|Units||Dice VS Inf.||Dice VS Veh.||Resistance||Range||Movement||Transport||Special Hability|
|Imp. Army Regiment||1D6||1D4||1||4||3|
|Compact Assault Veh.||1D8+1||1D8+1||2||6||8||E|
A= Unit has ability to coordinate support weapon firing
B= Unit has 3 Force pts at beginning of game that can be used to increase dice level as explained in Jedis Rule
C= All enemy units moving adjacent this unit must roll 1d6. On 1-3, enemy unit must stop movement.
D= Unit can transform a building hex into rubbles. It must be adjacent to building and use all its movement pts. A rubble marker is then placed on building. When an asterisk is joined to letter D*, player must roll 1d6. A roll of 1 means the unit is detroyed while doing this action. A roll of 2 means unit lose ability to move and its attack dice level is reduced by three.
E= If unit move all its movement allowance on road, it can gain 2 more hexes moved on road.
F= Can detroy building by firing
G= If a leader counter is stacked with this unit, the effect radius of leader becomes 4
H= Unit has a facing of 2 hexsides wich represent its frontside. It can only fire in this arc. Unit can spend 1 mov pt to rotate and gain new firing angle.