Sylvaneth – Alarielle the Everqueen
This warscroll does not meet the selection criteria (see Settings tab).
16
3+
10
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: Single, 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
9.4 Flying
If the warscroll used by a model says that it can fly, you can ignore other models and terrain features when you trace the path of its move across the battlefield (it flies over them). In addition, when a model that can fly starts or finishes a move on a terrain feature, instead of tracing its move across the battlefield, you can trace it ‘through the air’, as shown in the diagram below.

A flying model cannot finish a move on top of another model or finish a normal move, run or retreat within 3" of an enemy unit.
14.4 Healing Wounds
Some abilities allow you to heal wounds that have been allocated to a model. For each wound that is healed, reduce the number of wounds allocated to the model by 1, to a minimum of 0. You cannot heal wounds on a model that is slain.
14.1 Allocating Wounds
Wounds are allocated to the models in a unit 1 wound at a time. You can allocate the wounds caused to your units as you see fit. However, once you have allocated a wound to a model, you cannot allocate wounds to other models in the unit until that model is slain (see 14.2). If a unit is destroyed, all wounds that remain to be allocated to the unit are negated and have no effect.
11.1 Charge Moves
When you attempt a charge with a unit, make a charge roll for the unit by rolling 2D6. You can then make a charge move with each model in that unit by moving the model a distance in inches that is equal to or less than the charge roll. The first model you move in a unit attempting a charge must finish the move within 1/2" of an enemy unit. If this is impossible, no models in the unit can make a charge move.

You do not have to pick a target for a charge attempt before making the charge roll.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.

The KURNOTH HUNTERS keyword is used in the following Sylvaneth warscrolls:

None
8.2 Retreat
When you pick a unit to retreat, you can move each model in that unit a distance in inches equal to or less than the Move characteristic shown on the unit’s warscroll. The unit must end the move more than 3" from all enemy units. You cannot shoot or attempt a charge later in the turn with a unit that has retreated.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
19.1.2 Unbinding Spells
If a spell is successfully cast, your opponent can pick 1 of their WIZARDS that is within 30" of the caster to attempt to unbind the spell before its effects are applied. In order to attempt to unbind a spell, first say which WIZARD will attempt to unbind it. Then make an unbinding roll by rolling 2D6. If the unbinding roll is greater than the roll used to cast the spell, then the spell is unbound and its effects are not applied. The number of spells a WIZARD can attempt to unbind is noted on their warscroll. Only 1 unbinding attempt can be made for each spell.
Arcane Bolt
The caster calls forth a ball of crackling arcane energy that hovers above their outstretched hand, ready to be hurled at a foe.
Arcane Bolt is a spell that has a casting value of 5 and a range of 12". If successfully cast, at the start of any 1 phase before your next hero phase, you can pick 1 enemy unit within range and visible to the caster. That unit suffers 1 mortal wound. If that unit is within 3" of the caster, it suffers D3 mortal wounds instead of 1.
Mystic Shield
The caster conjures up a shield of shimmering energy to protect themselves or an ally from harm.
Mystic Shield is a spell that has a casting value of 5 and a range of 12". If successfully cast, pick 1 friendly unit wholly within range and visible to the caster. Add 1 to save rolls for attacks that target that unit until your next hero phase.
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause 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 caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
6.1 Using Command Abilities
To use a command ability, you must spend 1 command point, pick 1 friendly model to issue the command, and pick 1 friendly unit to receive the command. Unless noted otherwise, the models that can issue commands and the units they can issue them to are as follows:
  • Unit champions can issue commands to their own unit (see 22.3.2).
  • HEROES can issue commands to units that are wholly within 12" of them.
  • Generals can issue commands to units that are wholly within 18" of them.
  • TOTEMS can issue commands to units that are wholly within 18" of them.
Each command ability will say when it can be used and what effect it has on the unit that receives it. A model cannot issue more than 1 command in the same phase and a unit cannot receive more than 1 command in the same phase. In addition, you cannot use the same command ability more than once in the same phase (even for different units).
Wound Roll
Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, the attack wounds the target and your opponent must make a save roll. If not, the attack fails and the attack sequence ends. An unmodified wound roll of 1 always fails and an unmodified wound roll of 6 always wounds. A wound roll cannot be modified by more than +1 or -1 (this is an exception to the principle that abilities take precedence over core rules).

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
Behemoth
• Merwyrm

The HERO keyword is used in the following Sylvaneth warscrolls:

Leader
• Ylthari
Leader, Behemoth

The WIZARD keyword is used in the following Sylvaneth warscrolls:

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