I have a couple of merc ideas originally posted in other quests. Some of them are... stupid. Very stupid.
Name: The Unforgiven
Description: Many years ago, small villages in Bretonnia spread tales of a giant of a man, clad in damaged yet strong heavy armour, killing the beasts of the forest with a shining blade. The wandering knight known as The Unforgiven does not claim to be this man, and wears only rough forged armour, with which he never is seen without. His sword, fine as it is, does not shine. But he is near twice the size of a man, yet can move as softly as a whisper. His blows can shatter stones, and what should be mortal wounds are shrugged off. He seeks only battle against the enemies of Man; what ever form they may take
Numbers: 1 unmounted heavy knight, 1 squire
Name: Ramad The Collector
Description: A magician from the sands of Araby, Ramad is dedicated to the art of capturing Djinn, Daemons and elemental spirits. He has travelled the world, from distant Nippon to deepest Lustria, and carries a great many powerful entities bound within small crystal balls. In battle he can unleash them, commanding the forces of nature to strike the foe, or directing massive beasts to crush them underfoot. Of particular note is his companion Chuchu; a common rat possessed by a lightning entity.
Numbers: 1 Fakir, numerous bound spirits
Name: Sir Featherwight
Description: A talking, sentient Great Eagle. He claims to have been a noble knight, charged by an Amber Wizard with recovering a magical artefact. However holding the artefact cursed him, and turned him into his current form. The version of the tale passed around inns and behind closed doors is that Featherwight (doubtless a false name) was a common but daring thief that tried to steal from an Amber Wizard, and was cursed for his troubles. Regardless of the source of his new form, Featherwight is a cunning mercenary, capable of acting as a scout or flying "cavalry"
Numbers: 1 sentient Great Eagle
Name: The Big Boys
Description: Entertainers and merrymakers are common in the Moot, and they are always seeking to top the competition. Thus, The Big Boys; three or four halflings stacked on top of each other, wearing long coats and using broom handles to wildly wave gloved hands. Although popular, the true potential of the troupe was revealed during a Beastmen attack. Apparently, being attacked by a very tall man shrieking and and waving his arms wildly is frightening enough; watching him collapse into small beings that then pile on with blunt instruments is will breaking. Today, The Big Boys are better prepared for combat, hammers and axes strapped to reinforced sticks, and leather armour worn under the disguising coats.
Numbers: 29 lightly armed halflings (forming 14 Big Boys), Biggest Boy Humphrey Haystaff
Name: The Burning Wheels of Remas
Description: Chariots were once an important part of ancient Reman culture & warfare, and some in Tilea continue the practice to this day. These charioteers once raced in Reme, but their need for speed (and debts) has driven them far and wide.
Numbers: Twenty chariots, each carrying one charioteer & two javelineers.
Name: Lord Bryon's Party Wagon
Description: Lord Barron Bryon is a minor noble of Averland well know for his extravagant parties and odd ideas. He had built a large and richly furnished wheelhouse built to display his wealth and to travel his lands. However when Beastmen attacked, Bryon leapt to the defence, leading his guests to successfully repel the mutants. Finding he enjoyed war even more than the High Life, Bryon had his wheelhouse rebuilt as a weapon of war, while retaining it's ostentatious design
Numbers: One house sized fortified wheelhouse, pulled by twenty horses. Carries twenty-five riflemen, twenty pikes, one forward facing cannon, 1 noble
Name: The Teufort Nine
Description: Named after the town of their origin, the nine are a diverse group of mercenaries from across the Old World, including members from northern Kislev, Bretonnia, & the Border Princes
Numbers: One youthful outrider, one deranged veteran, one mundane(?) pyromancer, one alcoholic demolition expert, one heavy weapon specialist, one eccentric engineer, one field medic, one aloof hunter, one infiltration expert
Name: Sigmar's Slayers
Description: These flagallents might be mistaken for dwarven Slayers. Might. If you were drunk, one-eyed, and a hundreds yards or so away from them. Nevertheless these religious fanatics have all sworn a bastardised Slayer's Oath, fight primarily with axes, and are known for raucous drinking and bold claims of their approaching deaths.
Numbers: 450 Axe-wielding Flagellants
Name: The Last Foot
Description: Once a captain in Riekland's military, Henry Shalbach believed he'd been unfairly passed over promotion to the Greatswords, and instead left to form his own. Equipped in the style of the elites, they would fair poorly against actual Greatswords, but make up for inexperience with zeal. Their name was adopteded from a common mockery.
Numbers: 299 Heavy Greatsword Infantry, Captain Henry Shalbach
Name: Order of The Shamed
Description: To be thrown out of a knightly order is no small thing, especially for cowardice. Archibald Durst swore to regain his honour, and set out as a knight-for-hire, eventually gathering similar cast-offs around him. An eclectic mix, the Shamed are linked by a single promise; an unwillingness to back down, ever.
Numbers: 200 Mounted Heavy Knights, 100 Foot Knights, Sir Durst
Name: Tiffany Giantsdottir
Description: A widowed and childless farmer, Gina Parch discovered a giant babe, and made the decision to raise it as her own. For sixteen years Tiffany worked on the farm, or beat back roaming goblin bands, before the (mostly) unfounded accusations of castle-rustling grew too many, and the mother-daughter pair were forced to flee. Gina now seeks employment where her beloved child can freely utilise her strength, while also earning enough to continue educating her]
Numbers: 1 Giant, 1 Ex-Farmer