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 for more
Phase world version uses my revised phase world starship rules and can hold their own against most C.A.F and Kreegor 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:
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.
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|
| Auxiliary Bridge:||70,000|
| Main Engines (3):||25,000 each|
| Secondary Engines (4):||18,000 each|
| Main Body:||225,000|
| Shield Generators (18):||500 each|
| Variable Force Field:||15,000 a side (90,000 Total)|
 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.
 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.
 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.
 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.
Driving on the Ground: Not Possible.
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.
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.
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Siembieda and Palladium Books Inc. ]
[ Rifts® is a registered trademark 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 Ltd.]
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Image created and copyrighted by Ĝrjan Klo (firstname.lastname@example.org).
More Ĝrjan Klo artwork at The homepage of Ĝrjan Klo
By Michael Söderlind (email@example.com)
Revisions by Kitsune (E-Mail Kitsune).
Rifts Conversion Copyright © 1999, Michael Söderlind. All rights reserved.