Stats are listed around each unit's picture on its unit page, and they describe various attributes that are important for using the unit in a player's turn. All potential stats are listed here, along with their icons and a brief description of their significance for any unit that possesses them.
The number of units belonging to a group of units. An amount icon that depicts a single microfigure means that the unit is a hero, while an amount icon of 3 microfigures means that the unit is a nonhero.
A unit's Base Attack strength is one of the numbers that determines what dice are rolled whenever the unit attacks. Base Attack is a unit's attack strength when unarmed, and so unarmed units roll a single die (equivalent to the base attack value) when attacking. Armed units typically roll a 2nd die, which gets it value from the weapon's attack value.
A unit's Weapon Attack will have a corresponding value and type (communicated by its icon). This represents the strength of the attack weapon, as well as the style of damage that the attack deals. Whenever a unit equips a different weapon, the new weapon's stats override the original Weapon Attack of the unit. Unit's have the following attack types:
The accuracy of a unit. A unit's precision rating determines the likelihood of scoring a critical hit as well as the penalties from fighting at night:
If an attacking unit rolls a multiple of its precision rating for its attack strength, a critical hit is scored and the unit's target has the result of its defense roll cut in half (rounded down).
At night, attacking units have their attack reduced by their precision rating.
All of these means that a low precision rating is superior to a high rating. If a unit has no precision rating, then it cannot score critical hits and it does not suffer negative effects of night.
The maximum distance a figure can be away from an enemy figure in order to attack it. Range measured in spaces out from any space that has contact with the base of the unit. If a unit has no range, then it is a melee unit and can only attack adjacent units.
Armor denotes the portion of an attack that is blocked automatically (without rolling). Armor has a corresponding value and type, much like attack. The type tells which type of attack the armor is effective against (e.g. slashing armor is only effective against a slashing attack). While most armor types block a single attack type, note the following exceptions:
Martial armor is formidable against all physical attack types (everything except elemental and universal).
Both Siege and Universal armor block all attack types.
All armor is effective against siege attack types.
Armor's value determines how much of the original attack is automatically taken away before rolling defense. Simply subtract the armor value from the rolled attack strength, resulting in a significantly lower number (or 0 if the armor is equal to or greater than the attack rolled). Each armor icon also illustrates either a helmet, chestpiece, shield, or other form of protection. If this form of protection is swapped out in favor of another on the map, then the figure loses the bonus provided by the armor. The table below provides examples of armor icons, as well as a summary of attack types and which armor types block them:
While armor automatically blocks damage, defense is used to manually protect a unit from an attack. The player rolls this number to determine how much of the attack is blocked by defensive maneuvering. The number rolled is subtracted that from the attacker's attack roll, and unlike armor, defense can turn an attack negative. If an attack is turned negative in melee combat (fighting on adjacent spaces), the attacker receives a number of wounds equal to the negative attack. For example, an attack of -4 causes 4 wounds to the attacker. At night, a negative attack only injures the attacker if the attack rolled is higher than the defender's precision rating.
Movement denotes the distance that a unit may travel in a turn. Movement’s corresponding number tells how many spaces that a unit can travel over (not including the space that it is on) in a unit command. Large units that occupy 2 or more spaces always have "2 feet" listed on their card. Whenever rotating these units, movement is measured from the foot that moved the farthest in the rotation.
The number of wounds that a unit can receive before being removed from play. Units can receive wounds when they are attacked, countered by a strong defensive roll, and or put through other damaging situations. When a unit’s wounds meet or exceed its health, it is removed from the game board. Buildings and some other units may have their health listed with a multiplier (e.g. 5x3). This means that the unit is made up of multiple steps, and it will be partially destroyed if enough damage is dealt to remove one or more steps from play.
The amount of spell points that a unit can have at any time. Each spell consumes a set amount of Mana. A unit cannot cast a spell if it does not have enough Mana to do so. Mana replenishes at the rate of 1 Mana at the beginning of each turn (regardless of whether or not the unit performs a unit command).