The Imperishables

The Imperishables...TBA

Lore
...TBA

School of Wrath (Mortals)

 * 1) Scorching Vengeance:  Casting Value 6. Pick 1 friendly "Imperishable" unit wholly within 14 from the caster that is visible. That unit can reroll failed hit and wound rolls of 1 until your next hero phase. On a casting value of 10+, target D3 "Imperishable" units within 14.
 * 2) Burning Vendetta:  Casting Value 7. If successfully cast, target D3 enemy units within 14'' from the caster. Throw a D6 for every model in that unit. On a 6, inflict 1 mortal wound. If the unit has 10 or fewer models in the unit, inflict mortal wounds on a 5+. If the unit only has 1 Model in it, on a 3+, inflict D3 mortal wounds.
 * 3) Heated Ascension:  Casting Value 7. If successfully cast, target 1 friendly "Imperishable" unit wholly within 16'' from the caster and is visible to them. If that unit is not a wizard, make them a wizard and give them 1 unbind rolls and +2 to said unbinding rolls until your next hero phase. If the unit is a wizard, grant it +1 to their casting and unbinding rolls.

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 the 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 Courage. 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!"

Commander is wholly within 8 '' of a friendly unit of Imperishables, Both 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: Until the start of your next command Phase, add an additional 1  range to their melee weapons and 3  to their ranged weapons.

Behemoths: Until the start of your next Command Phase, add an additional D3 to the damage characteristic for one Melee weapon of your choice.

Cavalry: Until the start of your next Command Phase, add an additional 1 to their hit and wound characteristic if they have successfully charged this turn.

Faction Traits
"Rise Children!"

'''When a friendly Behemoth with the "Imperishables" keyword is slain, you can roll a D6 for it once. On a 5+, return that Behemoth with Half it's Health. If you have a Friendly Maleerie, The Laughing Scion on the field, you can activate this trait on a 4+.'''

Command Traits
"We Cannot Die!"

All friendly Behemoths with the "Imperishables" Keyword have a ward save of 4+ while Wholly within 7 '' from the Commander.

Behemoth Traits

 * 1) Radiant One: All Behemoth and Monstrous Infantry unit has a -1 to their Hit characteristic when attacking The behemoth with this trait.
 * 2) Mighty One: At the start of every combat phase, roll 2D6 and perform a Courage test. If the test result is lower than the unit's Courage, deal the max amount of damage possible with every successful attack.

Command Ability
"Stand! Suffer! Fight!"

'''You can use this command ability in the Morale Phase. Pay 6 command points, and if you do all friendly units that does not have the Ascended Keyword cannot fail Courage Tests.'''