Dune Strider

(image)

The power of any Dunefolk assault is inhibited by one major drawback: organized Dunefolk forces tend to be rather slow. Because of this, enemy forces often have the ability to regroup and call upon reinforcements, in which case a second assault becomes much more difficult. To combat this, striders exchange their rudimentary slings with heavy bolas, allowing them to slow retreating lines from the side and prevent a clean escape. The same tactic can be applied in the opposite scenario of a Dunefolk retreat; an advancing army can be hampered, allowing injured Dunefolk warriors time to recuperate. The danger of such a tactic is that despite their elusiveness, striders are fairly fragile in direct combat and are easily taken down if left exposed.

 

Information

Advances from: Dune Skirmisher
Advances to: Dune Harrier
Cost: 23
HP: 39
Moves: 6
XP: 74
Level: 2
Alignment: lawful
Id: DuneWL Strider
Abilities: skirmisher

Attacks (damage × count)

(image)spear
melee
6 × 4
pierce
first strike
(image)bolas
ranged
7 × 2
impact
slows

Resistances

(icon) blade-10% (icon) pierce-10%
(icon) impact-10% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave240%
(icon) Coastal Reef240%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat150%
(icon) Forest260%
(icon) Frozen320%
(icon) Fungus260%
(icon) Hills260%
(icon) Mountains260%
(icon) Sand160%
(icon) Shallow Water330%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Village160%
Last updated on Wed Mar 20 03:48:19 2024.