| Units | Dice VS Inf. | Dice VS Veh. | Resistance | Range | Movement | Transport | Special Hability |
| Infantry | |||||||
| Imp. Army Regiment | 1D6 | 1D4 | 1 | 4 | 3 | ||
| Stormtrooper | 1D8 | 1D6 | 2 | 4 | 3 | ||
| Scout | 1D4+2 | 1D4+2 | 1 | 2 | 6 | A | |
| Dark Trooper | 1D8+1 | 1D6+1 | 3 | 4 | 3 | B | |
| Battle Droid | 1D12 | 1D8 | 1 | 4 | 2 | ||
| Vehicles | |||||||
| AT-ST | 1D8 | 1D8 | 2 | 6 | 5 | ||
| AT-AT | 1D12+1 | 1D12+1 | 6 | 12 | 2 | 4 | D*,F,H |
| Jaggernaud | 1D12+1 | 1D12+1 | 5 | 8 | 3 | 5 | E,F |
| Compact Assault Veh. | 1D8+1 | 1D8+1 | 2 | 6 | 8 | E | |
| Mobile Command | 1D8 | 1D8 | 5 | 6 | 5 | 1 | E,G |
| Floating Fortress | 1D10+1 | 1D10+1 | 5 | 8 | 5 | 1 | C,D,F |
| Recon Hovercraft | 1D8 | 1D8 | 2 | 6 | 10 | 1 | A |
| Command Speeder | 1D6 | 1D6 | 4 | 6 | 5 | ||
| Repulsorlift Skid | 1D6 | 1D6 | 1 | 6 | 12 | ||
Notes:
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.