The warclans of the orruks are a big green fist that slams into the guts of the Mortal Realms with each new day. Followers of Gorkamorka, the god of destructive, primal violence, they fight purely for the savage joy of fighting. Ironjaw and Bonesplitter alike are caught up in a tidal wave of violence that smashes entire civilisations to rubble.
This page contains all of the rules you need to field your Bonesplitterz miniatures on the battlefields of the Mortal Realms, from a host of exciting faction rules to a range of warscrolls. The rules are split into the following sections:
Bonesplitterz armies can use the following abilities:
SPRING THE TRAP: When the prey is finally corralled, the Bonesplitterz launch themselves forward. The time for kunnin’ is over; now it’s time to get brutal!
Effect: Add 1 to
wound rolls for friendly
BONESPLITTERZ units that
charged in the same turn.
TAKE DA BAIT: When a group of enemies hurl themselves at a line of grinnin’ Bonesplitterz, too late they realise it was all a trap…
Declare: Pick up to 3 friendly
BONESPLITTERZ units to be the targets.
Effect: For the rest of the battle, add 1 to the Attacks characteristic of each target’s melee weapons while it is in combat with an enemy unit that
charged in the same turn, and so long as the target has not charged during the battle.
BONESPLITTERZ WAAAGH!: Their warpaint blazing with ferocious energy, the Bonesplitterz surge forward under the potent mystical guidance of their shamans.
Declare: Pick each friendly
BONESPLITTERZ WIZARD and
BONESPLITTERZ PRIEST to be the targets.
Effect: Add 1 to the
power level of each target for the rest of the turn. In addition, friendly
BONESPLITTERZ units have
WARD (5+) for the rest of the turn.
MONSTER HUNTERS: Bonesplitterz mobs are adept at bringing down the many ferocious monsters that inhabit the Mortal Realms.
Declare: Pick a friendly
BONESPLITTERZ unit in combat with an enemy
MONSTER to be the target.
Effect: For the rest of the turn, add 1 to
wound rolls for the target’s
combat attacks and add 1 to
save rolls for the target.
You can pick 1 of the following battle formations for a Bonesplitterz army. Each battle formation grants a different ability you can use in the battle.
Kunnin’ Rukk
SQUINT-EYE TAKTIKS: Whether down to luck, feverishly launched volleys or the simple act of squinting one eye to ‘aim proppa’, this rukk’s Arrowboys have developed a knack for hitting targets where it hurts.
Declare: Pick an enemy unit on the battlefield to be the target.
Effect: For the rest of the turn,
hit rolls for
shooting attacks made by friendly
Savage Orruk Arrowboys units that target the target unit score
critical hits on unmodified hit rolls of 5+.
Kop Rukk
REALM-CHOMPERS: The dokks and bosses of these orruks have devoured so many beast spirits that magical essence is devoured by their warpaint.
Effect: Ward rolls cannot be made for enemy units while they are within the
combat range of any friendly
BONESPLITTERZ HEROES.
Snaga Rukk
WE’Z DA BEASTIEST: The Boarboys of the Snaga Rukks love smashing into startled enemies, but having hunted the greatest of beasts, are no strangers themselves to being barrelled into by stampeding monsters.
Effect: Friendly
BONESPLITTERZ CAVALRY units have
Anti-charge (+1 Rend).
Brutal Rukk
TIRELESS TRACKERS: The Brutal Rukks move at a relentless pace when hunting prey, appearing suddenly and giving the enemy no time in which to prepare.
Effect: Half the friendly
non-HERO BONESPLITTERZ INFANTRY units on the battlefield (rounding up) can immediately use the ‘
Normal Move’ ability as if it were your movement phase.
Da Beast Wivin
HERO only
|
| KILLA INSTINKT | 0 |
| ’ORRIBLE LEER | 0 |
| ONE WIV’ DA BEAST | 0 |
KILLA INSTINKT: This keen-eyed orruk knows exactly where to strike for maximum effect, even against the gargantuan beasts of the Mortal Realms.
Effect: This unit’s melee weapons have
Crit (Mortal).
’ORRIBLE LEER: The awful grin of this orruk can send chills down the spine of even the most blood-crazed monsters.
Effect: Enemy
MONSTERS cannot use
RAMPAGE abilities while they are in combat with this unit.
ONE WIV’ DA BEAST: This shaman has consumed the spirits of many a beast, strengthening his spiritual connection to the Twin‑Headed God.
Effect: The next time this phase that this unit uses a
SPELL ability, instead of making a
casting roll for this unit, you can use a value of 6 for the roll that cannot be modified.
Boss Bones and Other Gubbinz
HERO only
|
| DOKK JUICE | 0 |
| GLOWIN’ TATTOOZ | 0 |
| MONSTA-KILLA CHOMPA | 0 |
DOKK JUICE: A sip of this brew temporarily grants the imbiber the regenerative qualities of a troggoth – if they are able to keep it down for long enough, that is.
Effect: If this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then,
Heal (1) this unit. This unit cannot use this ability again for the rest of the battle.
GLOWIN’ TATTOOZ: The beast spirits in these tattoos are so fierce that death itself shies away from them.
Effect: This unit has
WARD (4+).
MONSTA-KILLA CHOMPA: No beast worth its bones can escape the bite of this boss’s chompa.
Effect: This unit has
STRIKE-FIRST while it is in combat with an enemy
BEAST or
MONSTER.
Lore of the Savage Beast
GLOWY GREEN FRENZY: A swirl of green energy coalesces around the boyz, imbuing them with a terrifying ferocity that drives their strikes with primal strength.
Declare: Pick a friendly
BONESPLITTERZ WIZARD to cast this spell, pick a
visible friendly unit wholly within 12" of them to be the target, then make a
casting roll of 2D6.
Effect: Add 1 to the Rend characteristic of the target’s melee weapons until the start of your next turn, including
Companion weapons.
FISTS OF GORK: Great green fists rain down from the sky to pummel the foe.
Declare: Pick a friendly
BONESPLITTERZ WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Roll a dice for each model in the target unit. For each 5+, inflict 1
mortal damage on the target.
GORKAMORKA’S WAR CRY: The shaman takes a huge gulp of Waaagh! energy before letting out a world-shaking roar.
Declare: Pick a friendly
BONESPLITTERZ WIZARD to cast this spell, pick a
visible enemy unit within 18" of them to be the target, then make a
casting roll of 2D6.
Effect: Until the start of your next turn, subtract 1 from the number of dice rolled when making
charge rolls for the target, to a minimum of 1.
Prayers of the Living Wilds
BASHDOKK DANCE: Thumping his feet in a hectic rhythm, the Wardokk gets the boyz ready to have a massive rukk.
Declare: Pick a friendly
BONESPLITTERZ PRIEST to chant this prayer, pick a
visible friendly
BONESPLITTERZ unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Add 1 to
charge rolls and
run rolls for the target for the rest of the turn. If the chanting roll was 7+, in addition, for the rest of the turn, the target can use
CHARGE abilities even if it used a
RUN or
RETREAT ability in the same turn.
| KEYWORDS | PRAYER, UNLIMITED |
GRIMDOKK DANCE: Stamping his feet hard on the ground, the Wardokk drives Gorky energy into nearby ladz, causing rent flesh to knit together, and broken bones to grind back into place.
Declare: Pick a friendly
BONESPLITTERZ PRIEST to chant this prayer, pick a
visible friendly
BONESPLITTERZ unit wholly within 12" of them to be the target, then make a
chanting roll of D6.
Effect: Heal (3) the target unit or return a number of
slain models to it with a combined Health characteristic of up to 3. If the chanting roll for this prayer was 9+, instead,
Heal (6) the target unit or return a number of slain models to it with a combined Health characteristic of up to 6.
WEIRDOKK DANCE: Dancing to a rhythm only they can hear, this erratic beat causes havoc with enemy mystics.
Declare: Pick a friendly
BONESPLITTERZ PRIEST to chant this prayer. Then make a
chanting roll of D6.
Effect: Subtract 1 from chanting rolls and casting rolls for enemy
PRIESTS and
WIZARDS while they are within 18" of the chanter until the start of your next turn.
In addition, if the chanting roll was 11+, enemy Priests within 18" of the chanter each lose D6
ritual points and enemy
WIZARDS cannot use
UNBIND abilities while they are within 18" of the chanter until the start of your next turn.