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HomeHome / Total War: WARHAMMER II / Clan Skryre / Units / Grey Seer (Ruin) (Screaming Bell)
Grey Seer (Ruin) (Screaming Bell) Clan SkryreClan Skryre Command

Grey Seer (Ruin) (Screaming Bell)

The air erupts with contagion and ruin, choking the enemy's lungs and savaging their bodies.

The Grey Seers are also known as the Chosen of the Great Horned One, prophets of the Lord of the Great Below, and the voice of the Horned Rat. They are powerful sorcerers, capable of channelling eldritch energies in destructive ways, levelling enemy armies with lightning, or summoning ravening swarms of rats. Some Grey Seers ride atop the nightmarish Screaming Bell to unleash untold ruination. More important than their ability to dominate a battle, however, is their role as emissaries for the Council of Thirteen, a position which often grants them the top-rank. Having the backing of a Grey Seer means a clan is in ascendancy, and will gain supremacy in dealings with others. They may barter with the upper hand and a Skaven with an advantage will press it mercilessly. It is always best to exploit such an advantage while it lasts, for it will only be a matter of time before the Seers call with their own demands. In Skaven society it is well known that absolutely nothing comes without a steep reciprocal price.

Grey Seer (Ruin) (Screaming Bell)

Unit Name

Grey Seer (Ruin) (Screaming Bell)

Main Unit Key

wh2_main_skv_cha_grey_seer_ruin_1

Land Unit Key

wh2_main_skv_cha_grey_seer_ruin_1

Naval Unit Key

wh_main_shp_transport

Land Unit Group

Wizard

Naval Unit Group

Wizard

Soldiers

1

Caste

Lord

Category

War Machine

Class

Command

Cost

1150

Recruitment Cost

1150

Upkeep Cost

287

Engine Missile Damage

0

├ Engine

wh2_main_skv_veh_screaming_bell

├ Missile Weapon

├ Projectile

├ Missile Damage

├ Missile Ap Damage

└ Base Reload Time

Accuracy

10

Range

Reload

0

Shots Per Minute

Ammunition

0

Melee Attack

30

Weapon Strength (Weapon Damage)

200

├ Melee Weapon

wh2_main_skv_cha_screaming_bell

├ Melee Damage Base

60

├ Melee Damage Ap

140

├ Armour Piercing

No

├ Bonus vs Cavalry

0

├ Bonus vs Elephants

0

└ Bonus vs Infantry

20

Charge Bonus

15

Melee Defence

34

├ Base Defence

34

├ Shield

none

└ Shield Defence

0

Armour

100

├ Armour

wh2_main_heavy_metal_100

├ Armour Defence

100

└ Shield Armour

0

Health

6268

├ Man Entity

wh2_main_skv_infantry_hero

├ Man Speed

42

├ Man Health

8

└ Bonus Hit Points

6260

Leadership (Base Morale)

85

Abilities

  • Unholy Clamour
    As the clanging of the Bell rises alarmingly, the Skaven's squeaking escalates in unison; they know for whom it tolls.
  • Scorch
    The tolling sound of the Screaming Bell opens fissures in the ground, allowing white-hot flame to erupt.
  • Wall of Unholy Sound
    The deafening peals toll throughout the land, driving the verminous Skaven to ever-greater heights of ferocity.
  • Scurry Away!
    "He who runs away lives to fight another day!" - so the foul, craven adage goes.
  • Arcane Conduit
    A strong mind is needed to channel the Winds of Magic. Those that have such a gift become arcane conduits - funnelling the magical tempests to their cause.

Attributes

  • Causes Fear
    This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
  • Encourage
    This unit provides a Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Strengths & Weaknesses

  • Spellcaster
    This unit can cast spells.
  • Armoured
    Armoured units can block damage from any source apart from Armour-Piercing damage.
  • Special Ranged Weapon
    This unit has a special missile attack with limited ammunition, which can be very useful when initiating attacks.
  • Magical Aura
    This unit is surrounded by one or more magical auras that either support nearby friends or harm its foes.