Sylvaneth – Alarielle the Everqueen
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WARSCROLL

Alarielle the Everqueen

The ground shudders beneath the tread of her gargantuan wardroth beetle as Alarielle leads the Sylvaneth charge. Wherever the goddess’s gaze falls, her foes cower, for there is no mercy in the Everqueen’s heart towards those who despoil her realm.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Spear of Kurnoth
Spear of Kurnoth24"12+2+-2
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Talon of the Dwindling
Talon of the Dwindling1"43+4+-1
Great Antlers
Great Antlers1"43+2+-2
DAMAGE
Wounds SufferedMoveSpear of KurnothGreat Antlers
0-316"65
4-615"54
7-814"43
9-1013"32
11+12"21
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 740
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Unique

DESCRIPTION

Alarielle the Everqueen is a named character that is a single model. She is armed with the Spear of Kurnoth and the Talon of the Dwindling. If Alarielle the Everqueen is included in a Sylvaneth army, Alarielle the Everqueen is treated as a general in addition to the model that is chosen to be the army general.

MOUNT: Alarielle’s wardroth beetle attacks with its Great Antlers.

FLY: This model can fly.

ABILITIES

Lifebloom: Alarielle calls upon the restorative energies of Ghyran to breathe fresh vitality into those who serve her.
In your hero phase, you can heal up to 2D6 wounds allocated to this model. In addition, you can heal D3 wounds allocated to each other friendly SYLVANETH unit wholly within 30" of this model (roll separately for each unit).

Living Battering Ram: A charging wardroth beetle tramples all in its path.
Roll a dice for each enemy unit that is within 1" of this model after this model has made a charge move. On a 1, nothing happens. On a 2-5, that unit suffers D3 mortal wounds. On a 6, that unit suffers D6 mortal wounds.

Soul Amphorae: Once per battle, at the end of your movement phase, you can summon 1 of the following units to the battlefield:

• 1 unit of up to 20 Dryads
• 1 unit of up to 10 Tree-Revenants
• 1 unit of up to 10 Spite-Revenants
• 1 unit of up to 3 KURNOTH HUNTERS
• 1 Branchwych
• 1 Treelord

The summoned unit is added to your army, and it must be set up wholly within 9" of this model and more than 9" from any enemy units.

Swirling Glowspites: Whenever Alarielle takes to the air upon her fronded wings, her wardroth beetle shatters into a million swirling glowspites.
This model can retreat and still shoot and/or charge later in the same turn.

Talon of the Dwindling: A mere touch from the Talon of the Dwindling is enough to wither the spirit and atrophy the body.
Roll a dice each time a wound inflicted by this model’s Talon of the Dwindling is allocated to an enemy model and not negated. On a 6, that enemy model is slain. On a 1-5, that wound is negated.

MAGIC

Alarielle the Everqueen is a WIZARD. She can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Metamorphosis spells. In addition, she knows all of the spells from the Lore of the Deepwood.

Metamorphosis: With a wrathful glare from the Everqueen, the enemy is turned to wood.
Metamorphosis has a casting value of 7. If successfully cast, pick 1 enemy unit within 16" of the caster and visible to them, and roll a number of dice equal to the casting roll. For each 3+, that unit suffers 1 mortal wound.

In addition, if that unit is destroyed by the mortal wounds caused by this spell, before removing the last slain model from play, you can set up 1 AWAKENED WYLDWOOD terrain feature wholly within 12" of that slain model, more than 1" from any other models, terrain features or objectives, and add it to your army.

COMMAND ABILITIES

Ghyran’s Wrath: The fury of the reborn Everqueen knows no bounds.
If this model is in your army, you can use this command ability at the start of the combat phase. If you do so, you can re-roll wound rolls of 1 for attacks made by friendly SYLVANETH units wholly within 14" of this model until the end of that phase.

KEYWORDS
ORDER, SYLVANETH, MONSTER, HERO, WIZARD, ALARIELLE THE EVERQUEEN
Named Characters
Named characters such as Nagash, Archaon and Alarielle are singular and mighty warriors, with their own personalities and artefacts of power. As such, these models cannot have a command trait or artefact of power.
Flying
If the warscroll for a model says that the model can fly, it can pass across models and terrain features as if they were not there when it makes any type of move. Any vertical distance up and/or down is ignored when measuring a flying model’s move. It cannot finish the move on top of another model.
Healing Wounds
Some abilities allow wounds that have been allocated to a model to be healed. For each wound that is healed, remove one of the wounds that have been allocated to the model. You can’t heal wounds on a model that has been slain.
Allocating Wounds
Once all of a unit’s attacks have been resolved, add up the damage that was inflicted. The player commanding the target unit must then allocate a number of wounds to the target unit equal to the damage that was inflicted.

Wounds are allocated one at a time to models in the target unit. You can allocate the wounds inflicted on your units as you see fit (the models do not have to be within range or visible to the attacking unit). However, if you allocate a wound to a model, you must keep on allocating wounds to that model until it is slain – a unit can never have more than one wounded model.

Some abilities allow you to make a roll to negate a wound or mortal wound allocated to a model; in this case the roll is made for each individual wound or mortal wound as it is allocated to the model in question. If the wound or mortal wound is negated it has no effect on the model.
Charge roll, charge move
Any of your units within 12" of the enemy in your charge phase can attempt to make a charge move. Pick an eligible unit and make a charge roll for it by rolling 2D6. Each model in the unit can move a number of inches equal to the charge roll. You cannot make a charge move with a unit that has run or retreated earlier in the turn, or with a unit that is within 3" of an enemy unit.

The first model you move from a unit making a charge move must finish the move within ½" of an enemy model (you do not have to pick the target for the charge before making the charge roll). If that’s impossible, or you decide not to make the charge move, the charge fails and no models in the unit can move in this phase.

Once all models in one unit have made their charge moves, you can pick another eligible unit to make a charge attempt, until all units that you want to make charge attempts have done so.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The KURNOTH HUNTERS keyword is used in following Sylvaneth warscrolls:

None
Enemy Units and Retreats
When you make a normal move for a model, no part of the move can be within 3" of an enemy unit.

Units starting a normal move within 3" of an enemy unit can either remain stationary or retreat. If a unit retreats, it can move within 3" of an enemy, but must end the move more than 3" from all enemy units. Models in a unit that retreats can’t shoot or charge later in the same turn.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Arcane Bolt
Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster that is visible to them. That unit suffers 1 mortal wound. If the casting roll was 10 or more, the unit suffers D3 mortal wounds instead.
Mystic Shield
Mystic Shield has a casting value of 6. If successfully cast, pick a friendly unit within 18" of the caster that is visible to them. Re-roll save rolls of 1 for that unit until your next hero phase.
Casting and Unbinding Spells
A WIZARD can attempt to cast spells in its own hero phase. You cannot attempt to cast the same spell more than once in the same turn (even with a different wizard).

In order to cast a spell, first say which spell the wizard is going to attempt to use (it must be one they know). To cast the spell, roll 2D6. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast.

If a spell is cast, the opposing player can choose one of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. To unbind a spell, roll 2D6. If the roll beats the roll used to cast the spell, then the spell is not successfully cast. Only one attempt can be made to unbind a spell.
Mortal Wounds
Some attacks, spells and abilities inflict mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were suffered. Allocate any mortal wounds that are caused while a unit is attacking at the same time as any other wounds caused by the unit’s attacks, after all of the unit’s attacks have been completed. Mortal wounds caused at other times are allocated to models in the target unit as soon as they occur, in the same manner as wounds caused by damage from an attack.

After they have been allocated, a mortal wound is treated in the same manner as any other wound for all rules purposes.

The AWAKENED WYLDWOOD keyword is used in following Sylvaneth warscrolls:

Scenery
Command Abilities
If you have any HEROES in your army, you can use command abilities. Some command abilities are available to all armies, like the three on the right, while others are specific to certain models and appear on their warscroll. Some of these command abilities can only be used if that model is your general; when this is the case, it will be noted in the rules for the command ability.

In order to use any command ability you must spend 1 command point. You start the battle with 1 command point for each warscroll battalion you have in your army. In addition, you receive 1 command point at the start of each of your hero phases. You can use the same command ability several times in the same phase as long as you have enough command points to do so. Any command points you do not use can be used in a future turn. A command ability will usually specify when it is used; if it does not, it is used in your hero phase.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Modifiers
Sometimes modifiers apply to characteristics or abilities. For example, a rule might add 1 to a hit roll or the Move characteristic of a model. Modifiers are cumulative. Modifiers can never reduce a dice roll to less than 1.

If a modifier applies to a random value, work out the random value first and then apply the modifier(s) to it. For example, if an ability adds 1 to a Damage characteristic of D3, the result would be worked out by rolling the D3 and adding 1 to the roll.
Making Attacks
Attacks are resolved one at a time using the following attack sequence. In some cases, you can resolve all of the attacks made by the same type of weapon at the same time (see Multiple Attacks).

1.Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. A hit roll of 1 before modification always fails to hit the target, and a hit roll of 6 before modification always hits the target.
2.Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it is successful and the opposing player must make a save roll. If not, then the attack fails and the attack sequence ends. A wound roll of 1 before modification always fails, and a wound roll of 6 before modification is always successful.
3.Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example, if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the save succeeds and the attack sequence ends without causing any damage. If not, the save fails and the attack is successful, and you must determine damage on the target unit. A save roll of 1 before modification always fails.
4.Determine Damage: Each successful attack inflicts damage on the target unit equal to the Damage characteristic of the weapon making the attack. Most weapons have a Damage characteristic of 1, but some have a Damage characteristic of 2 or more.

The MONSTER keyword is used in following Sylvaneth warscrolls:

Leader, Behemoth
Behemoth

The HERO keyword is used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth

The WIZARD keyword is used in following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth
© Vyacheslav Maltsev 2013-2021