diff --git a/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs b/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
index 276c669615483037d38b41267354d1cf6543dbb7..17c676f396d89d79cd2fd534cb0eac172e2d6d2d 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/DamageCalculations.cs
@@ -13,11 +13,11 @@ namespace Model
         public int getDamageDealt(Unit attacker, Unit defender, bool physOrMagic){
             if(physOrMagic== false)
             {
-                return attacker.getStr() - defender.getDefense(); //return physical damage dealt
+                return attacker.Str - defender.Def; //return physical damage dealt
             }
             else
             {
-                return attacker.getInt() - defender.getResistance(); //else return magical damage dealt
+                return attacker.Int - defender.Res; //else return magical damage dealt
             }
             
         }
@@ -25,19 +25,19 @@ namespace Model
         //passes in the 2 units, and returns the hit rate as a percentage out of 100 by taking into account both unit's skill
         public int getHitRate(Unit attacker, Unit defender)
         {
-            return (int) Math.Round(   (   (  (attacker.getSkill() / 10.0) - (defender.getSkill() / 10.0) + 1.0) * 0.8)*100.0);
+            return (int) Math.Round(   (   (  (attacker.Skill / 10.0) - (defender.Skill / 10.0) + 1.0) * 0.8)*100.0);
         }
 
         //passes in the 2 units, and returns the crit rate as a percentage out of 100 by taking into account both unit's skill
         public int getCritRate(Unit attacker, Unit defender)
         {
-            return (int)Math.Round(   (   (   (attacker.getSkill() / 3.0) - (defender.getSkill() / 3.0) + 1.0) * 0.8) * 100.0);
+            return (int)Math.Round(   (   (   (attacker.Skill / 3.0) - (defender.Skill / 3.0) + 1.0) * 0.8) * 100.0);
         }
 
         //passes in then 2 units, and determines how many attacks the attacker makes by factoring in both unit's relative speed
         public int getHitCount(Unit attacker, Unit defender)
         {
-            if (attacker.getSpeed() > (defender.getSpeed() + 4))
+            if (attacker.Speed > (defender.Speed + 4))
             {
                 return 2; //return 2 attack if speed of attacker if 4 higher
             }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Game.cs b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
index b0fab0fa4c0953c565cb990141f3dff2bb5eeb2f..dee25f4b9abd5f300282b21e0256f371816067e8 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Game.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Game.cs
@@ -236,7 +236,7 @@ namespace Controller
                     for (int i = 0; i < player1.getNumOfUnits(); i++)
                     {
                         Unit unit = player1.getUnits().ElementAt(i); //gets unit at i
-                        spriteBatch.Draw(unit.getSpriteImage(), unit.getPixelCoordinates(),
+                        spriteBatch.Draw(unit.getSpriteImage(), unit.PixelCoordinates,
                             unit.getCurrentFrame(), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f);
                     }
                     #endregion
@@ -281,7 +281,7 @@ namespace Controller
                             #region Drop Down menu
                             if (GameState.getMenuOpen()) // if dropDowMenu should be opened, draw dropDownMenu
                             {
-                                unit.setMenuButtonCoordinates(unit.getPixelCoordinates());
+                                unit.setMenuButtonCoordinates(unit.PixelCoordinates);
                                 foreach (MenuButton button in unit.getMenuButtons())
                                 {
                                     if (button.getActive())
@@ -307,7 +307,7 @@ namespace Controller
                                 spriteBatch.DrawString(font, unit.getStats(k).ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
                                 statLocation = statLocation + increment; //increment downwards
                             }
-                            spriteBatch.DrawString(largeFont, unit.getHp().ToString(), new Vector2(255, 515), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
+                            spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(250, 515), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
 
                             spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charInfoBackground texture
                         }
@@ -322,8 +322,7 @@ namespace Controller
                                 spriteBatch.DrawString(font, unit.getStats(k).ToString(), statLocation, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
                                 statLocation = statLocation + increment; //increment downwards
                             }
-                            spriteBatch.DrawString(largeFont, unit.getHp().ToString(), new Vector2(255, 515), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
-
+                            spriteBatch.DrawString(largeFont, unit.Hp.ToString(), new Vector2(250, 515), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.6f); //draws each stat
                             spriteBatch.Draw(unit.getCharInfo(), infoLocation, null, Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.7f); //draw charInfoBackground texture
                         }
                             #endregion
@@ -336,7 +335,7 @@ namespace Controller
                     for (int i = 0; i < player2.getNumOfUnits(); i++)
                     {
                         Unit unit = player2.getUnits().ElementAt(i);
-                        spriteBatch.Draw(unit.getSpriteImage(), unit.getPixelCoordinates(),
+                        spriteBatch.Draw(unit.getSpriteImage(), unit.PixelCoordinates,
                             unit.getCurrentFrame(), Color.White, 0, Vector2.Zero, 1f, SpriteEffects.None, 0.8f);
                     }
                     #endregion
diff --git a/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs b/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
index 5bb28bd76eed58a442f18ed2660413ba13af0a44..088a14af04f0323327463bb7ce9ebd27f7e72f25 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/GameFunction.cs
@@ -111,7 +111,7 @@ namespace Controller
         public static LinkedList<Node> getMovableNodes(Graph graph, Unit unit)
         {
             LinkedList<Node> moveableNodes = new LinkedList<Node>();
-            Node currentNode = graph.getNode(unit.getPosition());
+            Node currentNode = graph.getNode(unit.Position);
 
             // iterate through all nodes in the graph
             for (int x=0; x<graph.getWidth(); x++)
@@ -156,7 +156,7 @@ namespace Controller
         public static LinkedList<Node> getAttackRangeAfterMoving(Graph graph, Unit unit)
         {
             LinkedList<Node> attackableNodes = new LinkedList<Node>();
-            Tuple<int, int> currentPosition = unit.getPosition();
+            Tuple<int, int> currentPosition = unit.Position;
             for (int x = 0; x < graph.getWidth(); x++)
             {
                 for (int y = 0; y < graph.getHeight(); y++)
diff --git a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
index f2386cc9ad30cbd33ce461395b2ec3c12be8ce1b..bfe67e905419afb1f1f768fa8c0dcf797621be2d 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/MouseHandler.cs
@@ -69,7 +69,7 @@ namespace Controller
                         Game.Instance.Tick();
 
                         // set variables for path finding
-                        Node startNode = graph.getNode(GameState.getSelectedUnit().getPosition());
+                        Node startNode = graph.getNode(GameState.getSelectedUnit().Position);
                         Node endNode = graph.getNode(mouseClickCoordinates);
                         LinkedList<Node> path = GameFunction.pathFinder(graph, GameState.getSelectedUnit(), startNode, endNode);
 
@@ -113,8 +113,8 @@ namespace Controller
             for (int i = 0; i < currentPlayer.getNumOfUnits(); i++)
             {
                 Unit unit = currentPlayer.getUnits().ElementAt(i);
-                int unitX = unit.getPosition().Item1;
-                int unitY = unit.getPosition().Item2;
+                int unitX = unit.Position.Item1;
+                int unitY = unit.Position.Item2;
                 int clickedX = (int)Math.Floor(positionClicked.X / 32);
                 int clickedY = (int)Math.Floor(positionClicked.Y / 32);
                 if (unitX == clickedX && unitY == clickedY)
@@ -148,39 +148,40 @@ namespace Controller
             int nodePixelX = node.getPositionX() * 32;
             int nodePixelY = node.getPositionY() * 32;
 
-            graph.getNode(unit.getPosition()).setUnitOnNode(null);
+            graph.getNode(unit.Position).setUnitOnNode(null);
 
-            while (unit.getPixelCoordinates().X != nodePixelX)
+            while (unit.PixelCoordinates.X != nodePixelX)
             {
-                if (unit.getPixelCoordinates().X < nodePixelX)
+                if (unit.PixelCoordinates.X < nodePixelX)
                 {
                     unit.animate(2);
-                    unit.setPixelCoordinates(new Vector2(unit.getPixelCoordinates().X + 4, unit.getPixelCoordinates().Y));
+
+                    unit.PixelCoordinates = new Vector2(unit.PixelCoordinates.X + 4, unit.PixelCoordinates.Y);
                     Game.Instance.Tick();
                     Thread.Sleep(40);
                 }
                 else
                 {
                     unit.animate(1);
-                    unit.setPixelCoordinates(new Vector2(unit.getPixelCoordinates().X - 4, unit.getPixelCoordinates().Y));
+                    unit.PixelCoordinates = new Vector2(unit.PixelCoordinates.X - 4, unit.PixelCoordinates.Y);
                     Game.Instance.Tick();
                     Thread.Sleep(40);
                 }
             }
 
-            while (unit.getPixelCoordinates().Y != nodePixelY)
+            while (unit.PixelCoordinates.Y != nodePixelY)
             {
-                if (unit.getPixelCoordinates().Y < nodePixelY)
+                if (unit.PixelCoordinates.Y < nodePixelY)
                 {
                     unit.animate(0);
-                    unit.setPixelCoordinates(new Vector2(unit.getPixelCoordinates().X, unit.getPixelCoordinates().Y + 4));
+                    unit.PixelCoordinates = new Vector2(unit.PixelCoordinates.X, unit.PixelCoordinates.Y + 4);
                     Game.Instance.Tick();
                     Thread.Sleep(40);
                 }
                 else
                 {
                     unit.animate(3);
-                    unit.setPixelCoordinates(new Vector2(unit.getPixelCoordinates().X, unit.getPixelCoordinates().Y - 4));
+                    unit.PixelCoordinates = new Vector2(unit.PixelCoordinates.X, unit.PixelCoordinates.Y - 4);
                     Game.Instance.Tick();
                     Thread.Sleep(40);
                 }
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
index d7e4b4b6a25c3e354a1d17308ad6b5727e53dbe5..3213b657e3ab8d9dd9a70a13f1aa5f2b38c59fd6 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Unit.cs
@@ -11,34 +11,32 @@ namespace Model
 {
     interface Unit
     {
-        bool isAlive();                         // whether unit is dead or alive
-        int getHp();                            // returns unit's HP
-        int getStr();                           // returns unit's strength
-        int getInt();                           // returns unit's intelligence
-        int getSkill();                         // returns unit's skill
-        int getSpeed();                         // returns unit's speed
-        int getDefense();                       // returns unit's defense
-        int getResistance();                    // returns unit's resistance
-        int getCriticalRate();                  // returns unit's critical rate
+        bool Alive { get; set; }                // whether unit is dead or alive
+        int Hp { get; set; }                            // returns unit's HP
+        int Str { get; set; }                           // returns unit's strength
+        int Int { get; set; }                           // returns unit's intelligence
+        int Skill { get; set; }                         // returns unit's skill
+        int Speed { get; set; }                         // returns unit's speed
+        int Def { get; set; }                       // returns unit's defense
+        int Res { get; set; }                    // returns unit's resistance
+        int Level { get; set; }
         int getMovability();                    // returns the unit's movability (number of spaces the unit can move in one turn)
         int getStats(int i);                    // returns stat located at i (in order from 0-6: lvl, str, mag, skill, spd, def, res)
+        Tuple<int, int> Position { get; set;}   // gets and sets unit's position by tile
+        Vector2 PixelCoordinates { get; set; }
         Weapon[] getEquipableWeapons();         // returns array of equipable weapons
         Weapon getEquippedWeapon();             // returns weapon the unit is currently equipping
-        int getLevel();                         // returns unit's level
         UnitType getClass();                    // returns unit's class (warrior, mage, archer)
         Texture2D getSpriteImage();             // returns the sprite image of the unit
         Texture2D getButtonImage(MenuButtonType buttonType);        // returns the button texture at index i
         bool isButtonActive(MenuButtonType buttonType);     // indicates whether a button has already been previously selected or not
         Texture2D getCharInfo();                // returns the char info screen texture
-        Tuple<int, int> getPosition();          // returns the current position (by node) of the unit
-        Vector2 getPixelCoordinates();          // returns the pixel coordinates of the sprite
-        void setPixelCoordinates(Vector2 p);    // sets the pixel coordinates of the sprite
-        void setPosition(int x, int y);         // sets the current position (by node) of the unit
         void setEquippedWeapon(Weapon w);       // sets the unit's currently equipped weapon
         MenuButton[] getMenuButtons();          // returns the dropdown menu buttons of the unit
         void setMenuButtonCoordinates(Vector2 pixelCoordinates);    // sets the coordinates of menu buttons
         Rectangle getCurrentFrame();            // returns the current sprite frame in animation sequence
-        void animate(int direction);
+        void animate(int direction);            // animate sprite walking the direction specified
+        void setInitialStats();                 // sets initial unit stats upon creation
     }
 
     enum UnitType { Warrior, Archer, Mage };    //defines the possible classes of a unit
diff --git a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
index d28b4c84b69002880c59400d2c0d4bd799365111..d42f47d77474ad81dee8f7816de20c355efc6a50 100644
--- a/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
+++ b/src/Blaze-Brigade/Blaze_Brigade/Warrior.cs
@@ -12,16 +12,16 @@ namespace Model
 {
     class Warrior : Unit
     {
-        private bool alive;
-        private int hp;
-        private int str;
-        private int intelligence;
-        private int skill;
-        private int speed;
-        private int defense;
-        private int resistance;
-        private int criticalRate;
-        private int level;
+        public bool Alive { get; set; }
+        public int Hp { get; set; }
+        public int Str { get; set; }
+        public int Int { get; set; }
+        public int Skill { get; set; }
+        public int Speed { get; set; }
+        public int Def { get; set; }
+        public int Res { get; set; }
+        public int Level { get; set; }
+        
         private readonly int movability = 4;    // all warriors will have 5 movability
         private Weapon[] equipableWeapons;
         private Weapon equippedWeapon;
@@ -35,7 +35,6 @@ namespace Model
         public Warrior(Texture2D spriteImage, MenuButton attackButton, MenuButton moveButton,
             MenuButton itemButton, MenuButton waitButton, Texture2D charInfo, Vector2 coordinates)
         {
-            // TODO: setup pre-determined stats for warrior
             this.spriteImage = spriteImage;
             menuButtons[0] = attackButton;
             menuButtons[1] = moveButton;
@@ -48,52 +47,23 @@ namespace Model
             position = new Tuple<int, int>(positionX, positionY);
             currentFrame = 1;
             setMenuButtonCoordinates(pixelCoordinates);
+            setInitialStats(); //sets initial warrior stats
 
         }
 
-        public bool isAlive()
-        {
-            return alive;
-        }
-
-        public int getHp()
-        {
-            return hp;
-        }
-
-        public int getStr()
+        //sets initial unit stats
+        public void setInitialStats()
         {
-            return str;
-        }
 
-        public int getInt()
-        {
-            return intelligence;
-        }
+            Alive = true;
+            Hp = 10;
+            Str = 9;
+            Int = 1;
+            Skill = 6;
+            Speed = 8;
+            Def = 8;
+            Res = 4;
 
-        public int getSkill()
-        {
-            return skill;
-        }
-
-        public int getSpeed()
-        {
-            return speed;
-        }
-
-        public int getDefense()
-        {
-            return defense;
-        }
-
-        public int getResistance()
-        {
-            return resistance;
-        }
-
-        public int getCriticalRate()
-        {
-            return criticalRate;
         }
 
         public int getMovability()
@@ -101,22 +71,17 @@ namespace Model
             return movability;
         }
 
-        public int getLevel()
-        {
-            return level;
-        }
-
         //returns each stat as an index for incrementing purposes
         public int getStats(int i) 
         {
             int[] allStats = new int[7];
-            allStats[0] = getLevel();
-            allStats[1] = getStr();
-            allStats[2] = getInt();
-            allStats[3] = getSkill();
-            allStats[4] = getSpeed();
-            allStats[5] = getDefense();
-            allStats[6] = getResistance();
+            allStats[0] = Level;
+            allStats[1] = Str;
+            allStats[2] = Int;
+            allStats[3] = Skill;
+            allStats[4] = Speed;
+            allStats[5] = Def;
+            allStats[6] = Res;
             return allStats[i];
         }
 
@@ -182,28 +147,32 @@ namespace Model
             return charInfo;
         }
 
-        public Tuple<int, int> getPosition()
-        {
-            return position;
-        }
-
-        public Vector2 getPixelCoordinates()
-        {
-            return pixelCoordinates;
-        }
-
-        public void setPosition(int x, int y)
-        {
-            position = new Tuple<int, int>(x, y);
-            pixelCoordinates = new Vector2(x * 32, y * 32);
-        }
+        public Tuple<int, int> Position
+            {
+            get
+                {
+                    return position;
+                }
+            set
+                {
+                    position = value;
+                    pixelCoordinates = new Vector2(value.Item1 * 32, value.Item2 * 32);
+                }
+            }
 
-        public void setPixelCoordinates(Vector2 p)
+        public Vector2 PixelCoordinates
         {
-            pixelCoordinates = p;
-            int positionX = (int)Math.Round(pixelCoordinates.X / 32);
-            int positionY = (int)Math.Round(pixelCoordinates.Y / 32);
-            position = new Tuple<int, int>(positionX, positionY);
+            get
+                {
+                    return pixelCoordinates;
+                }
+            set
+                {
+                    pixelCoordinates = value;
+                    int positionX = (int)Math.Round(PixelCoordinates.X / 32);
+                    int positionY = (int)Math.Round(PixelCoordinates.Y / 32);
+                    position = new Tuple<int, int>(positionX, positionY);
+                }
         }
 
         public void setEquippedWeapon(Weapon w)