Kragnos: Difference between revisions

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This big mutha is the epitome of the term "mighty glacier".  He has a 2+ save, 18 wounds and his shield Tuskbreaker to keep himself alive.  Tuskbreaker makes it so if he beats the spells casting value on a 3D6, the spell won't work on him.
This big mutha is the epitome of the term "mighty glacier".  He has a 2+ save, 18 wounds and his shield Tuskbreaker to keep himself alive.  Tuskbreaker makes it so if he beats the spells casting value on a 3D6, the spell won't work on him.


Despite his slow speed he hits like a runaway train, fitting for the god of earthquakes.  His weapon, The Dread Mace, hits harder than Ghal Maraz itself, wounding on 2's, -3 rend and does 4 damage with each attack.  He can also bash enemies with his shield for three Rend -2, D3 damage hits and hit with his hooves for 2 damage at -1 rend.   
Despite his slow speed he hits like a runaway train, fitting for the god of earthquakes.  His weapon, The Dread Mace, hits harder than Ghal Maraz itself, wounding on 2's, -3 rend and does 4 damage with each attack, and he has six attacks which doesn't diminish if he takes damage.  He can also bash enemies with his shield for three Rend -2, D3 damage hits and hit with his hooves for 2 damage at -1 rend.   


And then there's his ultimate ability "Rampaging Destruction".  After the charge, roll a dice for enemy unit within 1" or an enemy monster within 1" and roll 2D6.  Each unit suffers D6 Mortal Wounds, but monsters get it worse.  On a roll of 7 nothing happens, otherwise the monster suffers a number of mortal wounds equal to the numbers rolled on the dice multiplied... meaning a monster could potentially suffer '''36 MORTAL WOUNDS, AND THAT'S "BEFORE" KRAGNOS ATTACKS IN COMBAT!'''
And then there's his ultimate ability "Rampaging Destruction".  After the charge, roll a dice for enemy unit within 1" or an enemy monster within 1" and roll 2D6.  Each unit suffers D6 Mortal Wounds, but monsters get it worse.  On a roll of 7 nothing happens, otherwise the monster suffers a number of mortal wounds equal to the numbers rolled on the dice multiplied... meaning a monster could potentially suffer '''36 MORTAL WOUNDS, AND THAT'S "BEFORE" KRAGNOS ATTACKS IN COMBAT!'''

Revision as of 22:13, 28 May 2021

Kragnos, the god of earthquakes and a central leader for the warmongering tribes of destruction.

History

Kragnos was born a mortal member of a race of centaurs called the Drogrukh. He started out his violent path to godhood beating the shit out of his brother for the right to the same Drogrukh mare they were both down for. He ascended to godhood through his many quests for power, among which he crafted the Dread Mace out of the heart of a mountain (which knowing all the living mountains that are in Ghur is probably literal) and claimed the legendary shield Tuskbreaker. The numerous races of Destruction quickly decided he was a pretty cool guy, and began worshipping him in addition to Gorkamorka (aided by the fact that Gorkamorka himself developed a healthy respect for the guy after his shield broke one of his teeth). Eventually, Kragnos became too powerful and destructive for the forces of Order to tolerate, when he attempted genocide on his people's former Draconine Empire allies, and thus he was sealed away in a mountain by an alliance of sorcerers lead by the legendary Lord Kroak.

During the Broken Realms crisis, Kragnos managed to escape his prison, only to discover his race had been wiped out entirely, thus presumably beginning a vengeance-fueled rampage.

Tabletop

Kragnos can be taken by any DESTRUCTION aligned army.

This big mutha is the epitome of the term "mighty glacier". He has a 2+ save, 18 wounds and his shield Tuskbreaker to keep himself alive. Tuskbreaker makes it so if he beats the spells casting value on a 3D6, the spell won't work on him.

Despite his slow speed he hits like a runaway train, fitting for the god of earthquakes. His weapon, The Dread Mace, hits harder than Ghal Maraz itself, wounding on 2's, -3 rend and does 4 damage with each attack, and he has six attacks which doesn't diminish if he takes damage. He can also bash enemies with his shield for three Rend -2, D3 damage hits and hit with his hooves for 2 damage at -1 rend.

And then there's his ultimate ability "Rampaging Destruction". After the charge, roll a dice for enemy unit within 1" or an enemy monster within 1" and roll 2D6. Each unit suffers D6 Mortal Wounds, but monsters get it worse. On a roll of 7 nothing happens, otherwise the monster suffers a number of mortal wounds equal to the numbers rolled on the dice multiplied... meaning a monster could potentially suffer 36 MORTAL WOUNDS, AND THAT'S "BEFORE" KRAGNOS ATTACKS IN COMBAT!

As the god of earthquakes, he has a roar that can burst eardrums, level buildings and make Bloodthristers look like they have laryngitis. Whenever he suffers wounds, roll a dice for each unit and defensible terrain feature within 6". If the number is equal to or greater than the score on the table (the required score decreasing as Kragnos takes wounds), enemy units within 6" suffer D3 Mortal Wounds and that defensible terrain feature is demolished and no longer defensible (any models garrisoning it are slain if they roll a dice roll of 1).

He also buffs the bravery of all DESTRUCTION units within 12" by 1.