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A survivor attribute listed on the survivor record sheet. Weapon proficiency represents a survivor's skill with a weapon type.

Rules[]

When a survivor reaches the first Hunt XP milestone, the Age story event grants them weapon proficiency. They player may select a weapon type and start gaining weapon proficiency levels with this weapon. A weapon's type is a keyword on the gear card below the name. The following weapons may be selected as a weapon proficiency: axe, bow, club, dagger, fist & tooth, grand weapon, katana, katar, scythe, shield, spear, sword, and whip.

Earning Weapon Proficiency Levels[]

During a showdown, a survivor must wound a monster at least once with their chosen weapon type to become eligible to gain 1 level of weapon proficiency. During the Aftermath, if they are victorious, eligible survivors gain 1 weapon proficiency level. Fill in the next unfilled box on the survivor's record sheet to indicate this.

A survivor cannot gain weapon proficiency if they do not have a weapon type stated (unless stated otherwise). They have not yet dedicated themselves to training and thus, cannot learn.

Changing Weapon Types[]

A survivor may change their selected weapon types when they depart for a hunt. If they do, lose all accrued levels of weapon proficiency, including weapon specializations. Erase any filled boxes and start over with a new weapon type.

Weapon Specialist[]

Weapon Proficiency Mastery

Axe Proficiency card front/back, from Core set.

When a survivor reaches the specialization milestone, they gain the benefits of the specialization card for their selected weapon type. Specializations are advanced abilities that can be used with that weapon. They keep these benefits while their milestones remain filled. After reaching the first Hunt XP milestone, survivors can declare a weapon type to gain weapon proficiency in. A survivor must first declare a weapon type before departing on a hunt (write it in the space on the record sheet) and then wound a monster at least once during a showdown with that weapon type in order to gain levels of weapon proficiency.

When a survivor's proficiency level reaches specialization and they have at least 3 courage, they may instead select a novel weapon proficiency that matches their weapon type, instead of continuing with the normal weapon proficiency.

Alternatively, if a survivor has a piece of Sealed gear, 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 may only gain a gear's Sealed bonus once per lifetime.

A survivor who gains 8 levels of weapon proficiency becomes a weapon master. When a survivor with novel weapon proficiency reaches mastery, it becomes an innovation and all survivors gain the benefit of its specialization rules. A campaign can have both a weapon mastery and its novel mastery.

List of Weapon Proficiencies[]

  • Axe Proficiency
    1. 1/Attack, re-roll a failed wound.
    2. A successful wound with a chance to deal a persistent injury is automatically critical (and hence automatically persistent).
  • Bow Proficiency
    1. 1/Attack, re-roll a failed hit.
    2. +2 Luck and ignore Cumbersome.
  • Club Proficiency
    1. On a perfect hit, double the wound roll against the first selected hit location.
    2. When your wound roll is >= 2x target toughness, deal +1 wound.
  • Dagger Proficiency
    1. 1/Attack, discard another hit location and re-roll a failed wound.
    2. After a wounded hit location is discarded, a Dagger Master who is adjacent to the attacker and the wounded monster may spend 1 survival to re-draw the wounded hit location and attempt to wound with a dagger.
  • Fist & Tooth Proficiency
    1. 1/round, stand at the start of either turn.
    2. +2 permanent accuracy and +2 permanent strength (even when not using Fist and Tooth).
  • Grand Weapon Proficiency
    1. +1 accuracy and critical wounds deal knockdown.
    2. Perfect hits cancel reactions.
  • Katar Proficiency
    1. Cancel reactions on the first selected hit.
    2. +1 evasion token on a perfect hit. When you are knocked down, remove all +1 evasion tokens.
  • Shield Proficiency
    1. You are not knocked down by monster collision, and +1 armor to all hit locations.
    2. When a Shield Master with a shield is adjacent to a survivor that is targeted by a monster, they may swap spaces on the board with the survivor and become the target instead.
  • Spear Proficiency
    1. 1/round, on a 7+, cancel a trap, discard it, shuffle, and draw a new hit location.
    2. Whenever a Spear Master hits a monster with a spear, they may spend 1 survival to gain the priority target token. If they made the hit from directly behind another survivor, that survivor gains the priority target token instead.
  • Sword Proficiency
    1. 1/attack, after drawing hit locations, make a wound attempt and then select a hit location to resolve with that result.
    2. +1 accuracy, +1 strength, and +1 speed when attacking with a Sword.
  • Twilight Sword Proficiency
    1. Special, see article - this has 3 distinct stages.
    2. Remove the wielder from the game, and you may archive the twilight sword or give it to another survivor.
  • Whip Proficiency
    1. 1/attack, on wound, archive the top of the AI discard pile instead of the top of the AI deck.
    2. +5 strength when attacking with a whip.

Expansion Proficiencies[]

List of Armor Proficiencies[]

See Also[]

Note[]