
Settra the Imperishable
Lord· Wizard Lord· 1 model at Ultra size
Comes with Tomb Kings(Warhammer II)
Skill tree →Duel it in the combat calculator →vs Chaos Warriors, the unit the rankings measure against; pick any other there.
Settra the Imperishable is a legendary lord of Tomb Kings, leading Khemri at the start of a campaign: 5,196 HP, armour 80, melee attack 60, melee defence 55, weapon strength 470. It costs 1,250 in multiplayer. It comes with Tomb Kings. Beating this lord in battle can earn the defeat trait Settra the Perishable. Unit key wh2_dlc09_tmb_cha_settra_0. Patch 9.0.4, from the game's data tables.
Health
5,196
Armour
80
Leadership
85
Speed
31
Melee attack
60
Melee defence
55
Weapon strength
140 base + 330 armour-piercing, +20 vs large
470
Charge bonus
20
Attributes
- Causes Fear
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
- Charge Defence vs. Large
When bracing, this unit negates the charge bonus of any large attacker.
- Charge Reflection
When bracing, this unit causes additional damage when attacking charging enemies.
- Encourage
This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.
- Hide (forest)
This unit can hide in forests until enemy units get too close.
- Undead
Undead units cannot be routed, but take damage when their Leadership is broken. Undead units also have: Fear and Terror Immunity Undead units may also have their hit points restored by special characters such as the Vampire Counts Necromancer.
Abilities
- Unyielding WillAugment (Area) · +5 Melee Attack, +5 Melee DefencepassiveUnyielding WillAugment (Area)+5 Melee Attack+5 Melee DefencePassive · Range 55 mInalienable and unassailable in all things, Settra's strength is such that he never needs to return to his sarcophagus.
- Wrath of PtraExplosion · Causes moderate magical & fire damage, Explosion does not affect friendly troops…activeWrath of PtraExplosionCauses moderate magical & fire damageExplosion does not affect friendly troopsLarge explosion areaCooldown 90 s · Duration 3 s · 3 usesThe heavenly fire of Ptra's rage, directed at those who dare stand against his servants.
- The CurseDirect Damage (Area) · Activates automatically when conditions are met, Strong vs units with 25 or more entities…passiveThe CurseDirect Damage (Area)Activates automatically when conditions are metStrong vs units with 25 or more entitiesCauses damage to combatantsStrong vs multiple combatantsWeak vs a single combatantPassive · Duration 15 s · 1 use · Range 35 mLike an insect sting at the point of death, striking out at the killer, sapping their strength as if shot by a thousand arrows.
- DisintegratingDirect DamagepassiveDisintegratingDirect DamagePassiveThe Dark Magic that holds these subjects together has failed. As the Necromantic energy flows out of them, nothing is left but a pile of iron and bones in the sand.
- CrumblingDirect DamagepassiveCrumblingDirect DamagePassiveIn the blasted desert of deepest Nehekhara, the dead rarely remain so. Those dragged back to screaming, clanking Unlife are bound forever to the Tomb King whose will they exist only to serve.
- WoundsHex · -10% Speed, -20% Armour-Piercing Weapon Damage…passiveWoundsHex-10% Speed-20% Armour-Piercing Weapon Damage-20% Base Weapon DamagePassiveEven the greatest foes can be laid low with terrible injuries, and the greater the damage done, the less able they will be to effectively continue the fray.
Lore of magic
Counters
Good against
- Large units — bonus vs large 20e.g. Rogue Idol, Dread Saurian, Feral Dread Saurian · Tomb Kings: Khemric Titan, Hierotitan
- Heavily armoured units — 330 of 470 weapon strength armour-piercinge.g. Steam Tank, Blessed Bastiladon (Solar Engine), Rotting Leviathan · Tomb Kings: Khemric Titan, Necropolis Knights
Vulnerable to
- Bonus vs infantry — infantry-sizede.g. Doom-Flayers, War Mammoth, Feral Mammoth · Tomb Kings: Morghast Harbingers, Khemrian Warsphinx
- Flaming attacks — fire weakness −15%e.g. Chameleon Stalkers, Blessed Chameleon Stalkers, Stormfiends (Warpfire Projectors) · Tomb Kings: Hierotitan
Computed from base unit-card values (no skills, items or abilities), one rule per line; examples are units with the most of that trait. How counters are worked out · Try it in the combat calculator
Defeat trait
Beat Settra the Imperishable in battle and your lord can earn the trait
Settra the Perishable
- Charge bonus: +15
- Control: -3 (local enemy province)
As it turns out, the Imperishable is just as perishable as the rest of us…
Settra the Imperishable skill tree
63 skills, line by line as the game lays them out. Hover a skill for the rank it unlocks at and its effects at each level.
Plan Settra the Imperishable's skills
- Skeletal SteedSkeletal SteedUnlocks at rank 4
- Mount: Skeletal Steed
- Khemrian WarsphinxKhemrian WarsphinxUnlocks at rank 14
- Mount: Khemrian Warsphinx
- Chariot of the GodsChariot of the GodsUnlocks at rank 18
- Mount: Chariot of the Gods
- Returned in MadnessReturned in MadnessUnlocks at rank 4
- Charge bonus: +10
- Physical resistance: 5%
- Vigour loss reduction: -25%
- Ancient TyrantAncient TyrantUnlocks at rank 4
- Casualties captured post-battle: +5%
- Income from sacking settlements: +15% (Lord's army)
- Control: -4 (local enemy province)
- Embalmed in ElixirEmbalmed in ElixirUnlocks at rank 8
- Fire resistance: 15%
- Hit points: +8%
- Ceremonial BandagesCeremonial BandagesUnlocks at rank 8
- Missile resistance: 15%
- Restful InternmentRestful InternmentUnlocks at rank 20
- Removes Attribute "Wounds"
- Wound recovery time: -1 turns
- Army of RenownArmy of RenownUnlocks at rank 10 · 3 levelsLevel 1
- Regiments of Renown army capacity: +2 (own army)
- Regiments of Renown army capacity: +4 (own army)
- Regiments of Renown army capacity: +6 (own army)
- MentorMentorUnlocks at rank 30 · 3 levelsLevel 1
- Character experience gain: +20% (Heroes in Lord's army)
- Character will share +15% of experience earned between all other active Lords
- Character experience gain: +35% (Heroes in Lord's army)
- Character will share +30% of experience earned between all other active Lords
- Character experience gain: +50% (Heroes in Lord's army)
- Character will share +50% of experience earned between all other active Lords
- Ptra the Great FatherPtra the Great FatherUnlocks at rank 10
- Hero recruit rank: +2 for Tomb Princes (factionwide)
- Leadership: +4 for Tomb Guard and Chariot units (Lord's army)
- Melee defence: +8 for Tomb Guard and Chariot units (Lord's army)
- Unyielding WillUnyielding WillUnlocks at rank 10
- Replaces: "My Will Be Done"
- Passive ability: "Unyielding Will"
- Conqueror of the PastConqueror of the PastUnlocks at rank 10
- Control: +2 (all provinces)
- Recruit rank: +1 for all units (Lord's army)
- Control: -3 (local enemy province)
- Founder of KhemriFounder of KhemriUnlocks at rank 10 · 2 levelsLevel 1
- Hero capacity: +1 for Tomb Princes
- Hero recruit rank: +2 for Tomb Princes (factionwide)
- Hero capacity: +2 for Tomb Princes
- Hero recruit rank: +4 for Tomb Princes (factionwide)
- Restless MinionsRestless MinionsUnlocks at rank 10 · 2 levelsLevel 1
- Melee attack: +4 for Tomb Guard and Chariot units (Lord's army)
- Unit capacity: +2 Tomb Guard Tomb Guard (Halberds) Skeleton Chariot Skeleton Archer Chariot
- Attribute: Vanguard Deployment for Skeleton Chariot units (Lord's army)
- Melee attack: +6 for Tomb Guard and Chariot units (Lord's army)
- Unit capacity: +4 Tomb Guard Tomb Guard (Halberds) Skeleton Chariot Skeleton Archer Chariot
- Trampler of the AgesTrampler of the AgesUnlocks at rank 10
- Charge bonus: +10% (Lord's army)
- Speed: +15% (Lord's army)
- Immortal King of NehekharaImmortal King of NehekharaUnlocks at rank 10
- Attribute: Perfect Vigour when mounted on the Chariot of the Gods
- Charge bonus: +12%
- Physical resistance: 10%
- Hit points: +10%
- Indomitable WillIndomitable Will
- Charge bonus: +5
- Leadership: +4
- ConquerorConqueror2 levelsLevel 1
- Melee attack: +4
- Weapon strength: +5%
- Melee attack: +8
- Weapon strength: +10%
- Blade MasterBlade Master2 levelsLevel 1
- Melee attack: +6
- Melee attack: +12
- Hard to HitHard to Hit2 levelsLevel 1
- Melee defence: +6
- Melee defence: +12
- IndomitableIndomitable2 levelsLevel 1
- Leadership: +6
- Leadership: +12
- TombstrikeTombstrike
- Ability: "Tombstrike"
- Wound-MakerWound-Maker2 levelsLevel 1
- Weapon strength: +10%
- Weapon strength: +20%
- Full Plate ArmourFull Plate Armour2 levelsLevel 1
- Armour: +7
- Armour: +15
- Devastating ChargeDevastating Charge2 levelsLevel 1
- Charge bonus: +15
- Charge bonus: +30
- Over My Dead BodyOver My Dead Body2 levelsLevel 1
- Speed: +8%
- Speed: +8%
- Hit points: +6%
- DesertstrikeDesertstrike
- Replaces: "Tombstrike"
- Ability: "Desertstrike"
- Djaf's Incantation of Cursed BladesDjaf's Incantation of Cursed Blades
- Cooldown: -50% to "Djaf's Incantation of Cursed Blades"
- Miscast base chance: -15% for "Djaf's Incantation of Cursed Blades Upgraded"
- Overcast spell: "Djaf's Incantation of Cursed Blades Upgraded"
- Winds of Magic cost: -1 for "Djaf's Incantation of Cursed Blades"
- Winds of Magic cost: -1 for "Djaf's Incantation of Cursed Blades Upgraded"
- The Restless DeadThe Restless Dead
- Passive ability: "The Restless Dead"
- Neru's Incantation of ProtectionNeru's Incantation of Protection2 levelsLevel 1
- Cooldown: -30% to "Neru's Incantation of Protection"
- Spell: "Neru's Incantation of Protection"
- Overcast spell: "Neru's Incantation of Protection Upgraded"
- Cooldown: -50% to "Neru's Incantation of Protection"
- Miscast base chance: -15% for "Neru's Incantation of Protection Upgraded"
- Overcast spell: "Neru's Incantation of Protection Upgraded"
- Winds of Magic cost: -2 for "Neru's Incantation of Protection"
- Winds of Magic cost: -2 for "Neru's Incantation of Protection Upgraded"
- Ptra's Incantation of Righteous SmitingPtra's Incantation of Righteous Smiting2 levelsLevel 1
- Cooldown: -30% to "Ptra's Incantation of Righteous Smiting"
- Spell: "Ptra's Incantation of Righteous Smiting"
- Overcast spell: "Ptra's Incantation of Righteous Smiting Upgraded"
- Cooldown: -50% to "Ptra's Incantation of Righteous Smiting"
- Miscast base chance: -15% for "Ptra's Incantation of Righteous Smiting Upgraded"
- Overcast spell: "Ptra's Incantation of Righteous Smiting Upgraded"
- Winds of Magic cost: -2 for "Ptra's Incantation of Righteous Smiting"
- Winds of Magic cost: -2 for "Ptra's Incantation of Righteous Smiting Upgraded"
- Usirian's Incantation of VengeanceUsirian's Incantation of Vengeance2 levelsLevel 1
- Cooldown: -30% to "Usirian's Incantation of Vengeance"
- Spell: "Usirian's Incantation of Vengeance"
- Overcast spell: "Usirian's Incantation of Vengeance Upgraded"
- Cooldown: -50% to "Usirian's Incantation of Vengeance"
- Miscast base chance: -15% for "Usirian's Incantation of Vengeance Upgraded"
- Overcast spell: "Usirian's Incantation of Vengeance Upgraded"
- Winds of Magic cost: -2 for "Usirian's Incantation of Vengeance"
- Winds of Magic cost: -2 for "Usirian's Incantation of Vengeance Upgraded"
- EvasionEvasion
- Passive ability: "Evasion"
- Usekhp's Incantation of DesiccationUsekhp's Incantation of Desiccation2 levelsLevel 1
- Cooldown: -30% to "Usekhp's Incantation of Desiccation"
- Spell: "Usekhp's Incantation of Desiccation"
- Overcast spell: "Usekhp's Incantation of Desiccation Upgraded"
- Cooldown: -50% to "Usekhp's Incantation of Desiccation"
- Miscast base chance: -15% for "Usekhp's Incantation of Desiccation Upgraded"
- Overcast spell: "Usekhp's Incantation of Desiccation Upgraded"
- Winds of Magic cost: -2 for "Usekhp's Incantation of Desiccation"
- Winds of Magic cost: -2 for "Usekhp's Incantation of Desiccation Upgraded"
- Sakhmet's Incantation of the SkullstormSakhmet's Incantation of the Skullstorm2 levelsLevel 1
- Cooldown: -30% to "Sakhmet's Incantation of the Skullstorm"
- Spell: "Sakhmet's Incantation of the Skullstorm"
- Overcast spell: "Sakhmet's Incantation of the Skullstorm Upgraded"
- Cooldown: -50% to "Sakhmet's Incantation of the Skullstorm"
- Miscast base chance: -15% for "Sakhmet's Incantation of the Skullstorm Upgraded"
- Overcast spell: "Sakhmet's Incantation of the Skullstorm Upgraded"
- Winds of Magic cost: -2 for "Sakhmet's Incantation of the Skullstorm"
- Winds of Magic cost: -2 for "Sakhmet's Incantation of the Skullstorm Upgraded"
- EarthingEarthing
- Miscast base chance: -15%
- Magical ReservesMagical Reserves
- Winds of Magic power reserve capacity: +5
- Arcane ConduitArcane Conduit
- Passive ability: "Arcane Conduit"
- Passage to the Soul RealmPassage to the Soul Realm
- Unit experience gain per turn: +75 (Lord's army)
- Character's aura leadership effect: +5
- Arrows of AsaphArrows of Asaph3 levelsLevel 1
- Ammunition: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Ammunition: +12% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Missile strength: +6% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Ammunition: +20% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Missile strength: +8% for Skeleton Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Lord's army)
- Sun-Scorched BonesSun-Scorched Bones3 levelsLevel 1
- Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Armour: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Melee defence: +4 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Armour: +8 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Melee defence: +6 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Lord's army)
- Elite CavalrymenElite Cavalrymen3 levelsLevel 1
- Speed: +6% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Missile strength: +6% for Skeleton Horse Archers units (Lord's army)
- Speed: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Weapon strength: +9% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Missile strength: +8% for Skeleton Horse Archers units (Lord's army)
- Speed: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Weapon strength: +12% for Necropolis Knights, Nehekhara Horsemen, Carrion, Skeleton Horsemen and Skeleton Horse Archers units (Lord's army)
- Master CharioteersMaster Charioteers3 levelsLevel 1
- Charge bonus: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Charge bonus: +9 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Melee attack: +6 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Reload time reduction: +4% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
- Charge bonus: +12 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Melee attack: +8 for Khemrian Warsphinx, Skeleton Chariot and Skeleton Archer Chariot units (Lord's army)
- Reload time reduction: +8% for Khemrian Warsphinx, Skeleton Archers Chariot units (Lord's army)
- Revered StonemasonryRevered Stonemasonry3 levelsLevel 1
- Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee attack: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee defence: +4 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Missile strength: +6% for Ushabti (Great Bows) units (Lord's army)
- Melee attack: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Melee defence: +6 for Hierotitan, Ushabti and Ushabti (Great Bows) units (Lord's army)
- Missile strength: +9% for Ushabti (Great Bows) units (Lord's army)
- Stone SentinelsStone Sentinels3 levelsLevel 1
- Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Charge bonus: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Melee attack: +4 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Charge bonus: +8 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Melee attack: +6 for Sepulchral Stalkers, Khemric Titan, Necrosphinx and Tomb Scorpion units (Lord's army)
- Weapon strength: +8% for Sepulchral Stalkers, Necrosphinx and Tomb Scorpion units (Lord's army)
- ReanimateReanimate
- Ability: "Reanimate"
- Blessing of the AspBlessing of the Asp
- Ammunition: +15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Missile strength: +12% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Skeleton Archers, Ushabti (Great Bows), Skeleton Horse Archers, Screaming Skull Catapult, Casket of Souls and Bone Giant units (Rank 7 and above) (Lord's army)
- Dune RiderDune Rider
- Armour: +10 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Melee attack: +5 for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Physical resistance: 10% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units (Rank 7 and above) (Lord's army)
- Unfading MemoryUnfading Memory
- Armour: +10 for Nehekharan Warriors, Tomb Guard, Skeleton Warriors and Spearmen units (Rank 7 and above) (Lord's army)
- Missile resistance: 15% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- Speed: +10% for Nehekharan Warriors, Skeleton Warriors, Skeleton Spearmen and Tomb Guard units (Rank 7 and above) (Lord's army)
- Ancient StoneAncient Stone
- Leadership: +5 for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- Spell resistance: 15% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- Weapon strength: +12% for Ushabti, Khemric Titan, Tomb Scorpion, Hierotitan, Necrosphinx and Khemrian Warsphinx units (Rank 7 and above) (Lord's army)
- ResurrectResurrect
- Replaces: "Reanimate"
- Ability: "Reanimate Upgraded"
- Route MarcherRoute Marcher
- Campaign movement range: +5%
- Iron DisciplinarianIron Disciplinarian3 levelsLevel 1
- Control: +1 (local province)
- Control: +2 (local province)
- Control: +3 (local province)
- Sand SweeperSand Sweeper3 levelsLevel 1
- Income from raiding: +10% (Lord's army)
- Income from raiding: +20% (Lord's army)
- Income from raiding: +30% (Lord's army)
- Soul ReaperSoul Reaper3 levelsLevel 1
- Casualty replenishment rate: +2% (Lord's army)
- Casualty replenishment rate: +4% (Lord's army)
- Casualty replenishment rate: +6% (Lord's army)
- Canopic Jar HoarderCanopic Jar Hoarder3 levelsLevel 1
- Canopic Jars generated: 5 per turn
- Canopic Jars gained post-battle +1% (own army)
- Canopic Jars generated: 10 per turn
- Canopic Jars gained post-battle +2% (own army)
- Canopic Jars generated: 15 per turn
- Canopic Jars gained post-battle +3% (own army)
- Attend Me!Attend Me!
- Recruit rank: +1 for all units (Lord's army)
- Local recruitment capacity: +1 (local province)
- Lightning StrikeLightning Strike3 levelsLevel 1
- Enemy battle reinforcement time: +25%
- Battle reinforcement time: -10%
- Reinforcements supporting this army can have their arrival point adjusted by +250 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -20%
- Reinforcements supporting this army can have their arrival point adjusted by +600 metres without incurring any time penalty
- Enemy battle reinforcement time: +50%
- Battle reinforcement time: -30%
- Reinforcements supporting this army can have their arrival point adjusted by +1000 metres without incurring any time penalty
- Enables lightning strike battles when reinforcements are present
- ImperishableImperishable3 levelsLevel 1
- Attrition: -15% casualties suffered from all attrition (Lord's army)
- Attrition: -25% casualties suffered from all attrition (Lord's army)
- Attrition: -35% casualties suffered from all attrition (Lord's army)
- All is Mine!All is Mine!3 levelsLevel 1
- Income from looting settlements: +4% (Lord's army)
- Income from post-battle loot: +4%
- Income from sacking settlements: +4% (Lord's army)
- Income from looting settlements: +9% (Lord's army)
- Income from post-battle loot: +9%
- Income from sacking settlements: +9% (Lord's army)
- Income from looting settlements: +15% (Lord's army)
- Income from post-battle loot: +15%
- Income from sacking settlements: +15% (Lord's army)
- The Dead Sand SentinelThe Dead Sand Sentinel3 levelsLevel 1
- Ambush success chance: +6% (Lord's army)
- Ambush success chance: +13% (Lord's army)
- Ambush success chance: +25% (Lord's army)
- Renowned & FearedRenowned & Feared
- Enemy Hero action success chance: -10%
- Hero self-defence: +25% chance of wounding aggressors
- Campaign movement range: +5%
- Recruit rank: +1 for all units (Lord's army)
Every version of Settra the Imperishable
4 units share this name (mounts, race versions, renown or faction variants). Differences from the first row are highlighted.
| Version | HP | Models | Armour | Lead. | Speed | MA | MD | WS | Charge | Cost | Upkeep | Unit key |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Tomb KingsWizard Lord | 5,196 | 1 | 80 | 85 | 31 | 60 | 55 | 470 | 20 | — | — | wh2_dlc09_tmb_cha_settra_0 |
| Tomb KingsWizard Lord | 5,604 | 1 | 80 | 85 | 76 | 60 | 55 | 470 | 40 | — | — | wh2_dlc09_tmb_cha_settra_1 |
| Tomb KingsWizard Lord | 7,452 | 1 | 110 | 85 | 84 | 45 | 30 | 500 | 100 | — | — | wh2_dlc09_tmb_cha_settra_2 |
| Tomb KingsWizard Lord | 10,016 | 1 | 95 | 85 | 68 | 40 | 38 | 490 | 64 | — | — | wh2_dlc09_tmb_cha_settra_3 |
Who can field it
- Tomb Kings · Khemri
Custom Battle lists factions under each race; every faction of a race fields that race's units (units_custom_battle_permissions rows of any of its factions). The name after the race is the faction the army builder uses.
Where these numbers come from
Read from the game's database tables for patch 9.0.4 (main_units, land_units, battle_entities, melee_weapons, projectiles…) as published in the WH3-Dump export (commit 099796e8). Formulas that turn table values into card values are checked against known units before they are shown — how we verify.