The Encyclopedia Medivo
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The Encyclopedia Medivo
Okay, so for the sake of correctness, I'll open a whole new thread for my armies with stats and sorts, for an easy reference for my forum battles.
Let's start with the Empire, the united armies of man et citera...
2011.01.08- Updated everything, unit replacements, betterish pictures.
2011.01.15- Wikified and will be continuously updated there from now on. This thread may be outdated and incorrect from this point, but I'll leave it be for the record. To check the up-to-date Encyclopedia, visit the following link:
http://brikwars.wikispaces.com/The+Encyclopedia+Medivo
2011.12.18 - The wiki page of the Encyclopedia has been updated, the information here is outdated.
Workers:
Doing these guys was a long-term plan of mine. They're basically what peasants are: untrained, cheap, and not so effective.
Stats:
Worker:
1d6-1 skill
5 inch movement
1d6-2 armor
Special: Can repair things. Since they're the lowest ANY other unit or squad can use them for redshirts.
The squad leader is no better, but he has Leadership.
Armed with simple tools: use rate 3, 1d6 damage, close combat.
Why: They were too uniformized, and I wanted to make them something more than cannon fodder.
Swordsmen:
The main infantry of the Empire, good in high numbers.
Stats:
Swordsman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Armed with swords (use 2, 1d6 damage, close combat), and shields (use 2, 1d6 armor when parrying). The officer wears armor (+2 armor).
Since they're usually attached to swordsmen, I have to do clerics now:
they're holy men who weave the winds of magik for healing purposes mostly, but they got other tricks too.
Stats:
1d6 skill
5 inch movement
4 armor
Special ability: Magik (clerical): clerics can use magik as heros use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.
Halberdiers:
Tough and resilient, the halberdiers are renown for their unusual viciousness.
Stats:
Halberdier
1d6+1 skill
5 inch movement
5 armor
Officer
1d6+2 skill
5 inch movement
1d10 armor
Armed with halberds (use 3, 1d6+2 damage, close combat). Officer wears armor (+2 armor).
Why: Spearmen were dull and resembled too much to the swordsmen.
Crossbowmen:
Imperial ranged troops.
Stats:
Crossbowman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Armed with crossbows (use 3, 1d6+1 damage, 10 inch range).
Dwarves:
Dwarves are no different on Medivo than anywhere else: they like drinking, and treasures and sorts. One may wonder why they're not pals with Warhead.
Stats:
Dwarf
1d6 skill
5 inch movement
5 armor
Dwarf Officer
1d6+1 skill
5 inch movement
1d10 armor
Armed with dwarven weapons (use 2, 1d6+1 damage, close combat) and dwarven shields (use 2, 1d10 armor when parrying).
Special abilities: Grudge: when a dwarf dies, the rest swears to avenge him. Thus they receive a grudge point. Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
Cavalry:
The cavalry is one of the most powerful land units; their charge can be surely devastating.
Stats:
Knight
1d6 skill
5 inch movement
4 armor
Knight commander
1d6+1 skill
5 inch movement
1d10 armor
Armed with lances (use 5, 2d6 damage, close combat/charge), swords (use 2, 1d6 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armor).
Runeknights:
The most powerful knights who could manage to control the power of the runic magiks.
Stats:
Runeknight
1d10 skill
7 inch movement
2d6 armor
2 hit points
Special ability: Rune Magik: Activating rune powers is a full action. One rune power can only be used once in a battle.
Note: Only one rune power can be chosen per battle. I found them unbalanced.
Runes:
Rune of True Striking: gives 1d6 skill bonus until the next hit.
Rune of the Swift Winds: gives 1d6 movement bonus for a turn.
Rune of Shielding: gives 1d6 armor bonus against a strike. Can be used as a reaction.
Rune of Smiting: 6 inch range. Deals 1d6 damage to an opponent.
Armed with lances (use 5, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).
Let's start with the Empire, the united armies of man et citera...
2011.01.08- Updated everything, unit replacements, betterish pictures.
2011.01.15- Wikified and will be continuously updated there from now on. This thread may be outdated and incorrect from this point, but I'll leave it be for the record. To check the up-to-date Encyclopedia, visit the following link:
http://brikwars.wikispaces.com/The+Encyclopedia+Medivo
2011.12.18 - The wiki page of the Encyclopedia has been updated, the information here is outdated.
Workers:
Doing these guys was a long-term plan of mine. They're basically what peasants are: untrained, cheap, and not so effective.
Stats:
Worker:
1d6-1 skill
5 inch movement
1d6-2 armor
Special: Can repair things. Since they're the lowest ANY other unit or squad can use them for redshirts.
The squad leader is no better, but he has Leadership.
Armed with simple tools: use rate 3, 1d6 damage, close combat.
Why: They were too uniformized, and I wanted to make them something more than cannon fodder.
Swordsmen:
The main infantry of the Empire, good in high numbers.
Stats:
Swordsman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Armed with swords (use 2, 1d6 damage, close combat), and shields (use 2, 1d6 armor when parrying). The officer wears armor (+2 armor).
Since they're usually attached to swordsmen, I have to do clerics now:
they're holy men who weave the winds of magik for healing purposes mostly, but they got other tricks too.
Stats:
1d6 skill
5 inch movement
4 armor
Special ability: Magik (clerical): clerics can use magik as heros use their feats. Spells they're good at: Restoring hit points, Resurrecting minifigs, Dispelling foul magiks, Casting defensive barrier (as a reaction), Repel Undead.
Halberdiers:
Tough and resilient, the halberdiers are renown for their unusual viciousness.
Stats:
Halberdier
1d6+1 skill
5 inch movement
5 armor
Officer
1d6+2 skill
5 inch movement
1d10 armor
Armed with halberds (use 3, 1d6+2 damage, close combat). Officer wears armor (+2 armor).
Why: Spearmen were dull and resembled too much to the swordsmen.
Crossbowmen:
Imperial ranged troops.
Stats:
Crossbowman
1d6 skill
5 inch movement
4 armor
Officer
1d6+1 skill
5 inch movement
1d10 armor
Armed with crossbows (use 3, 1d6+1 damage, 10 inch range).
Dwarves:
Dwarves are no different on Medivo than anywhere else: they like drinking, and treasures and sorts. One may wonder why they're not pals with Warhead.
Stats:
Dwarf
1d6 skill
5 inch movement
5 armor
Dwarf Officer
1d6+1 skill
5 inch movement
1d10 armor
Armed with dwarven weapons (use 2, 1d6+1 damage, close combat) and dwarven shields (use 2, 1d10 armor when parrying).
Special abilities: Grudge: when a dwarf dies, the rest swears to avenge him. Thus they receive a grudge point. Grudge points can be used to give a temporary +1 skill/movement/armor for a round.
Cavalry:
The cavalry is one of the most powerful land units; their charge can be surely devastating.
Stats:
Knight
1d6 skill
5 inch movement
4 armor
Knight commander
1d6+1 skill
5 inch movement
1d10 armor
Armed with lances (use 5, 2d6 damage, close combat/charge), swords (use 2, 1d6 damage, close combat), shields (use 2, 1d6 armor when parrying). All of them wear armor (+2 armor).
Runeknights:
The most powerful knights who could manage to control the power of the runic magiks.
Stats:
Runeknight
1d10 skill
7 inch movement
2d6 armor
2 hit points
Special ability: Rune Magik: Activating rune powers is a full action. One rune power can only be used once in a battle.
Note: Only one rune power can be chosen per battle. I found them unbalanced.
Runes:
Rune of True Striking: gives 1d6 skill bonus until the next hit.
Rune of the Swift Winds: gives 1d6 movement bonus for a turn.
Rune of Shielding: gives 1d6 armor bonus against a strike. Can be used as a reaction.
Rune of Smiting: 6 inch range. Deals 1d6 damage to an opponent.
Armed with lances (use 5, 2d6 damage, close combat), runeswords (use 3, 1d6+2 damage, close combat), shields (use 2, 1d6 armor when parrying), and armor (+2 armor, for the horses too).
Last edited by Zahru II on Sun Dec 18, 2011 11:43 am, edited 5 times in total.
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Indeed I did!
The Imperial Siege Armaments:
Engineers
Crafty fellows who always come up with new inventions.
1d6 skill
5 inch movement
4 armor
Special ability: can repair machinery. If equipped with proper object, they can target a unit, giving +1 skill mod to a ranged weapon operator.
Armed with guns (use 3, 1d6 damage, 6 inch range), and a random distance-measuring device (random object).
Cannon
Straightforward, yet effective war machinery.
No skill
Same movement as the minifig who's pushing it
1d10 armor
Attack: use3, 12 inch range, 1d10 explosive damage. Needs a turn, 2 minifigs, and a cannonball to fire again.
The operators are regular minifigs, armed with random objects.
Ribault
A more complex design from the engineer's guild.
No skill
Same movement as the minifig who's pushing it
1d10 armor
Attack: use 3, 10 inch range, 1d6 damage for each gun. Guns fire in a straight line always, the amount of damage dealt depends on how many of the shots actually hit someone.
example:
=:====C
=:====G
=:=====O
=: is for a pair of guns, O is for an ork, C under G is for Corpse Grinder. According to this, when the ribault fires, the ork suffers a 2d6 hit, while Corpse Grinder gets a 4d6 hit.
1 turn is needed for reload, operated by a minifig.
Volley Cart
Experimenting with delivering explosives to distances, the guild created a primitive rocket rack.
Volley Cart:
Movement same as the minifig who tows it.
1d10 armor, 2 sp
Attack: Rockets (ur 3, random range(3d6 inches), 1d10+1 explosive damage)
Trogdor
A reused dwarven schematic; automatized burninator.
Trogdor:
7 inch movement
2d10 armor
Attack: flame burst (ur 3, 6 inch range, 1d6+2 fire damage)
Trogdor Driver:
1d6 skill
5 inch movement
5 armor
Special ability: Grudge
Why: The flamer was too frail for my liking.
Rocketeers
Is it a bird? Is it a plane? Is it death soaring down from the skies with jetpacks? No one knows.
1d6 skill
10 inch movement
1d6 armor
2 hit points
Special ability: Flyer (can move through obstacles and enemy units)
Armed with dual pistols (use 3, 6 inch range, 1d6 damage).
Dwarven Warmachine
Compact, mobile and destructive.
6 inch movement
2d10 armor
no skill
Attack: catapult: use 3, 10 inch range, 1d10 explosive damage.
Manned by 2 dwarves.
Speaking of machinery, when a skillfail occurs, I roll for what type of failure. Depending on the rolls it could be:
1: BOOM! The machine blows up, killing the crew.
2-3: The machine is broken, and won't work until repaired.
4-5: The machine is jammed, the attack fails, but no reload is needed, however it can only fire at the next round.
6: Nothing happens, simply failed to attack.
Storm Titan
Hailing from the mountainous regions of Medivo, these noble giants aid the minifigs against their fight with evil.
1d10 skill
6 inch movement
2d10 armor
3 hit points
Special abilities: lightning-based feats: lightning bolts, electric fields, etc.
Armed with Thundersword (use 3 (for the titan, tripled use for a normal minifig), 2d6 damage, close combat) and Great shield (use 3, 2d10 armor when parrying).
The Imperial Siege Armaments:
Engineers
Crafty fellows who always come up with new inventions.
1d6 skill
5 inch movement
4 armor
Special ability: can repair machinery. If equipped with proper object, they can target a unit, giving +1 skill mod to a ranged weapon operator.
Armed with guns (use 3, 1d6 damage, 6 inch range), and a random distance-measuring device (random object).
Cannon
Straightforward, yet effective war machinery.
No skill
Same movement as the minifig who's pushing it
1d10 armor
Attack: use3, 12 inch range, 1d10 explosive damage. Needs a turn, 2 minifigs, and a cannonball to fire again.
The operators are regular minifigs, armed with random objects.
Ribault
A more complex design from the engineer's guild.
No skill
Same movement as the minifig who's pushing it
1d10 armor
Attack: use 3, 10 inch range, 1d6 damage for each gun. Guns fire in a straight line always, the amount of damage dealt depends on how many of the shots actually hit someone.
example:
=:====C
=:====G
=:=====O
=: is for a pair of guns, O is for an ork, C under G is for Corpse Grinder. According to this, when the ribault fires, the ork suffers a 2d6 hit, while Corpse Grinder gets a 4d6 hit.
1 turn is needed for reload, operated by a minifig.
Volley Cart
Experimenting with delivering explosives to distances, the guild created a primitive rocket rack.
Volley Cart:
Movement same as the minifig who tows it.
1d10 armor, 2 sp
Attack: Rockets (ur 3, random range(3d6 inches), 1d10+1 explosive damage)
Trogdor
A reused dwarven schematic; automatized burninator.
Trogdor:
7 inch movement
2d10 armor
Attack: flame burst (ur 3, 6 inch range, 1d6+2 fire damage)
Trogdor Driver:
1d6 skill
5 inch movement
5 armor
Special ability: Grudge
Why: The flamer was too frail for my liking.
Rocketeers
Is it a bird? Is it a plane? Is it death soaring down from the skies with jetpacks? No one knows.
1d6 skill
10 inch movement
1d6 armor
2 hit points
Special ability: Flyer (can move through obstacles and enemy units)
Armed with dual pistols (use 3, 6 inch range, 1d6 damage).
Dwarven Warmachine
Compact, mobile and destructive.
6 inch movement
2d10 armor
no skill
Attack: catapult: use 3, 10 inch range, 1d10 explosive damage.
Manned by 2 dwarves.
Speaking of machinery, when a skillfail occurs, I roll for what type of failure. Depending on the rolls it could be:
1: BOOM! The machine blows up, killing the crew.
2-3: The machine is broken, and won't work until repaired.
4-5: The machine is jammed, the attack fails, but no reload is needed, however it can only fire at the next round.
6: Nothing happens, simply failed to attack.
Storm Titan
Hailing from the mountainous regions of Medivo, these noble giants aid the minifigs against their fight with evil.
1d10 skill
6 inch movement
2d10 armor
3 hit points
Special abilities: lightning-based feats: lightning bolts, electric fields, etc.
Armed with Thundersword (use 3 (for the titan, tripled use for a normal minifig), 2d6 damage, close combat) and Great shield (use 3, 2d10 armor when parrying).
Last edited by Zahru II on Thu Jan 13, 2011 2:05 pm, edited 2 times in total.
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Moving on to the more exotic specimens, I present you:
ORKS.
Orkboyz
Regular greenskin fighters, the equivalent of the Imperial Swordsmen.
Stats:
Orkboy
1d6 skill
5 inch movement
4 armor
Champiork:
1d6+1 skill
5 inch movement
1d10 armor
2 hit points
Special ability: BattleCry (use 2, gives a -1 skill and armor modifier to target enemy unit/squad for a round)
Bannerboy:
1d6 skill
5 inch movement
4 armor
As long as he holds the orky banner, squadmated have +1 skill. Any orkby can revert to a bannerboy.
Armed with ork choppas (use 2, 1d6 damage (1d6+1 for orkficer), close combat) and looted shields (use 2, 1d6 armor when parrying).
Spearboyz
Long-range skirmishers.
Stats:
Spearboy
1d6 skill
5 inch movement
4 armor
Orkficer
1d6+1 skill
5inch movement
1d10 armor
Armed with throwing spears (use 3, 1d6+1 damage, close long-range).
Why: I scrapped the arrowboyz and these, and this was the offspring. Also makes orkish range look more unique.
Black Orks
Elite ork infantry.
Stats:
Black Ork
1d6+1 skill
5 inch movement
5 armor
Orkficer
1d6+2 skill
5 inch movement
1d10 armor
Armed axes (ur 3, 1d6+2 damage, close combat). Orkficer wears armor (+2 armor).
Why: They replace spearboyz in heavy melee units.
Berserkers
Bloodthirsty orks, usually the first in line who ran to the enemies.
Stats:
Berserker
1d6 skill
7 inch movement
4 armor
Orkficer
1d6+1 skill
6 inch movement
1d10 armor
Armed with twin klaws (use 2, 1d6 damage, close combat).
Trolls
Now in two different flavours! Trolls are big hulking greenskins, it is still a matter of dispute whether they are mutated orks, or a different race.
General stats for a Troll
1d6 skill
7 inch movement
2d6 armor
2 hit points
Special ability: Regenerate: using it is an action. Use 3, the troll regains 1 hp on success. Dead trolls cannot regenerate.
Variants:
DrummerTroll:
unarmed, but is equipped with a war drum. Drumming requires no skill check, and can be used as an extended action. Any allied unit within 6 inches from DrummerTroll gets +1 attack, any foe within 6 inches from DrummerTroll gets -1 attack. He also has a banner that gives +1 skill to orks within 6 inches.
CannonTroll:
Armed with stolen cannon (use 3, 12 inch range, 1d10 explosive damage; uses explosive shells, and he starts with 4; reloading requires 1 turn; on skill fail, use the malfunction chart above), and a Club (use 3 (6 for a minifig), 2d6 damage, close combat; can use it for sweeping attacks (+1 to use)).
Awesomeosaur
A lumbering herbivore trained by orks as a warbeast.
1d6 skill
10 inch movement
2d10 armor
4 hit points
Attack: Horns (use 3, 4d6 damage, close combat/charging), Stomp (use 3, 1d6 damage in 4 inches, additionally knocks over minifigs).
Can escort minifigs.
Troll Mauler
Simple but effective war construct. It's function is obvious: pushed by a charging troll, it rams into squads and impale them.
No action
Movement same as it's pusher (if a troll, halved if a minifig)
2d10 armor
Etched with nasty spikes everywhere (2d6 damage on impact).
No skillcheck for the attack, but can only attack with charging.
Transport
Stolen dwarven design, to help escort orks through the hail of arrows and other unmanly ranged attacks which does yellow-bellied Imperials use.
no skill
10 inch movement
2d10 armor
Can escort a full squad of minifigs. One of them must drive the transport.
Greater Demon:
A vile creature from the Abyss, summoned by the orkish rage and magiks. But who's the master and who's the servant?
1d10 skill
7 inch movement
2d10 armor
4 hit points
it has 2 actions per round
Special ability: 'flight', can use his mighty wings to pass through otherwise impassable terrain or other units.
Attacks: claw attack: use 3, 1d6+1 damage, cc range.
sorcerous magik feats (heroic feat, in essence); he has a +1 modifier due to the different eldritch gems etched on his fetid hide.
ORKS.
Orkboyz
Regular greenskin fighters, the equivalent of the Imperial Swordsmen.
Stats:
Orkboy
1d6 skill
5 inch movement
4 armor
Champiork:
1d6+1 skill
5 inch movement
1d10 armor
2 hit points
Special ability: BattleCry (use 2, gives a -1 skill and armor modifier to target enemy unit/squad for a round)
Bannerboy:
1d6 skill
5 inch movement
4 armor
As long as he holds the orky banner, squadmated have +1 skill. Any orkby can revert to a bannerboy.
Armed with ork choppas (use 2, 1d6 damage (1d6+1 for orkficer), close combat) and looted shields (use 2, 1d6 armor when parrying).
Spearboyz
Long-range skirmishers.
Stats:
Spearboy
1d6 skill
5 inch movement
4 armor
Orkficer
1d6+1 skill
5inch movement
1d10 armor
Armed with throwing spears (use 3, 1d6+1 damage, close long-range).
Why: I scrapped the arrowboyz and these, and this was the offspring. Also makes orkish range look more unique.
Black Orks
Elite ork infantry.
Stats:
Black Ork
1d6+1 skill
5 inch movement
5 armor
Orkficer
1d6+2 skill
5 inch movement
1d10 armor
Armed axes (ur 3, 1d6+2 damage, close combat). Orkficer wears armor (+2 armor).
Why: They replace spearboyz in heavy melee units.
Berserkers
Bloodthirsty orks, usually the first in line who ran to the enemies.
Stats:
Berserker
1d6 skill
7 inch movement
4 armor
Orkficer
1d6+1 skill
6 inch movement
1d10 armor
Armed with twin klaws (use 2, 1d6 damage, close combat).
Trolls
Now in two different flavours! Trolls are big hulking greenskins, it is still a matter of dispute whether they are mutated orks, or a different race.
General stats for a Troll
1d6 skill
7 inch movement
2d6 armor
2 hit points
Special ability: Regenerate: using it is an action. Use 3, the troll regains 1 hp on success. Dead trolls cannot regenerate.
Variants:
DrummerTroll:
unarmed, but is equipped with a war drum. Drumming requires no skill check, and can be used as an extended action. Any allied unit within 6 inches from DrummerTroll gets +1 attack, any foe within 6 inches from DrummerTroll gets -1 attack. He also has a banner that gives +1 skill to orks within 6 inches.
CannonTroll:
Armed with stolen cannon (use 3, 12 inch range, 1d10 explosive damage; uses explosive shells, and he starts with 4; reloading requires 1 turn; on skill fail, use the malfunction chart above), and a Club (use 3 (6 for a minifig), 2d6 damage, close combat; can use it for sweeping attacks (+1 to use)).
Awesomeosaur
A lumbering herbivore trained by orks as a warbeast.
1d6 skill
10 inch movement
2d10 armor
4 hit points
Attack: Horns (use 3, 4d6 damage, close combat/charging), Stomp (use 3, 1d6 damage in 4 inches, additionally knocks over minifigs).
Can escort minifigs.
Troll Mauler
Simple but effective war construct. It's function is obvious: pushed by a charging troll, it rams into squads and impale them.
No action
Movement same as it's pusher (if a troll, halved if a minifig)
2d10 armor
Etched with nasty spikes everywhere (2d6 damage on impact).
No skillcheck for the attack, but can only attack with charging.
Transport
Stolen dwarven design, to help escort orks through the hail of arrows and other unmanly ranged attacks which does yellow-bellied Imperials use.
no skill
10 inch movement
2d10 armor
Can escort a full squad of minifigs. One of them must drive the transport.
Greater Demon:
A vile creature from the Abyss, summoned by the orkish rage and magiks. But who's the master and who's the servant?
1d10 skill
7 inch movement
2d10 armor
4 hit points
it has 2 actions per round
Special ability: 'flight', can use his mighty wings to pass through otherwise impassable terrain or other units.
Attacks: claw attack: use 3, 1d6+1 damage, cc range.
sorcerous magik feats (heroic feat, in essence); he has a +1 modifier due to the different eldritch gems etched on his fetid hide.
Last edited by Zahru II on Sat Jan 08, 2011 5:15 am, edited 4 times in total.
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So much awesome. I'm a big fan of troop uniformity (and general snazziness) - I really think some of the Medieval sets have the best looking minifigs.
Everything looks great. I like your peasants - they turned out well. All of your soldiers (human and not) look great (though I'm not a fan of "mages" in general - I think the Cleric is the most out-of-place looking thing on your lists). Your engineers and rocketeers are my favorites - both look just beyond awesome. Oh, and I dig the rimbault - great inclusion.
Gah. Seeing all those Orks... How did you -get- all of them? Just orders online? Oh wait, was there an Ork army-builder pack? If I could get enough lego Orks, I know at least one 40k player I'd be able to coax over into BrikWars.
Anyways: Great job.
Everything looks great. I like your peasants - they turned out well. All of your soldiers (human and not) look great (though I'm not a fan of "mages" in general - I think the Cleric is the most out-of-place looking thing on your lists). Your engineers and rocketeers are my favorites - both look just beyond awesome. Oh, and I dig the rimbault - great inclusion.
Gah. Seeing all those Orks... How did you -get- all of them? Just orders online? Oh wait, was there an Ork army-builder pack? If I could get enough lego Orks, I know at least one 40k player I'd be able to coax over into BrikWars.
Anyways: Great job.
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