Survival Guide

Shipyard: Polaris

Polaris ships are superior to the ships of every other group. Their weapons are powerful, their shields are high, the speed is incredible... the mighty Polaris don't want to be messed with, and the certainly have the firepower to enforce that desire. :)

Notes: Many of the variants of Polaris ships include cloaking and tunneling organs. "Cloak detected" ships are pretty much just a standard one with a cloak, so they aren't included.



Sprite
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One of the Tre'pira's greatest achievements was the exquisite timing and scheduling control required for efficient use of the giant Cambrian. There are times, however, when it's simply not feasible to divert a Cambrian from its course to pick up a rush job, or a small load of goods. Thus the Sprite takes up the shortfall; going in where the Cambrian can't fit, getting the smaller loads of cargo, ferrying cargo from the huge freighters to stations and planets, and all the other little tasks that the Cambrians simply aren't suited to.
Ship Stats:
Speed: 300
Accel: 300
Turn: 20
Shields: 300/25
Armor: 40/0
Guns: 1 (max)
Turrets: none
Space: 0 tons
Cargo: 500 tons
Fuel: 8 jumps
Length: 100m
Mass: 1500 tons
Crew: 5
Cost: 500000
AI Type: 1 (Wimpy trader)
Strength: 100
Deionize: 45
Max Ion.: 150
Buy Random: 100%
Hire Random: 100%
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Notes:
Not much to say. It's the Polaris light freighter.


Cambrian
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This immense vessel is the Polaris counterpart to the Leviathan. Plying its way through hyperspace via massive Etheric Wave hyper-engines (mounted as part of its bio-organic skin in its nose and tail), the Cambrian transfers huge amounts of raw materials for the construction of new worlds and the upkeep of old ones. These ships are usually assigned to a particular caste for a period of twenty years or so before rotation, but these timetables are quite flexible, and reflect the Polaran distaste for inefficient bureaucracy.
Ship Stats:
Speed: 250
Accel: 200
Turn: 20
Shields: 675/45
Armor: 75/5
Guns: 1 (max)
Turrets: none
Space: 0 tons
Cargo: 3500 tons
Fuel: 12 jumps
Length: 475m
Mass: 6000 tons
Crew: 15
Cost: 2500000
AI Type: 1 (Wimpy trader)
Strength: 175
Deionize: 60
Max Ion.: 300
Buy Random: 100%
Hire Random: 90%
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Notes:
The Polaris heavy freighter. Nice and big, these ships hold a lot of cargo.


Manta
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A pilot in the Nil'kemorya comes of age at 16. It is then that he meets the Manta that will be his fighter and personal transport for as long as he lives, no matter how far he advances in rank. Grown from a DNA sample taken from the pilot when he was initiated into the Nil'kemorya, the Manta will bond with him in a very personal way. These fighters are not only swift and powerful, they are also the most 'alive' of the Polaris ships, having approximately the same level of sentience as smart dogs. It incorporates a potent bio-organic laser into its nose as its only weapon.
Ship Stats:
Speed: 590
Accel: 1075
Turn: 100
Shields: 100/45
Armor: 50/20
Guns: 1 (max)
Turrets: none
Space: 30 tons
Cargo: 15 tons
Fuel: 4 jumps
Length: 10m
Mass: 8 tons
Crew: 1
Cost: 250000
AI Type: 4 (Interceptor)
Strength: 250
Deionize: 45
Max Ion.: 150
Buy Random: 100%
Hire Random: 10%
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Notes:
A very nice fighter, you'll find this ship to be quite deadly when you get swarmed (or get to be the one that is ordering the swarming). VERY fast, too, which makes them great for quickly striking your enemies.


Striker
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When the Polaris first settled on Kel'ar Iy, they arrived in ancient Deimos-class spacehulks and a myriad of smaller ships. They had no weapons, exhausted first-generation hyperdrives and generally little to recommend themselves. As the Polaris' well-founded civilization granted them new technologies, they began building cybernetic ships which were a combination of mechanical and biological components. The first ship to be built like this was the Striker. It serves as a long range scout and as a first line of defense against intruders.
Ship Stats:
Speed: 330
Accel: 600
Turn: 70
Shields: 600/60
Armor: 300/8
Guns: 2 (max)
Turrets: 1 (max)
Space: 72 tons
Cargo: 20 tons
Fuel: 10 jumps
Length: 50m
Mass: 90 tons
Crew: 2
Cost: 1000000
AI Type: 4 (Interceptor)
Strength: 375
Deionize: 60
Max Ion.: 300
Buy Random: 100%
Hire Random: 9%
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Notes:
This is like a bigger badder Manta. It is also one of my favorite ships, due to the fact I came damn close to taking out a Fed Carrier all on my own in one. If that doesn't tell you how much this little craft kicks, I don't know what would.


Zephyr
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The Zephyr was originally designed specifically for use with the cloaking organ. Naturally, such a design meshed well with the requirements of the Mu'hari to interact and fly amongst the peoples of other nations, so they added design specifications until the final version of the Zephyr was born. It is a versatile little craft, falling somewhere between the categories of fighter, freighter and gunboat without falling short in any way.
Ship Stats:
Speed: 400
Accel: 500
Turn: 60
Shields: 185/32
Armor: 750/40
Guns: 2 (max)
Turrets: 1 (max)
Space: 83 tons
Cargo: 50 tons
Fuel: 12 jumps
Length: 50m
Mass: 90 tons
Crew: 2
Cost: 9000000
AI Type: 4 (Interceptor)
Strength: 400
Deionize: 45
Max Ion.: 300
Buy Random: 0%
Hire Random: 0%
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Notes:
The next step up from the Striker, the Zephyr is another capable ship. Once armed with the Cloaking Organ, the Zephyr will phase in and out of sight when it is getting beat, thus prolonging it's life as an escort or creating an even bigger thorn in your side.


Dragon
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The Dragon is a strange ship by Polaris standards, but a much more conventional weapon than their other creations. The Dragon's main biological component is the self-repairing skin that also acts as an etheric wave hyperdrive. Apart from that, most of the ship is conventional, if somewhat high-tech. It mounts twin wraithii cannon as its standard weapon, and has excellent speed and agility. It is the only Polaris vessel sold to outsiders, and then only to trusted friends of the Polaris.
Ship Stats:
Speed: 325
Accel: 450
Turn: 50
Shields: 450/20
Armor: 225/10
Guns: 2 (max)
Turrets: 1 (max)
Space: 65 tons
Cargo: 50 tons
Fuel: 10 jumps
Length: 50m
Mass: 100 tons
Crew: 10
Cost: 1100000
AI Type: 3 (Warship)
Strength: 375
Deionize: 60
Max Ion.: 300
Buy Random: 100%
Hire Random: 20%
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Notes:
This is a very nice medium-range warship. Not fancy in any one area, it's just kinda nice all around. If you are looking for a good Polaris ship to get for yourself, though, pass this one on by.


Arachnid
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Like all Polaris vessels, the Arachnid starts out as a metal frame with internal components. It is then suspended in a vat of amniotic fluid which begins to grow an organic shell around those components. Eventually the two intermesh so well that it is difficult to pick the mechanical from the biological. In battle, the Arachnid's main weapon is an organic-based Capacitor Pulse Laser that is grown during this phase and which runs from a fusion generator. The generator itself is installed after other construction is complete, and Arachnids do not leave the shipyard without one.

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Ship Stats:
Speed: 300
Accel: 450
Turn: 60
Shields: 825/68
Armor: 480/20
Guns: 2 (max)
Turrets: 2 (max)
Space: 117 tons
Cargo: 25 tons
Fuel: 12 jumps
Length: 165m
Mass: 650 tons
Crew: 10
Cost: 2000000
AI Type: 3 (Warship)
Strength: 600
Deionize: 75
Max Ion.: 450
Buy Random: 95%
Hire Random: 7%
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Notes:
A very nice ship indeed. Very fast, very powerful, the Arachnid is more powerful than some of the best ships for the other governments. And it looks cool, too. :)


Scarab
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The mighty Scarab is the last line of defense for the Polaris people. Only a handful of the vessels have ever been constructed, and they mount the most devastating ordinance that the Polaris can produce. Two pulse lasers provide short-range firepower, while a polaron emitter in the front mandibles fires a packet of coherent energy dubbed the Polaron Torpedo. This ship is capable of taking on entire fleets by itself, and has done so on occasion. However, there are pitifully few of these proud ships, and the defense of Polaris Space is a heavy burden on their shoulders.

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Ship Stats:
Speed: 250
Accel: 410
Turn: 50
Shields: 940/39
Armor: 565/20
Guns: 4 (max)
Turrets: 3 (max)
Space: 247 tons
Cargo: 100 tons
Fuel: 10 jumps
Length: 200m
Mass: 700 tons
Crew: 20
Cost: 7000000
AI Type: 3 (Warship)
Strength: 900
Deionize: 90
Max Ion.: 600
Buy Random: 95%
Hire Random: 6%
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Notes:
Ah, the Scarab, another favorite of mine. Look at it, it's just fun to look at. Once you throw a couple of upgrades onto it, it'll be fast enough to take out fighters with ease.


Raven
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This ship is a behemoth. Sliding through the ether with an ease that belies its enormous bulk, the Polaris Raven is a vision of glory and terror. It dwarfs the massive Scarab in both size and firepower; it is, simply put, the most powerful weapon humanity has ever constructed. The Raven utilizes twin Etheric Induction engines for sublight travel. These devices simply suck the fabric of space-time in the front, and squirt it out the back. If one of these engines should ever stop suddenly, the graviton effects would cause the momentary formation of a black hole.

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Ship Stats:
Speed: 225
Accel: 350
Turn: 40
Shields: 1800/40
Armor: 900/20
Guns: 7 (max)
Turrets: 5 (max)
Space: 358 tons
Cargo: 200 tons
Fuel: 15 jumps
Length: 1200m
Mass: 1200 tons
Crew: 30
Cost: 10000000
AI Type: 3 (Warship)
Strength: 1350
Deionize: 105
Max Ion.: 800
Buy Random: 80%
Hire Random: 0%
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Notes:
Boo-yah. The Raven is a mighty ship, equipped with all sorts of cool toys for you to tear throw enemy ships with. Another benefit of this ship is the fact that it has tons of expansion room. This is also an inertialess ship, which can take a little getting used to.