I don't know, but the monsters and mercenaries list doesn't feel complete yet, with a lot of other common mythological/other eccentric monsters still missing. I'm trying to compile a list of them, and maybe some of them will be possible candidates for a monsters and mercenaries 2 faction.
I'm fully aware that the monsters and mercenaries is currently the latest faction out, and I'm not trying to rush another mercenary army or anything.
AbilitiesSame "spoils" ability.
CoreArachna Warriors: Offense: (5) 6/4 Defense: 2/1 Range:- Courage: 11 MC: 5" Health: 4-3-2
Equipment: Four swords and two shields.
Let's see you trying to parry against four swords and attack against two shields. Wizards: Offense: (6*) 5*/5* Defense: 2/1* Range: 10.5" Courage: 13 MC: 3.5" Health: 2-2-2
(-2) -1/-1 when engaged. +0/+1 vs range. Equipment: Wizard's robes, staff, book of spells.
These wizards are masters in area-effect spells.Hobgoblin Hammermen: Offense: (6) 5/6 Defense: 1/3 Range:- Courage: 12 MC: 3.5" Health: 4-4-3
Equipment: Two warhammers or a maul.
Hobgoblins are common mercenaries in the land of Tangath (spelling?), where their families' homes have been destroyed.Beggar Swarm: Offense: (9) 4/4 Defense: 1/1 Range:- Courage: 11 MC: 3.5" Health: 3-3-3
Passes all rout checks if you mark the spoils box. Auto rallies at the end of the turn. Equipment: Sticks, hammers, shovels, etc.
Though unskilled, the sheer number of these beggars is overwhelming.Giant Toad Cavalry: Offense: (4) 5/6 Defense: 1/3 Range:- Courage: 12 MC: 5" Health: 4-3-4
Cavalry. (+1) +0/+0 when charging (this is in addition to the normal charging bonuses). Leap and bound: You may spend one command action to give toad riders MC: 7" and no maneuver penalties for the turn. Equipment: Spear, whip, leather amor.
Novice Horsemen: Offense: (5) 5/5 Defense: 2*/1 Range:- Courage: 12 MC: 6" Health: 2-2-2
Cavalry. +1/+0 while charging. Equipment: Spear, sword, leather armor.
Cheap and fast, these novices are often sought after by generals who are on a tight budget.StandardPirate Mercenaries: Offense: (7) 5/5 Defense: 2/2 Range:- Courage: 12 MC: 3.5" Health: 4-4-3
Equipment: Cutlass, hook, normal clothes.
Pirates will do anything for money. Anything.Whirlers: Offense: (

5/5 Defense: 2/1 Range:- Courage: 13 MC: 3.5" Health: 4-3-3
Equipment: Double-bladed spear, leather armor.
These skilled warriors whirl double-bladed spears at incredible speed.Snipers: Offense: (2*) 8*/6* Defense: 2/1 Range: 14" Courage: 13 MC: 3.5" Health: 3-2-1
Does not lose attack dice for being in the red or yellow. (+2) -3/-1 when engaged. Equipment: Crossbow, leather armor.
Although these snipers take a long time to aim, their bolts fly with unerring accuracy and unmatched power.EliteArcanists: Offense: (3) 7/7 Defense: 2/1 Range: 17.5" Courage: 14 MC: 3.5" Health: 2-2-2
You may not play command cards when arcanists is attacking. Equipment: Staff, orb, robes.
These elusive mages are hard to find, and require a lot of gold to convince them to join your army.Griffins: Offense: (5) 6/6 Defense: 2/3 Range:- Courage: 14 MC: 5" Health: 6-3-3
Units within a 7" range of the griffins' front center point get C+1. Fearsome. Large. Can fly.
These magnificent beasts are part lion, part eagle. They rarely come to war, but when they do, they are fearsome fighters.Minotaurs: Offense: (5) 5/6 Defense: 1/3 Range:- Courage: 13 MC: 5" Health: 4-4-3
Fearsome. (+0) +0/+1 and +1/+0 when charging (this is in addition to the normal charging bonuses). +2 impact hits when charging. MC: 6" when final rushing or routing.
Part-bull, part man, these monsters ravage anything in their way when charging.Giant War Tortoise: Offense: (4) 5/7 Defense: 1/4 Range: 7" Courage: 14 MC: 2.5" Health: 5-4-4
+3 impact hits when charging. MC: 3.5" when final rushing or routing. Equipment: Rider's whip, magic staffs.
Though slow and plodding, these beasts impregnability and the range of magical spells make up for it. Cyclops: Offense: (5) 5/7 Defense: 1/4 Range:- Courage: 12 MC: 5" Health: 7-0-7
You may spend a command action to mark cyclops. It gains a range of 14" for the turn.
If you have any constructive criticism, suggestions, changes to be made, etc. feel free to post.