Dune Strider
![(image)](../../pics/core%24images%24units%24dunefolk%24skirmisher%24strider.png)
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: | Dune Strider |
Abilities: | skirmisher |
Attacks (damage × count)
![]() | sulica | ![]() | 6 × 4 | ![]() | (first strike) |
![]() | bolas | ![]() | 7 × 2 | ![]() | (slows) |
Odpornosti
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rezilo | -10% | ![]() |
pierce | -10% | |
---|---|---|---|---|---|---|
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impact | -10% | ![]() |
ogenj | 0% | |
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cold | 0% | ![]() |
arcane | 20% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
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Coastal Reef | 2 | 40% |
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Deep Water | ‒ | 0% |
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Fake Shroud | ‒ | 0% |
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Flat | 1 | 50% |
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Frozen | 3 | 20% |
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Fungus | 2 | 60% |
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Gore | 2 | 60% |
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Gozd | 2 | 60% |
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Grad | 1 | 60% |
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Hills | 2 | 60% |
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Jama | 2 | 40% |
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Močvirje | 2 | 30% |
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Pesek | 1 | 60% |
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Plitva voda | 3 | 30% |
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Unwalkable | ‒ | 0% |
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Vas | 1 | 60% |