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: | 29 |
| HP: | 42 |
| Moves: | 6 |
| XP: | 64 |
| Level: | 2 |
| Alignment: | lawful |
| Id: | Dune Strider |
| Abilities: | skirmisher |
Attacks (damage × count)
![]() | spear | pierce | 6 × 4 | melee | (first strike) |
![]() | bolas | impact | 7 × 2 | ranged | (slows) |
Resistances
![]() |
blade | -10% | ![]() |
pierce | -10% | |
|---|---|---|---|---|---|---|
![]() |
impact | -10% | ![]() |
fire | 0% | |
![]() |
cold | 0% | ![]() |
arcane | 10% |
Terrain
| Terrain | Movement Cost | Defense | |
|---|---|---|---|
![]() |
Castle | 1 | 60% |
![]() |
Cave | 2 | 40% |
![]() |
Coastal Reef | 2 | 40% |
![]() |
Deep Water | ‒ | 0% |
![]() |
Fake Shroud | ‒ | 0% |
![]() |
Flat | 1 | 50% |
![]() |
Forest | 2 | 60% |
![]() |
Frozen | 3 | 20% |
![]() |
Fungus | 2 | 60% |
![]() |
Hills | 2 | 60% |
![]() |
Mountains | 2 | 60% |
![]() |
Sand | 1 | 60% |
![]() |
Shallow Water | 3 | 30% |
![]() |
Swamp | 2 | 30% |
![]() |
Unwalkable | ‒ | 0% |
![]() |
Village | 1 | 60% |

pierce
melee
impact
ranged



















