The War for Equestria 96 members · 59 stories
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CeresBane
Group Admin

Just some general information to help write some war stories. Keep looking at this thread as it will regularly updated.

New Lunar Republic
Very close combat orientated they tend to move quickly and stealthily in the battle field using gadgets and technology and magic to close the distance, all the while confusing or wearing down the enemy upon approach.

Army special rule
Does not suffer half range at night, but suffers it at daytime. On the day side all lunar troops suffer from tiredness.

Ballistic Guard
M-6
Str-4
Def-4
Jmp-1
Spd-6
CQC-5
BS-4
Morale-6

Using Mythril powder as a propellant, they send metal bolts out into the field with explosive force rendering armour damaged or useless.

Special rules:
Move or shoot-Cannot move and shoot.
Armour piercing-+1 to hit against units hiding in cover and armour saves are -2. If the armour becomes 0 it is considered destroyed, otherwise the new save will remain instead of the original.

Skills
Steady: Unit gains first strike automatically in close combat using their rifle to attack instead of their own strength. Will only work with no enemy units in contact before use. Requires decorated.

Team skill
Barrage: With two ponies positioned behind each other. They are able to shoot over each other’s while the other reloads increasing their efficiency. This gives them two shots each. Requires veteran.

Upgrade
Light armour-requires core
Heavy armour-requires decorated.

Promote/recruit
100 Recruit-base
50/150 Guard-+1 morale
50/200 Decorated-+1 morale
50/250 Veteran-+1BS
50/300 Champion-+1BS +1Str




Night guard
M-6
Str-4
Def-4
Jmp-1
Spd-7
CQC-5
BS-5
Morale-7

The staple of the Republic’s forces they serve as the vanguard that gives the army punch. They are highly versatile and capable of wielding many weapons to serve various purposes.

Special rules-none

Skills
Sentry-If armed with halberd, they can bar enemy units from moving past their frontal flanks. Requires decorated.
Reaper-If armed with scythe. The three squares to the unit’s front is attacked. Requires decorated

Team skill
Phalanx: If armed with a spear and behind a fellow guard. They add their attack whenever the unit in front attacks. Requires veteran.

Upgrade
10 Light armour-requires core
10 Heavy armour-requires decorated.
5 spear/scythe/halberd

Promote/recruit
75 Recruit-base
50/125 Guard-+1 morale
50/175 Decorated-+1 CQC
50/225 Veteran-+1CQC
50/275 Champion-+1Def +1Str




Shadow bolts

M-7
Str-3
Def-3
Jmp-5
Spd-8
CQC-6
BS-3
Morale-6

The elite flying units of the Lunar military they are pegusii that ahead to scout out enemy territory and expand the night side’s influence on the field. Not very good in combat they serve as units that are good at harassing important units.

Special rules:
Fliers-As fliers they can move over units and do not suffer from line of sight and do not suffer from modifiers terrain below their jump value.

Skills
Bolt: For that turn only the unit is able to move at twice the rate. Requires Decorated.
Smoke trail: The unit can use a smoke bomb to apply a fog of war on the enemy’s previously seen terrain.

Team skill
Dark cloud-Two units combine to become a thunder cloud emplacement. Shooting immobilising 3str bolts at a unit. The dark cloud cannot move but can return to being two shadow bolts by using the skill again. HP of turret is the combined hp of the shadow bolts and when split once more, the hp is split equally apart by %.

Upgrade
10 each-Smoke bomb. Can create a cloud of smoke that blocks line of sight.
15 light armour-requires veteran.

Promote/recruit
150 Recruit-base
50/200 Guard-+1 morale
50/250 Decorated-+1 morale
50/300 Veteran-+1Str
50/350 Champion-+1def +1Str

Engineer
M-6
Str-2
Def-2
Jmp-1
Spd-4
CQC-3
BS-4
Morale-6

Engineers are the siege engine creators. The wielders of the most powerful weapons of the republic. They are however not very strong and are an easy target for scouts and harass units.

Special rules:
Thermal vision-This unit does not suffer from line of sight besides objects like high walls or units.
Smithies-Units in contact (at the end of the turn) with them holding damaged armour will have their armour restored at the end of the turn.
Path finders-These units can spot hidden units and equipment so long as they are within their movement range.

Skills
Repair-Target damaged war machines is repaired a set amount. Amount depends on rank. 20-35-50-65-80%
Disarm-The unit is able to disarm small enemy machines and gadgets. Requires Decorated.

Team skill
Build mortar emplacement-Units build a mortar which has a 3x3 area of effect with no line of sight to any place that doesn’t have a fog of war. The target will scatter randomly 1-3 squares in a random direction. Speed built depends on rank. Requires Decorated or higher.

Build Cannon emplacement-Unit builds a canon which requires a line of sight. Has a max range of 20 squares straight forward and hurts everything it hits until it hits terrain or goes the full twenty squares. Speed build depends on rank. Requires decorated or higher.

Upgrade-max of 3gadgets total.
10 each-mine-Causes 5str damage to a unit who steps on it. Friendly or not. It is invisible to enemy units.
10 each-smoke bomb-An 3x2 area is turned into smokey terrain blocking line of sight for a turn.
10 each-mythril bomb-An area of 3x3 ahead of the engineer renders units with magic useless.
20 Heavy armour-requires champion.

Promote/recruit
200 Recruit-base
50/250 Guard-+1 morale
50/300 Decorated-+1 morale
50/350 Veteran-+1def
50/400 Champion-+1def +1Str

Shades
M-8
Str-3
Def-3
Jmp-2
Spd-6
CQC-5
BS-5
Morale-6

The republic’s scouting unit who use stealth and surprise to render enemy units useless or weakened ready for the main force to finish.

Special rules:
Stealthy-Cannot be shot or seen from long range. Can only be seen by close combat units if within movement range.
Thermal vision-line of sight cannot be blocked except by solid terrain or units.
Causes stress-Units shot by the unit’s crossbow could suffer from the stress of being shot by an unseen enemy. Only works if unit is not seen.

Skills
Focus shot-Uses skill points to raise hit rate. Only works from short range.
Relay-Causes the area it stands on in that turn to be immune to scatter from long ranged no line of sight weapons for 3 turns. Only use 1 relay at a time, even with more than 1 shade.

Team skill
none

Upgrade
10-Light armour-requires veteran
10-swap crossbow for mythril rifle. Will cause units to panic instead of suffering stress (must be hidden as per usual for it to work). It will also add the rule move or shoot to shade. And bang! Special rule which means for 1 turn the unit is visible to the enemy and will remain so unless the unit moves either out of sight of the enemy units or move out of movement/long range.

Promote/recruit
250 Recruit-base
50/300 Guard-+1 morale
50/350 Decorated-+1 morale
50/400 Veteran-+1BS
50/450 Champion-+1BS +1Str

Medic
M-6
Str-2
Def-2
Jmp-1
Spd-3
CQC-3
BS-3
Morale-6

Unicorn units that heal troops of wounds. They are a ripe target for enemy units as they can aid a unit in lasting longer than they should be able to, easily turning the tide of a battle.

Special rules:
Blessed-The goddess Luna protects these magical being creating an aura of fear to keep away enemy units. If an enemy unit is within the medic’s movement range they could suffer from fear.

Skills
Heal-Unit heals friendly unit. Amount depends on rank. 20-35-50-65-80%
Preserve-Unit can heal themselves. Amount depending on rank.

Team skill
Operation-Two medic units can act as a healing center where units next to them can be healed by merely being close to them. HP is combined and then divided by half of remaining % of each unit. Can be cancelled by using it again.

Upgrade

Promote/recruit
200 Recruit-base
50/250 Guard-+1 morale
50/300 Decorated-+1 morale
50/350 Veteran-+1def
50/400 Champion-+1cqc +1Str


Helicycles
M-6
Str-3
Def-4
Jmp-6
Spd-3
CQC-3
BS-3
Morale-6

Engineers units equipped into a strange ancient flying contraptions. Origins of this strange machine is unknown but during the eons it has the served the republic in aerial warfare.

Special rules:
War machine-As a unit that is highly mechanical, it comes equipped with light armour. And when destroyed it causes a 3x3 explosion when the unit is destroyed.
Flier-Does not suffer from line of sight and do not suffer from modifiers terrain below their jump value.
Uncommon-Because of the complexity of manufacturing these contraptions they are not very numerous. As such this unit uses 2 core slots.
Mounted gun-This unit does not suffer from the move or shoot rule, as the mounted rifles on tis machine auto reloads.

Skills
Rapid fire-Fires three shots into a target unit. The unit will be unable to shoot next turn. Requires veteran.
Target lock-Fire’s a concentrated shot into a single target increasing range by 25% and a 5str hit. This only has one use. Decorated required.
Hell reaper-Assualt type only. Gives the unit a 4str strike on all sides.

Team skill
Transport-These units have the ability to take on a single passenger. Each turn the unit has the passenger, sp is used as it is difficult to pilot with a second pony tilting the balance. Use skill again to drop off pony. Rate of sp loss depends on rank. Requires veteran.

Upgrade
30-Convert to assault type. Replacing the unit’s mounted mythril rifles with a set of lower spinning scythe blades.

Promote/recruit
250 Recruit-base
50/300 Guard-+1 morale
50/350 Decorated-+1 morale
50/400 Veteran-+1BS
50/450 Champion-+1BS +1Str


Assault wagon
M-8
Str-5
Def-4
Jmp-1
Spd-3
CQC-4
BS-3
Morale-6

A 2x3 horseless carriage that runs on mythril fumes. It is capable of huge speeds and acts as a heavy shock unit and armoured transport.

Special rules:
War machine-This unit holds heavy armour and is immune to all buffs and debuffs barring only from engineers.
Uncommon-These units are highly expensive to build as such these units use 2 slots instead of 1.
Large target-due to it’s sheer size it is easy to shoot at. All shots aimed towards this unit gain a +1 to hit.
Transporter-If this unit is destroyed while transporting other units. This unit is destroyed. This unit can carry three units by default.

Skills
Ramming speed-If an enemy unit is within range it is able to move again to ram the enemy unit with it’s bulk.
Smoke cloud-Unit can expel a cloud of smoke around it blocking line of sight to it.

Team skill
Crew-Units inside the transport can add their attacks to the assault wagon’s attack, using up all their sp.

Upgrade
50-Convert to assault type. Unit becomes armed scythed wheels giving it the ability to attach from the sides. As well as a mounted rifle. It will only however be able to transport 1 unit.
20-convert to emergency transport type. Capacity of the unit will increase to 5 units.

Promote/recruit
400 Recruit-base
50/450 Guard-+1 morale
50/500 Decorated-+1 morale
50/550 Veteran-+1def
50/600 Champion-+1def +1Str

Battle Conjurer
M-6
Str-3
Def-3
Jmp-1
Spd-3
CQC-3
BS-3
Morale-6

Unicorn units graduated from the capital’s prestigious school of magic. They are direct disciples of the legendary Trixie and wield magic that could decimate enemies or assist your allies.

Special rules:
Blessed-The goddess Luna protects these magical being creating an aura of fear to keep away enemy units. If an enemy unit is within the medic’s movement range they could suffer from fear.
Revered-Unicorns are precious to the Lunar republic and worshipped as demi-gods in their own right. When this unit is killed in combat. The whole army gets hatred towards the enemy.

Skills
Cloak of night-Will render target unit hidden (see shade for rules). Recruit.
Wishing star-Conjures a single star of the night that can later be used to cast advanced spells or a simple spell at no cost. Requires core
Kinetic wave-A single target is struck by a slicing invisible blade, giving automatic 4str blow. Requires veteran.
Decoy summoning-Will require a wishing star instead of sp. Summons a copy of yourself that cannot do anything but move. It is summoned hidden. Requires decorated.

Team skill
Ursa minor summoning-Requires 5 wishing stars and at least two conjurers and all their sp. Requires champion.

Upgrade
10 wishing star (5 max)-unit will start with wishing stars making the first 5 spells free. Wishing stars will automatically be used instead of sp if the conjurer has any.

Promote/recruit
200 Recruit-base
100/300 Guard-+1 morale
100/400 Decorated-+1 morale
100/500 Veteran-+1 morale
100/600 Champion-+1Str

Ursa minor
Medic
M-6
Str-6
Def-5
Jmp-4
Spd-5
CQC-8
BS-3
Morale-10

A summon beast that is extremely tough to destroy and will work to decimate enemy units.

Special rules:
Causes terror-If the unit is within the movement range of the enemy they may suffer from terror.
Large target-easy to hit due to it’s large bulk but it may make up for it due to its tough hide.

Skills

Team skill

Upgrade

Promote/recruit

Cannon
Medic
M-0
Str-6
Def-5
Jmp-0
Spd-0
CQC-0
BS-0
Morale-0

An artillery emplacement that can render enemies units dead or useless. It automatically destroys armour working great against the most powerful of enemies. However it can only shoot in a straight line.

Special rules:
Turn or shoot-The unit can only shoot in 4 directions and if it turns it cannot shoot.

Skills


Team skill

Upgrade

Promote/recruit

mortar
Medic
M-0
Str-3
Def-4
Jmp-0
Spd-0
CQC-0
BS-0
Morale-0

An ordance weapon that can decimate a 3x3 area with a str4 hit with a -1 on armour.

Special rules:
Ordanance-Shooting this weapon requires no line of sight but it can only shoot an area that has no fog of war and it will scatter randomly

Skills

Team skill

Upgrade

Promote/recruit


Solar empire
A mid-range army with units able to multitask between magic and warfare. They do well to keep the enemy away from close quarters using barriers and force fields. Not exactly highly defensive as they tend to use magic aggressively which given the effective range can decimate enemy forces.

Special rule
Children of the sun: All non-mechanical units in the army are blessed by their god-empress Celestia which causes them to regenerate health in very slight amounts (5% per turn). However this is only in effect with contact to the sun. If they fight in the night they lose that regeneration and the ability to use magic, their strongest offensive ability.

Cross guard
M-6
Str-3
Def-3
Jmp-1
Spd-6
CQC-5
BS-4
Morale-6

Armed with crossbows they can shoot enemies with ease and with the ability to use magic to augment their ability to shoot. They are potentially the most deadly shooters in Equestria.

Special rules:
Immune to panic. Due to their rigorous training this unit has attained the ability to remain cool in combat.

Skills
Enchanted shot: the unit doesn’t suffer from long range when shooting.

Team skill
Force field: the units involved will make squares 5 squares ahead of them unpassable terrain. It does not however block line of sight. 1 square per unit, so it is best used with several.

Upgrade
10-Light armour-requires core
20-Heavy armour-requires decorated.

Promote/recruit
100 Recruit-base
50/150 Guard-+1 morale
50/200 Decorated-+1 morale
50/250 Veteran-+1BS
50/300 Champion-+1BS +1Str


Royal guard
M-6
Str-4
Def-3
Jmp-1
Spd-6
CQC-5
BS-3
Morale-6

The vanguard of the imperial army they are forces that are capable of doing multitude of things.

Special rules:
Immune to panic. Due to the discipline of these troops they cannot be made to panic.

Skills
Guillotine: unit gains the a chance to land a killing blow if wielding an axe.
Sentry: Any unit in front of this unit will suffer an auto-hit when this unit attacks.

Team skill
Phalanx: Unit will add an extra attack whenever a fellow unit attacks (after team attacks and normal attacks) for two turns.

Upgrade
10 Heavy armour-requires core.

Promote/recruit
150 Recruit-base
50/200 Guard-+1 morale
50/250 Decorated-+1 morale
50/300 Veteran-+1def
50/350 Champion-+1cqc +1Str

Wonder bolts
M-7
Str-3
Def-3
Jmp-5
Spd-8
CQC-6
BS-3
Morale-6

The elite flying units of the imperial military, they are pegusii that scout out enemy territory and expand the day side’s influence on the field. Not very good in combat they serve as units that are good at impeding enemy units.

Special rules:
Fliers-As fliers they can move over units and do not suffer from line of sight and do not suffer from modifiers terrain below their jump value.

Skills
Bolt: For that turn only the unit is able to move at twice the rate. Requires Decorated.
Shining example: These units make an area around them into day for 2 turns.

Team skill
Rain cloud-Two units combine to cause rain in a 4x3 area making the terrain below it permanently muddy which causes units to use their remaining movement value to half when passing through.

Upgrade
10 each-Smoke bomb. Can create a cloud of smoke that blocks line of sight.
15 light armour-requires veteran.

Promote/recruit
150 Recruit-base
50/200 Guard-+1 morale
50/250 Decorated-+1 morale
50/300 Veteran-+1Str
50/350 Champion-+1def +1Str


Battle acolyte
M-6
Str-2
Def-3
Jmp-1
Spd-3
CQC-3
BS-3
Morale-6

They initiates of the church of harmony that have been drafted to serve the imperial military.using their holy magic to heal wounds and also augment unit abilities with their magic.

Special rules:
Healing touch: Blessed by the powers of harmony, they are incapable of bringing harm to anyone. When this unit attacks they heal units instead of hurting them.
Purity: With the power of their faith, they are entirely immune to psychology.

Skills
Heal-Unit heals friendly unit. Amount depends on rank. 20-35-50-65-80%
Preserve-Unit can heal themselves. Amount depending on rank.

Team skill
Divine protection-This unit can attach itself to a unit and bestow unwavering faith to any near them. Units next to this unit will not suffer psychology.

Upgrade

Promote/recruit
200 Recruit-base
50/250 Guard-+1 morale
50/300 Decorated-+1 morale
50/350 Veteran-+1def
50/400 Champion-+1cqc +1Str

Battle mage
M-6
Str-3
Def-3
Jmp-1
Spd-3
CQC-3
BS-3
Morale-6

Unicorn units graduated from the Celestia’s prestigious university of magic. They are direct disciples of the legendary Twilight sparkle and wield magic that could decimate enemies or assist.

Special rules:
Gifted: as wielders of Celestia’s magic, they have a higher affinity to the sun than other ponies. As such their regeneration is twice as much as normal ponies with a 10% regeneration rate.

Skills
Light of day-Will reveal any portion of the map that has the fog of war and for 1 turn bestow day onto that area. Recruit.
Solar flare-A bright flame ignites, blinding all those who are not blessed by its magnificence. Target enemy units suffer from stupidity. Core.
Fire-A single target is struck by a flaming fire ball, giving an automatic 3x3 3str area of effect with scatter. Requires veteran.
Flames of war-a pillar of fire emerges from the depths and makes an area impassible. Any units near it will never a 4str hit.

Team skill
Luna eclipsed: By expending two unicorn’s sp the whole map turns into day for one turn.

Upgrade
50 solar orb-by sacrificing the extra 5% hp regeneration the unit gains 10% sp regeneration.

Promote/recruit
200 Recruit-base
100/300 Guard-+1 morale
100/400 Decorated-+1 morale
100/500 Veteran-+1 morale
100/600 Champion-+1Str

Alicorn

M-8
Str-4
Def-3
Jmp-6
Spd-7
CQC-5
BS-4
Morale-10


It use to be that the alicorn royalty was a rare breed but due to the now heavily unicorn and pegasii population of the empire. The birth of alicorns has now become ever so slightly more common. However these breed of alicorn are not stable, with bodies lacking the ability to fully control their immense power. As such their powers are reserved in direct combat.

Special rules
Rarity: alicorns are a breed so rare that they use 3 slots on an army list.
Demi-gods: As units with divine ability, they do note suffer the need of the sun to use magic. They also cause fear.
Sacred: If an alicorn is somehow killed. It will return again in 4 turns by sacrificing the life of a friendly unit.

Skills
Holy shield: will give a unit a 6+ invulnerability save for 3 turns.
Maelstrom: A magical blast that brings harm to all nearby enemy units making them all tired.

Team skill
Divine will: the alicorn will double the effect of any unicorn spell they choose to team up with.

value: 350

Bolt thrower
M-3
Str-5
Def-3
Jmp-0
Spd-0
CQC-0
BS-4
Morale-0

An imperial war machine that is capable of sniping an enemy unit and outright destroying them.

Range: 18

Special rules
Move or shoot
Uncommon-Uses 2 army slots.

value: 250

Cult of Discord
General
The cult of discord is a collection of ponies and creatures of both sides working together. Suffice to say these are all mad ponies, giving a common belief that those that think unity between the empire and republic is possible, be it in large or personal in scale, is seen as madness and a quick trip to the heretic fire pits. Victory is not the priority of the cult but utter chaos and the continuation of war. When peace is about to form cultists work in the shadows to ignite hate once more. Many powerful ponies of both sides profit from this and in return the cult of Discord is funded immensely. When in war they are well equipped with the most modern gear and even have their own mad scientist modifying Lunarian technology to Solar magic to create unstable and highly effect weaponries and equipment whom the forces of Discord uses to their own risk.
from the air
Hyppogriff-Magicians of the forces of discord who can switch day onto night if they so will but only once for that battle. As only the immense powers of discord himself or pinkie pie can manage anymore. And master one of the disciplines of either in a corrupted chaotic form. These creatures also tend to fight on the ground as well, depending on their whim.
Sky pirates-living in their gyro-coptered airship they are the fastest airships in the sky. However they are often required to only be able to stay in the air in short day long bursts before having to rest all the slave ponies or drop a raid to replace the dead. A collection of all kinds of ponies, they defend their ship with everything anything the two sides can use.
Fiends-ever transforming and shape shifting creatures that cannot be predicted. At times they can be reasoned with, other times they are indiscriminate in who they kill. What ways one can be killed by a fiend is numerous but one thing is certain, you will never know how until you actually die. In terms of mobility sometimes they can fly and other times they can dash about on the ground.

from the ground
Cultists-troops who can employ weaponry of both sides or risk upgrading to Discord weaponry like the enchanted repeater crossbow that flies in random directions (even back at its shooter) with as much speed and power as a Lunarian harpoon rifle or the harpoon-zooka that fires a spray of harpoons at a short but wide range. However misfiring can result in explosive rain of spikes on friendly ranks. Cultists may also be able to employ the party cannon, a magical cannon that can summon forth cakes, streamers, confetti, glaives, fields, mortor shells or just plain explode.
Fiends-ever transforming and shape shifting creatures that cannot be predicted. At times they can be reasoned with, other times they are indiscriminate in who they kill. What ways one can be killed by a fiend is numerous but one thing is certain, you will never know how until you actually die. In terms of mobility sometimes they can fly and other times they can dash about on the ground.
Sky pirates-Very few pirates fight on the ground but when they do they form a large amount of small elite group units. So that they may capture enemy soldiers in the battle field. They tend to dislike capturing slaves during a battle as the likelihood of losses is guaranteed to outweigh the benifits alot of the time. However a good unit of soldiers can last the air ship days of power and prove quite invaluable in the slaving trade. Using Lunarian tactics of gas they employ laughing gas that requires a specific filter that only sky pirates know off. They use this exhaust the enemy so that they can easily be captured with little resistance, however the material necessary to make it is hard to find and hence they only ever use it when things get bad.
Zealot-A lower level Discord priest that can wield magic to convert enemy forces to the causes by causing "the madness" in them. Whispering promises and dreams come true, if the God of chaos is pleased. Those proven to be worthy fight for him and live, to continue to live in the dream land of the eternal party.

Church of Harmony
General
from the air
from the ground

Nature of Equestria
General
from the air
from the ground

Cloud's dale
General
from the air
from the ground

Griffin kingdom
General
from the air
from the ground

Changeling empire
General
from the air
from the ground

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