Ah, that is simple. Units exist in the form X/Y/Z ---. class, + bonuses. Where X is general attack, Y general defence, and Z general agility/speed/dexterity. Units also have a Ld. stat, which determines how well they lead themselves/others
Example:
Jedi (inverse ninja rule applied)
5/3/4 sbr. class.
4 Ld.
This unit is of normal stats. It is better at attacking than defending, and is average at firing weapons (should they pick one up), running around, charging, ect. They can act on their own, but fall short of leading others.
Combat works on the very simple principle: Attacker throws DX against defenders DY. Draw goes to the defender. A hit is a kill. Some units have multiple lives, though. Various bonuses, in the forms static ((DY)+1) and chance(D(Y+1)) may be applied depending on circumstances.
Ranged combat works on the equally simple principle; first, shooter's DZ must beat (number of squares to target/weapon range) to hit. Then the weapon's Dweapondamage must beat the targets DY. Again, static and chance bonuses can be applied.
Z actions may be performed per turn. Actions include:
Move: Moves TC (terrain cost, 3 unless otherwise noted) squares.
Attack: Attacks adjacent unit
Charge (2-3 actions): Moves 1(2 if extra action taken)TC and attacks with a static bonus of 1. Y receives chance penalty of 1 during charge.
Shoot: Fires weapons at target
Snipe (2 actions): Unit may not have moved yet. Shoots with a static and chance bonus of 1
Fortify (2 actions): Gives a static defence bonus of 1 and a static defence bonus against charge of 1. Z lowered by 2
Unfortify (free if Z=0 or less): Duh.
Other (varies): Units may be able to do other stuff. That is fine and well. Case-by-case.
Note that not all units can perform all actions.
Example:
Pirate
5/3/4 sbr. class.
4 Ld.
Laser pistol. Range: 3, Damage: 3
Can charge