Screaming Bell

(Entry)
Type:

mount

EntryId:

f8bc-8118-e98e-e003

Hidden:

false

Costs: 185 pts

Constraints:

max: 1
Options (1)

Profiles:

Model MWSBSSTWIALd
Screaming Bell

5

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5

6

5

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Base
Base (60x100):

60x100

Special Rule
Armour Bane:

If a model with this special rule rolls a natural 6 when making a roll To Wound, the Armour Piercing characteristic of its weapon is improved by the amount shown in brackets after the name of this special rule.

For example, if a natural 6 is rolled when rolling To Wound with a weapon that has an AP of "-" and the Armour Bane (1) special rule its AP counts as being -1 when making an Armour Save roll against that wound.

Blessings Of The Horned Rat:

This model has a 5+ Ward save against any wounds suffered. In addition, auy unit joined by the Screaming Bell gains the Stubborn special rule.

Impact Hits:

The number of Impact Hits caused varies from model to model, and will be shown in brackets after the name of this special rile. Often, this is determined by the roll of a dice.

Resolving Impact Hits: Impact Hits can only be made by a charging model that moved 3" or more and that is in base contact with the enemy. Impact Hits are resolved against the charged unit when the combat is chosen during Step 1.1 of the Choose Combat & Fight sub-phase, before issuing challenges. They hit automatically and use the unmodified Strength of the model making them.

Large Target:

Large Targets do not benefit from partial or full cover. In addition, a unit can draw a line of sight to a Large Target over or through another unit, and vice versa, provided that unit is not also a Large Target. Finally, a unit that shoots at a Large Target can shoot with one additional rank. For example, a unit armed with crossbows can shoot with its first two ranks when shooting at a Large Target, or with its first three if also standing on a hill.

Magic Resistance:

The Casting roll of any enemy spell (including Bound Spells) that targets a unit that includes one or more models with this special rule suffers a modifier, as shown in brackets after the name of this special rule (-X).

Note that this special rule is not cumulative. If two or more models in a unit have this special rule, use the highest modifier.

Scurrying Masses:

Whilst within 3" of a friendly Skaven unit, this unit may add a positive (+) modifier to its Leadership characteristic equal to that unit’s current Rank Bonus, up to a maximum of Leadership 10.

Note that this may not be combined with any leadership bonus provided by Warband or the Inspiring Presence special rule.

Stubborn:

The first time this unit is required to make a Break test it may choose not to and will automatically Fall Back in Good Order instead, even if the Unit Strength of the winning side is more than twice that of the losing side. A unit that is not Stubborn does not become Stubborn when joined by a character that is. A Stubborn character cannot use this special rule whilst part of a unit that is not Stubborn.

Terror:

Models with this special rule cause Terror. Models that cause Terror also cause Fear:

  • When a unit that causes Terror declares a charge, the charge target must immediately make a Leadership test. If this test is failed, it must Flee. If this test is passed, it can declare its charge reaction normally.
  • If the winning side of a combat includes one or more units that cause Terror, each unit that belongs to the losing side must apply a -1 modifier to its Leadership characteristic when making its Break test.

Note that if a charged unit cannot choose to Flee, it does not make this Leadership test.

Models with the Fear special rule Fear models that cause Terror. Models that cause Terror are immune to Terror. A unit that does not cause Terror does not become immune to Terror when joined by a character that does.

Tolling The Bell:

A Screaming Bell may be rung during the Command sub-phase of your turn. Roll on the table below to determine the effect this has. Any double rolled except for double 1 and double 6 results in a “Magical Backlash” in addition to any other effects. :

2D6 Result
1 Magical Backlash: The Screaming Bell and every unit (friend or foe) that is within 3” suffers D3 wounds, each with an AP of -1
3-4 Emboldened: Until your next Start of Turn sub-phase, all friendly units within this model's Command range may re-roll any Leadership tests including Break tests.
5-6 Unholy Clamour:  Any friendly unit that is within this model's Command range during the Declare Charges & Charge Reactions sub-phase of this turn increases its maximum possible charge range by 3" and, when it makes a Charge roll, may apply a +D3 modifier to the result.
7 Deafening Peals: All enemy models within 24” of this model with Toughness 6 or more suffer D3 wounds. Armour saves may be taken as normal.
8-9 Resonant Power: Until the end of this turn, all friendly Skaven Wizards within this model's Command range may apply a +1 modifier to any Casting roll they make.
10-11 Rupturous Ringing: Until your next Start of Turn sub-phase, all friendly Skaven units within this model's Command range gain the Extra Attacks (+1) special rule.
12 Sonorous Knell: Any enemy unit that is within this model's Command range, including units that are fleeing or that are engaged in combat, suffers D3+3 wounds, with no armour save permitted (Ward and Regeneration saves can be attempted as normal)
Character Mount:

A Screaming Bell or Plague Furnace may only be included in your army as a character’s mount. Its points are added to that of its rider. The rider of a Screaming Bell or Plague Furnace may not use Verminous Valour. This unit may only use the Pushed into Battle special rule to join a unit of Clanrats or Stormvermin.

Pushed Into Battle:

A model with this special rule may join a unit of Infantry with unit strength 10 or more despite being a Heavy Chariot. If it does so, it must always be placed in the centre of the front rank, and it no longer has the Lumbering rule (Rulebook p. 195). Only one model with this special rule may join each unit.

Warpstone Weapons:

A hand weapon carried by a model with this special rule has the Magical Attacks special rule and an Armour Piercing characteristic of -1.

Note that this special rule only applies to a single, ordinary hand weapon. If the model is using two hand weapons or any other sort of weapon, this special rule ceases to apply.

Armour
Armour Value:

Base Armour value

Used By (1)

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