Sylvaneth – Alarielle the Everqueen

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SYLVANETH WARSCROLL
Alarielle the Everqueen
14"
16
3+
5
Alarielle is a being of ancient wisdom and terrifying power. A goddess bound to the energies of life, she exudes an aura of vitality capable of cleansing tainted lands. Yet these powers can just as soon be turned to war. At Alarielle’s command, her enemies are washed away in torrents of raging waters, strangled by thrashing ironoak roots, or transmuted to living wood. There is no mercy in the Everqueen’s heart; she has entered the season of her War Aspect and now blooms with a passion only vengeance can curb. Alarielle’s sorceries are able to summon flurries of healing pollen, as well as to mature new groves of Sylvaneth. In her right hand she wields the Spear of Kurnoth, a relic said to contain the dwindled essence of her consort and huntergod. Her left limb has been replaced by the Talon of the Dwindling, a sickle-like wooden claw that drains opponents of vitality. One of the Everqueen’s most powerful allies is her mount, a hulking Wardroth Beetle. This titan’s horns can topple even fortress walls. When Alarielle takes wing, her Wardroth is capable of transforming into a swarm of pulsing glowspites to follow her and reform once more.
SYLVANETH WARSCROLL
Alarielle the Everqueen
RANGED WEAPONS
RngAtkHitWndRndDmg
Spear of Kurnoth
Spear of Kurnoth12"12+3+24
MELEE WEAPONS
AtkHitWndRndDmg
Spear of Kurnoth
Spear of Kurnoth53+3+22
Wardroth’s Great Antlers [Companion]
Wardroth’s Great Antlers
Companion
64+2+24
BATTLE PROFILE

Unit Size: 1      Points: 680
Base size: 160mm
Can be reinforced: No
Regiment Options: 0-1 Forest Sentinel, Any SYLVANETH

Passive
BATTLE DAMAGED
Effect: While this unit has 10 or more damage points, the Attacks characteristic of its Wardroth’s Great Antlers is 4.

Any Hero Phase
LIFEBLOOM: The restorative energies of Ghyran heal Alarielle’s wounds.

Effect: Pick 1 of the following effects:
  • Add 1 to casting rolls for this unit for the rest of the turn.
  • Heal (2D3) this unit.

Your Hero Phase
7
METAMORPHOSIS: With a glare, Alarielle’s foes transform into living wood.

Declare: Pick a visible enemy unit within 12" of this unit to be the target, then make a casting roll of 2D6.

Effect: Inflict 2D3 mortal damage on the target. If the target is destroyed by this spell, you can immediately resolve the effect of the ‘Treesong’ spell as if this unit had successfully cast it.
KEYWORDSSPELL

Once Per Turn (Army), Your Movement Phase
RITE OF LIFE: Wherever the Everqueen goes, so too does the power of her great rite.

Declare: Pick a friendly SYLVANETH unit that has been destroyed to be the target. This unit can use this ability if it has been destroyed, but if it does, this unit must be the target.

Effect: Roll a dice. On a 4+, set up a replacement unit with half the number of models from the target unit (rounding up) wholly within 9" of a friendly Awakened Wyldwood and more than 9" from all enemy units. If the target was a MONSTER, allocate 6 damage points to the replacement unit (ward rolls cannot be made for those damage points).

Once Per Turn (Army), Any Charge Phase
LIVING BATTERING RAM: A charging Wardroth Beetle tramples all in its path.

Declare: If this unit charged this turn, pick an enemy INFANTRY unit within 1" of it to be the target.

Effect: Roll a dice. On a 3+, inflict an amount of mortal damage on the target equal to the roll.
KEYWORDSRAMPAGE

KEYWORDS
WARMASTER, UNIQUE, HERO, MONSTER, WIZARD (3), FLY, WARD (6+)
ORDER, SYLVANETH
18.1 Ward Saves
Units with the WARD keyword have the ‘Ward Save’ passive ability. The number after the WARD keyword indicates the ward value for the ward save. If a unit had WARD (5+), for example, its ward value would be 5. If a unit has more than one ward save, only the ward save with the lowest value applies to it; the other has no effect.

Passive
WARD SAVE: Whether through their uncanny reflexes, unnatural toughness or a source of mystical protection, these warriors can avoid otherwise lethal attacks.

Effect: In step 1 of the damage sequence (see 18.0), make a ward roll of D6 for each damage point in this unit’s damage pool. If the roll equals or exceeds this unit’s ward value, remove that damage point from the damage pool.

6.0 Visibility
A target model is visible to another model (which we’ll call the ‘observing model’) if you can draw a straight line through the air (whether horizontal, diagonal or vertical) from any point on the observing model to any point on the target model that does not intersect any objects except for other models in the observing model’s unit. A target unit is visible to an observing unit if at least 1 model in the target unit is visible to at least 1 model in the observing unit. A model is always considered to be visible to itself.

  • If any part of another model can be seen by an observing model, both the target model and its unit are visible to that observing model.

In some cases, it might not be immediately clear whether a model is visible. If so, stoop down to get a look from behind the observing model. If any part of the other model is visible, even if it is just the tip of a spear, then that model is visible for rules purposes.
2.0 Spells
The declare step of each spell will tell you to make a casting roll of 2D6. If the roll does not equal or exceed the spell’s casting value (at the top-right corner of the spell), the spell fails and its effect is not resolved.

If the unmodified casting roll includes 2 or more rolls of 1, the spell is miscast: the spell fails, its effect is not resolved, D3 mortal damage is inflicted on the WIZARD that used it, and that WIZARD cannot use any more spells in that phase.

Enemy reactions can only be used if the casting roll equals or exceeds the spell’s casting value. So long as the spell is not unbound (see 4.0), then it is successfully cast: resolve its effect.

EXAMPLE SPELL
Your Hero Phase
6
MYSTIC SHIELD: The caster's allies are bathed in an unearthly glow that protects them from harm.

Declare: Pick a visible friendly unit wholly within 12" of this WIZARD to be the target. Then, make a casting roll of 2D6.

Effect: The target has WARD (6+) this turn.
KEYWORDSSPELL

1.0 Wizards and Priests
WIZARDS are special units that can cast spells, and PRIESTS are special units that can chant prayers. Spells and prayers are powerful abilities that can have a dramatic impact on the battle.
17.2 Mortal Damage
Some abilities inflict mortal damage. If an ability inflicts mortal damage on a unit, add that number of damage points to the unit’s damage pool for that ability (see 18.2 Allocating Damage).

The HERO keyword is used in the following Sylvaneth warscrolls:

The WIZARD keyword is used in the following Sylvaneth warscrolls:

7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The FLY keyword is used in the following Sylvaneth warscrolls:

Endless Spell

The WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell

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This HERO can join an eligible regiment as a Forest Sentinel.

Monster Hero

The MONSTER keyword is used in the following Sylvaneth warscrolls:

Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).

The UNIQUE keyword is used in the following Sylvaneth warscrolls:

21.0 Healing
Some abilities allow you to heal a unit. To heal a unit, remove a number of damage points from the unit equal to the number in brackets after ‘Heal’, e.g. Heal (2).

The SYLVANETH and WIZARD keywords are used in the following Sylvaneth warscrolls:

Your Hero Phase
6
TREESONG: Sylvaneth wizards have a strong spiritual connection to the wyldwoods and can call forth these eldritch copses at a whim.

Declare: Pick a friendly SYLVANETH WIZARD to cast this spell, then make a casting roll of 2D6.

Effect: If there are fewer than 3 friendly Awakened Wyldwoods on the battlefield, you can set up an Awakened Wyldwood wholly within 24" of the caster, more than 3" from all objectives and more than 1" from all enemy units and other terrain features. If there are already 3 friendly Awakened Wyldwoods on the battlefield, Heal (3) each friendly Awakened Wyldwood.
KEYWORDSSPELL, UNLIMITED
24.2 Replacement Units
Some abilities allow you to set up a replacement unit. When setting up that unit, it should have the same warscroll type, weapon options and number of models as the original unit, unless otherwise specified in the ability. Many of these abilities specify the proportion of models in the replacement unit (e.g. half the number of models from the original unit). In these cases, you can pick which models from the original unit are set up.

The replacement unit is otherwise treated as a new unit; any keywords or abilities the original unit gained during the battle, and any persisting effects that applied to it, do not apply to the replacement unit. Each unit can only be replaced once, and you cannot replace replacement units.

Because a replacement unit is treated as a completely new unit, it could, for instance, use a Once Per Battle ability on its warscroll even if the unit it replaced used that ability earlier in the battle.
Universal Core Abilities - Charge Phase
Your Charge Phase
CHARGE: With a mighty battle cry, the warriors charge into combat with the enemy.

Declare: Pick a friendly unit that is not in combat and has not used a RUN or RETREAT ability this turn to use this ability. Then, make a charge roll of 2D6.

Effect: That unit can move a distance up to the value of the charge roll. That unit can move through the combat ranges of any enemy units and must end that move within 1/2" of a visible enemy unit. If it does so, the unit using this ability has charged.
KEYWORDSCORE, MOVE, CHARGE

The WARMASTER keyword is used in the following Sylvaneth warscrolls:

© Vyacheslav Maltsev 2013-2024