Below is a screenshot of my current work, which DOES work (but is unfinished at the time of screenshot), but the HP of the US tank, after it's engaged with the Russian tank, ends up with a very long decimal number, and I'm wondering if there is a way to restrain the HP down to the tenths (0.0). Here is the damage equation/variable subtraction set in case you can't see:
random(0,6) * RussianTank.RussianDamage / UStank.USHealth or
dice roll x unit damage divided by opponent health = total damage
(NOTE: All of the code and setup works fine, but i want to limit variable decimal results)