Official EW Unit Guide

by Iron McGalley

Solar Kingdom (Equestria)

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The Solar Kingdom: Oh glorious in the sky, dance and shimmer with light! Oh beauty above, shine us with awe!

The Solar Kingdom was what followed the banishment of Nightmare Moon, and consequently, of Princess Luna. After the turmoil following Nightmare Moon's threat, Princess Celestia had to reign on her own. This brought along some rather necessary, but disliked methods, which needed to be enforced. As such, the Solar Guard was born, and much later, it was renamed Royal Guard.

Units:

Common Units

Solar Infantry: Earth ponies armed with a siege crossbow and their bare hooves. These warriors are excellent for assault missions, as they can charge, stop, fire, then confront the enemy, or simply charge headfirst into combat and deal massive casualties to everything. Their numbers are high, and their resolve is massive. Extremely powerful in melee, their strength dwindles when attacked from afar, or by very strong enemies, such as the sturdier types of Orcs.

Solar Archers: Unicorns utilized to rain death and destruction unto their enemies. The name being only representative, as they do not utilize any ranged weapons. Instead, Solar Archers fire volleys of magic into enemy formations and levitate light-but sturdy wooden shields in front of themselves for cover. Exceptionally powerful at long and medium ranges, their strength dwindles in melee, as they have no effective way of defending themselves.

Solar Knights: Strongest among the strong, Solar Knights devastate all in their path, with very few exceptions. Only the most vicious and numerous enemies can hope to stand before them in glorious combat, which makes Orcs their principal foes. Solar Knights are tasked with eradicating all enemies to the crown of Equestria, no matter where they stand. The only weakness they may hold is their reluctance to stop mid-charge. Once the charge has commenced, they will never stop. Not for a commander's order, not for a wall of spears waiting for them at the end of the charge. Point and fire, but there's no calling this bullet back.

Thunder Guard: Armored pegasi that control the weather during battles to damage enemy plans and soldiers. They are lightly armored, but fast and resilient. Not meant to enter direct combat unless needed, Thunder Guards will be a strong auxiliary unit, though they are vulnerable to missile fire when deploying a storm, and melee, if they ever enter it, will tear them to shreds.

Battle Engineers: Savvy in regard of how everything works, these earth ponies are tasked with maintaining and controlling Equestria's machines of war, such as catapults, trebuchets, ballistas, and explosive barrels. They are also the only ones capable of wielding the monstrous Solar Destrier, mightiest among the mighty. Their principal duty in a battle is that of deploying defenses, such as barricades, trenches, and other structures for combat. While any other unit may also do this, their structures never have the same strength and duration as those constructed by Battle Engineers.

Special Units

Solar Troubadour: Not to be confused with the common minstrel, although very similar in attitude. Solar Troubadours are highly educated members of Equestria's finest university: The Academy of the Arts and the Arcane, situated in the center of Everfree Castle, the capital of Equestria. Solar Troubadours are unicorns specialized in the magic of music. Their songs and poems inspire soldiers to accomplish great deeds, and demoralize enemies into cowardice. However, this is not all they are capable of. Equestrian Troubadours are well known for their ability to confuse and enrage the least intelligent of creatures. Wild animals and goblins, for example, are easy enough for them to trick, and a Troubadour can very well cause an entire army of goblins to charge headfirst into a wall of fire. There are limits to this ability, however, with one being the amount of time in which they can do so. The more Troubadours at your disposal, the more lasting the effect will be, while a single Troubadour will only be able to upset lesser enemies for a few minutes.

Solar Glare: Not the type you want to annoy. Solar Glares are the embodiment of the sun's wrath on all those who oppose the crown of Equestria, regardless of who wears that crown. Solar Glares utilize ancient spells and incantations to cover themselves in a fiery armor that consumes all in their path. Behemoths of war while in combat, they know their lifespan after utilizing their powers is numbered in minutes. After a Solar Glare sings the incantations of Solar Wrath, he knows his death will come. Consumed by the flames he wields, the Solar Glare's task is to make certain he drags as many foes with him as possible before death takes him. Protected by years of training, a Solar Glare can keep himself alive while his Solar Wrath burns around him for a maximum of two hours, after which he will collapse and burn to ashes.

Solar Destrier: Tremble in fear, enemies of the crown, for there is no fiercer enemy than a Solar Destrier. Being a gigantic, mechanical, iron construct powered by magic and burning coal, wielding a dozen ballistas and being capable of carrying a hundred Solar Archers and Solar Infantry on it usually gives you a reputation as an unstoppable war-machine, and it's also generally well-deserved. The Solar Destrier is not shaped like a pony at all, and looks more like a mobile fortress. This massive thing has been utilized by Equestria in multiple occasions to stop entire wars simply by deploying the Destrier. Enemies usually think twice before braving an encounter with such a mighty piece of machinery. Incredibly difficult to defeat, the Destrier can only be taken down by incredible amounts of artillery fire or by boarding it and overcoming the crew. Neither are easy tasks.

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