From 1d4chan

Faction Overview[edit]

These guys are so nuts, or their shamans are, that some of them eventually make their way to the Eightpoints and start smashing heads. That's it, really. One of the cheapest to do, as it revolves only on the Savage Orruks, including the Big Stabbas. They move quickly into fights like Ironjaws but rely on Fanaticism, numbers, ranged weapon over heavy Armour and strength.


  • Adaptable: Plenty of ways to get close with your melee fighters, ways to make your guys tougher, adequate shooting (hey, they're insane orruks, what do you want?), and reasonable cost means you're generally bringing an all comers warband that's actually going to do well against ALL COMERS.
  • Wounds: Orruks are beefy. Orruks that are insane and hopped up on Waaagh! energy are also beefy. The average to below average toughness is made up for by the fact that your basic dudes are 15 wounds, and your REAL heavy hitters are 25-30 wounds each.
  • Easy to play: The combination of the above two, and no really outright complex/shenanigan-arry rules means Bonesplitters are a pretty forgiving warband to play. Your guys aren't likely to be steamrolled, and good playing is rewarded just as much as poor playing isn't hurt.
  • Cheap: Ok, let's talk about this. Bonesplitters are a small faction in AoS. Basically 2 boxes, and some heroes. Thanks to this though, you can get EVERYTHING you need for a motley crew of naked insane Orruks from a single box. All the pieces are there! Make yourself 5 of each type of boy, a banner dude and 2 big stabbas from the one 20-man box, and you have a fully kitted out warband with more options than you can shake a bone at!
  • Arrows boys: Who doesn't love orky shooting? Joking aside about the lackluster power of these guys, what should never be overlooked in Warcry is the power of ranged combat. Spears, arrows, anything where you can have a guy outside of combat range and still plinking off wounds from your opponent? Invaluable. They're also relatively cheap points-wise.


  • High Value Targets: Because of a few aura-type abilities, you really need to keep your Bone Totem and Leader alive. your Big Stabbas, despite being 30 wounds, are likely to get focused as well.
  • Low Toughness: Despite ways to boost it, your guys are mostly going to be T3. Which in Warcry translates to taking a lot of damage from average to heavy hitting attacks. Keep in mind your opponent when playing, and you'll be fine.
  • Low Base Damage: Shield Boys and Arrowboys, your cheapest and often primary units, both have a 1/3 damage spread, with not a lot of attacks. Meaning you have to either use them to clean up already damaged foes, or tie high value targets in place for your Morboys to mop up.

Abilities Overview[edit]

  • [Double] Charge!: A fighter can use this ability only if there is a visible enemy fighter within 6" of them. This fighter makes a bonus move action and must finish closer to the closest visible enemy fighter than they were at the start of the move action.(All)
    • Fighter Commentary Extremely useful as a warband-wide ability. Helps close the gap, particularly for the Morboys, Bosses, and Big Stabbas so you can bring their full compliment of attacks on some unsuspecting fool. Bear in mind though, it is only a move action, so you are limited by movement reducing twists, but ALSO benefit if Waaagh! has been activated.
  • [Double] Toof Shiv: Pick a visible enemy fighter within 1" of this fighter and roll a dice. On a 3-4, allocate 1 damage point to that fighter. On a 5-6, allocate a number of damage points to that fighter equal to the value of this ability. (Morkboy)
    • Fighter Commentary 2/3 chance of some damage, and a 1/3 chance of BIG damage is hit or miss. In most situations, you're better off spending the double on Onslaught and letting the Morboys do what Morboys do. It can be useful for objective grabbing and target shifting if your opponent has a nearly dead model and you REALLY need to get your Morboy elsewhere.
  • [Double] Beast Spirit Ju-Ju: Until the end of the battle round, add 1 to the Toughness characteristic of friendly fighters while they are within 6" of this fighter. (Bone Totem)
    • Fighter Commentary Tired of your Savage Orruks being too hopped up on Waaagh! energy to bother with armor? Don't want to sacrifice Morboy damage to take Boneshield boys? This is the ability for you. That +1 toughness makes your Morboys, and Arrowboys T4, and your Sheild boys a nice and tanky T5. Positioning the big Ju-Ju stick is a key part of this warband, and makes an already pretty beefy line of dudes even beefier. Laugh as plainsrunners and other chaff have their piddly attacks bounce off your insane naked orruks.
  • [Triple] Waaagh!: Add the value of this ability to the Move characteristic of friendly fighters within 6" of this fighter when this fighter uses this ability, until the end of the battle round. (Leader)
    • Fighter CommentaryA shared ability with your more heavily armored, bigger cousins the Ironjawz (Almost like GW likes recycling rules...). Smart use of a triple takes Bonesplitters from a pretty average movement 4 to anywhere between 5 and an astounding 10 inch movement. If your opponent goes first, that means there's a SOLID possibility that a single move action has one of your boys in combat with an activation to spare on your first move. Also great for making sure your boys can grab those turn 3 objectives out of nowhere. Do keep in mind that this MUST have your boss alive and near other boys to be most effective.
  • [Triple] Loadsa Arrows: Add half the value of this ability (rounding up) to the Attack characteristic of attack actions made by this fighter that target an enemy fighter more than 3" away. (All Arrowboys)
    • Fighter Commentary Take Onslaught. But instead of adding 1 attack, add half the value of the triple. Then make it so you can do it for ranged attacks. Got FAQ to be better if your confused from the card, so now those additional attacks? They're for each attack ACTION. Meaning a triple 6 takes your lowly Arrowboys from 2 attacks to 5, 10 if you use both activations. Orruk shooting has never been about accuracy, its ALWAYS been about DAKKA! Do keep in mind that the damage profile on Arrowboys is just 1/3 ad S3, so its not likely to pop one of Siggy-Pop's Golden Boys, but still hilarious.
  • [Quad] Rampaging Destroyer: Until the end of this fighter's activation, add 1 to the Attacks characteristic of attack actions made by this fighter. In addition, each time an enemy fighter is taken down by an attack action made by this fighter this activation, this fighter can make a bonus move action. (All)
    • Fighter Commentary Destruction rules being Destruction rules. Pop this on a boss or Big Stabba, heck, even the Totem Boy, and start toppling bodies. Most useful in situations where a fighter has a target close to death, and either another, healthier target in range, or needs to close a gap to another. Great when used right, but not always necessary.

Fighter's Overview[edit]


Savage Boss with Chompa and Bone Shield[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 185 Pts.
    • Runemarks: Leader
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 2/5
    • Fighter Commentary Basic Combat Boss. -20 points for 1 less attack with a lower damage profile than the Morboy. Solid option, particularly when you need to save a few points. Shame that his shield doesnt give him the +1 toughness relative to the other bosses.

Savage Morboy Boss[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 205 Pts.
    • Runemarks: Leader
    • Weapons:
      • Sword-Range 1"; Attacks 4; Strength 4; Damage 3/6
    • Fighter Commentary Big Daddy Beatstick. 4 attacks at that 3/6 profile is a lot of hurt from one guy. He does suffer by being the most expensive model in the Warband. He's even more expensive than the Big Boss ally for some unknown reason.

Savage Orruk Arrowboy Boss[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 25; 125 Pts.
    • Runemarks: Leader, Destroyer
    • Weapons:
      • Ranged-Range 3-15"; Attacks 3; Strength 3; Damage 1/3
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 2/4
    • Fighter Commentary The ranged boss. Also the cheapest by far. Same bow attack as the Arrow boys, with an extra shot, and a 2/4 damage profile in combat. This guy, is your cheapest option, and most versatile. He's also the only one with access to more than just the Waaagh! and charge abilities, so you can pump out even more shots using Loadsa Arrows on him. Definitely the most economical, just don't expect him to be the melee truck that the other two are.


Savage Orruk with Chompa and Bone Shield[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 15; 90 Pts.
    • Runemarks: None
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 1/3
    • Fighter Commentary Your basic dude. Shield makes him tougher at T4 (Like your bosses), so hes a solid choice. Somewhat let down by his 1/3 damage profile, but being relatively cheap means you can cram a few more in. Run comparison to Morboys and then season to taste.

Savage Orruk with Savage Stikka and Bone Shield[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 15; 85 Pts.
    • Runemarks: None
    • Weapons:
      • Spear-Range 2"; Attacks 2; Strength 3; Damage 1/3
    • Fighter Commentary Same as above, just trades 1 attack for 1"range at a -5 points cost. The cheapest guys you have access to. Situational as 2 attacks at 1/3 isnt going to be dropping anyone in most situations, but useful enough for poking extra wounds off from outside engagement range. Also good for if you want another body, but cant quite squeeze in that last arrowboy or sheild boy

Savage Morboy[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 15; 110 Pts.
    • Runemarks: Elite
    • Weapons:
      • Sword-Range 1"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary 20/25 points morr expensive than the shield variants, BUT you get an 3 attacks at a 2/4 damage profile, and access to the Bone Shiv, potentially dealing some extra damage out of activation. These guys are your elites, and in most cases your workhorses. Look out for that T3 though, as whatever they don't kill is likely to put the hurt right back on them.

Savage Morboy with Bone Totem[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 15; 110 Pts.
    • Runemarks: Mystic
    • Weapons:
      • Spear-Range 3"; Attacks 3; Strength 4; Damage 2/4
    • Fighter Commentary Dont. Leave. Home. Without. This. Guy. Seriously, this is probably the most important model in a Bonesplitters warband. First off, his Ju-Ju Spirit ability is a 6" bubble of +1 Toughness, meaning your dudes just got a ton tankier. He also hits like a Morboy (3 attacks, S4, 2/4) but from 3" away. All for the same cost as a Morboy. Take one, let all the other boys feel the power of the Waaagh! and then whack your opponent with the Ju-Ju Stick!

Savage Orruk Arrowboy[edit]

  • Stats: Movement 4"; Toughness 4; Wounds 15; 90 Pts.
    • Runemarks: Destroyer
    • Weapons:
      • Ranged-Range 3-15"; Attacks 2; Strength 3; Damage 1/3
      • Sword-Range 1"; Attacks 3; Strength 3; Damage 1/2
    • Fighter CommentarySame price as a sheild boy, but trades toughness and an extra crit damage in close range for the ability to shoot people up to 15" away. In Warcry, that's big. However, that ranged damage is still only a 1/3 profile, meaning on his own, arrow boys aren't dropping people. Loadsa Arrows makes up for it, making a single arrow boy into a Gork-Damned hillarious arrow spewing turret. Also great for standing on objectives without being made useless by being away from the fight. Very useful, but make make sure they're not all you're relying on.

Savage Big Stabba[edit]

  • Stats: Movement 4"; Toughness 3; Wounds 30; 175 Pts.
    • Runemarks: None
    • Weapons:
      • Spear-Range 1"; Attacks 3; Strength 5; Damage 3/6
    • Fighter Commentary Ever look at a spear and think "That's far too small. I could never impale someone with that." Well, grab your nearest green buddy and channel your innermost Orky Crocodile Dundee, because that's not a spear, THIS IS A SPEAR! Two equally crazy Morboys picked up the biggest tree they could, put a sharp end on it and started stabbing people, making this not only your tankiest unit (30 wounds) but also one of your biggest damage dealers. 3 Attacks per activation at S5 with a 3/6 profile means this WILL kill something. Also a prime target for Rampaging Destroyers to watch the hope drain from your opponent's eyes as one base mulches 3 guys per turn. Also, cheaper than two thirds of your bosses, so even consider taking 2 if you want to run a dead-killy elite warband. Keep in mind though, they're only T3, so make sure your Ju-Ju Stick is close by.

Minions, Thralls, and Allies[edit]

General Tactics[edit]

Other Helpful Tips[edit]

Example Builds[edit]

Warcry Tactics
Grand Alliance: Chaos
Grand Alliance: Death
Grand Alliance: Destruction
Grand Alliance: Order
Monsters & Mercenaries