Ok, for fun post a silly, overpowered or ridiculous fandex here. It doesnt need to be serious, and we dont need 45 pages of history

Ill give an example or two

Repeats, as long as they are fun, funny and different, are ok!
Hope you enjoy, have fun!
Mickey Mouse Club Codex
Hqs
Mickey mouse points: 55
]WS] 6
BS 5
S 1(10)
T 6
W 4
I 7
A 5
Sv 2+/3++
LD 10
Wargear: Mickey Mouse Club, black sun flters
Special rules:
IC, Lets be friends!, Hey Guys! What are we doing today?, fearless, furious charge, hit and run, eternal warrior, jump infantry, counter attack, night vision.
Mickey mouse club: This is a power weapon that multiplies mickeys strength by 10. Furthermore, it grants mickey a 3+ invulnerable save, due to its overwhelming friendly application. This weapon also grants mickey preferred enemy: Everyone. Furthermore, rolls of 1 to wound are rerolled.
Lets be friends!: Mickey Mouse has an overwhelming charisma. Everyone wants to befriend and please Mickey! At the start of the enemies turn, every enemy unit within 24 inches of mickey (no
LoS required) must take a leadership test on
4d6. Vehicles count as
LD 10. If they fail, they move, shoot and assault under the control of Mickeys player. Furthermore, they are allowed to assault and shoot Mickeys opponent in their turn.
Hey guys! What are we doing today?: Mickey is always curious about the goings on of his friends! Before they do much, they talk about what they are going to do that day! If your army includes Mickey Mouse, then all other units do not take up any slots on the force organization chart before or during deployment. At the start of every phase, the controlling player chooses which units are considered what under the force org chart.
Example: You choose to take Mickey mouse, an hq, and 8 Mickey Mouse Clubhouses, each a heavy choice on the force org chart. Usually, this would be a big no no, but because Mickey is included in the army, its ok. Furthermore, Mickey chooses to make them troop choices for the entire game.
Heavies
Mickey Mouse Clubhouse
BS 5
F14
S14
R14
Unit type: Skimmer (tank)
Special rules: Assault vehicle, fast, aerial assault, transport (capacity 20 infantry,
hqs, elites or fast, but only 5 heavy of any type)
Wargear: Loyalty shield, quantum shielding, Gloved Hand of Mickey
Loyalty shield: Grants a 4+ rerollable invuln save to the Mickey mouse club house. Furthermore, multiple pens/glances are discarded until only 1 remains. Then the damage is rolled twice, and the lowest result taken. Also, every friendly unit within 48 inches is given +1 to their current invuln saves, cumulative with every Clubhouse in range.
Gloved hand of Mickey range 72"
str 10
ap 1 heavy 10 barrage, large blast.
For the purposes of resolving shooting attacks from the Mickey Mouse Clubhouses weapons, ignore friendly units as if they were not there.