The Delphi Battleship was designed to fill the gap between cruiser and dreadnought. It is meant to be nimble (for it's size), with the ability to handle a good amount of punishment and deal out withering amounts of firepower against single or multiple targets. It was given enough interceptors to keep it from being too weak against lighter craft. The designers favored the use of energy weapons, as the cost for their operation would be minimal, and would require less support crew, reducing operations cost overall. The Delphi class protects itself at short and midrange with Gatling railguns and particle beams against fighters and torpedos. Particle beam may be used at much longer ranges and in an anti-ship capacity, due to their variable power output. With a matter/anti-mater reaction system, it produces plenty of power for the ship in heavy combat operations, while needing little fuel space. There have been some talks about putting magnetic ramscoups on some designs to harvest matter and anti-matter while on long cruises to supplement fuel resources. This is still being discussed in committee.
These ships are relatively simple in design, allowing them to be built quickly, as capital ships go. They are often built at one of three shipyards, Terra-Luna Drive Yards, a floating space assembly near Earth and it's moon, Olympus Station, near Jupiter and it's moons, and Ares Drydock, near the asteroid belt, making use of the materials mined from the nearby belt and :Mars. Others may be in production elsewhere, but currently there are a few in the works in the Sol system.
Ship Designation: ANS Typhoon
Ship Registry - NS 2187
Class: Delphi Class Battleship
Role: Multiple roles
Size
Tonnage: 1000 tons
Length: 950 meters (roughly), Beam (width): 273 meters, Height: 178 meters
Propulsion
Matter/Anti-Matter reactor
Top Speed: Classified
Sublight: Impulse Thrust
Armaments:
Particle Batteries (phaser strips) - (9) - Arranged along the long axis of the ship, fore, mid, aft, three strips each section, 120 degrees apart, like points of a triangle, creating 360 degree coverage on all sides with converging fields of fire. Typically favors muon particles, largest, heaviest, which provide optimal materials destruction as well as 50% pass-through in many cases.
Range: 500 kilometers +/- 50
LBX Gatlin Railguns - (27)
Type: Hybrid Turret
RoF: Cyclic (2500-4200 rounds per minute, variable)
Range: 10-20 km
Primary Purpose: Anti-Interceptor
Secondary: Anti-missile
Payload: 2000 (Combat mix - explosive and armor piercing)
Operation: Central Fire Control, Bridge Fire Control, manual backup, One gunner per weapon, or may operate fire-linked and in clusters, overlapping interlinked fields of fire
Location, Covering hangar bays, nose section, engines, and along central axis to supplement particle batteries.
Name: Photon/Particle Lance (1)
Location: Axial mounted
Purpose: Anti-ship, anti-planetary
Range: 2000 km+
Operation: Bridge Firecontrol and Engineering
Payload: NA
Rate of Fire: Slow, (may fire at most 1 shot every fifteen seconds, but risks serious damage and overheating, or even catastrophic explosion. Optimally 1 shot per minute, still runs 'hot' but not dangerously so)
Operation: MARA (Matter/Anti-Matter Reactor Assembly) begins to ramp up power as if preparing to transfer to FTL travel, but instead focuses the energy through magnetic constrictors, creating a release of a mixture of photons and subatomic particles. The beam is roughly one-hundred feet wide in the core, and travels two thousand or more kilometers. Is unlikely to hit anything less than capital ships, due to time required to fire, The weapon does have a secondary corona along the main beam, and is likely to also distort and ionize electronics. Near misses may still destroy armor and damage materials. The discharge lasts a few moments, up to fifteen seconds. A common tactic that might be used for such a weapon is to sweep an area, using attitude/reaction thrusters. Damage to each target is reduced, but may still be significant. Often used as a scare tactic, or to try to catch smaller targets off-guard, boil off armor and weapons, sensors, and blind enemy ships. Maneuver is difficult and requires precise timing between navigation, fire-control, engineering, and of course commanding officer. Takes a bit of prep. Recovery from such maneuver can take a minute or more between main engines and RCS.
Armor & Defense Systems
Armor: 2000 MM nano ferro ceramics, covering main hull
Turrets: 40 mm carbon-ceramic nanoweave composite (light, tough, strong)
Magnetic Shields - Designed to deflect micrometeorites, space dust, and may offer some protection against kinetic/ballistic weaponry. More effective against ion, plasma, and some particle weaponry, but not terribly so against particle weapons.
Gravitonic Shields - Using a shell of gravitons, will deflect objects, and will disperse the energy of incoming directed energy weapons into space and along the surface of the shield. Some pass-through is possible.
Shield Maximum Graviton Load (Continuous)
1865 MegaWatts
Shield Maximum Energy Dissipation Rate
3.5x10^4 kilowatts
Electronics Warfare Package - Provides electronic countermeasures against enemy combatants, namely against missile locks, and helping to prevent electronic/digital intrusions. Not impossible, but just more difficult.
Sensors, Systems, Computers & Programs
Basic Operations - All the typical needs to operate a ship of the class, including a 100,000 km comms system
Advanced Sensor Package - A full suite of optics and sensors in all common spectrums, includes laser and radio telescopes, able to survey out to roughly four lightyears. Roughly 90% of ship is covered with cameras
Motion Perimeter & Collision Warning System - Primarily used for docking, and port maneuvers, tight spaces.
Military Sensor Array & Combat Computer - Pretty self explanatory, includes analysis and coordination, allowing a single communications officer to coordinate multiple combat elements, May not be used if working with Con-Com ship, but is a ready-backup.
Targeting & Combat Computer - Can track 120 targets at 1000 kilometers, and can ident an additional 80 at roughly, 1400 kilometers.
SARA - Stastical Analysis & Reactive Assistant. Ship's AI - Designed to help with tactical analysis, navigation, coordination, and more. Personality develops individually to each ship, captain, and crew.
Auxiliary & Support Systems
Crew Quarters - Several barracks style quarters in place, a number of two or four person dorms. Officers have individual quarters.
Crew Recreation Facilities - Weight room, exercise room (open space, gymnastics, self defense, dance, and so on), mess hall, officers mess, running track, gaming/recreation room. Dining facilities have access to 'replicators' and protein resequences, but a small staff is on hand in the officers mess for the 'real deal'.
Armory & Shooting Range
Hangars:- 2 - Each hangar contains 2 shuttles and twelve interceptors, giving limited but decent intercept capability. (Angel Squadron and Wraith Squadron)
Hard Suits & Soft Suits available on every deck, combat protocol all crew or as many crew as possible are expected to be suited up.
Hull Breach Sealing System - Activates in the event of most breaches, but everyone is to be suited up, just in case they get sucked out.
Atmosphere recyclers/scrubbers - self explanatory
Atmosphere tanks - enough to last a few days in an emergency for the entire crew, most often used for helping cycle airlocks and refill suit tanks and the like
FTL Accellerators - Allow rapid deployment into FTL travel, usually used for combat/emergency jumps.
Escape pods and lifeboats - pretty self explanatory, short range, not meant for long term, varies based on how many are crammed into each.
Self Destruct - Just overload the engines already... or have a containment failure on the antimatter bottles