The Imperials

The Imperials are....

Lore
Once a king and general of grand stature, Settra the Imperishable was a near unrivaled warrior. Destined to govern his kingdom for untold aeons, the architects of fate did not prove as kind. Standing in defiance of the dark necromancer Nagash, Settra did not simply lose his kingdom, not only did he also lose the destiny that lied ahead of him, but he also lost his body and dignity, having to sit helplessly in the sands as Nagash ravaged and laid ruin to his kindodm.

At the end of all he had worked for, Settra heard the voices of chaos within the confined corners of his defiant soul. They whispered to the fallen king of power untold, a chance renewed and the glimmering hope of exacting his revenge. All they asked for in return was the death of the dragon ogre Kholek and his eternal servitude. Wordlessly did he claim this power they offered and exacted their will. For days did Settra and Kholek wage their conflict, leveling whole forests and hills to naught but dust and scorched surfaces. After a long and arduous conflict did Settra stand victorious, proclaiming his victory to the heavens. After such a task, he was granted even more power from the gods of chaos, and it was at that moment that Settra knew that it was finally within his grasp: The death of Nagash.

Granted a legion of Daemons to lead into battle against the last remaining bastions of hope and prosperity in the world, Settra did not lead his army towards the final conflict, but rather towards the Necromancer and the ones he had come to forge alliances with. Upon the brink of the end, Settra... TBA

Expertise of Combat:
'''Imperishables Units cannot pick traits from the Unit Trait list. Instead, they receive them from accomplishing great feats in the field of battle. When a Infantry, Monstrous Infantry or Cavalry unit slays an enemy unit, the player can freely pick one Unit Trait for the the friendly unit that slayed the enemy unit. For every unit slain, they can pick another to a maximum of 2 traits.'''

"We are the Imperishables!":
'''Imperishables units are nigh unkillable. A gift bestowed upon them by the grace of Amen Haqet to better serve him in battle so long as they possess the strength of will to follow. When a friendly unit of Imperishables are wholly within 8  from a friendly Imperishable Hero or Commander, they have a Ward Save of 5+.'

"God is With Us!"
'''The Commander of your army can declare to use this command ability during the hero phase. Roll 1D3. You can then pick an equal amount of units within 10 '' as shown by the die and pay one command point for each. Roll another D3: The declared units from the previous die are now immune to the effects of Battleshock for an equal amount of turns that the second die displayed.'''

"Imperishable!"
'Whenever a friendly unit with the Imperishables keyword within 12  from the commander is about to be slain, you can use this command ability in exchange for 1 Command point. Until your next hero phase, that unit cannot be slain.'''

Grand Order
'''The Commander of your army can declare the Grand Order of the Imperishables. In exchange for 6 command points, reduce the to hit and wound characteristics of all enemy units on the board to a maximum of 6. Also decrease the damage done by a successful wound roll by 1 to a minimum of one. The effects last until the start of your next turn. All your heroes and Commanders also restore 1 Health for every point of bravery. This Grand Order can only be activated once per battle.'''

Faction Traits
"Reinforce The Phalanx"

'When a friendly unit of Imperishables are missing models, another identical unit of the wounded unit within 3  can remove models from their formation and fill in the gaps of the wounded unit. These models gain the same abilities as the reinforced unit. This ability applies to Infantry, Monstrous Infantry and Cavalry with the Mortal Keyword.'''

Command Traits
"Never Yield!"

When a hero or commander is wholly within 8 '' of a friendly unit of Imperishables, they now have a Ward Save of 4+ instead of 5+.

Command Ability
"The Sun Obeys!"

'''You can use this command ability in the Combat Phase. Roll 1D3, you can then pay an equal amount of command points to grant the chosen units sun-scorched weapons. Deal 1 Mortal wound in addition to their normal damage if they successfully wound on an unmodified 5+. They also receive the following abilities depending on their Unit Category:'''

Infantry: Add an additional 1 '' range to their melee weapons.

Monstrous Infantry: Add an additional 1 to their damage characteristic.

Cavalry: Add an additional 1 to their hit and wound characteristic.