Ogor Mawtribes – Kragnos, the End of Empires
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WARSCROLL

Kragnos, the End of Empires

A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. In his gnarled hands, the Dread Mace can shatter the walls of cities even as the shield Tuskbreaker keeps him all but inviolate.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
The Dread Mace
The Dread Mace3"63+2+-34
Tuskbreaker
Tuskbreaker1"33+2+-2D3
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin1"3+2+-12
DAMAGE
Wounds SufferedMoveHooves of Wrack and RuinBellow of Rage
0-910"65+
10-129"54+
13-158"43+
16+7"32+
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 760
Battlefield Role: Leader, Behemoth
Notes: Unique

DESCRIPTION

Kragnos, the End of Empires, is a named character that is a single model. He is armed with the Dread Mace, Tuskbreaker and Hooves of Wrack and Ruin.

If Kragnos is included in an army whose general has the DESTRUCTION keyword, Kragnos is treated as a general in addition to the model that is chosen to be the army general.

ABILITIES

Bellow of Rage: When wounded, Kragnos bellows at the top of his lungs, the sound waves bursting the eardrums of those nearby and rocking buildings at their foundations.
At the end of any phase, if any wounds were allocated to this model in that phase and not negated, roll a dice for each other unit and each defensible terrain feature within 6" of this model. If the roll is equal to or greater than the Bellow of Rage value shown on this model’s damage table, that unit suffers D3 mortal wounds or that defensible terrain feature is demolished.

Designer’s Note: Any terrain feature that can be garrisoned is considered to be a defensible terrain feature for the purposes of this rule. If a defensible terrain feature is demolished, it is no longer considered to be a defensible terrain feature, all units garrisoning it must leave and it can no longer be garrisoned, but models can move onto and across it.

If a defensible terrain feature is being garrisoned when it is demolished, roll a dice for each model in the garrison. On a 1, that model is slain. The surviving models from the garrison must then be set up within 6" of the terrain feature and more than 3" from all enemy units.

Destroyer of the Draconith Empire: Kragnos hunted down dragonkind across all of the ancient realms and carries an abiding hatred of their kin to this day.
You can re-roll charge rolls and hit rolls for this model while it is within 12" of any enemy STARDRAKES, DRAKES, DRACOTHS or DRACOLINES.

Rampaging Destruction: This galloping god pounds through the press of his foes, his hooves flattening armoured warriors left and right.
After this model makes a charge move, you can either roll a dice for each enemy unit that is within 1" of this model or you can pick 1 enemy MONSTER within 1" of this model and roll 2D6.

If you roll a dice for each enemy unit within 1" of this model, on a 2+, that unit suffers D6 mortal wounds.

If you pick 1 enemy MONSTER within 1" of this model and roll 2D6, on a 7, nothing happens. On any other roll, that MONSTER suffers a number of mortal wounds equal to the score of the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal wounds (2 × 6 = 12).

Icon of Destruction: Kragnos is revered and held in awe by all warriors that belong to the Grand Alliance of Destruction.
Add 1 to the Bravery characteristic of friendly DESTRUCTION units wholly within 12" of this model.

The Shield Inviolate: Tuskbreaker makes Kragnos impervious to even the most potent magical hexes and bolts.
Each time this model is affected by a spell or an endless spell ability, you can roll 3D6. If the roll is greater than the casting value of that spell or endless spell, ignore the effects of that spell or that endless spell ability on this model.

Designer’s Note: Use the casting value on the spell or endless spell’s warscroll, not the casting roll for the spell or endless spell.

You can include Kragnos in a DESTRUCTION army even if he does not have the army’s keyword on his warscroll. If you do so, he cannot use or benefit from any of that army’s allegiance abilities, and you cannot include any mercenary units in your army.

KEYWORDS
DESTRUCTION, MONSTER, HERO, KRAGNOS
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The STARDRAKE keyword is used in following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACOTH keyword is used in following Stormcast Eternals warscrolls:

None
Leader

The DRACOLINE keyword is used in following Stormcast Eternals warscrolls:

None
Leader
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.

The HERO keyword is used in following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021