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==Warscrolls== Common keywords in these warscrolls are '''DESTRUCTION''', '''ORRUK''' and '''BONESPLITTERZ'''. ===Common rules=== *'''Totem:''' Some units in the faction can have models with totems, these give +2 to the Bravery characteristic of that unit if they are within 3" of an enemy model. *'''Thumpers:''' Some units in the faction can have models with Thumpers, these give +2 to charge rolls of that unit. *'''Bone Shield:''' Some units are equipped with bone shields, these give +1 to the save characteristic in the combat phase (turning a +6 save into a +5 not adding +1 to the save result, so no synergy with warpaint). *'''Infantry Movement:''' Everything not riding a boar has a somewhat fast movement of 5". *'''Boar Movement:''' Everything riding a boar has a movement of 9". ===Leaders=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-savage-big-boss-en.pdf Savage Big Boss]:''' 6 wounds, 5" move, 6+ save, 7 bravery, A single weapon option at '''1"|5|3+|3+|-1|2'''. His command ability allows a '''BONESPLITTERZ''' unit within 10" to trigger an extra attack during that turn on a to-hit result of 6+ (Note: not only in the combat phase, shooting and hero phase too!). Additionally, after he has attacked in the combat phase, you can select another '''BONESPLITTERZ''' unit within 10" to pile in and attack giving you two attacks in a row. Overall a pretty good choice for a general, he specializes at really buffing a specific unit, and his command ability works amazingly well with the 'bellowing tyrant' destruction allegiance ability giving +1 to hit to a unit resulting in an extra attack on 5+. He is pretty brutal in combat himself especially with battle-brew resulting in a +2/+2 to-hit/to-wound however with a +6 save, even with 6 wounds, he is going to die pretty fast. Normally you'll want to try and keep him back and use his amazing command ability then occasionally charge him in to use his double pile in to finish off a unit without giving them a chance to attack back. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-maniak-weirdnob-en.pdf Maniak Weirdnob]:''' 6 wounds, 9" move, 6+ save, 7 bravery, Two Weapons, his staff at '''1"|1|4+|3+|-|d3''' and his boar at '''1"|2|4+|4+|-|1''' re-rolling wounds on the charge. He has a standard mage magic template at one spell one unbinding, no bonuses, however once per battle he can re-roll one failed casting roll. His unique spell is where he really shines through. Bone Spirit, at a casting value of FOUR combined with his once a battle re-roll it will almost always go off. This allows all '''BONESPLITTERZ''' units within 10" to re-roll hits of 1; however, if your casting result was a double, it becomes re-roll all failed hit rolls. This falls somewhere between a solid aoe buff to a game-winning spell on doubles. Combined with the Savage Big Boss's command ability, you can almost expect more hits than attacks. However suffers from the general problem with most bonesplitterz heroes; at 5-6 wounds and 6+ save, he probably isn't sticking around for long. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-wardokk-en.pdf Wardokk]:''' 5 wounds, 5" move, 6+ save, 7 bravery, One Weapon, his 'stikk' at '''1"|1|3+|4+|-|d3'''. He has a standard mage magic template at one spell, one unbinding, no bonuses. He has no unique spells. His special thing is the ritual dance which automatically triggers at the start of each hero phase. Roll a d6: 1-2: a '''BONESPLITTERZ''' unit within 10" heals d3. 3-4: a '''BONESPLITTERZ''' unit within 10" can re-roll saves of 1 until your next hero phase. 5-6: a '''BONESPLITTERZ''' '''WIZARD''' within 10" can add 1 to casting and unbinding rolls. Ultimately as a mage he is lacking, healing in AOS is generally bad, even in a faction with nothing lower than 2 wounds, re-rolling saves in a faction with almost universal 6+ saves has a low success rate, and giving himself or some other mage a +1 to cast as the 5-6 result seems almost like a bad joke. Ultimately maybe stick away from this guy. However, he can be good just for casting the bonesplitterz unique spells. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-wurrgog-prophet-en.pdf Wurrgog Prophet]:''' 6 wounds, 5" move, 5+ save, 8 bravery, 3 Weapons, firstly his staff at '''2"|2|4+|3+|-1|d3''', next his knife at '''1"|2|4+|4+|-|1''' and finally his squiggly beast at '''1"|d3|4+|5+|-|1'''. He has a slightly above average magic profile of two spells, two unbinding, no bonuses. He is your other candidate for general with a command ability; Prophet of da Waaagh!: A '''BONESPLITTERZ''' unit within 15" can attack as if it were the combat phase, they can attack again later as normal. Also anyone that attacks the prophet in the combat phase gets -1 to hit and has a classic, unique spell; Fist of Gork: Casting value 8, target an enemy unit within 18", roll a dice for each model within that unit, on each 6, or 5 if the casting result was double, that unit suffers a mortal wounds. On average the unit has to have at least 12 units to make this on par with an arcane blast, however on doubles or against a huge unit this can get pretty crazy and with two spells you can cast both. Ultimately as a mage he is ok but nothing amazing, but he really shines with his command ability. ===Troops=== *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-savage-orruks-en-2016.pdf Savage Orruks]:''' Your main fodder, and only nonfaction specific battleline option. Comes in lots of 10 at 2 wounds, 5" move, 6+ save, 5 bravery, a choice of either Chompa at '''1"|1|4+|3+|-|1''' or Stikkas at '''2"|1|4+|4+|-|1''' and your entire unit must have the same weapon. They also have Boneshields and options for thumpers and totems. Their boss gets +1 attack with either weapon, and their unique thing is re-roll 1s to-wound at 20+ and re-roll failed to-wounds at 30+. Ultimately they are more or less for fodder and battleline requirements, and their size bonuses are sorta meh. They are pretty good at absorbing wounds at 2 wounds, each even with a 6+ save, and are useful at stalling. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-savage-orruk-arrowboys-en.pdf Savage Orruk Arrowboys]:''' Your main shooters. Comes in lots of 10 at 2 wounds, 5" move, 6+ save, 5 bravery, ranged bows at '''18"|2|5+|4+|-|1''' with a -1 rend if shooting at monsters and melee arrows at '''1"|1|4+|5+|-|1'''. The boss gets a mostly unused melee weapon of '''1"|1|4+|3+|-|1''' and gets +1 to bow shots. They have options for thumpers and totems. These guys are channeling the spirit of dakka getting +1 attacks if there are 20 or more of them, making running 30+ mandatory. These guys easily win the award for best infantry archers in the game, with proper support from the big boss, Maniak Weirdnob, and their battalion they can shoot twice per turn, 90 shots each, hitting on 4+ and triggering an extra attack on 5+ and re-rolling 1s. Expect about 100 outgoing wounds from that, gets pretty nasty pretty fast. Just remember at 5 bravery and a threshold of 20 for extra attacks and a 6+ save, even some light incoming damage can cut their effectiveness in half. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-savage-orruk-morboyz-en.pdf Savage Orruk Morboys]:''' More specialized versions of the savage orruks, they have the same profile but with +1 bravery, can only take Chompa, and an additional weapon at '''1"|1|4+|3+|-|1''', the boss still gets +1 attacks with his chompa. These guys give up the Bone shield, but can still take thumpers and totems. Instead of getting size bonuses however they get +1 to hit as long as a monster has died, regardless of side, or who killed it. Additionally, each hero phase a Morboy model can attempt a 'Deff Ride'; target a monster within 3" of a model from this unit and roll a d6 and on a 4+ the monster takes 1d3 damage. The model that attempted the deff ride is slain unless he managed to kill the monster with his deff ride. While in some ways preferable to the general savage Orruks not being battleline even with allegiance and being over-specialized really hurts these guys viability, and while they might be a cool thing to bring in VS certain monster heavy comps they are a bit hard to fit into your standard list. A real shame for a cool model with a neat rule. **2.0 and GHB 2018 has changed this. Morboys are now BATTLELINE in '''Bonesplitterz''' and cost the same as normal Savage Orruks. It seems now the tables have turned with Morboys being more useful than the savage shield orruks (more attacks, gaining a passive bonus from dead monster, better bravery). *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-savage-boarboys-en.pdf Savage Orruk Boarboys]:''' Pretty much what it says on the tin, take a Savage Orruk, and put him on a boar, however only battleline with a '''BONESPLITTERZ''' allegiance. Comes in lots of 5, 3 wounds, 9" move, 6+ save, 5 bravery, the same weapon choices of either Chompa at '''1"|1|4+|3+|-|1''' or Stikkas at '''2"|1|4+|4+|-|1''' and again the whole unit must use the same weapon choice, but they additionally gain the boar attack of '''1"|2|4+|4+|-|1''' re-rolling failed to-wound rolls on the charge for the boar. They also have bone shields, options for thumpers and totems, and the boss gets +1 attack with their chompa or stikka. However where they differ from regular orruks is they don't get the size bonus, additionally to compensate for not really needing the range on the spears they deal 2 damage to monsters. Additionally, they get a neat rule; 'Hit & Run' this lets them retreat and charge on the same turn. This enables you to get around tar pits/change your target easily/always trigger the boars re-rolls, ultimately a straightforward rule but one that has many tactical uses. May not be the best-mounted units in the world, but a nice addition that can keep an opponent on their feet. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-savage-boarboy-maniaks-en.pdf Savage Boarboys Maniacs]:''' These guys are everything morboys want to be, they are better version of Boarboys, and to top it of they are also battleline with a '''BONESPLITTERZ''' allegiance. Comes in lots of 5, 3 wounds, 9" move, 6+ save, 6 bravery. They all have dual Chompas which gives them '''1"|2|4+|3+|-|1''' and re-rolling to-hits of 1 in addition to the boar weapon of '''1"|2|4+|4+|-|1''' re-rolling failed to-wound rolls on the charge for the boar. They also lose the bone shields but keep the option for totems and thumpers. They exchange the hit & run rule for 'Maniak Fury' This lets them pile in and attack a second time at the end of your own combat phases. This is an exciting change as it sort of plays like a ranged attack (good only on your turn), and sort of like a standard mounted charge bonus. However they become a pretty high priority as it only triggers at the end of combat phases so they can be whittled down beforehand. Ultimately if you are just running mounted units as high damage high-speed units, these are the better choice over the generic Boarboys, but the loss of hit&run really takes away the unique tactical opportunities of the Boarboys. *'''[https://www.games-workshop.com/resources/PDF/AoS_Warscrolls//aos-warscroll-savage-orruks-en-2016.pdf Savage Big Stabbas]:''' These weird looking guys are the closest bonesplitterz gets to elite troops, don't let their flavor fool you, while they may be great at killing monsters they are pretty damn killy against everything else too. 4 wounds, 5" move, 6+ save, 6 bravery. Comes in lots of 2 (each model is 2 guys carrying one spear, but each unit is two of those) with a single weapon of '''3"|2|4+|3+|-2|3'''. In addition they deal an extra d3 damage against monsters. Finally they die bitterly, dealing d3 mortal wounds to an enemy within 3" when a model is slain. These guys are pretty deadly almost approaching war-machine levels of damage however with a 6+ save and being melee sometimes they have trouble actually making it to the fight, however anything these guys get near is probably going down, and watch as your enemy tries to get away anything valuable before he kills them. They are shockingly good in oversized units and are probably the best option for any combat only buff or if for some reason you can't toss a ton of buffs onto a large unit of arrowboyz. Their other downside is they are made out of the same box as orruk/arrow/mor boyz and requires you two sacrifice 2 orruks for each stabbas, and each box can only make 2, making them very awkward to put together in a large quantity and you will end up with a lot of units of 8 mor/arrow/savage boyz. Don't let this get you down however. There is a creative way to compensate for this. When you build 2 Big Stabbas from the main Savage Orruk Box you are left with 16 Savage Orruk bodies. Take one of those 16, stick some more bony bitz ( which you will have plenty of considering the contents of the box ) on his face and some Shamanistic Bits on his Chompa or Sticka and you have yourself a free Wardokk!
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