MC100 Class C 

Craft: Mon Calamari MC100c Star Cruiser
Type: Star Cruiser
Scale: Capital
Length: 1,260 meters
Skill: Capital ship piloting: Mon Calamari Star Cruiser
Crew: 5,560, gunners: 605, skeleton: 1,350/+10
Crew Skill: Astrogation 4D, capital ship gunnery 5D, capital ship piloting 6D, capital ship shields 5D+1, sensors 3D+1
Passengers: 1,700(troops)
Cargo Capacity: 30,000 metric tons
Consumables: 2 years
Cost: Not available for sale
Hyperdrive Multiplier: x3/4
Hyperdrive Backup: x2
Nav Computer: Yes
Maneuverability: 3D
Space: 8
Hull: 7D+2
Shields: 6D, backup: 6D
Sensors:



Passive: 50/1D
Scan: 100/3D
Search: 200/4D
Focus: 6/4D+2
Weapons:



12 Quad Laser Cannons

Fire Arc: 3 front, 3 left, 3 right, 3 back
Crew: 1
Scale: Starfighter
Skill: Starship gunnery
Fire Control: 3D
Space Range: 1-3/12/25
Atmosphere Range: 100-300/1.2/2.5 km
Damage: 5D


48 Turbolaser Batteries

Fire Arc: 12 front, 12 left, 12 right, 12 back
Crew: 3
Skill: Capital ship gunnery
Fire Control: 2D
Space Range: 3-15/35/75
Atmosphere Range: 6-30/70/150 km
Damage: 5D


15 Heavy Turbolaser Batteries

Fire Arc: 4 front, 4 left, 4 right, 3 back
Crew: 1(2), 2(4), 3(4)
Skill: Capital ship gunnery
Fire Control: 1D
Space Range: 3-10/30/60
Damage: 7D


24 Ion Cannon Batteries

Fire Arc: 10 front, 7 left, 7 right
Crew: 7
Skill: Capital ship gunnery
Fire Control: 3D
Space Range: 1-10/25/50
Atmosphere Range: 2-20/50/100 km
Damage: 4D


8 Tractor Beam Projectors

Fire Arc: 5 front, 1 left, 1 right, 1 back
Crew: 10
Skill: Capital ship gunnery
Fire Control: 2D+2
Space Range: 1-5/15/30
Atmosphere Range: 2-10/30/60 km
Damage: 4D


12 Concussion Missile Tubes

Fire Arc: 4 front, 3 left, 3 right
Fire Control: 3D+2
Space Range: 2-12/30/60
Atmosphere Range: 4-24/60/120 km
Damage: 9D

Starfighter Complement:
6 squadrons/72 fighters

Ground/Air Complement:
10 Republic AT-AT walkers
15 Republic AT-ST walkers
Or
5 V-Wing Speeder Transports Type A
20 V-Wing Airspeeders
Or
7 Republic Mekuun Heavy Trackers
4 Republic KAAC Freerunners

Equipment:
Imperial Navy Cloaking Shield:
Model: Imperial Navy Prototype Cloaking Shield
Type: Cloaking Shield
Cost: Not for sale
Weight: 20 tons
Skill: Capital Ship Shields
Game Notes: The cloaking shield is a highly advanced piece of technology that projects a field that scrambles the way that radiation energy hits a starship. The field is designed to scramble light and sensor waves so that the ship appears invisible both of the sensors of other starships and to the human eye as well. Such a devise was a rare piece of equipment in the Imperial aresenal for a number of years. Used in several different projects (like the lost Phantom TIE Fighter design), the cloaking devise gain a reputation as the ultimate tool for warships but the navy never truly brought into service due to the fact that it's effects are arbitrary. In addition to scrambling light and sensor waves outside the ship, they effect the inside of the ship as well; making the cloaked vessel blind. The device was later used in Grand Admiral Thrawn's campaign against the NR 3 years ago. The Grand Admiral, thanks to the aid of a Jedi master named C'baoth, proved that the right combinations and tactics can make the cloaking shield a deadly addition to any ship despite it's flaws. During his campaign, Thrawn had surrounded the NR capital with cloaked asteriods to keep the world of Coruscant under a state of fear. Fortunetly, the Republic was able to free itself. It destroyed the asteriods but was able to keep a few ruins and pieces of the devices within them for study. Now, they have assembled a working protoype from the parts they recovered.

INSTALLING THE CLOAKING DEVICE: A cloaking shield works much like other field projecting devices. It uses a generator and projector to extend a field over the ship. Republic techs believe the original Imperial design featured a projector of it's own but sadly, no such parts were able to be recovered. As a result, for the device to work, it must be connected to the MC100's deflector shield system. Although the techs made it easy for the MC100 engineers to alternate their generators from deflector shields to cloaking shield, only one kind of shield can be used at a time while they are wired together.

USING THE CLOAKING DEVICE (Realspace): In order to use the cloaking device in either realspace or hyperspace, the engineers on the MC100 must power down all deflector shields so the cloaking device can use the shield generators. Shields fall to 0D and the Hull code of the MC100 is reduced by 2D because particle shields must be powered down as well. Because the MC100 shield generators were orginally designed to project shields by arc, the backup power of the MC100 is reduced to 0D when the cloaking shield is up for the cloaking device needs to project it's shield over ALL fire arcs.

USING THE CLOAKING DEVICE (Hyperspace): Using the cloaking device is possible in hyperspace. Doing so can allow the MC100 to move about without being able to be tracked by probe droids or TIE/rc Fighters. They can also easily throw off Interdictor and Abolisher Cruisers. However, hyperspace travel while cloaked is very dangerous. No only do the conditions mentioned in the last section (0D shields, -2D to hull, and 0D backup) appear but also a Nav computers mass shadow sensors are blinded by the cloaking shield much like standard sensors are. The mass shadow sensors are the sensors that allows a nav computer to detect nearby hyperspace shadows. By doing so, the ship can steer away from obsticles and plot safe courses through hyperspace. With the mass shadow sensors blinded, there is a greater chance that the MC100 may stumble through a dangerous course because the nav computer will be unable to detect obsticles in the MC100's path. The following game effects apply:

Raise starting difficulty of astrogation difficulty by 9D. 
Add 30 to difficulty as if you had no navigation computer.

The following affects, however, can be eliminated if a Jedi or Force-Sensitive with the power "Instinctive Astrogation Control" or "Instinctive Astrogation" is in the pilot's seat or is guiding the ship's pilots. A successfull power roll will allow the cloaked MC100 to chart a safe course without dropping the cloaking shield.

EFFECTS OF THE CLOAKING DEVICE: To the enemy:
When in operation, the cloaking shield makes the ship immune to all sensors. Enemy ships cannot see or detect the vessel. Enemy ships can still attack but this is only the case if the MC100 If the MC100 has fired weapons, launched fighters or given any indication of it's presence in the last round. If none was given then the enemy ship has no reason to believe a cloaked starship is in the area. If such an indication was given several rounds ago (more than 1 but less than 5) the enemy ship can still attack but the ship's commander or navigatior (enemy's choice) must make a difficult Perception roll to make sure their ship is facing the right direction or to determine which arc the MC100 is located. If such an indication was given many rounds ago (more than 5) the enemy ship can still attack but the ship's commander or navigatior (enemy's choice) must make a very difficult or Heroic (GM's decision) Perception roll to make sure their ship is facing the right direction or to determine which arc the MC100 is located. All gunners who seek to fire at a cloaked MC100 lose their bonus from fire control because the targeting computer can't detect the ship. Also, the gunners suffer a -10 to their skill bonus because they can't see the ship. If the enemy ship has a Jedi on board, the Jedi can sense the MC100's location by using the "life sense" or "life detection" power. He or she can also use this power instead of the above-mentioned Perception difficulties. He or She can then direct the rest of the ships' gunners by either using "Projective Telepathy" (one person), "Ehanced Coordination," or "Mind Control" (many persons). The gunners then lose their -10 penalty.

On the MC100: The effects against the MC100 are the same as the effects on the enemy for the cloaking shield blinds the user as well as the enemy. The users of the MC100 also suffer the following:

-All movement difficulties are increased. Add 5D to difficulty is the ship is alone (not part of a rebel fleet). Add 9D if there are a number of starships close by (more than 2). Jedi can help the MC100 just as they help the enemy. They can help in the same ways (in combat) plus they can help when it comes to piloting. Much like the way Kyp Durron guided the Falcon in Jedi Search, a Jedi can find a clear path to pilot the MC100 by making a moderate Sense roll. Unless the Jedi is in his private command station (see MC100c stats) he or she will need to alter the rest of the ship's pilots of the course he has found. He can do that the same way the enemy's Jedi can alert his gunners (using "Projective Telepathy" (one person), "Ehanced Coordination," or "Mind Control" (many people). The pilots then lose their penalties for movement. OTHER EFFECTS: -The cloaking shield (unlike a deflector shield) cannot protect the ship. As a matter of fact, the cloaking shield is very fragile. If the enemy strikes the cloaked MC100, then the following occurs depending on the nature of the attack:

Energy Weapons
"0" damage with standard energy weapons
-No effect
Less than 6 damage inflicted with standard energy weapons
-Cloaking shield begins to deterorate. An easy repair roll can get it back online before he ship is fully visible next round.
More than 6 damage inflicted with standard energy weapons (no critical)
-Cloaking shield is knocked out. It can be fixed with a moderate repair roll, which takes two rounds. MC100 is visible.
Any damage with critical inflicted with standard energy weapons
-Cloaking shield is knocked out. Cannot be repaired during the battle. Must return to New Republic capital starport.

Physical Weapons
Any damage inflicted with a projectile (no critical) -Physical object passing through shield disrupts cloaking shield. Knocked out. MC100 visible. Shield can be repaired with a difficult repair roll. This takes 2 rounds. Any damage with critical inflicted with projectile weapons - Cloaking shield is knocked out. Cannot be repaired during the battle. Must return to New Republic capital starport.

Ionization Weapons
Less than 6 damage inflicted with ion energy weapons -Cloaking shield begins to deterorate. A moderate repair roll can get it back on line before the ship is fully visible next round. More than 6 damage inflicted with standard ion weapons (no critical) -Cloaking shield is knocked out. Can be fixed with a difficult repair roll. Takes 2 rounds. MC100 is visible. Ionization spreads from cloaking device to shield generator itself. If deflectors are raised, they are reduced by half. Same deal with backup power.
Any damage with critical inflicted with standard ion weapons -Cloaking shield is knocked out. Cannot be repaired during the battle. Must return to NR capital starport. Ionization spreads from cloaking device to shield generator itself. If deflectors are raised, they are reduced to 0. Same deal with backup power.

The MC100, however, has equipment that allows Jedi on the MC100 to get around most of the cloaking device's effects. This is in addition to the options the Jedi are given on the enemy side for the also apply to the MC100.

Jedi Command Pod: It is said that only a Jedi Knight can command a MC100 perfectly. Like the Jedi warships of the Old Republic, the MC100c contains a special mini-bridge/command station for a Jedi Knight or Master on board. While at this station, a Jedi can take total command of all movement functions of the MC100c by making a difficult Control roll. If the roll is successfull, the Jedi gains a +2D to all sense rolls (used when piloting) and instinctive astrogation and instincitive astrogation control rolls. The Jedi also does not have to use projective telepathy, ehanced coordination, or mind control to alter the gunners or pilots of sensed paths or enemies. He or she can simply imput the data into a console; spreading the info to all systems on the MC100c.

S-Foil docking platforms: The MC100c can retract special docking platforms on either side (left or right) of it's hull. These platforms can be used to repair or restock damaged fighters when there is no room inside the internal docking bay. All fighters on these platforms are protected by the MC100c's shields. The shields, however, have to be lowered to allow fighters to dock. The platforms are also big enough to hold anything up to a bulk frieghter. There are 4 platforms on either side. Each can hold 2 fighters or 1 freighter each.

Automated Decoy Pods: The MC100c is armed with several copycat pods which they can use to lure enemy ships into traps using their cloaking device.

KDY Nav Computer Route Astrogation Bypass: Found during the short time Kuat Drive Yards worked for the New Republic.