As a warning, though I did not see specific rules, repairing archeo tech equipment that does get damaged will be at least -30.
That said, the future is a dangerous place and you are likely to encounter many enemies. The command staff of a rogue trader vessel will not be facing off against underhive gangs and feudal cultists. I will not make the enemy to defeat you, but they will be armed as appropriate.
Also you guys are totally ignoring power weapons
Here is the ship so far, it looks like an even split between transport and frigate, but the popular transport ruins my plans to
have you all tried and executed as xeno lovers introduce characters I just thought up. So I will use a frigate, add a cargo hold and let us see where we go from there.
Sword-Class Frigate "Diplomatic Gesture"
Martial Hubris
Xenophilious
Population 100
Moral 96 (-1 Stale Air -3 Suffer not the Alien)
Speed 8
Detection +15
Armour 18
Space 27/40
Maneuverability +20-3
Hull Integrity 35
Turret Rating 2
Remaining ship points 9
Remaining Power 21
Remaining Space 13Must Select a Xenotech component
!!!No weapons!!!Essential Components
Jovian Pattern Class 2 Drive 24/45 power 10 space
Strelov 1 Warp Engine 10 power 10 space
Geller Field 1 power 0 space
Single Void Shield Array 5 power 1 space
Combat Bridge 1 power 1 space
M-1.r life sustainer 3 power 1 space
Voidsmen Quarters 1 power 3 space
M-100 Auger Array 3 power 0 space
Weapons
Supplemental Components
Cargo Hold and Lighter Bay 1 power 2 space 1 SP
I am still reviewing the character sheets, lotsa info.