Ogor Mawtribes – Firebelly
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6"
7
5+
6
WARSCROLL

Firebelly

Wandering shamans who worship Gorkamorka as the Sun-eater, Firebellies gobble up the spiciest and deadliest ingredients in order to stoke the flames within their gut. Should an enemy stray too close, they will be immolated with a gout of fiery breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fire Breath
Fire Breath6"
See below
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Basalt Hammer
Basalt Hammer2"23+3+-1D3
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 125
Battlefield Role: Leader
Base size: 50mm
Notes: Single

DESCRIPTION

A Firebelly is a single model armed with Fire Breath and a Basalt Hammer.

ABILITIES

Fire Breath: Fiery morsels are consumed by this ogor moments before a torrent of flame is spat back out at the enemy.
Do not use the attack sequence for an attack made with Fire Breath. Instead, pick 1 enemy unit that is within range of the attack and roll a dice. On a 4+, that enemy unit suffers D3 mortal wounds.

MAGIC

This model is a WIZARD. It can attempt to cast one spell in your hero phase and attempt to unbind one spell in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Cascading Fire-cloak spells.

Cascading Fire-cloak: The Firebelly creates a shield of fire around himself, scorching nearby foes.
Cascading Fire-cloak has a casting value of 6. If successfully cast, roll 1 dice for each enemy unit within 3" of the caster. On a 4+, that enemy unit suffers D3 mortal wounds. In addition, if this spell is successfully cast, add 1 to save rolls for attacks that target this model until the start of your next hero phase.

KEYWORDS
DESTRUCTION, OGOR, OGOR MAWTRIBES, HERO, WIZARD, FIREBELLY
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
Save Roll
Your opponent rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. If the roll equals or beats the target unit’s Save characteristic, the target is saved and the attack sequence ends. If not, the attack is successful and you must determine the damage that is inflicted on the target. An unmodified save roll of 1 always fails. A save roll cannot be modified by more than +1 (this is an exception to the principle that abilities take precedence over core rules).

Designer’s Note: Save rolls do not always succeed on an unmodified roll of 6, and they can be modified by more than -1.

The OGOR keyword is used in the following Ogor Mawtribes warscrolls:

The OGOR MAWTRIBES keyword is used in the following Ogor Mawtribes warscrolls:

The HERO keyword is used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
• Tyrant
Leader, Behemoth

The WIZARD keyword is used in the following Ogor Mawtribes warscrolls:

Leader
• Butcher
© Vyacheslav Maltsev 2013-2021