Ogor Mawtribes – Firebelly

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Wandering shamans who worship Gorkamorka as the Sun-eater, Firebellies gobble up the spiciest and deadliest ingredients to stoke the flames within their gut. Should a foe stray too close, they will be incinerated by a gout of fiery breath.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Fire Breath
Fire Breath8"See below2+3+-1
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Basalt Hammer
Basalt Hammer2"23+3+-1D3

Unit Size: 1      Points: 120
Battlefield Role: Leader
Base size: 50mm
Notes: Single

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

WIZARD: This unit can attempt to cast 1 spell in your hero phase and attempt to unbind 1 spell in the enemy hero phase.

Fire Breath: Fiery morsels are consumed by this ogor moments before a torrent of flame is spat back out at the enemy.
The Attacks characteristic of Fire Breath is equal to the number of models in the target unit (to a maximum Attacks characteristic of 10).

Cascading Fire-cloak: The Firebelly creates a shield offire around themselves, scorching nearby foes.
Cascading Fire-cloak is a spell that has a casting value of 5 and a range of 3". If successfully cast, roll a dice for each enemy unit within range. On a 4+, that enemy unit suffers D3 mortal wounds.

In addition, if this spell is successfully cast, this unit has a ward of 5+ until the start of your next hero phase.

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.

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

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14.3 Wards
Some abilities allow you to roll a dice to negate a wound or mortal wound, or to allocate a wound or mortal wound to a unit other than the original target. Abilities of this type are referred to as wards, and the dice roll is referred to as a ward roll. Unless stated otherwise, the ward roll is made before the wound is allocated to the model in question. Up to 1 ward roll can be made for each wound or mortal wound, unless specified otherwise. If the ward roll is successful, the wound or mortal wound is negated and has no effect on the model. If a wound or mortal wound cannot be negated, you cannot make a ward roll for that wound or mortal wound.
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.

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

• Butcher
© Vyacheslav Maltsev 2013-2024