Rider Commander

(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.
If a Rider Leader obtains, in addition to the trust of his men, also the esteem of his superiors, he can move to the rank of Rider Commander, and be called to lead a larger cavalry formation.

 

Information

Advances from: Rider Leader
Advances to: Rider Lord
Cost: 50
HP: 47
Moves: 8
XP: 150
Level: 3
Alignment: liminal
Id: Rider Commander
Abilities: dunefolk cavalry leadership

Attacks (damage × count)

(image)mace(impact attack) impact8 × 3(melee attack) melee
(image)composite bow(pierce attack) pierce10 × 5(ranged attack) ranged

Resistances

(icon) blade0% (icon) pierce-20%
(icon) impact10% (icon) fire0%
(icon) cold0% (icon) arcane10%

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 Wed Oct 30 04:09:51 2024.