Health80 · 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
80
bottom 5% of class
Armour
8
bottom 7% of class
Missile block chance
20%
bottom 12% of class
Morale
26
bottom 1% of class
Speed
40
top 5% of class
Melee attack
16
bottom 7% of class
Melee Defence46This 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
46
top 22% of class
Weapon damage
10 base + 1 armour-piercing
11
bottom 1% of class
Charge Bonus7This 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
7
bottom 6% of class
Ranged
Missile damage
70 base + 20 armour-piercing
90
bottom 41% 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 26% of class
Ammunition
2
bottom 11% of class
Reload time
14 s
bottom 24% 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.