Kingdom Death Utilities

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Weapons:           FULL LIST
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Vermin (1) 
LY Timeline  Overwhelming Darkness  Armor Sets  Combat Buffs  Beast of Sorrow 2H  Axes  Bows  Clubs  Daggers  Fist and Tooth  Grand  Heavy  Katanas  Katars  Shields  Spears  Swords  Twilight Sword  Whips 
Random Showdown Board: Butcher  Dragon King  Dung Beetle Knight  Flower Knight  Gorm  King's Man  Lion God  Lion Knight  Lonely Tree  Manhunter  Phoenix  Screaming Antelope  Slenderman  Spidicules  Sunstalker  The Hand  White Lion 
Craftable Location/Events:   Gear Grid  
Jump to bottom  Fastest Weapons
Axe:
Axe Specialization: When attacking with an axe, if your wound attempt fails, you may ignore it and attempt to wound the selected hit location again. Limit 1x/attack.
Axe Mastery: When you wound with an axe at a location with a persistent injury, that wound becomes a critical wound.
#WeaponSpeedAccuracyStrengthNotes
0Amber Poleaxe263weapon,axe,spear, 2H, amber. Reach 2. When a monster collides with you, roll 1d10. On a 6+, the monster suffers 1 wound.
       
Silk Mill2x bone, 1x organ, 1x venom sac
1Anklebiter Axe254weapon,melee,axe,bone. Paired. Each time you critically wound with this weapon, the monster gains a -1 movement token.
       
Blacksmith2x iron, 1x bone
2Bone Axe263weapon,melee,axe,bone. Frail. Savage: 1/attack, if you critically wound, cause 1 additional wound. Does not apply to impervious hit locations.
       
Bone Smith1x bone, 1x organ
3Butcher Cleaver255weapon,melee,axe,other. Paired. Sentient: must be insane to activate. Irreplaceable: When you die, archive this weapon.
       
Defeat Butchernon-craftable
4Counterweighted Axe264weapon,melee,axe,2H. Reach 2. 0.5-aff-red = on a perfect hit, do not draw a hit location (monster suffers 1 wound).
       
Weapon Crafter1x bone, 1x hide, 1x organ
5Denticle Axe265melee,axe,scale. 1x 1-aff-blue / 1x 1-aff-red = When attacking from the blind spot, the attack gains +2 strength and the first successful wound attempt gains Devastating 1.
       
Skyreef Sanctuary1x 1,000 year sunspot, 1x salt, 1x black lens, 1x iron, 1x bone
6Gaxe164weapon,melee,axe,bone. Each showdown, the first time you critically wound the monster, it gains -1 evasion token. 1x 1-aff-red = Gains +1 speed and Savage.
       
Gormery1x dense bone, 1x stout hide
7Greater Gaxe264weapon,melee,axe,2H,heavy. Deadly, Reach 2. 1x 1-aff-green / 1x 1-aff-red = On a Perfect Hit, the edge sharpens. Gain +4 strength for the rest of the attack.
       
Gormery1x dense bone, 1x jiggling lard
8Lantern Glaive264spear,axe,2H,finesse,metal. Reach 2. Sharp (add 1d10 strength to each wound attempt). Early Iron: when an attack roll is 1, cancel any hits and end the attack.
       
Blacksmith2x iron, 2x leather, 4x bone
9Xmaxe2599weapon,melee,axe,other. This weapon's strength is equal to your current insanity.
       
random lootcore game, non-craftable.
Note: Weapons are randomized using a formula based on their speed/accuracy/strength, with frail weapons being more common (easier to make), as is the founding stone. In a nutshell, crappy weapons generally ought to be more common.



















Campaign Name: (Make it unique!!!!!)
Innovations: The innovation list is saved with the Campaign name. Make sure the Campaign name is unique or someone else may wipe it out on you.
The innovations must be named EXACTLY the same as they appear on the full list of innovations, and must be comma-delimited.
If you save a list of innovations, then when you roll random innovations, it will generate a list based on those you've saved.