Space Marine Tactical Squad
Unit type - Troop
Movement - Normal ground unit
Combat - Tactical weapons
Defence - Armoured troops
Ability - Veteran Leader
Dreadnought
Unit type - Medium Non-Troop
Movement - Walker ground unit
Combat - High Force (anti-tank)
Defence - 3 armour point
Ability - Veteran Leader
Jetbike
Unit type - Light Non-Troop
Movement - Fast Skimmer
Combat - High Force (anti-tank)
Defence - 2 armour points
Ability - Deep-strike
Tau Pathfinders
Unit type - Troop
Movement - Normal ground unit
Combat - High Force (anti-tank)
Defence - Lightly Armoured
Ability - Stealth
Scouts
Unit type - Troop
Movement - Normal ground unit
Combat - Tactical weapons
Defence - Lightly Armoured
Ability - Sniper
Tau Battlesuits
Unit type - Troop
Movement - Walker ground unit
Combat - Support weapons
Defence - Heavily Armoured
Ability - Droids
Whirlwind
Unit type - Non-Troop
Movement - Fast Ground Unit
Combat - Ordinance
Defence - 4 armour points
Ability - None
Kroot
Unit type - Troop
Movement - Normal ground unit
Combat - Combat weapons (hand-to-hand)
Defence - Lightly Armoured
Ability - Stealth
I found I quite enjoyed the game and we soon added some Psychics, Characters and Warlords. Treating them as non-troop units so they didn't get killed off too quickly and could influence the game, but forced to be attached to a unit of troops (followers/bodyguards) for their movement.
I'm now thinking about a mini sci-fi campaign after reading "The Solo Wargaming Guide".