Units are given in terms of their base attributes and stats. Further details later on will be given as to how these attributes are converted into visible outputs in the animation.
Attack is the primary stat that determines the units' ability to hit and deal damage. Attack is the base chance of an attack to be initiated. If Attack + 1d6 roll is greater than or equal to the opponents Dexterity, the attack proceeds. Attack also determines the base value of damage that the unit will deliver. Attack + 2d8 damage is applied to the opponent, who rolls a Dexterity + 1d8 defence roll in damage mitigation.
Dexterity is the primary stat that determines the units' ability to dodge and defend against attacks. Dexterity is the base chance to dodge an attack initiation. If Dexterity is greater than the opponents' Attack + 1d6 roll, the attack is avoided. Dexterity also determines the base value of damage avoidance that the opponent unit will deliver. A Dexterity + 1d8 defence roll mitigates against an opponents' Attack + 2d8 damage roll.
Constitution is the primary stat that determines the units' hit points (HP). The number of hit points is determined as 20 + (7 x CON) attribute.
Movement speed determines in the number of pixels-per-frame how fast units can move across the field.
Range determines how close a unit in distance of pixels needs to be before it can begin the attack phase. This is calculated as the radius of a circle. Melee attackers nearly always have a substantially reduced range compared to projectile-firing units.
Fire rate determines the rate of which an attack happens, in seconds. This is driven by a cooldown attribute within each unit. For a fire rate of 1, there is a one second delay between each attack.
Some units have the ability to deflect incoming attacks. This only happens when deflection rate is higher than zero, and only applies to projectiles. If a +2d8 roll is less than or equal to the units' deflection attribute, the attack is successfully deflected. The deflected projectile, will change allegiance and move in the opposite trajectory of the original attack, but has only 80% of its previous damage.