Cruiser (Solaris)

What it is

The uncommon-rarity Solaris mid-roster hull — a two-slot rifle-starter with the highest baseline acceleration (271) and speed (196) of any Solaris hull at ★1, paired with the faction’s standard armor 5 and back-loaded drag profile. Heat curve is fully disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages. Ship-scale 1.3 places it above the Solaris baseline (1.0) but below the legendary flagship’s 1.2 footprint despite the larger scale value — render size is the only place this hull is “bigger.” Inherits the default Jack of All Trades passive (no per-hull passive override).

Identity

FieldValue
Factionsolaris
Rarityuncommon
Display gradeB
Outline color50ff78
Accent color38cc58
Ship classmedium
Starting weaponrifle L1

Star-1 stats

StatValue
HP130
Shield110
Armor5
Speed196
Acceleration271
Drag0.42
Turn rate0.10
Weapon slots2
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup0
Heat cooldown0
Heat curvelinear
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.3

Star deltas

Only three fields differ between ★1 and ★5. All other fields hold flat across the curve (the ★5 override re-asserts the ★1 values for armor 5, speed 196, acceleration 271, drag 0.42, turn rate 0.10, weapon slots 2, ship scale 1.3, etc.). A ★4 pin re-asserts ship scale 1.3, acceleration 271, and speed 196 — all identical to the ★1 and ★5 values, so the pin has no breakpoint effect on the curve. Intermediate stars lerp linearly between the ★1 and ★5 endpoints below.

Stat★1★5
HP130163
Shield110138
Weapon damage %1012.5

Per-star lerped values (lerp factor t = (star − 1) / 4):

StarHPShieldWeapon damage %
★113011010
★2138.2511710.625
★3146.512411.25
★4154.7513111.875
★516313812.5

Star tier never changes the starting weapon (always rifle L1), faction, rarity, drive feel, ship scale, or weapon-slot count — only the three lerped numerics above and the mod backpack grid size.

StarXP required (cumulative dupes)Mod backpack gridGrid cells
★103 × 39
★214 × 312
★334 × 416
★475 × 420
★5175 × 525

Drive feel

FieldValue
Rotatestrue
Fixed angle (deg)0
Accel curvelinear
Drag curveback_loaded
Stop shake intensity0
Heat shake intensity0
Heat shake threshold0.85
Stop spring amount0

Free-rotating hull with a linear thrust ramp and a back-loaded brake — coast feels light at speed, then settles hard near zero. The back-loaded drag profile is the Solaris faction signature: deceleration is weighted toward the final stop rather than spread evenly across the velocity range, so the Cruiser glides at cruise speed and then snaps to a halt. Heat curve is disabled (0 buildup / 0 cooldown), so the overheat-boost loop never engages and all damage scaling comes from raw weapon-damage and fire-rate percentages.

Hitbox

No entry in the hull hitbox table. The hull falls back to the engine default octagon at the rendered sprite size (ship-scale 1.3 footprint). All other Solaris hulls in the roster have explicit convex polygons; the Cruiser is the only Solaris hull missing one.

Passive

FieldValue
Passive IDjack_of_all
Passive nameJack of All Trades
Effect+{value}% to all stats
Stat targetall
Is percenttrue
Values per rank (1–5)3, 6, 10, 15, 22

The default baseline passive (no per-hull override). Applies a percent buff to all stats at run start, scaling with passive rank.


EXTRACT-CANDIDATE

  • Missing hitbox polygon. Solaris_Cruiser has no entry in the HULL_HITBOXES table while every other Solaris hull does. The generator script (scripts/generate-hull-hitboxes.ts per the file header) appears to have skipped or failed on this sprite. Either a missing sprite asset or a regeneration that didn’t include the Cruiser. Flag for cleanup — regenerate or restore the polygon to bring the Cruiser in line with the rest of the Solaris roster.
  • No-op ★4 pin pattern. Solaris_Cruiser’s ★4 entry re-asserts ship scale 1.3, acceleration 271, and speed 196 — the same values the hull already has at ★1 and ★5. The pin has no curve effect. Same pattern as Solaris_Armada and Solaris_Cargo (which re-assert ship scale only). Likely a legacy artifact from a tuning pass; worth a single canonical note on ships.md explaining that no-op ★4 pins exist and which hulls carry them.
  • Acceleration outlier. Solaris_Cruiser ★1 acceleration is 271 — higher than every other Solaris hull at ★1 except Solaris_Flyer (301) and Solaris_Oracle (320). Combined with speed 196 (top of the faction outside of Flyer at 176, wait — Cruiser at 196 actually beats Flyer at 176), the Cruiser is the fastest-cruising Solaris hull at ★1. The label “Cruiser” tracks the design — worth surfacing on ships.md in a Solaris speed-tier table.
  • Solaris faction signature stat block. Solaris hulls share a tight fixed-value set: armor 5, drag 0.42, turn rate 0.10, heat buildup/cooldown 0, drag curve back_loaded, fixedAngleDeg 0, rotates true. Across the nine Solaris hulls the ★1→★5 delta pattern is also consistent — weaponDamagePct always lands at 12.5 at ★5. Worth a single canonical “Solaris faction profile” block on ships.md so per-entity Solaris pages can stop repeating these constants.
  • Uncommon hull with baseline passive. Solaris_Cruiser inherits jack_of_all rather than a Solaris-themed passive. All Solaris hulls in the current SHIP_STATS_S1 block (Armada, Cargo, Cruiser, Flyer, Hauler, Oracle, Princess, Torque, Valet) appear to fall back to the baseline passive — there is no per-hull passive override in the Solaris roster. Worth flagging on passives.md and ships.md as a faction-wide gap: either the design intent (Solaris = generalist faction) or missing-passive work.