Battle Lands

Official Rules Reference · Core Rules v1.06 · Formation-Based Fantasy Tactics

Introduction

Battle Lands is a framework enabling two players to gather their fantasy miniatures and battle it out on the tabletop. It is model-agnostic and lore-agnostic — Factions are playstyles, not aesthetics.

Unlike some wargames, Battle Lands is meant to be a non-competitive, casual game. Dialogue and agreement are prioritized; both players should walk away with a story, win or lose.

Essential Supplies

Gameplay Overview

Players choose a Faction, build an Army of Models using that Faction's Profiles, then arrange Models on Unit Trays and Deploy them from their Faction Base. Units Activate each Battle Round to Move, use Skills, and fight Combat. A Battle Concludes when a General's Unit is destroyed, a Faction Base is Charged, or Battle Rounds elapse — then Victory Points determine the winner.

Models & Profiles

A Model is a physical representation of a Profile — a soldier, cavalry unit, monster, or hero. Models are ideally mounted on 25mm square bases (≈ 1"), or multiples thereof for larger shapes.

Model Profiles have two sections: Statistics and Skills & Actions.

Model Statistics

Stat Name Description Key Rule
LD Leadership Ability to command. Required for Unit Leader role. Minimum LD 2 to be a Unit Leader. General has Quick Rally & Leadership Aura.
SP Speed How quickly a Model thinks and acts. Unit Speed = Leader's SP. Higher SP Units Activate first.
PW Power Raw physical strength for attacks. Reduced to 1 while the Unit is in Recovery.
DF Defense Overall toughness and defensive capability. Reduced to 1 while the Unit is in Recovery.
HP Health Points Damage a Model can endure before being slain. Cannot exceed starting HP. Model is slain at 0 HP.
MV Movement How far a Model can travel per Activation. Unit Move = lowest MV across all living Models in the Unit.
SZ Size Relative mass of the Model. A Unit Tray holds a maximum of 5 Size across all Models. Determines Terrain Type precedence.

Dice Tests

All resolutions in Battle Lands use one of two dice systems:

Solo Test

A single d6 rolled by one player, compared to a stat. Roll equal to or lower than the stat to pass (e.g. Rally: roll ≤ Leader's LD).

Dual Test

Both players roll a d6. Each adds their roll to their relevant stat. The difference in results determines the outcome (e.g. combat damage, retreat contests).

Auto-Pass / Auto-Fail: If a stat is high enough (or low enough) that a test is impossible to fail (or pass), skip the roll — it resolves automatically.

Creating an Army Roster

After choosing a Faction, players agree on a Total Cost for their Armies (minimum 16 Cost). Every Model has a Cost that also designates its rarity:

CostRarityDescription
1 CostCommonThe backbone of a Faction — frequently the majority of troops.
2 CostSpecialVeterans, shock troops, and specialists.
3 CostRarePowerful, fantastic creatures capable of great destruction or protection.
4 CostLegendaryUnique leaders of extraordinary might. General must be Legendary.

Unspent Cost: Any unspent Cost at the time the Battle Commences is forfeited to the opponent.

Army Composition

The number of Models of each Cost is restricted by percentage of Total Cost:

CostRarityLimit
1 CostCommon25% Minimum — must make up at least a quarter of the army
2 CostSpecial50% Maximum
3 CostRare25% Maximum
4 CostLegendary25% Maximum

The General

Every Army must be led by a General — a Legendary (4 Cost) Model that represents the player themselves. If not slain, the General grants these benefits:

The Six Great Factions

Factions are playstyles, not aesthetics. Players may choose any miniatures to represent their Faction's Profiles. Army Rosters are exchanged before the Battle Commences.

Tribes of the Sun

Nomadic aggressors built for offensive pressure, devastating charges, and swift movement. Struggle when defending.

Terrain: Sand Common: Cavalry Characteristic: MV

Fallen Collective

Elite and fragile. Excel at precision strikes, disengagement, and exploiting decisive openings.

Terrain: Water Common: Mixed Characteristic: SP

Smithing Guilds

Artillery masters and defensive specialists. Struggle to advance, but punish enemies who close in.

Terrain: City Common: Infantry, Artillery Characteristic: DF

The Overgrowth

Durable and varied. Slow to act but persistent — wins battles of attrition with regenerative resilience.

Terrain: Forest Common: Infantry, Monster Characteristic: HP

Undying Legions

Horde-style volume. Relies on Leader strength and flanking to overwhelm through attrition.

Terrain: Mountain Common: Infantry Characteristic: LD

Blasted Hordes

Overwhelming offensive power fueled by demons. Must stay aggressive or suffer setbacks.

Terrain: Wastes Common: Mixed Characteristic: PW

Battlefield Setup

The Battlefield is at least a 2' × 4' flat surface. Battles are waged lengthwise. Players place Terrain and Cities before deploying Units.

Faction Bases

Each player has a 3" square Faction Base. It is placed centered on the back board edge of each player's side, flush with the back of the Battlefield. Units Deploy from the Faction Base and can return to it when Fleeing.

Terrain Sizes

Terrain Placement: Terrain must be placed at least 3" away from other Terrain, Cities, and Faction Bases. Roll d6 to determine who places first, then alternate. It is recommended to have an odd number of Cities, with the first in the dead center of the Battlefield.

Terrain Types

When a Unit Tray overlaps a Terrain piece, its effects apply. The Terrain Type row shows the bonus for Models whose Profile lists that Terrain as their preferred type.

Terrain Standard Effects Terrain Type Bonus
Sand DF −1 when Defending while standing on top. No DF penalty; PW +1 when Attacking.
Forest DF +1 while on top. MV −1 while moving over. Blocks LoS to Models behind it (not on top). No MV penalty when moving over.
Wastes PW −1 when Defending. MV −1 while moving over. No PW penalty when Defending; no MV penalty when moving over.
Mountain Impassable — cannot be traversed or stopped on. Blocks LoS to Units behind it. May move over it, but cannot stop on top.
Water 1" perimeter = Shallow Water (no penalty). Inner area = Deep Water: MV −2. Units must have part of their Tray outside Deep Water to stop. No MV penalty, but still cannot stop fully in Deep Water.
City Impassable — blocks LoS to Units behind. DF +1 while Occupying. Units can be Deployed from a friendly Occupied City. PW +1 when Defending while Occupying.

Terrain Type Precedence: A Unit adopts the Terrain Type of the largest-SZ Model in the Unit. If multiple Models share the highest SZ, the group with the most combined Size wins. A Unit with no Terrain Type Models has no preference.

Deployment

Units must be Deployed to participate in Battle. Deployment happens at the final step of every Battle Round, after all Units have Activated.

  1. General's Unit Deploys first — from the Faction Base, in Battle Round 1.
  2. Unit Formation — arrange Models on the Unit Tray (see below).
  3. Deployment Move — make a Normal Move up to Unit Move, ending at least 1" from the Faction Base.
  4. Subsequent Battle Rounds: one additional Formed Unit may Deploy per player, per round.

Undeployed Models at Conclusion: Any Models not Deployed by the time the Battle Concludes are counted as Dead for Victory Point calculation. Units may also be Deployed from a friendly Occupied City.

Unit Formation

Before Deployment, Models must be arranged on a Unit Tray to form a Unit. Rules for Formation:

The Slot Grid

Each Unit Tray is divided into a 3×3 grid of 9 Slots, numbered left-to-right, top-to-bottom. A Model's Slot is the position of its front-left corner.

← LEFT · CENTER · RIGHT →
1Front
Left
2Front
Center
3Front
Right
4Mid
Left
5Mid
Center
6Mid
Right
7Rear
Left
8Rear
Center
9Rear
Right
↑ FRONT FACE (faces enemy)
Front Row (1–3)
Melee fighters, defensive guardians — take the brunt of charges.
Middle Row (4–6)
Ranged troops, support. Often targeting across Rows.
Rear Row (7–9)
Fragile casters and healers. Protected by front Models.
Shape Example: A 2×2 Model placed at Slot 5 occupies Slots 5, 6, 8, and 9. Slot refers to the front-left corner of the Model's footprint.

Column matters for Actions: Most Actions target Models directly in front of the Acting Model. Place ranged or caster Models in the Column aligned with their intended targets.

Battle Rounds

A Battle Round is a full game turn where every Deployed Unit Activates and eligible Units may Deploy. A standard Battle lasts 12–24 Battle Rounds (agreed by players before starting).

Battle Round Structure

  1. Establish Turn Order — determine Speed Groups for all Deployed Units.
  2. Unit Activations — all Units in the highest Speed Group Activate, then the next, and so on.
  3. Deployment — first player chooses to Deploy an eligible Unit; then second player. Battle Round ends.

Turn Order & Speed Groups

Units are grouped by their Unit Speed (the Leader's SP stat) into Speed Groups. Groups Activate from highest SP to lowest.

Tip: High SP isn't always advantageous — sometimes activating second lets you counter-attack after seeing the opponent's move. Choose your Unit Leaders' SP wisely.

Unit Activation Sequence

When a Unit is chosen to Activate, this sequence must be followed in order:

  1. Flee Resolution — If Fleeing: attempt Rally or make a Flee Move.
  2. Use Skills — Declare and resolve Active Skills (after Target Eligibility Checks).
  3. Tactical Move — Choose one: Normal Move, Charge, or Hold & Recover.
  4. Resolve Combat — If the Unit made a Successful Charge (or is being Charged).
  5. Activation End — Unit's turn is complete; check for Battle Conclusion.

Flee Resolution

Units become Fleeing after losing a Combat. At the start of each Activation, a Fleeing Unit must resolve this step before doing anything else.

Leaderless Units

A Leaderless Unit — whose Leader has been slain — may Promote a living Model with LD 2+ to become the new Leader, immediately Rallying. If no eligible Model exists (or the player declines), the Unit always makes a Flee Move and ends its Activation.

Rally Attempt

A Fleeing Unit with a living Leader can attempt to Rally:

  1. Make a Solo Test against the Leader's LD — roll a d6 and compare to LD.
  2. Success (roll ≤ LD): The Unit Rallies and proceeds with its Activation normally.
  3. Failure (roll > LD): The Unit must make a Flee Move.

Quick Rally: The General's Unit automatically passes its Rally Attempt — no roll needed.

Flee Move

Flee Move distance = Unit Move + 1d6 inches.

The Unit pivots to face its nearest Faction Base, then moves toward it as directly as possible:

Reaching the Faction Base

When a Fleeing Unit's Unit Tray makes contact with any part of the Faction Base:

  1. Movement ceases immediately. Rotate the Unit Tray so its rear face touches the Faction Base, facing away from it.
  2. Any slain Models are immediately Revived — HP changed from 0 to 1.
  3. If the Unit Leader was slain, the Unit Rallies when the Leader is Revived. If the Leader was alive, the Unit Rallies immediately.
  4. Activation ends. This temporarily supersedes the 1" from Faction Base rule.
  5. On the next Activation, the Unit must end its movement at least 1" from the Faction Base (if at all possible).

Key distinction: Slain Models are Revived to 1 HP only — not full HP. The Unit remains Deployed and intact; it is not dissolved or returned to reserve.

Skills

Models wield powerful abilities called Skills, which fall into two categories:

Passive
Always in effect unless the Model is Fleeing. Any Unit Trays within Range are subject to the Skill's effects. No LoS required.
Active
Usable once per Activation. The player declares the Skill, passes Target Eligibility Checks, then resolves the Skill immediately. Long-term effects are applied at the stated duration.

Line of Sight (LoS)

Targets must be within the front 180° arc of the Acting Unit Tray to be in LoS.

Obstructing LoS: Draw an imaginary beam connecting the nearest faces of the Acting Unit Tray and the target Unit Tray. Impassable Terrain, Forests, and other Unit Trays cast shadows. If more than half of the target Tray's nearest face is in shadow, the target is out of LoS.

Range

Active Skill Types

TypeDescriptionArea of Effect
AttackDeals damage to the target Unit.Single — 1 Unit
Multiple (X) — up to X Units
All — all Units in Range (no LoS needed)
CurseLowers enemy stats or causes something detrimental for a stated duration.
BuffRaises friendly stats or provides a benefit for a stated duration.
RecoverRestores lost HP to a friendly Model, up to starting HP.

Resolving Attack Skills: Both players roll a d6. Attacker adds roll to the Skill's PW. Each Defender Model adds their roll to their individual DF. Difference = HP Loss. A 0 or negative result means no damage. The Attacker rolls once; each Defender Model rolls separately.

Movement

Units are restricted to a maximum movement distance equal to their Unit Move (lowest MV across all living Models). Units cannot pass through Impassable Terrain or other Units.

Movement Types

TypeDescriptionCosts Move?
Pivot Rotate the Unit Tray on its center to face a new direction. May Pivot freely during movement. No
Move (Straight-line) Move in a single straight line. Use Pivots to change direction between segments. Yes — distance deducted from Unit Move
Lateral Move Move sideways or backward while keeping the same forward facing. Yes — same as straight-line
Wheel Anchor one corner, pivot the Tray about it. Used to nudge or navigate tight spots. Yes — distance the far corner travels

Movement over Terrain

When any part of a Unit Tray overlaps non-Impassable Terrain, movement penalties apply. A penalty adds extra required movement equal to the penalty to fully clear the Terrain piece. Pivoting over Terrain incurs no penalty — only straight-line segments, wheels, and lateral moves.

Immobile Units

A Unit becomes Immobile if it cannot complete movement that keeps it at least 1" from all enemy Units, Faction Bases, and Cities. Immobile Fleeing Units remain in place. If an eligible Charge target exists, an Immobile Unit may still Charge.

Tactical Moves

Before physically moving the Unit Tray, the controlling player must declare one Tactical Move verbally. The opponent acknowledges. Four options are available:

Normal Move

All movement types, up to Unit Move. Must end at least 1" from all enemy Units, Cities, and Faction Bases. May also choose to Pivot only, or not move at all.

Run Move

Pivot once to face the direction of travel, then move in a single straight-line segment. Unit Move increases by half for this Activation. No other Pivots or movement types allowed.

Charge

Sprint toward an enemy Unit, Faction Base, or City. Requires a successful Charge Roll to make contact. Losing the Combat causes the Unit to Flee.

Hold & Recover

The Unit enters Recovery — may Pivot and Reform, but otherwise stays in place. PW and DF are reduced to 1. If still in Recovery next Activation, Models Restore HP.

Normal Move

The Unit moves up to its Unit Move using any combination of movement types. Must end at least 1" away from all enemy Units, Faction Bases, and Cities.

Run Move

A Run Move allows a Unit to cover more ground in a straight line at the cost of maneuverability:

  1. Pivot once to face the intended direction of travel.
  2. Move in a single straight-line segment only — no further Pivots, Lateral Moves, or Wheels allowed.
  3. Run Move distance = Unit Move × 1.5 (e.g., Unit Move 8" → Run 12").
  4. Must still end at least 1" away from all enemy Units, Faction Bases, and Cities.

Run Move restriction: The single Pivot is only to face the direction of travel before moving. No other movement types may be used during a Run Move.

Charge

A Charge is a decisive sprint to engage an enemy Unit, Faction Base, or City. The charging Unit becomes the Attacker; the target Unit becomes the Defender.

  1. Determine Target Eligibility — Target must be in LoS and within Charge Range. Charge Range = Unit Move + 6.
  2. Establish Point of Contact — Players agree on minimum required Charge Roll and direct path. Apply any Terrain movement penalties to the required distance.
  3. Pivot to Face — Attacker pivots so the middle of its front face points toward the target.
  4. Charge Roll — Attacker rolls a d6. If Unit Move + Charge Roll ≥ required distance: Successful Charge. Otherwise: Failed Charge (move total distance, end Activation).
  5. Retreat Attempt — If Charge succeeds and Defender has a living Leader, players take a Dual Test of their Leaders' LD. Defender wins = they Flee immediately (counted as Combat Loser). Attacker wins = Combat proceeds.
  6. Resolve Combat — See Combat section.
  7. Loser Flees, Winner Pivots.

Note the Charge Roll result — it is added to every Attacker Model's SP at the start of Combat resolution.

Hold & Recover

The Unit holds its position and enters Recovery:

Resolving Combat

When a Charge succeeds (and the Defender doesn't win the Retreat Attempt), Combat begins. All eligible Models use their Actions based on their Row. The side with the higher Combat Score wins; the loser Flees.

  1. Establish Combat Turn Order — Order all Models by SP (highest first). Attackers add the Charge Roll to their SP. Tie-break with a d6.
  2. Resolve Actions — Models act in SP order. Each Action type (Attack, Curse, Buff, Recover) resolves for eligible targets in the target Row/Column/Single/All.
  3. Calculate Combat Score — Each player adds total HP Damage dealt + total HP Recovered to allies. Higher score = Winner.
  4. Loser Flees — Loser pivots rear face toward Winner, makes a Flee Move.
  5. Winner Pivots — Winner may Pivot about its center. Must end 1" from all enemies.

Actions & Targeting

In Combat, Range is measured in Slots (number of slot-spaces between the Acting Model and its target). No LoS check is needed in Combat.

Targeting TypeDescription
SingleOne Model in the same Column and within Range of the Acting Model.
RowAll Models within a target Row and within Range.
ColumnAll Models within the Acting Model's Column.
AllAll Models in the target Unit.
AdjacentThe initial target plus Models in Slots directly adjacent (front, sides, rear).
AnyNo Column restriction — any valid target within Range.

Closing the Gap: If there are empty Rows between Attacker and Defender Models, those gaps are treated as absent — the Range to targets is reduced. If all Rows have at least one Model (even in different Columns), the Gap cannot be closed.

No Eligible Targets: If a Model's Action has no valid targets, the Action is forfeited — no damage contributes to the Combat Score.

Stalemates

If Formations consistently create no eligible targets (a Draw loop), slide Models to adjacent Columns to create valid matchups. If this fails, a player must use Hold & Recover to Reform their Unit Formation.

HP Loss (Dual Test)

Attack Actions deal damage via a Dual Test of Attacker's PW vs. Defender's DF:

  1. Attacker rolls a d6 and adds the result to the Action's PW value.
  2. Each target Defender Model rolls a d6 and adds their individual DF.
  3. Difference (Attack result − Defense result) = HP Loss.
  4. If the difference is 0 or negative, no damage is dealt (but Curse effects may still apply).
  5. If a Model reaches 0 HP, it is immediately slain and removed. Any excess damage is discarded — it does not contribute to Combat Score.

PW "−" vs. Static PW: A PW of "−" means the Model's base PW (modified by Buffs/Curses). A static PW number is fixed — Buffs/Curses cannot change it.

Combat Score & Outcomes

Combat Score = Total HP Damage dealt to enemies + Total HP Recovered for allies.

OutcomeConditionResult
Winner / Loser One side has a higher Combat Score Loser makes a Combat Flee Move (pivot rear toward Winner, then Flee Move). Winner may Pivot.
Draw Equal Combat Scores Both Units move d6 inches directly away from the contact point — no Unit Move added. Neither is considered Fleeing.
Leader Slain Unit's Leader reaches 0 HP during Combat That Unit makes a Combat Flee Move regardless of whether it was the Combat Winner.
Destroyed Unit All Models in a Unit are slain Unit Tray removed. No Revives possible. Remaining Unit is automatic Winner. Destroying the General's Unit triggers a Battle Conclusion.

Side & Rear Charges

When the Attacker contacts a side or rear face, the contacted face becomes the Defender's new front face, shifting all Row positions accordingly. Units suffering a Rear Charge have their rear-row Models now in the front row.

Charging a Fleeing Enemy: Functions as a normal Charge. If the Fleeing Unit wins the Combat as Defender and has a living Leader, it immediately Rallies and may Pivot normally.

Occupying Cities

A Unit can Charge a City (using the same Charge rules) to garrison it. A City must be an eligible Charge target.

Benefits of Occupying a City

Leaving a City Voluntarily

Declare a Normal Move or Charge. The Unit must end movement at least 1" from the City. Movement is measured from the Unit's current position over the City template.

Immobile while Occupying

If the Occupying Unit is surrounded, it continues to Occupy. Attacking enemies must nudge back 1" after Combat. As soon as a path opens, a Fleeing Occupier moves toward its Faction Base; a non-Fleeing Occupier may make a Rally Attempt.

Victory Points

The player with more Victory Points (VP) at Battle Conclusion wins. VP accrues from:

ObjectiveVPCondition
Dead Cost of each Model Each enemy Model slain at Conclusion. A 3-Cost Rare = 3 VP per Model.
Fled Half Cost per Model (round up) Each enemy Model that is Fleeing at Conclusion.
Assassin 5 VP Player who destroyed the enemy General's Unit (Battle Conclusion trigger).
Sacked 5 VP Player who Successfully Charged the enemy Faction Base (Battle Conclusion trigger).
Liberator 5 VP Player who Occupies more Cities than their opponent at Conclusion.
Dominion 5 VP Player with more Units on the opponent's half of the Battlefield than the opponent has on theirs.
First Blood 5 VP First player to bring any Model to 0 HP.
Secret Objective +3 VP If players agree before the Battle, each nominates one of the five 5-VP objectives as a Secret Objective. Achieving it awards an additional 3 VP.

Battle Conclusions

The Battle Concludes — no further Units Activate — when any one of these conditions is met:

  1. General's Unit Destroyed — all Models in the General's Unit are slain.
  2. Faction Base Charged — an enemy Unit successfully reaches the Faction Base.
  3. Battle Rounds Elapsed — the agreed-upon number of rounds (typically 12–24) have passed.

Distinction: The Battle Concludes when a condition is met; the Battle Ends when a winner is declared. It is possible for a player to trigger a Conclusion (e.g. their Faction Base was Charged) and still win on Victory Points.

Glossary

Acting Model
The Model currently using an Action or Skill.
Attacker
The Unit that declared a Charge.
Battle Concludes
When a Conclusion condition is met and no further Activations occur.
Battle Ends
When a winner is declared after VP tallying.
Charge Range
Unit Move + 6. Maximum distance a Charge can be declared against.
Closing the Gap
Empty Rows between Attacker and Defender are treated as absent, reducing effective Range.
Combat Score
Total HP Damage dealt + total HP Recovered for allies in a Combat.
Dead
A Model at 0 HP, removed from the Battlefield. Cannot be Revived once its Unit is Destroyed.
Defender
The Unit being Charged.
Deploy / Deployment
Placing a Formed Unit onto the Battlefield from a Faction Base or Occupied City at the end of a Battle Round.
Destroyed
All Models in a Unit are slain. Unit Tray is removed. No Revives possible. Destroys the Unit permanently.
Dual Test
Both players roll a d6 and add their relevant stat. The difference determines the result.
Flee Move
Unit Move + 1d6 inches, toward the Faction Base as directly as possible.
Fleeing
A Unit state caused by losing Combat or having its Leader slain. A Fleeing Unit must resolve a Rally Attempt or make a Flee Move at the start of its Activation.
General
The player's Legendary (4-Cost) commander. Has Leadership Aura and Quick Rally. Destroying the General's Unit triggers a Battle Conclusion.
Hold & Recover
A Tactical Move where the Unit stays in place and enters Recovery. PW and DF reduced to 1.
Immobile
A Unit that cannot complete movement outside the 1" proximity limit. Fleeing Immobile Units remain in place.
Leader
A Model with LD 2+ designated as the Unit's commander. Provides Unit Speed (SP) and is required for Rally. A slain Leader causes immediate Flee regardless of Combat outcome.
Leaderless Unit
A Unit whose Leader is slain. Must always Flee unless a Model is Promoted to Leader.
Line of Sight (LoS)
The front 180° arc of a Unit Tray. Target must have more than half of its nearest face unobstructed.
Promote
Designating a living Model with LD 2+ as the new Leader of a Leaderless Unit. The Unit immediately Rallies.
Rally
A Fleeing Unit regains control and may proceed with its Activation normally.
Recovery
A vulnerability state (PW and DF reduced to 1; Passive Skills off) that allows HP Restoration at the next Activation if the Unit is still in Recovery.
Retreat Attempt
After a Successful Charge, the Defender may contest it with a Dual Test of Leaders' LD. If Defender wins, they are the Combat Loser and immediately Flee.
Revive
Restoring a slain Model to 1 HP. Only possible at Faction Base (on contact) or in a City while in Recovery. Cannot Revive Models from a Destroyed Unit.
Restore HP
Recovering lost HP (up to starting HP) equal to the Model's SZ + 1, at the start of an Activation after a turn in Recovery.
Slot
One of nine positions in a Unit Tray's 3×3 grid. Numbered 1–9, left-to-right, top-to-bottom. A Model's Slot is its front-left corner position.
Solo Test
A single d6 roll compared to a stat. Passing = rolling ≤ the stat.
Speed Group
A set of Units sharing the same Unit Speed (Leader's SP). All Units in a Speed Group Activate together before the next Group.
Unit
A group of Models on a single Unit Tray with a designated Leader. Max 5 total Size.
Unit Move
The lowest MV stat across all living Models in the Unit. Maximum movement distance per Activation.
Unit Speed
The SP stat of the Unit's Leader. Determines Activation order (higher = earlier).
Unit Tray
A 3" square that Models are arranged on to form a Unit.