Wüstenläuferin
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: | Wüstenplänklerin |
---|---|
Advances to: | Wüstenschlange |
Cost: | 23 |
HP: | 39 |
Moves: | 6 |
XP: | 74 |
Stufe: | 2 |
Tag-/Nachteinfluss: | redlich |
Id: | Dune Strider |
Abilities: | Plänkler |
Attacks (damage × count)
Speer | Stich | 6 × 4 | Nahkampf | (Erstschlag) | |
Bolas | Wucht | 7 × 2 | Fernkampf | (Verlangsamung) |
Resistenzen
Klinge | -10% | Stich | -10% | |||
---|---|---|---|---|---|---|
Wucht | -10% | Feuer | 0% | |||
Kälte | 0% | Arkan | 20% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Burg | 1 | 60% | |
Dorf | 1 | 60% | |
Flachland | 1 | 50% | |
Gebirge | 2 | 60% | |
Gefroren | 3 | 20% | |
Höhle | 2 | 40% | |
Hügel | 2 | 60% | |
Küstennahes Riff | 2 | 40% | |
Pilzhain | 2 | 60% | |
Sand | 1 | 60% | |
Seichtes Wasser | 3 | 30% | |
Sumpf | 2 | 30% | |
Tiefes Wasser | ‒ | 0% | |
Unbegehbar | ‒ | 0% | |
Unechter Schleier der Finsternis | ‒ | 0% | |
Wald | 2 | 60% |