<strong>"Everest"</strong><br/>Class: Lunar Class Cruiser<br/>Background: Vessel of the Fleet<br/>Machine Spirit Personality: Ancient and Wise<br/><br/>Speed: 5,  Maneuverability: +17, Detection: +15<br/>Hull Integrity: 66  Armor: 20  Turret Rating: 2  Void Shields: 2<br/>Crew Population: 100  Morale: 103   Crew Quality: Crack (45)<br/>Weapon Capacity: Prow 1, Port 2, Starboard 2<br/>Space: 75   Shuttle Capacity: 21 (8 Argus Lighters in Port Broadside Bay, 8 Argus Lighters in Starbord Broadside bay, 4 Gun Cutters in Dorsal Bay, and 1 Aquila Lander in the Bridge Bay)<br/>Astropaths: 6<br/>Navigators: 1<br/><br/>Background: The Everest was a proud Imperial Cruiser of ancient design, having survived battle after battle due to careful guidance from it's commander and it's machine spirit.  In recent years, a charismatic but incompent commander was put in charage of her, and in a fatal series of mistakes, the Everest was nearly crippled in the battle for Ares, and it's incompetent captain was killed.  It's surviving crew witnessed the battle turn around, almost miraculously, due to the actions of Rogue Trader Cortez's lighting-like attack, and later learned that near total defeat had been transformed into a great victory by the Rogue Trader's actions.  Again, thanks to the Rogue Trader, the Everest was receiving the extensive repairs and refitting to return to action.  While the hull is ancient, almost all of the systems are now almost new, thanks to the extensive battle damage.  Only the ancient and wise machine spirit remains.  As a reward for his services, the newly refitted ship has been turned over to Cortez and his crew.  The Everest's XO, Jason Harlock, now promoted to captain with the old captain's death, has worked tirelessly for the last several months in acquiring all new weapon systems to finish the outfitting, calling upon all his contacts and family favors to do so, but in the end, the Everest was ready, outfitted with worn, but powerful long range lasers... lances and macrobatteries both, that he hoped would serve them well.<br/><br/>Description:  The Everest was one of the first ships of it's class to be put into service, and it's classic lines have not altered greatly in the years since.  While the interior is almost entirely new, the outer hull has been restored almost to it's original condition by it's repair crew, proud of the ship's long and illustrious history.  The hull has been weakened over it's thousand years of service, but the ship itself seems to act as if it knows it's master's mind, acting smoothly under command as if anticipating orders ahead of time.<br/><br/>Starship Components:<br/><br/><strong>Jovian Pattern "Warcruiser" Drive:</strong>The Jovian shipyards produce this STC drive sparingly, reserving it for warships that need to meet the extreme power draw of extensive lance armaments.  Power Generated 85  Space 17<br/><br/><strong>Strelov 2 Warp Engine:</strong>Only in service now for the last two hundred years, much, much younger than the ship it has been fitted into, this engine has none of the mysterious technology of the far past, only tried and true components that it's engineers fully understand.  Power 12, Space 12<br/><br/><strong>Belcane Pattern 120 Gellar Field:</strong>The brand new gellar fields of the Everest are religiously maintained by it's crew, and so far, they have never failed.  Of course, so far, they have never truly been tested either.  Power 1 Space 0<br/><br/><strong>Multiple Void Shield Array:</strong>Void shields create barriers of energy around a starship to protect it from stellar debris and incoming fire.  These are standard issue Twin, multiple-layered void shields. Provides 2 Void Shields.  Fresh from a Forge World, they are untested, but without noticeable flaw.  Power 7 Space 2<br/><br/><strong>Armoured Command Bridge:</strong>This bridge has been modified to give the ship’s master greater control over his vessel.  Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.  The bridges of warships are often reinforced with additional armour plating, to ensure the survival of their occupants.  Reinforced Armour: If this Component takes a Critical Hit or becomes damaged or unpowered, roll 1d10. On a 4 or higher, the component is unharmed.  power 3  space 2<br/><br/><strong>Vitae Pattern Life Sustainer:</strong>The life sustainers of the ship are, as typical on a cruiser, of higher quality then average.  Even months out of spacedock, the ship remains almost pleasant to live on.  power 5  space 3<br/><br/><strong>Voidsmen Quarters:</strong>The crew quarters of the ship are very well appointed compared to most imperial ships, with each four crew members getting their own bunk.  Petty officers have private rooms, while senior officers (the PCs) have grand suites the size of ordinary houses, often spanning multiple decks.  Power 2  Space 4<br/><br/><strong>Mark–201.b Auger Array:</strong>A modified version of the Imperial Navy’s standard sensor array, with boosted wideband gain.  External: This Component does not require hull space.  Although it is external, it can only be destroyed or damaged by a Critical Hit.  Sensitive: Increased power draw provides a +5 bonus to the ship’s Detection.  Power 5  Space 0<br/><br/><strong>Reinforced Prow:</strong>During the battle at Ares, the Everest sustained serious damage to it's 20 meter thick Armoured Adamantine prow.  Wanting to preserve as much of the original ship as possible, it's engineers cut away much of the reinforcing material from inside the hull and used that to repair the outer damage.  What remains looks about the same, but is significantly weaker.  Even so, the Everest is still a thing to be feared in a ramming attack.  In addition, the extra space and thinner front plate allowed a forward mounted Lance Battery to be installed, greatly increasing the ship's long ranged firepower.  Adamantine Plates: This ship gains +2 Armour in its front arc only. This ship also does 1d5 additional damage when ramming.  Power 0, Space 3<br/><br/><strong>Cargo Bay and Lighter Hold:</strong>Warships can be converted to haul cargo, but this can often have an adverse effect on their combat performance. Hidden Spaces: When working toward a Trade or Criminal objective, the players earn an additional 50 Achievement Points toward completing that objective. Unbalanced: Starships are precisely balanced, something this modification effects, meaning they suffer –3 to Manoeuvrability.  Power 1  Space 2<br/><br/><strong>Sunhammer Lance Battery (Prow):</strong>Narrowing the focus aperture on the STC Titanforge allowed the<br/>Lathes to boost range without unduly decreasing its power.  A single Sunhammer lance proved successful enough that they have also been constructed in batteries.  This particular pair of lances is mounted forward in a enormous turret, enabling it to turn to fire either port or starboard in support of a broadside, if necessary.  Power 13, Space 6, Poor quality: -1 damage, -1 crit<br/><br/><strong>2 Sunhammer Lances (Port, Starboard):</strong>The third and fourth of the ship's huge laser lances.  Power 9, Space 4 (x2), Poor quality: -1 damage, -1 crit<br/><br/><strong>2 Sunsear Laser Batteries (Port, Starboard):</strong>These laser batteries are common on Naval frigates, providing a balance between power used and damage inflicted.  Used to soften up enemy ship's void shield so that the lances can break through to finish the job, these tried and true weapons are the backbone of the ship's firepower.  Power 6, Space 4 (x2), Poor quality: -1 damage, -1 strength<br/><br/><strong>Best Quality Crew Improvements:</strong>After their shakedown cruise, the crew of the newly refitted Everest were treated to an expensive but effective series of extended training regimens, and were rewarded with brand new uniforms... resulting in much better crew morale and training.  (+3 Morale, +5 Crew Quality)<br/><br/>Modifier Summary:<br/><br/>Steadfast Ally: All crewmembers gain Good Reputation (Imperial Navy).<br/>His Word Obeyed: Any crew-member who makes Command Tests aboard this ship gains a +10 bonus.<br/>Duty Unto Death: When this ship is crippled, the ship’s Captain may make a Challenging (+0) Command Test. If the Test is successful, the ship does not suffer the effects of being crippled during its subsequent turn.<br/>+50 points to Trade or Criminal Objectives<br/>+15 to Command Tests<br/>+5 to Ballistic Tests to fire shipboard weapons<br/><br/>Weapons:<br/><br/>Sunhammer Lance Battery (Prow): Strength 2, Damage 1d10+2, Crit Rating 4, Range 9<br/>2 Sunhammer Lance's (Port, Starbord): Strength 1, Damage 1d10+2, Crit Rating 4, Range 9<br/>2 Sunsear Laser Batteries (Port, Starboard): Strength 5, Damage 1d10+2, Crit Rating 5, Range 9