Official EW Unit Guide

by Iron McGalley

The Lizardmen

Previous Chapter

The lizardmen are a tribe of bipedal reptilians that live in the huge murky forests of Equestria. They are a race that has grown and progressed through war as many tribes use to compete with each other over resources and territory. Recently however, they have been undergoing the process of uniting under one banner.

Their majority of their race is between 5-6ft tall and covered in a hard scaly hide that gives them a decent defense even without armour. They all also have an affinity for climbing trees and other surfaces that are rough enough, a castle wall for instance will pose little difficulty for an average Lizardman to scale. Their colouring usually vary between greens, browns or blues, with a few notable exceptions.

Units

The Tribesmen - Infantry

    These are the basic foot soldiers for the Lizardmen tribes and are a force to be reckoned with. The level of unity within these units however, is questionable at best. They will often go into battle, forgetting they are part of a unit either pushing too far ahead of the main body of troops or not helping an ally in trouble. If the Tribesmen are hit by an unexpected enemy charge they will rout and either join the nearest group of tribesmen or flee completely from the battlefield.

They are armed with two javelins and a 5ft long spear tipped with obsidian, these are occasionally dipped in a venom collected from the various wildlife growing in their forest homes. They also carry hide shields which are made from either the skins of hunted animals or the previous generation and it is considered a spiritual honour to carry a shield made from your father’s leather, as if your ancestors are still protecting you. They also wear a suit of leather armour that covers everything but their head, palms and feet.

Due to the blades of their weapons being made of sharp glass, they often break or blunt if they strike armour leaving the soldier fighting with a big stick. This makes them effective against lightly armoured units but weak against their armoured counterparts, ranged units and magical attacks. Although their obsidian blades are an underdeveloped weapon, they allow the Tribesmen to fight against spiritual enemies, the glass holding some sort of anti-spiritual property.

The Jungle Guard - Heavy Infantry

    The Jungle Guard is the name given to the group of Lizardmen who have devoted their lives to battle. They are a small race and each one has been raised with a weapon in their hand.

Their size and appearances differ from the average reptilian they are generally bigger, gaining at least a full head’s height over their brethren and being more visibly muscled. They often use their thick tails as improvised weapons, aiming to hit their opponent with the spikes that have grown along the tip. They wear various pieces of armour cobbled together from whatever units they have fought against

The Guard are the second group of reptilian warriors to wield metal weapons, usually swords or axes as well as their obsidian spears or javelins. It is believed that they collect the spoils of battle as there is no evidence of Lizards crafting anything with metal, the exception to this is gold, which they have an abundance of.

An all around strong unit, the Jungle Guard can be sent into any part of the battlefield and almost always come out on top. A group of up to 40 Tribesmen can be lead by a Jungle Guard to improve their overall efficiency and prevent routing. They are however weak to ranged and magic attacks.

Masters of Mirage - Archers

    The archers are somewhat of a mystery, as although they are quite numerous, the ability to match the colouring of their surroundings proves them quite difficult to locate and attack, while they are in a forest. If they are fighting on open ground they can make themselves difficult to spot but only when standing still, if they shoot their bows they break the camouflage. When in battle, these reptilians arm themselves with powerful longbows and a pair of obsidian daggers. Their arrowheads are also made from obsidian and shatter inside the wound they make causing lingering effects if it’s not a lethal wound.

If given enough time before a battle and a forest or area with enough trees, they can set up small traps and build a small defensive perimeter, to protect or hide their positions even more.

Weak in melee, the archers generally try and stay out of sight, or distance of their enemies weapons, using their powerful bows to their advantage. They are excellent ambush troops and can cause a lot of panic if an enemy stumbles within range of a hidden unit or two. They are strong against lightly armoured troops, becoming less effective as the amount of armour covering the unit increases.

Special Units

Black Runners - Scouts and assassins

The Black Runners are a unique tribe of Lizardmen, never taking part in the fight over land, instead choosing to live with whichever clan won the land. They are fairly well built reptilians with smooth black skin and huge prehensile tales. They have unique pads built into their hands and feet that give them a brilliant climbing ability, even being able to cling onto a ceiling for hours even days without falling. They can move at great speeds on land but prefer to leap between trees, making little sound in the process. They wear no clothing except for the weapon holster hung around their waste as the believe it would make too much sound and interfere with their role as assassins and headhunters.

    They are armed with a single razor sharp obsidian blade, dipped in a deadly mixture of poisons.

Because they wear no armour, they are very vulnerable to any kind of weapon if they get dragged into a melee fight, their scales only providing so much. They do however possess good hand to hand combat and agility and can kill a single target and escape without much of a problem, in the forest that is. They are almost never used in battle unless they are desperately needed or if the battle is happening in a forest where they will drop down from the canopy, kill their target and scamper back into the trees.

Beastmaster - Allows the use of Warbeasts

    The Beastmaster is a unique unit that is necessary when dealing with some of the less intelligent Lizardmen units. They are often seen wearing armour similar to the Tribesmen with their covered in black warpaint and carry both a leather whip and a bucket of meat. Their role on the battlefield is to direct and control the various beats belonging to him. The whip can be used as an effective medium range weapon against lightly armoured units.

    Beastmasters are susceptible to range and magic attacks but are strong in melee often dropping their whip in preference to their claws.

Warbeasts

Crocodile    The most common warbeast in a reptilian army. A beastmaster will begin his training by being given a clutch of crocodile eggs and train them into the ferocious and bloodthirsty weapon they need to be. Best when fighting in water, a well placed group of crocodiles can prevent an army from crossing a river, if it is deep enough. They are fairly fast on land and the bigger specimens are used to fight alongside the Tribesmen, or are used to break the enemy's morale in an attempt to make them flee.

Titan This monstrosity is a very rare and dangerous unit. It is a huge lizard that is often seen running on all four of it’s legs. It is almost twice the height of a reptilian belonging to the Jungle Guard and two to three times as muscled, with a very thick skin and a set of three great horns protruding forward out of their skull. These units are incredibly rare and the most ever seen in one army is two, rumours however speak of a den of these creatures living in the deepest reaches of their forest homeland.

    The Titan has a very basic intelligence and is always accompanied by a beast master who will aim the creature and release it into the fray. The Titan has been trained to ignore other Lizards but will still kill them if they stray too close, the beastmaster is an exception to this. Once the battle has started and the Titan pointed towards a group of enemy troops, it will not return. Unless it has killed every last enemy or it has been killed.

    Very strong in melee and a high resilience to physical damage. It’s weakness is magic.