Editing
Age of Sigmar/Tactics/Destruction/Orruk Warclans
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=={{color|#009933|Bonesplitterz Allegiance Abilities}}== Bonesplitters drew a short <s>straw</s> bone in this edition. Most of their interesting stuff has been purged from the battletome, their magic has been nerfed and doubles no longer doing anything, some iconic spells have been removed (Breath of Gorkamorka), they have been stripped off their monster hunting abilities, there are almost no alternatives in artefacts and command traits, clans only provide one ability and their interesting stuff has been removed as well, most units lost their special abilities as well. What did they get in return? Exploding hits, Icebone Mortal wounds on 6 to wound, Wurgog Mask ability and 4+ Ward in Waaagh combat phase. ==={{color|#009933|Battle Traits}}=== '''Bonesplitterz Warclans:''' Warclans in 3rd edition are represented by only one ability per clan. No longer you are forced to pick an artefact and Command Trait for choosing a warclan subfaction. All units in your army are getting that subfaction keyword and can benefit from warclan ability. If unit already has other subfaction keyword, it can't recieve a new keyword and cant benefit from it. You can still pick this unit (it can't use it's subfaction ability). Warclans are Bonegrinz, Icebone and Drakkfoot. '''Tireless Trackers:''' After armies are set up, but before the first battle round begins, half the {{AOSKeyword|Bonesplitterz}} units in a Bonesplitterz army (rounding up) can move up to 5". If both players can move units before the first battle round begins, they must roll-off, and the winner chooses who moves their units first. *One of the reasons why Bonesplitterz is considered as a fast army. Can be improved to 8' with a Command Trait. You are moving big blobs of your units forward while small and cheap units are staying. '''Warpaint:''' Your {{AOSKeyword|Bonesplitterz}} gain a Ward of 6+. Your army wide ward save for your poorly armored boyz. '''Spirit of Gorkamorka:''' If the unmodified hit roll for an attack made with a '''melee''' weapon by {{AOSKeyword|Bonesplitterz}} unit is a 6 the attack inflicts 2 hits instead of 1. Now a named army wide buff for exploding hits. Good for your giant melee blobs of boyz. *Per 2022 Battlescroll errata this was changed from the unit to be numbered 5 or more. Now everything just gets the ability regarless of unit size (so great for big stabbas and Rough Idols). '''Bonesplitterz Waagh!:''' Once per battle at the start of the combat phase, you can pick one friendly {{AOSKeyword|Bonesplitterz}} general to call a waaagh. All {{AOSKeyword|Bonesplitterz}} on the table get a 4+ ward save until the end of the phase. No longer a Command ability, new 4+ ward allows your army to survive when your opponent pops everyhting to delete your green dudes. Keep in mind it won't save you from shooting it only works in '''combat''' phase. ==={{color|#009933|Command Traits}}=== Your general gets to '''choose one''' of these: <tabs> <tab name="Savage Warlords"> {{AOSKeyword|Savage Big Boss}} only #'''Killa Instinkt:''' Savage Big Boss attacks with an unmodified 6 wound roll do 1 MW in addition to normal damage. When you miss your Monster Hunters ability from previous edition on one model. (don't ever take this) #'''Great Hunter:''' When using the '''Tireless Trackers''' trait, move up to 8" instead of 5. Trait you are taking in 100% of times for your Savage Big Boss. Allows your army to move even closer to your enemy or objectives before battle even started. #'''Monster Killa:''' If the general has fought for the first time in the combat phase and is within 3" of an enemy '''Monster''', it can attack for a second time. Sounds great until you realise this is your Savage Big Boss general gonna do the fighting. His weapon profile is not bad, but he is pretty fragile for a general and if he dies he no longer generates command points and he cant call a Waaagh. Not only that but choosing this trait means not choosing Great Hunter. </tab> <tab name="Shamanistic Quirks"> {{AOSKeyword|Bonesplitterz Wizards}} only #'''Voice of Da Great Green God':''' when this general issues a command it can be recieved wholly within 24'. Not bad for issuing commands all over the board. #'''One Wiv da Beast:''' Pick 1 extra spell from the spell lore of the Savage Beasts. When you REALLY need that second LotSB spell for your ONLY one 2 casts wizard and you don't want to pick additional enhancement spell Lore. Very situational. (Not only that but choosing this trait means not choosing Great Hunter.) </tab> <tab name="Universal Command Traits"> Core Book Traits. #'''Battle-lust:''' You can re-roll run rolls and charge rolls for this general. Not Bad but you general is Savage Big Boss. #'''Skilled Leader:''' If this general is on the battlefield at the start of your hero phase, roll a dice. On a 5+, you receive 1 extra command point. If you really need CPs for some reason. Keep in mind you may faill all rolls for that. #'''High Priest:''' You can re-roll chanting rolls for this general. No point of taking this, Wardok dances aren't chants and he is no longer a priest. #'''Heroic Stature:''' Add 1 to this general’s Wounds characteristic. Meh. #'''Master of Magic::''' Once per hero phase, you can re-roll 1 casting roll, dispelling roll or unbinding roll for this general. Might be good </tab> </tabs> Command traits are pretty bad, in short it comes down to Savage Big Boss with Great Hunter, if for some reason you don't want Great Hunter, you can pick Wurgog and buff his spellcasting. Make sure you survive long enough to call Waaagh. ==={{color|#009933|Artefacts Of Power}}=== One {{AOSKeyword|hero}}, plus one per battalion with Magnificent icon (allows to pick additional enhancement), gets to pick one of: <tabs> <tab name="Boss Bones and Other Gubbins"> {{AOSKeyword|Bonesplitterz hero}} only #'''Dokk Juice:''' Heal D6 wounds in your hero phase once per battle. Not great not terrible. #'''Lucky Bone:''' Once per phase, re-roll '''ONE''' hit, wound or save roll for the bearer. Rerolling saves is great, but your armor save is pretty bad and it's only one reroll once per phase. #'''Glowin' Tattooz:''' Hero gets a +2 to ward rolls. (your 6+ ward is now 4+) Your best artefact and the most important thing for Wurgogs Mask ability. </tab> <tab name="Reservoirs of Waaagh! Energy"> {{AOSKeyword|Bonesplitterz wizard}} only #'''Mork's Boney Bitz:''' +1 to casting, dispelling and unbinding for '''each''' enemy monsters within 24". Potentially great on Wurgog Prophet against monster armies/casters. Almost every time it's going to be +1 to casting. #'''Beast-Lure Glyphs:''' Once per battle at the start of your hero phase that hero can pick one additional spell from lore of the Savage Beasts that he doesn't know and attempt to cast it in addition to his other spells. Very situational even if you don't want to pick second Lore Enhancement. </tab> <tab name="Core Book Artefacts"> Any hero can take this. #'''Amulet of Destiny:''' <s>5+ ward from everything. You know it, you love it. Give it to your second Wurgog and ZAP your opponents units with your second Mask.</s> Since Amulet of Destiny has been nerfed to 6+ ward it's no longer better than default bonesplitterz 6+ ward. No reason to take it anymome. #'''Vial of Manticore Venom:''' Pick '''one''' of the bearer’s melee weapons. Add 1 to wound rolls for attacks made with that weapon. Even if you pick three artefacts there are better alternatives than this one. #'''Seed of Rebirth:''' You can re-roll heroic recovery rolls for the bearer. Heroic Recovery like all Heroic actions happens '''at the start of the hero phase''' just like Wurgogs Mask. If your Wurgog is damaged, you can Heroic Recovery and then you can use your Mask. Might not be the best artefact for Bonesplitterz but it's not useless. #'''Arcane Tome:''' The bearer becomes a Wizard that knows the Arcane Bolt and Mystic Shield spells. They can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase. If the bearer is already a Wizard, they can attempt to cast 1 additional spell instead. *Wurgog that is actually going to cast spells instead of zapping people with his mask can take this for additional spellcasting. (3 spells/unbids per hero phase) *Fast Maniak Weirdnob is a wizard with 12' move, with a book he can cast his +1 to wound spell and Gorkamorka’s War Cry that forces a unit in 12' to fight last. (this can be a bit random since both spells have CV7) </tab> </tabs> ==={{color|#009933|Spell Lore}}=== When you pick an Enhancement Spell lore for your army Each wizard in your army can pick one spell from ANY lore he knows in addition to spells he already knows (i.e. arcane bolt, mystic shield and a warscroll spell). Bonesplitterz wizards can pick a spell from Lore of the Savage Beast or Universal Spell Lore. If you are picking additional Enhancement Spell lore (battalion or battlepack may allow you to do this), you can pick one additional spell for each of your your wizards again (and so on). <tabs> <tab name="Lore of the Savage Beast"> {{AOSKeyword|Bonesplitterz wizard}} only #'''Squiggly Curse:''' On a 6+ pick an enemy hero within 3" of the caster and it suffers D3 MW's, If the enemy hero died from this spell you get +1 to cast for the rest of the game. Nerfed and no longer deals d6 on doubles. #'''Glowy Green Tusks:''' On a 5+ pick 1 friendly BONESPLITTERZ unit wholly within 18" that has a mount, that unit improves the rend characteristic for all mount attacks by 2. #'''Gorkamorka's War cry:''' On a 7+ pick 1 enemy unit wholly within 12" and visible to caster, that unit has to fight last in the following combat phase. No longer deals d3 MW. Range nerfed from 24' to 12' now you have to be pretty close to a fight in order to use it. #'''Power of the were-bore:''' On a 6+ pick 1 BONESPLITTERZ unit within '''24'''", until your next hero phase, add 1 to run rolls and charge rolls, and add 1 to hit rolls made by that unit. However the unit can no longer shoot. Renamed and nerfed from previous edition, no longer can be used on 2 units on a double, it forces unit in melee, so archers are no go. Still it's a good spell with a very long range to increase volume of hits of your melee blobs even more. </tab> <tab name="Universal Spell Lore"> Spell lore that can be used by any army. #'''Flaming Weapon:''' Casts on 4+. Pick '''one''' melee weapon of the ''caster'' adds +1 to damage until your next hero phase, Works on a mount melee weapon too (FAQ 2021). Combine this with the Arcane Tome which makes any hero unit a Wizard, give it to a hero with a lot of attacks. #'''Levitate:''' Casts on 8+. One friendly unit within 18" can fly until your next hero phase. #'''Ghost Mist:''' Casts on 5+. Pick a terrain feature within 6" of the caster. Until your next hero phase, visibility between 2 models is blocked if a straight line 1mm wide drawn between the closest points of the 2 models passes across more than 3" of that terrain feature. This effect does not block visibility to or from models with a Wounds characteristic of 10 or more. </tab> </tabs> ==={{color|#009933|Warclans}}=== Just like all the latest battletomes, when you pick the Bonesplitterz faction you may say that they hail from a certain clan. '''{{color|#009933|Bonegrinz}}''' ''These guys are now Arrowboyz focused clan that gives them an additional attack they used to have by default'' ;Trait - Barrage of Arrows: Savage Orruk Arrowboys add 1 to the attacks characteristic of their missle weapons. Arrowboys are battleline in this warclan. '''{{color|#009933|Icebone}}''' ''Your best clan in this edition, boarboyz related clan that provides strong mortal wounds output'' ;Trait - Freezing Strike: Unmodified wound rolls of 6 from '''melee weapons''' cause mortal wounds equal to their damage characteristic of that weapon. Savage Boarboyz are battleline in this warclan. '''{{color|#009933|Drakkfoot}}''' ''Clan that wage war against spooky things like ghost and demons, their attacks ignore wards.'' ;Trait - Strength of Purpose: Ward saves cannot not be made for wounds and mortal wounds caused by '''attacks''' made by Drakkfoot units. Morboys are battleline in this warclan.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information