Garden Quarters – a new ship component for Rogue Trader

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Garden Quarters (Crew Quarters Component, Xeno-Tech Component)
Spongy organic growths bedeck the surfaces of the crew quarters, with alien fronds and feelers hanging down in front of softly contracting alcoves, and strange large leaves curling up around crew members like giant living hammocks. Repulsive and unholy as they may be, some unscrupulous Rogue Traders may still see the usefulness in letting such alien jungles fester in their ships, as they require literally no power and are fantastically resilient to damage. Manpower reports even suggest that something about living in these blasphemous gardens may even be good for a crew’s health.

Alive: Emergency Repairs to the Garden Quarters use the Medicae skill instead of Tech-Use. Also, damaged Garden Quarters regenerates within 1d5 days on its own. Even destroyed Garden Quarters will be able to regrow in this fashion if an Explorer succeeds on a Difficult (-10) Medicae-Test at the end of the battle or encounter that led to the component’s destruction.

Birthing Pods: Each month, the vessel’s Crew Population increases by +1d5.

Repulsive: Decrease Morale permanently by 3.

Appropriate Hull Types: Transports, Raiders, Frigates
Power: 0
Space: 3
SP: +1

Appropriate Hull Types: Light Cruisers, Cruisers
Power: 0
Space: 4
SP: +1


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