<br>
Gallente Frigate III<small> <ref><strong>Gallente Frigate III</strong> is a starter skill, but this is included in case you have to crosstrain out of your initial race.</ref></small><br>
Gallente Destroyer III<br>
Gallente Cruiser III<br>
Gallente Battlecruiser III<br>
Gallente Battleship III<br>
Warp Drive Operation III<br>
Evasive Maneuvering III<br>
Afterburner III<small> <ref>'''Afterburner III''' is required for '''High Speed Maneuvering'''.</ref></small><br>
High Speed Maneuvering II<small> <ref>'''High Speed Maneuvering''' is required to fit the '''Prototype 100MN Microwarpdrive I''' module for headquarter sites.</ref></small>
| style="padding:8px;" nowrap |
Drones V<br>
Light Drone Operation V<br>
Amarr Drone Specialization III<small> <ref>'''Drones V''', '''Light Drone Operation V''' and '''Amarr Drone Specialization I''' is required to use Acolyte II. Consider training '''Medium Drone Operation V''' to be able to use Infiltrator II drones as well. It's acceptable to skip this skill initially if you can use other drones, like Warrior II drones. But training this up only takes 20 hours.</ref></small><br>
Drone Interfacing III<br>
Drone Navigation III<br>
Drone Sharpshooting III<br>
Drone Avionics III<br>
Drone Durability I<small> <ref><strong>Drone Durability I</strong> is required to use shield maintenance drones.</ref></small><br>
Repair Drone Operation II<small> <ref><strong>Repair Drone Operation II</strong> is required to use light and medium shield maintenance drones. If you have room for heavies they require <strong>Repair Drone Operation III</strong>.</ref></small><br>
Shield Emission Systems III<small> <ref><strong>Shield Emission System III</strong> is required to use shield maintenance drones.</ref></small>
|- valign="top" style="background:#222222;"
| colspan=5 | ~ 59 days, 18 hours and 47 minutes worth of training in total (+3 implants, no remap)
|}
<small><references/></small>
''Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.''
''Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.''
Development Recognizing the necessity for a blaster platform to round out their high-end arsenal, the Federation Navy brought in top-level talent to work on the Hyperion. The result: one of the most lethal and versatile gunboats ever to take to the dark skies.
SHIP BONUSES
Gallente Battleship bonuses (per skill level): 10% bonus to Large Hybrid Turret damage 7.5% bonus to Armor Repairer amount
Estimated training time only for the listed skills based on zero implants and without neural remaps.
Grouping
▪ Variations
none
Ship Attributes
Fittings
Powergrid
16,000 MW
CPU
600 tf
Capacitor
7,200 GJ
High
7
Launchers
1
Turrets
6
Medium
5
Low
7
Rig
3
large
Calibration
400
Navigation
Max Velocity
115 m/sec
Inertia Modifier
0.118
Warp Speed
2 AU/s
Base Time to Warp
16.39 s
what's this?
Base Time to Warp is essentially the time needed for this ship to align and accelerate until it reaches 75% of its top speed and goes to warp. The time displayed here is the base calculated time with no account for any warp related skills, modules or any other effects.
Drones
Drone Capacity
175 m³
Drone Bandwidth
125 Mbit/sec
Targeting
Max Tgt. Range
60.00 km
Max Locked Targets
7
Magnetometric Sensor
23 points
Sig. Radius
485 m
Scan Res.
110 mm
Structure
Structure Hitpoints
8,500 HP
Mass
100,200,000 kg
Volume
495,000 m³
Cargo Capacity
675 m³
Frigate Escape Bay
1 Frigate
Armor
Armor Hitpoints
8,000 HP
Armor Resistances
EM
50
THR
35
KIN
35
EXP
10
Shields
Shield Capacity
7,500 HP
Shield Resistances
EM
0
THR
20
KIN
40
EXP
50
Summary
The Hyperion is the Gallente combat battleship. It is bonused for hybrids, but has no preference between railguns or blasters. The Hyperion is typically not a popular ship; the Megathron has similar firepower and fleet PvP performance, while the Dominix's selectable damage types make it superior for most PvE activities. However, it's one of the only Gallente ships that can fit an acceptable sniper fit for incursions, and the Hyperion excels in small gang and solo PvP situations where logistics isn't available.
The Hyperion's 125m3 dronebay allows the ship to fly a full flight of Heavy or Sentry drones. Combined with its blaster bonuses, a fully skilled Hyperion firing Void L ammo has the highest paper DPS of any T1 battleship in the game, provided it can get within range of the enemy.
Skills
Further information about additional or recommended skills to pilot Hyperion for a specific or it's common role(s) can be written here.
Fitting
Dual Rep Ions
Hyperion: Dual Rep Ions
EFT
[Hyperion, Dual Rep Ions] Ion Blaster Cannon II Ion Blaster Cannon II Ion Blaster Cannon II Ion Blaster Cannon II Ion Blaster Cannon II Ion Blaster Cannon II Medium Unstable Power Fluctuator I
Prototype 100MN Microwarpdrive I Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Heavy Capacitor Booster II Heavy Capacitor Booster II
Damage Control II Large Ancillary Armor Repairer Large Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Reactive Armor Hardener 1600mm Reinforced Steel Plates II
Large Nanobot Accelerator I Large Auxiliary Nano Pump I Large Auxiliary Nano Pump I
Warrior II x5 Hammerhead II x5 Ogre I x4
Nanite Repair Paste x256 Navy Cap Booster 800 x21 Federation Navy Antimatter Charge L x2160 Void L x2160 Null L x2160
FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Has a permatank of 1655 DPS for as long as you have cap boosters with the shift hardener set to 10% thermal, 10% kinetic and 40% explosive.
Does 796 with antimatter, 4 ogres and a hammerhead before heat.
Dual Rep Neutrons
Hyperion: Dual Rep Neutrons
EFT
[Hyperion, Dual Rep Neutrons] Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Neutron Blaster Cannon II Heavy Unstable Power Fluctuator I
Prototype 100MN Microwarpdrive I Faint Epsilon Warp Scrambler I Fleeting Propulsion Inhibitor I Fleeting Propulsion Inhibitor I Heavy Capacitor Booster II
Damage Control II Large Ancillary Armor Repairer Large Armor Repairer II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II Reactive Armor Hardener 1600mm Reinforced Steel Plates II
Large Ancillary Current Router I Large Auxiliary Nano Pump I Large Auxiliary Nano Pump I
Warrior II x5 Hammerhead II x5 Ogre I x4 Navy Cap Booster 800 x23
Nanite Repair Paste x256 Navy Cap Booster 800 x23 Federation Navy Antimatter Charge L x1440 Void L x1440 Null L x1440
FITTING DIFFICULTY
EVE VERSION
RUBI 1.0
ALPHA CAN USE
UNSET
EFT
SKILLS
NOTES
RECOMMENDED SKILLS
NOTES
Has a 1192 DPS constant tank and 1407 burst tank with the shift hardener set to 10% themal, 10% kinetic and 40% explosive.
Does 835 DPS with antimatter, 4 ogres and a hammerhead without heat.
Tactics
The Hyperion is a popular ship for those starting to fly incursions whilst they are upskilling for Pirate Battleships. The posted fit for Vanguard Fleets lists the ammo to use as Caldari Navy Antimatter. Recently I've been using Null L ammo and I've been having a lot of success with it.
It has less DPS per shot than the antimatter rounds however due to the much greater range I find that I'm landing many more hits, consequently my DPS is higher. That being said I always fly with both ammo types in my hold as at very close ranges the antimatter ammo is the better.
Important Note: To use Null L ammo your guns must be Tech 2.
Notes
This vessel qualifies for the University PYOS and BYOM programs.