Dune Strider

(image)

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: 29
HP: 42
Moves: 6
XP: 64
Mæþ: 2
Alignment: lawful
Id: Dune Strider
Abilities: skirmisher

Attacks (damage × count)

(image)gar(pierce attack) stice6 × 4(melee attack) neahfeoht(first strike)
(image)bolas(impact attack) dynt7 × 2(ranged attack) feorfeoht(forslæƿeþ)

Resistances

(icon) ecg-10% (icon) stice-10%
(icon) dynt-10% (icon) fyr0%
(icon) ceald0% (icon) runlic10%

Terrain

TerrainMovement CostDefense
(icon) Beorgas260%
(icon) Burg160%
(icon) Coastal Reef240%
(icon) Deop Ƿæter0%
(icon) Fake Shroud0%
(icon) Fild150%
(icon) Fungus260%
(icon) Gefroren320%
(icon) Hyllas260%
(icon) Sand160%
(icon) Sceald Ƿæter330%
(icon) Scræf240%
(icon) Swamp230%
(icon) Unwalkable0%
(icon) Þorp160%
(icon) Ƿeald260%
Last updated on Fri Nov 8 02:13:14 2024.