Orion | |
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Hybrid Weapon Specialist |
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1 | ![]() |
1600 | ![]() |
250 |
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Forest Stalker |
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Armour-Piercing |
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Anti-Large |
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Causes Terror |
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Armour | 30 | ||
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Leadership | 100 | ||
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Speed | 54 | ||
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Melee Attack | 65 | ||
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Melee Defence | 40 | ||
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Weapon Strength | 490 | ||
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Charge Bonus | 65 | ||
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Ammunition | 12 | ||
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Range | 140 | ||
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Missile Strength | 420 |
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Orion is the Wood Elves; he is the Winds; he is Athel Loren itself.
Orion is the King of Athel Loren. He is immortal, but his existence is irrevocably tied to the seasons. Thus does he pass willingly into his own funeral pyre each Midwinter, only to be reborn into thunderous life on the first day of Spring. Each year, on the eve of the vernal equinox, the Wild Riders select a young prince who will bear the mantle of Orion for the coming year. This chosen one is led to the Oak of Ages and given over to Ariel's keeping. There, she works the miracle of rebirth, sculpting her lost husband anew from the chosen one's flesh and Kurnous' spirit. On the following morning, the chosen one emerges from the Oak's embrace, a mortal Elf no longer, but reborn as Orion, god-king of Athel Loren.
Orion's wolves run with their Lord, defending his person with great savagery and scant regard for their own lives.
Nature manifests at Orion's call, raining a flurry of arrows upon the enemy in defence of Athel Loren.
There are those who wish nothing more than to be at the heart of battle, seeking foes to vanquish.
Some warriors care not for their own personal safety and so work themselves into a whirlwind of destruction and mindless violence!
This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and fear themselves.
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.
This unit can hide in forests until enemy units get too close.
This unit can pass through trees.
This unit does not suffer any form of leadership loss and will never rout.
Anti-large units have an advantage against targets that are at least as large as a horse. This advantage can be a damage bonus against large targets or an attack that focuses on a very small area. However, some units are simply better against large targets because their attacks are slow and easy to dodge by skilled melee combatants.
The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.
The Elves of Athel Loren gain bonuses to melee defence and accuracy while fighting within the forest.
This unit can cause terror, making its melee target rout for a short time. Units that cause terror are immune to terror and
fear themselves.
Battle Entity Stats | |
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Unit Size | Large |
Unit Type | Giant |
Hit Points | 8 |
Walk Speed | 2.00 |
Run Speed | 5.40 |
Acceleration | 4.00 |
Deceleration | 5.00 |
Charge Speed | 7.00 |
Ch. Dist. to Commence Run | 40.00 |
Ch. Dist. to Adopt Pose | 35.00 |
Ch. Dist. to Pick Target | 35.00 |
Turn Speed | 120 |
Strafe Speed | 1.00 |
Land Unit Stats | |
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Unit Category | Missile Infantry |
Unit Class | Command |
Move Action Points | 2100 |
Melee Attack | 65 |
Melee Defence | 40 |
Charge Bonus | 65 |
Melee (Dismounted) | |
Visibility Range | 40 - 1500 |
Spot Tree Distance | 60 |
Spot Scrub Distance | 60 |
Rank Depth | 1 |
Morale | 100 |
Bonus Hit Points | 7428 |
Unit Stats | |
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Unit Caste | Lord |
Unit Weight | Heavy |
Unit Group | ![]() |
Unit Group Parent | ![]() |
Recruitment Turns | 1 |
Recruitment Cost | 1600 |
Upkeep Cost | 250 |
Unit Size | 1 |
Melee CP | 1040 |
Missile CP | 560 |
Melee Weapon | |
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Weapon Size | Medium |
Weapon Type | Spear |
Bonus vs Cavalry | |
Bonus vs Large | 15 |
Bonus vs Infantry | |
Weapon Damage | 180 |
Weapon AP Damage | 310 |
Building Damage | 150 |
Missile Weapon | |
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Projectile Number | 1 |
Effective Range | 140 |
Minimum Range | |
Marksmanship Bonus | 100 |
Projectile Spread | |
Damage | 70 |
Armor-Piercing Damage | 250 |
Base Reload Time | 8 |
Armour | |
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Armour Value | 30 |
Shield | |
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Missile Block Chance | 0 |