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
- Flat surface of at least 2' × 4' (battles are waged lengthwise on rectangular Battlefields)
- A measuring tape or ruler
- 4–6 six-sided dice (d6) per player
- A 3" square Faction Base per player
- Unit Trays — 3" squares for arranging Models (4–6 per player for small games)
- The Models for each Army (or Print & Play templates)
- A way to track Health Points and game state (tokens, notepad, dice)
- Optional but suggested: Terrain templates, City templates
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:
| Cost | Rarity | Description |
|---|---|---|
| 1 Cost | Common | The backbone of a Faction — frequently the majority of troops. |
| 2 Cost | Special | Veterans, shock troops, and specialists. |
| 3 Cost | Rare | Powerful, fantastic creatures capable of great destruction or protection. |
| 4 Cost | Legendary | Unique 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:
| Cost | Rarity | Limit |
|---|---|---|
| 1 Cost | Common | 25% Minimum — must make up at least a quarter of the army |
| 2 Cost | Special | 50% Maximum |
| 3 Cost | Rare | 25% Maximum |
| 4 Cost | Legendary | 25% 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:
- Leadership Aura — Unless the General's Unit is Fleeing, all friendly Units within 12" gain LD +1. (Does not allow LD 1 Models to become Leaders.)
- Quick Rally — The General's Unit automatically Rallies if Fleeing at the start of its Activation.
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.
Fallen Collective
Elite and fragile. Excel at precision strikes, disengagement, and exploiting decisive openings.
Smithing Guilds
Artillery masters and defensive specialists. Struggle to advance, but punish enemies who close in.
The Overgrowth
Durable and varied. Slow to act but persistent — wins battles of attrition with regenerative resilience.
Undying Legions
Horde-style volume. Relies on Leader strength and flanking to overwhelm through attrition.
Blasted Hordes
Overwhelming offensive power fueled by demons. Must stay aggressive or suffer setbacks.
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
- Small — 3" square or ellipse (Faction Bases and Cities are always Small)
- Medium — greater than 3" on any side but less than 6" on all sides
- Large — 6" square or ellipse, or continuous section (like a River)
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.
- General's Unit Deploys first — from the Faction Base, in Battle Round 1.
- Unit Formation — arrange Models on the Unit Tray (see below).
- Deployment Move — make a Normal Move up to Unit Move, ending at least 1" from the Faction Base.
- 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:
- Nominate a Model with at least LD 2 as Unit Leader.
- Combined SZ of all Models cannot exceed 5.
- Model Shapes cannot overlap and must fit entirely on the Unit Tray.
- All Models must face the front of the Unit Tray.
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
Left
Center
Right
Left
Center
Right
Melee fighters, defensive guardians — take the brunt of charges.
Ranged troops, support. Often targeting across Rows.
Fragile casters and healers. Protected by front Models.
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
- Establish Turn Order — determine Speed Groups for all Deployed Units.
- Unit Activations — all Units in the highest Speed Group Activate, then the next, and so on.
- 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.
- If both players have Units in the same Speed Group, make a tie-breaker d6 roll — the winner chooses to go first or second within that Speed Group.
- Within their Speed Group, a player may Activate their Units in any order they choose.
- All Units in a Speed Group must Activate before the next Group begins.
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:
- Flee Resolution — If Fleeing: attempt Rally or make a Flee Move.
- Use Skills — Declare and resolve Active Skills (after Target Eligibility Checks).
- Tactical Move — Choose one: Normal Move, Charge, or Hold & Recover.
- Resolve Combat — If the Unit made a Successful Charge (or is being Charged).
- 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:
- Make a Solo Test against the Leader's LD — roll a d6 and compare to LD.
- Success (roll ≤ LD): The Unit Rallies and proceeds with its Activation normally.
- 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:
- Avoids enemy Units and Impassable Terrain.
- May move through friendly Units (no penalty) if the Flee Move is sufficient to clear them without overlapping.
- Otherwise routes around Units and Terrain until a direct path is available.
- Units cannot Flee off the Battlefield — they hug the edge until a direct path opens.
- If surrounded and unable to move, the Unit becomes Immobile.
Reaching the Faction Base
When a Fleeing Unit's Unit Tray makes contact with any part of the Faction Base:
- Movement ceases immediately. Rotate the Unit Tray so its rear face touches the Faction Base, facing away from it.
- Any slain Models are immediately Revived — HP changed from 0 to 1.
- If the Unit Leader was slain, the Unit Rallies when the Leader is Revived. If the Leader was alive, the Unit Rallies immediately.
- Activation ends. This temporarily supersedes the 1" from Faction Base rule.
- 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:
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 Skills: Measured from nearest point of the Acting Unit Tray to nearest point of the target, within the front arc.
- Passive Skills: Measured from any point to any point of the Unit Tray, in all directions.
Active Skill Types
| Type | Description | Area of Effect |
|---|---|---|
| Attack | Deals damage to the target Unit. | Single — 1 Unit Multiple (X) — up to X Units All — all Units in Range (no LoS needed) |
| Curse | Lowers enemy stats or causes something detrimental for a stated duration. | |
| Buff | Raises friendly stats or provides a benefit for a stated duration. | |
| Recover | Restores 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
| Type | Description | Costs 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:
- Pivot once to face the intended direction of travel.
- Move in a single straight-line segment only — no further Pivots, Lateral Moves, or Wheels allowed.
- Run Move distance = Unit Move × 1.5 (e.g., Unit Move 8" → Run 12").
- 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.
- Determine Target Eligibility — Target must be in LoS and within Charge Range. Charge Range = Unit Move + 6.
- Establish Point of Contact — Players agree on minimum required Charge Roll and direct path. Apply any Terrain movement penalties to the required distance.
- Pivot to Face — Attacker pivots so the middle of its front face points toward the target.
- Charge Roll — Attacker rolls a d6. If Unit Move + Charge Roll ≥ required distance: Successful Charge. Otherwise: Failed Charge (move total distance, end Activation).
- 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.
- Resolve Combat — See Combat section.
- 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:
- All Models' PW and DF are reduced to 1.
- Passive Skills cease. General's Leadership Aura is inactive.
- The Unit may Reform (change Formation) and Pivot.
- If still in Recovery at the next Activation: each Model Restores HP equal to their SZ + 1.
- If Occupying a City and in Recovery: any slain Models are Revived to 1 HP and also Restore HP equal to SZ.
- If Charged while in Recovery, the Unit fights Combat with PW and DF of 1 — but may still attempt a Retreat.
- Being forced to Flee while in Recovery ends the Recovery state.
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.
- Establish Combat Turn Order — Order all Models by SP (highest first). Attackers add the Charge Roll to their SP. Tie-break with a d6.
- 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.
- Calculate Combat Score — Each player adds total HP Damage dealt + total HP Recovered to allies. Higher score = Winner.
- Loser Flees — Loser pivots rear face toward Winner, makes a Flee Move.
- 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 Type | Description |
|---|---|
| Single | One Model in the same Column and within Range of the Acting Model. |
| Row | All Models within a target Row and within Range. |
| Column | All Models within the Acting Model's Column. |
| All | All Models in the target Unit. |
| Adjacent | The initial target plus Models in Slots directly adjacent (front, sides, rear). |
| Any | No 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:
- Attacker rolls a d6 and adds the result to the Action's PW value.
- Each target Defender Model rolls a d6 and adds their individual DF.
- Difference (Attack result − Defense result) = HP Loss.
- If the difference is 0 or negative, no damage is dealt (but Curse effects may still apply).
- 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.
| Outcome | Condition | Result |
|---|---|---|
| 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.
- Rectangular Models (e.g. 1×2): Cannot turn to face Side Charges — forfeit their Actions. Rear Charges have no additional effect on these.
- Square Models (e.g. 1×1, 2×2): No penalties for Side or Rear Charges.
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.
- Unoccupied City: The Charging Unit immediately Occupies it, placing its Unit Tray over the City template.
- Occupied City: Fight a normal Combat against the Occupying enemy Unit. If the Occupier loses, it makes a Combat Flee Move from the opposite face, then the Winner may choose to Occupy.
Benefits of Occupying a City
- DF +1 for all Models while Occupying.
- While in Recovery: Revive slain Models to 1 HP and Restore HP equal to their SZ.
- Models with City Terrain Type: PW +1 when Defending.
- Friendly Units may be Deployed from an Occupied City at the end of a Battle Round.
- The Occupying Unit is locked to its facing — it cannot move or Pivot until it leaves voluntarily or Flees.
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:
| Objective | VP | Condition |
|---|---|---|
| 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:
- General's Unit Destroyed — all Models in the General's Unit are slain.
- Faction Base Charged — an enemy Unit successfully reaches the Faction Base.
- 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.