Celestia MK II

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Celestia MK II
 
Prerequisites
Tech Level 6
Cost 920 MC
Duranium 250
Tritanium 0
Molybdenum 0
Personnel
Crew Size 8,400
Guests 300,000
Cargo
Max. Cargo 1,500
Max. Fuel 4,000
Max. Ord 1,300
Max. Repair 36,000
Cargo (Extended)
Pod Bays -
Fighter Bays -
Tractor Beam -
Ship Parts
Large Weapons -
Small Weapons 4
Super Weapon -
Point Defense 2
Generators 1
Armor Limit 5,200
Shield Limit 30
Dry Dock
Size -
Space Combat
Attack Bonus 0
Evasive Bonus 0
Power Bank 1,500
Combat Speed 50
Hyperjump
Class 2
Range 400
Warp Movement
Warp Speed 50LY
Engines 2
Warp Drag Factor 120
Damage Modifiers
Hull Mass 250
Parts 90
Control System 70
Engines 130
Hyper Drive 100
Life Support 110
Soft Spot 1
Scanning
Scan Range 210
Warp Signature 90
Cloak (Fuel) -
 

[edit] Overview

the gambling ship of the fleet. revered by most races as the place to enjoy themselves. sit back have a drink and throw some dice.

[edit] Special Ship Properties

  • This Ship Use Slow Hyperjump Technology
  • * Mobile Casino only works if the ship Celestia MK II moves 10 lyrs or more from its previous position that turn. must always be moving in order to generate income. colonial law prohibits stationary gambling
  • Deep space penalties prohibit Mobile Casino from gambling further than 150 lyrs from the nearest planet.
  • non CoK (alien)ships escorting a Celestia MK II II with a Command Code of "WIN" and some megracredits on board may gamble as well with some risk. money on board the non CoK ship must be used to gamble, tally the alien ships money and he has the odds of winning or losing each turn.
    • aliens gambling at a Celestia MK II will potentially gain up to 10% as winnings.
    • aliens gambling at a Celestia MK II will potentially Lose up to 4% of thier Cash when gambling at a Celestia MK II
    • alien ships must have money on board in order to gamble.
    • alien craft do not have to be allied to gamble, but they do have to have thier attack Switch set to OFF as well as the CoK or they would both suffer damages / loses battle.
    • each turn an alien Gambles at the Celestia MK II he recieve a message within his ships log indicating whether they won or not and by how much. Alien ships happiness will also increase by 10 points per turn when gambling and successfully winning at Celestia MK II, Losing will not increase ships happiness.
    • there is no happiness increase for CoK ships as this is a daily routine for them.

[edit] Ship Devices

[edit] Useful Command Codes

  • BDC: Beam down cash (log entry will show money sent to base).
  • BDM: Beam down metals and money (log entry will not show amount of money sent to base).
  • NOT: Prevents Colonists on board from training into troops.

[edit] Useful Configurations

Large Weapons Small Weapons Point Defense Engines Hyper Drive Generators Shield Armor


[edit] See also

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