MC100C Star Cruiser

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
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:

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: 2-12/30/60
    Atmosphere range: 4-24/60/120 km
    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

12 Concussion Missile Tubes
    Fire Arc: 4 front, 4 left, 4 right
    Crew: 6
    Skill: Capital ship gunnery
    Fire control: 3D+2
    Space range: 2-12/30/60
    Atmosphere range: 4-24/60/120 km
    Damage: 9D

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

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

Starfighter complement: 6 squadrons
Ground force: 10 AT-AT's, 15 AT-ST's
                 
OR 5 V-Wing Speeder Transports Type A, 20 V-Wing Airspeeders
                  OR 7 Republic Mekuun Heavy Trackers, 4 Republic KAAC Freerunners
Special Feature:
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.

Republic Navy Prototype Cloaking Shield

Credit for these stats belongs to Justin Perry