Skaven – Grey Seer on Screaming Bell
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WARSCROLL

Grey Seer on Screaming Bell

Mounted atop the creaking carriage of a Screaming Bell, a Grey Seer hurls dark sorcery into the enemy ranks. The ensorcelled bell tolls again and again, its warped peals shattering stone and bone, splintering sanity and rending reality itself.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone Staff
Warpstone Staff2"34+4+-11
Tearing Claws and Fangs
Tearing Claws and Fangs1"44+3+-12
Rusty Spikes
Rusty Spikes1"D63+-11
DAMAGE
Wounds SufferedMoveRusty SpikesPeal of Doom
0-36"2+26"
4-56"3+22"
6-84"4+18"
9-104"4+14"
11+3"5+10"
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 265
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

DESCRIPTION

A Grey Seer on Screaming Bell is a single model armed with a Warpstone Staff.

MOUNT: This model’s Screaming Bell attacks with its Rusty Spikes.

CREW: This model has a Rat Ogor crew that attacks with its Tearing Claws and Fangs. For rules purposes, the Rat Ogor is treated in the same manner as a mount.

ABILITIES

Altar of the Horned Rat: Those skaven that scurry to battle in the shadow of a Screaming Bell are filled with the certainty of victory.
Do not take battleshock tests for friendly SKAVENTIDE units while they are wholly within 13" of this model.

Protection of the Horned Rat: An eerie sense of watchfulness surrounds this war engine, and an unholy warding protects it from harm.
Roll a dice each time you allocate a wound or mortal wound to this model. On a 5+ that wound or mortal wound is negated.

Pushed into Battle: The Screaming Bell’s wheeled carriage is heaved into battle by the massed skaven that swarm about it.
This model cannot move unless it starts the move within 6" of 10 or more friendly SKAVENTIDE models. In addition, this model’s Rusty Spikes have an Attacks characteristic of 2D6 instead of D6 if this model made a charge move in the same turn.

Peal of Doom: The ominous tolling of a Screaming Bell resounds above the clamour of battle, crying out ‘Doom! Doom! Doom!’.
At the start of your hero phase, roll 2D6 for this model and look up the result on the table below. The range of the Peal of Doom is shown on the damage table above.
2D6Result
2Magical Backlash: Each unit within 3" of this model suffers D3 mortal wounds.
3-4Unholy Clamour: Add D6" to this model’s Move characteristic until your next hero phase.
5-6Deafening Peals: Roll a dice for each enemy unit within range of this model’s Peal of Doom. On a 4+ that unit suffers 1 mortal wound.
7Avalanche of Energy: Until the end of this hero phase, add 1 to casting rolls for friendly SKAVENTIDE WIZARDS that are within range of this model’s Peal of Doom.
8-9Apocalyptic Doom: Roll a dice for each enemy unit within range of this model’s Peal of Doom. On a 4+ that unit suffers D3 mortal wounds.
10-11Wall of Unholy Sound: Until your next hero phase, subtract 1 from hit rolls for attacks made by enemy units while they are wholly within range of this model’s Peal of Doom.
12A Stirring Beyond the Veil: You can summon a VERMINLORD to the battlefield and add it to your army. The summoned unit must be set up within range of this model’s Peal of Doom and more than 9" from any enemy units. If you roll this result a second or subsequent time during a battle, heal up to 12 wounds allocated to this model instead of summoning a VERMINLORD.

MAGIC

This model is a WIZARD. It can attempt to cast two spells in your hero phase, and attempt to unbind two spells in the enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Cracks Call spells.

Cracks Call: Harnessing the thunderous peals of the Screaming Bell, the Grey Seer channels a reverberating sorcerous blast into the ground beneath the enemy’s feet. Gaping chasms and fume-gouting rents yawn wide, sending screaming victims vanishing into the depths.
Cracks Call has a casting value of 6. If successfully cast, pick 1 enemy unit within 18" of the caster and visible to them, and roll 2D6. If the roll is greater than that unit’s Move characteristic, that unit suffers a number of mortal wounds equal to the difference between its Move characteristic and the roll. This spell has no effect on units that can fly.

KEYWORDS
CHAOS, SKAVEN, SKAVENTIDE, MASTERCLAN, WAR MACHINE, HERO, WIZARD, SCREAMING BELL, GREY SEER
22.3.1 Mounts, Companions and Crew
Sometimes the description on a warscroll will say whether the models in the unit have mounts, companions or a crew. When a model attacks, its mount, companions and crew attack too, and when the model is removed from play, its mount, companions and crew are removed too. For rules purposes, companions and crew are treated in the same manner as mounts.
15.1 Battleshock Tests
You must make a battleshock roll for each friendly unit that has to take a battleshock test. To make a battleshock roll, roll a dice and add the number of models in the unit that were slain in that turn to the roll. If the battleshock roll is greater than the unit’s Bravery characteristic, the battleshock test has been failed. If the test is failed, for each point by which the battleshock roll exceeds the unit’s Bravery characteristic, 1 model in that unit must flee. You decide which models flee. A model that flees is removed from play.

If a slain model is returned to its unit in the same turn that it is slain, it still counts as having been slain in that battle round for the purposes of battleshock tests.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
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.
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.

The SKAVENTIDE and WIZARD keywords are used in the following Skaven warscrolls:

Leader
Leader, Behemoth
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.
Hit Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, the attack scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. An unmodified hit roll of 1 always fails and an unmodified hit roll of 6 always hits. A hit roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

Sometimes an ability will allow a single hit roll to score two or more hits. If this is the case, make all of the wound and save rolls for those hits at the same time.

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
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.
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.
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.
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth

The WAR MACHINE keyword is used in the following Skaven warscrolls:

Artillery
Leader, Behemoth
Behemoth

The GREY SEER keyword is used in the following Skaven warscrolls:

Leader
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021