The Centaur LeagueFinally roused to action by the depredations of human "civilization" on the edges of their woodland homes, the great Centaur philosophers and omen-readers have gathered their forces. Joined by sympathetic humans and elves who share their wilderness homes, they issue forth with a thunder of hooves, burning logging camps and putting villages in sylvan glens to the torch. Mighty warriors of the wild, the Centaurs are devastating, but few in number, relying on their woodland allies to bolster their numbers...or their raw fury and devastating power to carry the day.
The Centaur League is a full fan faction for Battleground. This is version 1.0. As a result, nothing is yet tested and I can't assure you that everything is fair and balanced! Feedback is very welcome. I'll try to do up some playtest proxies when I have a moment, but if you want them feel free to PM me and nag, it couldn't hurt!

As always, points costs are the result of my own attempts; only Chad can give the word on what these units would cost were they official, though I'm pretty sure my guesses will be a reasonable starting point.
Centaur League UnitsSylvan Foot (Human and Elven barbarians with dual swords)
(7) 5/5 2/1 R -- M 5" C 12
Equipment: Leather armor, dual swords.
Core -- 230 Points
5/3/2
Centaur Scouts(6) 5/5* 2*/2 R -- M 7" C 12
Cavalry, Cavalry Charge
Equipment: Spears, shields.
Core -- 275 Points
3/2/2
Rangers (think Aragorn in the the LOTR movie; bow and greatsword badasses)
(4*) 6/5* 2*/1 R 14" M 5" C 12
A (+1) +0/+1 while engaged.
D +1/+0 vs Ranged
Equipment: Leather armor, bows, greatswords.
Core -- 354 Points
4/2/2
Centaur Warriors(6) 5/6* 1*/3 R -- M 5" C 12
Cavalry, Cavalry Charge
Equipment: Heavy lances, banded mail.
Core -- 286 Points
3/3/2
Centaur Archers(4*) 5*/5* 1/2 R 14" M 6" C 12
Cavalry (No special charge)
No move and shoot penalty.
A (-0) -2/-2 while engaged.
Core -- 216 Points
3/2/1
Centaur Dragoons(4*) 6/5 1*/2 R 14" M 6" C 12
Cavalry (No special charge)
A (+1) +0/+0 and D +1/+0 while engaged.
Equipment: Bows, Shields, and Axes.
Standard -- 352 Points
3/2/1
Centaur Adventurers(3) 6/5 3*/2 R-- M 6" C 12
Cavalry, Cavalry Charge
Equipment: Shields, swords.
Standard -- 231 Points
3/2/1
Dryads(3) 6/4 3/1 R * M 5" C 12
Ignores Forest MC penalties, D +1/+0 while in Forest terrain.
Spells:
-Wild Growth: Cast during Combat. Place a Forest card within 14". (Included Forest card is unit sized.)
-Forest Walk: Cast during Movement and Command. Instead of moving this turn, place Dryads or a friendly unit within 3.5" completely within a Forest within 14".
-Grasping Branches: Cast during Combat. Make a (4) 5/6 melee attack against a unit inside or within 2.5" of a Forest within 14". The target unit gets -1 MC next turn.
Standard -- 168 Points
3/2/1
Shambling Mounds(5) 5/6 1/3 R -- M 5" C 11
Large, Fearsome, Stupid.
Regenerates one damage at the start of each movement and command it is engaged.
Standard -- 292 Points
5/4/3
Centaur Cavalry (these are wildernes-y humans mounted on centaurs both armed with spears!)
(8 ) 6/6* 3*/3 R -- M 5" C 12
Cavalry, Cavalry Charge.
Equipment: Shield, Lance, Banded Mail.
Elite - 555 Points
3/2/2
Centaur Marksmen(4) 7*/6* 0/2 R 21" M 5" C 12
Cavalry (No charge bonus)
A (-0) -3/-3 while engaged.
Elite -- 446 Points
2/2/1
Shambling Mountain(5) 5/7 1/4 R -- M 6" C 13
Colossal, Terrifying, Stupid.
No army ability.
Regenerates one damage at the start of each movement and command that it is engaged.
Elite -- 560 Points
8/4/4
Faction AbilitySylvan Step: You may spend a command action to mark the Sylvan Step box on one of your units. While the box is marked, the unit gets +1 courage. When that unit's MC would be reduced for any reason, decrease the total reduction to MC by 1. (This includes terrain or maneuver reductions.)
Unique Command CardsRide for Glory (2): Play during your movement and command phase or any courage phase. Change the orders of up to two of your units to close (you can modify this if you like.) Each of those units gets +1 MC and C +2 this turn.
Beneath Our Hooves (2): Play during an attack, before rolling to hit. Your unit gets (+2) +0/+0 this turn. If that unit is charging, it gets an additional (+1) +0/+0 this turn.
Omen of the Moon (1): Play during an attack, before the opponent rolls for damage. Your unit gets D +0/+1 this attack. Look at the top 4 cards of your command deck. Put any number of them on the bottom and rearrange the rest as you see fit.
Omen of the Sun (1): Play during an attack, before you roll for damage. Your unit gets A (+0) +0/+1 this attack. Look at the top 4 cards of your command deck. Put any number of them on the bottom and rearrange the rest as you see fit.
Inspiring Heroics (1): Play when one of your units deals damage in an attack. Draw a command card for each damage your unit dealt, to a maximum of your number of command actions per turn.
Thirst for Revenge (1): Play when one of your units takes damage in an attack. Draw a command card for each damage the enemy unit dealt, to a maximum of your number of command actions per turn.
Unbroken Ride (2): Play during an attack, before the opponent rolls to hit. Play only on an engaged unit. The opponent's unit gets A (-1) -1/-0 this attack. If your unit is charging, the opponent's unit gets an additional A (-0) -0/-1 this attack.