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==Allegiance Abilities== ===<span style="color:#01bbe3;">Battle Traits</span>=== If your army has a '''BONESPLITTERZ''' allegiance and you have chosen to take the '''BONESPLITTERZ''' allegiance abilities, it has the following rules: *Save rolls automatically pass on the result of a 6 regardless of if this would normally save. In essence, this means that Bonesplitterz always has a chance to save their green hides regardless of rend, though as usual only if they have a save, to begin with. Additionally, a special save against Mortal Wounds can be made for all models with this allegiance, passing on the roll of a 6. * If any '''BONESPLITTERZ''' unit kills a monster, they don't have to take a Battleshock test until YOUR next hero phase. Particularly handy if the enemy gets lucky with their turn priority roll. Furthermore, when a '''BONESPLITTERZ''' unit makes its close combat attacks and is within 3" of any Monster, it rolls an additional D6 before Piling In; on a 1-2 it can Pile In 6" rather than 3", on a 3-4 you can re-roll any failed wounds the unit directs at a Monster, while on a 5-6 any wound roll of a 6 or more the unit makes against a Monster causes an '''additional''' Mortal Wound! ===<span style="color:#01bbe3;">Command Traits</span>=== A general of an army that has chosen to take '''BONESPLITTERZ''' allegiance abilities can choose one of the following Command Traits: #'''Squirmy Warpaint''': The General's warpaint lets him avoid Mortal Wounds of a 4+, rather than a 6. Useful in scenarios where you're looking to keep him alive, but there are better Traits that do more to support the whole army. #'''Prophet of da Waaagh!''': While the General is alive, you can re-roll the first failed Battleshock test by a '''BONESPLITTERZ''' unit each turn. Since most of da boyz have a so-so Bravery of 5-6, this can be a handy one to pick up, and will practically pay for itself against units such as Spite-Revenants. #'''Great Hunter''': If your General kills a Monster in the combat phase, they can immediately Pile In and attack again. Situationally useful, but can be handy for encouraging an opponent to send his Monsters forward without support. #'''Killa Instincts''': Any Wound roll of a 6 or more made by your General has its Rend value increased to -3. While this sounds great, the only Hero really built for combat (the Savage Big Boss) can already be given a weapon with -2 Rend. Worth considering against Stormcast, Slaves to Darkness and the like, but ultimately too unreliable to be your first choice. #'''Waaagh-Monger''': All friendly '''BONESPLITTERZ''' units add 1 to Charge rolls when within 10" of the General. Even with 2 wounds a pop and Warpaint your orruks still want to be stuck in as quickly as possible, and so this Trait always has a useful place. Becomes particularly hilarious/terrifying when combined with the Icebone Warclan. #'''Monster Killa''': Your General can choose the dice result when rolling on the Monster Hunters table. Handy against some armies such as Beastclaw and Sylvaneth, but there are better all-comers options. ===<span style="color:#01bbe3;">Artefacts of Power</span>=== One '''HERO''' in an army that has chosen '''BONESPLITTERZ''' allegiance abilities, plus one '''HERO''' for every battalion selected, can choose one of the following Magical Artefacts: #'''Glowin Tattooz''': Add 1 to any Save rolls. #'''Dragon Toof''': One of your melee weapons inflicts double damage against '''MONSTERS''' with wound rolls of 5+. Best on Savage Big Boss with his 5 attacks and his Damage increases to 4 against '''MONSTERS'''. #'''Weepwood Big Shiv''': One of your melee weapons adds 1 to Attacks. Add another 1 each time the Weepwood Big Shiv kills a '''MONSTER'''. Can add a bunch of attacks, but the Shiv has to get the killing blow, so it could be hard to pull off. #'''Dokk Juice''': Can be used in the Hero phase. Roll a dice; on 1 the bearer suffers 1 a mortal wound, on a 2-5 heals D3 wounds, on a 6 heals D6 wound. #'''Savage Trophy''': +1 Bravery for all friendly '''BONESPLITTERZ''' models within 10" in the battleshock phase. #'''Lucky Bone''': Re-roll all run, hit-, wound-, save- and damage rolls of 1. ===<span style="color:#01bbe3;">Arcane Treasures</span>=== A '''WIZARD''' in an army that has chosen to take '''BONESPLITTERZ''' allegiance abilities can pick an item from Arcane Treasures instead of Magical Artefacts: #'''Ju-ju Wotnotz''': If the bearer successfully casts a spell and the casting roll was a double, they can immediately attempt to cast another spell. #'''Big Spirit Stikk''': One of the '''WIZARD'S''' melee weapons gains +1 attack, or +2 attacks if all attacks are directed at a '''MONSTER'''. #'''Mork's Boney Bitz''': +1 to the '''WIZARD'S''' casting roll for every enemy '''MONSTER''' within 24". #'''Da Great Zappa Squiq''': The bearer knows one additional spell chosen randomly from the Lore of the Savage Waaagh! #'''Big Wurrgog Mask''': Once per game in your hero phase, pick a unit within 12", that is visible to the wearer. It suffers D3 mortal wounds. Can continue, if so, roll a dice. On a 3+ the unit suffers D3 mortal wounds again. On a 1 or 2, the wearer is slain. Continue until the wearer decides to stop, or is slain, or the targeted unit is wiped out. #'''Mystic Waaagh! Paint''': +1 to the '''WIZARD'S''' unbinding attempts, and increase of the range of unbind attempts to 36". ===Notable Artifacts of the Realms=== ===<span style="color:#01bbe3;">Lore of the Savage Waaagh</span>=== Every '''WIZARD''' in an army that has chosen to take '''BONESPLITTERZ''' allegiance can choose one of the following Spells: Most spells have an additional effect if the casting roll is a double (and was successfully cast). Only the unmodified results of the dice are used to determine this. #'''Squiggly Curse''': Casting value of 6. Select a '''HERO''' or '''MONSTER''' within 20" roll a D6 on a 1 the model suffers 1 mortal wound, on a 2-5 it suffers D3 mortal wounds, on a 6 it suffers D6 mortal wounds. If casting roll was a double, the target suffers additional D3 mortal wounds. #'''Hand of Gork (or) Mork''': Casting value of 6. Chosen '''BONESPLITTERZ''' unit doubles its movement and can fly. If casting roll was a double, triple the unit's movement. #'''Brutal Beast Spirits''': Casting value of 6. '''BONESPLITTERZ''' unit within 18" can add 1 all run, charge and hit rolls until next hero phase. If casting value was a double can select a different '''BONESPLITTERZ''' unit within 18" and add 1 to all run, charge and hit rolls. #'''Bone Krusha''': Casting value of 6. An enemy unit within 6" suffers D6 mortal wounds; if between 6" and 12" suffers D3 mortal wounds; and if between 12" and 24" suffers 1 mortal wound. If casting roll is a double, double the number of mortal wounds, but caster suffers D3 mortal wounds. #'''Kunnin' Beast Spirits''': Casting value of 6. Pick a unit within 18", until next hero phase opponent re-rolls all hit rolls of 6 or more against that unit. #'''Gorkamorka's War Cry''': Casting value of 7. Pick a visible unit within 18". Roll a dice and add the caster's Bravery to the result. Do the same for the target unit. If your result is equal or higher than your opponent's result, the target unit suffers D3 mortal wounds and is stunned. Until your next hero phase, that unit halves the distance it can move, run and charge, and it cannot be chosen to make attacks until after all other units have attacked.
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