Official EW Unit Guide

by Iron McGalley

Rating: teen
Tags: Alternate Universe, Human, Comedy, Adventure, Dark
Length: 6450

Official EW Unit Guide

Official EW Unit Guide

Link Back to the Group

Friendly Reminder: You can make your own units and put them together in a guide like this one! I will add a link to them in the front page of the group and you can use them in battle scenarios. You can also suggest factions, races, and units for me to add to this guide; just send me a PM.

Published 1970-01-01 00:00:00 UTC
Last updated 2014-03-12 23:41:19 UTC

Solar Kingdom (Equestria)

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.

Humans: Kingdom of Lókura

Humans are an odd bunch. Hailing from an island kingdom off the coast of the Crystal Empire, humans have a long history of peaceful wars and civil conflicts, most of them spanning for thousands of years, and all of them caused by the smallest of reasons. They are normally deemed as insane creatures by all other species, but their strength is undeniable, as well as their magical discoveries.

Humans are classified in five races, organized through magical skill and level of insanity:

Grey Block Men - The most sane type of human you can hope to find. These humans are particularly known to be the least magical of the species, with barely enough strength to levitate objects. They specialize in philosophical and technological matters, which they can take to an extreme. Grey block men have been known to become easily depressed after long periods of time pondering on the meaning of life, and while they are the most intelligent of the races, they are also the most stoic and hard to talk to.

Units:

Greyman's Lancers: Utilizing massive spears wielding poisoned tips, Greyman's Lancers are always led by a Greyman, or Capyton (Captain). Greyman's Lancers are excellent at maintaining formations and following orders, and are incredibly disciplined, but only as long as they don't panic. The moment panic sets in, Greyman's Lancers tend to lose focus and attempt to retreat, which can easily turn into a full rout in a matter of seconds. Excellent against pony units, but weak against other races, especially Orcs and Goblins, which easily break their formations. They are highly vulnerable against missile units.

Blockhead Swordsmen: Also lead by a Capyton, Blockhead Swordsmen are similar to Greyman's Lancers in all but those enemies against whom they excel. Blockhead Swordsmen have little to no advantage over pony enemies, but tend to fare better against Orcs and Goblins. They are highly vulnerable to missile units.

Moon Humans - With their sanity and magical strength varying and changing with the phase of the moon, these humans are fairly insane without trying. At some points, they can wield fire like a blade, while at others, they can do little more than a grey block man. Their level of insanity fluctuates accordingly with their magic. The more magical they are, the more sane. The less magical, the least sane. Full moons are particularly odd for them, as they tend to change from minute to minute, with their strength and mind coming and going without notice. Each moon human has a different reaction to the stages of the moon, so it's impossible to know how they'll react, with the exception of the full moon, of course. That one applies to all moon humans.

Units:

Moon Madmen: With order being so impossible to maintain within Moon Human ranks, they tend to be simply placed under the "command" of a Sarjentus (Sergeant), and then being ordered to fire magical blasts in a general direction while charging. Moon Madmen are impossible to control, but they have their (varying) strengths. While charging, Moon Madmen will seek to destroy everything that does not resemble a human, whether it be foe or friend, they really don't care. If it doesn't look human, it dies. However, they are never an entirely effective fighting force, as their strengths fluctuate badly by individual, so their skill in combat is generally average on a good day, and embarrassing at worst. They refuse to be trained in melee, so you can imagine what happens when they are pitted against the stronger forces of the world.

Silver & Gold - The humans known by this title are usually in a constant state of insanity. Their magic levels soar when near gold, though, and decrease drastically when silver goes near them. This has made many of them wear large amounts of gold as part of their clothing, which makes them very strong for as long as they wear it. Silver & gold humans have a terrible dislike for all things made of silver, and as such, they have developed a rational fear for it. Showing silver to a silver & gold human will either make him panic, become aggressive, or throw him into a heavy depression.

Units:

Golden Knights: Self-titled Golden Knights are Silver & Gold humans who wear gold armor into combat, despite being told multiple times that it would be better to wear steel armor with gold ornaments on top. They will not hear a word of it, and instead make certain their golden cuirass and morion are shining before a battle. Golden Knights do not carry melee weapons into combat, and instead rely solely on their magical abilities to deal with any threat they may face. This by itself makes them incredibly dangerous, and only very numerous or strong foes will be able to overcome them. As always, however, any piece of weaponry made out of silver will instantly make them panic and will weaken them terribly.

Unicorn Humans - Odd among the odd, these humans duct tape unicorns to themselves. No, you read that right. This has caused much controversy between Equestria and the Humans, but since the unicorns agree to be duct taped and aren't forced, there isn't much that can be argued. Unicorn humans do this in hopes that the magic will be mutually transmitted between man and pony, which will give them more power than they already wield, which many ponies agree, is pure vanity, as they are much stronger than any regular unicorn since birth. Unicorn humans that cannot find a pony to duct tape to themselves usually duct tape other magical creatures, such as toads and rocks...

Units:

Arteleria Humanaa: The artillery of the humans. Unicorn Humans are slow-moving people, mostly due to the live unicorns they keep attached to themselves all the time. Both being equally insane, it's also incredibly difficult to control them, though there are ways. Utilized to bombard specific areas of a battlefield with incredibly powerful magic blasts, Unicorn Humans are a devastating force within the battlefield, but are incredibly weak in melee, as they have the impediment of being elderly and having to move about with a unicorn strapped to their bodies. They take time to charge the magic blasts, with a maximum of one blast per minute, but the accuracy is unmatched.

Wizard Humans - These humans hold a large variety of spells and incantations which allow them to transmute and alter the world around them. It has been rumored that they can travel a few seconds in time, but no one can tell, for obvious reasons. A legend says that one wizard human was shot once, but he traveled back in time as much as he could to save himself. Unfortunately, it was just a few seconds, and he was shot again, so he kept traveling back to the point when he was shot for an entire year before dying from magical exhaustion, as opposed to the bullet. Wizard Humans are the most powerful of humans, but their magic can only be used after a ritual is performed, so they can't use magic instantly. The strength of the magic depends on the amount of time the ritual is performed, like charging a spell. A ritual can last for a few seconds, or over hundreds of years... ProTip: Wizard Humans are the most insane of them all. They are unpredictable, and they have no set form of attitude.

Units:

Wizards: Impossible to control by any means. They will do whatever they wish, whether that includes helping their own kin or siding with the enemy, is entirely up to them. A wizard is not an asset on a battlefield; it's a danger until proven otherwise. Being extremely powerful in every form of combat, and astoundingly difficult to slay, and also known to teleport, Wizards are a forced to be unleashed only when the necessity is incredibly dire.

You have no guarantee the Wizard will fight for you. Only the Gods (Thread Poster) can decide whether the Wizard obeys your command or does as he pleases.

Although incredibly tough to kill, they can be slain if enough soldiers/magical attacks are directed at him. Casualties will be high, however.

Monster Ponies: Undead Tribe (Undergoing revision)

Undead Tribe: Hailing from the swamps of the dark forest surrounding Hollow Shades, the Undead Tribe are a varied assortment of powerful creatures with many abilities. They are strange and incredibly dangerous at times, but lack in organization and have no defined leadership. They are incredibly aggressive, and will not hesitate to attack anything that moves. However, their intelligence is usually unreliable, as is their ability to maintain a clear head in combat.

Zombie Ponies - The undead. They rise from the graves at dusk, but will often shamble around randomly. They have occasionally wandered into neighboring towns and have been mistaken for drunks.

Units:

Walkers: Undead warriors. Their bite is incredibly painful, mostly due to the infection they carry. One bite can make the most brutal of Orcs fall to the ground, screaming in agony. That goes without mentioning the side effects, which include death and resuscitation as an undead beast. Indeed, Walkers would infest the world entirely, if it weren't because of their dim brains and the ease with which they tend to kill themselves. Walkers have no sense of direction, and generally rush into things and fall into holes, effectively killing themselves. The best way to utilize Walkers in combat is to attack a large number of enemies who are standing in flat, or unblocked terrain, as even the most basic of defenses will prove too much for a Walker.

Mana Remnants - When ponies die a quick, violent death (Usually by explosions.) their magic is concentrated enough that a pony-shaped cloud of pure energy remains. This "Energy Cloud" is still occupied by their soul, allowing them to be controlled like their biological body.

Units:

Scorchers: Missile troops specializing in firing bolts of electricity at their enemies. Scorchers cannot harm others with physical attacks, and in a similar manner they cannot be harmed with physical attacks, but the amount of shots they carry is limited to no more than a dozen discharges per day. However, it should not be taken lightly when a Scorcher enters the fray. As they are made of pure energy, they cannot be stopped with brute force, and the only ones capable of doing them harm are magical troops. This makes humans and unicorns their most lethal enemies, but leaves Orcs and other non-magical creatures entirely defenseless against them. When a Scorcher utilizes all their shots, they become practically useless.

Ghoul Pony - A ghoul pony is, essentially, an undead pony spirit without a body, that manifests near a cemetery where zombies have risen. They retain their intelligence and soul after death, which makes them fairly sociable. Ghoul ponies eat dead plants and tree bark. They also enjoy munching on living plants and fruits, vegetables, as well as other organisms, but they can't digest them.

Armor Pony - A pony's spirit that becomes bound to an object. An armor pony can come in any shape or form, from armor to weapons, and as far as simple jewelry or utensils. Armor ponies are known as such because of the great heroes of old, whom are said to have wielded armors that granted them an undead spirit for guidance and companionship. Armor ponies can only be destroyed if the object to which they are bound is obliterated. They can actively participate in combat despite their spiritual form, but only magical attacks can harm them. Armor ponies can be rebound to a distinct object via a ritual.

Skeleton Pony - Similar to armor ponies. A skeleton pony's spirit is bound to his own bones. Skeleton ponies cannot leave their bound object. Physical attacks can harm them, but they are harder to destroy, as their spirit is bound to each and every single bone they own. Skeleton pony bodies can be repaired if some of their bones are destroyed. All that is needed is a replacement of the original bone and a ritual to perform the binding.

Wight - A wight is basically a zombie who's soul (or at least part of it) remains attached to the body, meaning they retain a good portion of their personality. The bond between their body and soul is kept together through harvesting other souls either entirely or partially depending on quite a few different variables.

(Thanks to ISKV for a lot of these awesome ponies!)

Goblins

Goblins are a humanoid race that dwell within the earth and feed off carrion and prey. They are aggressive and will attack on sight, but they are also very cowardly, and are easy to rout and scare. Do remember, however, that exceptions apply, and even if you manage to rout a goblin, they always come back with a couple hundred friends.

Races: Goblins are all classified on their intelligence level, and consequently, on the amount of technological prowess their respective races have acquired. There exist five races of goblins, all of them similar in appearance despite a few minor differences, with very varied levels of mental capacity.

Mountain Goblin or Mole Goblin - the common Equestrian goblin. Mountain goblins live inside the tunnels and mine shafts of Foal Mountain and the surrounding hillsides, where they overran the miners and built a stronghold all of their own. Being the smaller type of goblins, mountain goblins are the weakest as well, but also the most agile. This lot can be recognized easily by the red war-paint with which they adorn their bodies, and by the short spears and daggers they wield with fierce rapidness. Scientists assure that this is not the effect of skill, however, and is due to human wizardry. Otherwise, goblins would be capable of learning, and that is just silly.

Forest Goblins or Dark Elves - erroneously named, forest goblins are neither elves nor do they live in forests. A forest goblin is the type you'd find living inside their fortress within the tunnels of Smokey Mountain. Their erroneous name was given after a couple of hikers found a small treehouse infested by goblins, and presumed it had been built by them. Scientists can assure, however, that goblins are not much more capable of building a sound structure as they are of flying. Which, thank Celestia, they can't. These goblins are fairly capable of building mayhem, though, and they relish in doing so with bows and javelins, which they handle with skill beyond that of the average bowman. Scientists assure, however, that this is purely because of human wizards, and has nothing to do with goblins growing intelligent at all. Forest goblins pierce their ears with large wooden splinters, and cover their heads in tree sap.

Snow Goblins or Bat Goblins - wrongly believed to be blind because of their white eyes, snow goblins dwell up north in the Crystal Mountains, proving that no matter how stupid a species, it can always reach the farthest locations in the world. Snow goblins can be recognized by their pristine, white, and expensive, thick pelts. That's right. Goblins with fur. These furry menaces crawl around inside iceberg tunnels they dig themselves, utilizing their sharp, dagger-like claws. Scientists assure, however, that goblins are not evolving to accommodate to harsher climates, and are simply being mutated by human wizards. These goblins use short swords to fight, which they, obviously, stole and did not craft. Because goblins making weapons is a silly idea.

Fire Goblins or Red Gnomes - holed up inside their dens along the Macintosh Hills, fire goblins are the oddest bunch of goblins around. Instead of large mine shafts and dark tunnels, they live inside encampments surrounded by palisades, which obviously, were built by human wizards, since goblins can't build things. Fire goblins guard their camps with furious fervor, and have been known to steal wood and tools from nearby settlements to reinforce and enlarge their strongholds, because the human wizard obviously told them to do it. These goblins wear the skulls of coyotes and wild dogs as helmets, and wield spears and clubs.

Galloping Goblins or VanGoblins - living in Galloping Gorge, these goblins are nicknamed as Vangoblins due to the uneasy peace the citizens of VanHoover have with them. Galloping goblins have holed themselves up in the gorge, making it impassable under threat of death by hurling spears, and they had begun to expand south to block the railroad, when the citizens of VanHoover decided to make a stand. There was a brief war with the goblins, after which both sides came to an agreement. The goblins would leave the railroad alone, and the city of VanHoover would leave a certain amount of food, materials, and cake by the gorge. It has been maintained since then, with VanHoover and the VanGoblins coexisting in perfect harmony. This was all due to a human wizard, of course. Diplomatic goblins are impossible.

Sacred Principality of Fluffy Pony

From the western reaches of Equestria, truly, in a land of its very own, shrouded in mystery. The SPFP (Sacred Principality of Fluffy Pony) is one of the strangest kingdoms within Equestria, and it houses one of the strangest species. The fluffy pony, as they are commonly known, is a variant of the regular pony, but with so many distinct features, that scientists have deemed them to be a species of its very own.

While the term 'Fluffy Pony' is applied to all members of this species, it is very incorrect, as there are six races that conform it. Aforementioned species is organized by the function they serve in the SPFP and its society.

Fluffle - The most widely known race. The fluffle is physically identical to a very fluffy earth pony, however, they are much more different. For one, while the fluffle may lack the amount of stamina an earth pony has, it more than makes up for it in the 'Fluff'. The 'Fluff' is of great importance to a fluffle, as they hold it very dear to their heart. It also allows them to wield a variety of strange abilities, such as an apparently infinite amount of storage capacity. The fluff also grants them a very thick armor, comparable to chain-mail. Fluffles form the basic farmer and worker class of SPFP, but they can also be warriors, and are widely known for their excellent skill with the foam sword.

Truffle - Truffles are a rarity among fluffy ponies. Truffles generally keep within the SPFP walls, and they don't really explore as much as the other races. Truffles are excellent bakers and cooks, so they prepare the larger part of SPFP's food and ammo supply. As such, truffles are chubbier than other races, and heavier. They like to think their fluff is bigger, but the fluff is equal to all. They share the same abilities as fluffles, but they can also utilize the fluff to generate fluffy warmth that can bake pies and other baked goods out of anything! A truffle puts a twig inside the fluff? A wedding cake pops out! They have large amounts of ammunition because of this too, so don't you mess with a truffle!

Puffle - Puffles are warrior fluffy ponies. They are tough and have pouty lips with frowning faces, and are very, very strong! A puffle is like an ant. Puffles can lift five times their fluffy weight, which has made them known far and wide for deeds such as winning the international baseball tournaments every single time until they were eventually only allowed to play without a bat and with a ten ton weight attached to their legs. They still win mostly, though. They have the same abilities as the others, but their fluff is way tougher! As strong as steel plate!

Muffle - The silent fluffy pony. Muffles can sneak around with great skill and speed, thanks to their magical fluff, which is so soft and puffy, that no matter what surface they're on, they'll always be quiet as a mouse, if not more. Muffles are like ninja fluffy ponies! They sneak behind their enemies and use very silent sponges and foam sticks to neutralize them. Their fluff is not as resistant, though, so they better be careful not to get in a pickle! Muffles are usually scouts and runners in SPFP, and they sometimes do the job of mailmare.

Ruffle - Ruffles are a shabby lot. They have the least pretty of fluffs, but they don't mind. The fluff is strong in them, and has given ruffles very strange abilities that no other fluffy pony has. Ruffles can create weapons, weapons that shoot very powerful darts with suction cups at the end and are powered by compressed air! Ruffles have made immense technological advances, going as far as to start experimenting with ways to develop a fully automatic dart gun! Truly, while ruffles can't be hugged without getting something sticky on your hands, they are a great help to all fluffy ponies! Great scientists and researchers, their libraries and universities that study everything from an ant to the very fluff are a great centers of knowledge for everyone. The SPFP has managed to repel many goblin and orc attacks thanks to the ruffles' machinery.

Waffle - Waffles are the royal type of fluffy pony. They have the softest, most huggable, snuggly, adorable, and magical of fluffs, which has granted them great magical powers unlike anything the world has ever seen. Waffles never leave the SPFP, so no one has ever seen one, but the fluffy ponies are very quiet and secretive about them. It is rumored that Waffles created the world, but no one can confirm it. Some even daresay that a Waffle could rival an Alicorn in a fight, or a cake eating contest...

The Lizardmen

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.

Orcs

Orcs:

A strong race of humanoids that hail from the badlands, orcs are extremely violent beasts with primitive societies and an innate love for plundering weak villages and towns. They are brutal and merciless, but also quite stupid, which has kept them from annihilating the world.

There are five types of orcs:

Blue-Skins or Runner Orcs - they are the most common type of orcs in Equestria. Medium sized and very speedy, these orcs can cover a lot of ground in one day's march. They prefer to travel light, and rely on speed and surprise to obliterate their foes.

Pale Orcs or Mauler Orcs - the average orc you can encounter in the far north. The pale orc is large sized, with a very muscular build and a lot of grey body hair to help them camouflage. These orcs prefer brute strength over stealth, however, and will rush into battle while screaming madly to intimidate their foes.

Smart Orcs or Dwarf Orcs - the average orc type you can find in the western reaches of Equestria. These orcs are small, bordering in height with goblins, which has sparked much debate over them either being goblin geniuses or smart orcs. To avoid the fright of believing goblins could be intelligent, scientists decided to simply make them smart orcs. They build war machines and elaborate traps to defend their strongholds and raid their enemies. One of the most dangerous types of orc.

Sea Orcs or Coastal Orcs - these are the type of orcs one would find in the eastern coast of Equestria. The sea orc builds his stronghold next to the sea and feeds off the sea life, and while they are still as brutal as any other orc, they tend to keep to themselves. These orcs are the closest you can get to a peaceful or civilized orc, and they'll still eat you alive if you get too close...

Gorge Orcs or Magic Orcs - the type of orc that only resides in the deepest reaches of Ghastly Gorge. These orcs are excellent alchemists and potion mixers, and they have a concoction for almost anything. Even medicine has been known to be researched by them, but never anesthetics, so if you're an orc with an injury that requires surgery, well...