Is there any thread for submitting INDIVDUAL units that you think are unique?
I'm just asking. If not, I'll edit this thread and make it the "submit your unique individual units!" thread. If there is, I will close this thread.
I have a lot of ideas, and I'm sure many people will have too, and I'm also quite sure that Chad/whoever will always be trying to look for ideas to make a faction, and maybe they might be lacking a unit or something like that. I don't mean some kind of competition to submit units, just a thread where everyone can contribute and comment on ideas and suggestions. A more friendly and non-competitive environment, basically.
I'm sorry if there already is a DYING thread that is regarding the same topic.
Also, a template for unit creation:
Crappers(name): Offense: (1) 1/1* Defense: 1*/1 Range: 3.5" Courage: 5 MC: 2.5" Health: 1-1-1
Fearsome (or any other attribute)
(+0) +0/+2 when charging. (or any other combat modifiers)
+1/+0 when flanking. (or any other combat modifiers)
Takes 1 damage every turn (or any other special effects)
OPTIONAL
Equipment: Feathers, tissue paper armor, flowery shield.
Flavor Text: These guys are so crappy that I decided to use them as fodder!
Estimated Cost: 10 points.
Explanation: Why is it unique? What do you think you want this unit to be doing? Review?
Just an idea:
Rebel Madmen: Offense: (7) 5/5 Defense: 0/4 Range:- Courage:- MC: 5" Health: 8-0-0
Fearsome.
Passes all courage checks.
MC 6" when final rushing.
Permanently on close and may not be given a standing order modifier or directly controlled.
Equipment: Axes, sticks, flails, maces, leather armor.
These crazed fighters feel no pain from minor wounds and will stand to the bitter end.Estimated Cost: 270 points
I think this unit is unique because it is one of the most expensive human "mad" units. Also, it has a lot of flavor that reflects the unit, like 8 green health due to the unit being mad and 0/4 because the madmen don't know how to block or parry, but shrug of small wounds easily. This unit will probably star in roles where they have to face off with some meanie unit, because with 0/4 defence, 8-0-0 health and auto-pass courage checks, it makes a great tank. It also will never lose attack die due to being in the yellow or red, and will also deal out decent damage before dying. I doubt it will be an auto-include by any means, but it probably will star in certain scenarios/circumstances.
The copied and slightly modified rating system. Made for the sake of killing time.
* - The unit is total crap at this role. Anyone with a quarter of a brain won't use it in this role. Even with amazing die rolls it will still be crap. E.g. Shamans as heavy damage, Peasant mobs as tanks, ancient red dragons as disposable fodder, etc.
** - The unit is incredibly weak at this role. Most of the time it will fail horribly, unless your dice just seem to be amazingly lucky.
*** - The unit is weak at this role. It might seem that it can do the role well, but most of the time its just a waste of points.
**** - The unit is slightly below average for this role. With average dice rolls, it will probably not be very good at the role.
***** - The unit is average in performing the role.
****** - The unit is mediocre at the role. It will probably perform well with average rolls.
******* - The unit is good at the role.
******** - You
should have to pick this unit for the role unless you are really in a strange circumstance or you have a very special army design.
********* - If you don't pick this unit for this role, your brain must have some problems.
********** - Need I say anything? Anyway, this will probably rarely be given out, since a unit can't be THAT perfect. Unless you're talking about bowriders causing your opponent to punch you in the face.

I'll give them to amazing 10* for this role.