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VOIDSHIPS

GRACE-CLASS SUPPORT SHIP


Hull: Transport
Dimensions: 2.3 km long, 0.4 km abeam at fins approx.
Mass: 8.5 megatonnes approx.
Crew: 12,000 crew, 3,500 support staff, approx.
Accel: 2.2 gravities max sustainable acceleration.

The Grace fleet support ship was once the most common Navy transport in the Jericho Sector. These merchantmen were rugged and spacious, built with
an eye towards economy in labour. Battlefleet Jericho, in its final years, refitted many Grace support ships into fleet tenders with salvage bays,
manufactoria, even hospice decks and advanced medicae bays to keep the warships operational and their crews living. The hulks of Grace support ships
are prime targets for scavengers, hoping to find war materiel from millennia past. They often find the supplies degraded or damaged and resort to selling
the stripped hull to recoup their losses. As a result, the Grace is now plying Jerichos trade lanes once again.
Speed: 4
Void Shields: 1
Morale: 100

Manoeuvrability: +5
Armour: 16
Crew Population: 100

Detection: +5
Hull Integrity: 35
Space: 40

Turret Rating: 1
Crew Rating: Competent (30)
Weapon Capacity: Dorsal 2

Essential Components
Mars Pattern Class 1 Drive, Yukawa 1 Warp Engine, Gellar Field, Void Shield Generator, Commerce Bridge, Clemency Pattern Life Sustainer, PressedCrew Quarters, M-100 Augur Array

Supplemental Components
Main Cargo Hold: Whether it stored spare parts, medical supplies, food, water, or wounded refugees, a Graces cargo hold was almost always full. It
provides +125 Achievement Points when used in an Endeavour.
Support Deck: Most Grace support ships were refitted with a Support Deck prior to an extensive refit to turn them into hospital ships or fleet tenders.
Treat this as a Hold Landing Bay. The ships stats have already been adjusted.
Observation Dome: The Yukawa warp engines are famed for their reliability and their slower than average transit times. An Observation Dome allows
crew and passengers alike a place to socialize and escape the carefully managed spaces of the ship.
Dorsal Thunderstrike Macrobatteries: Still powerful enough to level cities from orbit, these weapons are considered weak but Reliable.
Weapon
Macrobattery

Strength
3

Damage
1d10+1

Crit Rating
6

Range
4

Notable Vessels
Lady Ophesta

True Service

Gallant Merchant

Iumentum

VOIDSHIPS

PEDDLER-CLASS FAST TRANSPORT


Hull: Transport
Dimensions: 2.8 km long, 0.4 km abeam at fins approx.
Mass: 9.5 megatonnes approx.
Crew: 13,000 crew,approx.
Accel: 5.2 gravities max sustainable acceleration.

When the Imperium first arrived in what would become the Jericho Sector, the human empires in the region had already
begun constructing their own mighty warships. These amounted to little more than raiders that a half-blind merchantman could easily best. Still, these
ships shared a uniformity in design and function with many other vessels throughout the galaxy employed by infidels and recidivists. A general purge
was ordered and though these raiders were destroyed, the shipyards and foundries were left untouched. The Peddler emerged a century later, bearing the
same hallmarks of the escorts in a hull optimized for speed and storage. This meant sacrificing the dorsal weapon mounts for the main cargo hold and
forcing Peddlers to use inefficient port and starboard batteries. Alone, a Peddler can barely scare off a pirate, but in pairs the fast transports link their
light macrocannon together and can worry even heavier frigates. Most captains prefer running away, having stripped the guns in favour of even more
cargo space or more esoteric defenses. Battlefleet Jericho employed these ships to resupply distant staging points or run through blockades, with mixed
results.
Speed: 9
Void Shields: 1
Morale: 98

Manoeuvrability: +15
Armour: 12
Crew Population: 100

Detection: +15
Hull Integrity: 36
Space: 38

Turret Rating: 1
Crew Rating: Competent (30)
Weapon Capacity: Port 1, Starboard 1

Essential Components
Jovian Pattern Class 1 Drive, Strelov 1 Warp Engine, Gellar Field, Void Shield Generator, Commerce Bridge, M-1.b Pattern Life Sustainer, PressedCrew Quarters, M-100 Augur Array

Supplemental Components
Main Cargo Hold: Peddlers have been designed with quick cargo transfers in mind. In addition to providing +125 Achievement Points to Trade
Objectives, it also halves the time to load and unload cargo.
Bazaar: Most Peddlers make use of an auxiliary space between the main hold and the command towers, creating a merchant haven on board. This
grants one of the benefits of Luxury Passenger Quarters.
Port and Starboard Thunderstrike Macrobatteries: Still powerful enough to level cities from orbit, these weapons are considered weak but Reliable.
Weapon
Macrobattery

Strength
3

Damage
1d10+1

Crit Rating
6

Range
4

Notable Vessels
Roguish Charm

Century Eagle

Aurum

Shadowgift

VOIDSHIPS

CHARIOT-CLASS CORVETTE
Hull: Frigate
Dimensions: 1.6 km long, 0.5 km abeam at fins approx.
Mass: 5.5 megatonnes approx.
Crew: 14,000 crew, approx.
Accel: 4.8 gravities max sustainable acceleration.

Compact and durable, the Chariot-class Corvette is a relic of a different time in the Imperial Navy. Standard strategic thinking then was to use classes
such as the Chariot as line infiltrators, dashing as quickly as possible towards the enemy and breaking up formations with withering fire. Grand
Cruisers lead the charge, though the gaps they created often needed filling. Escorts like the Cobra or Frigates were swift enough to respond, but were illsuited. The Chariot, unlike other corvettes, was not hastily constructed but purpose-built for ruggedness and heavy firepower at the cost of speed and
agility. A lone Chariot is a modest threat, but a pair of these corvettes working in tandem could link its port, starboard, and dorsal batteries together,
allowing it to engage two or three targets with synchronized battery strikes. The Mars-pattern Las-batteries were indeed made famous on the Chariot,
having once been considered short-ranged and weak on larger vessels. The Achilus Crusade is actively recovering Chariot hulks and pressing them into
service as convoy escorts, a role the Chariots filled with some hesitant pride before the Age of Shadow.
Speed: 7
Void Shields: 1
Morale: 98

Manoeuvrability: +5
Armour: 18 (Prow 20)
Crew Population: 100

Detection: +10
Hull Integrity: 38
Space: 38

Turret Rating: 2
Crew Rating: Crack (40)
Weapon Capacity: Dorsal 1, Port 1, Starboard 1

Essential Components
Jovian Pattern Class 8.1 Drive, Strelov 1 Warp Engine, Gellar Field, Void Shield Generator, Combat Bridge, M-1.b Pattern Life Sustainer, PressedCrew Quarters, M-100 Augur Array

Supplemental Components
Dorsal, Port, and Starboard Mars-pattern Mk. A Las-Batteries: These rugged weapons are built from an older sub-pattern and still utilizes some
automation newer-built las-batteries lack. These are Reliable.
Weapon
Macrobattery

Strength
4

Damage
1d10+2

Crit Rating
4

Range
6

Gunship: As a result of the over-abundance of weapons aboard a Chariot, it has half the supplies and duration in the void as other vessels.
Reinforced Prow: Chariots have reinforced prows to better defend while charging headlong into battle.

Notable Vessels
Ignus Squadron

C44-22 Tiger

Wildhunt Squadron

Wagon Wheel

VOIDSHIPS

ARROW-CLASS FRIGATE
Hull: Frigate
Dimensions: 2.2 km long, 0.3 km abeam at fins approx.
Mass: 7.8 megatonnes approx.
Crew: 22,000 crew, approx.
Accel: 4.8 gravities max sustainable acceleration.

The Arrow-class frigate was originally laid down in early M32 in the Jericho Sector. Though Forge World Scand crafted the first few Arrows, later
production runs were handled fully by bonded shipyards in distant systems. Arrows would become popular, if specialized, frigates in the adjoining
Sectors for millennia until the last known Arrows were destroyed in M39. None of the shipyards that produced the Arrow remain intact, though
examples of the class can be found in numerous spaceship graveyards that dot the Jericho Reach. Arrows are built around a plasma-accelerated torpedo
launcher system that required reinforced plasma conduits run nearly the entire length of the ship. This gives the frigate tremendous acceleration however
it cannot redirect plasma to its thrusters, reducing its overall agility.
Speed: 9
Void Shields: 1
Morale: 98

Manoeuvrability: +6
Armour: 17
Crew Population: 100

Detection: +15
Hull Integrity: 36
Space: 38

Turret Rating: 1
Crew Rating: Crack (40)
Weapon Capacity: Prow 1, Dorsal 2

Essential Components
Mars Pattern Class 2 Drive, Strelov 1 Warp Engine, Gellar Field, Void Shield Generator, Command Bridge, M-1.b Pattern Life Sustainer, Pressed-Crew
Quarters, M-100 Augur Array

Supplemental Components
Prow Plasma-Accelerated Torpedo Launcher: This component cannot be removed. If destroyed, it can be replaced with another torpedo launcher.
This stores 20 torpedoes, plus an additional 4 if they are loaded in the tubes.
Cargo Hold and Lighter Bay: Arrows are also typical first-responders and carry an assortment of support craft as well as a well-stocked hold.
Dorsal Mars-pattern Las-Batteries: The Arrow shares the same weapon arrangement as the smaller Chariot corvette, but the greater volume available
to the frigate allows for a more efficient layout. These are Reliable.
Weapon
Macrobattery

Strength
3

Damage
1d10+3

Crit Rating
4

Range
6

Notable Ships
Jade Squadron

Shadow Squadron

Deathstrike Squadron

Vigilante

VOIDSHIPS

COMET-CLASS LIGHT CRUISER


Hull: Light Cruiser
Dimensions: 4.1 km long, 0.4 km abeam at fins approx.
Mass: 20.5 megatonnes approx.
Crew: 66,000 crew, approx.
Accel: 4.3 gravities max sustainable acceleration.

The Comet was rare even during its prime, often overshadowed by
the more versatile Dauntless for the more traditional light cruiser roles. It was more compact,
utilizing ancient and now lost technologies in the construction of its hull while its dorsal spine design
prevented the mounting of weapons atop the ship, limiting its weapons arcs of fire. It fell out of favour with many Segmentum fleets, which proved a
boon to Battlefleet Jericho. The Comet proved itself an excellent independent ship, able to threaten the much larger xenos capital vessels that roamed the
Jericho Sector in those days. It was heavily refitted during its operational life, enlarging its supply vaults significantly and reinforcing the prow armour
to better withstand fire as it launched a full cruisers torpedo salvo. Few Comets remain in use today, and the Achilus Crusade shows no inclination
towards pressing these ships into service despite reclaiming many of them.
Speed: 7
Void Shields: 1
Morale: 101

Manoeuvrability: +12
Armour: 18 (Prow 20)
Crew Population: 100

Detection: +16
Hull Integrity: 60
Space: 57

Turret Rating: 1
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 1, Starboard 1

Essential Components
Jovian Pattern Class 8.2 Drive, Strelov 2 Warp Engine, Gellar Field, Void Shield Generator, Command Bridge, Vitae Pattern Life Sustainer, Voidsmen
Quarters, M-100 Augur Array

Supplemental Components
Prow Mars-pattern Torpedo Tubes: This system is capable of launching six torpedoes at a time and can store 42 torpedoes plus six in the tubes.
Port and Starboard Sunsear Las-Broadsides: Though slower-firing than the weapons found on the Chariot or Arrow, these broadsides can unleash a
devastating storm of light that few targets can withstand for long.
Weapon
Broadside

Strength
6

Damage
1d10+2

Crit Rating
4

Range
9

Reinforced Prow: Later refits of the Comet included uprating its frontal armour to better withstand return fire.
Extended Supply Vaults: Spare parts, rations, medicine, and ammunition are piled high in these vaults.
Cargo Hold and Lighter Bay: Perfect for extended operations, this bay allows the Comet to transfer new supplies quickly and store it efficiently.

Notable Vessels
Vires Maximus

Duelist

For the Love of Lord Sibald

Antiro

VOIDSHIPS

ZEALOT-CLASS LIGHT CRUISER


Hull: Light Cruiser
Dimensions: 4.5 km long, 0.4 km abeam at fins approx.
Mass: 22.5 megatonnes approx.
Crew: 72,000 crew, approx.
Accel: 4.1 gravities max sustainable acceleration.

The Zealot class was constructed in early M32, amidst several


crises that delayed the light cruisers launch by centuries. It was
cancelled twice but those messages never made it to the distant forge worlds charged
its construction. Though as large as the Dauntless, the Zealot makes no room for cantankerous lances or
volatile torpedoes, instead relying on several Mars-pattern plasma macrobatteries for all its offensive punch. The
weapons were widely used on the then-standard Imperial Cruiser, the Murder-class, and a light cruiser gunboat was something that appealed to the
Imperial admirals of the era. Built in too-few numbers in the Jericho Sector, totalling only in the hundreds, the few remaining Zealots in Imperial service
are in reserve fleets, their plasma batteries ripped out and put to use on less tainted (by association) hulls.
Speed: 8
Void Shields: 1
Morale: 102

Manoeuvrability: +8
Armour: 18
Crew Population: 100

Detection: +12
Hull Integrity: 58
Space: 58

Turret Rating: 2
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 1, Starboard 1

Essential Components
Jovian Pattern Class 4.5 Warcruiser" Drive, Strelov 2 Warp Engine, Gellar Field, Void Shield Generator, Command Bridge, Vitae Pattern Life
Sustainer, Voidsmen Quarters, R-50 Auspex Multi-Band Augur Array

Supplemental Components
Prow, Port, and Starboard Mars-pattern Plasma Batteries: These ancient weapons are highly prized by the Imperium and its enemies. Each battery
has the Blast quality.
Weapon
Macrobattery

Strength
5

Damage
1d10+4

Crit Rating
4

Range
8

Observation Dome: Zealots were often tasked with plotting new warp routes to the Jericho Sectors various troublesome xenos empires. Coupled with
its sensitive augury vanes, the Zealot grants +100 Achievement Points to Exploration objectives.
Plasma Chapels: The plasma batteries can make use of highly-refined promethium gases stored in a plasma state. Treat as a Munitorium.
Extended Supply Vaults: These supply vaults featured docking bays for barges and other heavy lifters for quicker resupply of victuals and provender.

Notable Vessels
Faith and Fire

Wernstrums Vengeance

Clarity

Flagellant Squadron

VOIDSHIPS

SOLAR-CLASS CRUISER
Hull: Cruiser
Dimensions: 5.1 km long, 0.85 km abeam at fins approx.
Mass: 29.5 megatonnes approx.
Crew: 98,000 crew, approx.
Accel: 2.3 gravities max sustainable acceleration.

Records indicate that the Jericho Sector was once home to a


powerful xenos species, or empire of several, that made extensive
use of attack craft. Conquering Imperial forces tried to meet strength for strength but it wasnt until the Solar-class
Cruisers arrived from Segmentum Solar did the tides begin to turn. The ancient vessels had been fitted with nova cannon, a
gravitic accelerator that hurled plasma shells that dwarfed torpedoes, which made short work of the xenos carriers and often
their clouds of smaller craft. Most Solars were decommissioned well before the Jericho Sectors fall, their aging hulls were wrought using ancient
knowledge, making its systems and weapons difficult to maintain. They were forgotten until the arrival of the Eclipse, a refurbished Solar cruiser
crewed by servants of the Ruinous Powers, which proceeded to bombard Crusade battlegroups. Crusade assets have been dispatched to seek these
mothballed ships and recover or destroy them while the Adeptus Mechanicus seek aid in restoring the dozens already claimed.
Speed: 5
Void Shields: 2
Morale: 100

Manoeuvrability: +8
Armour: 20 (Prow 22)
Crew Population: 100

Detection: +12
Hull Integrity: 70
Space: 77

Turret Rating: 3
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 2, Starboard 2

Essential Components
Jovian Pattern Class 4.5 Warcruiser Drive, Miloslav H-616.a Warp Engine, Gellar Field, Dual Void Shield Array, Ships Masters Bridge, Vitae
Pattern Life Sustainer, Voidsmen Quarters, M-100 Augur Array

Supplemental Components
Prow Mars-pattern Nova Cannon: The Solar is built around a nova cannon which cannot be removed. It has 24 nova cannon shells when fully loaded.
Port and Starboard Mars-pattern Plasma Broadsides: The Solars port and starboard batteries are supercharged. These have the Blast quality.
Weapon
Broadside

Strength
7

Damage
1d10+4

Crit Rating
4

Range
8

Reinforced Prow: The Solar has thicker frontal armour to better withstand fire as it bombards distant targets.
Port and Starboard Sunhammer Lance Batteries: There is evidence that the common Sunhammer lances may have originated on the Solar cruiser.
Weapon
Lance Battery

Strength
2

Damage
1d10+2

Crit Rating
3

Range
9

Notable Vessels
Unrivalled

Incomparable

Duchess Elaine

Radiant

VOIDSHIPS

REDEEMED-CLASS GRAND CRUISER


Hull: Grand Cruiser
Dimensions: 7.3 km long, 1.2 km abeam at fins approx.
Mass: 39.5 megatonnes approx.
Crew: 124,000 crew, approx.
Accel: 1.8 gravities max sustainable acceleration.

Battlefleet Jericho held on to its grand cruisers even


after Segmentum command issued a recall. Vessels
such as the Clamour, the Iridescent Fury, and those of the Disciple
Squadron were famed and celebrated for their service at the dawn of the Sectors
founding. Before they could be mothballed, the grand cruisers were ambushed by Waaagh! Bashka. The Clamour died
with its guns firing even as a warp engine leak unleashed a flood of daemons within it. Disciple Squadron at the head of
the formation were subjected to repeated ramming attacks, ending their service in sympathetic plasma explosions. But the
Solace in Service was captured and became Warlord Bashkas flagship. The resulting war against the greenskins saw the few remaining grand cruisers
battered and nearly dead, and the Solace was not found until millennia later. Rogue Trader Wilbur Hek found the hulk adrift near the Black Reef and
engaged in a recovery operation even while fighting the remaining greenskins aboard. Since then, several battered Avengers and Exorcists have been
recovered and pressed into service as the Redeemed-class grand cruiser: a name more of a hope than a promise as most retain their difficult power
systems, weapons, and near-heretical warp engines.
Speed: 5
Void Shields: 3
Morale: 101

Manoeuvrability: +4
Armour: 21 (Prow 25)
Crew Population: 100

Detection: +10
Hull Integrity: 90
Space: 90

Turret Rating: 3
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 3, Starboard 3

Essential Components
Saturine Pattern Class 5 Drive, Miloslav H-616.a Warp Engine, Gellar Field, Triple Void Shield Array, Ships Masters Bridge, Vitae Pattern Life
Sustainer, Voidsmen Quarters, M-100 Augur Array

Supplemental Components
Armoured Prow: With many requiring extensive repairs anyway, many Redeemed were used as a test-bed for several proposed grand cruiser refits.
Prow Mars-pattern Nova Cannon: All Redeemed have been rebuilt with a massive nova cannon under its prow. It has 25 nova cannon shells.
Observation Dome: The sheer number of personnel aboard grand cruisers requires several open spaces just to maintain morale.
Port and Starboard Hecutor Plasma Broadsides: The Redeemed sports dual port and starboard plasma broadsides. These have the Blast quality.
Weapon
Broadside

Strength
5

Damage
1d10+2

Crit Rating
4

Range
11

Damage
1d10+2

Crit Rating
3

Range
12

Port and Starboard Godsbane Lance Batteries:


Weapon
Lance Battery

Strength
2

VOIDSHIPS

WRATH-CLASS BATTLESHIP
Hull: Battleship
Dimensions: 9.6 km long, 1.6 km abeam at fins approx.
Mass: 62 megatonnes approx.
Crew: 205,000 crew, approx.
Accel: 1.7gravities max sustainable
acceleration.

Another victim of changing naval doctrines, the


Wrath-class battleship was crafted to be a pure shipkiller, obliterating the Imperiums foes with overcharged
lance batteries. The rise (and fall, and subsequent rise again) of attack
craft coincided with the fad of fast battleships, and what would have been a fearsome and pure warship
became a swift carrier with confusing capabilities. The Wraths that served Battlefleet Jericho did so as solitary
vessels, patrolling routes at the behest of the Deathwatch and other Imperial institutions. When the Imperium began to pull
out of the Jericho Sector, the Wrath-class battleships were the core of the forces delaying the advance of the Ruinous Powers.
Speed: 5
Void Shields: 4
Morale: 100

Manoeuvrability: +5
Armour: 21
Crew Population: 100

Detection: +12
Hull Integrity: 105
Space: 100

Turret Rating: 4
Crew Rating: Elite (60)
Weapon Capacity: Prow 1, Dorsal 1, Port 3, Starboard 3

Essential Components
Mars Pattern Class 9 Drive, Miloslav I-616.j Warp Engine, Warpbane Hull, Quad Void Shield Array, Bridge of Antiquity, Vitae Pattern Life Sustainer,
Voidsmen Quarters, M-100 Augur Array

Supplemental Components
Prow and Dorsal Mars-pattern Plasma Batteries: These plasma cannon have the Reliable and Blast qualities.
Weapon
Macrobattery

Strength
5

Damage
1d10+4

Crit Rating
4

Range
8

Port and Starboard Judgement Lance Batteries: Only battleships have the capacity to fire and power the Judgement Lances for extended periods of
time. These are Reliable and Rending (5).
Weapon
Lance Battery

Strength
2

Damage
1d10+4

Crit Rating
3

Range
9

Port and Starboard Launch Bays: These are Strength 3 launch bays. Critical Hits to these components may also trigger Depressurization on a d10 roll
of 9 or higher.

RELICS
Mars-Pattern Plasma Drive

Clemency Pattern Life Sustainer

Though Jovian plasma technology is widely used today, the Marspattern drives were just as efficient and more compact. Many older
ships still in service actually make use of a Mars-pattern drive but has
made do with Jovian-pattern replacement parts. These generate the same
Power as Jovian-pattern Plasma Drives but take up 4 less Space.

Forge World Scand specialized in the creation of these life sustainers, at


least the ancient version of them. They can still be found aboard several
older hulks, still sealing rents in the hull against the void. Scand-made
Clemency life sustainers use up only half of the Space required.

Plasma-Accelerated Torpedo Launcher


Yukawa Warp Engine
The Yukawa is an ancient pattern of warp engine that doesnt quite
enter as fully into the Empyrean as other engines do. This increases
transit times but the shallowness of the Yukawas signature has allowed
many safe and secure passages compared to even the standard Strelov
engines. Increase all transit times by 33% while in the Warp, but roll
twice for any Warp Encounters and choose the lowest result.

This is similar to the archeotech found elsewhere in the Imperium,


though these can only be mounted in the Prow and decrease the
Manoeuvrability by 10 as it draws plasma from the main drive. In turn,
it grants the ships base Speed as a bonus to the torpedoes initial Speed.
This is a Volatile component and any damage done to it adds +2
damage.

Solar-class Battlecruiser
Support Deck
An early Imperial tool, the Support Deck was part rescue bay, part small
craft hangar. It housed search and rescue craft, bulk haulers, and
numerous specialists. The cogitators that made Support Decks efficient
workplaces were declared archeotech millennia ago. Still, the STC-built
hangars are quite efficient. Treat this as a Hold Landing Bay.

Though the Solar-class Cruiser was celebrated in the works of many


remembrancers, few recall the doomed attempt at creating an early
battlecruiser from the Solar hull. Several of these examples must still
exist amongst the hulks within the Reach as they were instrumental
during the last days before the Age of Shadow. These feature an
additional 5 Space and a Dorsal slot.

Mars-pattern Las-Battery

Scand-pattern Combat Voidsuits

Discovered though never produced on Mars, these las-batteries are


favoured by smaller vessels that would find it difficult to maintain an
adequate supply of macroshells. Their shorter range and slightly weaker
hitting power is offset by their rapid fire capabilities. These have the
Reliable quality.

Built using layered microfabrics to grant its wearer the full use of their
dexterity and agility, the Scand-pattern combat voidsuit is a treasure the
Adeptus Mechanicus are seeking to recreate. A single intact suit is
worth much to the tech-priests, perhaps even more to the Imperial Navy.

Dzel Combat Salve


Mars-pattern Plasma Battery / Broadside
Mars discontinued the production of new plasma batteries after several
prominent voidship classes that made use of them turned Traitor. Those
that remain aboard loyal Imperial ships are furnished with all of the
spare parts needed, but no new ones will be built. These are periodically
reclaimed from enemy hulks and a long re-sanctifying process is
necessary before they can be pressed back into service. These have the
Blast quality. Broadsides have the Storm quality as well.

Refined from algae from Eccunds near-frozen oceans and mixed with
esoteric compounds created by the bio-mechanics of Dzel, the combat
salve greatly speeds up the healing of many common battlefield wounds
and afflictions. The miraculous properties of the combat salve must be
exaggerated, but this has not prevented any and all parties at seeking to
uncover the recipe for the combat salve. Grace support ships and Comet
light cruisers have been known to store these for emergencies.