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Outfits: Polaris

Polaris technology is, by far, superior to that of the Federation and Auroran Empire. Their primary weapons are beams, rather than blasters, and their secondary weapons are extremely powerful. Since their ships are organic in nature, they can grow various enhancements on their ships. Polaris outfits are rather expensive, but then again, they're also powerful. It's a good trade-off.

Prices are very relative; as Ory'hara, you get discounts on everything, so while Wraithii are listed as 1,000 each, you can get them for a mere 600 a pop.



BioRelay Laser
BioRelay Laser back to top
The BioRelay is a thin laser beam weapon mounted in the framework of Striker and Manta vessels. The BioRelay is a series of cellular storage capacitors that discharge linearly to provide a steady power curve for the beam. As such, the heat generated from the laser body is minimal, which keeps the size down for the Manta and Striker, and yet packs a punch compared to packeted weapons such as the Federation blasters.

Requires you to register EV Nova.

Mass Dmg: 2
Energy Dmg: 4
Ionize: 0
Impact: 5
Recoil: 0
Decay: 0
Reload: 0
Speed: 0
Count: 1
Inaccuracy: 0
Guided Turn: 0
Mass: 15
Max. Quantity: 6
Cost: 250,000
EVula's Notes
The BioRelay Laser is a very nice primary weapon. Small, cheap, and powerful, Mantas outclass their fighter peers due mainly to this weapon.

Turreted BioRelay Laser
Turreted BioRelay Laser back to top
The TBRL is a special variant of the Polaris BioRelay Laser. It is mounted on the Polaris Dragon as a primary weapon. This weapon is used rather than the more powerful pulse laser, so as to limit the potential damage were a Dragon to fall into unfriendly hands; a good scientist can unravel much from a working sample of an enemy weapon.

Requires you to register EV Nova.

Mass Dmg: 2
Energy Dmg: 4
Ionize: 0
Impact: 10
Recoil: 0
Decay: 0
Reload: 0
Speed: 0
Count: 1
Inaccuracy: 0
Guided Turn: 0
Mass: 25
Max. Quantity: 2
Cost: 1,250,000
EVula's Notes
Surprise surprise, its a turreted version. On my Raven, I've got one of these to deal with fighters that may get behind me since I can't turn around and blast them. You may or may not care.

Capacitor Pulse Laser
Capacitor Pulse Laser back to top
Perhaps the only weapon to require a ship to be built around it, the Capacitor Pulse Laser stores the energy created in Polaris fusion reactors to be discharged in a single beam lasting only a few short seconds. For that short time, armor and shields may as well be wisps of smoke for all the good they will do against the fury of the most violent energy discharge mankind has yet created. Arachnids and Scarabs are both built around CPL systems.

Requires you to register EV Nova.

Mass Dmg: 5
Energy Dmg: 10
Ionize: 4
Impact: 30
Recoil: 0
Decay: 100
Reload: 15
Speed: 0
Count: 15
Inaccuracy: 0
Guided Turn: 0
Mass: 40
Max. Quantity: 4
Cost: 1,000,000
EVula's Notes
Ah, one of my favorites. It consumes energy rather quickly, but that can be offset by a reactor of some sort. On the Arachnid, Scarab, and Raven, it will activate the ship's special weapon frames, so it looks cool, too. As for fighting against it, I recommend that you avoid it. :)


Wraithii
Wraithii back to top
The polarons for Wraithii are harvested by deep-space mining scoops run by the Tre'pira. These polarons are then shipped to P'aedt facilities for encapsulation in the mar-graviton field that will hold them until they impact at a speed of greater than 20 kilometers an hour. Needless to say, the final packets are handled with kid gloves. It is a testament to the Tre'pira and the P'aedt that no accidents with Wraithii have ever occurred.
Mass Dmg: 40
Energy Dmg: 30
Ionize: 0
Impact: 40
Recoil: 0
Decay: 10
Reload: 15
Speed: 1700
Count: 40
Inaccuracy: 0
Guided Turn: 0
Mass: 0
Max. Quantity: 600
Cost: 1,000
EVula's Notes
This is kinda like the Polaris equivalent to the Raven Rocket, except better (of course!). They fire quickly and pack a very nice punch (for their price). They have a very nice range, too, so you could use these if you don't feel like (or you ran out of) torpedoes.

Wraith Cannon
Wraith Cannon back to top
Wraithii are tiny capsules of polarons contained in a mar-graviton field. A Wraith cannon fires these capsules via simple biomechanics, and the capsules burst on impact, releasing a powerful kinetic force. These guns are mounted as standard on the Dragon, and can be retrofitted to most ships on the market. The Nil'kemorya keep a careful eye on these weapons, however, and only the most favored of outsiders are ever allowed to buy them.
Mass: 10 Max. Quantity: 4 Cost: 200,000
EVula's Notes
Four Wraith Cannons would definitely be overkill; one will do you quite nicely. These are excellent on the fighter-type ships (Manta, Zephyr, Striker) for that extra bit of punch.

Polaris Torpedo
Polaris Torpedo back to top
Having no mass, the Polaron Torpedo is a masterpiece of non-corporeal engineering. The charge and spin of the huge polaron virtual structure is set by the launcher at firing time. The chaos mathematics of the field interaction is calculated by the neural net of the Polaris vessel, which makes sure that the field will collapse in such a way that it will steer toward the target from the tube. A tiny field generator hovering in the middle of the torpedo modifies the field strengths to correct for mid-flight target variations, and provides the only part of the weapon system that has any mass whatsoever.

Requires you to register EV Nova.

Mass Dmg: 200
Energy Dmg: 200
Ionize: 20
Impact: 200
Recoil: 0
Decay: 30
Reload: 80
Speed: 1200
Count: 300
Inaccuracy: 0
Guided Turn: 60
Mass: 1
Max. Quantity: 40
Cost: 2,500
EVula's Notes
The Polaris torpedo is a very fearsome object indeed. They have a great range, and are pretty cheap for the damage that they deal out.

Polaris Torpedo Tube
Polaris Torpedo Tube back to top
This launcher ties into a ship's main computer core (or neural network, in the case of Polaris ships). It tracks a target ship, and then calculates the complex field generation parameters for the Polaron Flux Coils in the tube. By varying the quantity, spin and charge of the newly generated polarons, the tube can give the polaron 'virtual structure' a good bead on a target before the preprogrammed field generator in the heart of the energy burst takes over.

Requires you to register EV Nova.

Mass: 25 Max. Quantity: 2 Cost: 200,000
EVula's Notes
Just like the Wraith Cannon, a single launcher will probably be just fine for your needs (unless you want to let loose with a volley of them, in which case you should get two).

Multi-Torpedo
Multi-Torpedo back to top
The Polaron Multi-Torpedo takes non-corporeal engineering to the extreme. The charge and spin of the huge polaron virtual structure is set by the launcher at firing time, much like the simpler Polaron Torpedoes. However, in the case of the Multi-Torpedo, the chaos mathematics of the field interaction allows the neural net of the Polaris vessel to create virtual sub-structures that get activated shortly after launch, creating five simple Torpedoes all capable of attacking different targets.

Requires you to register EV Nova.

Mass Dmg: 200
Energy Dmg: 200
Ionize: 20
Impact: 200
Recoil: 0
Decay: 30
Reload: 80
Speed: 1200
Count: 20
Inaccuracy: 0
Guided Turn: 60
Mass: 1
Max. Quantity: 30
Cost: 3,000
EVula's Notes
Want evidence that Polaris technology is superior to everyone else's? Here it is. When you fire a Multi-Torp, it will split into 5 sperate parts; each part is a pretty much just regular Torpedo. More often than not, all 5 parts will hit the target ship, so you're dealing out a ton of damage with each shot (and even if they don't hit the same target, that's damage that you're doing without even having to target the enemy vessel).

Multi-Torpedo Tube
Multi-Torpedo Tube back to top
Like the simpler Polaron Torpedo Tube, this launcher ties into a ship's main computer core (or neural network, in the case of Polaris ships). It tracks nearby hostile ships, and then calculates the complex field generation parameters for the Polaron Flux Coils in the tube. By varying the quantity, spin and charge of the newly generated polarons, the tube can give the polaron 'virtual structure' allowing it to replicate itself into five separate copies that begin tracking the local hostile ships.

Requires you to register EV Nova.

Mass: 28 Max. Quantity: 2 Cost: 250,000
EVula's Notes
If you have the extra 28 tons of space, I suggest that you get a second launcher. Once you have two, load up on some multi-torps and you'll waste enemy capital ships with ease.


Tunneling Organ
Tunneling Organ back to top
By observing the Wraith, the P'aedt learned that instead of projecting hyperspace around them and then moving, they tunnelled directly into hyperspace, allowing them to hyperjump without stopping. Now, with the Tunnelling Organ, they have managed to emulate this remarkable capability.
Max. Quantity: 1 Mass: 2 Cost: 100,000
EVula's Notes
The tunneling organ allows you to "drift" into hyperspace, rather than turn around, stop, turn back around, and then jump. VERY helpful if you have hostile ships on your tail and you need to jump.

Multi-jump Organ
Multi-jump Organ back to top
The Ver'ash and the P'aedt, working together on Ver'a Se, have grown an organ that combines the tunnelling capabilities of the Wraith with more traditional hyperspace manipulation techniques. It enables a ship to change direction in hyperspace, allowing for multiple jumps to be performed as if performing a single jump.

As yet, only a maximum of ten jumps are possible due to organ fatigue, but it is a major leap forward for Polaris hyperspatial technology.

Multijumps: 10
Fast Jump: Yes
Mass: 2
Max. Quantity: 1
Cost: 150,000
EVula's Notes
The single best outfit in the game, as far as I'm concerned. Once you plot ten jumps with this on your ship, just jump, and you'll be done. If you're in Polaris space, you can get clear across Fed space without getting caught. Also helpful on missions where you shouldn't be scanned.

Cloaking Organ
Cloaking Organ back to top
The Ver'ash, working with the P'aedt on data recovered from encounters with the Wraith, have managed to duplicate their 'cloaking' capabilities. There is still an energy signature that can be easily be read by most sensor systems, but any ship with the Cloaking Organ is invisible to the naked eye and is extremely difficult to target.
Max. Quantity: 1 Mass: 1 Cost: 1,000,000
EVula's Notes
Ah, the cloak, we all know it and love it. The first version of this outfit drains your shields (just like the original one), but the second one doesn't. Aim to get yourself that one.


Polaris Jammer
Polaris Jammer back to top
Although very few non-military Polaris ships venture out of Polaris space, for the sake of safety, a counter-measures system to foil the most common types of missile tracking (infra-red and radar) is available to all Polaris ships.

Requires you to register EV Nova.

Jamming 1: +100
Jamming 2: +100
Jamming 3: +50
Jamming 4: +10
Mass: 1
Max. Quantity: 1
Cost: 50,000
EVula's Notes
While this is an excellent jammer, if you can get the Nil'kemorya Jammer instead you'd be better off getting that one for it's higher 3 & 4 jamming abilities.

Nil'kemorya Jammer
Nil'kemorya Jammer back to top
Unlike their civilian counterparts, the ships of the Nil'kemorya are forced to deal with hostile forces quite often. To help them deal with the problem, P'aedt scientists and Ver'ash engineers have come up with this system that detects the electron movements common to most guidance systems and then shorts them out by creating an electromagnetic field in the surrounding space that is directly inverse to the fields of the incoming missiles.

Requires you to register EV Nova.

Jamming 1: +100
Jamming 2: +100
Jamming 3: +60
Jamming 4: +25
Mass: 2
Max. Quantity: 1
Cost: 125,000
EVula's Notes
The Nil'kemorya Jammer is the best jammer in the game. With it, you'll see missiles just fly right by, with only a few realizing that you are there and turn towards you.

Spun Diamond
Spun Diamond back to top
Nearly a century ago, P'aedt scientists working with Ver'ash engineers stumbled across a biological process that could be adapted to allow their ships to literally extrude carbon atoms around themselves, forming a diamond shell. Since then, Polaris shielding technology has been greatly enhanced, but many of the Nil'kemorya in particular still ask their Ver'ash cousins to modify their ships to also gain this armor advantage.

Requires you to register EV Nova.

Armor: +200 Mass: ~1
Max. Quantity: 3
Cost: ~2,500
EVula's Notes
I highly recommend that you get at least one of these. An extra 200 to your armor is NEVER a bad thing, especially since there are no other drawbacks to it.

Shield Organelles
Shield Organelles back to top
As with all Polaris ships, everything is now bioengineered, including the organs that produce the particle shielding. However, like everything else they do, the Ver'ash have the capability of growing new organs to either 'heal' existing damage on ships or to 'add' a new organ to a ship, enhancing its capabilities. If more shielding is wanted, then they can cause your ship to grow more shield organelles to accommodate you.

Requires you to register EV Nova.

Shields: 30 Mass: 3
Max. Quantity: 10
Cost: 750,000
EVula's Notes
Load up on these and you'll have an extra 300 to your shields. When paired with 3 Spun Diamond layers and two Organic Shields, you'll be very safe indeed.

Organic Shield
Organic Shield back to top
"We strive always to ensure that we achieve the balance of a true warrior," explains a grey-cloaked Nil'kemorya warrior. "And our ships, when we fly into battle with them, must become extensions of ourselves, and must therefore be balanced also. If we wield great weapons of destruction, they must also have excellent protection, as they will become a target by the enemy. The organic shield increases the restorative power of our shields, allowing us to maintain our balance."

Requires you to register EV Nova.

Shield Recharge: +120 Mass: 5
Max. Quantity: 2
Cost: 600,000
EVula's Notes
Organic Shields will add to your shield recharge slightly. Every little bit helps, but you probably won't die just because you didn't have one of these (it'll be because of the 40 hellhound missiles that hit your ship...).


Manta Bay
Manta Bay back to top
Mantas require food and water, as well as sunlight. This bay provides for up to six of them with all of that, plus the required power taps for recharging all their BioRelay lasers.

Requires you to register EV Nova.

Max. Quantity: 2 Mass: 40 Cost: 1,000,000
EVula's Notes
After the slight investment of one of these a full fleet of Mantas (6), you will have a VERY nice fleet of fighters, capable of taking out heavy ships (such as Fed/Auroran/Pirate Carriers) with frightening speed.

Manta
Manta back to top
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.

Requires you to register EV Nova.

Max. Quantity: 6 per Mass: - Cost: 500,000
EVula's Notes
If you get two Bays, you will have 12 Mantas in your possession. When you want something to die, point these at it and hit "F". It will die quickly.



More information on the Polaris: