October 14th 2016
The United Empire of Earth’s newest light capital ship is here, and you’re welcome aboard! The hotly anticipated RSI Polaris premiered at CitizenCon 2946 and today we’re happy to continue the Q&A series by answering your burning Polaris questions in this second and final part.
The Polaris is a nimble corvette-class capital ship that packs a powerful punch with a full armament of turrets and torpedoes. Intended for use as both a naval patrol ship and to serve as the flagship of militia operations, Polaris has the capacity to perform search and rescue operations, light strike missions and general security patrols. The Polaris includes the facilities to repair, rearm and refuel a single fighter, light bomber or support ship.
Special thanks to Steven Turberfield for taking the time to answer these questions for us.
The torpedo bay is non-modular, and will not be replaceable, as the ships main purpose is to bring firepower. Strictly speaking, you can put whatever you want inside the hangar bay as long as you can make it fit, but the issue you may run into is the lack of cargo plates, like the ones found in the cargo hold, that allow you to attach your haul to the ship. You may find that cargo floating away when the hangar doors open in zero G. While we may investigate after-market options to prevent this from happening in the future, there are no plans to do so at this time.
There are no plans to include an Argo at present.
The Polaris will be versatile in the way you will be able to use it for things such as Strike Missions, Search and Rescue, and general patrol. But in addition to this, Cargo facilities will allow movement of haulage and the hangar essentially will allow you to carry a range of different smaller ships to areas outside of their usual reach.
I can confirm that both a captains quarters (and secondary quarters for the fighter pilot or second in command) and also a small medical bay are indeed present on the Polaris. In addition to this, the Polaris has capacity for a large stockpile of 24 Torpedoes, as well as another 4 ready loaded for launching.
The ability to have another ship in its hangar is the obvious one, plus support for a whole crew. Along with the ability to carry cargo without the need of a module, essentially meaning you do not lose any existing features for it. Other than the engineering post of the Retaliator, it only supports the pilot and a few gunners, the Polaris can let a whole strike team work together at maximum efficiency. Generally speaking, it fills a similar role, but on a much larger scale, and carries with it the presence of a capital ship as well as extra facilities that support the diverse skill-set of its crew which goes beyond piloting, gunnery, and the firing of torpedoes. The cargo hold can be used for mission-related supplies such as spacesuits, ammunition, repair supplies, medical equipment, and other things that make a sustained, more self-sufficient deployment possible without compromising its offensive capability, as well as prepare the Polaris for a broader range of contingencies than only torpedo delivery.
There are no plans for these large, internal spaces to be modular. We expect the Polaris to have the same customization options found in most ships utilizing the component system.
The Cockpit glass is essentially a callback to other RSI ships, basically a signature style. While the struts are present, the overall size of the glass coverage will allow great wide angle views for the bridge and turret crews.
The current planned weaponry loadout for the Polaris is 4x S10 torpedo launch tubes, 6x Manned Turrets, 1x Remote Operated Turret on the Nose (controlled from the bridge) and 1x Automated Lower Rear turret. Apologies for any confusion, if there are discrepancies on the site we will adjust them.
Updated on: October 19, 2016
In an effort to clear up confusion, we’ve consulted the designer for clarification and have a revised list of hardpoints. The Polaris current planned loadout is set to include:
• 4x S10 Torpedo Launch tubes
• 5x Manned Turrets (Twin S4 Weapons)
• 1x Remote Manned Turret (Twin S5 Weapons)
• 1x Automated Turret (Twin S4 Weapons)
• 2x Anti-Fighter Missile Racks, each carrying 16x S3 Missiles
As with other ships, feedback we receive through our usual channels and information gathered and received during playtesting and balancing may necessitate revisions of a ship’s hardpoint complement. Our primary focus will always be ensuring that any new additions to the game not only fulfill their intended roles, but also work in harmony with the vision and design intentions across the entire game.
Refill and restocking will be an option, and some degree of repair is possible; the hangar has enough room for technicians and repairmen to walk around the ship and use portable repair tools and onboard supplies to repair damage to a greater degree than a lone mechanic on location in the field, but it’s not quite the same as a Crucible’s fully equipped workshop. You should be able to perform patch jobs and repairs, but if the ship comes back really wrecked, you’ll want a find a proper repair bay or Crucible for a full repair.
Rooms not listed in the brochure include an armoury, med bay, brig, Captains Quarters and secondary quarters for the fighter pilot or second in command.