Bonesplitterz – Warscrolls


Cavalry Hero


BONESPLITTERZ WARSCROLL
Maniak Weirdnob
10"
6
5+
2
Their minds utterly consumed by furious beast spirits, Maniak Weirdnobs hurtle into battle atop hulking war boars. Their staffs are carved from the bones of the mightiest monsters, the caged power within driving the Bonesplitterz into a deadly fury.
BONESPLITTERZ WARSCROLL
Maniak Weirdnob
MELEE WEAPONS
AtkHitWndRndDmg
Bonebeast Staff
Bonebeast Staff34+3+-D3
War Boar’s Tusks and Hooves [Charge (+1 Damage), Companion]
War Boar’s Tusks and Hooves
Charge (+1 Damage), Companion
25+3+-1
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 60 × 35mm
Can be reinforced: No
Regiment Options: Any BONESPLITTERZ
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Any Combat Phase
BONE SPIRIT: Maniak Weirdnobs are followed closely into battle by other boarboys, their wild cries riling the ornery hogs as much as it gets the ladz raring for a fight.

Declare: Pick a friendly BONESPLITTERZ CAVALRY unit within this unit’s combat range to be the target.

Effect: Roll a dice. On a 3+, add 1 to wound rolls for the target’s combat attacks for the rest of the turn. This ability also affects Companion weapons.

KEYWORDS
HERO, WIZARD (1), CAVALRY, WARD (6+)
DESTRUCTION, BONESPLITTERZ

Infantry Hero


BONESPLITTERZ WARSCROLL
Savage Big Boss
5"
6
6+
2
Savage Big Bosses lead by brutal example, carving a bloody path deep into the ranks of the foe as they sever limbs and hack off heads. At their bellowed commands, the Bonesplitterz renew their attack, stampeding forth with howls of battle lust.
BONESPLITTERZ WARSCROLL
Savage Big Boss
MELEE WEAPONS
AtkHitWndRndDmg
Boss Chompa [Anti-MONSTER (+1 Rend)]
Boss Chompa
Anti-MONSTER (+1 Rend)
64+3+13
BATTLE PROFILE

Unit Size: 1      Points: 130
Base size: 32mm
Can be reinforced: No
Regiment Options: Any BONESPLITTERZ
Notes: This unit will move to Warhammer Legends on 1 June 2025.

This HERO can join a Wurrgog Prophet’s regiment.

Reaction: You declared a FIGHT ability for this unit
HAVIN’ A GOOD OLD RUKK: As the boss gets stuck in, the boyz nearby can’t help but get involved.

Effect: Pick a friendly non-HERO BONESPLITTERZ INFANTRY unit that has not used a FIGHT ability this turn and is within this unit’s combat range to be the target. The target can be picked to use a FIGHT ability immediately after the FIGHT ability used by this unit has been resolved. If it is picked to do so, add 1 to the Attacks characteristic of the target’s melee weapons for the rest of the turn.

KEYWORDS
HERO, INFANTRY, WARD (6+)
DESTRUCTION, BONESPLITTERZ


BONESPLITTERZ WARSCROLL
Wardokk
5"
5
6+
2
Each Wardokk is a potent shaman, their maddened capering a tribute to the Great Green God. The magic of their ritual dances can shield their allies from harm, attract yet more Waaagh! energy, and heal even the most grievous of wounds.
BONESPLITTERZ WARSCROLL
Wardokk
MELEE WEAPONS
AtkHitWndRndDmg
Bonebeast Stikk
Bonebeast Stikk34+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 100
Base size: 32mm
Can be reinforced: No
Regiment Options: Any BONESPLITTERZ
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Your Hero Phase
PRIMAL HEX: With a bellow and vigorous shaking of his Bonebeast Stikk, the Wardokk makes it clear that any ‘messin’ about’ will not go well for the enemy.

Declare: Pick an enemy WIZARD within 24" of this unit to be the target.

Effect: Roll a dice. On a 3+, until the start of your next turn, each time the target uses a SPELL or UNBIND ability, this unit gains 1 ritual point.

KEYWORDS
HERO, PRIEST (1), INFANTRY, WARD (6+)
DESTRUCTION, BONESPLITTERZ


BONESPLITTERZ WARSCROLL
Wurrgog Prophet
5"
6
6+
2
Filled with the power of the Waaagh!, the Wurrgog Prophets lead the endless beast hunts of the Bonesplitterz warclans. The magic of these powerful wizards is awe-inspiring to behold – that is, for those not on the receiving end of their destructive spells.
BONESPLITTERZ WARSCROLL
Wurrgog Prophet
RANGED WEAPONS
RngAtkHitWndRndDmg
Deadly Green Bolts [Shoot in Combat]
Deadly Green Bolts
Shoot in Combat
10"D64+2+1D3
MELEE WEAPONS
AtkHitWndRndDmg
Wurrgog Staff
Wurrgog Staff44+3+-D3
BATTLE PROFILE

Unit Size: 1      Points: 160
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Savage Big Boss, Any BONESPLITTERZ
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Battle (Army), Your Shooting Phase
WURRGOG MASK: The shaman taps into the power of their mask, unleashing the full might of their deadly green bolts – but if they stare too long, their head may explode!

Effect: For the rest of the turn:
  • The Attacks characteristic of this unit’s Deadly Green Bolts is 12 instead of D6.
  • For each unmodified hit roll of 1 for a shooting attack made by this unit, inflict D3 mortal damage on this unit after the SHOOT ability has been resolved.

Your Hero Phase
4
SUIGGLY CURSE: The shaman transforms an enemy into a tiny squiggly beast. Scooping up the indignant creature, the shaman bags himself a new squeaky wotsit that he can squeeze to boost his spells.

Declare: Pick an enemy HERO in combat with the caster to be the target, then make a casting roll of 2D6.

Effect: Inflict D3 mortal damage on the target. If the target is destroyed by this spell, add 1 to this unit’s power level for the rest of the battle.
KEYWORDSSPELL, UNLIMITED

KEYWORDS
HERO, WIZARD (2), INFANTRY, WARD (6+)
DESTRUCTION, BONESPLITTERZ

Monster Hero


BONESPLITTERZ WARSCROLL
Kragnos
the End of Empires
10"
18
4+
15
One of the most destructive races to have ever lived, the Drogrukh were centauroid warriors who built a great nation in the Realm of Beasts. From their number rose a champion so powerful that he ascended to godhood: Kragnos, the End of Empires. Having led his people in warfare against a draconic empire that le the Drogrukh all but extinct, Kragnos was sealed away for the protection of the realms – only to be freed centuries later.
BONESPLITTERZ WARSCROLL
Kragnos
the End of Empires
MELEE WEAPONS
AtkHitWndRndDmg
The Dread Mace
The Dread Mace63+2+34
Hooves of Wrack and Ruin
Hooves of Wrack and Ruin63+2+12
Tuskbreaker [Crit (2 Hits)]
Tuskbreaker
Crit (2 Hits)
34+2+2D3
BATTLE PROFILE

Unit Size: 1      Points: 580
Base size: 130mm
Can be reinforced: No
Regiment Options: Any BONESPLITTERZ

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of The Dread Mace is 4 and this unit has a Control characteristic of 10.

Once Per Turn (Army), Any Charge Phase
RAMPAGING DESTRUCTION: Kragnos rampages through the press of his foes, his hooves flattening all in his path.

Effect: If this unit charged this phase, pick 1 of the following effects:
  • Roll a dice for each enemy unit within 1" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.
  • Pick an enemy MONSTER in combat with this unit and roll 2D6. On a 7, this ability has no effect. Otherwise, inflict an amount of mortal damage on that unit equal to the results on the dice used for the 2D6 roll multiplied together. For example, a 2D6 roll of 2 and 6 would inflict 12 mortal damage (2 × 6).
KEYWORDSRAMPAGE

Your Charge Phase
THE END OF EMPIRES: Where Kragnos goes, the hordes of Destruction follow.

Effect: For the rest of the turn, add 1 to the number of dice rolled when making charge rolls for friendly DESTRUCTION units while they are wholly within 12" of this unit, to a maximum of 3.

Reaction: Opponent declared a SPELL ability
THE SHIELD INVIOLATE: Tuskbreaker has the power to guard Kragnos against even the most potent magical force.

Effect: If this unit was picked to be the target of that spell, roll a dice. On a 3+, ignore the effect of that spell on this unit. This unit can use this ability more than once per phase but only once per SPELL ability.

Passive
AVATAR OF DESTRUCTION: Kragnos is the embodiment of Ghur’s relentless ferocity. No single strike can lay him low.

Effect: If this unit would be automatically destroyed, it is not automatically destroyed. Instead, allocate 6 damage points to it (ward rolls cannot be made for those damage points).

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WARD (5+)
DESTRUCTION, BONESPLITTERZ

Cavalry


BONESPLITTERZ WARSCROLL
Savage Boarboy Maniaks
10"
3
5+
1
Maniaks are amongst the most unhinged of all Bonesplitterz, each one brimming with the power of the Waaagh!. Their mounted mobs hoot and holler as they charge across the battlefield, smashing into the foe and laying about themselves with wild abandon.
BONESPLITTERZ WARSCROLL
Savage Boarboy Maniaks
MELEE WEAPONS
AtkHitWndRndDmg
Chompas
Chompas44+3+-1
War Boar’s Tusks and Hooves [Charge (+1 Damage), Companion]
War Boar’s Tusks and Hooves
Charge (+1 Damage), Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 150
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Turn (Army), Reaction: You declared a CHARGE ability for this unit
ON A TEAR: The bellowing jeers of the boarboys and the squealing roars of their ferocious mounts as they pelt towards their targets makes for a bowel-shuddering sight.

Effect: Add 5 to this unit’s control score for the rest of the turn.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
DESTRUCTION, BONESPLITTERZ


BONESPLITTERZ WARSCROLL
Savage Boarboys
10"
3
5+
1
Mobs of Savage Boarboys thunder across the land, hunting endlessly for new monsters to slay. Their sharp, primitive weapons skewer the enemy with ease, while their snorting war boar mounts trample over any foolish enough to get in their way.
BONESPLITTERZ WARSCROLL
Savage Boarboys
MELEE WEAPONS
AtkHitWndRndDmg
Boarboy Weapons
Boarboy Weapons34+3+11
War Boar’s Tusks and Hooves [Charge (+1 Damage), Companion]
War Boar’s Tusks and Hooves
Charge (+1 Damage), Companion
25+3+-1
BATTLE PROFILE

Unit Size: 5      Points: 140
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
WILD ENTHUSIASM: Between their own flagrant disregard for self-preservation and their hogs’ nigh uncontrollable rampages, Savage Boarboys often barrel right into and through even the most dangerous enemies.

Effect: This unit can use the ‘Power Through’ command even if it has not charged this turn. In addition, when you pick a target for that command, the target does not have to have a lower Health characteristic than this unit.

KEYWORDS
CAVALRY, CHAMPION, MUSICIAN (1/5), STANDARD BEARER (1/5), WARD (6+)
DESTRUCTION, BONESPLITTERZ

Infantry


BONESPLITTERZ WARSCROLL
Savage Big Stabbas
5"
4
6+
1
Carrying Gorktoof spears, massive weapons capable of felling a Stardrake, Big Stabbas seek to slay the greatest of beasts. Even should these daring orruks be killed, they will hurl their huge spears to bring down their target in a final act of defiance.
BONESPLITTERZ WARSCROLL
Savage Big Stabbas
MELEE WEAPONS
AtkHitWndRndDmg
Gorktoof [Crit (Mortal), Charge (+1 Damage)]
Gorktoof
Crit (Mortal), Charge (+1 Damage)
34+2+12
BATTLE PROFILE

Unit Size: 2      Points: 130
Base size: 60 × 35mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
DA FINAL FLING: Should a Big Stabba team be slain before they get a chance to ‘give ’em a stabbin’’, they will use their last moments to hurl their Gorktoof spear at the foe.

Effect: While this unit is not in combat, each time a model in this unit is slain by a shooting attack and that model was within 12" of the attacking unit, roll a dice. Add 2 to the roll if the attacking unit was a MONSTER. On a 4+, inflict D6 mortal damage on the attacking unit after the SHOOT ability has been resolved.

KEYWORDS
INFANTRY, WARD (6+)
DESTRUCTION, BONESPLITTERZ


BONESPLITTERZ WARSCROLL
Savage Orruk Arrowboys
5"
2
6+
1
Arrowboys favour Mork’s kunnin’ tactics, taking joy in pincushioning foes while their backs are turned. Mobs of Arrowboys will stick a monster full of sharp projectiles from a distance before closing in to finish them off with sharp bone shivs and chompas.
BONESPLITTERZ WARSCROLL
Savage Orruk Arrowboys
RANGED WEAPONS
RngAtkHitWndRndDmg
Stinga Bow [Crit (Auto-wound)]
Stinga Bow
Crit (Auto-wound)
15"25+4+-1
MELEE WEAPONS
AtkHitWndRndDmg
Chompa
Chompa14+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Once Per Battle Round (Army), Any Shooting Phase
AIM FER ITS EYES: Arrowboys loose shots at the eyes of their bestial prey, causing them immense pain and fouling their attacks.

Declare: If all of the attacks made with this unit’s Stinga Bows this turn targeted the same enemy unit, pick that enemy unit to be the target.

Effect: Roll a dice. Add 1 to the roll if the target is a BEAST or CAVALRY unit, or add 2 to the roll if the target is a MONSTER. On a 4+, subtract 1 from the Attacks characteristic of the target’s Companion weapons for the rest of the turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
DESTRUCTION, BONESPLITTERZ


BONESPLITTERZ WARSCROLL
Savage Orruk Morboyz
5"
2
6+
1
Roaring unintelligible war cries, Morboys are amongst a Bonesplitterz warclan’s deadliest warriors. Each possesses a deep connection to the wild spirit of Gorkamorka, growing stronger and more manic as monstrous foes are slain around them.
BONESPLITTERZ WARSCROLL
Savage Orruk Morboyz
MELEE WEAPONS
AtkHitWndRndDmg
Paired Savage Weapons
Paired Savage Weapons34+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 160
Base size: 32mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
MORBOY FURY: When Morboys charge into battle, the sheer mass and impetus of their charge can crumple battlelines and disrupt the coordination of even the finest warriors.

Effect: If this unit charged this turn, enemy units cannot use commands while they are in combat with this unit.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
DESTRUCTION, BONESPLITTERZ


BONESPLITTERZ WARSCROLL
Savage Orruks
5"
2
5+
1
Savage Orruks cross the battlefield as a howling tide of tattooed green flesh. As more of these frenzied greenskins mob together, the Waaagh! energy flowing through them grows stronger, until they become akin to a raging storm of primal destruction.
BONESPLITTERZ WARSCROLL
Savage Orruks
MELEE WEAPONS
AtkHitWndRndDmg
Savage Weapons
Savage Weapons24+3+-1
BATTLE PROFILE

Unit Size: 10      Points: 140
Base size: 32mm
Can be reinforced: Yes
Notes: This unit will move to Warhammer Legends on 1 June 2025.

Passive
THE SAVAGE HORDES: Savage Orruks are the backbone of their warclan, going to battle in great mobs that become wild and intractable once the fighting gets going.

Effect: Add 10 to the control score of this unit while it is in combat with any enemy units that charged this turn.

KEYWORDS
INFANTRY, CHAMPION, MUSICIAN (1/10), STANDARD BEARER (1/10), WARD (6+)
DESTRUCTION, BONESPLITTERZ


BONESPLITTERZ WARSCROLL
Hedkrakka’s Madmob
5"
3
6+
1
The self-proclaimed Gob of Gork says he can hear the voice of Gorkamorka through his pet squig-snake. It was that same serpent that convinced Hedkrakka and his mates to seek out and kill the Beastgrave, though it has yet to reveal how. Together, the claw-fisted Boss Toofdagga, the club-wielding Wollop da Skul and the arrowboy Dakko Sharp-Stikka form the faithful entourage of the shaman Hedkrakka. These mad lads gladly follow their Wurrgog Prophet into the most dangerous wilds of Ghur.
BONESPLITTERZ WARSCROLL
Hedkrakka’s Madmob
MELEE WEAPONS
AtkHitWndRndDmg
Madmob Weapons
Madmob Weapons34+3+-1
BATTLE PROFILE

Unit Size: 4      Points: 100
Can be reinforced: No
Notes: This unit cannot be reinforced.

Each model in this unit is armed with Madmob Weapons. The models in this unit are:
  • Hedkrakka, Gob of Gork (champion)
  • Toofdagga
  • Wollop da Skul
  • Dakko Sharp-Stikka

Passive
HEDKRAKKA, GOB OF GORK: The self-proclaimed Gob of Gork claims to hear the voice of Gorkamorka through his pet squig-snake.

Effect: While this unit’s Hedkrakka, Gob of Gork, is on the battlefield, it has WIZARD (1).

Once Per Turn (Army), Your Shooting Phase
GO FOR DA EYES: Dakko is one of the more accomplished archers in the warclans and can land a shot with surprising accuracy.

Declare: If this unit’s Dakko Sharp-Stikka is on the battlefield, pick a visible enemy unit within 18" of this unit to be the target.

Effect: Roll a dice. Add 1 to the roll if the target is a MONSTER. On a 4+, inflict 1 mortal damage on the target.

KEYWORDS
UNIQUE, INFANTRY, CHAMPION, WARD (6+), ORRUK
DESTRUCTION, BONESPLITTERZ
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
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’).

The CAVALRY keyword is used in the following Bonesplitterz warscrolls:

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.
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.
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.

The HERO keyword is used in the following Bonesplitterz warscrolls:

• Wardokk
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:

The CAVALRY keyword is used in the following Bonesplitterz warscrolls:

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.

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.
3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.

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

The INFANTRY keyword is used in the following Bonesplitterz warscrolls:

• Wardokk
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

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).
Shoot in Combat
This weapon can be used to make shooting attacks even if the attacking unit is in combat.
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).
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).
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

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.
Crit (2 Hits)
If an attack made with this weapon scores a critical hit, that attack scores 2 hits on the target unit instead of 1. Make a wound roll for each hit.
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

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

The UNIQUE keyword is used in the following Bonesplitterz warscrolls:

1.0 Champions
Units with the CHAMPION keyword have one or more champion models. If there is a number after the CHAMPION keyword, that number indicates the proportion of models in that unit that can be champions. In any other case, 1 model in the unit can be a champion. Units with the CHAMPION keyword have the following passive ability:

Passive
CHAMPION: A veteran fighter leads the charge.

Effect: Add 1 to the Attacks characteristic of weapons used by champions in this unit.

The CHAMPION keyword is used in the following Bonesplitterz warscrolls:

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).
Any Hero Phase
1
RALLY: With an inspiring call to action, wounded soldiers get a second wind and fresh troops take the field to replace their fallen comrades.

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

Effect: Make 6 rally rolls of D6. For each 4+, you receive 1 rally point. Rally points can be spent in the following ways:
  • For each rally point spent, Heal (1) that unit.
  • You can spend a number of rally points equal to the Health characteristic of that unit to return a slain model to that unit.
You can spend the rally points in any combination of the above. Unspent rally points are then lost.
2.0 Musicians
Units with the MUSICIAN keyword have one or more musician models. The number after the MUSICIAN keyword indicates the proportion of models in that unit that can be musicians. Units with the MUSICIAN keyword have the following passive ability:

Passive
MUSICIAN: The beat of a drum or the blast of a horn drives the soldiers ever onward.

Effect: While this unit contains any musicians, if it uses the ‘Rally’ command, you can make one additional rally roll of D6.

The MUSICIAN keyword is used in the following Bonesplitterz warscrolls:

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
3.0 Standard Bearers
Units with the STANDARD BEARER keyword have one or more standard bearer models. The number after the STANDARD BEARER keyword indicates the proportion of models in that unit that can be standard bearers. Units with the STANDARD BEARER keyword have the following passive ability:

Passive
STANDARD BEARER: The unit’s standard provides a rallying point in the chaos of battle.

Effect: While this unit contains any standard bearers, add 1 to this unit’s control score.

The STANDARD BEARER keyword is used in the following Bonesplitterz warscrolls:

End of Any Turn
1
POWER THROUGH: The warriors use their sheer mass or resilience to drive through a group of weaker foes, leaving broken bodies in their wake.

Declare: Pick a friendly unit that charged this turn to use this ability, then you must pick an enemy unit in combat with it to be the target. The target must have a lower Health characteristic than the unit using this ability.

Effect: Inflict D3 mortal damage on the target. Then, the unit using this ability can move a distance up to its Move characteristic. It can pass through and end that move within the combat ranges of enemy units that were in combat with it at the start of the move, but not those of other enemy units. It does not have to end the move in combat.
KEYWORDSMOVE
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.
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.
Crit (Auto-wound)
If an attack made with this weapon scores a critical hit, that attack automatically wounds the target. Make a save roll as normal.
3.3 Reinforced Units
When you add a unit to your army roster, you can add it as a reinforced unit. A reinforced unit has twice as many models as its minimum unit size and costs twice as many points. If a unit has a minimum unit size of 1, it cannot be reinforced.

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