Battlefield: Equestria Unit Reference Guide, Third Edition

by boredhooman

Subfaction: The New Commonwealth

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Somewhere, to the west of the Equestrian continent, lies a small, independent nation of intellectuals. They live on virtues inherited from the history written in the earth, modified to fit their own. The Commonwealth reemerged, though not as it once was. Its name is now carried by equines and griffons striving towards the same mechanical prowess that the old Commonwealth was once known for.

The ponies that had left Equestria had left for reasons of wanting more freedom in their research- such research that the crown may have restricted them on. The griffons left their homeland for reasons of their own. And for both, why start from scratch when one could start from established ideas?

Unrestrained by cautious leaders and their fellow citizens, they push the boundaries of technology, building their strength through machines instead of numbers. Or perhaps numbers of machines. Having mastered steam, they now seek to master combustion, and soon, even more.

This independent nation, this commonwealth of mixed species prefers to keep to itself, hiding away in forested mountains or even flying cloud cities over the ocean, for fear of aggravating powers currently much stronger than itself. Its existence is known by Equestria and the Griffon Kingdom, and relations are currently neutral.

But perhaps, one day, they may rise as a power again.

If the Commonwealth ever had a standard military unit, it would be these. 'Simple' constructs of metal as they are, they cannot be mass-produced because the commonwealth simply lacks the resources to do so. They have low-quality enchanted crystals installed in their forces' heads, allowing for simple programs to be retained. Commands are relayed from a live commander farther back. They are sometimes rented out for mercenary work, but more often mercenaries are hired to bolster their meager forces.

Units

Steel Pony Squad: Steel Ponies have generally the same capabilities as a real earth pony, and are decently robust, but no more than an actual pony. The weapons they carry are their own hooves, powered by powerful pistons. They also have two pick-like claws that can retract from each of their forehooves, deadly through impaling or plain blunt force. The move with the sound of oscillating pistons and rotating gears. They deploy in groups of eight.

Comet Squadron: Named so for the glint of light that may come off of them while flying during the night, these are mechanical incarnations of pegasi. Much like the pegasi they were based on, they are lighter than their ground counterparts, and therefore less armored. Their wings are made of either cloth or thin aluminum- substantial damage to them renders them incapable of flight. However, with the addition of wings, Comets carry deadly wing blades along with their hoof weapons. They deploy in groups of eight.

Meteor Squadron: Much like Comets, their name comes from their appearance flying at night. These are mechanical griffons. They are essentially the best of Steel Ponies and Comets combined- good armor and power with flight. The tail is replaced by a mace. The only downside is their size- they, like griffons, are quite large, and therefore are slightly more sluggish than the pony models. They deploy in groups of five.

Combat Engineer: They are skilled in creating defensive structures from the earth and few materials. They are also able to make quick, in-field repairs to damaged machinery. They are various species, each with their own advantages and disadvantages. Earth ponies are adept at using the earth itself to suit their needs, pegasi and griffons can fly and move faster, and unicorns can work much faster and more precisely.

Light Scouts: Simple pegasi. Fast and lightly armed and usually unarmored. They carry a knife for defense, using their speed and agility to quickly subdue enemies that they have the unfortunate chance of meeting and not being able to run from. They will definitely not survive facing off against more than three at a time. However, their best defense is the ability to be quiet and unseen in the first place. As their job title dictates, they are excellent at providing intelligence on enemy positions and strengths. Some speculate that the Scout's skills are derived not only from training, but some special unknown augmentations as well.

Special Units

Explosive Ordnance Delivery: Because mere minutes after an autonomous design was created, someone suggested that they just make it explode. Effective at its job, which is either destroying fortifications or wrecking infantry lines, since it's hard to go wrong with such a simple idea. Of course, it has to make it to its target first. After all, it's a moving explosive.

Titan: Some are so fervent in the belief of technological superiority, that some choose to augment themselves with their science. These formidable armored soldiers are those who survived their augmentation process. They are enhancements of nature through technology, and they know no fear.

Mechanicorns Squad: The pride of Commonwealth engineering. Through various sources, Commonwealth engineers had acquired special crystals from the Crystal Empire, putting them to good use in their most advanced creation. A fully autonomous, mechanical alicorn. Using crystals as a power source, they have nearly the same capabilities as a real alicorn, as well as artificial intelligence. They are sufficiently armored and have the ability to raise magic shields as well. However, their artificial power source may be exhausted through sustained activity. The engineers have also not figured out how to cast more than one spell at a time- it can not have a defensive spell up at the same time as an offensive spell. They are deployed in groups of three.

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