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===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.
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