Offical Unit Reference Guide
The Commonwealth
Previous ChapterThe 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).
