Swamp Kraken
From IKwiki
| Fury6 | CMD 10 | ||||
| SPD | STR | MAT | RAT | DEF | ARM |
| 5 | 10 | 6 | 2 | 15 | 15 |
| Beak | |||||
| M | Special | POW | P+S | ||
| Crit. Devour | 5 | 15 | |||
| Kraken's Damage | 21 | ||||
| Point Cost | 60 | ||||
| Field Allowance | C | ||||
| Victory Points | 5 | ||||
| Base Size: Large | |||||
Description
The Swamp Kraken, Monster Warlock
In the unexplored recesses of the Thornwood dwells a fearsome amphibious octopus referred to as the Swamp Kraken. While monstrous and imposing, the creature is possessed of an arcane power and cunning intellect. Agents of the Circle who investigate the creature with intent to utilize its power against their enemies usually meet with fatal results, and trollkin elders of the Skothkul kriel sometimes send their convicted criminals to their doom in single combat with the beast. While it ordinarily protects its territory with no sign of a greater agenda, it has been known to become aggressive when warlocks or others with arcane power are nearby, going to great lengths to murder them and their comrades.
Feat
- Preteregeneration
The Kraken heals 3d6 damage points, and regenerates d6+2 Kraken Arms, up to his limit of eight in play. Arm models are returned to play anywhere within 3" of the Kraken where there is enough room for the model's base. Returned Kraken Arms may activate this turn.
Spells
| Spell | Cost | Range | POW | AOE | UP | OFF |
| Ink Spray | 3 | Spray | - | - | - | X |
| Living models hit suffer Blindness or 1 round. Kraken Arms are immune to Ink Spray. | ||||||
| Roar | 3 | Self | - | Ctrl | - | X |
| Enemy models currently in the Kraken's CTRL area suffer -2 MAT, RAT, and CMD and cannot give or recieve orders for one round. | ||||||
| Psychoactive Dampening | 2 | 12 | 10 | - | - | X |
| Ignores cover, concealment, camouflage and elevation. On a critical hit, target living warrior model is Knocked Down. Before marking normal damage, target living warbeast takes an additional d6 damage to the first available Mind branch, and damage does not carry over into other branches. | ||||||
| Condense | 2 | Self | - | x | - | |
| Models in the Kraken's Battlegroup get +1 ARM for each other battlegroup model in Base-to-base contact with it. | ||||||
Special Rules
KRAKEN
- Monsterous Minion- The Kraken will not work for any faction, and may only be included in an army of minions. The Kraken cannot give orders, and models may not use the Kraken's CMD when making command checks.
- Minion Warlock- The Kraken counts toward the maximum number of warlocks allowed in an army. Only minions may be included in an army if the only warlocks are minions.
- All-Terrain- The Kraken ignores movement penalties from rough terrain and obsticles. The Kraken may charge across rough terrain.
- Stable- The Kraken cannot be Knocked Down.
- Amphibious- The Kraken may move through deep and shallow water without penalty. While completly within deep water, the Kraken may not cast spells or be targeted by ranged or magic attacks.
- Camouflage- The Kraken gains an additional +2 DEF while benefiting from concealment or cover.
- Octopod- The Kraken is always deployed with eight Kraken Arm warbeasts as part of it's battlegroup within 3" of the Kraken. Arms may not move or be moved more than 3" away from the Kraken. Durring it's normal movement the Kraken ignores Arm models; after completing it's movement, place all Arm models anywhere within 3" of the Kraken. There must be enough room for the Arm's base.
- Circular Vision- The Kraken has no back arc, and its front arce extends 360°.
- Third Eye- The Kraken may draw Line of Sight to living models ignoring terrain, interveining models, cloud effects, and Invisibility. This ability does not work against any warbeast that has lost it's Mind aspect.
BEAK
- Critical Devour- On a critical hit, target small-based warrior trooper model is removed from play.
Concept Notes
Creator describes idea, planning, writing, suggested model, paint scheme.
Playtesting Notes
Playtesting notes go here: suggestions, problems, etc.
