Developing useful information on Alarishi units is difficult--partly because of IBIS's habitual disinformation campaign, but primarily because the wide variety of units and equipment found in AE space. Each sovereignity maintains its own defensive units, and these range from the laughable (New Los Angeles) to the lethal (Templars). Most sovs maintain professional mercenaries or a trained militia; some have unconventional defenses (eg Turing Republic, Musashi, BioGen, Forward Power). The Alarishi Empire also has a disproportionately high population of mercenary organizations--ranging from individual specialists to a reinforced armored brigade--and many of these have contingency contracts from the Imperial government. The regular Imperial forces at least maintain a certain uniformity in equipment (all powered armor) and training (excellent, although highly specialized for vacuum/low gravity); however, the organization is flexible, with subunits varying in both size and number.
Imperial policy allows platoon and company commanders considerable latitude in how they organize their assets. While there is no such thing as a "standard" unit, the following is a typical Imperial platoon.
Typical support includes an anti-vehicle squad or combat walkers attached from Company; artillery of one form or another (depending on local gravity, if any); and mission-specific attachments such as combat engineers.
The New LA militia is an example of the triumph of enthusiasm over common sense.
Roll 3d10+20. Take that many figures from whatever human miniatures you have (all periods, including fantasy, including "gentlemen's collectibles"). Quality is 90% yellow, 10% green. One figure in 20 (selected randomly) may have "chemically assisted courage"--treat it as a Last Stand unit which always seeks to attack, preferably in close combat. Due to political bickering, they may not transfer or receive command reactivations.
Medieval re-enactors may be organized as a separate unit. If so, they are 60% regular/40% green quality for tasks, and downshift 1 for morale related rolls.
Reynolds Shipbuilding maintains an inexperienced but well-drilled militia. Standard equipment includes laser weapons and NSL-equivalent armor and electronics. Platoon organization has three squads of nine men each, plus a five man missile/EW squad and a platoon leader. Quality is 70% green / 20% blue / 10% orange. Reinforcements are typically ESU-equivalent powered armor (heavy construction work gear). Coordination above the company level is likely to be amateurish; however, the troops are familiar with the maze of industrial facilities on and around their docks and planetoid surface, and are likely to be more proficient in zero-gee than any invaders.
Musashi is a training academy for zero-gravity martial arts.
BioGen facility is believed to create bio-engineered creatures, using genetic manipulation techniques that would be illegal in most other jurisdictions. Use non-human miniatures, preferably from the Cthulhu mythos or Aliens. Quality is Veteran or Elite.
Forward Power's workers are equipped with powered armor, primarily as a safety measure when working with antimatter. Aside from a few platoons of company security troops, they are not very skilled, but are tenacious and have high morale.
Knights Templar have a separate page.