Chapters Battlefield: Equestria Unit Reference Guide, Third Edition
Needs: Nightmare Moon in history
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Ponies are perhaps the simplest and most complex creatures on the planet, both being simple quadrupeds and also being divided into numerous subspecies, several of which possess great magical abilities. Equestrians are made primarily of three pony subspecies: earth, unicorn, and pegasus. Earth ponies are the simplest. They are the most basic form and their magical ability is passive. It aids in areas such as physical strength or giving life to those around them, such as farm plants and animals. Unicorns use their magic in a more direct way. Their horn channels their magical energy into more tangible manifestations, such as telekinesis, teleportation, and a myriad of other spell. Pegasi use their magic for mainly flight and weather manipulation.
History
Equestria began as small, ineffectual tribes that were of no threat to anyone. The three tribes, separated by subspecies, were held in a fragile alliance due to necessity. The Earth Tribe raised food and crops, the Pegasus Tribe protected the hegemony from outside threats, and the Unicorn Tribe managed the caste system and raised and lowered the sun. A great blizzard came to their land and caused massive famine, killing a third of the Unicorn and Pegasus tribes, while the Earth Tribe came away relatively unscathed. The three tribes soon formed into one greater nation, named Equestria. Despite their newfound unity, however, they were quite the underdog on the world stage. The militaristic and un-siegable Griffons Kingdoms to the west and the massive Crystal Empire to the north, Equestria was perched on a very precarious edge and relied on diplomacy and a massive defensive network to safeguard them from foreign aggression.
However, this would soon change. Under the influence of Chaos-corrupted King Sombra, the Crystal Empire weaned in power. As the Empire gradually lost its overseas lands and its local armies starved. Once they were ripe for the taking, Equestria moved in. The Equestrians waged a successful war against the Empire and pushed the Crystal armies back to the capital, where they surrounded and besieged the city for several years. When the city could not be breached, Equestria’s alicorn rulers, Celestia and Luna, personally came to the boundaries of the city and performed a powerful spell to make the city disappear for a millennia. Equestria then pounced on the rest of the weakened nation, appropriating resources and lands to feed a military powerhouse over the course of centuries. Six hundred years later, Equestria set its sights on the two human powers: the Commonwealth and the Greater Human Empire.
Equestria ransacked the two nations when they were preoccupied with war against each other. Equestria, like with the Empire, took their land for its own use as the human refugees fled to the northern continents. Despite this, however the Griffon Kingdoms were still untouchable in their mountain homes. Because they knew the cost of lives would be too great with very little gain, Celestia and Luna never attempted anything against the Griffon Kingdoms. Likewise, the Griffons could not attack without exposing their homes to Pegasus air power.
Eventually, the Crystal Empire returned. The last city appeared to the north of the Equestrians, who had by then lost their northern territory to terrible blizzards. The Equestrian Royal Guard quickly moved in to pacify the area, and were met with light resistance from King Sombra’s remaining army. With the city under Equestrian control, Celestia delegated Cadance and her husband, Shining Armor, as the new royalty of the Crystal Empire. However, King Sombra was still alive. Cadance set up a very physically taxing magical shield around the city while the newly arrived Elements of Harmony searched for an ancient artifact, the Crystal Heart. The quest was completed and King Sombra destroyed, leaving only Cadance on the Crystal Throne. The Crystal Ponies, seeing Cadance, Shining, and the Elements as liberators from Sombra’s reign, became extremely loyal towards Equestria, becoming a powerful asset at Equestria’s disposal.
Government
Equestria is run by two princesses, Celestia and Luna. Their word is absolute, although they make sure to surround themselves with competent and selfless advisors, and they are rather lenient on their people. They have the legal right to do as they please to deal with various crimes, but they often opt to rehabilitate and teach rather than punish. This policy has led to public adoration fierce loyalty from the people under them.
Units
Spear Squad: Twenty earth pony spearponies who charge at the enemy while two unicorns, armed with short swords, stay in the back to provide defense against ranged attack using shield spells. However, as very few unicorns have a Special Talent involved in shield-casting and wards, these shields are rather weak and fall when too much energy is applied in a short amount of time.
Pegasi Cavalry: Twenty pegasi who charge enemy lines from above who use disposable spears to impale enemies and quickly disengage. They are vulnerable to mass vollies from ranged weapons, but only a very good shot can take one down before it reaches its target.
Unicorn Artillery: Squads of ten unicorns who stay near the backlines and fire arching vollies of magic blasts toward the enemy in support of advancing Spear Squads. They are vulnerable to close-quarters-combat, but the trick is getting to them in the first place. They are more protected against ranged weaponry as the unicorns comprising these squads are more practised in protection magic, and magic overall.
Special Units
Royal Guard Unicorns: Squads of five specially trained unicorns who are veterans of both Spear Squads and Unicorn Artilelry squads. Not only are they adept at ranged and protection magic, but their training in close combat allows them to hold their own and, in some cases, overpower Earth pony and other infantry units. Their experience in magic also allows them to be used more effectively in an anti-air role.
Royal Guard Pegasi: Squads of five specially trained pegasi who are veterans of Pegasi Cavalry squadrons. Pegasi Royal Guard units are trained in prolonged close-combat, allowing them to hold their own against Earth pony and other infantry units. This means that, as well as attacking from the air, they can also land and seize strategic positions behind enemy lines.
Solar/Lunar Knights: The elite soldiers of the Royal Guard, they use their magic to dual wield deadly type of short sword known as the Gladius. On the battlefield, the Solar/Lunar Knights serve as the Princesses’ personal bodyguard.
Royal Assassins: Every Monarchy needs a team of good assassins. These Unicorns are experts in illusion spells, meaning that they can make themselves invisible to the naked eye. In battle, they wield long daggers, and are primarily used to attack officers and other important figures. However, they must un-cloak before they can attack.
Heroes
Princess Celestia: While some other rulers falsely claim to be gods, Celestia certainly has the grounds to make such a claim. With incredible magical power, control of the sun, and immortality to boot, she is a being of immense power. In battle, asides from her magic, she wields an elegant sabre, wreathed in magical flames. Although she is immortal, she is not invincible. A sword, an arrow or a spell could still her life.
Princess Luna: Freed from her torment by the soul of a demon that possessed her body and turned her into Nightmare Moon, Princess Luna feels intense remorse over her actions. What she wants more than anything is to take her rightful place beside her sister once more. And, like her sister, she wields incredible magical power, possesses immortality and the ability to control the moon. In battle, she wields a sabre identical to her sister's, except hers is engulfed in a freezing blue mist.
Twilight Sparkle (Unicorn): Personal student of Princess Celestia, Twilight is also the element of magic. Asides from her great magical prowess, she wields an elegant dagger, given to her as a present by her teacher.
Twilight Sparkle (Alicorn): Previously a unicorn, she has recently been transformed into an alicorn. She retains much of her past self, really, with the only differences being the added physical strength and more magic reserves and higher possible output of said magic with less physical exhaustion. Along with her coronation, Twilight was given by Celestia a new set of armor and a sword, to coincide with the battle-leading duties a princess might have to take up. Her ability to multi-task makes her very deadly, sword and magic combined. Notably, she has the least fighting experience compared to Celestia, Luna, and Cadance. Not to say that she isn't skilled, as her brother in the Guard surely trained her. Celestia, her mentor, also decided that periodical training sessions would be good even before coronation. After her coronation, improving her combat abilities were one of the things emphasized.
Rarity: A dressmaker by trade, rarity is an expert at manipulating objects through magic. Aside from this, she also uses an expensive rapier, handed down to her by her father, a now retired Guard Captain.
Fluttershy: Timid by name and nature, Fluttershy possesses the unusual ability to control animals through direct eye contact. While she is horrified at the idea of warfare, she can summon various animals to defend her and her friends.
Rainbow Dash: Rainbow Dash's incredible speed and unswerving loyalty to her friends makes fighting her an intimidating prospect. Her cocky bravado emboldens those around her to fight harder, but also to take greater risks.
Applejack: Years of hard work on the farm has given Applejack increased strength, stamina and endurance, making her good in a fight.
Pinkie Pie: So far the only earth pony known to able to teleport, Pinkie Pie also possesses the strange ability to predict the near future, making her impossible to hit with all but the fastest projectiles. Her incessant joking and general silliness also gives everyone around her a morale boost. However, there is suspicion that she is mentally unstable, and may break if exposed to prolonged combat.
Battlefield: Equestria Unit Reference Guide, Third Edition
Subfaction: The Crystal Empire
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Crystal Ponies are a special mutation of Earth Ponies. They are physically identical, but their magical makeup makes them look as though they were crystals themselves, hence their name. They are specially attuned to geographical formations, especially those of crystalline structure. With their abilities they mass-produced weapons, buildings, and infrastructure that allowed them to easily manage vast lands.
History
Before the time of King Sombra, the Crystal Empire lived up to its name; it spanned continents and had nearly a billion souls under its rule. This presented a problem to the multitude of human governments along its borders, mainly the Commonwealth and the Greater Empire, as well as Equestria and then-independant Griffon Kingdoms. However, when a Chaos-corrupted King Sombra took power, his influence rotted the Empire from the inside-out, weakening its influence. Soon after, the colonies and controlled states across the sea became independent, and Equestria soon moved in for the kill. The Equestrians battled the Crystal Empire all the way to their capital city, leaving nothing left standing. When the city could not be breached, the two princesses cast a spell on the city, making it disappear from reality. Whether this was an act of mercy upon an oppressed populace or an opportunistic attempt to rebalance world power, all but Celestia and Luna themselves know for even time has forgotten. This act would greatly strengthen Equestria against other powers; namely, the humans along their border.
A thousand years after the defeat of King Sombra, he returned. The Equestrian military led an assault against the newly vulnerable city, destroying the last loyalist ponies who felt fealty to King Sombra. With the city pacified and under careful watch by the Royal Guard led by Prince and Captain Shining Armor, only one target remained: King Sombra himself. The Elements of Harmony were entrusted with this task. They not only succeeded, but brought national pride back to the Crystal people, despite their new status as a vassal state. Their pride is, instead, directed towards whom they view as their liberator: the Equestrian royalty and their new king and queen: Prince Shining Armor and Princess Cadance.
Units
Crystal Knight: Heavily armored, armed with a lance and well trained, they are boasted to outmatch any other form of infantry and their plate armor offers almost complete protection from most ranged , but they are vulnerable to airborne attacks or firearms. They deploy in squads of 20.
Crystal Mage: Relying on advanced healing magic to heal injured comrades, these ponies are extremely vulnerable to all sorts of attacks, but they are well able to keep a unit of ponies from dying for as long as needed. However, they are capable of self defense using a varied multitude of spells, depending on their Special Talent. The religion the Mages follow states that they cannot draw blood... so they break your body one bone at a time instead. They deploy in squads of 5.
Crystal Slinger: Using a slings, these units launch enchanted crystals that explode upon impact, sending razor sharp fragments in every direction, causing serious injuries to anyone unfortunate to be caught in the blast. Crystal Slingers use massed volleys to compliment the danger of their weapons. They are lightly armored and won't last long during melee combat. They deploy in squads of 10.
Heroes
Princess Mi Amore Cadenza: Princess Cadence is an alicorn of status between those of Celestia and Luna and regular ponies. Though her potential is slightly shadowed by that of her two spacial-body controlling relatives, she is nonetheless a strong leader. Her current authority, along with Shining Armor, is over the Crystal Empire, which despite its looks, has hidden advantages yet to be discovered. She has the ability to sustain a shield for extended periods of time and over a substantially large area. Being an alicorn, her physical and magical strength is also higher than that over normal ponies. She has shown to be able to maintain calmness during situations where others are in distress. But most importantly, do not be undeterred by her kind and peaceful appearance, even with her talent being that of love.
Prince Shining Armour: The former Captain of the Equestrian Royal Guard, now prince of the Crystal Empire. He will do anything for his troops, making him a likeable and charismatic leader. He, like Princess Cadance, can also cast advanced magical shields to protect a large area from projectile attack. Aside from his magic he also uses a short-sword in battle.
Battlefield: Equestria Unit Reference Guide, Third Edition
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.
Battlefield: Equestria Unit Reference Guide, Third Edition
Incorporate taking over Griffon lands into history
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History
Once, the Empire was great. Its borders stretch from the fortress-city of the north to the deserts of the south. Trade prospered and the Senate ruled supreme. They often sparred with the Commonwealth, an expansionist and oppressive regime that enslaved its people in vast factories. For hundreds of years, neither budged. Massive and proud armies were raised from both nations, both clashed, but neither achieved victory. Until, that is, the Imperial Third Army managed to break through Commonwealth lines under the command of General Chenkov, a northern native who specialized in winter warfare. Under the cover of an intense blizzard, Chenkov pushed his troops harder than previously though possible and caught Commonwealth sentries unaware. They stormed the guardian city of a strategically valuable city and opened a massive opening straight to the capital for the First and Fifth armies to take advantage of. The Third Army, victorious yet exhausted, returned home as lauded heroes. Each soldier, down to the lowliest conscript, received untold amounts of riches.
Then, on the verge of victory, they came. From the south, beasts who spoke. They took the Empire’s land, it’s riches, and it’s glory under the banner of the heathen Sun Princess. They forced both the Empire and Commonwealth from their lands, calling them unjust. They destroyed thousands of years of architecture and culture. The Temples of the Gods now sit as shrines to idiocy. Philosophy forged from thousands of years was replaced by friendship. Former enemies, now brothers-in-arms, the Empire and Commonwealth have joined to form the Republic of the Shattered Empire.
For two hundred years has the Republic languished in exile. No more. The Republic has waited, and with the return of the Night Queen and with the loss of that protective militaristic spirit of the blasted horses, the Legions march once more. They march on a foe that forgot they existed, a foe that cannot deal with an army of this size. Ave Rem Publicam, Ave Senatum.
Culture
The Empire is the conglomeration of a thousand cultures of the captured, all tied by the central theme of the culture oft the original Empire. The problem is that the damnable horses destroyed much of the philosophy and culture of their original empire and the conquered territories. What little remains are the fragments that the empire managed to take with it in their retreat. The books of old, music, nigh everything was lost in entirety. For almost half a millennium they've strived to rebuild what little they have.
Government
The Emperor has been dead some time now. He never left a successor when the ponies overran the Empire, and instead left the Senate, formerly an administrative body in control. They've been running the show for years now, electing anyone into their ranks: so long as they can afford it. They, represented by the twin Consuls, decide nigh everything for the Empire. And once every so often, one of their rank gains a unique privilege. They put down the olive crown of the senate and replace it with a helm, and go to war..
Units
Rifle Century : Ten groups of eight-man contuberniums, each led by a decanus. Armed with the latest Martini-Henry rifles, these men are the standard unit of the Republic’s army. Made up of loyal Republican-born citizens who have left poverty in order to try and gain glory, these men are trained and disciplined. Organized into Eighty-Man Centuries, each led by a Centurion, these men fight at a distance, only abandoning their rifles for gladius if absolutely necessary. They would rather die than break and betray the Legion, The Senate, and the Republic.
Urbana Contubernium : Groups of eight urban warfare specialists, lead by a decanus. More of a cult to Mars, the War God, than anything else, the Urban Cohort is armed with shortened carbines and menacing bayonets. This suits them perfectly, as they have a different purpose than the Rifle Centuries. Their job is to fight in the packed confines of city streets, using whatever means necessary to either halt an unstoppable advance, or overcome overwhelming odds. Recruited from the toughest and bravest of the Rifle Centuries, they’ll fight in the bloody streets and gladly turn every gutter into a river of blood.
Velixarius Auxila : Despite their name, Vexilarius are not Auxila. They are a proud member of any legion, flying the colors as high as any other. The difference is the Vexilarius are recruited from the upper echelons of society. They are meant to be light and mobile. While the Urbans get bogged down in the streets and the Centuries trade fire with enemy riflemen, the Vexilarius are always moving. They are trained in ranged combat. They are the skirmishers, the riflemen, the scouts, and the snipers all in one. They are the last thing you never see.
Special Units:
Pony Auxila: Auxila are not soldiers in the traditional sense. Rather, they are slaves noted for combat prowess bought in bulk. They are offered two choices: fight for us against your former masters and earn your freedom, or die. Most choose the former, becoming Auxila. The Pony Auxila focus on what humans cannot: magic. They provide key magical support in a battle, providing covering fire for advancing regulars.
Griffon Auxila: Auxila are not soldiers in the traditional sense. Rather, they are slaves noted for combat prowess bought in bulk. They are offered two choices: fight for us against your former masters and earn your freedom, or die. Most choose the former, becoming Auxila. Griffon Auxila have replaced what was once a key part of the Empire’s arsenal: cavalry. After all, why be restricted to ground-bound horses when your cavalry can fly and do its own damage?
Praetorians: The senate’s own bodyguard, the Praetorians are the best of the best. They are rarely fielded and nigh never in offense. Old warriors who have proven themselves on a thousand campaigns, they individually have seen more combat than most Legions total, and are still in physical shape to fight. Armed with the latest Krag-Jorgenson rifles, they are ready to cut a savage swathe through anything that threatens the Senate.
Hero Units:
General: A general is a special man. A political savant, a master of tactics, and a veteran, a General is inspiring simply by his mere presence. Add in his mastery over all things tactical, and you have a General of the Republic. A General is most often in his tent, planning the next encounter, but when he does enter a battlefield, it is a sight to behold.
Aquilafier: Every Legion carries with it a symbol of its greatness, bestowed some time in the past in commemoration for great deeds. The Aquila, as it is called, is the heart and soul of the Legion. To enter battle alongside one is to be blessed by Mars himself. To be among the privileged few who carry one is the highest of honors. Praetorians of their own right, a whole 30 men carry the standard into battle, surrounding the Aquilafier.
Scion: When the gods are said to have walked the Earth in days of old, they were said to have bless items of importance. Weapons. Urns. Coins. One such set of items was called that of the Scion, said to be the very armor of Mars himself. Those who were said to have worn it would become supermen of the greatest kind, cleaving through the walls of the Empire’s foes with ease. During the Return, they were refound. Once again does the avatar of Mars walk the earth. Once again does the god of war exert his power over men. And he has once again found his sons. One man in the Empire is found worthy at the right moment, and he is blessed. He shall die, but from his ashes shall rise the bane of the Ponies, the killer of the Griffon Kingdoms, the slayer of that damned Sun-Queen.
Battlefield: Equestria Unit Reference Guide, Third Edition
Subfaction: Ghost Division
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A human mercenary group bred and enlisted from the Foresters, specializing in special and maneuver warfare. Because their native homeland was destroyed by the forces of Chaos, these woodsman-turned-soldiers must utilize their skills to buy new plots of land. Due to this, they are extremely expensive and work only for the highest bidder.
Special Faction Rules
Mercenary Army: Ghosts can only be deployed as support to another force, whether that be a government or another mercenary band.
History
The Foresters had long been experienced in survival and fighting. During the formation of the Shattered Empire, there were several groups reluctant to the reformation of, as they saw, corrupt and decadent human culture and refused to leave their land for the borders of Equestria, and chose to stay in their native forest land. They saw the destruction of the old empire as a sign they had strayed from Lord and they had grown weak because of it.
The different groups soon united and became known as the Foresters. From there they farmed and lived, passing ancient traditions and knowledge from generation to generation. Each are skilled in woodland survival as it is a passive right of initiation into the fullness of their communities. This is not to say that they were hunter-gatherers or refused scientific knowledge; they had large towns and research centers. They simply tend to move out along the frontier when population raises in density, and towns lean more towards self-sufficiency than reliance on the goods from foreign trade that Imperial cities demanded. They treated trade as something extra to their survival. However, on the world stage, they were insignificant as they occupied the forests neither the Empire, ponies, or Griffons wanted, and did not take advantage of large-scale industry that the other nations had a grasp of.
However, on one fateful day, Discord opened a gate to the other realm inside their forest, driving them out. The Foresters became nomadic and were forced to nearby lands. Unfortunately, this lead to them sharing a border with the much more powerful Griffon and Equestrian kingdoms. They were unable to safely remake their old way of life, resorting to roving tribes that kept in constant communication and strict social values to retain any sense of civilization. Dirt poor, hungry, and without possessions, these woodsmen must rely on other nations to keep their people and heritage. However, they came up with a solution: mercenarism. Their official military force is rented out to other governments at high prices and the money goes directly to the Forester government. Their military is trained to use every advantage and disadvantage against the enemy, and train in a variety of environments to be useful for any potential renter. They use the money to not only strengthen them themselves to protect against griffon bandits and the occasional Chaos warband, but also to build a fund to buy new land and set up a permanent home and become a truly mighty nation.
Government
The Foresters are led by a single First Elder, who is elected by the Elders, leaders of each individual tribe. Those Elders are, in turn, elected by their tribe. The Elders and their government agents do not have unlimited power over their tribe, but do lead as though they were military commanders. Although not officially written in a constitution, the general inalienable rights bestowed upon by Lord Himself are life, liberty, and property unless the particular citizen infringes upon those rights of another.
Culture
The Foresters are extremely religious, value self-sufficiency, and are extremely disciplined as a people. They are raised from birth to put the needs of the tribe above themselves. The men are encouraged to join the Ghost Division, their military force, and are conscripted into public services at adulthood for several years (exact number depending on the tribe). Women take care of the domestic upkeep of their communities, from home to business to hunting and even the militia in some tribes. Importantly, however, all mature members of the community are sworn in service to the ideals of the tribe, not necessarily those who lead it.
Units
Main unit: Ghost. Squads of five stealth specialists who are nigh impossible to detect. Armed with modified breech-loading rifles designed for longer ranges, they will travel for days undetected and engage at relatively extreme ranges and disengage once the enemy is able to fight back. They are unarmored; according to their combat doctrine, if they are in a situation where they need armor, they are dead anyway. No infantry is safe. Even in a prolonged firefight, soldiers must catch up to the effective range of their weapons to even fight back.
Main unit: Sapper. Squads of five armed with either traditional rifles (carbines to them) or carbine-length revolver rifles and satchel charges that penetrate enemy lines in order to destroy enemy hardware. They are averagely effective against light infantry but next to useless against heavier units. If they strike first, no vehicles or emplacements are safe.
Special unit: Sniper. Two mutually-supporting teams of two travel the skirts of the battlefield and sometimes enemy lines for reconnaissance and assassination purposes. Once used to kill an enemy, however, they must immediately escape and cannot be used again. For reconnaissance purposes, they utilize a magical pony-made communication gem to speak to their commander. If they are in range of an anti-magic field, they must retreat back to friendly lines to give reports, which may be days or even weeks old.
Battlefield: Equestria Unit Reference Guide, Third Edition
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Chaos is the antithesis to the harmony that Celestia and Luna seek to create. It is said that for every good, there is evil. For every light, there is dark. This holds true for Harmony and Chaos as well. Chaos exists solely to destroy all around it. It is a very dangerous foe, for it perverts the nature of all it touches. It has extreme power, and its temptations seduce thousands of all species. Beware Chaos, for it will betray and destroy all those who are involved.
Ever since Discord was trapped in stone by an ancient being that surpassed even the pony Princesses in power, he directed his minions from the spirit realm. Throughout time he wrought much havoc as godly possible. Incidents were isolated and varied, and easily contained by the Equestrians’ Royal Guard and other sovereign nations’ police and defense armies. It wasn’t until several generations ago that a portal was ripped into existence in a dense forest, home of the Foresters, that they began to spill out and truly endanger the world in force.
Units
Timberwolf: As the name suggests, Timberwolves are vicious wolves made entirely out of wood. They are creations of Discord, a left-over from the First War of Chaos. As they are living pieces of wood, they are fairly weak, although they compensate for this by attacking in large packs. Bladed weapons are particularly ineffective against them, as they can reassemble themselves, or even form a much larger Timberwolf, from their own broken body parts and nearby trees. Fire is the only reliable way to kill them, and as such they are deathly afraid of fire. They form packs of around one dozen.
Cultist: Members of different races who were overtaken by the power and temptations of Chaos. They wield anything from farming tools to weapons the Shattered Empire considers overkill. However, their equipment has degraded from overuse and under-maintenance. Most prefer to rush in for hand-to-hand combat, Chaotic bloodlust overtaking them. They tend to form in packs of a dozen to twenty. (Note: Specify in-scenario what race, unit, and equipment).
Zombie: The corpses of many species fallen in combat are sometimes risen by Discord or his sorcerers to wreak havoc upon the living. The stench of their rotting flesh can prove distracting for enemies in the battlefield. Their glowing eyes makes them terrifying in combat, but makes them easy to spot at large distances. They do not bother to form groups, preferring to simply shamble towards their prey all at once. (Note: Specify in-scenario what race and size of groups).
Skeleton: Zombies whose flesh has long since rotted away, rendering them light on their hooves or feet and very stealthy as a result. Their lack of fur or skin makes them undetectable by scent, unlike most zombies, and while their glowing eyes are problematic in ambushes, they make up for it in speed. They can move across large areas without tiring nor stopping, and then they can run it twice more with no fatigue in complete silence. Their frames are fragile however, and prolonged melee combat will quickly prove fatal for them. They do not bother to form groups, preferring to simply shamble towards their prey all at once. (Note: Specify in-scenario what race and size of groups).
Manticore: The manticore is another of Discord's previous creations. It has the body of a lion, a scorpion's tail, and a pair of bat wings that enable it to fly very well. With a mouth with shark-like rows of sharp teeth, razor-sharp claws, and the ability to launch it's poisonous sting at its enemies, it is a deadly creature indeed. However, they are particularly susceptible to magical and ranged attacks. They tend to form pairs during battle.
Cockatrice: Yet another of Discord's twisted hybrid creatures, Cockatrice are fearsome, dangerous creatures that have the head of a chicken and the body of a snake. Prolonged direct eye contact with these creatures results in the victim rapidly turning to stone, but this petrifying effect can be reversed by killing the specific cockatrice. In addition to this, its claws and beak are razor-sharp, and can slice the flesh of unarmored targets with relative ease. They are usually alone.
Special Units
Hydra: These are lumbering reptilian creatures with multiple heads. They are usually found slumbering in swamps and bogs, but can be called to battle by Discord’s warlords. They are extremely tough and require extreme firepower or ingenuity to take down. They will stomp and slice armies, and eat everything else.
Super Timberwolf: With the direct intervention of Discord, multiple fallen timberwolves may form into a giant, towering over the enemies of Chaos. Nigh impossible to take down, whatever poor creatures underneath its gigantic feet and in front of its gaping maw better pray they brought ample explosives.
Heroes
Discord His head is horse-like, with a deer antler on the right, a goat horn on the left, one long fang, different-sized pupils, a snake tongue, a goat beard, the right arm of a lion, the left claw of an eagle, the right leg of a lizard, the left leg of a goat, a bat's right wing, a Pegasus' left wing, a horse's mane and a dragon-like snake's tail, Discord is a bizarre sight to behold. He was turned to stone long ago by a powerful force that had allied itself with the Equestrian Princesses, and is therefore unable to directly interact with the material world from his place in the realm above, forcing him to use minions to achieve his goals. He holds sway over many of the more dangerous animals of Equestria, and is capable of practically anything. He is clever and cunning, making him a dangerous opponent. He may even deliberately lose a battle just because he finds it amusing, but he will always win the war.
King Sombra: King Sombra began his life as just another unicorn. However, his insatiable lust for power soon put him at odds with the authorities. Fleeing into the frozen north, he very nearly died out there. Freezing to death, he made an unholy pact with Discord, Lord of Chaos. In return for immortality and almost unlimited magical power, Sombra gave Discord his soul, and the promise that he would lead Discord's armies out of Tartarus to terrorise the world above. He quickly seized the Crystal Empire, forcing the population into slavery. Aside from his mastery over dark magic, King Sombra wields a scythe so sharp that it is said that the blade cuts the very air in two when it is swung. Through Celestia and Luna's timely intervention, he was defeated, but they failed to kill him. 1000 years later, he returned a second time, his power greatly diminished, and he was defeated yet again, but still he did not die. Now he has returned a third time. Stronger. Cruller. Cleverer. Only this time, his armies have emerged from hiding with him. Now King Sombra seeks revenge against those who have defeated him in the past, and to achieve his ultimate goal: to free his lord’s demonic servants from their prison in the depths of Tartarus, and have them destroy the entire planet.
Khârn: Famous/infamous Chaos Berserker who revels in bloodshed. He's the most powerful champion of Discord. As is likely evident, Khârn truly enjoys beautiful bloodshed. And it is almost always he who is doing the shedding, caring little for those caught in the hilarious and fulfilling crossfire; he does not care at all. And so he has cultivated a wholly deserved reputation as a team-killing jerk. Despite him being a blood-crazed fiend who might decapitate and mutilate the guy next to him, Khârn is quite frankly a delightful fellow to be around. Despite his horrid reputation, he is actually a deep-minded and fun-loving sort of bloke in or outside of glorious, exalted combat. A truly rare breed of super-human, demonically-enhanced abomination to nature, who just wants to have wild and heretical times with his friends. He does not care whether you are a traitor Century Rifleman or a fellow cultist, unless of course you are an effete pansy who worships Celestia, or Luna, or anyone else really, in which case he'll kill you the first chance he gets. But especially Celestia and Luna.
Nightmare Moon (AU): With the civil war going badly, Luna has been seeking out new sources of power. Finding a strange black necklace containing the soul of a demon, she puts it on, thinking that she can control it. The demon soul instantly overpowers her, possessing her body and transforming her into Nightmare Moon. In addition to physical changes, such as enhanced strength and stamina, she can also use powerful dark magic. In battle, she uses a pair of long daggers, wreathed in a dark fire that causes even the smallest cut from these blades to be extremely painful.
Battlefield: Equestria Unit Reference Guide, Third Edition
Youtube Video
The Eastern Tribes are various groups that roam the eastern continents and deserts. They are not a single entity, but are a group of tribes and villages comprised of various species: mainly minotaurs and zebras, but even other species such as humans and ponies. They are nomadic and very attuned to the desert, and have very little (if at all) science and technology, preferring home remedies and potion spells. They are masters at survival and hand-to-hand combat but suffer when the enemy are able to bring their guns to bear.
The zebras had long been the face of the Eastern Tribes. Throughout history they had dominated much of the eastern savannah, slowing down and even outright turning back pony expansion. They are a very traditionalist culture and very rarely advance in any type of scientific field. Their history is somewhat lacking, as their cultural very rarely writes anything down, relying on word-of-mouth. Their record-keeping is reserved for paintings of the gods, who they believe created the universe, planet, and all those that live on it. Even pony and human records report very little change of zebra culture over time. Since they were first introduced to the western nations, zebras had remained hunter-gatherers. The only time they form large bands is when a war council is called and warriors set off to fight a common enemy, such as pony expansionists.
The minotaurs are a rather recent arrival to the world stage. They are a very simplistic species. They are seen by their enemies (pretty much everyone else in the world) as savage, warlike, and crude. However, this population of minotaurs is split into hundreds of tiny bands, often warring between themselves. It has been speculated that were the minotaurs ever to unite as a single racial entity, they would undoubtedly crush any opposition that would dare to stand against such a tsunami of muscle. Luckily, the minotaurs enjoy killing each other every bit as much as they savour shedding the blood of the world's other people.
Units
Zebra Warrior: Less powerful than Earth ponies, but more nimble. They can cover ground more easily. They are armed with long spears. They gather in large groups of twenty to fifty.
Minotaur Warrior: Minotaur Warriors are strong, hardy and surprisingly well-disciplined. They wield a large variety of weapons: Sickle swords, throwing axes, round wooden shields, maces, clubs, spears and pikes of various lengths. They travel in small groups of five.
Minotaur Raider: Minotaur Raiders live by a very simple philosophy: Steal everything that isn't nailed down, burn everything that is. Carrying single-handed broadswords and burning torches, Raiders are very effective against most types of fortifications, and are particularly good at destroying settlements. They are somewhat difficult to control, so having a Chieftain present is always a good idea if you don't everything burning to the ground. They form groups of about ten.
Special Units
Zebra Shaman: They can't manage a fight directly, but they can help turn the tide of battle in the Zebras' favor. They have potions that boast the physical capacity of their fellow zebras in different ways for short periods of time. They can also create illusions to distract, frighten, or confuse the enemy. However, despite this, they are rather weak in up close combat. They attach themselves to groups of Zebra Warriors.
Zebra Chieftain: The officers. They're physically superior to Earth Ponies and very tactically minded. They can mark objectives for friendly units to attack and can rally units to them. They attach themselves to groups of Zebra Warriors.
Zebra Hunter: They are the scouts. They rely on stealth and guerilla tactics to defeat foes. They are much faster than all other Tribal units but weaker than Zebra Warriors. They can scout enemy positions with ease. They are highly useful for ambushes and can draw enemies into traps. They are armed with short spears, known as iklwa, and can track enemies long distances. They come in parties of three or four.
Minotaur Berserker: Even more violent than their brethren, they specialise in working themselves into an insane battle rage. Totally uncontrollable in battle, screaming and yelling, hacking and slashing their way through large groups of soldiers with their two-handed axes and great-swords. Whilst they are certainly not immortal, they can definitely take a beating, shrugging off injuries that would incapacitate others. They form packs of about ten.
Minotaur Chieftain: The few minotaurs who have a penchant for thinking things through. Tough, mean, strong, fast and tactically minded, a minotaur Chieftain commands both fear and respect from those who serve under them. Easily recognisable by the chain-mail armour and iron helms they wear, they are the minotaurs who keep other minotaurs in line. Most Chieftains dual-wield two weapons in battle, usually swords.
Dragon: Known to most through their ability to breathe fire and their love of treasure, these dragons are the most common in the equestrian world. They are extremely long-lived, knowledgeable in culture both past and present, and rather passive as long as they are left alone. Because they are cold-blooded, they bi-annually migrate between hemispheres to stay warm in a journey known as the Great Dragon Migration. They are extremely hardy and dangerous. In addition to their fire breath, they can slice with their claws, use over-sized tools, and even use their wings as blunt instruments if need be. They never group up if at all possible.
Heroes
Zecora: A powerful zebra shaman, her potions are unusually powerful. She is also the only one who knows how to create a potion that, when thrown at the enemy, causes them to attack any nearby units, be they friend or foe.
Iron Will: He is an influential minotaur who is admired by his troops, even those of other species. He is a very effective moral-booster and powerful fighter himself.
Battlefield: Equestria Unit Reference Guide, Third Edition
Youtube Video
Far off to the west of the great land of Equestria, indeed away from most civilizations lays a great and vast expanse of territory that is covered in jungle and vegetation. This land, is mesoamareica. Ancient land with even older gods and rivalries, the native warriors that inhabit it are ferocious, numerous, and full of zeal and conviction.
The Followers of Tlaltecuhtli, earth god; are earth ponies with great strength and expansive knowledge of their land. Experts in ambushes, these warriors can hide in any place with high enough vegetation as well as moving silently and undetected. They dwell in the deepest reaches of their jungles.
Units
Jungle Runners: Their main infantry, runners are not armored and as a result they can move very swiftly through any terrain. Agile fighters and runners, they can outrun most enemies with ease and without exerting themselves. Excellent for hit and run disorienting tactics, but exposed in prolonged melee.
Jungle Hunters: Armed with a blowgun and poisoned darts, these ponies are excellent when teamed up with runners. While not having the same amount of stamina, the hunters can remain hidden just as well, and their ability to climb trees and hills rather quickly makes them deadly in any ambush.
Jungle Jaguars: The heavy infantry of the Tlaltecuhtli worshipers. These earth ponies are zealous and ferocious fighters, their armor consisting of wood, bones, and feathers. The markings painted on their bodies makes them terrifying to behold. They are stronger, more resistant versions of the runners. Suited for prolonged melee ,but not as fast nor stealthy, Jaguars are the final blow to an ambushed enemy.
The Zealots of Huitzilopochtli, god of the sun, war, and equine sacrifice (Zealots): Unicorns that make their cities in small islands resting in the middle of large lakes. These ponies are known for four things: Their expertise in fire spells, their devotion to their main deity, Huitzilopochtli, their hatred for Equestria and their princess of the sun, and the massive sacrifices of ponies they carry out in their massive temples dedicated to the sun. While all of them are fairly capable of using magic, it is considered heresy for commoners to utilize it in combat. Only nobility is allowed to wield the power of offensive magic. Using magic to hurl spears and other arms to the enemy is fairly acceptable however...
Atlatl Throwers: These unicorns throw obsidian pointed spears to their enemies, causing massive casualties within seconds. The javelin's tip is heavy, but the counterweight of the handle makes up for it creating an incredibly powerful weapon for piercing armor. If pressed, they also wield obsidian daggers and know some basic melee techniques, but they will not last long in heavy combat.
Sun Warriors: Wielding spears, clubs, macuahuitis, knives and such, these were the bulk of the army. Unicorn sun warriors specialized in swift raids, and while they were usually outmatched by their earth pony rivals, they were able to hold a line for a fair amount of time.
Sun Priests: The cream of the crop. Expert mages and master soldiers as well as nobleponies. The sun priests wield a large assortment of fire spells and scorching enchantments such as runes that explode in flames upon contact. They wear nothing to war, nothing except intricate war paint tattooed in blood.
Acolytes of Tlaloc; rain, lightning and thunder god (Acolytes): Pegasi ponies that dwell in the heights of the mesoamareican mountains. Preferring to fight without encumbrance, these pegasi are dedicated to the making of the weather. They do not abuse these powers however, as they know their god to be a wrathful one. They bring rain and good weather to all ponies, regardless of their political standing, and only deny their services to those who displease the gods. Their godly mission does not stop them from trying to eradicate their neighbors however, and they have commenced more wars than any other tribe.
Feathered Serpents: These pegasi are armed with blowguns and poisoned darts, raining death from above. They do not wear armor, and know little in the way of melee combat. Thus, they are best kept as ranged units, and not brought close to enemy infantry.
Sky Pumas: The fighters of the tribe, these warriors strap makeshift obsidian claws to their forehooves, and hindlegs. They tie their tails to resemble a cat's, and they shave off their manes. These warriors charge full force into enemy lines, using their claws to tear through anypony who stands in their way. Their black painted coats make certain they seem like shadows, and are difficult to spot at night.
Tlaloc's Faithful: The shamans and religious leaders of their tribes, these pegasi are blessed and allowed by mighty Tlaloc to wield the power of the weather against their foes, enabling them to cause deathly lightning storms close to the ground, inflicting fear and heavy losses to anypony foolish enough to stand against Tlaloc. Be wary though, they will not be able to call upon their god more than once in battle, lest they anger him.
Heroes
Followers of Tlaltecuhtli; Cuicatl, meaning 'song': She is the high queen of the earth ponies and leads with compassion and kindness for her kin. To her enemies, however, she has been known to orchestrate horrible genocides and mass murders. She wears the expanded rib cage of a jaguar as decoration as well as many marking that narrate her lineage, which she claims can be traced back to the original gods. She is inspiration to all warriors around her, and none would retreat when she is near. She is also fear to all her foes, and they will doubt their step when her form appears.
Zealots of Huitzilopochtli; Itztli, meaning 'obsidian knife' : He is the emperor of the Zealots, having led his warriors to many conquests and bountiful wars. His devotion to Huitzilopochtli is immense, and his sacrifices to him are to match. Having executed over three hundred thousand prisoners of war, along with his own daughter to the god of war, he is considered the closest to the gods there can be, even by his enemies, and no common soldier would think of harming him, making him vulnerable only to nobleponies and foreigners. He wields a large war club in battle as well as the strongest of fire spells, he covers his body in gold, jewels, and the plumage of a hundred birds.
Acolytes of Tlaloc; Ehecatl, the wind serpent : This pegasus is the benevolent leader of the Acolytes. He inspires his soldiers in combat and raises morale. He prefers to avoid fighting, but wields the obsidian claws should his hooves be forced to war. Beloved by all and everyone, it is unlikely for him to be killed in combat by his neighbors. Foreigners are a different concept however.
Battlefield: Equestria Unit Reference Guide, Third Edition
Gryphon Kingdoms (unfinished)
Needs:
Culture
Government
Royalist subfaction
Heroes
Quotes fixed up
Youtube Video
History:
Once, the Gryphons were proud. They were strong. Their king marched their armies far and wide, allying with the Ponies to gain trade and friends. They were among the greatest soldiers in the world. All that changed when they had nothing more to conquer. They grew complacent. They grew fat and old. And then the Empire attacked. The empire overran their lands, slaughtered their men, women and children. Now the Gryphons rest under the control of the Empire. However, there is still hope. The King still lives, and wishes to regain the lost soil of his forefathers. And maybe, just maybe, conquer the empire itself...
Culture:
German Autocracy+Early French Culture
Government:
Free is an absolute monarchy
Helvetic is under Empire as a vassal, run by a senate
Units
Heavy Infanterie : Due to the occupation, the Griffon military’s mainstay became those typically thought unable to fight, mainly old veterans and young children. The old become Heavy Infanterie. Long periods of fighting has left them under-equipped. They are typically equipped with equipment decades if not centuries old. Their long swords and muskets give them low firepower, but at a cost; their armor in incredibly thick, and although they have wings, their armor makes them slow and burdensome. They are fielded in groups of twelve Gryphons, each led by a Sergent. Each one of these groups is made into 200 man Camarades, led by a Capitaine. They are the bulk of any Gryphon army, and they are the last to leave the battlefield.
Light Infanterie : The Light Infanterie are the opposite of their heavier cousins. Made up of conscripted young malcontents, they are used as skirmishers and flying cavalry. Equipped with captured (or given) Martini-Henry rifles, they fly from a distance and support their closer-ranged heavy brethren. If all else fails, their claws and daggers can carve their way to victory. They are fielded in groups of twelve Gryphons, each led by a Sergent. Each one of these groups is made into 200 man Companies, led by a Capitaine, just like the Heavy Infanterie, however, in order to make sure they behave, every Camarades is assigned a Human Commissar to watch over them.
Grenadiers : The Grenadiers are gryphons in their prime. They are those leftover of the olden times, when the Kingdom prospered. They are armed with muskets, as the rest are, but with a deadly surprise. They carry grenades into battle. Primitive things of iron and powder, they are nonetheless deadly beyond belief. They are fielded in groups of twelve Gryphons, each led by a Sergent. Each one of these groups is made into 200 man Companies, led by a Capitaine. These men carry pride in what they do, and are often the trump card of many a General.
Special Units
The King's Bodyguard : These Gryphons are the symbolic bodyguard of the Gryphon King. In modern times, however, they are but another force, albeit an elite one. They are heavily armoured, and are armed with deadly Zweihänder swords and flintlock pistols. They are a force to be reckoned with, one focused on getting into the toughest of engagements and staying there. However, they are only arranged into ten man équipe, each led by a Commandant Sergent. Each équipe is very independant from the next, and fights between them often break out. (Free Griffons only)
Foreign Legion : They are the forgotten of society. They are the outcasts, the criminals, the worst of scum. And they are some of the finest soldiers available. Often recruited directly from the prisons, they are put through hellish training to strengthen both their bodies and their resolve. They are then given primitive rifles and armor and sent into battle in the front lines. They are the finest troops in the Helvetic arsenal, and often lead the charge, butchering their way through the enemy line, and raping their way through the countryside. No formal rank structure exists, however, a human offizier is assigned to each 400-600 of them to give them basic orders. (Helvetics only)
Espirit d’Corps : The traditional main unit of the Gryphon military, armed with cloth uniforms and muskets. Yep, that’s really all there is to it. They’re not that elite in the grand scheme of things, but what they lack in that, they make up for in numbers. Those of traditional military age and not put in the Grenaidiers are put here, and it shows but their voluminous amounts of troops. They are fielded in groups of twelve Gryphons, each led by a Sergent. Each one of these groups is made into 200 man Camarades, led by a Capitaine.
Battlefield: Equestria Unit Reference Guide, Third Edition
Needs:
Another special mercenary faction?
Units
Griffon Mercenaries: They function in the same way that the Pegasi Royal Guard units do, except that they carry crossbows, so they can fire at targets on the ground from the air. However, they are brave, arrogant and headstrong soilders, so they cannot be tacticaly withdrawn from combat: Once they are committed to an attack, you can't send them to attack something else. It also means that attempting to draw the enemy in with these troops is also imposible.
Eastern Mercenaries: Members of tribes of the eastern continent. They are usually a single tribe, or group of tribes, hiring themselves out as cheap muscle to bring riches back to their families. They are fierce and loyal, as being considered worthy of combat by foreign nations is a great honor to them. (Note: Specify in-scenario what race(s))
Human Mercenaries: Human Mercenaries make excellent front-line infantry. Armed with breach-loading, single-shot rifles and bayonets, they fire in large volleys for maximum effect, although a single rifleman can maintain a fairly decent rate of fire on his own. They are lightly armoured, with only a steel hemet and back-and-breast plate.
Dog Mercenaries: Canine warriors with a fighting style similiar to that of Battle Hounds, but more unorthodox. They rely more on speed and aggression more than accuracy and presicion (like Battle Hounds do). Also, like Battle Hounds, they almost always fight in groups and constantly watch each others backs. However, unlike Battle Hounds, they are less disciplined and more brash. Despite being mercenaries, they are surprisingly loyal to their contracters, as is Dog nature. They are armed with swords, spears, maces, axes, and generally every melee weapon imaginable.
Minotaur Mercenaries: Minotaur Mercenaries are strong, hardy and surprisingly well-disciplined. They wield a large variety of weapons: Sickle swords, throwing axes, round wooden shields, maces, clubs, spears and pikes of various lengths.
Special Units
Ghost Division : A human mercenary group specializing in special and maneuver warfare. Armed with modified breach-loading rifles designed for longer ranges, they will travel for days undetected and engage at relatively extreme ranges and disengage once the enemy is able to fight back. They are unarmored; according to their combat doctrine, if they are in a situation where they need armor, they are dead anyway. Expelled from their homeland for reasons unknown, these woodsmen-turned-soldiers must utilize their skills to buy new plots of land. Due to this, they are extremely expensive and work only for the highest bidder.
Battlefield: Equestria Unit Reference Guide, Third Edition
The Changeling Hive (unfinished)
Needs:
Pretty much everything
Youtube Video
basically sapient ants
fascist hierarchy, but no one really wants to step out of line so it's all cool
have been stuck in the badlands for most of the time watching and waiting
recently attempted a quick decapitation (events of A Canterlot Wedding) but it failed
with the return of the Empire, she sees another chance and goes for a more conventional try this time
they're seen by ponies pretty much the same way that 4chan's /pol/ sees Jews
Units
All they have are drones. Drones, man drones !
Drone: They are the basic infantrymen of the Hive's hierarchy. They lack in armor and weapons, but more than make up for it in ferocity. They do not come in organized squads or groups, but rather ad-hoc mobs designated on the spot by the commander through a pseudo-telepathic process.
Guard: