Skaven – Grey Seer on Screaming Bell
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WARSCROLL

Grey Seer on Screaming Bell

The maddening clang of a Screaming Bell is no normal sound but a magical effect that can twist reality around it, invigorating nearby skaven or even ripping a hole through the veil between worlds as the Grey Seer atop it cackles in manic delight.
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Warpstone Staff
Warpstone Staff2"34+4+-1D3
Tearing Claws and Fangs
Tearing Claws and Fangs1"44+3+-12
Rusty Spikes
Rusty Spikes1"3+3+-11
DAMAGE
Wounds SufferedMoveRusty SpikesAvalanche of Energy
0-66"6Casting +2/Chanting +1
7-95"5Casting +1/Chanting +1
10-124"4Casting +1/Chanting 0
13+3"3Casting 0/Chanting 0
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 325
Battlefield Role: Leader, Behemoth
Base size: 120 x 92mm
Notes: Single

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

WIZARD: This unit can attempt to cast 2 spells in your hero phase and attempt to unbind 2 spells in the enemy hero phase.

MOUNT: This unit’s Screaming Bell is armed with Rusty Spikes.

CREW: This unit has a Rat Ogor crew armed with Tearing Claws and Fangs.

PUSHED INTO BATTLE: This unit cannot move unless it starts the move within 6" of 10 or more other friendly SKAVEN models.

Altar of the Horned Rat: An eerie sense of watchfulness surrounds this war engine, and an unholy warding protects it from harm. This unit has a ward of 5+. In addition, at the start of your hero phase, you can say that this unit will beseech the Horned Rat instead of attempting to cast spells in that phase. If you do so, in that phase, this unit is treated as having the Priest keyword instead of the Wizard keyword.

Avalanche of Energy: Waves of lurid green energy ripple from the Screaming Bell, filling the Grey Seer who rides it into battle with unbridled power. Add the Avalanche of Energy value on this unit’s damage table to casting and chanting rolls for this unit.

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, you can say that this unit will ring its Screaming Bell. If you do so, roll a dice and look up the result on the table below:
  1. Magical Backlash: This unit suffers D3 mortal wounds that cannot be negated.
  2. Unholy Clamour: Add 6" to this unit’s Move characteristic until your next hero phase.
  3. Wall of Unholy Sound: Until your next hero phase, subtract 1 from hit rolls for attacks made by enemy units within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase.
  4. Deafening Peals: Until your next hero phase, roll a dice each time an enemy model is picked to issue a command while it is within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase. On a 5+, that command cannot be issued.
  5. Screaming Crescendo: Until your next hero phase, after this unit makes a charge move, you can pick 1 enemy unit within 1" of this unit and roll a dice. On a 2+, that unit suffers D6 mortal wounds.
  6. Apocalyptic Doom: At the end of this hero phase, roll a dice for each enemy unit within 13" of any friendly SCREAMING BELLS for which you rolled this result in this phase. On a 4+, that unit suffers D3 mortal wounds.

A Stirring Beyond the Veil: In times of desperate need, a Screaming Bell can be shattered in order to call forth a Verminlord.
Once per battle, at the start of your hero phase, if 7 or more wounds are allocated to this unit, you can say that the Grey Seer will shatter the Screaming Bell. If you do so, roll a dice. On a 1, this unit is destroyed. On any other roll, add the number of wounds allocated to this unit to the roll.

If the modified roll is 12 or less, the Screaming Bell is shattered (see below). If the modified roll is 13 or more, the Screaming Bell is shattered and you can summon 1 VERMINLORD to the battlefield and add it to your army. The Verminlord must be set up wholly within 13" of this unit. It can be set up within 3" of an enemy unit if this unit is within 3" of that enemy unit, otherwise it must be set up more than 9" from all enemy units. If this unit’s Screaming Bell is shattered, it can no longer attempt to cast Cracks Call and it can no longer use its Peal of Doom ability.

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 is a spell that has a casting value of 6 and a range of 13". If successfully cast, pick 1 enemy unit within range and visible to the caster 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 (rounding up). This spell has no effect on units that can fly.

KEYWORDS
CHAOS, SKAVEN, MASTERCLAN, HERO, TOTEM, WAR MACHINE, WIZARD, SCREAMING BELL, GREY SEER
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 WAR MACHINE keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Behemoth
Artillery
Army List
Warscrolls collated
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.
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.
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.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).

The MASTERCLAN keyword is used in the following Skaven warscrolls:

Leader, Behemoth
Leader

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

Leader, Behemoth
Leader

The VERMINLORD keyword is used in the following Skaven warscrolls:

Leader, Behemoth

The TOTEM keyword is used in the following Skaven warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2022