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- Rupert and Earl's crew in The Calvinverse serve as this. They're very, very incompetent, and the heroes generally don't pay them any mind.
- The Reapers and the Zodiac Family in Fallout: Equestria - Project Horizons, the former being a mercenary group made up of prewar genetically-engineered half-pony hybrids and various other freaks and mutants, and the latter made up of Western Zodiac themed bounty hunters.
- In Comes the Sunset Sunset Shimmer has a Quirky Miniboss Army, the most notable being Virtuous Fury (a knight from another dimension), Emerald Ray (an evil Crystal Pony), and Shrike (the former second in command to Nightmare Moon).
- Sunset Of Time has the Deathwing, a group of griffon mercenaries. They're half in for the gold, half in it so they don't get killed.
- Show up so often in Dragon Ball Z Abridged that they're automatically classified into the pretty one, the fast one, the strong stupid one, and one with freaky powers.
- Queen of All Oni has the core membership of the Shadow Hand serve as this to Queen Jade.
- Destroy The Godmodder: Piono and Binary both have one, and both of them consist of really nasty villains from other areas.
- Some power stables become so large that they end up having other power stables inside of them.
- The Brood for the Ministry of Darkness, until they broke off due to being mistreated.
- Raven's brainwashed cult, the Gathering, in Sports Entertainment Xtreme
- Team TNA and Las Gringas Locas in La Legion Extranjera, which would itself become just one of many members of AAA's La Soceidad.
- Team Canada (which in of itself might have been the largest Team Canada ever with ten members) to Planet Jarrett (which was headed by "The Kings Of Wrestling" Scott Hall, Kevin Nash and Jeff Jarrett rather than those guys from Chikara\ROH)
- Fortune inside of Immortal, at least until they rebelled against the larger group.
- Warhammer 40,000:
- Command Squads and HQ choices with retinues can come across this way — particularly for players who assign personalities to the characters.
- Encouraged for Space Wolves players, where they not only have tons of named units, but also encourage the player to make their own characters with distinct personalities, plus the special rule that allows them to pick two HQ units for one HQ slot, meaning one can go to war with a large group of infantry choices and put two rune priests in a HQ slot and still have room for more HQ units like a wolf lord or one of the named HQ choices if you spend your points right.
- The Grey Knights' Paladins have statistics equal to most HQ choices, having an almost identical statline as a Librarian in Terminator Armor and having just as much equipment choices. They can be taken in as few as 1 to as many as 10. Another character can allow them to be taken as Troops, effectively allowing you to field a miniboss squad as an army. To a lesser extent, Terminator armies (Deathwing, Loganwing) are also this, as Terminators are often elite unit choices.
- With the introduction of formations that let you field only characters (Council of Da Waaagh, Librarius Conclave, Seer Council, The Eight) it is now possible to field an army consisting of only characters and nothing else. As it turns out, this isn't as impractical as it seems, as due to the way some special rules work these characters can share their skills to each other as long as they're joined up in the same unit. This type of army is nicknamed "Superfriends", taken from the MTG deck type of the same name (which is in-turn named after the show Super Friends due to the amount of heroes in it).
- Codex: Deathwatch allows you to field a specialist team of xeno-hunters, each with his own special equipment. The formation takes this a step further; allowing you to join different units together. However, due to the rules making it so that all units have to move in coherency, this means that all units have to move at the pace of the slowest model, and as it turns out there are a lot of models that are a lot slower than "normal".
- An odd example is the Tennessee Valley Killer's posse, made up of a cow doctor who bred roosters for illegal fighting, and one guy who wanted to eat said roosters. Their case was dramatized in an episode of radio drama Gangbusters! on April 6, 1958, "Tennessee Triggermen".
- The turn-of-the-century "Molasses Gang." They got their name because one of their favorite crimes was to all go into a shop and hold out a really big hat and tell the shopkeep they had a bet as to how much molasses the hat would hold. He'd agree to fill it as full as he could, then with a quick move they'd clap it over his head, covering his eyes, and while he struggled to get it off, they'd make off with whatever they were after. Supposedly they also once got bored during a bank robbery and left without the money.
- Napoleon had his twenty-six Marshals who were the most powerful military and political figures in his empire and varied widely in competence from guys like Massena and D'avout who probably could have taken over the world themselves if they weren't sharing time with Napoleon down to borderline incompetents like Victor and Grouchy. There was also his main diplomat, Talleyrand. Subverted, though, in that the marshalate was infamous even among contemporaries for being a veritable snakepool. The primary reason Wellington was so successful in Spain, beside superior intelligence, was that the up to five French marshals Napoleon had left to lead his armies in the Peninsula hated each others' guts and refused to cooperate until 1814.