Offical Unit Reference Guideby BloodpoolChaptersEquestriansZebrasHumansCrystal PoniesShadow BeingsUndeadMercenary BandsChaosDragonsThe CommonwealthForeword and indexGryphonsChangelingsDimond DogsMinotaursEquestriansNation: United Equestrian Empire (UEE) Factions: Solar Empire (SE) New Lunar Republic (NLR) Units: Common Units: Earth ponies: Earth ponies serve as your basic infantry units. They are particularly effective against Unicorns, provided they can close the distance. They are also responsible for protecting friendly Unicorn units against enemy Earth Ponies. Against Pegasi they have practically no defence; they rely on friendly Pegasi units to keep the skies clear. Pegasi: Pegasi serve as your airborne units. Their primary use is to protect the ground-based units from air attack. The ranged attacks of Unicorns can prove moderately effective against Pegasi. Unicorns: Unicorns provide you with ranged attacks. They are primarily used to bombard other ground-based units, and to shield themselves and their allies from enemy ranged attacks. They can also be used in an anti-air role if needed. In close combat, they are at a particular disadvantage. Specialist Units: Royal Guard Unicorns: Their training in close combat allows them to hold their own, and in some cases overpower Earth pony and other infantry units. Secondly, their experience in magic also allows them to be used more effectively in an anti-air role. Royal Guard Pegasi: Pegasi Royal Guard units are trained in 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 bodyguards Royal Assassins: Every Monarchy needs a team of good assassins. These Unicorns are experts in illusion spells, meaning that they can make themselves virtually 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. Royal Scouts: Fast, lightly armed and usually un-armoured. They carry a dagger for defence, 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 defence 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. Unique Characters: 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 malign influence that possessed her body and turned her into Night Mare 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. 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. With all the advantages of an Alicorn and her status, she was simply the easiest choice as the head of the Royal Assassins. There is nearly no suspicion that the lady-like princess also holds the title of Master Assassin. Like all other Royal Assassins, she wields bladed weapons suitable for clean and quick killing. Her magic allows her to throw knives from a distance. Flight assists her in surprising the enemy or make an escape. She also has the ability to cloak, though like all others, must uncloak when a weapon is drawn. However, her physique and the best equipment and swords either Canterlot or the Crystal Empire have to offer allow her to hold her own in a fight against multiple enemies, should it come to that. 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 to some degree Celestia, her mentor, also decided that periodical training sessions would be good even before her coronation. After her coronation, improving her combat abilities were one of the things emphasized as being an important part of her new role. 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. Rarity: A dressmaker by trade, rarity is an expert at manipulating objects through magic. Aside from this she also uses an incredibly well made rapier, handed down to her by her father, a now retired Guard Capitan. Fluttershy: Timid by name and nature, Fluttershy possesses the unusual ability to control animals through direct eye contact and vocal commands. Whilst her medical knowledge is mostly limited to animals, she is more than capable in her role as a frontline medic; a role that mainly involves recovering and stabilising the critically wounded so that they can be moved away from the frontlines for proper treatment. 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 have given Applejack increased strength, stamina and endurance, making her good in a fight, although she lacks any proper military training. 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. Shining Armour: The current Captain of the Royal Guard, Shining Armour will do anything for his troops, making him a likeable and charismatic leader. He 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. Nightmare Moon: Long ago, Luna and Celestia were both the rulers of Equestria. Every morning, Celestia would raise the sun, and every evening, Luna would raise the moon. Together, they kept the balance perfectly. One day, however, Luna grew jealous: the ponies would be awake to enjoy the day and love, admire, and appreciate Celestia's work, but would always sleep through her far more beautiful night. One day, Luna turned on Celestia, saying she should be the only princess in Equestria, and raised the moon before the bitterness in her heart manifested into a separate and malignant entity and transformed her into Nightmare Moon. A vicious civil war followed, culminating in the eventual defeat and banishment of Nightmare Moon. In battle, she wields a large scythe, imbued with several enchantments to make the weapon stronger, faster and sharper. ZebrasNation: United Zebrican Tribes (UZT) Factions: N/A Units: Regular Units Zebra Warriors: Less powerful than Earth ponies, but more nimble. They can cover ground more easily. They are armed with long spears. Specialist Units Zebra Chieftans: 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. Zebra Hunters: The scouts. They rely on stealth and guerilla tactics to defeat foes. They are much faster than all other Zebra units but also weaker than Warriors. They can scout enemy positions using stealth. They are highly useful for ambushes and can draw enemies into traps. They are also armed with short spears, known as iklwa, and can track enemies long distances. Support units: Zebra Shamans: 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, for confuse the enemy. However, despite this, they are rather weak in up close combat. Unique Characters: Zecora: A 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. HumansThe Empire of man Youtube Video Common units: Imperial Riflemen: The standard front-line infantry of the imperial army. Armed with muzzle-loading, single-shot flintlock rifles, 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. Imperial Assault Troopers: Assault Troopers are the shock-troops of the imperial army. Their carbines are considerably shorter and lighter than those of the Imperial Riflemen, and they make use of a complex clockwork mechanism to greatly increase the rate of fire of their weapons, which have a capacity of 12 rounds. They are heavily armoured, although clever use of in-built harnesses and spring mechanisms helps to distribute the overal weight of their armour more evenly, so they are not slowed down by the weight. Imperial Sharpshooters: Operating in pairs or alone, Imperial Sharpshooters are deployed in a sniping role, targeting officers and playing an important reconnaissance role. The rifles they carry employ do not sport scopes. Instead, all sharpshooters wear elaborate goggles that feature a series of magnifying lenses that can be placed over either eye for accurate shooting at long range. Special units: Clockwork Men: A clockwork automaton design pioneered by the Imperial army. Several specific clockwork man types are in existence, and they ususally perform either industrial or military functions. An intricate combination clockwork "wind-up" technology and gyroscopic balance, the clockwork man is also a group fighter. Its strength is augmented when among throngs of its own kind, and it can salvage the remains of other destroyed clockwork men for self-repair. However, the mechanisms are susceptible to degradation from sand, and while a single clockwork man can match the power of a sizeable battalion of foot soldiers and other infantry, it will quickly be overcome by heavier tanks and artillery Scout Flyer: A small, two-man autogyro designed for reconnaissance and security detail. The pilot concentrates on flying the machine whilst the observer sits behind him and uses a handheld camera to snap pictures of the ground below. The observer also serves as the gunner if the scout is intercepted. A complicated aim-assist mechanism helps keep a gunner's aim fixed on enemy aircraft. It uses various gears, springs, levers and weights to pinpoint and indicate exactly where a gunner has to aim for the single steam-driven rear machine gun to hit its mark. Assault Flyer: A heavier, three-man autogyro designed to ferry troops and supplies to where they are needed, and to perform a valuable ground attack role. It uses it's three steam-powered machine-guns to strafe enemy positions, and it makes deadly use of the flechette missile: A missile that explodes just before it hits the target area, releasing hundreds of razor-sharp steel blades which tear it's victims apart. The effect has been likened to an insanely large shotgun fired at close-quarters. Hero units: Air Cruiser: Air cruisers are a type of blimp or airship. Heavily armoured and carrying a large array of bombs, missile launchers and various turrets and machine-guns, they can inflict significant damage on enemy fortifications. These military airships are very slow and cumbersome. While a group of them can lay waste to an enemy encampment, troop formation, or military base in relatively short order, they are extremely vulnerable to fighters and other types of armed aircraft. Leviathan Land Cruiser: The Heavy Assault Vehicle/Tracked (HAVT) A5 Leviathan measures 30 meters in height and 50 meters in length. Its interior space allows for up to three hundred soldiers and their equipment to be carried within. A combination of twelve crew members is required to pilot and control the massive vehicle, although with an automation upgrade, that requirement can be reduced to just two pilots. With thick, thermally superconducting armor (capable of absorbing enemy fire and dispersing heat over a wide area) and a heavier load, the A5 can only achieve 160 kilometers per hour, and it turns very slowly. From a small pod above the vehicle's back, a spotter can keep a lookout for enemy forces. Though this grants a good view of the surrounding area, the spotter is an easy target for hostile troops. This observation mast can be retracted when not in use. Crystal PoniesThe Crystal Empire (CE) Youtube Video Common units: Crystal Knights: Heavily armored, armed with a lance and well trained, they can 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 more modern forms of firearms. Crystal Mages: 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. The religion the Mages follow states that they cannot draw blood... So they just bash your skull in with a mace instead. Special Units: Crystal slingers: 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 compensate for the inaccuracy of their weapons. They are lightly armored and won't last long during melee combat. Hero Units: None (yet) Shadow BeingsShadow army Youtube Video Common units: Wretchlings: Wretchlings are small humanoids that many consider little more than a nuisance. Whilst they are individually weak, they can be dangerous in gangs. In battle, they carry maces and small, round shields. They are sometimes used as scouts, but they are primarily used as cannon-fodder. Oozes: Oozes are slimy, shapeless masses of semi-translucent green goo that live only to eat. They are slow to move, but they attack with an acid touch that dissolves weapons, melts armour, and corrodes flesh. They are hard to kill via physical attacks, but for some reason, they are highly combustable. Throw a lit match into a pit full of oozes, and they'll all explode into flame. Howl-fiends: Part-man, part hyena, Howl-fiends are evil, human-sized bipedal carnivores that wander in loosely-knit tribes. Carrying vicious axes, crossbows, and strange, crescent-shaped shields, they are the light infantry units of the Shadow Army. Thanks to their animal heritage, they are deathly afraid of fire, so much so that they will become nervous at the mere scent of smoke! Special units: Shadow Wraiths: Formless, yet fearsome ghostly creatures, shadow wraiths despise all living things. They can pass through walls, and their incorporeal attacks ignore any armour the victim might be wearing. However, in daylight their powers are severely diminished, and concentrated beams of light will kill them almost immediately. Murk Trolls Murk Trolls are massive, powerful creatures. Accompanied by the putrid stench of rotting flesh, they are too stupid to feel fear. Even when they are injured, they have a unique regeneration ability that allows them to heal wounds fairly quickly. They only attack when they are hungry - which is all the time. With powerful fists and feet, they smash and trample any enemies in their path. The easiest way to bring down a troll is to cut off the limbs, and then the head. However, inflicting lots of minor injuries will also kill a troll, as long as you can wound it faster than it can heal it's injuries. Fire has the same sort of effect, overpowering the Murk Troll's regeneration abilities. Massive head trauma and crushing are also viable methods, as is simply blowing a Troll pieces. Grave-tiller Worms: Grave-tiller worms feast on decaying flesh... But they are quite happy to attack living victims regardless. Slug-like in appearance, they attack with paralysing tentacles, dragging unfortunates to their doom. Heroes: 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 Kronos, King of the Titans and Lord of Hell. In return for immortality and almost unlimited magical power, Sombra gave the Titan King his soul, and the promise that he would lead Kronos'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 the Titans from their prison in the depths of Tartarus, and have them destroy the entire planet. UndeadThe Contagion Youtube Video Common units: Nightmares: Nightmares are predecessors of Bone Fiends, their time of conversion determines how much it will take for their flesh to fall from their bones. 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. Nightmares form the bulk of Sunny Town's warriors, being standard fighters with lower than average strength. Bone Fiends: Bone Fiends are Nightmares that have served the ranks of Sunny Town for an extended period of time. Their flesh has long since rotted away, rendering them light on their hooves and very stealthy as a result. Their lack of fur or skin makes them undetectable by scent, unlike most of Sunny Town's fighters, 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. All of it in complete silence. Their frames are fragile however, and prolonged melee combat will quickly prove fatal for them. Newly Infected: Sunny Town's Newly infected are predecessors to Nightmares, being the newest and most recently converted ponies. They still hold their muscle tissue intact and their strength and resistance is thus greater than other Sunny Town fighters, but their unscathed (for the most part) appearance does not cause as much terror in their foes. As undead, they feel no fatigue and thus can fight, run, and haul heavy objects for extended periods of times without problem, but the fact that they still hold muscle tissue and that they still use it means that they can overexert themselves and become injured if pushed beyond their limits. Their non glowing eyes makes them suitable for ambushes, though their speed is still that of an average pony. Special Units: Brain fiends: Sunny Town's fighters are numerous and unyielding seas of terror and rotting flesh, but no more than that. Their ability to plan and mobilize themselves in an orderly manner is nonexistent. That's where the Brain fiends come in. The infection treated them differently than the majority of others, and allowed them to conserve their brains mostly intact. Thus, they are still able to solve basic problematics and produce spontaneous solutions to simple enemy strategies. There's a wall to overcome? Leave it to the Brain Fiends to find the small sewers beneath them. Enemy soldiers are heavily entrenched in front of a mountain pass? The Brain fiends will see if they can climb the mountain and surround them. Their capacity is very basic, but they will allow you to field a wider variety of strategies other than "everyone charge at that thing" Bile fiends: Bile fiends are the missile fighters of Sunny Town. The infection enlarged and weaponized their digestive organs into bile hurling organs that remain at work despite them being braindead. The amount of bile coursing through their bodies has turned them into beings that despise any living creature though, and they will fire as soon as they spot anything living. Heroes: Grey Hoof: Leader of Sunny Town and party planner extraordinaire. Grey Hoof is an expert in organization and planning, making him a top notch strategist and a very resourceful leader. He fights barehooved like most other Sunny Towners. His presence permits for complex strategies to be available. Three Leaf: Sunny Town's local gardener, Three Leaf is an expert botanist and knows her way around the Everfree like the back of her hoof. She can use the terrain to her advantage like no other and ambushes are a specialty of hers. Her presence allows for complex strategies to be available. Roneo: Grey Hoof's guardspony, Roneo is charged with guarding Mitta and protecting Sunny Town from attack. He is at his element when it comes to defense and will prove very resourceful when under attack. His presence allows for complex strategies to be available. Mercenary BandsMercenary Bands Youtube Video Common units: Gryphon 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. Zebra Mercenaries: Less powerful than Earth ponies, but more nimble. They can cover ground more easily. They are armed with long spears. Human Mercenaries: Human Mercenaries make excellent front-line infantry. Armed with breach-loading, single-shot flintlock 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: Mule Company: Generally viewed as something of a lower class fighter, mules are surprisingly tough, persistent and tenacious in combat. Mules are adept at long-distance travel, and much more so than their other equine counterparts, except pegasi. They also excel at climbing otherwise impassible slopes and treacherous cliffs with sure-footed ease. They are armed with mostly improvised weaponry, generally being too poor to afford weapons such as swords and the like. Broken bottles, improvised shanks, sledges, sickles, mattocks and simple nail-studded clubs make up the majority of their weaponry, along with a few others looted or stolen from enemies or even the bodies of friendly troops, when they can get away with it. Mules aren't elegant in any sense of the word whilst in combat: they charge and plod and make a great ruckus once they've got into the thick of the fight. Because of this, mules may never attempt to flank an enemy unless they are unaware of their presence. Due to the nature of mules' lack of funds, they will accept many things as payment other than monetary sums, such as food, alcohol, proper equipment, and even a ready mare or two on off-time. Human 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. Knight Errant: Knight Errants are Crystal knights that, after a thousand years of service, decide to go out and see the world. Sadly, after so long in isolation, their coin has been outdated and is now deemed worthless. Penniless but still young and armed, these warriors sell their lances to the highest bidder and accompany foreign generals in their campaigns. Armed with a traditional lance and protected by a light scaled armor, these knights are formidable fighters, although not as resistant as the fully equiped original knights they will still outdo most forms of infantry. Be warned however, as they are nationalists at heart and will not battle their own kin. Order of the Drakeguard: The Order is an elite and distinguished order of dragons, but they are a smaller breed than most Equestrian varieties. They are faster, smaller, and more vicious than their larger counterparts, but not quite as intelligent or as resilient. Their fire breathing is at a lesser level than that of larger dragons, but they more than make up for it in keen senses and sheer ferocity in close combat. In melee, drakes become a flurry of ripping claws, gnashing teeth, whipping tails, and ramming horns. Surviving an onslaught from a drake is extremely unlikely unless heavy armor or extreme physical resilience is brought into play. Due to their sharp awareness of their surroundings, their speed and their lack of a magical aura, drakes make excellent scouts and hit-and-run raiders. Drakes are often hired for quick and brutal lightning strikes in which the enemy scarcely knew what hit them before their ranks become more horizontally inclined, lacking of multiple pieces, and a lot less full of vital bodily fluids. The Order is wealthy enough that it can equip its members very generously, such as outfitting themselves in expertly forged armor plates that complement their already extremely durable scales. It is also not unheard of for those of the Order of the Drakeguard to possess artificial claws and spikes and blades worn over their limbs and tail or even wings. A drake flying at top speed with blade tipped wings aimed at your throat is not a pleasant sight for most foes, indeed. The only downsides of the Drakeguard lie in the fact that they are very greedy, and require vast sums of payment in order to fight under one's banner, they are not very difficult to outnumber and overwhelm by sheer force of quantity, and also that The Order does not work with diamond dogs, no matter the circumstances, as their gem-theiving ways disgust and infuriate them to no end, considering their draconic heritage. ChaosLegions of Chaos (LOC) Youtube Video Common units Timberwolves: 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 basicaly living pieces of wood, they are fairly weak, although they compensate for this by attacking in large packs. Bladed weapons are particulary 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, for the obvious reason that they are reasonably easy to set alight. 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. 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 through the use of magic, although it requires considerable time and effort. In addition to this, it's claws and beak are razor-sharp, and can slice the flesh of unarmored targets with relative ease. Special Units: N/a Hero Units: 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 holds sway over many of the more dangerous animals of Equestria, and is capable of practically anything. Aside from his immensely powerful, reality altering magic, and his mind-controlling powers, he is clever and cunning, making him a dangerous opponent. He may even deliberately loose a battle just because he finds it amusing, but he will always win the war. DragonsDragons: Youtube Video Common units Common 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. Able to speak in multiple languages, they shed their skins once every three years. Lair: A mountain or sea cave in an isolated area. Dimensions (Adult) 45 feet long; 13 to 17 feet high. Colouration: Red, green, black, purple, yellow or occasionally gold. Forms of attack: Flame, tail, claws, teeth. Average life span: 500 years Frost dragon: These dragons spend most of their time in dark, winter climates. They are excellent fliers, able to dodge all but the fastest projectiles. They can also speak multiple languages. Lair: A sea-facing cave hollowed out from a glacier or iceberg. Dimensions (Adult): 40 feet long; 12 to 15 feet high. Colouration: White, light blue or grey. Forms of attack: "Ice breath", tail, claws, teeth. Average life span: 350 years Knucker: Found in damp, swampy or boggy locations, these creatures are serpentine in appearance. They only have vestigial wings and cannot fly. Lair: A deep pond, well or cave. Dimensions (Adult): 30 feet long; 3 to 6 feet high. Colouration: Leathery brown, dull red, greenish blue. Forms of attack: Venomous bite, constriction. Average life span: 150 years Wyvern: Unlike most other dragons, the wyvern only has two legs. It is also the largest form of dragon. Lair: A rocky crag, sand dunes or grass. Dimensions (Adult) 60 feet long; 20 feet high. Colouration: Lime green to muddy brown. Forms of attack: Flame, teeth, claws, tail, dropping from great heights. Average life span: 600 years Special units Weeper dragon: The Weeper dragon is something of a dark secret among the Dragon clans. It is definitely draconic in shape, though most of them sport extended necks, strangely glowing spines or other bizarre mutations that are unique to each Weeper. The only consistent mutation amongst the creatures is the lack of eyes. Instead of the more usual ocular equipment, each Weeper oozes a substance from their empty sockets that is horrific to look upon, but even worse to come into contact with. The substance is a powerful hallucinogenic, and the blind dragons seem to feed on the hallucinated horrors in some manner that at the moment eludes study. Unfortunately, this is usually fatal for their victims, who often expire from cardiac arrest. Physicaly, the Weepers resemble heavily mutated dragons, though they often show so many physical mutations that it can be frequently difficult to tell. Glowing spines and extra limbs add to their freakish look, and many of them seem to even have additional glands and strange protuberances that serve no apparent purpose. Their internal structures include flame glands, much like a regular dragon, but they appear to have none of the usual digestive structures common to their closest relatives, in addition to the aforementioned strange, unknown glands and other structures. Psychologically, Weepers are mostly non-communicative. They do not speak, but they seem to have some form of psychic communication. They often seem to radiate sadness and rage, to those that have survived their encounters, and it suggests that they may understand their ostracized position. If so, they have universally lashed out against any attempts at peaceful contact, and are amongst some of the more dangerous creatures living in the nesting areas of Dragons. The most frightening aspect of Weepers is their method of reproduction. Weepers are asexual, carrying their embryos in special oral glands. Weepers have very powerful teeth and claws. If a weeper catches a victim, they will reproduce using their living victim as a host for their eggs. The Weeper will use its teeth or claws to rip out the rib cage of its victim before orally injecting its embryo into its chest. The parasitic embryo will then feed off of its host's life living matter before hatching inside the body, transforming the host into a new Weeper Dragon. Non-draconic hosts are not transformed, as neither the "impregnation" or the "birthing" process occurs. Such an event is still almost 100% fatal for non-draconic creatures; as one would expect, being bitten by any kind of dragon is usually fatal. The CommonwealthThe Commonwealth Common Units: Steel Ponies: 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. Comets: Named so for the glint of starlight that may reflect 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. Meteors: 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. Special Units: Explosive Ordnance Delivery: Because mere minutes after an autonomous design was created, someone suggested that they just make it explode. Commonly referred to as "EOD", it is 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. Titans: Some are so fanatical in their 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. In battle they wield a huge array of weaponry, although the individual armament of a Titan is usually the personal preference of the creator. There are, however, a small number of weapons that have proven to be very popular, and are a common sight on the field of battle. Steam emitters and Flamethrowers are popular close combat weapons, firing jets of super-pressurized steam or flammable liquid, scalding or burning anything that is foolish enough to wander into range. For longer ranges, all kinds of weapons are fielded, from rocket launchers, machine guns, mortars and cannons. Super Titans: Only the most fanatical and devoted technophiles are insane enough to be bonded with these walking fortresses of destruction, the Super Titans. Too large and too monstrous to be controlled by a single pilot, a Super Titan may have two, three or even more people controlling various parts of the machine. The number of organic pilots within the machine corresponds with the size and complexity of the gigantic mechanized war machine. Like the "regular" Titans, the individual armament and structure of a Super Titan is usually the personal preference of the creators, but they all operate by the same creed: Bigger is better. There are even reports of several Super Titans armed with incredibly destructive weapons that fire beams of raw magical energy to literally tear opponents apart at an atomic level. Mechanicorns: The pride of Commonwealth engineering. Through various sources, Commonwealth engineers 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. Combat Engineers (earth ponies): As earth ponies, 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. Do not be fooled, however, as they are competent warriors in hoof-to-hoof when the need arises. Combat Engineers (pegasi and griffons): They are like their earth pony kin, except with the ability to fly. Thus, they can move faster and create defensive structures in the sky for flying units. They are still generally effective at making ground structures. They can repair machinery as well, but more importantly, are better at repairing airborne craft. It is also to be noted that they make excellent pilots, as their inherent skill in flight, coupled with their engineering talent, allows them to temporarily repair damage whilst in flight, saving time, and taking a little bit of pressure off the ground crews responsible for keeping the aircraft in one piece. Combat Engineers (unicorns): The finest engineers trained for the field. They are few, as many other unicorns would prefer to be in the workshop at home. These engineers work faster than regular engineers, and have better defensive capability, capable of levitating and swinging tools such as pickaxes and shovels with deadly force. Many an opponent has made the mistake of taking these engineers to be easy targets, only to have his skull smashed in by a flying wrench a moment later. Hero Units: N/A (Yet). Foreword and indexOffical Unit Reference Guide Hello! Welcome to Battlefield: Equestria's official unit reference guide! Initially created by the Admin The Grey Pegasus, it has since been hijacked by the Bloodpool, the Group's founder and lead Admin. This indexed guide is to help assist in faster searching for specific units. Especially because the thread post was getting very long and annoying to read. Unit statistics and abilities are liable to change. Common sense must be used when determining the strengths and weaknesses of units. A Player-vs-Player thread will be posted at some point, along with a list of rules for PvP battles. Suggestions are welcome, athough there are a few rules: When suggesting new factions, all units used by that faction must also be included with the suggestion. When suggesting new units, they must be assigned to an existing faction or factions. Any suggested unit must have at least one weakness that can be exploited. Scenarios and Battlegrounds can also be suggested. These do not need to be sent to the author. You can post your own Scenario threads, but they can only involve the unit types mentioned here. Suggested equipment or siege weapons cannot be faction-specific, although an exception may be made for human weapons. Please be patient when submiting suggestions. I cannot be online all the time, and it may take me a while to get back to you. All suggestions must be sent via private messages to the author, Bloodpool. Index Units seperated by race: Equestrians Gryphons Zebras Changelings Humans Dimond Dogs Crystal Ponies Minotaurs Shadow Beings Undead Mercenary Bands Chaos Dragons GryphonsNation: Gryphons Factions: Gryphon Monarchists (GM) Gryphonic Stratocracy (GS) Units: Regular Units Gryphon Heavy Infantry: Despite having wings, some Gryphons choose to fight on foot. Carrying an array of clubs, spears, swords and axes, they are particularly effective against ranged units, provided they can close the distance. Hippogriff Light Infantry: The offspring of a Gryphon and a mare. They are looked down upon by all true Gryphons as a lower class of life. Because of this, they are not given any weapons other than the ones they are born with: Beaks, talons and hooves. They are primarily used as cannon-fodder, as they are fairly ineffective in any kind of combat. Because of this fact, most are forced into the role. Many will flee if given the chance, so they must be accompanied at all times by Gryphon Enforcers to prevent this. Specialist Units The King's Bodyguard: These Gryphons are the personal bodyguard of the Gryphon King. They are responsible for protecting the King from his enemies, both on and off the battlefield. They are heavily armoured, and are armed with deadly Zweihänder swords. They are a force to be reckoned with, but they have one weakness: Their heavy armor and weapons limit their combat mobility. Support units: Gryphon Enforcers: Armed with vicious cat-o-nine-tails whips, Gryphon Enforcers ensure that any of the other units do not break and flee from the battle. And the whips can be used just as effectively against the enemy too, although they rely more on their reputation of brutality than combat skill, as the whips are rarely fatal... Which is why they also carry rondel daggers. Unique Characters: King Razorbeak: A charismatic and powerful leader, King Razorbeak is well-known for his cunning intellect. Like most other Gryphons, he is rather fond of war. In battle, he uses a vicious axe, along with a rounded wooden shield with a spike in the center. ChangelingsChangeling Hive (CH) Youtube Video Common units: Changeling Drones: The core of the Changeling Hive. They use their fangs and jagged hooves as sharp weapons. They can take on the form of their enemies. They are hive minded allowing them to work perfectly as one. Their primary attack strategy is to swarm their enemies from the ground and air. However, they don't work well on the defensive side and have low endurance. Hatchling: When Changelings mature, they develop the ability to feed off love and other emotions. When they are premature, however, they must feed on flesh, as they have no love-draining ability yet. They are generally mindless, the only real signals they can recognize are from the Queen. They are small, have thin exoskeletons, and no wings, but their teeth are razor sharp. On their own, they are very weak, but in large numbers they will swarm enemies and eat them alive. They are mostly used as cannon fodder. Changeling Warriors: Because the regular Drones are not terribly useful for defense, Warrior Drones are hatched for that exact purpose. Their exoskeletons are much thicker and less jagged and they are heavier. Their main combat ability is conjuring powerful green fire. Because of their weight, they are slow moving but it also gives them much bucking power. Also, because of their weight, they can barely maneuver or go fast when flying and mainly use their wings to hover. However, this also gives them a helicopter-like personna, allowing them to shoot fire from above. They can also use their weight for fast, airborne dives. Special Units Deceiver Drones: While most Changelings only copy the form of their enemies, Deceiver Drones are powerful enough to copy their form and personality. As their name inplies, they are deceivers. Their main purpose to infiltrate the enemy and break them apart from the inside. However, staying in the enemy form drains their power and they must eventually change back to recharge. Hero Units Queen Chrysalis: She is powerful enough to drain love from an enemy and spread it around to energize her Changelings. She can also comunicate with all Changelings through thought and can dictate strategy to all units. She can usually be found at some kind of vantage point where she can observe the battle and direct her Changelings. Dimond DogsThe Grand Pack (PCK) Youtube Video Common units: Battle Hounds: Dogs who are highly trained in the arts of ripping the enemy up and are armed with deadly strap-on claw blades. When in combat, they always go straight for their enemies' weak points, as is their training. They always watch each others backs in battle, but aren't to smart, however. They can also defend themselves from air attacks fairly well, although ranged attacks are a danger. Guard Dogs: Dogs who are specifically trained to defend an area. They watch their backs, just like Battle Hounds, but are not as headstrong. They will defend the assigned position with their lives and will not stray from it unless absolutely necessary. They are armed with simple spears and shields. Special Units: Blood Hounds: If Dogs are the best hunters in the world, Blood Hounds are the best of the best. They can follow the trail of the enemy with just the slightest scent. There is almost no way to evade their detection; their barks and growls are a clear sign that they know you're close. However, they do not use stealth, but create terrible howls to strike fear into their prey. In the end, no one can escape or hide from them, you best take them head on. Besides their claws and teeth, their weapons are crossbows with are effective at medium to close range. Hero Units: Rex: In a pack, the overall leader is the Pack Alpha. In which case, Rex is the Pack Alpha of The Grand Pack, calm, calculating, and intelligent. He is old, even by Human standards, but is still in good fighting shape. His weapons are fighting gloves covered in gem shards. Ace: Ace is the Alpha of the Blood Hounds. He has extremely keen sense of smell and is said to be able to detect enemies from miles away. He uses a crossbow that fires barbed bolts, that can only be removed from a victim by physicaly cutting the bolt out of the flesh. Yankee: The rough and tough First Alpha of the Battle Hounds. He's rather short and not as strong as most dogs, but that is no reason to underestimate him. He's a very skilled fighter and not afraid to go up against the toughest of enemies and is not easily intimidated. His weapon is a Mace. MinotaursMinotaur Clans Youtube Video Common units: Minotaur Warriors: 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. Minotaur Raiders: 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 particulary good at destroying settlements. They are somewhat difficult to control, so having a Cheiftain present is always a good idea if you don't everything burning to the ground. Special units Minotaur Berserkers: Berserkers specialise in working themselves into an insane battle rage. Totally uncontrollable until they eventually calm down, they attack targets at random, 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. Heroes Minotaur Chieftains: 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 Chieftans dual-wield two wepons in battle, usually swords. This is not just a practical choice, but also a display of power and wealth: Not everyone can afford to own two weapons.
EquestriansNation: United Equestrian Empire (UEE) Factions: Solar Empire (SE) New Lunar Republic (NLR) Units: Common Units: Earth ponies: Earth ponies serve as your basic infantry units. They are particularly effective against Unicorns, provided they can close the distance. They are also responsible for protecting friendly Unicorn units against enemy Earth Ponies. Against Pegasi they have practically no defence; they rely on friendly Pegasi units to keep the skies clear. Pegasi: Pegasi serve as your airborne units. Their primary use is to protect the ground-based units from air attack. The ranged attacks of Unicorns can prove moderately effective against Pegasi. Unicorns: Unicorns provide you with ranged attacks. They are primarily used to bombard other ground-based units, and to shield themselves and their allies from enemy ranged attacks. They can also be used in an anti-air role if needed. In close combat, they are at a particular disadvantage. Specialist Units: Royal Guard Unicorns: Their training in close combat allows them to hold their own, and in some cases overpower Earth pony and other infantry units. Secondly, their experience in magic also allows them to be used more effectively in an anti-air role. Royal Guard Pegasi: Pegasi Royal Guard units are trained in 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 bodyguards Royal Assassins: Every Monarchy needs a team of good assassins. These Unicorns are experts in illusion spells, meaning that they can make themselves virtually 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. Royal Scouts: Fast, lightly armed and usually un-armoured. They carry a dagger for defence, 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 defence 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. Unique Characters: 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 malign influence that possessed her body and turned her into Night Mare 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. 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. With all the advantages of an Alicorn and her status, she was simply the easiest choice as the head of the Royal Assassins. There is nearly no suspicion that the lady-like princess also holds the title of Master Assassin. Like all other Royal Assassins, she wields bladed weapons suitable for clean and quick killing. Her magic allows her to throw knives from a distance. Flight assists her in surprising the enemy or make an escape. She also has the ability to cloak, though like all others, must uncloak when a weapon is drawn. However, her physique and the best equipment and swords either Canterlot or the Crystal Empire have to offer allow her to hold her own in a fight against multiple enemies, should it come to that. 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 to some degree Celestia, her mentor, also decided that periodical training sessions would be good even before her coronation. After her coronation, improving her combat abilities were one of the things emphasized as being an important part of her new role. 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. Rarity: A dressmaker by trade, rarity is an expert at manipulating objects through magic. Aside from this she also uses an incredibly well made rapier, handed down to her by her father, a now retired Guard Capitan. Fluttershy: Timid by name and nature, Fluttershy possesses the unusual ability to control animals through direct eye contact and vocal commands. Whilst her medical knowledge is mostly limited to animals, she is more than capable in her role as a frontline medic; a role that mainly involves recovering and stabilising the critically wounded so that they can be moved away from the frontlines for proper treatment. 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 have given Applejack increased strength, stamina and endurance, making her good in a fight, although she lacks any proper military training. 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. Shining Armour: The current Captain of the Royal Guard, Shining Armour will do anything for his troops, making him a likeable and charismatic leader. He 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. Nightmare Moon: Long ago, Luna and Celestia were both the rulers of Equestria. Every morning, Celestia would raise the sun, and every evening, Luna would raise the moon. Together, they kept the balance perfectly. One day, however, Luna grew jealous: the ponies would be awake to enjoy the day and love, admire, and appreciate Celestia's work, but would always sleep through her far more beautiful night. One day, Luna turned on Celestia, saying she should be the only princess in Equestria, and raised the moon before the bitterness in her heart manifested into a separate and malignant entity and transformed her into Nightmare Moon. A vicious civil war followed, culminating in the eventual defeat and banishment of Nightmare Moon. In battle, she wields a large scythe, imbued with several enchantments to make the weapon stronger, faster and sharper.
ZebrasNation: United Zebrican Tribes (UZT) Factions: N/A Units: Regular Units Zebra Warriors: Less powerful than Earth ponies, but more nimble. They can cover ground more easily. They are armed with long spears. Specialist Units Zebra Chieftans: 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. Zebra Hunters: The scouts. They rely on stealth and guerilla tactics to defeat foes. They are much faster than all other Zebra units but also weaker than Warriors. They can scout enemy positions using stealth. They are highly useful for ambushes and can draw enemies into traps. They are also armed with short spears, known as iklwa, and can track enemies long distances. Support units: Zebra Shamans: 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, for confuse the enemy. However, despite this, they are rather weak in up close combat. Unique Characters: Zecora: A 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.
HumansThe Empire of man Youtube Video Common units: Imperial Riflemen: The standard front-line infantry of the imperial army. Armed with muzzle-loading, single-shot flintlock rifles, 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. Imperial Assault Troopers: Assault Troopers are the shock-troops of the imperial army. Their carbines are considerably shorter and lighter than those of the Imperial Riflemen, and they make use of a complex clockwork mechanism to greatly increase the rate of fire of their weapons, which have a capacity of 12 rounds. They are heavily armoured, although clever use of in-built harnesses and spring mechanisms helps to distribute the overal weight of their armour more evenly, so they are not slowed down by the weight. Imperial Sharpshooters: Operating in pairs or alone, Imperial Sharpshooters are deployed in a sniping role, targeting officers and playing an important reconnaissance role. The rifles they carry employ do not sport scopes. Instead, all sharpshooters wear elaborate goggles that feature a series of magnifying lenses that can be placed over either eye for accurate shooting at long range. Special units: Clockwork Men: A clockwork automaton design pioneered by the Imperial army. Several specific clockwork man types are in existence, and they ususally perform either industrial or military functions. An intricate combination clockwork "wind-up" technology and gyroscopic balance, the clockwork man is also a group fighter. Its strength is augmented when among throngs of its own kind, and it can salvage the remains of other destroyed clockwork men for self-repair. However, the mechanisms are susceptible to degradation from sand, and while a single clockwork man can match the power of a sizeable battalion of foot soldiers and other infantry, it will quickly be overcome by heavier tanks and artillery Scout Flyer: A small, two-man autogyro designed for reconnaissance and security detail. The pilot concentrates on flying the machine whilst the observer sits behind him and uses a handheld camera to snap pictures of the ground below. The observer also serves as the gunner if the scout is intercepted. A complicated aim-assist mechanism helps keep a gunner's aim fixed on enemy aircraft. It uses various gears, springs, levers and weights to pinpoint and indicate exactly where a gunner has to aim for the single steam-driven rear machine gun to hit its mark. Assault Flyer: A heavier, three-man autogyro designed to ferry troops and supplies to where they are needed, and to perform a valuable ground attack role. It uses it's three steam-powered machine-guns to strafe enemy positions, and it makes deadly use of the flechette missile: A missile that explodes just before it hits the target area, releasing hundreds of razor-sharp steel blades which tear it's victims apart. The effect has been likened to an insanely large shotgun fired at close-quarters. Hero units: Air Cruiser: Air cruisers are a type of blimp or airship. Heavily armoured and carrying a large array of bombs, missile launchers and various turrets and machine-guns, they can inflict significant damage on enemy fortifications. These military airships are very slow and cumbersome. While a group of them can lay waste to an enemy encampment, troop formation, or military base in relatively short order, they are extremely vulnerable to fighters and other types of armed aircraft. Leviathan Land Cruiser: The Heavy Assault Vehicle/Tracked (HAVT) A5 Leviathan measures 30 meters in height and 50 meters in length. Its interior space allows for up to three hundred soldiers and their equipment to be carried within. A combination of twelve crew members is required to pilot and control the massive vehicle, although with an automation upgrade, that requirement can be reduced to just two pilots. With thick, thermally superconducting armor (capable of absorbing enemy fire and dispersing heat over a wide area) and a heavier load, the A5 can only achieve 160 kilometers per hour, and it turns very slowly. From a small pod above the vehicle's back, a spotter can keep a lookout for enemy forces. Though this grants a good view of the surrounding area, the spotter is an easy target for hostile troops. This observation mast can be retracted when not in use.
Crystal PoniesThe Crystal Empire (CE) Youtube Video Common units: Crystal Knights: Heavily armored, armed with a lance and well trained, they can 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 more modern forms of firearms. Crystal Mages: 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. The religion the Mages follow states that they cannot draw blood... So they just bash your skull in with a mace instead. Special Units: Crystal slingers: 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 compensate for the inaccuracy of their weapons. They are lightly armored and won't last long during melee combat. Hero Units: None (yet)
Shadow BeingsShadow army Youtube Video Common units: Wretchlings: Wretchlings are small humanoids that many consider little more than a nuisance. Whilst they are individually weak, they can be dangerous in gangs. In battle, they carry maces and small, round shields. They are sometimes used as scouts, but they are primarily used as cannon-fodder. Oozes: Oozes are slimy, shapeless masses of semi-translucent green goo that live only to eat. They are slow to move, but they attack with an acid touch that dissolves weapons, melts armour, and corrodes flesh. They are hard to kill via physical attacks, but for some reason, they are highly combustable. Throw a lit match into a pit full of oozes, and they'll all explode into flame. Howl-fiends: Part-man, part hyena, Howl-fiends are evil, human-sized bipedal carnivores that wander in loosely-knit tribes. Carrying vicious axes, crossbows, and strange, crescent-shaped shields, they are the light infantry units of the Shadow Army. Thanks to their animal heritage, they are deathly afraid of fire, so much so that they will become nervous at the mere scent of smoke! Special units: Shadow Wraiths: Formless, yet fearsome ghostly creatures, shadow wraiths despise all living things. They can pass through walls, and their incorporeal attacks ignore any armour the victim might be wearing. However, in daylight their powers are severely diminished, and concentrated beams of light will kill them almost immediately. Murk Trolls Murk Trolls are massive, powerful creatures. Accompanied by the putrid stench of rotting flesh, they are too stupid to feel fear. Even when they are injured, they have a unique regeneration ability that allows them to heal wounds fairly quickly. They only attack when they are hungry - which is all the time. With powerful fists and feet, they smash and trample any enemies in their path. The easiest way to bring down a troll is to cut off the limbs, and then the head. However, inflicting lots of minor injuries will also kill a troll, as long as you can wound it faster than it can heal it's injuries. Fire has the same sort of effect, overpowering the Murk Troll's regeneration abilities. Massive head trauma and crushing are also viable methods, as is simply blowing a Troll pieces. Grave-tiller Worms: Grave-tiller worms feast on decaying flesh... But they are quite happy to attack living victims regardless. Slug-like in appearance, they attack with paralysing tentacles, dragging unfortunates to their doom. Heroes: 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 Kronos, King of the Titans and Lord of Hell. In return for immortality and almost unlimited magical power, Sombra gave the Titan King his soul, and the promise that he would lead Kronos'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 the Titans from their prison in the depths of Tartarus, and have them destroy the entire planet.
UndeadThe Contagion Youtube Video Common units: Nightmares: Nightmares are predecessors of Bone Fiends, their time of conversion determines how much it will take for their flesh to fall from their bones. 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. Nightmares form the bulk of Sunny Town's warriors, being standard fighters with lower than average strength. Bone Fiends: Bone Fiends are Nightmares that have served the ranks of Sunny Town for an extended period of time. Their flesh has long since rotted away, rendering them light on their hooves and very stealthy as a result. Their lack of fur or skin makes them undetectable by scent, unlike most of Sunny Town's fighters, 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. All of it in complete silence. Their frames are fragile however, and prolonged melee combat will quickly prove fatal for them. Newly Infected: Sunny Town's Newly infected are predecessors to Nightmares, being the newest and most recently converted ponies. They still hold their muscle tissue intact and their strength and resistance is thus greater than other Sunny Town fighters, but their unscathed (for the most part) appearance does not cause as much terror in their foes. As undead, they feel no fatigue and thus can fight, run, and haul heavy objects for extended periods of times without problem, but the fact that they still hold muscle tissue and that they still use it means that they can overexert themselves and become injured if pushed beyond their limits. Their non glowing eyes makes them suitable for ambushes, though their speed is still that of an average pony. Special Units: Brain fiends: Sunny Town's fighters are numerous and unyielding seas of terror and rotting flesh, but no more than that. Their ability to plan and mobilize themselves in an orderly manner is nonexistent. That's where the Brain fiends come in. The infection treated them differently than the majority of others, and allowed them to conserve their brains mostly intact. Thus, they are still able to solve basic problematics and produce spontaneous solutions to simple enemy strategies. There's a wall to overcome? Leave it to the Brain Fiends to find the small sewers beneath them. Enemy soldiers are heavily entrenched in front of a mountain pass? The Brain fiends will see if they can climb the mountain and surround them. Their capacity is very basic, but they will allow you to field a wider variety of strategies other than "everyone charge at that thing" Bile fiends: Bile fiends are the missile fighters of Sunny Town. The infection enlarged and weaponized their digestive organs into bile hurling organs that remain at work despite them being braindead. The amount of bile coursing through their bodies has turned them into beings that despise any living creature though, and they will fire as soon as they spot anything living. Heroes: Grey Hoof: Leader of Sunny Town and party planner extraordinaire. Grey Hoof is an expert in organization and planning, making him a top notch strategist and a very resourceful leader. He fights barehooved like most other Sunny Towners. His presence permits for complex strategies to be available. Three Leaf: Sunny Town's local gardener, Three Leaf is an expert botanist and knows her way around the Everfree like the back of her hoof. She can use the terrain to her advantage like no other and ambushes are a specialty of hers. Her presence allows for complex strategies to be available. Roneo: Grey Hoof's guardspony, Roneo is charged with guarding Mitta and protecting Sunny Town from attack. He is at his element when it comes to defense and will prove very resourceful when under attack. His presence allows for complex strategies to be available.
Mercenary BandsMercenary Bands Youtube Video Common units: Gryphon 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. Zebra Mercenaries: Less powerful than Earth ponies, but more nimble. They can cover ground more easily. They are armed with long spears. Human Mercenaries: Human Mercenaries make excellent front-line infantry. Armed with breach-loading, single-shot flintlock 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: Mule Company: Generally viewed as something of a lower class fighter, mules are surprisingly tough, persistent and tenacious in combat. Mules are adept at long-distance travel, and much more so than their other equine counterparts, except pegasi. They also excel at climbing otherwise impassible slopes and treacherous cliffs with sure-footed ease. They are armed with mostly improvised weaponry, generally being too poor to afford weapons such as swords and the like. Broken bottles, improvised shanks, sledges, sickles, mattocks and simple nail-studded clubs make up the majority of their weaponry, along with a few others looted or stolen from enemies or even the bodies of friendly troops, when they can get away with it. Mules aren't elegant in any sense of the word whilst in combat: they charge and plod and make a great ruckus once they've got into the thick of the fight. Because of this, mules may never attempt to flank an enemy unless they are unaware of their presence. Due to the nature of mules' lack of funds, they will accept many things as payment other than monetary sums, such as food, alcohol, proper equipment, and even a ready mare or two on off-time. Human 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. Knight Errant: Knight Errants are Crystal knights that, after a thousand years of service, decide to go out and see the world. Sadly, after so long in isolation, their coin has been outdated and is now deemed worthless. Penniless but still young and armed, these warriors sell their lances to the highest bidder and accompany foreign generals in their campaigns. Armed with a traditional lance and protected by a light scaled armor, these knights are formidable fighters, although not as resistant as the fully equiped original knights they will still outdo most forms of infantry. Be warned however, as they are nationalists at heart and will not battle their own kin. Order of the Drakeguard: The Order is an elite and distinguished order of dragons, but they are a smaller breed than most Equestrian varieties. They are faster, smaller, and more vicious than their larger counterparts, but not quite as intelligent or as resilient. Their fire breathing is at a lesser level than that of larger dragons, but they more than make up for it in keen senses and sheer ferocity in close combat. In melee, drakes become a flurry of ripping claws, gnashing teeth, whipping tails, and ramming horns. Surviving an onslaught from a drake is extremely unlikely unless heavy armor or extreme physical resilience is brought into play. Due to their sharp awareness of their surroundings, their speed and their lack of a magical aura, drakes make excellent scouts and hit-and-run raiders. Drakes are often hired for quick and brutal lightning strikes in which the enemy scarcely knew what hit them before their ranks become more horizontally inclined, lacking of multiple pieces, and a lot less full of vital bodily fluids. The Order is wealthy enough that it can equip its members very generously, such as outfitting themselves in expertly forged armor plates that complement their already extremely durable scales. It is also not unheard of for those of the Order of the Drakeguard to possess artificial claws and spikes and blades worn over their limbs and tail or even wings. A drake flying at top speed with blade tipped wings aimed at your throat is not a pleasant sight for most foes, indeed. The only downsides of the Drakeguard lie in the fact that they are very greedy, and require vast sums of payment in order to fight under one's banner, they are not very difficult to outnumber and overwhelm by sheer force of quantity, and also that The Order does not work with diamond dogs, no matter the circumstances, as their gem-theiving ways disgust and infuriate them to no end, considering their draconic heritage.
ChaosLegions of Chaos (LOC) Youtube Video Common units Timberwolves: 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 basicaly living pieces of wood, they are fairly weak, although they compensate for this by attacking in large packs. Bladed weapons are particulary 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, for the obvious reason that they are reasonably easy to set alight. 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. 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 through the use of magic, although it requires considerable time and effort. In addition to this, it's claws and beak are razor-sharp, and can slice the flesh of unarmored targets with relative ease. Special Units: N/a Hero Units: 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 holds sway over many of the more dangerous animals of Equestria, and is capable of practically anything. Aside from his immensely powerful, reality altering magic, and his mind-controlling powers, he is clever and cunning, making him a dangerous opponent. He may even deliberately loose a battle just because he finds it amusing, but he will always win the war.
DragonsDragons: Youtube Video Common units Common 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. Able to speak in multiple languages, they shed their skins once every three years. Lair: A mountain or sea cave in an isolated area. Dimensions (Adult) 45 feet long; 13 to 17 feet high. Colouration: Red, green, black, purple, yellow or occasionally gold. Forms of attack: Flame, tail, claws, teeth. Average life span: 500 years Frost dragon: These dragons spend most of their time in dark, winter climates. They are excellent fliers, able to dodge all but the fastest projectiles. They can also speak multiple languages. Lair: A sea-facing cave hollowed out from a glacier or iceberg. Dimensions (Adult): 40 feet long; 12 to 15 feet high. Colouration: White, light blue or grey. Forms of attack: "Ice breath", tail, claws, teeth. Average life span: 350 years Knucker: Found in damp, swampy or boggy locations, these creatures are serpentine in appearance. They only have vestigial wings and cannot fly. Lair: A deep pond, well or cave. Dimensions (Adult): 30 feet long; 3 to 6 feet high. Colouration: Leathery brown, dull red, greenish blue. Forms of attack: Venomous bite, constriction. Average life span: 150 years Wyvern: Unlike most other dragons, the wyvern only has two legs. It is also the largest form of dragon. Lair: A rocky crag, sand dunes or grass. Dimensions (Adult) 60 feet long; 20 feet high. Colouration: Lime green to muddy brown. Forms of attack: Flame, teeth, claws, tail, dropping from great heights. Average life span: 600 years Special units Weeper dragon: The Weeper dragon is something of a dark secret among the Dragon clans. It is definitely draconic in shape, though most of them sport extended necks, strangely glowing spines or other bizarre mutations that are unique to each Weeper. The only consistent mutation amongst the creatures is the lack of eyes. Instead of the more usual ocular equipment, each Weeper oozes a substance from their empty sockets that is horrific to look upon, but even worse to come into contact with. The substance is a powerful hallucinogenic, and the blind dragons seem to feed on the hallucinated horrors in some manner that at the moment eludes study. Unfortunately, this is usually fatal for their victims, who often expire from cardiac arrest. Physicaly, the Weepers resemble heavily mutated dragons, though they often show so many physical mutations that it can be frequently difficult to tell. Glowing spines and extra limbs add to their freakish look, and many of them seem to even have additional glands and strange protuberances that serve no apparent purpose. Their internal structures include flame glands, much like a regular dragon, but they appear to have none of the usual digestive structures common to their closest relatives, in addition to the aforementioned strange, unknown glands and other structures. Psychologically, Weepers are mostly non-communicative. They do not speak, but they seem to have some form of psychic communication. They often seem to radiate sadness and rage, to those that have survived their encounters, and it suggests that they may understand their ostracized position. If so, they have universally lashed out against any attempts at peaceful contact, and are amongst some of the more dangerous creatures living in the nesting areas of Dragons. The most frightening aspect of Weepers is their method of reproduction. Weepers are asexual, carrying their embryos in special oral glands. Weepers have very powerful teeth and claws. If a weeper catches a victim, they will reproduce using their living victim as a host for their eggs. The Weeper will use its teeth or claws to rip out the rib cage of its victim before orally injecting its embryo into its chest. The parasitic embryo will then feed off of its host's life living matter before hatching inside the body, transforming the host into a new Weeper Dragon. Non-draconic hosts are not transformed, as neither the "impregnation" or the "birthing" process occurs. Such an event is still almost 100% fatal for non-draconic creatures; as one would expect, being bitten by any kind of dragon is usually fatal.
The CommonwealthThe Commonwealth Common Units: Steel Ponies: 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. Comets: Named so for the glint of starlight that may reflect 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. Meteors: 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. Special Units: Explosive Ordnance Delivery: Because mere minutes after an autonomous design was created, someone suggested that they just make it explode. Commonly referred to as "EOD", it is 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. Titans: Some are so fanatical in their 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. In battle they wield a huge array of weaponry, although the individual armament of a Titan is usually the personal preference of the creator. There are, however, a small number of weapons that have proven to be very popular, and are a common sight on the field of battle. Steam emitters and Flamethrowers are popular close combat weapons, firing jets of super-pressurized steam or flammable liquid, scalding or burning anything that is foolish enough to wander into range. For longer ranges, all kinds of weapons are fielded, from rocket launchers, machine guns, mortars and cannons. Super Titans: Only the most fanatical and devoted technophiles are insane enough to be bonded with these walking fortresses of destruction, the Super Titans. Too large and too monstrous to be controlled by a single pilot, a Super Titan may have two, three or even more people controlling various parts of the machine. The number of organic pilots within the machine corresponds with the size and complexity of the gigantic mechanized war machine. Like the "regular" Titans, the individual armament and structure of a Super Titan is usually the personal preference of the creators, but they all operate by the same creed: Bigger is better. There are even reports of several Super Titans armed with incredibly destructive weapons that fire beams of raw magical energy to literally tear opponents apart at an atomic level. Mechanicorns: The pride of Commonwealth engineering. Through various sources, Commonwealth engineers 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. Combat Engineers (earth ponies): As earth ponies, 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. Do not be fooled, however, as they are competent warriors in hoof-to-hoof when the need arises. Combat Engineers (pegasi and griffons): They are like their earth pony kin, except with the ability to fly. Thus, they can move faster and create defensive structures in the sky for flying units. They are still generally effective at making ground structures. They can repair machinery as well, but more importantly, are better at repairing airborne craft. It is also to be noted that they make excellent pilots, as their inherent skill in flight, coupled with their engineering talent, allows them to temporarily repair damage whilst in flight, saving time, and taking a little bit of pressure off the ground crews responsible for keeping the aircraft in one piece. Combat Engineers (unicorns): The finest engineers trained for the field. They are few, as many other unicorns would prefer to be in the workshop at home. These engineers work faster than regular engineers, and have better defensive capability, capable of levitating and swinging tools such as pickaxes and shovels with deadly force. Many an opponent has made the mistake of taking these engineers to be easy targets, only to have his skull smashed in by a flying wrench a moment later. Hero Units: N/A (Yet).
Foreword and indexOffical Unit Reference Guide Hello! Welcome to Battlefield: Equestria's official unit reference guide! Initially created by the Admin The Grey Pegasus, it has since been hijacked by the Bloodpool, the Group's founder and lead Admin. This indexed guide is to help assist in faster searching for specific units. Especially because the thread post was getting very long and annoying to read. Unit statistics and abilities are liable to change. Common sense must be used when determining the strengths and weaknesses of units. A Player-vs-Player thread will be posted at some point, along with a list of rules for PvP battles. Suggestions are welcome, athough there are a few rules: When suggesting new factions, all units used by that faction must also be included with the suggestion. When suggesting new units, they must be assigned to an existing faction or factions. Any suggested unit must have at least one weakness that can be exploited. Scenarios and Battlegrounds can also be suggested. These do not need to be sent to the author. You can post your own Scenario threads, but they can only involve the unit types mentioned here. Suggested equipment or siege weapons cannot be faction-specific, although an exception may be made for human weapons. Please be patient when submiting suggestions. I cannot be online all the time, and it may take me a while to get back to you. All suggestions must be sent via private messages to the author, Bloodpool. Index Units seperated by race: Equestrians Gryphons Zebras Changelings Humans Dimond Dogs Crystal Ponies Minotaurs Shadow Beings Undead Mercenary Bands Chaos Dragons
GryphonsNation: Gryphons Factions: Gryphon Monarchists (GM) Gryphonic Stratocracy (GS) Units: Regular Units Gryphon Heavy Infantry: Despite having wings, some Gryphons choose to fight on foot. Carrying an array of clubs, spears, swords and axes, they are particularly effective against ranged units, provided they can close the distance. Hippogriff Light Infantry: The offspring of a Gryphon and a mare. They are looked down upon by all true Gryphons as a lower class of life. Because of this, they are not given any weapons other than the ones they are born with: Beaks, talons and hooves. They are primarily used as cannon-fodder, as they are fairly ineffective in any kind of combat. Because of this fact, most are forced into the role. Many will flee if given the chance, so they must be accompanied at all times by Gryphon Enforcers to prevent this. Specialist Units The King's Bodyguard: These Gryphons are the personal bodyguard of the Gryphon King. They are responsible for protecting the King from his enemies, both on and off the battlefield. They are heavily armoured, and are armed with deadly Zweihänder swords. They are a force to be reckoned with, but they have one weakness: Their heavy armor and weapons limit their combat mobility. Support units: Gryphon Enforcers: Armed with vicious cat-o-nine-tails whips, Gryphon Enforcers ensure that any of the other units do not break and flee from the battle. And the whips can be used just as effectively against the enemy too, although they rely more on their reputation of brutality than combat skill, as the whips are rarely fatal... Which is why they also carry rondel daggers. Unique Characters: King Razorbeak: A charismatic and powerful leader, King Razorbeak is well-known for his cunning intellect. Like most other Gryphons, he is rather fond of war. In battle, he uses a vicious axe, along with a rounded wooden shield with a spike in the center.
ChangelingsChangeling Hive (CH) Youtube Video Common units: Changeling Drones: The core of the Changeling Hive. They use their fangs and jagged hooves as sharp weapons. They can take on the form of their enemies. They are hive minded allowing them to work perfectly as one. Their primary attack strategy is to swarm their enemies from the ground and air. However, they don't work well on the defensive side and have low endurance. Hatchling: When Changelings mature, they develop the ability to feed off love and other emotions. When they are premature, however, they must feed on flesh, as they have no love-draining ability yet. They are generally mindless, the only real signals they can recognize are from the Queen. They are small, have thin exoskeletons, and no wings, but their teeth are razor sharp. On their own, they are very weak, but in large numbers they will swarm enemies and eat them alive. They are mostly used as cannon fodder. Changeling Warriors: Because the regular Drones are not terribly useful for defense, Warrior Drones are hatched for that exact purpose. Their exoskeletons are much thicker and less jagged and they are heavier. Their main combat ability is conjuring powerful green fire. Because of their weight, they are slow moving but it also gives them much bucking power. Also, because of their weight, they can barely maneuver or go fast when flying and mainly use their wings to hover. However, this also gives them a helicopter-like personna, allowing them to shoot fire from above. They can also use their weight for fast, airborne dives. Special Units Deceiver Drones: While most Changelings only copy the form of their enemies, Deceiver Drones are powerful enough to copy their form and personality. As their name inplies, they are deceivers. Their main purpose to infiltrate the enemy and break them apart from the inside. However, staying in the enemy form drains their power and they must eventually change back to recharge. Hero Units Queen Chrysalis: She is powerful enough to drain love from an enemy and spread it around to energize her Changelings. She can also comunicate with all Changelings through thought and can dictate strategy to all units. She can usually be found at some kind of vantage point where she can observe the battle and direct her Changelings.
Dimond DogsThe Grand Pack (PCK) Youtube Video Common units: Battle Hounds: Dogs who are highly trained in the arts of ripping the enemy up and are armed with deadly strap-on claw blades. When in combat, they always go straight for their enemies' weak points, as is their training. They always watch each others backs in battle, but aren't to smart, however. They can also defend themselves from air attacks fairly well, although ranged attacks are a danger. Guard Dogs: Dogs who are specifically trained to defend an area. They watch their backs, just like Battle Hounds, but are not as headstrong. They will defend the assigned position with their lives and will not stray from it unless absolutely necessary. They are armed with simple spears and shields. Special Units: Blood Hounds: If Dogs are the best hunters in the world, Blood Hounds are the best of the best. They can follow the trail of the enemy with just the slightest scent. There is almost no way to evade their detection; their barks and growls are a clear sign that they know you're close. However, they do not use stealth, but create terrible howls to strike fear into their prey. In the end, no one can escape or hide from them, you best take them head on. Besides their claws and teeth, their weapons are crossbows with are effective at medium to close range. Hero Units: Rex: In a pack, the overall leader is the Pack Alpha. In which case, Rex is the Pack Alpha of The Grand Pack, calm, calculating, and intelligent. He is old, even by Human standards, but is still in good fighting shape. His weapons are fighting gloves covered in gem shards. Ace: Ace is the Alpha of the Blood Hounds. He has extremely keen sense of smell and is said to be able to detect enemies from miles away. He uses a crossbow that fires barbed bolts, that can only be removed from a victim by physicaly cutting the bolt out of the flesh. Yankee: The rough and tough First Alpha of the Battle Hounds. He's rather short and not as strong as most dogs, but that is no reason to underestimate him. He's a very skilled fighter and not afraid to go up against the toughest of enemies and is not easily intimidated. His weapon is a Mace.
MinotaursMinotaur Clans Youtube Video Common units: Minotaur Warriors: 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. Minotaur Raiders: 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 particulary good at destroying settlements. They are somewhat difficult to control, so having a Cheiftain present is always a good idea if you don't everything burning to the ground. Special units Minotaur Berserkers: Berserkers specialise in working themselves into an insane battle rage. Totally uncontrollable until they eventually calm down, they attack targets at random, 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. Heroes Minotaur Chieftains: 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 Chieftans dual-wield two wepons in battle, usually swords. This is not just a practical choice, but also a display of power and wealth: Not everyone can afford to own two weapons.