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Description
Back to Fallout Equestria: Total War cards. And now: attempts to balance and explain “hero” units.
Melee attack: 8
Melee defense: 10
Armor: 15
Charge Bonus: 5
Anti-Air skill: 400
Reload: 7
Ammunition: 9
Range: 90
Precision: 50
Morale: 100
Soldiers in Unit: 8
Produced from: Mustering Ground
Requirements: War Industry, Early Automatic Weapons, Heroism of Service
Special Abilities:
- A Strange Endowment - for whatever the reason my be, this unit is blessed with a strange run of luck or protection from some unknown source. Meaning that for all the enemy’s effort, they can not be killed. For however long this run of luck or skill lasts. Their command hasn’t exactly pinned it down.
- This effect is eliminated at Celestial Abdication or a random event if path not taken, allowing the unit to take damage and die or to even be disbanded in the first place.
- Disjointed command - May not actually follow orders, charges/attacks early and hesitates to leave the fight. Probably because its commander isn’t actually its commander.
- Early mixed-tactics unit - Each character in this unit is its own specific specialty, containing a machine-gun specialist, sniper, two air combatants, and regular infantrymen.
Description: The long war against the Zebra brought into the fight ponies from all points of its society. Where the early war was an affair of its higher classes it soon brought into it the common ponies. As the first willing sacrifices were chewed so came the draft. Then appeals to heroism. There were episodic and quixotic experiments too, in order to best the Zebras. But for a time there seemed to be nothing better than the small squad that’d become known as Macintosh’s Marauders.
Composed of seven members and officially commanded by Prince Vanity Blueblood, the team’s medic and designated morale officer the squad’s true commander lay on the shoulders of its stoic farm-hand Macintosh, the brother to the Bearer of the Element of Harmony Honesty, Applejack. Under normal circumstances, such a small group of ponies would and should be easily out-numbered but for all the Zebras efforts the Marauders can not be dissuaded from the field by any force of arms as they seem to get on without taking casualties or injury. There’s suspicions of something at foot, but nothing that can be pinned down. It may be a charm, or the work of some magic on one of them. Some whisper of zebra magic and a secret ninth member that keeps them far from death’s final parade field. But never the less, the unit is often derided for its egotism as it matches its criticism with performance in the field, it stubbornly refuses to cede the field.
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