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HMS Moria

The HMS Moria is the Flagship of the Dwarven navy and the Command ship of the Mithril Fleet. Completed in 1488, the ship has been equipped with the most experienced crew and undergone 5 years of extensive war gams, and has been approved for operational use by the High King. The Ships stands a length of approximately 3,00ft long, with a beam of 460ft, making the ship rival some defense platforms. The Moria's Size is over 3 times larger than the Massive dreadnoughts that support it. The vessel maintains hundreds of weapons for naval combat and has a personal legion of marines aboard for any potential invasions or military actions that might be necessary. The ships has the potential to command the entire Dwarven navy with room for all admirals if necessary, however never more than half are allowed aboard for strategic reasons. The Ships houses 5 Rune Reactors to power the ship accommodations, including water, food, light, waste disposal, and communication.    Due to the Ship's immense size, many traversal mechanisms span across the ship but are reserved for officers of the navy and military. The Ship retains a large contingent of enlisted blacksmiths and others for repairs and management of the interior of the ship and the Marine Legion. Much of the Ship's lower decks allow for extra storage and comfortable housing due to the lack of need for storing food, water, fuel, and other necessities. The complexities of managing the ship require a crew of 10,000 not including the Legion. Most of the crew serves military uses and management of critical infrastructure, and emergency repairs. Such overlap helps to ensure that the Ship can endure a hypothetical siege, and even disabled is a fortress needed to be conquered.    The moria's Armament consists of the following; 3 Titan class heavy turrets = Quintuple barrel 9 Super heavy class turrets = Quadruple Barrel 21 heavy class turrets = Triple barrel 63 medium-class turrets = Double barrel 189 small-class turrets = Single barrel 567 Volley (anti-fighter) class turrets = Quadruple barrel 1,000 anti-boarding defense mechanisms = mixed weaponry (Fire, guns, blades, etc.)   2,000 ship security personnel- trained for anti-boarding and boarding combat 6,000 legionaries- trained for beach landings using onboard longships and Boarding Combat.  30 longships in the Cargo bay to be used for sea-to-land invasion 10,000 melee weapons for potential siege and boarding.    At the Aft of the Ship are two docking hatches for the deployment and retrieval of 30 longboats stored within a specially designated cargo hold.    The Ship also is equipped with 2 sequester generators to conceal the ship from divination magic and allow stealth operations for indefinite periods. The Many commodity generators ensure excess space which is used to further increase defenses and allow comfort. It also allows the ship to remain in use for an excessive period of time without the need for resupply. The Ships propulsion has multiple backups, with experimental propellers for Sea combat, Artifact Forges, and Runic Engines to provide atmospheric and astral propulsion.    Due to the moria's excessive size and outfit, it is unlikely to see combat that could truly challenge it, especially with the supporting battlegroup, which it can also support if necessary. For this reason, its crew remains relaxed and confident, while the Military seeks to use the Ship as a deterrent against advanced nations invading, and as a command structure for military operations in far-flung lands. The Ships capability to also provide vertical perspective and serve as a mobile command base in land operations has ensured an Army command hub within the Ship for potential operations. Due to this 1,000 troops of the Rangers are assigned to the ship for "Special operations". This success has also instilled in the army to provide additional funds to create sister ships for the Moria.  Each of the further 7 ships is expected to take a decade to complete within the Fireforges and be named after the holds of the Old World. The ship is currently under construction within the forges and is to be named the HMS Lonely Mountain.
HMS Moria 5e Conversions
HMS Moria's Armament consists of the following; 3 Titan class heavy turrets = Quintuple barrel = (Ranged Weapon Attack: +14 to hit, range 2 ½ miles/26 miles (max 40), one target. Hit: 100d10 piercing damage (550). Hit or miss, each creature within 120 feet of the target must make a DC 25 Dexterity saving throw, taking 80d10 (440) bludgeoning damage on a failed save, or half as much damage on a successful one. Once a 700mm naval gun has been fired, it takes three actions for a loader to reload it. Targets with natural armor take a penalty to AC against the 700mm naval gun determined by referencing their AC against the following table: AC AC Penalty 10-11 -1 12-13 −2 14-15 −3 16-17 −4 18-20+ −5)   120 ft. away or closer 80d10 (440) bludgeoning damage plus 80d10 (440) fire damage. 121 to 200 ft. away 60d10 (330) bludgeoning damage plus 60d10 (330) fire damage. 201 to 280 ft. away 40d10 (220) bludgeoning damage plus 40d10 (220) fire damage. 281 to 360 ft. away 20d10 (109) bludgeoning damage plus 20d10 (109) fire damage.)   9 Super heavy class turrets = Quadruple Barrel = (Ranged Weapon Attack: +13 to hit, range 2 ½ miles/16 miles (max- 26), one target. Hit: 80d10 piercing damage (440). Hit or miss, each creature within 100 feet of the target must make a DC 22 Dexterity saving throw, taking 60d10 (330) bludgeoning damage on a failed save, or half as much damage on a successful one. Once a 280mm naval gun has been fired, it takes three actions for a loader to reload it. Targets with natural armor take a penalty to AC against the 450mm naval gun determined by referencing their AC against the following table: AC AC Penalty 11-12 -1 13-14 −2 15-16 −3 17-18 −4 19-20+ −5)   100 ft. away or closer 60d10 (330) bludgeoning damage plus 60d10 (330) fire damage. 101 to 180 ft. away 40d10 (220) bludgeoning damage plus 40d10 (220) fire damage. 181 to 260 ft. away 20d10 (109) bludgeoning damage plus 20d10 (109) fire damage. 261 to 340 ft. away 10d10 (55) bludgeoning damage plus 10d10 (55) fire damage.)   21 heavy class turrets = Triple barrel = (Ranged Weapon Attack: +12 to hit, range 2 ½ miles/10 miles, one target. Hit: 60d10 piercing damage(330). Hit or miss, each creature within 80 feet of the target must make a DC 20 Dexterity saving throw, taking 40d10(164) bludgeoning damage on a failed save, or half as much damage on a successful one. Once a 280mm naval gun has been fired, it takes three actions for a loader to reload it. Targets with natural armor take a penalty to AC against the 280mm naval gun determined by referencing their AC against the following table: AC AC Penalty 12-13 −1 14-15 −2 16-17 −3 18-19 −4 20+ −5)   80 ft. away or closer 40d10 (220) bludgeoning damage plus 40d10 (220) fire damage. 81 to 160 ft. away 20d10 (109) bludgeoning damage plus 20d10 (109) fire damage. 161 to 240 ft. away 10d10 (55) bludgeoning damage plus 10d10 (55) fire damage. 241 to 320 ft. away 5d10 (27) bludgeoning damage plus 5d10 (27) fire damage.)   63 medium-class turrets = Double barrel (Direct Fire. The howitzer fires a shell at a point within 1 mile that the gunners can see. Each creature within 320 feet of the point must make a DC 20 Dexterity saving throw, taking the listed damage on a failed save or half as much damage on a successful one. Indirect Fire. The howitzer fires a shell at a point within 10 miles that does not need to be within the line of sight of the gunners. The gunner and the assistant gunner must make an Intelligence check, adding the results together (DC 30+1 for every mile away the point is, rounded up) to strike the target accurately. For every point they fail the Intelligence check, the shell strikes a point 1d20x5 feet away from where it’s intended in a direction of the GM’s choice. Because of the high arc of the shell, creatures get no benefit from cover. Distance from Origin Damage 80 ft. away or closer 40d6 (140) bludgeoning damage plus 30d6 (140) fire damage. 81 to 160 ft. away 20d6 (70) bludgeoning damage plus 20d6 (70) fire damage. 161 to 240 ft. away 10d6 (35) bludgeoning damage plus 10d6 (35) fire damage. 241 to 320 ft. away 5d6 (17) bludgeoning damage plus 5d6 (17) fire damage.)   189 small-class turrets = Single barrel = (Direct Fire. The howitzer fires a shell at a point within 1 mile that the gunners can see. Each creature within 320 feet of the point must make a DC 20 Dexterity saving throw, taking the listed damage on a failed save or half as much damage on a successful one. Indirect Fire. The howitzer fires a shell at a point within 10 miles that does not need to be within the line of sight of the gunners. The gunner and the assistant gunner must make an Intelligence check, adding the results together (DC 30+1 for every mile away the point is, rounded up) to strike the target accurately. For every point they fail the Intelligence check, the shell strikes a point 1d20x5 feet away from where it’s intended in a direction of the GM’s choice. Because of the high arc of the shell, creatures get no benefit from cover. Distance from Origin Damage 80 ft. away or closer 20d6 (70) bludgeoning damage plus 20d6 (70) fire damage. 81 to 160 ft. away 10d6 (35) bludgeoning damage plus 10d6 (35) fire damage. 161 to 240 ft. away 5d6 (17) bludgeoning damage plus 5d6 (17) fire damage. 241 to 320 ft. away 3d6 (8) bludgeoning damage plus 3d6 (8) fire damage.)   567 Volley (anti-fighter) class turrets = Quadruple barrel = (Ranged Weapon Attack: +8 to hit, range 2,00/6,000 ft., one target. Hit: 3d10 piercing damage. The 20mm Anti-Aircraft Autocannon has the burst fire and reload (100 shots) properties.)   Armor = 25 AC - 2in mithril plating and a further 3 in a Durinite- mithril alloy that can be repaired through the application of electricity to the hull. (20 reinforced hull + 2 mithril coat + 2 Durinite-mithril alloy + 1 multiple engines = 25) HP (9,000)

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