This article is for the PC version of Stellaris only.
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Armies are ground forces for invading and defending planets.
An Empire can recruit armies of any species that is present within it's borders, as long as there are members of that species living on the planet which the army is built on.
Each overseer of a Despotic Hegemony can also build one elite assault army in their lifetime.
|Defense Army||30||Defensive armies are used to garrison a single planet, which they are locked to.|
|Assault Army||60||Assault armies, in addition to garrisoning a planet, can be used to invade hostile planets using transport ships that are automatically built alongside each army.|
- This section is largely speculative and should be updated as soon as definite information is available.
Ground combat takes place between several assaulting armies and the planet's defending armies. The latter are composed of any standing armies present on the planet as well as several militia units which are drafted from the population at the start of the battle.
Each army has health and morale, as well as a range of possible damage against both these values. These values are then somehow applied to the hostile army group, probably once a day. The damage dealt by assualt armies is also multiplied by a modifier based on the planet's remaining defenses. Once all armies of one side have lost[?] all their health or morale that side loses the battle.
Attachments are modules that enhance armies. They are unlocked by researching technology and bought and equipped individualy to single armies.. In order to outfit an army with modules, it must be landed on a planet.
This list is based on incomplete information and may be inaccurate.
|Assault Landers||50||Interplanetary Expeditional Forces||
||These massive dropships are used to transport armies and their heavy equipment to a planet's surface under battle conditions and without the benefit of docking facilities.|
|Battle Strider Column||Robotic Workers|
||Potent cocktail of chemicals designed to increase the combat awareness and reflexes of a soldier. Field performance increases temporarily, but continued use may result in anxiety, depression, seizures, nausea, hallucinations, narcolepsy, and uncontrollable bowel movement.|
|Artificial Moral Codes||
||Enforcing discipline in an army of slaves is monumental task, but these squads of hardened commissars have turned it into an art. Decimation and other harsh disciplinary actions are used to ensure the slaves fear the ire of the commissars more than the enemy.|
|Cyborg Infiltration Unit||40||
||The metal endoskeleton of these mechanical killers is highly transformable, enabling them to assume the appearance of any species after an appropriate layer of flesh (usually acquired from enemy prisoners) is grafted onto their frame. They then infiltrate enemy lines and spread chaos.|
|Hover Tank Battle Group||50||
||Powerful yet fast-moving armor that uses repulsor lifts to hover slightly above the ground. Although this limits their weight somewhat, their speed and agility make up for it when compared to conventional tracked vehicles.|
|Hunter-Killer Drone Swarms||30||
||Massive swarms of these relatively simply unmanned aerial vehicles are unleashed on enemy positions in the hope of overwhelming them. Although a single drone may not be a significant threat to a trained soldier, several dozen are.|
|Hypnotic Training Regimen||30||Synthetic Thought Patterns||
||The clone soldiers have been put through an extensive regimen of hypnotic training, beyond their normal conditioning. this further improves combat efficieny, although units that far exceed their battlefield lifetime expectancy are somewhat prone to psychotic breakdowns.|
|Military Police Corps||10||
||A large detachment of military police. They are of limited use on the front-lines, but their presence can improve unit discipline.|
|Mobile Shield Generators||25||Improved Deflectors||
||Generators carried on large tracked vehicles which generate a protective force field over a portion of the battlefield. When functional they provide excellent defense against artillery and orbital bombardment.|
|Neo-Concrete Fortifications||50||Nanocomposite Materials||
||Extensive layers of neo-concrete ground fortifications and bunker networks that offer increased protection against orbital bombardment. This restricts the mobility of the army, but can be a deciding factor in defensive actions.|
|Orbital Drop Pods||35||
||Single use drop pods that are launched onto a planet's surface from a ship in orbit. While heavier equipment still needs to be brought in with assault landers, these pods significantly decrease the time spent between orbit and planetfall during planetary invasions.|
|Power Armor||35||Powered Exoskeleton||
||Suits of powered armor that augment the natural abilities of soldiers, increasing both their strength and endurance. The armor allows them to carry heavier ordnance, while also providing better protection against radiation as well as chemical and biological agents.|
|Self-Replicating Mine Fields||45||
||Burrowing and semi-mobile mines that continually replicate copies of themselves to maintain their numbers. Clearing these self-replicating mine fields can be exceptionally difficult, especially during combat.|
|Special Forces Group||15||
||Highly trained operatives that engage in unconventional operations, usually clandestinely behind enemy lines. Disruption of enemy communication and logistics are prioritized, along with the elimination of any high-value targets of opportunity.|