Having come up with the idea and seen and heard a number of comments on it, I've tried putting together the bare bones of an entire new army. Below I have put together 12 units, with special rules, and an army ability together with a brief introduction. I would welcome feedback on whether the concept is good, whether I've accurately represented it with the stats and whether anyone would be willing to help refine it (or put points on them

. Without any more ado: The Chi'in Empire.
The small nation of Chi'in rules an empire many times larger than one would expect, under normal circumstances. To compensate for the relative lack of manpower, skilled mages, called Animators, control units of human-sized Terracotta Warriors and larger golems in combat. Cheap and expendable, yet stronger and tougher than a man, the only drawback is these Constructs' lack of initiative and predictability.
Terracotta Swordsmen
Order: H* Offense: (5)4/6 Defense: 1/3 Range: - Morale: - Move: 3.5" Hits: 3 Green, 4 Yellow, 3 Red
Core, Construct
When Controlled has same orders as nearest Control unit, otherwise has Hold order. Passes all Courage Checks.
Equipment: Sword & Shield
The basic warriors are easy to construct and control and thus form the mainstay of the armyTerracotta Spearmen
Order: H* Offense: (6*)4*/6* Defense: 1*/3 Range: - Morale: - Move: 3.5" Hits: 3 Green, 4 Yellow, 3 Red
Core, Construct
When Controlled has same orders as nearest Control unit, otherwise has Hold order. Passes all Courage Checks.
(-1)0/0 when charging. (0)+1/0 +1/0 v Cavalry/Large. (0)0/+2 v charging Cavalry/Large.
Equipment: Spear & Shield
Terracotta Archers
Order: H* Offense: (4)4*/6* Defense: 1/3 Range: 14" Morale: - Move: 3.5" Hits: 3 Green, 3 Yellow, 3 Red
Core, Construct
When Controlled has same orders as nearest Control unit, otherwise has Hold order. Passes all Courage Checks.
(0)-2/-2 when engaged.
Equipment: Bow & Shortsword
Individual Archers are less effective than their living equivalents but their unity of movement and purpose makes volley firing incredibly dangerous.Terracotta Crossbowmen
Order: H* Offense: (5*)4*/5* Defense: 1/3 Range: 10.5" Morale: - Move: 3.5" Hits: 3 Green, 4 Yellow, 3 Red
Construct
When Controlled has same orders as nearest Control unit, otherwise has Hold order. Passes all Courage Checks.
Ranged Attack is Line-of-Sight.
(-1)-2/-1 when engaged.
Equipment: Repeating Crossbow & Shortsword
The Repeating Crossbows of the Chi'in can throw out a tremendous volume of fire, but the light Bamboo quarrells are somewhat less effective than normal ones.Golem Swordsmen
Order: H* Offense: (5)4/7 Defense: 1/3 Range: - Morale: - Move: 3.5" Hits: 5 Green, 0 Yellow, 5 Red
Elite, Construct, Fearsome, Large
When Controlled has same orders as nearest Control unit, otherwise has Hold order. Passes all Courage Checks.
Equipment: Large Sword & Shield
Only the most skilled of Artificers can create and enchant these 12' tall warriorsGolem Spearmen
Order: H* Offense: (6*)4*/7* Defense: 1/3* Range: - Morale: - Move: 3.5" Hits: 5 Green, 0 Yellow, 5 Red
Elite, Construct, Fearsome, Large
When Controlled has same orders as nearest Control unit, otherwise has Hold order. Passes all Courage Checks.
(-1)0/0 when charging. (0)+1/0 +1/0 v Cavalry/Large. (0)0/+2 v charging Cavalry/Large.
Equipment: Large Spear & Shield
Only one thing is more dangerous than a pair of 12' statues wielding swords: a pair of 12' statues wielding spears!Terracotta Miscasts
Order: C Offense: (5)5*/6 Defense: 2/3 Range: - Morale: - Move: 3.5" Hits: 3 Green, 4 Yellow, 3 Red
Construct
Always has Close Standing Order. Passes all Courage Checks. Command Cards may not be played while this unit is in combat.
(0)-1/0 -1/0 when controlled
Equipment: Hand Weapon & Shield
Sometimes a warrior is damaged during creation or battle and doesn't respond to normal control. These unpredictable units can be programmed to recognise friends and are then unleashed to sow confusion in the enemy ranks.Chi-in Animators
Offense: (3)4/3 Defense: 1/1 Range: - Morale: 11 Move: 3.5" Hits: 3 Green, 3 Yellow, 2 Red
Core
Control 6. Friendly Constructs within Control inches are Controlled. May be issued R and S orders.
Equipment: Dagger
Unlike Necromancers, who can order their magical creations from afar, Animators need to be close to the troops to power them.Chi-in Master Animators
Offense: (3)4/3 Defense: 1/2 Range: - Morale: 12 Move: 3.5" Hits: 3 Green, 3 Yellow, 3 Red
Elite
Control 7. Friendly Constructs within Control inches are Controlled and get +1/0. May be issued R and S orders.
Equipment: Enchanted Robes, Dagger
The best Animators can command their warriors to protect themselves.Chi-in Warrior Animators
Offense: (5)5/5 Defense: 2/2 Range: - Morale: 13 Move: 3.5" Hits: 4 Green, 3 Yellow, 3 Red
Elite
Control 4. Friendly Constructs within Control inches are Controlled and get (0)+1/0. May be issued R and S orders.
Equipment: Lacquered Armour & Shield, Scholar's Sword
Some Animators show a talent for combat and lead their troops from the front rankChi-in Rocket Battery
Offense: (3)4/7 Defense: 1/2 Range: 21" Morale: 11 Move: 2.5" Hits: 2 Green, 2 Yellow, 2 Red
Elite
(0)0/-2
Equipment: Lacquered Armour, Shortsword
Tribal Horsemen
Offense: (5)5/5 Defense: 2/2 Range: - Morale: 13 Move: 6" Hits: 2 Green, 2 Yellow, 2 Red
(0)0/+1 +1/0 when Charging.
Equipment: Lacquered Armour, Shield, Spear & Horse
The Animators haven't found a way to create animated horses yet, and so employ conquered tribesmen as scouts and pickets.Army Ability: Ward of Stone: Spend a command action to place a mark in the box on any unit card. Any unit with a mark in the box gets Defense 0/+1. Erase the mark when the unit takes one or more points of damage to force your opponent to re-roll those dice.
I haven't figured out any command cards yet.
So there you go. A whole fan-designed army. Any comments?