About Making the bandits feel more unique in general, as well as a bit unique per game, may be some of these things can be of use (sorry if I repeat something, it is because I like it).
- Some Skills, passives and/or spells may have an Area of Effect (AoE) or splash, while others are Global, or Used only against the unit they are attacking, or having an effect over only a certain type of units (ranged, infantry, horsemen, siege...).
- Having a pool of them and one is randomly picked when the bandit appears. Mixing both ideas: each major bandit or myth has their unique passive or ability, and a spell that is randomly picked. I like this a lot, as makes major bandits with their "personality", but at the same time with that random component...
- About skills and spells, I like the AoE, because that implies in having more ranged units/myths to deal with them, and because there is a wide variety to choose. Anyway, next list can be used for global, splash or only attack action, according to their effect.
- Terror. As AoE, surrounding non-god units flee in random direction for some turns - as passive might be too OP.
- Medusa (myth bandit unit or spell, like "mirror of medusa" - as passive might be too OP-). Surrounding units can be set in stone (this can be they lose their turn -myths, gods- or they just die -human units -).
- Slave Mastery. It causes a unit to change into a bandit unit.
- Looter. If applied to a building, it steals resources.
- Intense Pillager. The turn that is active, it steals like 10% of income resources. If other units have the same active on that turn, the effect is accumulative, so 10 bandits with them on and no resource income for that turn
Alternatives might be: 1) this could be applied against a certain faction only, instead of global, so each faction has his own "pillaging counter" 2)The pillage affects only to a certain random resource, so that it just steals 100% of the turn's income and no accumulation is needed.
- About looting the player, being not able to place resources in that turn can, can be a skill/spell too... as passive might be too OP, specially if combined with the previous one.
- Summoning/invocation. A myth bandit spams...preferably near the summoner...but maybe the location is random.
- Sneak attack. Next unit attack (or special attack that) has a bonus attack.
- Ambusher. Surrounding units have their attack reduced.
- Unbeliever. This allows some kind of protection from lesser gods attacks (like reducing 25% of gods attacks?)
- Ostracism. A lesser god can't use tokens in next turn(s) - as passive might be too OP