NAVY

BATTLECRUISER · LINE COMBAT · TIER 3BUILT BY STELLAR DYNAMICS

Solaris

Giant Battlecruiser

Focus beam that spins up from a flicker to 25k DPS over 5s of unbroken lock.

Hull2,978
Shield11,912
Squad1 hull
Speed4 km/s
Reach130 km
DPS25,000
400SUPPLY
MARK II HULL · BOW QUARTERThe Solaris

01 · In the line

Against the other battlecruisers

Speed among battlecruisers · km/s

Talon
16
Oath
16
Juggernaut
8
Sebastian
5.5
Cyclone
4.5
Typhoon
4.5
Widow
4
Solaris
4

Reach among battlecruisers

Solaris
130 km
Typhoon
85 km
Widow
70 km
Cyclone
55 km
Talon
46 km
Oath
46 km
Sebastian
30 km
Juggernaut
15 km

At 4 km/s it takes 33 s to close its own reach of 130 km.

02 · Weapon

Beam emitter

Directed energyLight speed

Beam emitter

A continuous beam: its damage is dealt every second it holds its lock.

At full power25,000damage a second
Damage a second25,000one hull
Reach130 kmTargets capital ships
FireHeldShot speed: Light speed

Spin-up · damage a second over a 10 s lock

25,000 a second, held
0 s5 s · full power10 s

A lock held for 10 s lands about 187,500. Break the lock and it climbs again from a flicker.

03 · Available tech

What a commander can fit

Bought mid-battle with supply. Each one gives something and costs something.

Core upgrades · 5

Skirmish Fire Control200
Outer targeting band55% output beyond native range

Adds a +50% outer targeting band. Attacks, repairs, and boarding channels operate at 55% output beyond native range, and armed squads hold that safer line.

Breach Capacitors250
+60% breach damage-15% outside the breach band

Converts the squad into a breacher: it closes to 45% range and deals +60% damage there, but deals 15% less outside the breach band.

Reactive Bulkheads250
30% hull-loss cap per hit-12% thrust / -18% static integrity

No single hit can strip more than 30% of maximum hull after shields. Mobile units lose 12% thrust; static emplacements lose 18% maximum integrity. Strong into alpha strikes, weak into rapid fire.

Threshold Deflector300
Shield-break overflow gateMust recharge to 25% to re-arm

Adds 250 shield. If at least 25% charged, a breaking hit loses all hull overflow; the gate re-arms only after recharge reaches 25%.

Vector Afterburners150
+65% pursuit thrustHalf turn authority while burning

Burns at +65% speed while marching or closing on its chosen standoff, then disengages in combat; turn authority is halved during the burn.

Solaris signature tech · 8

Prism Refocus500
+ PRISM LINE CUTTER− MINIMUM RANGE

Refocuses the beam into a penetrating 105 km line cutter with an 18 km dead zone.

Siege Baseline Optics400
+ SIEGE STANCE− MINIMUM RANGE

Solaris gains a much longer firing envelope but cannot engage inside its new dead zone.

Capital Execution Charge400
+ CAPITAL EXECUTION− LONGER LOCK BUILDUP

Solaris prioritizes capital targets and builds a devastating heavy-hull lock through a longer beam spin-up.

Walking-Fire Heat Bank400
+ BEAM FIRE WINDOW− THERMAL VENT

Solaris drives a high-output beam window, then shuts down for an extended thermal vent.

Linebreaker Rails400
+ LINE PIERCE− REQUIRES FIRING LANES

Solaris fire penetrates every hull aligned behind the first target.

Airburst Geometry400
+ FOCAL BURN FIELD

Solaris converts its impact into a shaped falloff zone; beams create a focal burn field.

Counterbattery Faceplate450
+ FRONTAL SHIELD− FLANKS EXPOSED

Solaris raises a narrow forward shield against return fire; flanking shots bypass it.

Counterbattery Triangulation450
+ FORWARD OBSERVER

Solaris reveals cloaked attackers and marks them for nearby allied fire.

Bring the Solaris into the lineNexus Wars is in Early Access on Steam.