Ogor Mawtribes – Kragnos, the End of Empires
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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
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin1"3+2+-12
Wounds SufferedMoveHooves of Wrack and RuinBellow of Rage

Unit Size: 1      Points: 760
Battlefield Role: Leader, Behemoth
Base size: 130mm
Notes: Unique


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.

WARMASTER: This unit can be included in an Orruk Warclans, Gloomspite Gitz, Ogor Mawtribes or Sons of Behemat army. If it is, it is treated as a general even if it is not the model picked to be the army’s general, and you can still use the army’s allegiance abilities even if this unit is not from the army’s faction.


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.

14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The STARDRAKE keyword is used in the following Stormcast Eternals warscrolls:

Leader, Behemoth

The DRACOTH keyword is used in the following Stormcast Eternals warscrolls:


The DRACOLINE keyword is used in the following Stormcast Eternals warscrolls:

19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.

The HERO keyword is used in the following Ogor Mawtribes warscrolls:

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