ST59 - Defensive Battlecruiser

**Location:**  Infinite Lagrange Wiki -> Ship -> Battlecruiser

Back Story
 The ST59 was one of the very first battlecruisers in the Extinguishers' arsenal, greatly boosting their ship-to-ship capabilities during the days of their founding. It has participated in many famous battles, including the "Recapture of Pluto" and "Battle of Oort Cloud." Many later ships based their weapon and UAV system designs on it.

Most players will get the ST59 blueprint by completing level 50 of the Partnership Agreement in Phase I. Achieving this will allow the player to claim a special tech file containing this blueprint. This free blueprint is **ONLY** available in Phase I, and must be claimed.

The ST59 is the only battlecruiser that is classified as a "generic" ship, and thus is available from Generic BP Files.

A low tech point ST59 is the weakest of all the battlecruisers and is often left unbuilt in favor of cheaper, and often more efficient, ships. However, with some of the extra systems and enhancements, they can be very effective tanks.

The default ST59 is arguably on the worse side of ships. With damage unbefitting of a Battlecruiser and despite a speed on the highest ranges of the Battlecruisers, most players tend to leave the ST59 behind, as it is, at best, awkward when unupgraded : A tank in the mid-row with disappointing damage.

However, dismissing the ST59 due to its harsh beginnings would be a fatal mistake. With the right modules, it can be a terrifying force on the battlefield, being able to tank more damage than any other ship and dishing out impressive damage on its own.

With the C2 (EM Armor) system, energy resistance can hit 85% and with the C3 (Heavy Defensive Armor) system, the armor rating can hit 730. This makes the ST59 the best tank in the game.

The ST59 also holds the title of "highest storage per command point" for a non-utility ship, making it uniquely useful in Data Rescue Agreement servers.

## ST59 - Defensive Battlecruiser

* Hologram
* System
* Schematic

## Cost

###

148,130

###

33,750

###

15,840

###

09:09:50

* Roles: Middle Row, Against Large Ships, Can Strike Back-row Ships
* Advantage: Cheapest battlecruiser (3,082,130 metal equivalent), highest storage per command point of all non-utility ships
* Disadvantage: Default configuration is weak.
* Game description: The bow can be fitted with different ballistic weapons based on different energy systems. By default, it is equipped with two large railguns as its primary firepower.\nAdditionally, these are complimented by a generic weapon control system and a concentrated projectile weapon platform. It also comes with a specialized anti-aircraft cannon system.

## Non-modular Systems

###  Armor System

* Armor: 180
* Energy resistance: 10%
* Ship hit points: 121,350
* System HP: 15,750

#### ASX Composite Armor

Module Description: Protective armor for heavy battlecruisers. The thickness of the heavy armor plating is increased to offer better protection against medium weapon attacks.

#### SC-100 Ship Core

Module Description: A core structure used to construct super capital ships that can be mounted with sophisticated weapon systems. It can adapt to the complex space environment and resist impact and radiation.

###  Propulsion System

* Cruising speed: 450
* Warp speed: 2250
* System HP: 15,750

#### EC-600 Generic Warp Drive

A light warp drive for super capital ships. It enables super-heavy ships to enter warp for fast travel in formation.

#### EN-600 Generic Vector Engine

A super-heavy vector engine for super capital ships. It is used by this class of ships for sailing and adjusting ship angles in combat.

#### XC-4500 Bridge

* In-game description: A generic Navigation Control and Info Command System for light ships. It manages the operations of all weapon systems and engines.

This system has no enhancements.

#### RT-660 Integrated Energy Conversion System

* In-game description: An integrated energy supply system for super capital ships. It generates power through the core and converts the energy into different forms for the ships's various subsystems.

This system has no enhancements.

## Modular Systems

The ST59 has a total of twelve different modular systems in four different slots.

### Slot M

This is the "main weapon" slot, which is normally filled by module M1.

##### SR-2600 Heavy Railgun

    Module Description: Fits a power assault railgun to the bow of the ship. It has great ammo capacity and acceleration. Projectiles can penetrate any armor. It is the weapon of choice against ultra-large targets.

* Adjustment increment: 2%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 6
* Adjustment base success: 15%

2 x Heavy Railgun

#### M1 Enhancements

* Full enhancement cost: 56 or 63 tech points (depends on the chosen enhancements)

##### SG-2400 Dual-Cannon Rapid-Fire Battery

    Module Description: A rapid-fire assault cannon designed for capital ships. it adapts a high-speed ammunition supply system, an agile aiming system, and a duel-burst firing system, allowing it to annihilate small ships with ease.

* Adjustment increment: 3%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 5
* Adjustment base success: 20%

2 x Rapid-Fire Battery

##### M2 Enhancements

Full enhancement cost: 48 or 55 tech points, depending on which enhancements are selected.

##### ST-2600 Heavy Torpedo Launcher

    Module Description: A heavy torpedo launcher designed to hit large targets. It can fire consecutive standard large torpedoes.

* Adjustment increment: 2%
* Adjustment tech types: Missile Tech or Torpedo Tech
* Adjustment tech quantity: 6
* Adjustment base success: 15%

2 x Heavy Torpedo Launcher

##### M3 Enhancements

Full enhancement cost: 48 or 55 tech points, depending on which enhancements are selected.

### Slot A

This is the secondary weapons slot and, by default, is filled by module A1.

##### MK4-SG-2580 "Thunderbolt"

    Module Description: A 580mm large dual-fire assault cannon with increased damage against large ships.

* Adjustment increment: 3%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 4
* Adjustment base success: 20%

Default Weapon Stats
3 x Heavy Cannon

##### SG-1120B

    Module Description: A modified SGC-1120 120mm generic cannon that offers improved effectiveness against small ships and aerial targets. It is often fitted on agile multi-role ships.

* Adjustment increment: 4%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 1
* Adjustment base success: 20%

Default Weapon Stats
4 x Cannon

##### SR-1425 Railgun Turret

Description: A medium anti-ship railgun turret. Its agile rotating mechanism makes the railgun highly accurate and damaging.

* Adjustment increment: 2
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 6
* Adjustment base success: 15%

Railgun

##### SP-430 Pulse Turret

Description: The generic assault pulse cannon is a useful weapon for suppressing small and medium target in battle.

* Adjustment increment: 3
* Adjustment tech types: Pulse Tech or Plasma Tech
* Adjustment tech quantity: 4
* Adjustment base success: 20%

Pulse Turret

####  B1: Integrated Projectile Weapon Platform

    Module Description: A medium torpedo designed to take down medium to large targets One unit houses missiles in three groups of four. While having attack capabilities, it is normally used in saturation attacks against target ships.

* Adjustment increment: 3%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 5
* Adjustment base success: 20%

Default Weapon Stats

#### CBF-305 Medium Hangar

Module Description: A medium hanger that can house both attackers and fighters. It has separate docking and maintenance space for each squadron. It it equipped with an aircraft command and detection system.

* Hangar Type: Medium
* Medium fighters capacity: 4

#### CIT-1 Fire-Control Spotter UAV Hangar

Module Description: Able to support nearby friendly ships by detained weapon info and increased weapon Hit Rate.

* Spotter UAV capacity: 3

### Slot C

This is a slot for extra armor systems, which is normally empty.

####  C1: Additional Armor System

* System HP: 15,750
* Extra ship HP: 15%

##### ASX-100 Additional Armor

Module Description: Adds an internal nano-reinforced layer to the original armor to greatly improve the ship's structural integrity.

##### C1 Module Enhancements

Full enhancement cost: 16 tech points

Total: 8
Total: 8

####  C2: EM Armor System

* System HP: 15,750
* Energy resistance: 35%

#### AEX-120 EM armor

Module Description: An additional electromagnetic-reinforced armor structure that increases resistance against energy damage.

##### C2 Module Enhancements

Full enhancement cost: 16 tech points

Total: 8
Total: 8

####  C3: Heavy Defensive Armor System

* System HP: 15,750
* Armor: 250
* Reduce Ship Evasion by 10%
* Reduce Hit Rate of the primary weapon by 5%

##### ASX-130 Additional Armor

Module Description: Additional heavy Armor that increases the thickness of armor plating. It offers the ship better protection against medium weapon attacks at the cost of the ship's Agility and the primary weapon's Hit Rate.

#### C3 Module Enhancements

Full enhancement cost: 16 tech points

Total: 8
Total: 8

## Media References

Damphyre video with a detailed analysis of the available modular systems and recommendations on different configurations.