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 This thread may be outdated and incorrect from this point, but I'll leave it be for the record.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2011.12.18 - The wiki page of the Encyclopedia has been updated, the information here is outdated.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).




















