Dune Strider
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 |
Niveau : | 2 |
Alignement : | loyal |
Id: | Dune Strider |
Abilities: | tirailleur |
Attacks (damage × count)
lance | perforant | 6 × 4 | corps à corps | (initiative) | |
bolas | contondant | 7 × 2 | à distance | (ralentissement) |
Résistances
tranchant | -10% | perforant | -10% | |||
---|---|---|---|---|---|---|
contondant | -10% | feu | 0% | |||
froid | 0% | arcane | 20% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Caverne | 2 | 40% | |
Champignons | 2 | 60% | |
Château | 1 | 60% | |
Collines | 2 | 60% | |
Eau peu profonde | 3 | 30% | |
Eau profonde | ‒ | 0% | |
Faux voile | ‒ | 0% | |
Forêt | 2 | 60% | |
Gelé | 3 | 20% | |
Impraticable | ‒ | 0% | |
Marais | 2 | 30% | |
Montagnes | 2 | 60% | |
Plat | 1 | 50% | |
Récif | 2 | 40% | |
Sable | 1 | 60% | |
Village | 1 | 60% |