Army List:
War Council of Asuryan
The War Council of Asuryan is branch of the Temple of Asuryan that is chartered by the Phoenix King to deal with 'significant external threats to Ulthuan.' They field their own private army and although small, they are filled only with elite warriors. It was they who razed Luftburg and resurrected the waystone, and it was the war council who uncovered the news of the druchii civil war.
This is a list that represents the war council's army on the field of battle - since this elite but mostly unknown force is charged with a large portion of action in Arnhelm.
The army used by the War Council is composed of no citizen levy, but rather elite soldiers gathered from various provinces for their unique abilities to help aid the mission of the Council. They all bear the same colors - white and black robes and standards - to match the black and white mask worn by their patron god. Their armies are commanded by the Priests of Asuryan and their chosen field officers.
Army Special Rule:
Fearless - The War Council's forces are usually far outnumbered, and as such are ready to face an overwhelming threat. All units in the army are immune to panic.
Note: No Dogs of War may be taken.
Lords:
0-1 Priest of Asuryan @ 140 points
5-6-6-4-3-3-7-4-10
Weapons: Hand Weapon and Shield
Magic: A Priest of Asuryan is a level 1 wizard and may only use the Lore of Light.
Options:
-May wear light armor (+5 points)
-May choose a combination of magic items/honors up to 100 points from the common and high elf list of magic items.
Special Rules:
Holy Warriors: Priests of Asuryan are warriors through and through. They are blessed by their patron god, and as such can release energies even though they wear armor. As such, Priests of Asuryan can cast spells even though they are in light armor.
Mark of Asuryan: If a Priest of Asuryan is killed in hand to hand combat, he will speak for one final time in his life, and call for Asuryan with his dying breath. This will summon the wrath of the god upon his slayer. The model that killed the Priest of Asuryan must take an immediate Leadership test or be slain by the Wrath of Asuryan, regardless of wounds or any saves.
Field Commander (same as Prince)
Heros:
Captain (same as Commander)
Mage
Core:
Lothern Sea Guard
Silverhelms
Every silverhelm and Lothern Sea Guard regiment may take a standard worth up to 25 points. Champions may take magic items worth up to 25 poitns
0-2 Phoenix Guard
Note: Phoenix Guard no longer cause fear, but are unbreakable.
Special:
0-1 Swordmasters
0-1 White Lions
Lothern Sea Rangers at 12 points each
Same stats as Shadow Warriors, with the exception that they do not have Dark Elves
0-1 House Guard 13 points/model
5-4-4-3-3-1-5-1-9
Champ: +1 A
Unit Size: 10+
Weapons and Armor: Halberd, Dragon Armor, Shield
Options: Flamebearer/Stnd Bearer for +12 points, Musician for +6 points
Standard Bearer may take a standard worth up to 50 points
Champion may take up to 25 points of magic items.
Special Rules:
Dragon Armor
Halberd Master: May wield a Halberd as though it was a one handed weapon.
Bodyguard: House Guards hail from Caledor, and represent the personal guards of the Dragon Lords in their house citadels. The House Guards that join the cause of the War Council act as bodyguards for the Priests when they lead missions personally. If joined by a Priest of Asuryan, the regiment becomes Stubborn.
Rare:
RBTs
Great Eagles
0-2 Sea Hunters of Cothique @ 14 points each
5-5-4-3-3-1-5-1-8
Champ: +2 attacks
Unit Size: 10+
Weapons and Equipment: Light Armor, Shield, Trident, Net and Handweapon
Options: Champ/Stnd +12 points, Musician +6
Champion may take up to 25 points in magic items
Standard Bearer may take a standard worth up to 50 points
Special Rules:
Fearless Hunters: Recruited from Cothique, these Sea Hunters are used to tackle monstorous and terroizing threats against Ulthuan. Sea Monster hunters are immune to fear and terror.
Trident - Tridents require two hands and are resolved at +1 S. Against large targets or monstrous mounts that are netted (see below) , any unsaved wound from a trident becomes d3 wounds.
Nets - Net attacks may be made on the first turn of any combat, and are a special attack resolved before combat begins. On the turn the unit with nets enters combat (regardless of whether they charge or are charged), for each model in base combat with the enemy, roll to hit with the net. Each enemy model successfully hit, will require 6's to hit the Elves in the first turn of combat. In return, any attacks by the Elves against a netted opponent automatically hit. In the following rounds of combat, all attacks are resolved normally (the enemy have either freed themselves or perished).
Not something I particularly like. Especially the abundance of unbreakable core troops...
However it is opponent optional. We have two ways to go. One we can post the list on the web page and make Asur.org happy (even though I doubt anyone uses it), or we can ask for a more 'structured' list.
I leave it to you guys to decide. Whatever you decide, please inform Enthardon and then let me know so I can program the web site.