A planet known to be totally peaceful. However, the desire for domination has awakened the fighting spirit within the chests of its inhabitants. The daytime alicorns, the Divilux rule through the day, while the nighttime alicrons, the Divinoct, took their usual night shift. However, the Divinoct didn't just want to rule through the night, but they wanted to rule through the day as well. This caused them to fight for complete domination over the entire kingdom. The other three rivalling factions; the Skylords, Talamh, and Sitorec, also joined into the fight. And so, the war began.....
It is up to you to decide which race will rule the planet. Command your armies into victory over the other factions and make your kind the supreme one while the others bow to you.
(Skylords: The pegasi are known for their superiority when it comes to aerial combat. From them came the greatest aerospace engineers, and when the war began, most of them remained to serve their own kind while the remaining few fled to seek refuge within the other factions, and offered their experiences to them so that they could counter the pegasi's mighty aerial forces. The Skylords do have their own ground and naval forces as well thank to engineers from the other factions who fled to them.
(Talamh: While the Skylords rule the skies, the Talamh have the lands in their hooves, thanks to their numerous and powerful armored corps. The earth ponies were the center of economy of Equestria before the conflict, and they are still the economical superpower of the world. 'Strength in numbers' is the tactic they rely on the most.
(Sitorec: Unicorns are always known for their magical capabilities. Their technologies, including nano-techs, surpass those of most other factions, and match the alicorns in that field. They excel at building high-tech units, and always train their infantry on swift yet lethal attacks. They have adopted the 'Honor in death' method, so it's not strange that they possess suicidal units.
(Divilux: While their tactic is similar to that of the Talamh, their armored units aren't as tough as theirs, but they are equipped with advanced weaponry. They daytime alicorns are supposedly the rulers through the day while their counterpart, the Divinoct, take their action at night. The Divinoct, though, wanted to overthrow the the Divilux, but that caused a major conflict to emerge. The Divilux combine technology with superior numbers.
(Divinoct: Very ferocious, yet technologically advanced like their daytime counterpart. Technology plays an essential role in their military, and their navy is greatly feared thanks to their large fleets of U-boats. They see themselves as the 'pure blood' race, another reason why they want to conquer the day as well.
-Diamonds: collect diamonds from diamond yards and bring them back to the refinery to get credits.
-Diamond mine: capturing diamond mines provides you with a constant flow of resources. (20 per second)
((Skylords' STRUCTURES: (all Skylords buildings are brought by clouds, but take time to be built)
(Command Center: The pegasi's HQ. This building produces all Skylords hero units and engineers. It also produces enough power to keep the entire base running, so the Skylords don't need power plants.
-Domination Center: Makes the CC tougher, unlocks more advanced pegasi technologies, and adds defensive turrets around the building.
(Refinery: A Gatherer comes out to collect diamonds from the nearest diamond yard and returns to drop its cargo. The commander earns credits when hat happens. This structure produces Gatherers as well.
(Barracks: Skylords well-trained infantry report for duty from this structure.
(Armor factory: With experiences from engineers of other races, the Skylords can construct their own vehicles in this facility.
(Airfiield: Death from above! Any Skylords commander would prefer using aerial forces to rain hell from the skies above over the enemy.
(Naval port: Home base of the pegasi's naval forces.
(Airshow arena: While the name is a bit wierd, the 'arena' is actually an aerospace research building from which aircraft upgrades can be performed.
(Tech cloud: The only Skylords building that floats in the air over a cloud, none-AA units can't hit it. It contains upgrades for none-flying units and structures.
(Experimental factory: This huge manufacturing structure is used to produce the pegasi's most powerful vehicles.
(Experimental airfield: This airfield is much larger than usual. Why? Cuz it produces the pegasi's aerial experimentals.
(HMG bunker: A defensive structure with an automated 50 cal. heavy machine gun. Effective against infantry.
-Rainbow blessed bullets: Increases damage by 20%.
-Steel works: Makes the bunker 30% tougher.
(Spectrum bunker: This bunker contains a powerful spectrum cannon that is effective against heavy vehicles.
-Coolant loop: Raises the firing rate by 15%.
(Skyhunter turret: A powerful quad-AA turret that can intercept any enemy aircraft.
Rainbow-nuclear missile: A powerful superweapon capable to destroying entire cities without releasing any radiation.
((UNITS: INFANTRY: (most Skylord's infantry can fly for a short time)
(Seeker: Stealthed scout unit armed with a sniper rifle to pick off enemies while unseen, and an SMG for close range combat. Detects stealthed units.
-Bioenhancements: Increases speed by 15%.
(Skytrooper: The Skylord's all-purpose combat unit, the Skytrooper is a balanced soldier with fairly good speed, health, and accuracy. He is armed with an AZ31 assault rifle, with a bayonet attached to it for melee combat.
-Grenade launcher: Fits a grenade launcher on the Skytooper's assault rifle, granting him the ability to switch weapons. The grenade launcher is also very effective at clearing out garrisoned buildings.
-Power armor: Grants the soldier 25% extra hit points.
(Missilemaster: This soldier carries a K88 missile launcher for anti-tank/aircraft defenses. In melee, he simply hits his enemies with his weapon.
-Rainbow rockets: Adds 20% damage to missiles.
(Aeroelite: A Skylords elite soldier, nearly equal to a commando. The Airelite is a very fast infantry unit, and can even shoot enemy infantry with great accuracy even while on the move. Even in flight, he can catch up with fast moving aircraft, kill the crews, and let the planes crash to the ground. All in all: a typical ninja. He is also a stealthed unit. He is the only Skylords infantry unit that can fly without any time limits.
(Engineer: A non-combat unit who specializes in repairing vehicles and structures.
(Skyraider: A soldier in a heavy battlesuit armed with dual gatling guns and shoulder-mounted missile launchers. When he lands from a flight, the Skyraider knocks nearby infantry away.
-Targetting system: Enables the unit to attack ground and air targets at the same time.
(Champion: A veteran pegasus, the Champion is a powerful melee unit who wields a battle axe and an SMG. Has the cheer-up ability that breaks supression of nearby allied infantry and increases their speed for a limited time. Detects stealthed units.
(Skyreaper: A one-pegasus army, this commando unit is armed to the teeth: a dual-barrel light-weight railguns with a proton grenade launcher and bayonet attachments and an SMG. He is also heavily armored.
(Stormbringer: A pegasus who specializes in manipulating weather, he isn't a tough combat unit, but has the ability to summon dark clouds that strike enemies with thunderbolts. He also has the ability to bring in a winter storm to freeze enemies in place. Detects stealthed units.
(Land Rover: A high speed patrol vehicle with a machine gun on top. Best used for recon and fast raid purposes.
-Advanced engines: Increases speed by 10%.
-Grenade launcher: Adds a grenade launcher to the vehicle, thus increasing its offensive power.
-Ranbow blessed bullets.
(Pegasus tank: Using negative gravity technology, the Skylords build this hover tank that can go over land and water.
-Iron armor: Increases survivability of vehicles and vessels by 20%.
-Rainbow shells: Raises damage done and area damage by 20%.
(Fenrir: A high-tech mechanized unit, the Fenrir is a small, wolf-like anti-infantry walker that can chop enemy troops to pieces. It also has the ability to unleash an EMP attack to temporarily disable targeted enemy vehicles.
-Steel teeth: Increases the melee damage done by 30%.
(Spectrum APC: A heavily armored APC with a specrum cannon on top to melt vehicles, the Spectrum APC's passangers can also fire out from inside the vehicle using special firing slots. It is a combination of a high-tech tank and an APC.
(Skybreaker: The Skylords' long-range artillery unit has a longer vision than other pegasi units and is capable of bombarding targets from a long distance. Has a machine gun to protect itself against close targets.
(Airhunter: If the Skylords have air, they must also have anti-air to thwart off hostile aircraft. The Airhunter is equipped with a quad-AA cannon.
-Automated MG: Adds a machine gun to grant it little defense against ground targets.
(Thundercloud: An advanced, well-armored gunship that has electrical guns on both sides, allowing it to attack ground enemies on its right and left.
(Angel: The Skylords' ultimate all-weather, all-purpose fighter/bomber aircraft. Highly maneuverable and equipped with missiles and bombs, the Angel is a huge threat to anything. Yet, its armor isn't tough to withstand heavy fire. It's built mainly for speed and accuracy.
-Napalm bombs: Bombs are filled with napalm, allowing them to do damage over time.
(Rainbowfortress: The #1 strategic bomber craft of the Skylords' airforce, used for carpet bombing operations. The Rainbowfortress must return to the airfield to get more bombs.
(Spywasp: A small, stealthy drone with no armaments, but can detect stealthed units. It's also very fragile, yet has a longer sight than any other Skylord unit.
(Griffon: The finest of the pegasi's combat helicopters, this high-tech war machine has a 30mm minigun. At the airfield, commanders can change the weapons of the Griffon between air-to-surface missiles and unguided rockets that do area damage as well as normal damage. Using nano-tech, the helicopter manufactures its own ammo.
-Rocket barrage: When equipped with rockets, the Griffon can fire its entire volley at a specific location, dealing heavy damage to any units at that location.
(Piranha: Piranha sub crews are vicious, just like the meat-eating fish, even though the submarine was built for scouting operations. Their subs have rapid reloading systems that let them fire torpedoes fast. Detects stealthed units.
-Direct fire cannons: Gives the Piranha the ability to surface and adds defensive turrets to strike surface targets.
(Tigershark: This patrol boat is larger than its normal size, allowing it to fit in more weapons and ammo. It can engage aerial targets with AA turrets and surface targets with heavy machine guns.
(Vili-class: All purpose medium cruiser, the Vili can engage whatever threat it encounters. It packs missiles for to counter enemy planes, rapid-fire cannons against surface targets, and torpedoes to face enemy submarines.
(Glorious: The Glorious-class battleship is ideal for long range strikes against enemy targets. It's best used against either slow-moving or stationary targets. Has the barrage ability that allows it to fir all nine guns simutaneously at a specified location to deal a huge amount of damage and area damage.
(General Stormshadow: Named after a brave pegasus commander, this is the finest aircraft carrier the Skylords ever built. It functions exactly like an airfiield, but it is limited to only producing Angel fighters and Griffon helicopters. It does have a system of guns and missiles for self-defense.
(Dolphin: The pegasi built this heavily armored assault sub as a response to the rising threat of the Divinoct naval forces. The Dolphin can attack ships and subs with torpedoes, surface and attack surface targets with artillery guns, or even fire a cruise missile that deals a large amount of damage and has a wide area damage and a long range.
(Disruptor: An advanced ECM/ECCM frigate. It is capable of temporarily disabling enemy surface units with an EMP shockwave, which also electrifies infantry due to its intensity. It may also decieve enemy missiles and cause them to fly away from it and nearby allies. Has the radar jamming ability that allows it to temporarily tweak enemy radar. It has a light armament of multi-purpose missile launchers.
-Advanced signal disruptors: Increases the probability of decieving enemy missiles.
((Eperimental units: (all exp. units for all factions don't have upgrades)
(Robopegasus: This giant walker symbolizes the pegsus race. Its eye-mounted photon cannons, back-mounted triple cannons, and side-mounted lasers make it a true horror to enemy ground forces. It has the ability to fly, thus enabling it to engage enemy air units with its lasers.
(Thor: An experimental giant transport helicopter with good defensive capabilities against ground targets, and a little amount of AA defense.
(Loki: This experimental surviellence vehicle can conduct a sattelite scan on remote locations, revealing the shroud and stealthed units. Has no defenses of its own. Stealthed when immobile.
(Odin: The pegasi's ultimate weapon. This giant, experimental aircraft can shift between bomber and gunship modes. In bomber mode, it carpet-bombs enemy ground forces. In gunship mode, it circles around enemy ground forces, raining hell down upon them with autocannons, mainguns, and heavy machine guns. It also has good defense against aerial targets, and is extremely tough to take down.
(Field HQ: Talamh headquarters building. It has the thickest armor among the HQ buildings of the five factions, and has turreted defenses as well. Produces the Talamh builder unit: the Workhorse. It also generates a small amount of resources every 10 seconds.
(Windmill: The earth ponies rely on wind energy to generate electricity. However, wind energy provides little amount of electricity, yet Windmills are very cheap to build and don't take alot of space.
-Modified turbines: Increases the power output by 20%. Note: each windmill must be upgraded individually.
(Refining plant: The place where precious diamonds are brought to and refined for use as credits. Also produces the Prospector, the Talamh gathering vehicle which is also armed with an automated MG.
-Windmill add-on: Adds power generating functionality to the refining plant.
(Recruitery: All Talamh infantry, from standard ones to heavy troopers to cowboys to heroes, are trained here.
-Force doctorine: Allow two squads to be trained at the same time.
(Machine barn: This barn is so special. It's bigger than ordinary barns, and has all the machinery necessary to build all Talamh vehicles, except for experimental ones.
-Automated factory: Vehicles become 25% faster to produce.
(Seaport: Only the finest Talamh naval units are constructed here.
(Science lab: Don't think the Talamh aren't smart. Oh yes they are. This building provides them with all the technologies they need to conquer Equestria.
(Arms barn: Grants upgrade to all Talamh infantry, including heroes.
(Exp. farm: This huge farm isn't ued for growing crops. Instead, it's used to produce the earth ponies' exp. units.
(MG nest: Manned by a Musketeer, the MG nest is the Talamh's defense against hostile ground forces. It can engage vehicles as well due to its armor-piercing bullets.
-Reinforced construction: Adds additional 20% durability to the nest.
(Acid turret: This defense is very effective against vehicles and groups of infantry. The sprayed acid slowly reduces the armor of any vehicle it touches, and almost instantly kill unarmored infantry. However, it has a short range.
(AAA: The Anti-Aircraft Artillery is a powerful flak gun that shoots shells in the air. When they explode, the shells cause area damage. Effective against squads of enemy aircraft. An entire network of AAA can thwart almost any aerial threat.
(Dual laser bunker: This powerful laser defense system is able to stop enemy vehicles dead in their tracks. Yet, it's too slow to target massed enemy units.
AMC: The Artillery of Mass Corrosion fires hazardous bio-toxic shells at a target, dealing devastating results and keeps the area contaminated for some time.
(Workhorse: Builder unit. Though not as durable as other builder units, he is quite capable in melee combat. Structures take less time to build as more Workhorses contribute in construction. Detects stealthed units.
-Back-mounted robotic arms: By placing a robotic node on their backs, Workhorses build faster and become more lethal in combat.
-Basic training: Issues a sub-machine gun to the Workhorse, adding ranged combat capability.
-Healthy food: Increases health by 25%.
(Armed militia: Earth ponies who got their training from military academies and dedicated their lives to defend their kind. They come in large numbers, and are armed with state-of-the-art assault rifles. In melee, they fight with bayonets attached to their rifles.
-Disciplinist: Adds a Disciplinist to the squad to increase their health, damage, and speed. The squad also gains the Fury ability, which increases the damage they cause in melee.
-Scopes: Equips the Militia's assault rifles with scopes, increasing their accuracy by 45% and therefore, increasing damage. Also adds chances of critical hits that kill enemies instantly.
(Fanatics: These militiants are armed with RPGs to help them hunt down enemy tanks. In melee, they fight with daggers.
-Targeting system: With this upgrade, the Fanatics become able to target enemy aircraft as well as tanks.
(Musketeers: These professional cowboys always prefer to use their high-accuracy shotguns to take down their targets. Musketeers are tougher than standard militia soldiers, and are better trained on survivability.
-Molotov cocktails: Half the members in a Musketeer squad start hurling molotov cocktails, which burn enemies on contact. Enemies on fire keep taking damage until the fire dies out. Molotov cocktails are also effective against garrisoned troops.
(Raidin' Boys: Fast, SMG wielding cowboys who specialize at fast raiding operations. They can lay down suppression fire to slow enemies. Then they engage supressed enemies in melee. Raidin' Boys are very good melee combatants.
-Camoflage suits: Renders the Raidin' Boys invisible to enemy eyes, except for detectors.
-Zeal: Increases the Boys' health and grants the Hit 'em hard ability, which temporarily increases the damage they deal.
(Shockers: Heavy assault mechs piloted by militiants. Their electrifying attacks are extremely strong vs. infantry and light vehicles, and can deal with heavy armor as well. Their melee attacks are just as lethal. Every hit causes shock damage to enemies.
-Shockmaster: Adds a Shockmaster to the squad, who increases movement speed. Grants the Shockwave ability, which allows the Shockmaster to pound the ground, releasing a powerful electromagentic wave that kills enemy infantry instantly and temporarily disables vehicles.
-Tesla coils: Adds Tesla coils on the Shockers' backs, allowing them to attack enemy aircraft.
(Big Boys: Huge, chaingun-wielding studs who are impervious to small arms fire. They may be slow, but their armor is extremely tough, and the sound that comes out each step they take slowly reduces enemy morale, making easier targets for other allied infantry, if not for them. They can hit enemy planes as well.
(Militiant general: This fearless leader inspires nearby allies to fight even more courageously in battle, increasing their overall combat effectiveness. His armamanets are an assault rifle and a waraxe, and he is a very good melee unit. Has the Combat Rodeo ability which increases the speed of all his attacks. Detects stealthed units.
-Falmethrower add-on: Adds a flamethrower to the general's rifle to burn any enemy stupid enough to try and hit him.
-Discipline: Grants the Discipline ability, which breaks supression and rallies troops to the general's side.
(Battlesherrif: This law enforcer takes care of executing cowards who attempt to run away from their duties. His dual rapid-fire pistols have armor-piercing rounds in them, enabling him to engage heavy infantry and light vehicles as well.
(Sarge: High-durability leader unit. He has two weapons: a high-accuracy shotgun with a bayonet attached to it, and a four-barrel missile launcher. Can engage enemy aircraft. The Sarge also has three abilities:
-Steel yourselves: Temporarily increases nearby units' health and armor.
-Rocket barrage: The Sarge transmits target coordinates to any Duststorm on the battlefield, causing the vehicle to rain down numerous rockets on that location.
-Critical shot: Instantly kills an enemy soldier.
(Pickup: This technical vehicle is pretty fast, and has a 50 cal. machine gun. Its speed allows for fast raids on enemy postions. Can transport infantry squads, except for Shockers and Big Boys.
-Better engines: Increases speed by 20%.
-AL alloys: The aluminum alloys increase durability by 30%.
(Chopper: A walker vehicle with four arms ending up with chainsaws. Extremely dangerous vs. light and heavy infantry, and good-to-average against heavy vehicles. Yet, its armor isn't very tough.
-HMG: Adding heavy machine guns to the Chopper grants it a ranged attack.
(Cowboy tank: A light, high-speed tank armed with dual autocannons, it was mainly designed to be a hit-and-run unit. It's also amphibious.
-Tank cannon add-on: Adds a 100mm cannon to the tank at the cost of reducing its speed.
(Flak truck: Given the fact that the Talamh don't have air units to thwart any aerial threats, they possess the Flak truck which has a powerful, quad-falk cannon. Detects stealthed units.
(Mole APC: This transport vehicle is weaponless, but has the ability to permanently garrison a single infantry unit, except for Big Boys, to grant it a defensive weapon depending on the garrisoned unit's weapons. Example: Shockers grant it a tesla cannon. The permanent garrison ability can only be used once per vehicle. It is also capable of digging underground to transport troops undetected.
(Duststorm: The Talamh artillery unit is a light tank with 40 barrels on top, and each barrel has a rocket. The Duststorm can fire at targets from long range, and can even fire at very distant locations the Sarge designates with his line of sight.
(Behemoth tank: Vastly powerful and heavily armored, the Behemoth is truly a force to reckon with. Its Poltava-class triple cannons can demolish whatever stands in its way, and rapid-fire laser turrets fitted on the sides of the vehicle grant it protection against infantry. However, it lacks AA defense. It has the Roll Over 'em ability, which activates its front grinders and fires up the engines, crushing any infantry or smaller vehicles, even lesser tanks, under its treads.
(Acider tank: Mobile version of the acid defense turret. However, it has the ability to permanently convert its normal acid sprayer into an acid launcher, a tank cannon that fires acidic projectiles which explode upon contact, contaminating the area with acids that slow down enemy vehicles and melt away their armor, and instnatly kills any infantry that comes in contact with.
(Skyduster: Totally designed to confront AA units, it carries a SAM battery that can 'dust' the sky of enemy aircraft.
(The Talamh possess no air units)
(Nanuchka: Fast and light, this small hit-and-run vessel carries, in addition to autocannons, a cruise missile that can deal alot of damage on a wide area upon impact. It also has a booster to give it some speed for a short duration. Detcts stealthed units.
(Loch Ness-class: This light cruiser features advanced targetting systems that allow it to engage enemies in the sea with autoloading 40 cm cannons, and in the air with missiles. It's also faster than any other combat vessel of its type.
-Torpedo tubes add-on: Adds a torpedo tube to the Loch Ness to enable it to engage enemy submarines.
-Cluster missiles strike: Gives the ship the ability to fire a series of cluster missiles. Cluster missiles disperse into multiple warheads before impact, dealing damage over a wide area.
(Furious: A large, heavilly armored battleship designed as an artillery unit. It can strike targets from very long range, and in case of close combat, direct-fire, short range cannons will do the trick.
(Alpha: Fastest submarine in the world, the Alpha can engage surface and underwater enemy units with torpedoes. Has the power surge ability that allows it to electrify the surrounding waters, dealing massive damage to enemy ships and subs.
(Sovermenny: This destroyer is designed to carry only missiles. No cannons or main guns. Its missile system allows it to engage whatever enemy it faces, be it a ship, submarine, or aircraft. Has the ability to fire its entire payload at a location, so the Sovermenny can be considered an artillery unit.
-Toxin-tipped missiles: The Sovermenny becomes a chemical weapons carrier. All of its missiles carry toxin warheads.
(Salvage vessel: The earth ponies built this ship to provide essential repairs for combat vessels fighting on the naval front lines.
(Magnet tank: A huge tank that can pull mechanical units towards it. Then it activates the repulsion field to send attracted units flying away, and they get smashed when they land.
(War cider tank: This large cider making machine still retains its primary job, but it's now used in Talamh military. Its role is to heal nearby infantry, increase their armor, and make them fight harder by giving them all the cider they need. Earth ponies aren't stupid; they added autocannons to the machine for self-defense.
(Armageddon: Pride of the earth ponies armed forces. This gigantic, experimental weapons platform has all sorts of conventional weaponry to face any threat it encounters. It can crush non-experimental land units, and has the ability fire a shockwave cannon at an extremely long range. "Perfect counter for the pegasi's Odin." says one earth pony commander.