Rider Leader

(image)

To command a group of men at war it is not enough to be the strongest of the group, it is necessary to be intelligent and quickly adaptable to various situations. This is even more true if what you have to command is a group of horsemen destined to act both near and far from the battlefield.
To become a Rider Leader, i.e. the commander of a small dunefolk cavalry unit, therefore it is not enough to have a very good knowledge of horses and be skilled in the use of weapons, but it is also necessary to possess the ability to make autonomous decisions and the skills to implement them. Those who possess these qualities also gain the trust of their subordinates.

 

Information

Advances from:
Advances to: Rider Commander
Cost: 35
HP: 39
Moves: 8
XP: 64
Level: 2
Alignment: liminal
Id: Rider Leader
Abilities: dunefolk cavalry leadership

Attacks (damage × count)

(image)mace(impact attack) impact7 × 2(melee attack) melee
(image)composite bow(pierce attack) pierce9 × 4(ranged attack) ranged

Resistances

(icon) blade0% (icon) pierce-20%
(icon) impact10% (icon) fire0%
(icon) cold0% (icon) arcane20%

Terrain

TerrainMovement CostDefense
(icon) Castle160%
(icon) Cave330%
(icon) Coastal Reef330%
(icon) Deep Water0%
(icon) Fake Shroud0%
(icon) Flat140%
(icon) Forest340%
(icon) Frozen230%
(icon) Fungus340%
(icon) Hills260%
(icon) Mountains360%
(icon) Sand140%
(icon) Shallow Water420%
(icon) Swamp420%
(icon) Unwalkable0%
(icon) Village140%
Last updated on Thu May 9 02:58:38 2024.