Editing
Age of Sigmar/Tactics/Old/2e/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}}== '''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. '''Warpaint:''' Roll a dice each time you allocate a wound or mortal wound to a model with this battletrait. On a 6, that wound or mortal wound is negated. '''Monster Hunters:''' If a friendly {{AOSKeyword|Bonesplitterz}} unit is within 3" of an enemy {{AOSKeyword|Monster}} when it is chosen to fight before it piles in, you can pick one of the following abilities to apply to it until the end of that phase: *'''Wild Abandon:''' That unit can move an extra 3" when it piles in. *'''Stab! Stab! Stab!:''' Add 1 to hit rolls for attacks made by that unit that target a {{AOSKeyword|Monster}}. *'''Berserk Strength:''' If the unmodified wound roll for an attack made by that unit that targets a '''Monster''' is 6, that attack inflicts 1 mortal wound on the target in addition to any normal damage. '''Spirit of the Beast:''' Do not take battleshock tests for a {{AOSKeyword|Bonesplitterz}} unit if any enemy {{AOSKeyword|Monsters}} were slain by wounds inflicted by that unit in the same turn. '''Bonesplitterz Waagh!:''' You can use this command ability once per battle at the start of your combat phase if your general is still alive. Count up all the units that are wholly within 18" of your general and roll a die. On an 11 or lower all friendly {{AOSKeyword|Bonesplitterz}} units wholly within this range of the general get +1 to their attacks, if the roll is 12 or more then add +2 to their attacks instead. ==={{color|#009933|Command Traits}}=== Your general gets to choose one of: '''{{color|#009933|Herald of the Great Green God}}''' {{AOSKeyword|Wurrgog Prophet}} or {{AOSKeyword|Savage Big Boss}} only #'''Killa Instinkt:''' Attacks with an unmodified 6 wound roll do 1 MW in addition to normal damage. #'''Waaagh!-monger:''' If your general is alive, roll a dice at the start of the hero phase, on a 4+ you get 1 CP. #'''Great Hunter:''' When using the '''Tireless Trackers''' trait, move up to 8" instead of 5. #'''Power of the Beast:''' +2 wounds for the general. #'''Voice of da Gods:''' +2 bravery for friendly units wholly within 18" #'''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. -Clarification needed, immediately or again later? '''{{color|#009933|Shamanistic Quirks}}''' {{AOSKeyword|Bonesplitterz Wizards}} only #'''Dead Kunnin':''' At the start of the game, get D3 CP's. #'''Master of the Weird:''' +1 to casting, unbinding and dispelling. #'''Fuelled by the Spirits:''' Pick 1 extra spell from the spell lore and this wizard can cast 1 additional spell." ==={{color|#009933|Artefacts Of Power}}=== One {{AOSKeyword|hero}}, plus one per battalion, gets to pick one of: '''{{color|#009933|Boss Bones and Other Gubbins}}''' {{AOSKeyword|Bonesplitterz hero}} only #'''Dokk Juice:''' Heal D6 wounds in your hero phase once per battle. #'''Savage Trophy:'''+1 bravery for friendly units wholly within 18". #'''Lucky Bone:''' Once per phase, re-roll a hit, wound or save roll for the bearer. #'''Glowin' Tattooz:''' Hero gets a 4+ save instead of a 6+ tattoo save. #'''Greatdrake Toof:''' Pick a melee weapon, unmodded 6's to wound do double damage. #'''Weepwood Big Shiv:''' Pick a melee weapon, give it +1 attack. '''{{color|#009933|Reservoirs of Waaagh! Energy}}''' {{AOSKeyword|Bonesplitterz wizard}} only #'''Big Wurrgog Mask:''' Pick an enemy unit within 12" in the hero phase and roll up to 3 dice, each 2+ inflicts D3 MW's on the unit, each 1 means you take D3 MW's. #'''Mork's Boney Bitz:''' +1 to casting, or +2 if there are 2 or more enemy monsters within 24". #'''Mystic Waagh! Paint:''' At the start of your hero phase roll a dice on the spell lore table, this wizard can attempt to cast it for free, if it already knows the spell rolled it gets to attempt to cast the same spell twice. ==={{color|#009933|Spell Lore}}=== Each wizard can pick one spell from: '''{{color|#009933|Lore of the Savage Beast}}''' #'''Squiggly Curse:''' On a 6+ pick an enemy hero within 3" of the caster and it suffers D3 MW's, if you rolled a double to cast it suffers D6 MW's. If the enemy hero died from this spell you get +1 to cast for the rest of the game. #'''Breath of Gorkamorka:''' On a 6+ pick 1 friendly BONESPLITTERZ unit wholly within 24", that unit gets double movement and fly, if you rolled a double to cast it gets triple the movement and fly! #'''Brutal Beast Spirits:''' On a 6+ pick 1 friendly BONESPLITTERZ unit wholly within 24", that unit gets +1 to run, charge and hit rolls, if you rolled a double you can choose 2 units to benefit from this spell. #'''Bone Krusha:''' On a 6+ pick 1 enemy unit within 24", it suffers D6 MW's if it's within 6", D3 MW's if within 12" and 1 MW if above 12". #'''Kunnin' Beast Spirits:'''On a 6+ pick 1 friendly BONESPLITTERZ unit wholly within 24", it gets +1 to save until your next hero phase. #'''Gorkamorka's War Cry:''' On a 7+ pick 1 enemy unit within 18", it suffers D3 MW's and fights at the end of the combat phase. ==={{color|#009933|Clans}}=== Just like all the latest battletomes, when you pick the Bonesplitterz faction you may say that they hail from a certain clan. If you do so you may not pick a generic Bonesplitterz command trait and your first artefact must be the one provided by the clan. '''{{color|#009933|Bonegrinz}}''' ''Aggressive choice, able to force enemies to engage and stay in that fight you despite them not wanting to'' ;Trait - Bring it On!: Enemy units within 12" of your units must attempt and finish a charge move if they are able. Enemy units within 3" of your units cannot choose to retreat. *getting close to range focused units (Ideally running within 6") They have to run and loses a round of shooting or risk dieing. ;Command Ability - Feel da Spirit!: At the start of the combat phase, pick 1 friendly unit wholly within 18" of a Savage Big Boss, if that unit makes unmodified hit rolls of 6, they score 2 hits. ;Command Trait - A Right Monster: -1 bravery for enemy units within 12" ;Artefact - Maw-Krusha Beast Totem: In the shooting phase, the bearer can use the '''Innard-Bursting Bellow''' from the Maw-Krusha warscroll. '''{{color|#009933|Icebone}}''' ''able to pierce armour, and synergies with boars'' ;Trait - Freezing Strike: Unmodified wound rolls of 6 increase the rend of that attack by 1. ;Command Ability - Freeze and Run: At the end of the combat phase, pick 1 friendly Icebone Boarboys unit that is within 3" of an enemy unit and wholly within 18" of a friendly hero. That friendly unit can retreat and the enemy units that were within 3" get -2 on their charge roll. ;Command Trait - Pure-Bred War boar - Maniak Weirdnob only: +2" movement and +1 to hit and wound rolls for the boar's attacks. ;Artefact - Kattanak Pelt: +1 bravery for friendly units wholly within 18" '''{{color|#009933|Drakkfoot}}''' The clan of I don't care about you spooky ghosts and artefacts, and feel no pain? wozzat! ;Trait - Strength of Purpose: Ethereal effects are ignored. Any ability that negates wounds has no effects. ;Command Ability - Shout Down da Magic!: If an enemy wizard casts a spell you may pick a unit with 10+ models and wholly within 18" of a friendly Wurrgog prophet or Wardokk, that unit can attempt to unbind that spell. +1 to unbind if the unit has 20 or more models. ;Command Trait - None: The general does not receive a command trait, but every Drakkfoot Wizard in your army replaces Arcane Bolt with Fireball: CV5, pick 1 visible enemy unit within 18", it suffers 1 MW if it has 1 model, D3 if it has 2-9 models of D6 if it's 10+ models. ;Artefact - Burnin' Tattoo: If you make a tattoo save, pick an enemy unit within 1" and bounce 1 MW back.
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