Faction Ability:
Ferocity: Spend a CA to mark the box. Erase to get one impact hit and an additional +1 damage when final rushing. All units get the check box except the slingers, the Unliving and the warhounds
This has two problems, IMO. It spends a lot of the game dead -- you simply cannot use it unless you're charging. On the Charge turn it may be too good -- I'm not sure. If we compare it with Might, you're trading +1 attack for +1 hit, which is a pretty significant upgrade. Put together it may not be unbalanced, but it doesn't look like it's going to lead to very interesting decisions.
Battle Lust:When making free attacks to routing units, SoK foot units get +3/0/0
+1 MC when final rushing against routing units
I like this. How about something that makes it either hard or impossible to resist hitting a routing unit? You could say, "If X begins the turn able to final rush a routing unit, its orders change to Close with the nearest routing unit as its objective and those orders cannot be changed (or cost 2-3 command actions to change)."
So, here with the list and some guesses at their cost.
You've definitely earned a trip to the black box of point-costing; I'll come back (probably not today) with point values. Actually, I'll make it definitely not today, so if you want to tweak any of the stats I'll put the revised ones in.
Tribal Warriors
(5)/5/5 1/1, 5/4/2 Range 3.5", Courage 11, Move 3.5" 130 pts Core
Ferocity
Javelins and sword
See umenzi Javelis for the rules
The green hits has already been mentioned. One thing to consider is that toughness doesn't have to mean just armor. Orcs with a 3-toughness are in comparable armor to Hawks with a 2, but the Orcs themselves are just tougher. You could justify a toughness of 2 for your guys on the grounds that they're so full of adrenaline/fury/whathaveyou that they shrug off minor wounds.
Slingers
(4)5*/5* 1/1, 3/4/2 Range 7'', Courage 10, Move 5'' 95 pts Core
Sling (LOS range attack).
When this unit is final rushed, you may rout this unit without getting hit by free attacks. The unit that charged you moves full movent towards you. This unit may gain but does not provide pinching bonuses.
I think you almost certainly want to make these guys skirmishers using the rules we're developing for the Punic Wars, rather than add in a similar rule for them.
Warhounds[/b]
(7)/4*/4* 1/1, 4/4/2 Range N/A, Courage 10, Move 5" 70 pts
+0/+1+1 when attacking the same unit with a unit of hunters.
Interesting. So if they can get a 2s company they're a 5/5 and if they can pinch on the flank they're a 7/7!

Animal afinity: target a cavalry unit on the board. Put a "panic" token on the unit. The controller of this unit must spend a command action to remove the panic token. Cavalry units with a panic token on them cannot do anything in their turn, not even fight back.
Does this amount to, "Target opponent with Cavalry in play loses a command action"?
Command cards:
Run like the wind x1
All your foot units get +1 MC for this turn
I love cards that boost MC but I worry about cards that only boost MC. I really hate for command cards to be dead or close to it for significant parts of the game, and sometimes everyone is engaged and the fight is going to be determined by whose line breaks, not by who is speedy when it does. You could give this cycling and then it would be great.
Savage Warriors x2
Play during your movement and command phase. Target engaged enemy unit that will get this attack gets -2 morale until the end of round
The wording is awkward; I think you can get away with, "Target engaged enemy unit" or, if you want to make sure that it's engaged with one of your units (rather than an ally or merc) you could say, "Choose one of your units. All enemy units engaged with that unit," in which case it's powered up but still on-flavor.
The problem I have with cards like this is that they are always too good or else do nothing. This card will either cause an enemy unit to fail a rout check that it would otherwise have made OR it will have created a burst of dramatic tension and done nothing. Now, the same can be said for cards that only provide a courage boost, but those feel very different. Maybe it's just that you're happy with the "nothing happened" result. That said, this is at a power level that I can live with, so I'm happy to see it get tested.
Another thing to consider is that this card will be dead against the Undead. It might make it too good, but how about we make it modal; you either give -2 to them or +2 to your own unit.
Breath of the Dragon x2
All ranged units get -2/0/-2 for your turn and your opponent's turn.
Flavor wise it's strange that Breath of the Dragon depowers ranged attacks. I assume this has to be played during M&C? In any case, this is another type of card I don't really like. It's a huge card against ranged attacks, and having two of them in your deck encourages both players to cut down on or even to eliminate their ranged attackers. (Imagine a mirror match where as many as four copies of this could come up -- if one guy has a couple of slingers and the other doesn't, that's going to be pretty big.) If your opponent happens not to bring ranged units, this is simply a dead draw. Worse, if an inexperienced player doesn't know what's in your CC deck and brings a stand-and-shoot army they're going to think it's really unfair that you have two cards that are essentially overpowered defensive cards that hit multiple units.
How about this instead?
Swirling FogPlay during an attack, before your opponent rolls to hit. (Parry) If the attack is a ranged attack, (better than parry).
Savage roots x2
Place this command card anywhere on the battlefield. It counts as rough terrain and anyone partially on it gets -1/-1/-1
As noted in another faction, the spontaneous generation of terrain is REALLY powerful in some situations. If I read this correctly, this card is insane -- it not only slows your enemy down but then gives them huge ongoing penalties?
Horn of Celtchar x2
Play this card before you roll in the current courage phase. Discard x cards. X units pass their courage check
Beautiful. I love the design and the choices it invokes.
Spear of Lyr x1
Target unit gets -2/-2 until end of turn
Isn't this just completely over the curve? It's like Force, but with +2 offensive skill thrown in on top, AND it applies to all attackers so you can make one command card have the strength of four?