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Conquest-class Battlecruiser

Logistical Data
Recovery rate (per day) 3%
Maintenance (sup/month) 40
Cargo capacity 300
Maximum crew 500
Skeleton crew 400
Fuel capacity 300
Maximum burn 8
Fuel per light year 10
Ordnance points 315
Flight decks 0
Combat Performance
Hull integrity 12,000
Armor rating 1,200
Defense Omni Shield
Flux capacity 20,000
Flux dissipation 1,200
Top speed 45
Mounts 2x Medium Missile
2x Large Missile
2x Medium Energy
4x Large Ballistic
4x Medium Ballistic
8x Small Energy
Advanced Stats
CR per deployment 15%
Recovery cost (supplies) 40
Peak performance (sec) 600
Shield arc 90
Shield upkeep/sec 480
Shield flux/damage 1.4
The Conquest-class battlecruiser is the embodiment of concentrated firepower. Developed in the period just preceding the popularization of fighter craft, the class emphasizes firepower and speed over armor protection.

Space Naval tacticians of the day were confident that new weapons systems would always outperform armor and shields and thus were the key to winning an engagement. So why not build a ship for speed and power? Give it the armor protection of a cruiser, but arm it with the best weapons available to any ship, and have it remain faster than any of those lumbering behemoths of the line. The Conquest is a good example of these concepts put into a hull. Many other advanced technologies were incorporated into the design, including weapon mounts designed for a circling engagement. This maneuver requires greater navigational skill while serving to provide more tactical options to the commanding officers.

Fortune favors the bold, the ancients said. This class of ships does indeed favor the bold captain, willing to risk everything for the thrill of victory.

–In-Game Description


The Conquest is a fast and agile battle-cruiser that sacrifices defense for mobility.


There are 2 schools of thought on how a Conquest should be used.


Contrary to the opening statements about the Conquest embodying concentrated firepower, the Conquest is built for broadsides, with the bulk of its firepower spread out across several turrets with a 120° arc on each side. The Maneuvering Jets system is invaluable for bringing firepower to bear and for breaking engagement to vent flux (as well as getting to the fight in the first place).

With a mere 90° arc and the worst efficiency of any shield in the game, the Conquest's shield is of very limited effectiveness. It should be used sparingly, generally raised only to catch high-damage explosive or energy shots.

The Hurricane MIRV Launcher is favored for the large missile mounts: It can be fired off-bore, and thus does not require the Conquest to turn its broadside away, and also inflicts very high damage against armor and hull.

Some players favor asymmetrical designs, concentrating powerful high-OP weapons on one side while covering the other with a number of PD and long-ranged weapons to deter flanking fighters and frigates. Alternatively, one side can be loaded for anti-shield duty, and one for anti-armor, while using maneuvering jets to quickly turn around.

Divide & Conquer[]

Divide & conquer is a strategy splitting the enemy forces into a larger and a smaller group and then defeating the smaller group in detail. It is quite effective but critically requires some form of specialist to actually form & hold the breach in the enemy formation. This requires a strong lead to form a gap and some kind of standoff to keep it open for long enough, while the standoff and blitz teams do their jobs. The standoff element is sent to the larger enemy force to keep them from breaking out, such as a kinetic heavy low tech group. The blitz element is sent against the smaller enemy force to crush it quickly, such as restored Luddic Path ships with Safety Override.

It has two large missiles mounts up front for a strong lead; Hammer Barrages or Cyclone Reaper Launchers are recommended. WARNING: For AI-controlled conquests, dumb-fire high damage missiles on the frontal missile mounts are NOT RECOMMENDED. This will confuse the AI into constantly flip-flopping between broadsides and the missile hardpoints, resulting in extremely inefficient behavior.

For standoff it has an excellent mix of 2x large ballistics, 2x medium ballistics, 1x medium missile, 1x medium energy and 4x small energy per side.

Fighters Broadsword · Cobra · Claw · Dagger · Gladius · Khopesh · Longbow · Mining Pod · Piranha · Perdition · Talon · Thunder · Trident · Warthog · Wasp · Xyphos
Frigates Afflictor · Brawler · Centurion · Cerberus · Dram · Gremlin · Hermes · Hound · Hyperion · Kite · Lasher · Mercury · Monitor · Mudskipper · Mudskipper Mk.II · Omen · Ox · Scarab · Shade · Shepherd · Tempest · Vigilance · Wayfarer · Wolf
Destroyers Buffalo · Buffalo Mk.II · Condor · Drover · Enforcer · Gemini · Hammerhead · Harbinger · Medusa · Mule · Nebula · Phaeton · Phantom · Salvage Rig · Shrike · Sunder · Tarsus · Valkyrie
Cruisers Apogee · Aurora · Champion · Colossus · Colossus Mk.II · Colossus Mk.III · Dominator · Doom · Eagle · Falcon · Fury · Gryphon · Heron · Mora · Revenant · Starliner · Venture
Capitals Astral · Atlas · Atlas Mk.II · Conquest · Legion · Odyssey · Onslaught · Paragon · Prometheus · Prometheus Mk.II
Stations Low Tech · Midline · High Tech · Gargoyle · Merlon · Ravelin
Derelict Defender · Picket · Sentry · Warden · Bastillon · Berserker · Rampart · Guardian · Mothership
Remnant Flash · Lux · Spark · Glimmer · Lumen · Fulgent · Scintilla · Brilliant · Radiant · Battlestation
Omega Aspect · Dextral Shard · Sinistral Shard · Facet · Tesseract
Other Ziggurat

Change History[]


  • Added "Heavy Ballistics Integration" built-in hullmod: reduces large ballistic OP cost by 10
  • Reduced OP by 30 (relative to higher, rebalanced value)
  • increased burn level by 1


  • Armor increased from 1000 to 1200

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Up to date for version 0.95