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 |
Ordo: | 2 |
Pars: | lawful |
Id: | Dune Strider |
Abilities: | concursatorius |
Attacks (damage × count)
![]() | hasta | ![]() | 6 × 4 | ![]() | (primus ictus) |
![]() | bolas | ![]() | 7 × 2 | ![]() | (tardat) |
Firmitas
![]() |
lamina | -10% | ![]() |
cuspis | -10% | |
---|---|---|---|---|---|---|
![]() |
impulsum | -10% | ![]() |
igneum | 0% | |
![]() |
frigidum | 0% | ![]() |
mysticum | 20% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
![]() |
Aqua | 3 | 30% |
![]() |
Castellum | 1 | 60% |
![]() |
Caverna | 2 | 40% |
![]() |
Colles | 2 | 60% |
![]() |
Cotes | 2 | 40% |
![]() |
Fake Shroud | ‒ | 0% |
![]() |
Fungus | 2 | 60% |
![]() |
Glaciale | 3 | 20% |
![]() |
Harena | 1 | 60% |
![]() |
Invium | ‒ | 0% |
![]() |
Montes | 2 | 60% |
![]() |
Palus | 2 | 30% |
![]() |
Planum | 1 | 50% |
![]() |
Salum | ‒ | 0% |
![]() |
Silva | 2 | 60% |
![]() |
Viculus | 1 | 60% |