Sylvaneth – Alarielle the Everqueen

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SYLVANETH WARSCROLL
Alarielle
the Everqueen
14"
16
4+
10
5+
The ground shudders beneath the tread of Alarielle’s gargantuan Wardroth Beetle as she 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.
SYLVANETH WARSCROLL
Alarielle
the Everqueen
RANGED WEAPONS
RngAtkHitWndRndDmg
Spear of Kurnoth
Spear of Kurnoth12"12+3+24
MELEE WEAPONS
AtkHitWndRndDmg
Spear of Kurnoth [Charge (+1 Damage)]
Spear of Kurnoth
Charge (+1 Damage)
53+3+22
Wardroth Beetle’s Antlers [Companion]
Wardroth Beetle’s Antlers
Companion
64+2+24
BATTLE PROFILE

Unit Size: 1      Points: 600
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 Beetle’s Antlers is 4.

Start of Battle Round
SEASONS OF WAR: Alarielle and her children are fundamentally intertwined with the shifting of the seasons, and their abilities and temperaments alter accordingly. It is within the power of the goddess to temporarily manipulate this state of being, should she wish it.

Declare: You must use this ability.

Effect: Pick 1 of the following effects to apply for the rest of the battle round. You cannot pick the effect that you picked in the previous battle round.

The Burgeoning: Each time a friendly Awakened Wyldwood uses the ‘Ever Growing’ ability, you can pick any terrain feature your opponent does not control to be the target rather than the closest.

The Reaping: Add 1 to casting rolls and chanting rolls for friendly SYLVANETH units while they are wholly within 12" of this unit.

The Dwindling: Friendly SYLVANETH units can use CHARGE abilities even if they used a RETREAT ability in the same turn. In addition, no mortal damage is inflicted on those units when they use RETREAT abilities.

Everdusk: Each time you use the ‘Creeping Dread’ ability this battle round, you can pick up to 3 targets instead of 1.

Once Per Turn (Army), Any Hero Phase
LIFEBLOOM: Just as the Burgeoning follows Everdusk, the restorative energies of Ghyran heal Alarielle’s wounds with cyclical inevitability.

Effect: Heal (2D6) this unit.

Your Hero Phase
7
METAMORPHOSIS: With a fierce glare, Alarielle’s foes are wracked with creaking contortions as they violently transform into twisted effigies of 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 would be destroyed by this spell, before removing any models, pick the closest terrain feature to the target that does not have a friendly overgrown token and give it a friendly overgrown token. If all terrain features on the battlefield already have a friendly overgrown token, inflict D3 mortal damage on each enemy unit within 6" of the target instead.
KEYWORDSSPELL

Once Per Battle, Your Movement Phase
2
THE GODDESS OF LIFE: So long as Ghyran endures, so will the Everqueen.

Declare: This unit can use this ability even if it has been destroyed.

Effect: Set up a replacement unit with 8 damage points allocated to it (ward rolls cannot be made for those damage points) wholly within the creeping overgrowth and more than 9" from all enemy units.

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 a visible enemy 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 (5+)
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.

3.0 Prayers
The declare step of each prayer will tell you to make a chanting roll of D6. On an unmodified chanting roll of 1, the prayer fails, its effect is not resolved and you must remove D3 ritual points from the PRIEST using the prayer.

Otherwise, pick one of the following
  • Give a number of ritual points to the PRIEST equal to the chanting roll (ritual points can be accumulated over multiple turns).
  • Add the PRIEST’s ritual points to the chanting roll. If the chanting roll equals or exceeds the prayer’s chanting value (at the top-right corner of the prayer), it is answered: resolve the effect of the prayer, then reset the PRIEST’s ritual points total to 0.

All PRIESTS know the following prayer:
Your Hero Phase
SACRED RITES: The priest focuses on safely setting their ritual into motion.

Declare: Pick a friendly PRIEST to use this ability, then make a chanting roll of D6. On an unmodified chanting roll of 1, remove 1 ritual point from that PRIEST instead of D3.

Effect: Give a number to ritual points to the PRIEST equal to the unmodified chanting roll and do not reset the PRIEST’s ritual points to 0.
KEYWORDSPRAYER, UNLIMITED



EXAMPLE PRAYER
Once Per Battle, Your Hero Phase
7
RESURRECTION: A fallen hero is brought back from death, their vitality fully restored.

Declare: Make a chanting roll of D6.

Effect: Pick a friendly INFANTRY HERO that has been slain and return them to the battlefield. Set up that HERO wholly within 3" of this PRIEST.
KEYWORDSPRAYER

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.
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 model is considered to be in combat with an enemy unit if that unit is within the model’s combat range and visible to it’

  • 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 WARD keyword is used in the following Sylvaneth warscrolls:

Endless Spell

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Hit Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Hit characteristic, the attack scores a successful hit: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified hit rolls of 1 always fail. If an unmodified hit roll for an attack made with a weapon is a 6, that attack is a critical hit.

Critical hits have no effect on their own but often trigger additional effects (see 20.0 Weapon Abilities).
Wound Roll
Roll a dice. If the roll equals or exceeds the attacking weapon’s Wound characteristic, the attack successfully wounds: move on to the next step. If not, the attack fails and the attack sequence ends. Unmodified wound rolls of 1 always fail.
Passive
THE CREEPING OVERGROWTH: As children of Ghyran, the Sylvaneth are redolent with the energies of life, which cause the ambient flora to rapidly grow and spread.

Effect: The creeping overgrowth is measured from each terrain feature that has a friendly overgrown token. The range of the creeping overgrowth is based on the number of friendly overgrown tokens on the battlefield as shown:
Overgrown
Tokens
Creeping
Overgrowth Range
0-26"
3-59"
6-812"
9+Whole battlefield


Designer’s Note: Awakened Wyldwoods are your main way of generating overgrown tokens. Some unit abilities allow you to do so too.
18.2 Allocating Damage
After resolving the effect of any ability that inflicts damage points (whether via attacks, mortal damage or both), you must allocate the damage points.

When allocating damage points to a unit, the damage points in its damage pool are allocated to it one at a time. Each time the number of damage points allocated to the unit equals the Health characteristic of that unit, 1 model in that unit is slain (and removed from play) and the number of damage points allocated to that unit is reset to 0. Keep allocating damage points until there are none left in the damage pool.

If the number of damage points allocated to a unit is not enough to slay a model, keep track of the number of damage points currently allocated to the unit (most players place a dice or markers next to the unit). While a unit has any damage points allocated to it, it is damaged.
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 a rule or ability requires a target to be both within a given range of and visible to the unit using that ability, or to a model in that unit, both conditions must be met by the same model in the target. You could not, for instance, target a unit where one model is within range but not visible and another model is not in range but is visible.
  • 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.
Those HEROES can join an eligible regiment as a Forest Sentinel.

Infantry Hero
Monster
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 WIZARD keyword is used in the following Sylvaneth warscrolls:

Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
Companion
Unless otherwise specified, attacks made by this weapon are not affected by friendly abilities that modify hit rolls, wound rolls or weapon characteristics, except for those that apply negative modifiers (e.g. ‘Covering Fire’).
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

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).
Once Per Turn (Army), Start of Any Turn
CREEPING DREAD: The creaking of the trees and the oppressive hum of the spirit-song in their subconscious makes the enemy jumpy and distracted, causing them to hesitate and second- guess orders in the absence of clear leadership.

Declare: Pick an enemy unit within the creeping overgrowth to be the target.

Effect: For the rest of the turn, the first time your opponent declares a command for the target while it is not wholly within 12" of a HERO in their army, unless your opponent spends 1 additional command point to use that command, the command has no effect, it still counts as being used and the command points spent to use the command are still lost.
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).
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.
© Vyacheslav Maltsev 2013-2026