Sylvaneth – Alarielle the Everqueen

This warscroll does not meet the selection criteria (see Filter combo-box or Settings tab).

Alarielle the Everqueen

The ground shudders beneath the tread other 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 Antlers3"43+2+-2
Wounds SufferedMoveSpear of KurnothGreat Antlers

Unit Size: 1      Points: 800
Battlefield Role: Leader, Behemoth
Base size: 160mm
Notes: Single, Unique

Alarielle the Everqueen is armed with the Spear of Kurnoth and the Talon of the Dwindling.

WIZARD: This unit can attempt to cast 3 spells in your hero phase and attempt to unbind 3 spells in the enemy hero phase. If this unit is part of a Sylvaneth army, it knows all of the spells from the Lore of the Deepwood in addition to the other spells it knows.

MOUNT: This unit’s Wardroth Beetle is armed with Great Antlers.

FLY: This unit can fly.

Lifebloom: Alarielle calls upon the overflowing restorative energies of Ghyran to heal her wounds, no matter how grave they may be.
In your hero phase, you can heal up to 2D6 wounds allocated to this unit. In addition, once per battle, at the end of your hero phase, if this unit has been destroyed, you can roll a dice and add the number of the current battle round to the roll. On a 6+, you can set up this unit on the battlefield wholly within 12" of an overgrown terrain feature or friendly Awakened Wyldwood, more than 9" from all enemy units and with 8 wounds allocated to it.

Living Battering Ram: A charging Wardroth Beetle tramples all in its path.
If you carry out a Stomp monstrous rampage with this unit and the enemy unit you picked has a Wounds characteristic of 1, that enemy unit suffers D6 mortal wounds on a 2+ instead of D3.

Soul Amphorae: Alarielle scatters the precious magical pollens within her soul amphorae, seeding the battlefield with new life.
Once per battle, at the end of your movement phase, you can summon 1 of the following non-Unique units to the battlefield:
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 all enemy units.

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

Talon of the Dwindling: A mere touch from the Talon of the Dwindling is enough to wither the spirit and atrophy the body.
At the end of any phase, if any wounds inflicted by this unit’s Talon of the Dwindling in that phase were allocated to an enemy model and not negated, and that enemy model has not been slain, roll a dice. On a 6, that enemy model is slain.

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

If a unit is destroyed by a mortal wound caused by this spell, before removing the last model in that unit from play, you can set up 1 Awakened Wyldwood terrain feature consisting of 1 scenery piece wholly within 12" of that model and more than 3" from all other models, terrain features and objectives, and add it to your army.

Rite of Life: Wherever the Everqueen goes, so too does the power of her great rite, banishing corruption and transforming the realms into flourishing domains of life.
Once per battle, at the start of your hero phase, you can say Alarielle will give voice to a verse of the Rite of Life. If you do so, until the end of that turn, all terrain features on the battlefield that are not already considered by you to be overgrown terrain features are considered by you to be overgrown terrain features.


Disable Ads

Boosty subscribers may disable ads:
1. Enter e-mail you have used to login on Boosty.
2. Press Get pin code button (if you don’t have it already)
3. Enter pin code.

Note that login database updated once a day. So, if you are a new booster - try tomorrow. And thank you!
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.
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.
14.5 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 HERO keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
• Ylthari

The WIZARD keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
• Ylthari

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
• Merwyrm

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

Leader, Behemoth

The TREE-REVENANTS keyword is used in the following Sylvaneth warscrolls:

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.
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. Units cannot retreat if they are not within 3" of an enemy unit.

The TOTEM keyword is used in the following Sylvaneth warscrolls:

Leader, Behemoth
© Vyacheslav Maltsev 2013-2024