That's... actually pretty frightening. Yes, we're using RAW for now, best to get our feet wet before we start house ruling.
Here's what I whipped up, modified by Sebastian's suggestion above. Now, I'm thinking about those Sunsears...
(As for the Poor Components, imagine they're on the other add ons instead of the Essential Components. The Excel sheet doesn't really let you add those to Supplementals.)
REPULSE Class Grand Cruiser
TURRET RATING 3
SHIELDS Triple Void Shield
HULL INTEGRITY 85
Skill Test Modifiers
Ballistic Tests 15, Navigation/Warp 5, Navigation/Combat 5, Navigation/Escape Combat -10, Navigation/Piloting 5, CMD/Hit&Run 20, CMD/Boarding Action 20, CMD/Hit&Run (Def) 20, CMD/Boarding Action (Def) 20, Attack Craft Rating +2
Achievement Bonuses: Trade + 200 Crime + 200 Creed + 100 Military + 100 Explore + 100
Saturnine Pattern, Class 5 Drive (Grand Cruiser) , Miloslav H-616.b Warp Engine (CL,C) [C:POOR], Warpsbane Hull, Emergency Field (Roll 1d10, on 3+ Geller Field Activates if vessel is drawn into the Warp), Ship Master's Bridge (C, CB, CG) [C:POOR], Vitae Pattern Life Sustainer , M-201b Auger Array , Voidsmans Quarters [C:POOR]
Cargo Hold & Lighter Bay, Luxury Passenger Quarters, Barracks, Trophy Room, Observation Dome, Pilot's Chamber, Small Craft Repair Deck,
Complications / Past Histories
Martial Hubris, Wrested from a Space Hulk (For misfortunes GM rolls twice and picks the worst), Cursed (Warp Nav Penalty), Ancient Grand Cruiser (Can't take +Armour Components).
Sunhammer Lance Battery [Strength: 2, Damage:1d10+5, Crit Rating: 3, Range: 9] Location:PROW
Sunsear Laser Battery [Strength: 4, Damage:1d10+2, Crit Rating: 4, Range: 9] Location:DORSAL
Sunsear Laser Battery [Strength: 4, Damage:1d10+2, Crit Rating: 4, Range: 9] Location:PORT
Jovian Pattern Landing Bay [Strength: 2, Damage:x+x, Crit Rating: --, Range: ] Location:PORT
Sunsear Laser Battery [Strength: 4, Damage:1d10+2, Crit Rating: 4, Range: 9] Location:STARBOARD
Jovian Pattern Landing Bay [Strength: 2, Damage:x+x, Crit Rating: --, Range: ] Location:STARBOARD
So, being the RT and being given the choice of the ship's origin, I went with Martial Hubris and Wrested from a Space Hulk. The backstory is that, yes my character's a Child of Dynasty, but was a distant relation. He had already retired from his service in the Imperial Navy and was making his own way when the Dynasty was "outplayed".
Securing the Warrant of Trade will be our first step, really. The "Repulse"-class (which in my head-canon is what the Repulsive-class was called before they went traitor) Grand Cruiser was something my character was helping the dynasty recover.
We may not actually get to the Grand Cruiser until a few play sessions in. Then people want to go out and shoot some Eldar in the face for money or something.
I don't know what the other characters will be, or their backgrounds. It'd be a bit odd if we were all Children of Dynasty, but I guess it could work.
And I didn't factor my own +3 SP! Forgot about that.
I have 19 Power and 2 Space left over. I think I may go back and get Common quality for 3 of those Poor components instead, buy back some space.