ID: wh_dlc05_wef_cha_orion_0


Hybrid Weapon Specialist
1 1600 250
Forest Stalker
Causes Terror
Armour 30
Leadership 100
Speed 54
Melee Attack 65
Melee Defence 40
Weapon Strength 490
Charge Bonus 65
Ammunition 12
Range 140
Missile Strength 420


Unit Description

Orion is the Wood Elves; he is the Winds; he is Athel Loren itself.

Historical Description

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.


Hounds of Orion

Orion's wolves run with their Lord, defending his person with great savagery and scant regard for their own lives.

Hawk's Talon

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!


Can Cause Fear

This unit frightens all enemy units, reducing their leadership when nearby. It is also immune to fear. Fear penalties do not stack.

Can Cause Terror

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.

Guerilla Deployment

Hide (forest)

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.

Strengths & Weaknesses


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.

Forest Stalker

The Elves of Athel Loren gain bonuses to melee defence and accuracy while fighting within the forest.

Causes Terror

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.

Detailed Stats

Battle Entity Stats
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
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
Unit Caste Lord
Unit Weight Heavy
Unit Group Hybrid Weapon Specialist
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1600
Upkeep Cost 250
Unit Size 1
Melee CP 1040
Missile CP 560


Melee Weapon
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
Projectile Number 1
Effective Range 140
Minimum Range
Marksmanship Bonus 100
Projectile Spread
Damage 70
Armor-Piercing Damage 250
Base Reload Time 8
Armour Value 30
Missile Block Chance 0