Interested in advertising on Ponybooru? Click here for information!
Ponybooru ain't free mate - help support us financially!
ETH: 0xC41132ad4627FBfBd0d1712A27B268a06278eE50 | BTC: bc1qeyw3e72pcylque89r2940hhfzrz339kxuvruun
Description
So I was totally expecting to move on to “tier 2” units in this mock Total War interpretation for the Great War in Fallout Equestria. But then over night I realized there were more onset-stage sorts of units that could be done so that gets to be delayed. So sorry anyone who might be paying attention: this is going to take a bit longer to drift out of an adaptation of the show aesthetic into the Fallout aesthetic. Never the less, early magical ranged unit time.
Melee attack: 1
Melee defense: 1
Armor: 2
Charge Bonus: 3
Anti-Air skill: 20
Reload: 5
Ammunition: 200
Range: 60
Precision: 60
Morale: 4
Soldiers in Unit: 50
Produced from: Magic Academy
Special Abilities: Magical Aura - boosts the morale of nearby units by 1
Requirements: Warpowers
Description: While all unicorns can use magic, not all of them can or are capable of casting deadly magic. All the same, they can be trained. On the initial outset of the war came the need for magical support, whether in healing of combat to hold the line. Though a quick fix for a new problem, they will eventually be outclassed and their war-time usefulness re-allocated.
Comments
0 comments posted