Attributes
Attributes are an aspect of a monster or a survivor represented by a numerical value.[1]
Survivor attributes are used over the course of the game's different phases. They include movement, accuracy, strength, evasion, luck, and speed. Arc survivors have two additional attributes: torment, and systemic pressure. A survivor may gain permanent increases and decreases to their attributes. As they do, update the appropriate boxes on the survivor record sheet to reflect these changes. If a survivor gains a temporary modifier to their attributes, place tokens on their record sheet instead of changing the sheet.[2] Remove these tokens during the Returning Survivors step of the settlement phase.
Monster attributes are organized by monster level. Monster attributes include movement, toughness, speed, and damage.[3] They can also gain (or lose) attributes for luck, evasion, and accuracy through tokens.
Survivor Attributes[edit | hide | hide all]
Movement[edit | hide]
A survivor's starting movement is 5. Movement is the maximum number of spaces a survivor can move in a single action. A survivor with less than 1 movement may still move 1 space every turn.[4]
Accuracy[edit | hide]
A starting survivor's accuracy is 0. Accuracy is added to a hit roll result to determine if it is successful. Accuracy can be a negative number, in which case it is subtracted from the roll result.[4]
Strength[edit | hide]
A starting survivor's strength is 0. Strength is added to the result of a wound roll to determine the force of the attack. Strength can be a negative number, in which case it is subtracted from the roll result.[4]
Evasion[edit | hide]
A starting survivor's evasion is 0. Evasion is added to a monster's attack profile accuracy to determine the difficulty of the attack. Evasion can be a negative number, in which case it is subtracted from the attack profile's accuracy.[4]
Luck[edit | hide]
Luck is a survivor's chance to cause a critical wound from a wound roll. A starting survivor's luck is 0, which means they only cause critical wounds on a result of 10 (lantern face on 1d10). Luck increases the range of wound roll results considered critical. +1 luck causes a critical wound on an unmodified result of a 9 or 10, +2 luck on an 8, 9, or 10, and so on. A luck modifier can be a negative number, making it impossible to roll a critical wound.[4]
Speed[edit | hide]
A starting survivor's speed is 0. Speed is added to a survivor's weapon speed to determine the number of rolls to hit in an attack. Speed can be a negative number , in which case it is subtracted from the number of dice rolled for an attack.[4] Weapons with the Slow keyword cannot benefit from positive speed bonuses.[5]
Torment[edit | hide]
An arc survivor attribute. A starting survivor's torment is 0. Subtract an arc survivor's torment from their brain trauma roll results. [6] Non-arc survivors are not affected by torment. [7]
Systemic Pressure[edit | hide]
An arc survivor attribute. A starting survivor's systemic pressure is 0. Subtract an arc survivor's systemic pressure from their severe injury rolls results [6] Non-arc survivors are not affected by systemic pressure. [7]
Monster Attributes[edit | hide]
Movement[edit | hide]
Movement is the number of spaces a monster can move.[8] A monster with less than 1 movement may still move 1 space each move action. [9]
Toughness[edit | hide]
Toughness is the monster's resilience. Toughness is the number a wound roll result must meet or exceed to wound a monster. Negative attribute tokens cannot reduce a monster's toughness below 1.[8]
Speed[edit | hide]
Speed is added to the speed listed on an attack profile to calculate the total speed of a monster's attack. If a monster has no speed listed in this section, nothing is added to the speed of its attack profile.[8] If speed is negative, subtract it from the number of dice rolled for an attack. A monster attack with less than 1 speed still has one attack roll.[5]
Damage[edit | hide]
The monster's damage attribute is only added to the damage listed on an attack profile to calculate the total damage caused by a monster's attack. Monster damage does not affect damage listed outside of attack profiles (e.g. damage from Grab or brain damage). Negative attribute tokens cannot reduce a monster's damage below 1.[8]
Luck[edit | hide]
Every positive monster luck token reduces the range of wound roll results considered critical. Normally, critical wounds occur only on Lantern 10s. Unless survivors have positive luck modifiers, a critical wound against a monster with 1 or more luck tokens is impossible. Each negative monster luck token increases the attackers' critical wound range by 1. The rule of Lantern 10 always applies, so even if a monster's luck makes critically wounding impossible, a wound roll of a Lantern 10 will still cause a normal wound.[8]
Accuracy[edit | hide]
Represents permanent changes to attack rolls. Positive attribute adds to the dice roll, while negative attribute subtracts from the dice roll. [10]
Evasion[edit | hide]
When a monster with evasion is the target of an attack, increase the accuracy of the attack profile by the amount of evasion the target possesses. Evasion can be a negative number, in which case it is subtracted from the attack profile's accuracy. Regardless of evasion, a Lantern 10 on the attack roll is always a Perfect hit, and an attack roll of 1 will always be unsuccessful.[11]
References[edit | hide]
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 228
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 41
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 49
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Kingdom Death: Monster 1.6 Core Rulebook, pg. 42
- ↑ 5.0 5.1 Kingdom Death: Monster 1.6 Core Rulebook, pg. 235
- ↑ 6.0 6.1 Gambler's Chest Expansion Rulebook, pg. 46
- ↑ 7.0 7.1 Gambler's Chest Expansion Rulebook, pg. 194
- ↑ 8.0 8.1 8.2 8.3 8.4 Kingdom Death: Monster 1.6 Core Rulebook, pg. 50
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 233
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 228
- ↑ Kingdom Death: Monster 1.6 Core Rulebook, pg. 230