Chunkiness
Chunkiness refers to an effect that makes units more or less effective than stats such as damage/cost would suggest. Small units cost less, but also have lower defence, health or attack strength, therefore they are more effective in large groups, which takes a long time to build, but can also split up and attack several locations at once. A big unit costs more, but is also stronger. Considering that it can damage a troop of small units- every single one killed reduces the average DPS of the whole troop- while itself can survive much longer, it has a greater chunkiness.
This fact is important in Achron because of the Chronoenergy. Commanding a large force in the past is more expensive- and therefore more difficult- than a single larger unit. Therefore a force of small units is more effective close to the present, a single big unit further in the past.
The cheaper a unit is, the more flexible a group of it will be. Forces made of swarms of little guys are a lot more fluid, and can be split up to achieve multiple objectives with greater ease. For example, your one Twin MAR can't attack both of my bases at the same time. But my two MARs can attack both of your bases by splitting up! However, this only really applies in the early to mid game. Once you have more than 2-3 units, the main limitation to ordering them around is chronoenergy and attention. You can order around 4 Sepiligos just as easily as you can order around 12 Frigates split into 4 groups. Realistically, you'll probably only ever have two attack groups being ordered around simultaneously.
The costlier a unit is, the more damage any individual in a group can take before dying. By the time I've managed to take out half your big guy's hit points, you'll have killed half my little guys... and that really hurts my damage output. This is most noticeable with the aforementioned Sepiligo, which is fast and tough enough to strike, retreat, and heal up. An equivalent force of frigates is likely to take causalities since individual frigates are fragile. This effect is strongest with small numbers of units, partially countering out the previous effect.
Other effects include the ability to order units around without hierachies, the cost of chronoporting, the amount of time required for teleporting, and the amount of clicks required to build up an army.