Sons of Behemat – Kragnos, the End of Empires

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•SONS OF BEHEMAT WARSCROLL•
Kragnos
the End of Empires
10"
18
4+
15
5+
A roaring, trampling god of earthquakes and wanton destruction, Kragnos is known as the End of Empires. This thuggish titan of a bygone age revels in violence and the chance to exert his brutish strength over others. Every sweep of his Dread Mace - charged with the power of the earth - reduces bodies to blood and ruin, even as the pited bronze surface of Tuskbreaker wards off blows both mystical and mundane.
•SONS OF BEHEMAT WARSCROLL•
Kragnos
the End of Empires
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
The Dread Mace
The Dread Mace63+2+34
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: Any SONS OF BEHEMAT

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:
  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Dread Mace is 4 and this unit has a Control characteristic of 10.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, SONS OF BEHEMAT
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

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Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.

The WARMASTER keyword is used in the following Sons of Behemat warscrolls:

The UNIQUE keyword is used in the following Sons of Behemat warscrolls:

© Vyacheslav Maltsev 2013-2026