Kingdom Death: Monster – Indomitable Survivor: Toxicimitar Badar
Kingdom Death: Monster – Indomitable Survivor: Toxicimitar Badar Rulebook
Table of Contents
Table of Contents
Toxicimitar
Card header: weapon, melee, scimitar, poisonous, amber
Stats: Speed 2, Accuracy 6+, Strength 4
Card text:
Sharp, Blindside, Deadly 1 When you wound the monster with this, it gains a venom token. While a monster has 3+ venom tokens, it has -1 movement and -1 evasion.
Notes:
- The gear card reads cleanly at original resolution. No part of it is marked illegible.
- The Toxicimitar pattern card (crafting recipe: 1 x Solenoglyphous Fang, 1 x Chitin, 1 x Large Appendage, 3 x Bone) is not transcribed here; the brief covers the gear card and the resource card only.
Solenoglyphous Fang
Card header: indomitable, perfect, bone, organ
Card text:
When you gain this, gain Toxicimitar.
If the settlement has a survivor with Death Touch, they may archive this [illegible] to dissolve it into a potent elixir. [illegible] a survivor to drink the decoction and gain Crescent Step.
Notes:
- The word after "archive this" is clipped by the card edge. Its visible letters are "esource", and it is read as "resource" by context. It is marked [illegible] here.
- The first word of the last sentence is clipped by the card edge. Its visible letters are "ominate", and it is read as "Dominate" by likely context (possibly "Nominate"). It is marked [illegible] here and is not guessed.
- The Death Touch and Crescent Step keyword icons are small and not reproduced. The words are legible.
- The card's artwork (a purple and black organic form with a curved fang) carries no text.
Keywords
The following entries are transcribed verbatim from the Kingdom Death living glossary (kingdomdeath.com/rules/living-glossary). They are general glossary entries, not text printed in this pack.
Blindside: A gear special rule. When you wound the monster from its blind spot with this gear, all of its {r} REFLEX become {r} FAILURE until the attack ends. (This includes the current reaction.)
Sharp: A gear special rule. Add 1d10 strength to each wound attempt using this gear. This d10 is not a wound roll, and cannot cause critical wounds nor automatically fail.
Deadly X: A gear special rule. Gain +X luck while attacking with this weapon. This increases the odds of inflicting critical wounds. (If no numerical value is specified, aka Deadly, it is just +1 luck.)
Sealed: A gear special rule. Sealed gear has a bonus effect that can only be earned by training. A survivor can unseal the gear by declaring it as their weapon proficiency, forsaking the normal bonuses of selecting a weapon type. When the survivor reaches the specialization rank, they earn the effect listed after the Sealed special rule on the gear card. A survivor can only earn a gear's Sealed bonus once per lifetime. Example: A survivor declares Toxicimitar as their weapon proficiency (because it has a Sealed effect). When they reach rank 3 (specialization), they gain the Crescent Step secret fighting art.
Archive: Remove this card from play and return it to the game box. Unless it is recorded into settlement storage or the survivor's record sheet, any archived card is permanently lost. It must be returned to its respective deck and be re-drawn to be gained again.
Venom Token: A token that inflicts wounds on a monster as they are accumulated.
Amber: A gear keyword. This gear is substantively crafted of amber.
Bone (Gear): A gear keyword. Bone is one of the primary materials used to craft this gear.
Evasion: When a monster or survivor with evasion is the target of an attack, increase the accuracy on 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 result of 1 will always be unsuccessful.
Movement (Attribute): The maximum amount of spaces a monster or survivor may move with in single move action. A monster or survivor with less than 1 movement may still move 1 space each move action.
Indomitable Resources: Indomitable resources are often earned by defeating Level 3+ quarry monsters. Many indomitable resources can be used to craft special pattern gear cards. These resources are the only way to obtain their respective patterns.
Pattern: A special invention born from the minds of insightful survivors. Patterns can be used to craft unusual and powerful gear cards that cannot be obtained otherwise. Patterns can be obtained from indomitable resources, the seed pattern deck, and general gameplay. Once obtained, patterns instruct players on how to craft the associated gear and which resources are needed. Seed Patterns may have additional requirements.
Pattern Card: Pattern cards represent the ingenuity of survivors. You can craft gear from Pattern cards during the Develop step of the settlement phase. Spend the resources in the crafting recipe and ensure that all requirements of the crafting process are present, then gain the gear.
Secret Fighting Arts: Secret Fighting Arts are fighting arts that cannot be gained normally. Each secret fighting art has a corresponding card that describes the rules for using it. These count toward your fighting art maximum of 3.
Perfect (Resource): A resource keyword. Certain gear requires perfect resources to craft.