[Heavy Infantry] Hoplites: (200 per cycle)
The Hoplite is a heavily armored monstrosity of a unit: humans wear over one hundred pounds of armor and weaponry when fully equipped. Primary weaponry is as follows. The hoplon shield, a three-and-a-half-foot in diameter iron-bossed shield made of layered plywood: it is extremely tough and can be used as a weapon. A seven-foot longspear with a balancing spike at the opposite end of the point. Secondary weaponry is a single-edged, two-foot-long sword and two javelins.
[Dragoon] Worgen Dragoons:(50 per cycle)
Land is at a premium in the Republic of Man, and as such, cavalry is very hard to come by. To compensate for this, worgen are given leather armor, iron claws, and longbows. They are used as mobile, fast, short-range raiders: squads of Dragoons, often with an officer on horseback, can be found patrolling the land borders of the Republic.
[Artillery] Scorpion: (5 Scorpions and 25 crew per cycle)
As gunpowder ran short during a series of conflicts, the Harbingers began melting down their cannons as scrap and improvised light, wheeled siege engines. The Scorpion is an anti-personnel piece of siege equipment, and uses heavy bolts and incendiary pots. The fact that it is smaller than the average ballista confers two benefits: more ammunition can be carried in the supply train, and it is far more mobile than the average siege engine. Each scorpion is crewed by five artillerymen: while it can be manned by only two, the extra three people provide replacements and increase mobility.
[Medium Infantry] Marines: (100 per cycle)
The Marine Corps. of the Republic of Man was formed for amphibious assaults and boarding actions. They wear hardened leather armor with plates covering strategic locations and use a variety of weapons depending on the situation. Axes, swords, shields, pikes, crossbows, and more, the Marine Corps. is always prepared for any fight it may be called to.
[Light Melee] Sailor: (75 per cycle)
A major part of the Republic's strategy involves dominance over the Inland Sea. These sailors are the ones that make it all happen. They are not particularly well-trained in melee combat, as it is expected that the Marines will be able to handle any boarders. Should things become desparate, each sailor is issued a cutlass before battle just in case.
[Dreadnaught] Hand of Judgement (Fenrir-class): 1
The Hand of Judgement is basically a massive, steam-powered floating gun battery. One of the three ships currently in the Republic navy, this ship was originally built by the dwarven, gnome, and goblin slaves of a marauding band of Kvaldir. After a battle in which three of the five ships the Republic originally had were sunk, the dreadnaught was taken. Over time, as various threats have presented themselves in the chaos following the exodus of Azeroth, the cannons have been replaced by ballistae: powder stores are running low, and without a replacement supply showing itself any time soon, it appears that torsion-powered ammunition is the only way to go. Bolts and incendiary pots, in other words.
[Light Cruiser] Hugin-class: (1 per 2 cycles)
The only two remaining ships of the original Republic navy. After Aeterna was claimed, the Harbingers made contact with a fleeing band of dwarven engineers. Using some of the last remaining stockpiles of metals and lumber, five cruisers were built. These were fast, lightly armored, steam-powered, and packed a surprisingly vicious punch for their size. Unfortunately, like the Hand of Judgement, powder stores are running low and the original cannons have been replaced by heavy ballistae. Plans to find a new source of gunpowder are underway.
[Heavy Aerial] Proto-Drake Squadron: (10 per cycle)
The original proto drake squadrons were lost in the three-way war the Harbingers were embroiled in shortly after their arrival in Outland. Recently, however, the Republic begun raising more proto-drakes and training riders. Each proto drake is unarmored: maneuverability and speed would be adversely affected otherwise, and generally the scales are considered sufficient protection. The riders, on the other hand, wear boiled leather armor; weaponry is a pair of wheel lock pistols and two 12-foot lances. (They don't dual-wield: that would just be silly. The other lance and pistol are spares.) The ratio of Red to Blue to Green is 3:1:1. For every 50 proto drakes, 3 squadrons of 10 will be red, 1 will be blue, and the other will be green.
Edited by Einherrjar on 4/10/2013 7:17 AM PDT