It is quite possible to get your hands on some citizen models if you already haven't, and I'm quite sure they could add something to any siege or village game. I have made some profiles for some basic civilians (including medics, men, women and children) with their own special rules.
Man Civilian
Points Cost: 4
Movement: 6"
F S D A W C
2/5+ 3 2 1 1 2
A man comes armed with any piece of sharp equipment he can get hands on (counts as a hand weapon).
Upgrades:
Heavy two handed sword : 1 Point (May only be used as a two handed weapon and reduces a mans movement by 1)
Special Rules:
Throw Rocks : If a man civilian hasn't moved at all in the movement phase, he may stoop down and throw a rock in the shoot phase. This works like a bow with a range of 6", and a strength of 1.
Protector: A man has a hero's standfast, but this only works for women and child civilians. This is to represent them protecting their wives and sisters.
Points cost: 3
Movement: 6"
F S D A W C
2/5+ 2 3 1 1 2
A woman civilian comes armed with any piece of sharp equipment she can get her hands on (counts as a hand weapon).
Upgrades:
Frying Pan: 2 points (This can be used as a two handed... or a one handed weapon, like an elven blade.)
Special Rules:
Throw Rocks: (see man civilian profile).
Child Civilian
Movement: 5"
Points Cost: 3
F S D A W C
1/5+ 2 2 1 1 1
A child civilian counts as being unarmed.
Special Rules:
Throw Rocks: (see profile for man civilian).
Tease: Child Civilians may be unarmed, but they are certainly capable of saying some very nasty things that could easily distract the enemy. A child civilian that calls a 'tease' in the movement phase can nominate an enemy within 10 inches. Roll a dice. On a 2+, these tease has worked succesfully. The nominated target has -1 to wound in the following fight phase, and -1 to movement. On a roll of a 1 , nothing happens and the enemy simply carries on.
Medic
Points Cost : 8
Movement : 6"
F S D A W C
1/- 3 2 1 1 4
A medic is armed with a sharp saw. (counts as a hand weapon).
Special Rules:
Medic: Medics are able to rush round the battlefield with ease, healing their comrades where ever help is needed. If a medic is in base contact with a warrior , hero or civilian when they are wounded on a roll of 4+ the wound is ignored. This works the same way as a fate roll. This can be used in addition to normal fate. Note that if an enemy warrior is in combat with both a medic and a warrior/hero/civilian , then he always has to wound the warrior/hero/civilian, and the medics attacks are not contributed to the fight.
That is pretty much it for house rules. I hope you weren't bored reading them.. and they made alright sense
Feedback would be much appreciated.