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https://www.youtube.com/watch?v=GTEq1GdRVmU&t=
Armoru: Reduces non AP damage by a percentage between its value and half of it
Shields: Percentil chance to block small projectiles from units shooting at the unit from the front
Leadership: In general how long a unit sticks around when loosing a fight, go below zero and they run (hover over the bar to see what is currently effecting the units leadership) Undeads don't run but take damage when below zero leadership
Speed: How fast the unit is
Melee Attack: Chance to hit enemies calculated against enemy Melee Defence if both have the same chances to hit is 40% I think, smallest hit chance is 10% and highest is 90% no matter the stats
Melee Defence: See melee Attack general those with high MA are good offensivly and those with high MD are good at holding
Weapon Strength: Splitt between AP and None AP damage (hover over the bar to see the splitt) AP damage bypasses armour while none AP damage gets reduced by it
Bonus vs Infantry/Large: Gains bonus damage (splitt by the same AP to none AP ratio as the standard WS) also gives you bonus MA making it more useful then you would think
Charge bonus: Similar to Bonus vs that its damage and MA equal to its value when a unit charges successfuly. The bonus decays over 15 seconds. Note that some units have charge defence vs All or vs Large which can negate the charge bonus should they be standing still and get charged from the front.
Ammunition: How many shots a unit can fire
Range: How far they can shoot
Missile damage: Damage the unit does over a time of 10 seconds (note that this isn't the damage value of the individual projectile which you can find out by hovering over the bar)