Ship:solomon

From NEBULOUS: Fleet Command Official Wiki
Revision as of 06:47, 15 September 2026 by Larcrivereagle (talk | contribs) (Mounts)
Solomon Hull Configuration


Modifiers

    Reload Time (Rails): +20%[1]
    Spacecraft Arming Speed: +20%

Mounts

Solomon Mounts
Solomon Mounts

The Solomon has

  * 3 C5
  * 1 C4
  * 6 C2
  * 4 C1

Mounts 1 2 and 4

These C5 and C4 mounts should consist of your main battery.

Mount 3

This C5 mount is the "backpack" mount of the Solomon. On gun Solomon, this is where you can safely mount your missile launchers without interfering with the gun battery, or equip various softkill equipment like E70 'Interruption' Jammer, VLS-2.

Broadside Solomon will of course use this mount for another gun turret. Broadside Solomon must be careful to play at the edge of their range when using the rear turret, as presenting it makes them an easier target and their angled armor less effective.

Some gun Solomon will equip a Mk610 Beam Turret here as a self-defense weapon against close-in targets, though they usually have insufficient module space to buff it significantly.

Mounts 5 and 9

These C2 mounts are excellently positioned for PDTs, especially the Mk20 'Defender' PDTs, as its closest to the center of the ship, or as a secondary battery of Mk62 Cannons if you are making a greed BB.

Mounts 6 7 and 10 11

Variously referred to as the hips/recessed mounts/sponson of the Solomon, these C2 mounts have terrible arcs for turreted PDTs or emitters but are well covered in armor. This makes them excellent choices for the external CR70 Antenna every Solomon needs, the mandatory VLS-1-46 Launcher, the mandatory VLS-2 Launcher, and the mandatory E70 'Interruption' Jammer. Any one of these can be moved to the backpack slot in Mount 3; though it will be more vulnerable there. You could also place your RF101 'Bullseye' Radar or E55 'Floodlight' Illuminator, as they can somewhat see through the ship from this position. Just be sure the illuminator has a line of site to the VLS-1-46 Launcher.

Mounts 8 and 12

These C1 mounts are generally point defense, usually either Mk20 'Defender' PDTs or, if you have the power budget, Mk90 'Aurora' PDTs

Mounts 13 and 14

These C1 nose mounts are typically where you want your RF101 'Bullseye' Radar and E55 'Floodlight' Illuminator. Which one has which is determined by which direction your VLS-1-46 Launcher is facing; the floodlight needs to be able to point at it for reliable self-illumination to softkill SAH. If either mount is already in the sponson mounts, then these mounts make excellent PDT mounts.

Of the two, Mount 14 is actually less likely to take damage. As such, if you for some reason are running a greeded broadsider ala HG Scout's videos, this is where you want your backup antenna.

Compartments

The Nose-stack

Solomon Nose Stack
Solomon Nose Stack

Solomon seek to reinforce the nose with high DT components to be as durable under gunfire as possible. While this can be done by stacking Reinforced DC Lockers, the cheaper and almost as effective option is filling it with a your pick of Auxiliary Steering(s), Reinforced CIC, Reinforced Magazine, Damage Control Central, and Reinforced DC Locker, depending on what compartments you want to place in the safe-stack. Special care should be given to compartments 12 and 15, as these directly split damage with the gun turrets above them.

The Bridge-stack

Solomon Bridge Stack
Solomon Bridge Stack

The Bridge-stack is where you put the filler compartments that make your Solomon tick. A Gun Plotting Center, Small DC Locker, Damage Control Central and Small Workshop, and anything else build-specific.

And The Safe/Center-stack

Solomon Safe Stack
Solomon Safe Stack

The Safe stack consists of the hardest to reach compartments on an Solomon, and consists of easily as many slots as you need to keep your Solomon combat capable if you've lost the rest of the ship. As such, the safe stack should always consist of your most important compartments; typically Compartment 1 is the ship's Bulk Magazine[2]. The exact makeup of these compartments will vary depending on how the rest of the ship is built.
Depending on the level of survivability you are aiming for, it may be wise to place any stronger compartments found here into the front 2 compartments, 6 and 8, to better protect the compartments in the safe-stack behind them.

Modules

The Solomon has

   2 Large Drive Module
   2 Small Drive Modules
   7 3x3 Modules
   4 2x2 Modules

For gun battleships, many of the 3x3 Modules will typically be FR3300 Micro Reactors to power the ship. On beam ships, up to 4 may be Focused Particle Accelerators to buff beam damage. Battleships are a bad pick for dedicated missile ships, as their native salvo size is only 1. Battleships wishing to use a missile backpack will need a Missile Programming Bus Array to increase missile salvo size to a usable level.

Solomon Nose-Stack and Front Modules
Solomon Nose-Stack and Front Modules

If you have a RM50 'Parallax' Radar, it should end up in one of the front 3x3 modules under the Nose-stack, either modules 9, 10, or 11, where it will help split damage with its high HP pool and damage threshold.

If you have a RS41 'Spyglass' Radar, it is too weak to survive long fights in the Solomon's nose stack. As your 4 Track Correlators will be even more vulnerable, place any FR3300 Micro Reactors into the Nose-stack modules.

For Frontline combatants, your Solomon will need an appropriate amount of Ammunition Elevators, between 4-5. Many of these will be in the 2x2 modules.

Solomon Modules
Solomon Modules

Module 15 is the safest module slot, as it rests behind the Mount 4 C5 turret. If you need your Redundant Reactor Failsafe to survive in working order when the ship getting completely hammered by missiles, this is the place to put it.

Drive Setup

There are many ways to set up an Solomon's drive, and the best way will depend on the role you are building the ship for.
Raider Drives provide the best lateral thrust (LT), allowing you to quickly accelerate in any direction; this is best for dodging.
Whiplash Drives provide the best top speed, allowing you to reposition across the map less sluggishly.
Dragonfly Drives provide the best angular thrust (AT), allowing your battleship to pivot and change its heading and roll sometime within the next 10 minutes.
FR4800 Reactors fit into the small drive slots, allowing you to reclaim 3x3 modules for other uses if needed, instead of those modules containing FR3300 Micro Reactors.

For Battleships running a RM50 'Parallax' Radar, the two best drive setups are Raider-Dragonfly-raider-whip for comparable acceleration to a Raider-raider-whip Axford, or Raider-Dragonfly-whip-whip, trading acceleration for a higher top speed.

Battleships running a RS41 'Spyglass' Radar typically run a FR4800 Reactor, replacing the power generation of the typical FR3300 Micro Reactors in the 3x3 modules to free slots up to take the necessary 4 Track Correlators required to buff the RS41 'Spyglass' Radar into generating fireable tracks. Their two best drive set-ups are Raider-Dragonfly-whip for bow-tanking ships and Raider-Whip-whip for faster broadsiders that physically won't be able to bow-tank. Such builds are typically referred to as 4TC Spy Battleships, and play a few km further back than normal.

Finally there is the drive set-up that is the ultimate in greed and speed, Raider-Raider-whip-whip. This provides near Axford level acceleration and speed in excess of the normal Raider-raider-whip or the Flathead Monitor's yard-sun set-up, and rivals that of the Ocello Command Cruiser Class. In exchange such a drive setup locks you into broadsiding as your battleship becomes physically incapable of bow-tanking, with even small changes in heading taking multiple minutes.

Radar Signature: 27876 m[math]\displaystyle{ ^2 }[/math][3]

Detected by Detection Range (km)
R400 'Bloodhound' LRT Radar 14 km
R550 Early Warning Radar 18 km
Bulwark Huntress 10 km
Ithaca Bridgemaster 8.5 km
RM50 'Parallax' Radar 9.5 km
RS41 'Spyglass' Radar 11.5 km
RS35 'Frontline' Radar 8 km
Wake Signature Strength 600
Fore-Aspect Validated by THERM VALIDATED
Validated After Main Engine Shutoff 21.25 s[4]

Generic Stats

Solomon Class Battleship
Point Cost 1000
Mass 21000 tons
Armor Thickness 56 cm[5]
Internal Density 1.2 cm/m
Component DR 40%
Max Repair 10%
Dimensions 285x80x105 m
Crew Vulnerability 30%
Structural Integrity[6] 8000
Identification Difficulty 200
Time Unidentified vs Basic CIC 200 s
Time Unidentified vs Citadel CIC 50 s
Time Unidentified vs Intelligence Center 13 s
  1. This malus breaks Rail Solomon, if you want railguns, use a Rail Keystone or Rail Axford instead.
  2. A gun BB should be able to fit its entire combat load into a one ref mag and one bulk mag
  3. When equipped with the standard FM580 'Raider' Drive-FM280 'Raider' Drive-x-x drive setup, the Solomon sig increases to 39983.16 m[math]\displaystyle{ ^2 }[/math], which has no effect on baseline detection as everything is already maxed out
  4. When equipped with the standard FM580 'Raider' Drive-FM280 'Raider' Drive-x-x drive setup, the Solomon is validated for 23.9 seconds after main engine shutoff
  5. With the maximum 2.5 angling multiplier, this reaches 140 cm
  6. Damage to Structure hitbox required to break structure