Alliance (Mon Calamari) MC80 Star Cruiser (Star Wars):
The Mon Cal cruisers are the main cruisers of the Rebellion's and the New Republic's battle fleet. They are durable ships that are as fast and almost as tough as the larger Imperator Star Destroyer. Even Imperial Navy commanders have reluctantly admitted that the Mon Calamari cruisers are superior space combatants to most other ship classes and rival the Imperial Class Star Destroyers,.
The Mon Calamari cruisers were originally built as civilian ships for exploration, colonization, and pleasure cruises but when the Imperial invasion forces that had been sent to occupy the Mon Calamari Homeworld had been driven away, the Mon Calamari converted their cruisers to military duty by adding thick armor plating and heavy weapons.
Each Calamari cruiser is unique. To the Mon Calamari, their ships are as much work of arts as weapons of war. While this individualized, almost organic, design makes most technicians heads spin, the Mon Calamari find it a logical approach. The cruisers are notoriously difficult to repair, but they are so durable that they are seldom damaged in combat.
One thing that makes the ship so durable is the shield system. Each shield generator has two backup generators which makes regeneration and restoration quicker than on most other ships. These shields are actually just as powerful as those carried on the much larger Imperial Class Star Destroyer.
The cruisers are well armed vessels with four turbolaser batteries that are even more powerful than those on Star Destroyers. The ship is also armed with two very heavy Ion cannons for disabling targets. Secondary weapons are four heavy missile launchers and twenty point-defense lasers. One weakness is the ship has a total lack of medium weapons.
The standard complement of starfighters are one X-wing squadron and two Y-wing squadrons. The actual complement depends on mission and availability of starfighters.
Notes of game conversion:
Because of the nature of the movie series "Star Wars" and the needs to put the Starship into game mechanics, I have given many statistic as two different possible statistics to take this into account. The G that I have seen listed would not be sufficient to get near the speed of light yet many episodes have indicated speeds in this area. In some ways each version is closer to what was seen in the series. I do make one huge change, fighters in Star Wars act as if they are in the atmosphere even when they operating in space. This is incorrect. The Television series Babylon 5 is a good series to watch to get a clearer idea on how space vehicles should would probably maneuver. See Revised Starship Rules for Phase World / Three Galaxies for more
Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and Kreeghor Starships. This version is recommended if you with to put them into Phase World as among equals.
Moderate version uses Gs of acceleration and reduced weapon ranges. This version is useful for Mutants In Orbit, Phase World if used as a lower tech race, used with my Earth Force ships conversions for B-5, and as a possible crash on Rifts Earth. Listed is the formula to allow player and game masters to calculate the velocity and distance traveled:
- Velocity = Acceleration x Time + Initial Velocity
Distance Traveled = Acceleration x ½ x Time ² + Initial Velocity x Time
1 G = 32 feet (9.8 m) per second ²
Model Type: MC80a
Vehicle Type: Star Cruiser (Would be considered a battleship
or battlecruiser by Phase World terms)
Crew: 5,402; 668 Officers, 4734 enlisted (does not include a
huge number of droids used for ship maintenance).
Troops: Standard, 300 commandos for defense and boarding. Can
carry 2000 additional passengers.
Vehicles:
Fighter Compliment:
12 | X-wing | |
24 | Y-wing |
12 | Shuttles |
M.D.C By Location:
Mega Turbo-laser Cannon Mounts (4): | 3,000 each | |
Mega Ion Cannon Mounts (2): | 2,000 each | |
60 mm Point Defense Laser Turrets (16): | 250 each | |
Capital Proton Torpedo Batteries (4): | 1000 each | |
[1] Bridge: | 70,000 | |
[1] Auxiliary Bridge: | 70,000 | |
Hanger Bay: | 50,000 | |
[2] Main Engines (3): | 25,000 each | |
[2] Secondary Engines (4): | 18,000 each | |
[3] Main Body: | 225,000 | |
[4] Shield Generators (18): | 500 each | |
[4] Variable Force Field: | 15,000 a side (90,000 Total) |
Notes:
[1] In reality this is how much damage needs to be done for a weapon
to hit the bridge through the ships armor. This ship also has an auxiliary
bridge. Even if both bridges are destroyed, the ship can still be piloted
from engineering but ship is -3 to dodge and all weapon systems will be
at local control. Weapon hits near the bridge that do not penetrate the
ships integrity can injure crew members on or near the bridge.
[2] Destruction of main engines reduced acceleration by 20% per engine
destroyed. Destruction of secondary engines reduces acceleration by 10%
per engine destroyed. If all engines are destroyed, the ship can still
accelerate and decelerate at 5% using maneuvering thrusters.
[3] Depleting the M.D.C. of the main body will put the Star Cruiser
out of commission. All internal systems will shut down, including life
support and internal gravity. The ship itself will be an unsalvageable
floating wreck.
[4] The Star Cruiser has 3 shield generators per facing. If one is
destroyed, reduce maximum shield strength on that facing by 1/3 and reduce
the shields regeneration by 1/18 for every generator destroyed. If both
generators on a shield facing are destroyed, the shields are not operation
in that facing. The Shields must be penetrated before the shield generators
can be hit. Shields positions can be varied and all could be combined in
one shield. Shields regenerate at the rate of 10% (9,000 M.D.C.) per melee.
Speed:
Driving on the Ground: Not Possible.
Sublight:
Phase World Version: Has a special sublight engine that allows
the ship to travel up to 60 percent of the speed of light. The Star Cruiser
can accelerate/decelerate at the rate of 0.6 percent of light per melee
maximum (Standard is 0.2 percent of light per turn).
Moderate Version: The Star Cruiser does not have an effective
top speed but is limited by acceleration. The Star Destroyer can reach
a top acceleration of 3 G but standard is 1 G to reduce stress on engines.
Atmospheric Propulsion: Both Version: The Star Cruiser
cannot operate within an atmosphere. If the ship enters an atmosphere,
it will crash.
Stardrive: Uses a hyperdrive system that allows the ship to
reach a maximum of 40 light-years per hour (In the Game universe of Phase
World, it could be limited to 4 light-years per hour to compare to the
other Phase World FTL systems).
Maximum Range: Effectively Unlimited by either drive system.
carries about six years worth of supplies on board.
Statistical Data:
Length: 3,940 feet (1,200 meters)
Height: 490 feet (150 meters)
Width: 1,740 feet (530 meters)
Weight/Mass: 16.5 million tons (15 million metric tons )
Power System: Fusion with a 20 year life span. The ship normally
only goes 5 years between refueling.
Cargo: Cargo holds are scattered about the ship that allows
for carrying up to 30,000 tons of cargo in addition to standard compliment
of supplies and ammunition. Each crew member also has a small locker for
personal possessions and officers have decent sized quarters.
Market Cost: 50 billion credits to construct. The Mon Calamari
only give these ships to the Rebel Alliance / New Republic and use the
ships in defense of their home system.
WEAPON SYSTEMS:
- Four (4) Mega Turbo-laser Cannon Mounts: These mounts each
have twelve barrels that normally fire together. This means that there
a total of forty eight mega turbo-laser cannons with each being 30 cm wide.
The ship has 2 mounts on either side on the dorsal hull and to mounts on
either side on the ventral hull and while each mount can rotate 360 degrees,
the the hull itself limits the field of fire. These mounts are the ships
main anti-capital ship weaponry and are very powerful and capable of destroying
all but the largest targets with just a few hits. The mounts may be fired
individually or may be combined with up to three other heavy turbo-laser
cannon mounts (all on one side may fire as a volley). Mega turbo-laser
cannon mounts have standard penalties to strike fighters and other small
targets. The weapon systems cannot be used in hyperspace.
Maximum Effective Range:- Phase World Version: 100,000 miles (161,000 km) in space and
100 miles (161 km) in an atmosphere.
Moderate Version: 800 miles (1287.5 km) in space and 100 miles (161 km) in an atmosphere
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited. - Two (2) Mega Ion Cannon Mounts: The Mon Cal Star Cruiser
has two quad mount ion cannons on the ventral side of the ships. Each mount
has a 360 degree rotation and a 180 degree arc of fire. Mega Ion cannon
mounts have standard penalties to strike fighters and other small targets.
The weapon systems cannot be used in hyperspace.
Star Wars ion cannons operate differently than the Ion cannons in Rifts and Robotech. Instead of just being another type of energy weapon, Star Wars ion cannons do not cause any physical damage, though they do damage shields. They disable targets by interfering with the target's electrical systems.
For gaming purposes, Star Wars ion weapons have a damage rating. This is how much damage the weapon will inflict on shields. Once any shields are penetrated, however, the damage works differently. The ion damage is recorded separately from normal physical damage. The amount of "damage" inflicted by the ion weaponry is compared to the amount of main body remaining. The percentage of damage inflicted is determined in relation to the main body: (damage / main body) x 100 = percentage
For every 10% damage from ion weapons, the following penalties apply: The target will be at -1 to Strike, Parry (if appropriate), and Dodge. In space, target acceleration will be reduced by 15% and in an atmosphere, top speed will be reduced by 15%. Roll once on the Critical hit chart in the Phase World Sourcebook or Rifts Conversion book as appropriate.
If a ship takes 60% or more of its main body in ion damage, then the ship or vehicle will be disabled completely. All weapon, navigation, and other systems will shut down. The ships Emergency life-support and emergency communications are likely to work, but nothing else.
When crossing universes, some ships would probably be immune to these weapon systems. These include the U.W.W. ships and the UFO Intruder ships from Phase World, the semi biological protoculture based systems from Robotech, and the Unusual hull construction of the Vorlons, Shadows, and races that copied the first ones technology from Babylon 5.
Maximum Effective Range:- Phase World Version: 120,000 miles (193,000 km) in space and
120 miles (193 km) in an atmosphere.
Moderate Version: 960 miles (1,545 km) in space and 120 miles (193 km) in an atmosphere
Rate of Fire: Maximum of Two (2) times per melee per mount
Payload: Effectively Unlimited. - Sixteen (16) 60 mm Point Defense Lasers: These are the main
point defense weaponry of the Star Cruiser and are used against both fighters
and missiles. These mounts are distributed evenly around the ships hull.
Each Turret can rotate 360 and has a 180 arc of fire. The weapons have
no penalties to strike small targets but are relatively short ranged. The
weapon systems cannot be used in hyperspace.
Maximum Effective Range:- Phase World Version: 800 miles (1,290 km) in space and 8 miles
(12.3 km) in an atmosphere.
Moderate Version: 4,000 feet (1,200 m) in an atmosphere and 32,000 feet (9,600 m) in space.
Rate of Fire: Equal to the combined hand to hand attacks of the Gunner (usually 4 or 5).
Payload: Effectively Unlimited - Four (4) Capital Proton Torpedo Batteries: Essentially equal
to cruise missiles. On the side of the ship, the ship has a total of four
missile batteries that fire the equivalent of cruise missile. One battery
is located near the front of the ship on each side, while another battery
is located further back. Missiles have penalties to hit small targets but
are all considered smart missiles. Batteries can launch on multiple targets
each.
Phase World Version: Effectively very similar to Phase World cruise missiles. Missiles has a top speed of Mach 25 in an atmosphere and in space has an acceleration of 10% of light per turn (far faster than any starship). When drive goes dead, the missile will continue to travel in a straight line unless preset to self destruct or receives a destruct code but has very low odds of hitting star ships (Great for hitting bases and planets because target does not move and torpedoes when dead is at -25% to be detected.) See Modified starship rules for more details
Moderate Version: The description of these are close to that used for conventional cruise missiles Missile are assumed to accelerate at 2 times normal mach speed in Gs greater than the starships speed when used in space. Missiles can be launched at non moving targets beyond the powered range of the missiles to hit targets without the chance of the launching ship being hit by missiles itself but penalties exist when launching missiles beyond normal missile range.
Maximum Effective Range:- Phase World Version: Powered torpedo range is 8000 miles (12,875
km) in an atmosphere and 4,000,000 miles (6,437,376 km/ 21.5 light seconds)
in space (See
Phase World
Missiles )
Moderate Version: Varies with missile types, assume powered range is 8 x normal in space (Go to revised bomb and missile tables for details.)
Rate of Fire: Volleys of 10 per battery, per melee round, for a total of 40 missiles per melee. Launchers are reloaded on the same melee and can be fired again on the next.
Payload: 400 total, 100 cruise missiles per battery.
[ Brodkil TM, Bushido Industries TM, CAF TM, Catyr TM, CCW TM, Consortium of Civilized Worlds TM, Coyles TM, Free Worlds Council TM, Gene Splicers TM, K-Hex TM, Kankoran TM, Kittani TM, Kreeghor TM, Machine People TM, M.D.C. TM, Mega-Damage TM, Metzla TM, M’Kri Hardware TM, Monro TM, Mutants in Orbit TM, Naruni Enterprises TM, Noro TM, Paradise Federation TM, Phase World TM, Psylite TM, Rifter TM, SAMAS TM, S.D.C. TM, Seljuks TM, Splugorth TM, Sunaj TM, Trans-Galactic Empire TM, Tri-Galactic Military Service TM, United Worlds Warlock TM, U.W.W. TM, Wolfen TM, and Zembahk TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Star Wars copyright © 1977 Twentieth Century Fox Film Corporation. All rights reserved. Copyright © 1980, 1983, 1996 Lucasfilm / Lucasarts Ltd. ]
[ Star Wars, The Empire Strikes Back, Return of the Jedi and their associated logos are registered trademarks of Lucasfilm Ltd. ]
CGI / artwork of craft / ship by Ĝrjan Klo (oklo@online.no). More of his/her CGI pictures of Star Wars craft / ship at The homepage of Ĝrjan Klo.
Writeup by Michael Söderlind (michael.soderlind@telia.com).
Revisions by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 1999, Michael Söderlind. All rights reserved.