Thank you, Troy, I neglected to comment on this post. But I did click that I loved it, as I always do with your creations.
How do you or they determine the attributes for these creations?
Well, there are stats for each unit/creature from the game designer. Most games like this now have an app, so we can keep our army list on our phone or table. Click the little eyeball next to a term, and the app will define the term or special rule for you.
M is MOVE = 7" per action
V is what number we roll (or less, eg 1 or 2) when we shoot the blast cannons to score a hit.
C is what number we roll when we fight in melee to score a hit
A is Attacks or how many dice we roll in melee combat attempting to score a hit.
W is how many wounds the critter has (or if it's a regiment, how many wounds each stand of dudes has).
R is the resolve... that is the morale...
D is the Defense of the creature (basically his armor rating)
E is Evasion. My Hellbringer Drake is big and slow, but nimble. If someone punches hard enough armor doesn't matter, he can attempt to dodge it instead.
This game reverses the die rolls. LOW is GOOD on the dice. BUT that means the stats look great to those used to HIGH is good.
These stats can and do change. Three times a year, this company does some minor tweaks to each faction (and the core rules of the game). They're trying to achieve balance and parity between each of the 9 factions in the game. And this faction is in the hot seat for a total makeover in Sept. Those stats will probably change. And for good reason. There are currently three units in my army that are sitting a shelf because the stats vs the points they cost (The Hellbringer is 200 pts - upper right in the pic)...
I'm sure that's clear as mud. But, like stats in Baseball, it's fun for those who understand the game.