Skaven – Grey Seer

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SKAVEN WARSCROLL
Grey Seer
6"
5
6+
2
Most devious of all Skaven are the Grey Seers. These are the agents of the Masterclan who work to manipulate Skaven society from the shadows. With a hissed incantation and flick of their claws, a Seer can summon storms of warp lightning, blast enemies with withering energy or teleport great distances in a blink. Grey Seers also possess a natural affinity for warpstone; their staffs of office are imbued with chunks of the corruptive realmstone, and many will consume shards of the substance to fuel their ruinous spellcraft.
SKAVEN WARSCROLL
Grey Seer
MELEE WEAPONS
AtkHitWndRndDmg
Warpstone Staff
Warpstone Staff34+4+1D3
BATTLE PROFILE

Unit Size: 1      Points: 120
Base size: 32mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Your Hero Phase
WARPSTONE SHARDS: Grey Seers consume potentially lethal shards of warpstone to enhance their spellcasting.

Effect: The next time you make a casting roll for this unit this phase, roll 3D6 instead of 2D6. This roll cannot be re-rolled or modified.

If the casting roll is 13, the spell is successfully cast and cannot be unbound. After the effect of that spell has been resolved, inflict D3 mortal damage on this unit.

If the casting roll is not 13, remove 1 dice of your choice from the casting roll and use the remaining 2D6 as the casting roll.

KEYWORDS
HERO, WIZARD (1), INFANTRY
CHAOS, SKAVEN, MASTERCLAN

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3.1 Regiments
Armies are made up of one or more regiments, each of which is led by a HERO. You must have at least 1 regiment in your army, and you can include a maximum of 5 regiments. To add a regiment, pick 1 HERO from your faction, then pick up to 3 non-HERO units to accompany them.

Each HERO’s battle profile lists which units can be added to their regiment, and each non-HERO unit’s battle profile lists any relevant keywords it has. The battle profiles of some HEROES (such as named characters) may say that they can be added to the regiment of another HERO.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).
1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.

The WIZARD keyword is used in the following Skaven warscrolls:

Those HEROES can join an eligible regiment as a Skaven Overclaw.

Infantry Hero
Cavalry Hero
6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, il might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

The MASTERCLAN keyword is used in the following Skaven warscrolls:

© Vyacheslav Maltsev 2013-2024