Registered. Here is the army (1st Draft submission):
Steinbock's Brigade
Division I: Behemoth Division
Behemoth Division are all automatons, similar to golems. They are an amalgamation of Aleraran technology blended with magic to power these "soldiers".
Behemoth Armor Company (50 Units, Heavy Infantry)
-Armament: Large Steel Shield
- Standing 8 ft. tall with 600 lb bodies made of iron and powered internally by a combination of steam machinery and magic, these automatons bear no weapons. As their bodies are metal, they are much more resistant to damage in the field, but damage is harder to "heal" than with organic units. Outside of magi control, they operate purely defensively, using their shields to guard other behemoth division units.
Skills:
Shield Weapon - Below Average Skill at using their shields offensively as bashing weapons.
Steam Vent - Once per 4 posts, the units can open their waste exhaust ports and expel scalding hot water and steam, equivalent to about one gallon. As the exhaust/waste ports are located in the front of the unit (on the abdomen), they can only expel this directly in front of them.
Steel Body - Having a body made entirely of iron has it's benefits, lending the same resistance to attacks and fire that full plate armor would give. Similarly, they are resistant to magics affecting the mind since they are autonamous and have no mind of their own.
Steel Weakness - Their unique structure also has distinct weaknesses. When faced with rainy weather, the units are highly suceptable to rust. Additionally, they are extremely weak to lightning and electrical attacks/magic. Also, they are extremely difficult to repair in the field, and most damage that goes with them stays with them.
Behemoth Hammer Company (25 Units, Heavy Infantry)
-Armament: Stone Maul [Two-Handed Warhammer]
-Standing 8 ft. tall, the BHC units are 400 lb. stone automatons. These units are more magically controlled, having a mechanical core (internal organs) but are primarily run by magical energies. Outside of magi control, these units acts purely offensively, and will attack any non-automatons on the battlefield.
Skills:
Maul - Each unit has average skill with their mauls.
Stone Body - Having bodies made of stone, piercing weapons such as arrows and spears do very little damage to them, and they have a minor resistance to slashing weapons and fire magic. They similarly have no minds, and as a result are unaffected by mild-altering magics.
Stone Weakness - Being made of stone, water and lightning magics affect them with unusual strength, and they are very weak to blunt, smashing, or crushing damage.
Behemoth Body Company (150 Units, Medium Infantry)
-Armament: Hardened Clay Broadsword / Hardened Clay Shield
- Standing 6 ft. tall and weighing 300 lb., these units are clay automatons, their skin made of a hardened, ceramic-like clay, with soft clay inside. Outside of magi control, they will act independantly, defending the others units in the Behemoth division and attacking what they percieve to be enemies.
Skills:
Swordsmanship - Average Skill
Clay Body - Having a body of hardened ceramic, they have a minor resistance to fire and piercing weapons. Additionally, the soft clay inside their ceramic "skin" can harden rapidly when exposed to heat, meaning they are very easy to repair.
Clay Weakness - They are extremely weak to blunt and smashing attacks, as well as water magic.
Behemoth Magi Corp (25 Units)
-Armament: Oak Staff / Linen Robe
- This division of drow mages are focused on earth magic and used to help control and coordinate the Behemoth Division Units, as well as the Behemoth itself.. They are all novice with their staff, which is usually just a last resort self-defense weapon.
Skills:
Staff - Novice Skill
Elementalism (Earth Magic) - Average Skill
-Spells:
::Meld- Each magi with concentration can heal the automaton "golems" of the Behemoth Divison. A single magi could effectively repair serious wounds on a BBC unit, or minor wounds on a BHC unit. Three working together could heal moderate wounds on a BHC unit, and it takes a minimum of 5 to heal even minor wounds on a BAC unit.
::Automaton Control- the Magi Corp can effectively control and direct the automatons in battle magically. While the automatons will function outside of the control of the magi (as directed in their descriptions), the influence of the magi keeps the magical technologies under control and allow them to be directed strategically. They also serve to control the Behemoth of Alerar.
Hero: The Behemoth of Alerar
- Unique Hero: Rather than an actual "hero", this is actually a large, colossus-like seige weapon formed by the Behemoth Division. For the Behemoth to appear, members of the Behemoth unit must all work in unison. Through interlocking parts in their construction, the smaller units are able to come together to form the massive Behemoth itself, each company becoming a part of the larger weapon:
~The Behemoth Hammer Company combine to form a massive, 5-ton, 60 ft. long warhammer of stone.
~The Behemoth Armor Company combine their 15 tons of iron to form a massive armor breastplate for the behemoth, and their shield layer on the beast's legs to form greaves.
~Finally, The Behemoth Body Company merge to actually form the 160 foot tall, 45,000 lb. Behemoth itself.
-The Behemoth can be constructed without the full Behemoth division, however, it requires at least 50% of the units in the division to form each of it's aspects. If there are not enough BAC units, the behemoth will not have its armor, if it is lacking BHC units, it will be unarmed, and if there are less than 75 BBC units, the behemoth cannot form. Note also, only a single behemoth can form at a single time (it cannot make two behemoths with 50% of the forces each), and all available Behemoth Company units MUST be a be a part of the Behemoth when it combines.
-A minimum of 8 Magi (1/3 of the division's total) are required to control the Behemoth. If less than 8 are present, the behemoth cannot form and will seperate back down to the individual units that comprise it.
Skills:
Warhammer - The Behemoth is of average skill with a warhammer.
Strength/Bulk - Due to it's massive size, this "hero" is effectively a walking siege weapon, and has the attack power of a siege weapon in turn. It's hammer strikes, as well as stomping, punching, kicking, and the like will to equivalent damage for their size and weight. (afterall, a 5-ton hammer will do a bit more damage than the average infantry warhammer would- or even catapult boulder)
Resistant - The behemoth is almost unaffected by weapons smaller than siege engines. However, concentrated attacks with blunt weapons or with strong elemental magic could still damage it as well.
Out of Character:
Yes, I realize this thing is massive and powerful. But realistically, instead of being someone with an army that has 20 catapults that can fire while their whole army fights, this thing is just one giant siege engine- which I have to give up 1/4 of my army to use.
Division II: Protective Division
First Striker Company (300 units, light infantry)
-Armament: Longbow (20 arrows each) / Iron Shortsword / Padded Cloth Armor
-Basic drow troops with the Aleraran army.
Skills:
Archery - Average Skill
Swordsmanship - Below Average Skill
Swarm Company (200 Units, medium infantry)
-Armament: Steel Longsword / Medium Iron Shield / Leather Armor
-A "bulk" infantry division of drow troops.
Skills:
Swordsmanship - Average Skill
Defender - They have also learned defensive skills, and can protect not only themselves but another soldier if they focus purely on defense.
Wall Company (100 Units, heavy infantry)
-Armament: Oak Longspear with Steel head / Steel Tower Shield / Steel Short Sword / Chainmail
-A specialized defensive force, these drow troops are used primarily to fend of troop charges and cavalry attacks.
Skills:
Spear - Average Skill
Sword - Average Skill
Defensive Wall - by working together, the members of this company can form a wall with their tower shields that can repel most physical, non-siege attacks. Additionally, they have learned how to position their shields to allow them to strike with their spears from behind them, making them a defensive force to reckon with.
Field Medics (10 Units, non-combatant)
-Armament: Bronze Dagger / Healing Bag
-Drow priests that specialize in minor healing magics, they also carry a healing bag which carries salves and other acuments to help tend to the wounded on the field (equivalent to their healing magic).
Skills:
Dagger - Novice
Healing Magic - Each medic knows healing magic, and can heal moderate or lower wounds by themselves on a single wounded soldier. Serious wounds will require more than one to tend to the injured to heal them.
Medical Knowledge - Each medic knows enough about non-magical medicine to do the equivalent healing of their magic if they have the proper medical supplies.
Hero: Shalacius Krykbirr
Rank: Corporal
Armament: Steel Flail / Small Steel Shield / Brigandine Armor
Race: Drow
Role: Level 0 Military Leader/Strategist
Skills: Average skill with his flail, also has below average skill with swords. He has knowledge of horseback riding as well as mounted combat.
Magic: Inspiration - While he is already a leader among his men, when using this spell, his motivational powers are quite exceptional. Any friendly unit within the sound of his voice will instantly gain positive morale, and will excert themselves harder. These men will fight more zealously and defend more adamantly, giving them a boon to the unit's effective skill of ~25% for 3 posts.
Magic: Hero's Death- Shalacius is such a leader to his men, that should he fall in battle it will drive them into a frenzy. This is a one time event that only happens at the time of his death. Any friendly unit who can see his corpse or hear his deathcry gets a great boon, approximately three times as powerful as his inspiration spell. This effect will last for the remeinder of the current fight or round (whichever is shorter). [Essentially, if the units are affected by both inspiration and hero's death, they will fight with twice their normal effectiveness]
Other Equipment: Corporal Krybirr rides a heavy warhorse which has steel barding.
Division III: Phalanx Division
Stormtrooper Company (35 Units, Heavy Infantry)
-Armament: Iron Battle Axe / Iron Hand Axe / Medium Oak Shield / Brigandine Armor
-Elite Drow military units these troopers are fierce warriors who pride themselves on their battle prowess.
Skills:
Battle Axe - Average Skill
Hand/Throwing Axe - Below Average Skill
Ferocity - Among the fiercest Drow fighters, they are unaffected by magic or abilities that induce fear or despair.
Shock Troop Division (25 Units, Heavy Infantry)
-Armament: Iron Maul / Iron Chainmail and Breastplate
-Stout Kachukian Dwarves who have been commissioned for the battle effort.
Skills:
Maul - Average Skill
-Spell: Shockwave - An exceptional ability, each unit can create a single attack that will emit an earth magic shockwave with their hammer. This will stun any enemy within 5 feet of the point of impact for a few seconds, and leave them deafened for the next few minutes.
Assault Company (20 Units, Heavy Cavalry)
-Armament: Steel Lance / Steel Broadsword / Medium Iron Shield / Light Bronze Plate Armor
-Drow mounted knights, these heavily armed and armored units are among the strongest in this army. They are above average with their swords, below average in skill with their lances, and average at riding.
Skills:
Jousting/Lance usage - Below Average Skill
Swordmanship - Average Skill
Horseback Riding - Average Skill
Mounts - The Assault Company, ride medium warhorses; these steeds have padded cloth and leather barding for protection during charging.
Eyes and Ears Company (10 units, Advanced Scouts)
-Armament: Elm Shortspear / Iron Shortsword
-Drow scouts who spy or keep watch for enemy troop movements. They are unarmored.
Skills:
Spear - Average Skill
Swordsmanship - Below Average Skill
Horseback Riding - Average Skill
Surreptition/Subterfuge (Stealthy Movement) - Average Skill when on foot.
Mounts - The Eyes and Ears Company ride light warhorses that are unarmored. They are intended for speed more than combat.
Hero: Evanthor Lashgiver
Rank: Captain
Armament: Barbed Whip, Flay, Carapace Half-Plate Armor
Race: Dwarven
Role: Level 0 Interrogator/Detention Officer
-The Kachukian Lashgiver is among the cruelest of all dwarves. He is highly recognizable not only from his foreboding black armor, but that he uses both a long whip with steel barbs on it and a 9-headed flay. However, his real skill lays in torture and interrogation, rather than combat- often times he will try to get the units under his control to capture the enemy rather than kill them; specifically so he can let them feel the unforgiving touch of his whip.
Skills:
Whip use - Average Skill
Two Handed Fighting - Evanthor can wield both of his whips ambidextrously at the same time.
Torture - he has learned the skills of torture and interrogation, both physical and psychological. Captured enemy units who are submitted to at least 2 posts of his torture will give information up on the army that they belonged to (number of units, type of weaponry, troop movements, etc.) that could be of strategic importance.
Transportation
Airships (2 Units): Aleraran Airships, having no weapons and used solely for troop movement. Each airship can carry 300 units.
Ships (3 Units): Basic transport ships, unarmed, which can carry roughly 200 units by sea each.
Supply/Cargo Wagons (5 Units): Basic travelling wagons that carry foodstuffs and everyday supplies for the troops.
*Note: units of the Behemoth Division must travel on foot and cannot be transported on either Airships, nor Ships.
Steinbock's Brigade
Behemoth Division: 250 Units
Protective Division: 610 Units
Phalanx Division: 90 Units
Transport: 10 Units
Total Units: 955