Torque (Solaris)

What it is

A rare-rarity Solaris hull — a three-weapon-slot mid-class skirmisher running the Solaris faction signature drive feel (back-loaded drag, armor 5, drag coefficient 0.42, turn rate 0.10). Opens with the revolver starting weapon on a baseline 1.0 ship scale. Heat curve is active (buildup 14 / cooldown 48 / linear), so the overheat-boost loop engages during play. Sits below the Solaris epic and legendary tiers on every numeric — the lowest HP/shield among the active-heat-curve Solaris hulls.

Identity

FieldValue
Factionsolaris
Rarityrare
Display gradeA
Outline color44aaff
Accent color2288dd
Ship classmedium
Starting weaponrevolver L1

★1 stats

StatValue
HP155
Shield130
Armor5
Speed130
Acceleration195
Drag0.42
Turn rate0.10
Weapon slots3
Upgrade slots3
Weapon damage %10
Fire rate %5
Heat buildup14
Heat cooldown48
Heat curvelinear
Burnout severity0.35
Shield regen rate6
Shield regen delay4
HP regen0
Melee mult1.0
Luck8
Magnet range130
Currency bonus6
Ship scale1.0
Starting weaponrevolver L1

Star deltas

★5 endpoints (only fields that differ from ★1):

Stat★1★5
HP155194
Shield130163
Acceleration195244
Weapon damage %1012.5

All other ★5 fields match ★1 (the per-hull ★5 override only delta-pins the four numerics above). No ★2 / ★3 / ★4 pins exist for Torque, so intermediate stars lerp linearly between the four endpoints; every other stat is constant across all five stars.

Lerped per-star values (lerp factor t = (star − 1) / 4):

StarHPShieldAccelerationWeapon damage %
★115513019510
★2164.75138.25207.2510.625
★3174.5146.5219.511.25
★4184.25154.75231.7511.875
★519416324412.5

Star progression:

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

Star tier never changes the starting weapon (always revolver L1), faction, rarity, hitbox, drive feel, ship scale, weapon-slot count, armor, speed, drag, turn rate, or heat curve — only the four lerped numerics above and the mod backpack grid size.

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 mid-class hull with a linear thrust ramp and a back-loaded brake — when thrust is released the deceleration starts gentle and weights toward the final stop, so Torque glides at cruise speed and then snaps to a halt. The back-loaded drag profile is the Solaris faction signature. Heat curve is active (14 / 48 / linear): thrust raises heat at 14/sec, cooldown drains at 48/sec while idle, and the linear curve maps heat to speed-boost gain. Burnout severity 0.35 applies when the bar saturates.

Hitbox

No custom polygon entry. Uses the engine’s default octagon fallback (8-vertex regular-ish octagon normalized on a ±0.9 scale). Coarser collision than a silhouette-matched polygon, applied at the rendered sprite size.

PropertyValue
Vertex count8
X range-0.9 to 0.9
Y range-0.9 to 0.9

Fallback octagon vertices (x, y):

#XY
1-0.90.37
2-0.9-0.37
3-0.37-0.9
40.37-0.9
50.9-0.37
60.90.37
70.370.9
8-0.370.9

The octagon fallback fires a one-time diag log per missing-hull warning (event type hull_hitbox_missing) and keeps the physics body alive while the sprite waits for a regeneration pass. Hard fix is to regenerate the hitbox file from the sprite alpha channel.

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 roster. Solaris_Torque has no entry in the hull-hitbox table and falls through to the engine’s default octagon. Worth a single canonical “Hulls using octagon fallback” list on gameplay/ships or hull-hitboxes so the wiki tracks which sprites need a regeneration pass — the diag event hull_hitbox_missing fires at runtime but there’s no static index. Sweep the full hitbox table against the full hull roster to enumerate.
  • Solaris heat-curve split. Torque runs heat 14 / cooldown 48 / linear — the active overheat-loop profile shared by Oracle, Princess, Valet (and presumably others) while Armada / Cargo / Hauler run 0 / 0. The split looks like a non-uniform tuning artifact rather than a faction rule. A canonical “Solaris heat-curve map” table on gameplay/ships would let per-entity Solaris pages stop re-explaining which heat profile they ship with.
  • Solaris faction signature stat block. Solaris hulls share armor 5, drag 0.42, turn rate 0.10, drag curve back_loaded, weaponDamagePct ★5 endpoint 12.5. ★1→★5 deltas are consistent across the faction — only HP / Shield / WeaponDamagePct / Acceleration shift. Worth a single canonical “Solaris faction profile” block on gameplay/ships so per-entity Solaris pages can stop repeating these constants. (Already flagged on Armada and Oracle — Torque is a third confirmation.)
  • Rare-tier baseline passive. Solaris_Torque inherits jack_of_all rather than a hull-specific passive. The baseline-passive pattern now spans common (Cargo), rare (Torque), and legendary (Armada, Oracle, Princess) tiers across Solaris — rarity does not predict whether a hull gets a unique passive. Worth a canonical note on gameplay/passives or gameplay/ships enumerating which hulls have hull-specific passives versus the baseline.
  • revolver as a Solaris starter. Torque’s starting weapon is revolver — also Cargo’s starter in the Solaris roster. Two-Solaris-hulls-share-a-starter is the only repeat in the faction (other Solaris hulls open with rifle / cannon / line / disc / barrier). Worth confirming on gameplay/weapons whether the “starting weapon by hull” cross-reference table flagged on Armada surfaces this duplication.