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
10
top 47% of class
Missile block chance
0%
bottom 1% of class
Morale
28
bottom 10% of class
Speed
40
bottom 40% of class
Melee attack
7
bottom 16% of class
Melee Defence2This 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
2
bottom 7% 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
32 base + 6 armour-piercing
38
bottom 10% of class
Range150 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
150 m
top 44% of class
Ammunition
14
bottom 46% of class
Reload time
20 s
top 41% 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.