Health100 · per modelThis determines how many hits a unit can withstand alongside armour and melee defence.Attila build 25370302 · battle_entities.hit_points (soldier + mount) + land_units.bonus_hit_points · per model, as Attila's card shows it
Health
per model
100
top 33% of class
Armour
6
bottom 25% of class
Missile block chance
30%
top 20% of class
Morale
26
bottom 1% of class
Speed
40
bottom 40% of class
Melee attack
7
bottom 16% of class
Melee Defence22This determines the chance of a unit being hit whilst in melee.
This only works in melee and provides no protection from missiles!Attila build 25370302 · land_units.melee_defence + unit_shield_types.shield_defence_value · melee defence + shield defence
Melee defence
22
top 44% of class
Weapon damage
7 base + 2 armour-piercing
9
bottom 37% of class
Charge Bonus2This increases a unit's melee attack and damage when charging. This does not represent the physical impact of the charge.Attila build 25370302 · land_units.charge_bonus
Charge bonus
2
bottom 13% of class
Ranged
Missile damage
60 base + 10 armour-piercing
70
top 38% of class
Range80 mA long range enables you to hit enemies from a distance, but weapons are still more accurate at shorter ranges.Attila build 25370302 · projectiles.effective_range
Range
80 m
bottom 1% of class
Ammunition
5
bottom 3% of class
Reload time
14 s
bottom 13% of class
Attributes

Resistant to Fatigue
Fatigue has less of an effect on this unit.

Hide (forest)
This unit can hide in forests until enemy units get too close.
Where these numbers come from
Read from Total War: ATTILA's own database tables (main_units, land_units, battle_entities, unit_armour_types, unit_shield_types, melee_weapons, projectiles…) in the data packs of the installed game, Steam build 25370302. The formulas that turn table values into card values reproduce the Total War Fandom wiki's unit infoboxes before anything is shown — how the numbers are checked.