HOUSE RULES:
Customizing Mon Calamari Cruisers

by Jeremy Freid


Many sources say that Mon Calamari ships shouldn't have all the same stats. In light of this, I have come up with a system to make variations in Mon Cal ships with a few dice rolls. There are two areas in which Mon Cal cruisers can be modified: their armaments, and their other systems. All of these tables use percentile (d100) dice.

I admit to not having playtested this very much but I hope this system can help GMs and maybe even some players modify the regal, yet always different, Mon Cal Cruisers for their own games. I really think that these tables can add some variation and settlement to these much-celebrated ships.

Ok, I realize that some of you out there are groaning and saying "not more dice rolls." Well, you don't have to roll dice if you don't want to; just pick what you like off the tables and voila, your very own Mon Cal variant.

These tables are meant to be used with cruisers of the MC-80 type, but can also work with the MC-80b and, to a lesser extent, the MC-90. The numbers should probably be reduced, by as much as half, for MC-40 light cruisers.


First, roll to see how many of the cruiser's weapons systems have been modified.


Table One: Degree of Modification
Roll Weapons Affected
01 - 50 none (Stock)
51 - 60 Turbolasers
61 - 70 Turbolasers, Ions
71 - 80 Turbolasers, Ions, Tractors
81 - 90 Turbolasers, Ions, Tractors, ASFW
91 - 00 Roll Again

Next, roll once for each type of capital-scale weapon indicated on the previous table: Turbolasers, Ion Cannons, and Tractor Beams.

Table Two: Turbolasers, Ion Cannons, Tractor Beams
Roll Weapons Added
01 - 10 -2
11 - 30 -1
31 - 50 none
51 - 60 2
61 - 70 4
71 - 80 6
81 - 90 8
91 - 00 10

Now if you rolled 81-90 on Table One, your Mon Calamari Cruiser has extra Anti-Starfighter Weapons (ASFW).
Note: These extra weapons are starfighter scale.

Table Three: Anti-Starfighter Weapons
Roll Weapons Added
01 - 30 Lasers
31 - 60 Quad Lasers
61 - 90 Warhead Launcher
91 - 00 All of the Above

Table Four: Lasers and Quad Lasers
Roll Weapons Added
01 - 50 none
51 - 60 2
61 - 70 4
71 - 80 6
81 - 90 8
91 - 00 10

Table Five: General-Purpose Warhead Launchers
Roll Weapons Added
01 - 50 none
51 - 60 1
61 - 70 2
71 - 80 3
81 - 90 4
91 - 00 5


Optional Shipwide Modifications

This table produces variations that don't affect the ship's armament. It's not recommended if you rolled on the tables above, as you might end up with a "super cruiser." But if you want a high-powered Mon Calamari Cruiser of a new design, or a retrofitted older Cruiser that the Rebellion/New Republic had the resources to upgrade, go ahead.

In a Rebellion era game, this could be a good way to determine what is added to the cruiser while it's being refitted and/or repaired, possibly using parts from a damaged Imperial Nebulon-B frigate. In a New Republic campaign, the New Republic could have decided to refit some of the older cruiser designs to make them harder hitting or for some special mission.

Table Six: Miscellaneous Systems
Roll D6 (WEG) or D20 (WotC)
01 - 25 +1 to Space / +2 to Crew Bonus
26 - 40 +1D Hull / +50 to Hull Points
41 - 55 +1 fighter squadron
56 - 70 +2 Maneuverability / +1 Defense
71 - 85 +1D to Crew Skills / +1 Skill Level (i.e., regular to skilled)
86 - 90 Roll again on this table
91 - 95 Roll twice and take both results
91 - 95 Roll three times and take all results

I hope this helps out all the hard working GMs.



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