Kragnos

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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 (though it didn't get that name until later). He also started hating and hunting down dragons for some reason.

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 Kragnos' shield broke one of his teeth - hence the shield's name). 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, it's revealed the energies of Alarielle's Rite of Life - combined with those of Nagash's Necroquake beforehand - unintentionally broke Kragnos' prison and freed him. Kragnos emerged to discover his race had been wiped out entirely. He began a rampage across Ghur fulled by his anger at captivity (and maybe the whole "last of his kind" thing) that led him to Excelsis.

Tabletop

Kragnos can be taken by any DESTRUCTION aligned army.

This big boy 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. Note, that’s casting value, not casting roll, so Teclis, Nagash, Kroak? None of their bonuses matter.

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 up to six times. He also re-rolls charges and hit rolls against units with the Stardrakes, Drakes, Dracoths and Dracolines keyword due to his hatred of dragons (but somehow not Zombie Dragons).

And then there's his ultimate ability "Rampaging Destruction". After the charge, roll a dice for each enemy unit within 1" or an enemy monster within 1"; if the former is chosen, on a 2+ each unit suffers D6 Mortal Wounds, but monsters get it worse if you choose a the latter. 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.