Skaven – Scourge of Ghyran Grey Seer on Screaming Bell

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•SKAVEN WARSCROLL•
Scourge of Ghyran Grey Seer
on Screaming Bell
6"
15
4+
5
5+
Rattling through the Ghyranite jungle on ironbound wheels comes the hellish contraption known as a Screaming Bell, a Grey Seer riding atop it and shrieking praises to the Great Horned Rat. Each bone-jarring toll of the bell invigorates nearby Skaven, healing their wounds and hastening their scurrying advance.
•SKAVEN WARSCROLL•
Scourge of Ghyran Grey Seer
on Screaming Bell
Damage calculator
MELEE WEAPONS
AtkHitWndRndDmg
Warpstone Staff
Warpstone Staff34+4+1D3
Rat Ogor’s Tearing Claws
Rat Ogor’s Tearing Claws54+3+12
Crushing Bulk [Companion, Charge (+1 Damage)]
Crushing Bulk
Companion, Charge (+1 Damage)
64+2+12
BATTLE PROFILE

Unit Size: 1      Points: 330
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: 0-1 Skaven Overclaw, Any SKAVEN, 0-1 WEAPON TEAM SKRYRE, 0-1 WAR MACHINE SKRYRE
Notes: This unit is legal for Matched Play for battles fought using the General’s Handbook 2025-26 battlepack.

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

Passive
THE BELL TOLLS: With a swing and a clang, the bell doth peal; Skaven march and man-things squeal!

Effect: If the current battle round number is odd, add 2" to the Move characteristic of friendly SKAVEN units while they are wholly within 13" of this unit. If the current battle round number is even, subtract 1 from hit rolls for attacks made by enemy units that target a friendly SKAVEN unit while it is wholly within 13" of this unit.

Your Hero Phase
6
GNAW THROUGH REALITY: The Grey Seer focuses their energy to keep open a tear in reality from which fellow Skaven can pour.

Declare: Make a casting roll of 2D6.

Effect: Until the start of your next turn, this unit counts as a friendly Gnawhole for the purposes of the ‘Gnawhole Ambush’, ‘Tunnels Through Reality’ and ‘The Endless Vermintide’ abilities.
KEYWORDSSPELL

Once Per Turn (Army), End of Any Turn
ECHOES OF THE VERMINDOOM: As the bell rings in time with one of its counterparts in sacred Blight City, it releases a pulse of ruinous energies that invigorate the swarm.

Declare: Pick each friendly SKAVEN unit wholly within 13" of this unit to be the targets.

Effect: Heal (D3) each target.

KEYWORDS
HERO, WAR MACHINE, WIZARD (2), WARD (5+)
CHAOS, SKAVEN, MASTERCLAN
FAQ
Q:If I successfully cast ‘Gnaw Through Reality’ on a Scourge of Ghyran Grey Seer on Screaming Bell, could I then use ‘Tunnels Through Reality’ to remove that unit and set it up wholly within 6" of another friendly Gnawhole?
A:
No. ‘Gnaw Through Reality’ does not allow the Grey Seer on Screaming Bell to use abilities from the Gnawhole warscroll, only to be treated as a Gnawhole when using those abilities.

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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).
Your Movement Phase
RETREAT: The fighters disengage from combat, though at the cost of lowering their defences.

Declare: Pick a friendly unit that is in combat to use this ability.

Effect: Inflict D3 mortal damage on that unit. That unit can move a distance up to its Move characteristic. That unit can move through the combat ranges of any enemy units but cannot end that move within an enemy unit’s combat range.
KEYWORDSCORE, MOVE, RETREAT
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.
A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.

FAQ / Errata

FAQ
Q:If a model in base-to-base contact with an enemy model retreats 3" directly away from the enemy model, is it still in combat with that enemy model?
A:
No.
Errata
Addenda: 7.0 Combat Range
Add the following:

‘A model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it.’
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).
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Passive
SEED OF REBIRTH: Should the bearer of this seed ever fall, its rejuvenating energies will grant them new life.

Effect: The first time this unit would be destroyed, before removing it from play, roll a dice. On a 3+, this unit is not destroyed and any remaining damage points inflicted on it have no effect. Then, Heal (D3) this unit.
21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

FAQ

Q:If an ability (e.g. ‘Seed of Rebirth’) would allow a unit that would be destroyed to negate all remaining damage points then heal to prevent that unit from being destroyed, and another ability (e.g. ‘Quenching the Flames’) prevents that unit from healing, would that unit still be destroyed?
A:
Yes.
Those HEROES can join an eligible regiment as a Skaven Overclaw.

Cavalry Hero
Cover
Subtract 1 from hit rolls for attacks that target a unit that is behind or wholly on this terrain feature, unless that unit charged this turn or has the FLY keyword.
Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.
Obscuring
While every model in a non-MONSTER non‐WAR MACHINE unit that does not have the FLY keyword is within 1" of this terrain feature, the following apply:
  • That unit is only visible to enemy units that are within its combat range.
  • The Range characteristic of that unit’s ranged weapons is halved (rounding down to the nearest inch).
Unstable
Models can move across but cannot be set up on or end any type of move on any part of this terrain feature that is more than 1" tall.
1.4.2 Obscuring Terrain
Examples: Wyldwood, fortress wall
Terrain Abilities: Cover, Obscuring, Unstable
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.

FAQ / Errata

FAQ
Q:If a non-FLY INFANTRY HERO (e.g. a Scinari Cathallar) is a Shrine Guardian of a Shrine Luminor, and that Shrine Guardian is within 1" of an obscuring terrain feature, is the Shrine Guardian visible to enemy abilities that target the Shrine Guardian?
A:
Yes.
Errata
6.0 Visibility
Add the following:

‘If a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.’
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.
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 WEAPON TEAM and SKRYRE keywords are used in the following Skaven warscrolls:

The WAR MACHINE and SKRYRE keywords are used in the following Skaven warscrolls:

Your Movement Phase
GNAWHOLE AMBUSH: Emerging from a green, glowing rift, the Skaventide pours onto the battlefield.

Declare: Pick a friendly SKAVEN unit that is in the tunnels below to use this ability.

Effect: Set up that unit wholly within 6" of a friendly Gnawhole and more than 9" from all enemy units.
© Vyacheslav Maltsev 2013-2026