so compare the two packs side by side
command cards:
1 pip: rebels: you make the enemy issue to 1 fewer unit during command phase to a min of 1(entourage ignores this as its not part of the command card)
imps: look at 2 random command cards in your opponents hand (this would be before they pick up one they laid down like the 4 pip)
2 pip: rebels: ALL heavy and support units for this round get INSPIRE 2 (after rally step remove 1-2 suppression from friendly units within range 1-2) (total of 10 suppression removed this way)
imps: after ANY heavy or support unit attacks a face up command token unit put that command token back into the the pile (this is really good against 1 rebel command card).
3 pip: rebels: any corps unit attacks (even its all blanks) another unit (any) gets a free dodge (really good with chewie/han build lots of free dodges to give out)
imps: after a corps unit spends a aim token give another unit (any) a free aim (if a unit lives that long in a round you can potentially with veers hand off 32 and with generic officer 38 aims to 1 unit)
medical droid (same ability for both sides): rebels: white defense die for 9 points and it can't shoot
imps: red defense die for 10 points but also can't shoot (will give this to imps as red is always better)
repair droid (same ability for both sides): rebels white defense die for 18 points and it can't shoot
imps : red defense die for 19 points also can't shoot
coms officer:rebels: 9+ points for a mini who can shoot but must equip a secondary coms upgrade (points varied)
imps: 10+ points for a mini who can shoot but must equip a secondary coms upgrade (points varied)
officer upgrade: rebel: 19 points for inspire 1, courage +1, becomes your unit leader can shoot
imps: 20 points for inspire 1, courage +1, becomes your unit leader can shoot
officer commander (both sides 50 points): rebels: take cover (action) for free dodge, inspire 1, sharpshooter 1, surge to both hit and defense, white die, 4 health/2 moral, attack Melee: black, attack range: 1-2 black and white.
imps : Spotter 1(action) for free aim, inspire 1, sharpshooter 1, surge to both hit and defense, white die, 4 health/2 moral, attack melee: black, attac range: 1-2 black and white