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I'll say it right away: this is plagiarism, I didn't come up with it...
Faction "Farm", town - collective farm "Bright Path", hero - farmer.
1. CHICK - a small, cute-looking creature capable of charming short-sighted opponents — for few know that the chick and its form served as the prototype for the "Armageddon" spell — which is also yellow and fluffy in appearance.
-small creature - this creature occupies only half a tile and there is always a chance to miss it, even with magic, and to miss big time
-whiteness and fluffiness - there is a 30% probability that an enemy who is a living being, located in an adjacent tile, will shout: "Ah, what a lovely creature!" — and start stupidly admiring the chick, losing all accumulated initiative or forgetting to strike/counterstrike. For female creatures, the probability is 60%
-pack attack
UPGRADE: HEN - chicks grow up, losing their charm but acquiring the properties of cold-blooded killers.
-cleaver
-summon chicks (1 time per battle, number = number of hens x 3, activated ability)
-egg attack - a hen can throw eggs at enemies, hitting a 3x3 area of the field, dealing 50% damage to all and casting "slow" on enemies (with a 25% probability) (stuck in the fluff)
ALT UPGRADE: TWO-HEADED HEN - the result of cruel animal experiments conducted by some farmers; these creatures unleash all their monstrous rage upon enemies
-cleaver
-rage
-attack with two heads and six wings
-exploding egg - the creature can shoot a self-guided rotten egg at an enemy, which upon explosion makes the enemy reflect on how cruel life and its stench can sometimes be; falling into thoughtful sadness, the enemy does not respond to attacks for one turn.
2. DOG - the farmer's loyal friend, capable of beating any enemy into a patty with a chain hanging from its neck
-rage
-bone-eating - this creature deals double damage to skeletons
-lousiness - there is a chance that the attacked enemy will start scratching frantically, shedding all their equipment — defense drops to 0 (works only on living beings)
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UPGRADE: BITCH - the meanest and bittiest dog, who also reacts painfully to what she is.
-rabid rage - after entering a rage, this creature can bite all creatures in adjacent tiles, including friendly ones
-"who pissed" - the creature can piss on any enemy (after which they will receive acid damage equal to number of dogs x 3 for a number of turns equal to the number of dogs) just so the master forgets about the incident with the slippers (activated ability)
-heat - the creature can once per battle seduce any living enemy (who will obey the farmer for a number of turns equal to the number of dogs)
ALT UPGRADE: PUG - a creature that the farmer's wife insisted on keeping, citing a weighty argument in the form of a frying pan; often used in the armies of the most unscrupulous farmers.
-small creature
-rage
-whiteness and fluffiness
-summon mistress - once per battle, the creature can whine pitifully, summoning an enraged mistress with a frying pan, who inflicts cruel injuries on the enemy with her terrifying pan.
3. HORSE – this creature is actively used in many farmer army holdings; in skilled hands, they can be transformed into sausages, shawarma, etc.
-large creature
-carrier
-knockback strike
-sausageness – the unit can sacrifice one (if available — healthy) creature, fully restoring the health of friendly creatures.
UPGRADE: CAMEL – a non-standard animal of an unusual farmer.
-large creature
-carrier
-deadly spit – this creature can spit on an enemy, dealing standard damage and causing blindness (activated ability)
-camel indifference - absolute immunity to mind-affecting effects
-knockback strike
ALT UPGRADE: ZIL - an alternative to the horse; soulless, and you can't make sausages out of it, but damn it's convenient!
-large creature
-advanced carrier (the creature spends 50% less initiative on carrying)
-mechanism
-roar - the engine roars so mercilessly that all enemies weep and chip in for repairs.
-run over - there is a probability of crushing an attacked enemy (if they are not a large creature), knocking them to the start of the ATB scale and reducing speed by 1 and initiative by 30% for 2 turns. However, if a large creature is nearby, it may issue a fine.
4. HIRED PEASANT – they work in the army holdings of farmers, hoping for pay and grub, but the greed of farmers often turns the "M" in "mercenary" into a "B" (slave).
-caster – this creature constantly casts spells to fish some money out of someone
-immunity to mind-affecting effects – the creature has consumed so much moonshine in its life that nothing can affect its mind anymore
-shooting – the creature shoots everything it can (cigarettes, moonshine, etc.)
UPGRADE: BABA - a creature of unclear appearance, age, and even gender, fulfilling all requests of both the farmer and other farm inhabitants.
-caster
-aura of aura – all adjacent creatures receive some effects, but what they are will only become clear when nothing can be changed or redone.
-shooter
-immunity to immunity – the creature has immunities to god knows what (often manifesting very inappropriately) and one sworn enemy for variety.
ALT UPGRADE: ACTIVIST – this variety of peasants manages to be everywhere and always, knows everything, all the weaknesses of the enemy, and is eternally demanding something
-caster
-shooter
-slogan – after every hit from an enemy, the activist puts up a slogan as a sign of protest, which can plunge the enemy into sadness, horror, or Homeric laughter
-absolute knowledge – the creature knows the entire biography of all creatures on the battlefield, all their ancestors to the eighth generation, knows what you did last summer and next winter, and therefore has a chance to ignore enemy armor or dodge a strike/counterstrike
5. COW – these creatures are the heavy artillery of any self-respecting farmer's army — as well as a sacred animal that behaves in an un-sacred manner.
-large creature
-sacred animal – there is a chance that the enemy will not strike the cow, but fall prostrate, losing a turn
-chewing gum – the creature can use one friendly creature as "chewing gum," fully restoring its own health (activated ability)
UPGRADE: DIRTY COW – the thoughts and actions of dirty cows are as filthy as their foul carcasses, which the farmer uses in the most difficult and responsible battles.
-large creature
-chewing gum
-manure aura – an adjacent enemy may vomit, losing accumulated initiative and 10% health (works only on living beings)
-dirty dancing – the creature may suddenly start dancing, causing the most sensitive enemies to fall into a coma
ALT UPGRADE: BRONTOSAURUS – by the farmer's sworn assurance, this is the same cow, just a new subspecies — for meat.
-large creature
-sacred animal
-magic corruption – unobtrusively towering several meters above the battlefield, this creature can disrupt any spell of an enemy mage, especially if it is close to them
-herbivory – the creature always kills one more Ent and, just for variety, one more Dryad — so as to gorge itself like livestock; then again, a brontosaurus is livestock.
6. PIG – a large, lazy animal whose thick hide protects against wounds and magic; a cold-blooded killer who can be thrown off balance by only one thing — the sight of an electrical outlet on the wall.
-large creature
-30% magic resistance
-sausageness
UPGRADE: SOW – a pig that has just given birth, a cruel mother who often throws her offspring at the enemy or eats her own children and thus becomes even fatter
-large creature
-50% magic resistance
-hellish oink – with its furious oinking, this creature can summon hellfire or a bucket of slop onto an enemy's head (or other body parts) (activated ability)
-piglet tossing – the creature can give birth to a piglet and immediately throw it at the enemy, dealing 25-150% damage; the amount of damage depends on the size of the born piglet, which in turn depends on the art and skill of the farmer and how long he has been sleeping with his wife on opposite sides of the mother-in-law.
ALT UPGRADE: SUPERPIG – this pig, dressed in an elegant suit and illuminating the battlefield with its dazzling smile, is a movie hero, but only sausages are reflected in the dark lenses of its fashionable glasses
-large creature
-30% magic resistance
-sausageness
-superhero – the creature can take some of the damage dealt to adjacent friendly creatures, film it, and sell it at a speculative price to lovers of bloody action movies
-speech – as a superhero, this creature can deliver a speech about saving the world, etc. — so long that the enemy risks dying of old age or hanging themselves.
7. FARMER'S WIFE – only the naive believe that the farmer rules the farm. In reality, all power and might are concentrated in the strong hands of his plump spouse, who sometimes condescends to appear on the battlefield, and by this alone strikes animal terror even into mechanical and long-dead creatures.
-large creature.
-wife's rage – if the farmer casts a Light school spell not on the wife but on any other friendly creature, the wife gets +3 attack, +2 initiative and delivers a preemptive strike with a frying pan to the head that the farmer has on his shoulders.
-aura of absolute horror – all enemy creatures in adjacent tiles receive -3 luck and -3 morale (affects ALL).
-frying pan strike – this creature has a chance, in addition to a normal attack, to hit the enemy with one to forty-five frying pan strikes. Each subsequent strike deals 25% less damage.
UPGRADE: MOTHER-IN-LAW – the very word evokes a desire to hide anywhere, even under the wife's skirt, for this seemingly old and helpless creature is so skilled in its ability to handle a frying pan that it even has a black belt tied around its pan.
-large creature
-aura of absolute horror
-frying pan strike
-chain frying pan strike – if the creature delivers frying pan strikes, it hits all nearby opponents in a chain, dealing them 50% of the damage received by the main creature.
-city wall attack during siege
-drainage – this creature can suck the life even out of a city wall
ALT UPGRADE: MOTHER OF THE MOTHER-IN-LAW: they say the Devil himself wept bloody tears when this creature appeared in Hell and began to establish its own order. He even paid the farmer huge sums of money just so he would take this woman back. Now she is forced to walk the earth, and the earth groans under her frying pan.
-large creature
-aura of absolute horror
-frying pan strike
-frying pan magic reflection – with its huge frying pan, this creature can reflect any Chaos or Darkness school spell back at the enemy with a 99% probability
-weakening strike – every successful strike by this creature instills in the enemy a thought about their own insignificance, reducing attack and defense by 5 (can drop below zero and continues to fall)
-immunity to Armageddon – this creature is Armageddon incarnate, and therefore it is immune to this spell.
-aging strike – every successfully delivered strike takes part of the age of this ancient creature and transfers it to the enemy; the aged enemy loses 10% maximum health (cannot decrease more than 50% from original maximum), and 1% is added to the maximum health of the demonic mother-of-the-mother-in-law.
Added after 57 seconds
Faction – class. Hero - teacher. Town - school
1) Truants - lovers of wandering all over the field (speed = 9), but truly, if they do attack someone, they do so somewhat reluctantly (attack is reduced by rand(10%-20%)). Despite this, they are damn stubborn ("Not a step back") and love to wave their fists ("Endless retaliation").
Upgrade: Chronic Truants – lovers of wandering all over the field (speed = 10). Reluctantly attack the opponent (attack is reduced by rand(5%-15%)). Despite this, they are damn stubborn ("Not a step back") and love to wave their fists ("Endless retaliation"). Immune to "Slow".
Alt. Upgrade: Lazy Truants – categorically want to do nothing (-1 morale at the start of battle). Archers (2 shots, no shooting penalty; "Endless non-retaliation"). Constantly evade responsibility ("Evasion" is applied at basic level from the start of the battle). Immune to light magic.
2) D-Students – during an enemy's magical attack, they fall into a "coma" ("Stun" is applied). They constantly forget something ("Absent-mindedness" is constantly active on the unit at basic level). Cast "Magic Fist" on a selected enemy unit.
Upgrade: Vovochkas – built-in ability to reflect magical attacks, which with a 75% probability end up hitting a friendly target with double strength. Casts "Stupid Answer," as a result of which the attack of a selected enemy creature of levels 1-3 increases by 20%, but defense disappears completely. Immune to light magic.
Alt. Upgrade: Slackers - during an enemy's magical attack, they fall into a "coma" ("Stun" is applied). Constantly "head in the clouds" (Immunity to magical attacks of spell levels 1-2). Cast "Sudden Surprise," as a result of which a selected enemy creature loses (N*0.5)% initiative (but no more than 90%) for N*0.2 turns (applied only once), where N is the number of Slackers in the stack.
3) C-Students – constantly satisfied with their condition (morale not lower than 1). Cast "Magic Kick," as a result of which the opponent flies back 1-3 tiles, if possible, and is stunned, resetting the victim to position 0.9 - 0.K on the ATB scale (K is the number of tiles flown).
Upgrade: Pseudo C-Students - constantly satisfied with their condition (morale not lower than 1). Cast "Enhanced Magic Kick," as a result of which the opponent flies back 1-6 tiles, if possible, and is stunned, resetting the victim to position 0.6 - 0.K on the ATB scale (K is the number of tiles flown) and additionally dealing damage in the amount of 10 units per tile. Constantly "hanging by a thread" (possibility of turning into a D-student or any of its upgrades), if luck and morale of C-students are lower than, or = -2, or if morale is lower than, or = -4)
Alt. Upgrade: Dirty C-Students - constantly satisfied with their condition (morale not lower than 1). Cast "Magic Kick," as a result of which the opponent flies back 1-3 tiles, if possible, and is stunned, resetting the victim to position 0.9 - 0.K on the ATB scale (K is the number of tiles flown). Possess the ability to give a "bribe" to an enemy unit (= amount: 1 gold for the first level per 1 creature, 2 gold for the second, etc. - /2^n, where n is the creature's level), but only once per battle.
4) Junior Athletes – large creatures capable of defending the honor of their army. During a successful attack, athletes get +1 to attack; during an unsuccessful one, -1 to defense. If at least 1 creature in the enemy unit was eliminated during an athlete's attack, "Divine Strength" is cast on the athletes at basic level.
Upgrade: Lucky Junior Athletes - large creatures capable of defending the honor of their army. During a successful attack, lucky athletes get +1 to attack and +1 to luck. If at least 1 creature in the enemy unit was eliminated during a lucky athlete's attack, athletes also receive +1 to luck. The luck of lucky athletes cannot be less than 0.
Alt. Upgrade: Titled Junior Athletes - large creatures capable of defending the honor of their army. During a successful attack, titled athletes get +1 to attack; during an unsuccessful one, -1 to defense. Possess the "Star Sickness" ability, where any hostile stack may not attack titled athletes with a 15% probability; instead, it completely loses its initiative for 1 turn.
5) B-Students – diligent units in battle ("Good Strike" ability - 10%-15% more damage). Constantly envy nerds and A-students (+ all their modifications), so if any of them are in the battle, B-students lose initiative each turn by 0.1% * M, where M is the number of nerds and A-students (+ all their modifications).
Upgrade: Nervous B-Students - diligent units in battle ("Enhanced Good Strike" ability - 25%-45% more damage). Constantly envy nerds and A-students (+ all their modifications), so if any of them are in the battle, B-students lose initiative each turn by 0.1% * M, where M is the number of nerds and A-students (+ all their modifications). "Nervous Breakdown" ability - a stack of nervous B-students suddenly splits in two, if possible. The split stack occupies the nearest free tile.
Alt. Upgrade: Avid B-Students - diligent units in battle ("Good Strike" ability - 10%-15% more damage). Constantly envy nerds and A-students (+ all their modifications), so if any of them are in the battle, B-students lose initiative each turn by 0.1% * M, where M is the number of nerds and A-students (+ all their modifications). Have "Revenge on Nerds" ability (they lure an enemy unit attacking nerds and A-students toward themselves (the unit, without striking the intended target, runs up to the avid B-students, as a result simply receiving retaliation from them, provided that necessary friendly stacks are standing nearby)).
6) A-Students - casters. Cast absent-mindedness and blindness on the opponent (total 20 mana). Archers (penalty 1/2). Upon "contact" with an opponent, they move 2-3 tiles to the side. "Eternal Divine Strength" skill.
Upgrade: Cunning A-Students - casters. Cast absent-mindedness and blindness on the opponent (total 20 mana). Archers (penalty 1/2). Upon "contact" with an opponent, they move 2-3 tiles to the side. "Eternal Divine Strength" skill, special ability "play dead" (for 2 turns the stack turns into a corpse on the battlefield if at least someone died) as a result of an attack, but if someone steps on the corpse, the A-students perish completely. Raising Dead and Resurrection cast on those playing dead simply make them stand up.
Alt. Upgrade: Psychopath A-Students - casters. Cast absent-mindedness and blindness on the opponent (total 25 mana). Archers (penalty 1/2). Upon "contact" with an opponent, they move 2-3 tiles to the side. "Eternal Divine Strength" skill. During a melee attack by hostile units, psychopath A-students deal a "death blow" (double) with a 25% probability.
7) Nerds - large creatures. They do not retaliate, but they hit the brain hard, adding "Slow," "Absent-mindedness," and "Weakening" at the highest level to normal damage.
Upgrade: Arch-Nerds – a hellish thing. They do not retaliate, but they hit the brain hard, adding "Slow," "Absent-mindedness," and "Weakening" at the highest level to normal up to normal damage. Plus, the "hypnotic gaze" of nerd glasses makes the opponent a berserker, with all its properties.
Alt. Upgrade: Super-Nerds - large creatures. This one decides to retaliate. "Opens" their "probability theory" on the battlefield, as a result of which all enemy creatures start to "glitch" (hit their own, or cast something incomprehensible). The chaos lasts once and for only 2 turns.