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
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: 310
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
Army List
Warscrolls collated

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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).
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).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
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’).
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.
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 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.
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 2013-2025