Skaven – Grey Seer on Screaming Bell

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SKAVEN WARSCROLL
Grey Seer
on Screaming Bell
6"
15
4+
5
Of all the strange constructs fashioned by the Skaven, Screaming Bells are perhaps the most diabolical. From a rickety conveyance of wood hangs a great brass bell, studded with warpstone and marked with glowing runes. A Grey Seer, a prophet of the Horned Rat, scrabbles across the bell, hurling commands at their minions below and conjuring storms of magic from their bizarre pulpit. Then the device rings, and all hell breaks loose.
SKAVEN WARSCROLL
Grey Seer
on Screaming Bell
MELEE WEAPONS
AtkHitWndRndDmg
Warpstone Staff
Warpstone Staff34+4+1D3
Rat Ogor’s Tearing Claws [Companion]
Rat Ogor’s Tearing Claws
Companion
54+3+12
Crushing Bulk [Companion]
Crushing Bulk
Companion
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 350
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Crushing Bulk is 4.

Passive
ALTAR OF THE HORNED RAT: Throngs of rat-thralls swarm around this mighty construct in battle and will sell their lives to see it from harm.

Effect: Friendly SKAVEN INFANTRY units have WARD (6+) while they are wholly within 6" of this unit.

Your Hero Phase
PEAL OF DOOM: The ominous tolling of a Screaming Bell resounds above the clamour of battle, crying out ‘Doom! Doom! Doom!’

Effect: Roll a dice and apply the corresponding effect:

1Magical Backlash: Inflict D3 mortal damage on this unit.
2-4Wall of Unholy Sound: Until the start of your next turn, subtract 1 from hit rolls for combat attacks made by enemy units while they are within 13" of this unit.
5-6Apocalyptic Doom: Roll a D3 for each enemy unit within 13" of this unit. On a 2+, inflict an amount of mortal damage on that unit equal to the roll.

Your Hero Phase
6
CRACKS CALL: Harnessing the thunderous peals of the Screaming Bell, the Grey Seer channels a sorcerous blast into the ground beneath the foe’s feet. Gaping chasms yawn wide, sending screaming victims vanishing into the depths.

Declare: Pick a visible enemy unit that does not have FLY and is within 13" of this unit to be the target, then make a casting roll of 2D6.

Effect: If the casting roll exceeds the target’s Move characteristic, inflict an amount of mortal damage on the target equal to the difference between the casting roll and its Move characteristic.
KEYWORDSSPELL

KEYWORDS
HERO, WAR MACHINE, WIZARD (2), WARD (5+)
CHAOS, SKAVEN, MASTERCLAN

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

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
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).
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
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, it 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:

Combat attacks
Combat attacks are made with melee weapons. The target unit(s) must be within the combat range of the attacking model and visible to it. The model must attack with all of the melee weapons it is armed with.
© Vyacheslav Maltsev 2013-2024