Kragnos: Difference between revisions

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[[Category: Age of Sigmar]]
[[Category: Age of Sigmar]]
[[Category:40k and Fantasy Gods]]

Revision as of 15:38, 5 June 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 living in Ghur 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. Angered by his actions and his unquenchable thirst for power the elders of his tribe threw him and some like-minded individuals out of the tribe.

Over the years he would accomplish many legendary tasks, among which were his crafting the Dread Mace out of the heart of a mountain (which knowing all the living mountains that are in Ghur is probably literal) and claiming the legendary shield Tuskbreaker (though it didn't get that name until later). He also started killing and eating every big and tough critter the realm had to offer up to and including dragons and wiping out any of the nascent Empires that were starting to emerge in Ghur thus earning him the title of "The End of Empires".

The few local human tribes who survived his rampage began to see him as a god of Earthquakes while 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, the combination of worship, eating the bodies of legendary creatures, and eating the raw realmstone of Ghur turned Kragnos into a god. Soon Kragnos became too powerful and destructive for the forces of Order to tolerate and when he attempted genocide on his people's former Draconine Empire allies after they killed all his Drogrukh companions, 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. Unaware that any time had passed since his imprisonment Kragnos emerged to discover his race had been wiped out entirely. He also discovered that the mortal city of Excelsis had been built on his tribe's former lands. He then began a rampage across Ghur fueled by his anger at captivity (and maybe the whole "last of his kind" thing) that led him to Excelsis. Along the way, he inadvertently attracted several Mega-Gargants who sensed he knew where a good fight was and also ran into a Waaagh! composed of Gordrakk and his tribe along with some Gloomspite Gitz lead by the Loonking Skragrott. The armies fight for a bit before a rockslide interrupts the battle and Kragnos shrugs and invites the Orruks to help him on his quest to destroy Excelsis...something they were more than happy to do given they were already on their way to do just that when they ran into him. When they get to the city Kragnos ends up smashing his way through the Southern Wall of the city while the defenders are distracted by Gordrakk's attack on the North Wall. He then causes a whole shitload of damage before finally smashing open the city's main gate allowing the Orruk's and their allies to flood into the city. Things are looking bleak for the city until help unexpectedly arrives in the form of Morathi who roles up in a Black Ark along with an army of Daughters of Khaine. After dealing with some Mega-Gargants attacking the city docks Morathi sicks her second serpentine body on Kragnos to distract him while her elven body seeks out Lord Kroak whose been trying to help out the city with his magical powers. Finding Kroak and realizing Kragnos is too powerful for any of them to kill Morathi then convinces Kroak to send Kragnos away where he can be someone else's problem. Kroak then opens a massive portal which Morathi casts an illusion on to trick Kragnos into thinking it will lead him to his long-lost Drogrukh kin. Being about as dumb as he is big Kragnos falls for the illusion and goes through the portal which proceeds to drop his ass on the far side of Ghur. Without his presence in the city the Orruk lines begin to crumble allowing the defenders to force them into retreating; meanwhile Kragnos upon realizing he's been duped proceeds to take out his frustration on the local Chaos fortress while a bunch of local Orruk look on in awe at the spectacle.

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.