I once made a thread about an empire I imagined and posted it in my clan, so now, I want to post it here.
Actually, it has been quite some time since I started this thread.
The first units shown here were mere hand-drawn doodles I edited or redrew after a while.
Now I think I can say it's all done with this last update/editing process.
It's just fan-made, but still I hope you like the idea and enjoy the thoughts of the "Co-op Empire" that I posted here. Have fun! ;)
1) The background story
The "Co-op Empire" was formed by renegade Order and Chaos units while the War of the Empires went on.
Actually, it was considered as a try to make peace, to make arrangements and to share the lands equally.
But the Elementals continued to wage war for their land, while the leaders of the Chaos and Order Empire had no understanding for their deserting people.
They were called traitors from both sides and were forced into war by the other nations to defend themselves and their good faith.
Nevertheless, Order and Chaos fought seperately against the new empire AND against each other. The Elementals kept on fighting as well.
The war in that everyone fights against everyone continued.
2) Unit System
When the Co-op Empire was forced to wage war against their former war brothers and sisters, the leaders tried to form new strategies and training. The warriors should have as low similarities to their old empires as possible; that was the first thought.
But in the end, the idea was to combine the knowledge and skills of each warrior class. Every former Order unit should share their knowledge and training skills with an equal Chaos counterpart.
Like this, the leaders hoped to dominate the other empires with their new won forces while demonstrating to their former empires what cooperation may achieve.
So it went on! Former Swordwraths trained with Crawlers, while Archidons benefited from Deads. Speartons and Juggerknight exchanged their fighting skills as well. Magikills learned from Medusas and in return, they transformed them back into Merics which trained with Marrowkai's to become mighty Sorceresses.
Ninjas and Bombers shared their knowledge about assassination and arson, while Eclipsors and Albowtrosses trained together.
At the end, the former enslaved giant were unleashed and reunited with their brothers, so that they could fight more cruel than before for peace and vengeance.
With some magic added, the new units of the Co-op Empire were born, all of them benefiting from natural cure and heal.
3) The units and their abilities
The following system goes like:
named Chaos unit + named Order unit = Co-op Empire unit
(picture)
(Description/definition)
(Abilities)
1) Enslaved/Chaos Miner + Order Miner = Co-op Miner
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The Co-op Miner is like every miner essential for gathering ressources. He's a proud and freed worker, but very weak in combat. They are able to build smaller gargoyle statues that deal AoE damage.
Abilities:
Miner Hustle: Increases the speed and health of all your miners. Must be researched.
Magic Gargoyle: Ability to build one or two small gargoyle statues that produce a magic circle with medium size on the ground around it. Every enemy unit that is inside this spell gets permanent damage until the unit leaves the circle or the statue gets destroyed. Must be researched.
2) Crawler + Swordwrath = Crawlclaw
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The Crawlclaw is the basic infantry unit of the Co-op Empire. He wields four blades that are attached on his arms and can catch up with crawlers when upgraded.
Abilities:
Agility: Agility is a passive ability, increasing the speed of all Crawlclaws in your army while decreasing the damage they can take by any armored melee unit. Must be researched.
3) Dead + Archidon = Ranger
[spoiler=]

Basic ranged unit that benefits from single poisonous shots.
Abilities:
Toxic arrows: Rangers shoot, for a medium amount of mana, a single toxic arrow that does extra damage, has extra range and poisons the enemies that were hit. Must be researched.
4) Marrowkai + Meric = Necromancess
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Support spell caster unit that raises skeletons and confuses enemies.
Abilities:
Revival: Casts a spell that raises an armoured skeleton warrior with medium health and speed a as a melee fighter. Every skeleton that gets summoned counts 2 on population. No need to research.
Dark mist: Spell that can be aimed on a single unit. This unit gets covered in black fog. This fog damages, stuns and makes the unit useless until the mist evaporates. Must be researched.
5) Medusa + Magikill = Marlock
[spoiler=]

Renegade Wizard with strong damaging spells.
Abilities:
Impact: No need to research. When activated, the Marlock unleashes a strong telekinetic impact from where he stands. Any enemy units in his range get pushed back, stunned and damaged. However, the stunning- and push-back-effect doesn't affect Giants.
Curse: A single unit aimed spell that marks the enemy unit with a curse. Said unit gets permanent damage like poison or fire damage does, but it doesn't get off until the unit dies. Garrisoning, Merics and Water Elementals may keep cursed units alive, but they cannot purify the curse. Must be researched.
Lethal touch: When forced into close combat, the Marlock can do high poison damage with every hit. This passive ability must be researched, though.
6) Juggerknight + Spearton = Berserker
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Heavy Armoured Unit that fights with brutal strength and wrath, wielding a halberd that he can throw and switch to a mace.
Abilities:
Halberd throw: No need to research. When activated, the Berserker will throw his halberd at the next enemy in range, dealing heavy damage one time before swapping to a mace he carries with.
Wrath: Passive ability that must be researched. When researched, all Berserkers will do more damage the less health they have.
War Cry: When researched, Berserkers will be able to perform a war cry, causing random enemies in range to flee for worthwhile seconds (similar to Marrowkai's reaper effect). One Berserker's war cry always causes one random unit to flee and does not work on Speartons in shield wall formation or giants.
7) Bomber + Shadowrath = Assassin
[spoiler=]

Agile and fast ninja that fights with two swords and who's a master of explosives.
Abilities:
Arson: When activated, Assassins will slightly jump back from their current position while intentionally dropping decoys.
Any unit that crosses the mines/bombs makes them detonate, inflicting AoE burn damage. When they lie close to each other, then all bombs explode when stepped onto for they affect each other. However, they last for twenty seconds before they detonate on their own. Must be researched.
Explosive Death: No need to research. The unit detonates when it gets killed in combat, causing AoE burn damage to all nearby enemies.
8) Eclipsor + Albowtross = Flightmare
[spoiler=]

Flying ranged unit that can descend and ascend in battle.
Those birdlike half demons came into existence when Eclipsors and Albowtrosses made ritually pacts with each other.
The living shadows gave up a part of their demonic powers while absorbing a part of Albowtrosses' humanity and vice versa.
Thus, both units turned into neither a human nor a shadow demon, but into half breeds.
Abilities:
Switching: No need to research. Flightmares have the natural ability to swap between being a ranged ground or a ranged air unit.
While being in the air, their four wings give them some more stability and protection, thus they are armored, but slow.
When being on the ground, their wings contract, thus they become unarmored, but faster.
9) Giant + Enslaved Giant = Unleashed Giant
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No matter if they were former Enslaved Giants or Chaos Giants that got special training, Unleashed Giants are brutal in combat, using a huge boulder that is attached on a broken slavery chain to do multiple AoE damage.
Abilities:
Giant growth: Upgrade that increases the health and size of Unleashed Giants dramatically. Two levels available to research.
So, that's pretty much it of the Co-op Empire. Hoped you enjoyed the thread! :)
And one last thing:
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(The Crawler Rider - A just-for-fun-drawing that inspired me later to go further and to write the Crawler Rider.) ;)