Bonesplitterz

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:


Books

BookKindEditionLast update
  Bonesplitterz
  BonesplitterzFaction Pack4November 2024
  Battle Profiles & Rules updates
  Battle Profiles & Rules updatesRulebook4November 2024
  Warhammer Underworlds Legends
  Warhammer Underworlds LegendsWarscroll4August 2024

Faction Rules


Battle Traits

Bonesplitterz armies can use the following abilities:

Passive
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.

Once Per Battle, Deployment Phase
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.

Once Per Battle (Army), Your Hero Phase
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.
KEYWORDSWAAAGH!

Once Per Turn (Army), Any Charge Phase
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.

Battle Formations

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

Once Per Turn (Army), Your Shooting Phase
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

Passive
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

Passive
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

Once Per Battle, Deployment Phase
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.

Heroic Traits

Da Beast Wivin

HERO only

Passive
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).

Passive
’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.

Once Per Battle (Army), Any Hero Phase
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.

Artefacts of Power

Boss Bones and Other Gubbinz

HERO only

Passive
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.

Passive
GLOWIN’ TATTOOZ: The beast spirits in these tattoos are so fierce that death itself shies away from them.

Effect: This unit has WARD (4+).

Passive
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.

Spell Lore

Lore of the Savage Beast

Your Hero Phase
6
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.
KEYWORDSSPELL, UNLIMITED

Your Hero Phase
6
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.
KEYWORDSSPELL

Your Hero Phase
6
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.
KEYWORDSSPELL

Prayer Lore

Prayers of the Living Wilds

Your Hero Phase
3
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.
KEYWORDSPRAYER, UNLIMITED

Your Hero Phase
4
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.
KEYWORDSPRAYER

Your Hero Phase
5
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.
KEYWORDSPRAYER

Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Bonesplitterz warscrolls:

1.1 Power Level
Each WIZARD and PRIEST has a power level, shown in brackets after the keyword, e.g. WIZARD (2). A WIZARD or PRIEST’s power level determines the number of SPELL, PRAYER or BANISH abilities they can use per phase, in any combination. For example, a WIZARD (2) unit could use 1 SPELL and 1 BANISH ability in their commander’s hero phase.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
Save Roll
The commander of the target unit rolls a dice, subtracting the attacking weapon’s Rend characteristic from the roll. Unmodified save rolls of 1 always fail. If the roll equals or exceeds the Save characteristic of the target unit, the attack fails and the attack sequence ends. If not, it is a successful attack: move on to the next step.
Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Shooting attacks
Shooting attacks are made with ranged weapons. The target unit(s) must be within a distance equal to the Range characteristic of the weapon being used and visible to the attacking model. Models cannot make shooting attacks if their unit is in combat, unless otherwise specified (see 20.0 Weapon Abilities).
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

The HERO keyword is used in the following Bonesplitterz warscrolls:

• Wardokk

The CAVALRY keyword is used in the following Bonesplitterz warscrolls:

Anti-X (+1 Rend)
Add 1 to this weapon’s Rend characteristic if the target has the keyword after ‘Anti-’ or fulfils the condition after ‘Anti-’. Multiples of this ability are cumulative. For example, if a weapon has both Anti-charge (+1 Rend) and Anti-HERO (+1 Rend), then add 2 to the Rend characteristic of the weapon for attacks that target a HERO that charged in the same turn.

The non-HERO INFANTRY keyword is used in the following Bonesplitterz warscrolls:

17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
Universal Core Abilities - Movement Phase
Your Movement Phase
NORMAL MOVE: The warriors advance across the battlefield.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: That unit can move a distance up to its Move characteristic. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE

Your Movement Phase
RUN: The unit rushes into position.

Declare: Pick a friendly unit that is not in combat to use this ability.

Effect: Make a run roll of D6. That unit can move a distance up to its Move characteristic added to the run roll. That unit cannot move into combat during any part of that move.
KEYWORDSCORE, MOVE, RUN

Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT

Crit (Mortal)
If an attack made with this weapon scores a critical hit, that attack inflicts mortal damage on the target unit equal to the Damage characteristic of that weapon and the attack sequence ends.
5.0 Abilities
The vast majority of things that units can do in Warhammer Age of Sigmar are called abilities. This is an example of an ability:


1
Timing
2
Name and description
3
Declare instructions
4
Effect
5
Keywords

Ability icons give you an idea what kind of effect the ability has at a glance.

Movement Ability
Offensive Ability
Defensive Ability
Shooting Ability
Rallying Ability
Special Ability
Control Ability
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
14.3 Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

On an unmodified chanting roll of 2 or more, pick one of the following:
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

18.3 Slain Models
The commander of a unit must pick which model(s) in the unit are slain. However, after each slain model is removed, the unit must be in a single coherent group (see 15.1). If this is not possible, continue to remove models, one at a time, until the unit is in a single coherent group. You must remove the fewest models possible to make the unit a single coherent group.

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