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 |
𐑩𐑤𐑲𐑯𐑥𐑩𐑯𐑑: | lawful |
Id: | Dune Strider |
Abilities: | 𐑕𐑒𐑻𐑥𐑦𐑖𐑻 |
Attacks (damage × count)
𐑕𐑐𐑽 | 𐑐𐑽𐑕 | 6 × 4 | 𐑥𐑱𐑤𐑱 | (first strike) | |
bolas | 𐑦𐑥𐑐𐑨𐑒𐑑 | 7 × 2 | 𐑮𐑱𐑯𐑡𐑛 | (𐑕𐑤𐑴𐑟) |
𐑮𐑦𐑟𐑦𐑕𐑑𐑩𐑯𐑕𐑩𐑟
𐑚𐑤𐑱𐑛 | -10% | 𐑐𐑽𐑕 | -10% | |||
---|---|---|---|---|---|---|
𐑦𐑥𐑐𐑨𐑒𐑑 | -10% | 𐑓𐑲𐑼 | 0% | |||
𐑒𐑴𐑤𐑛 | 0% | 𐑸𐑒𐑱𐑯 | 10% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Deep Water | ‒ | 0% | |
Fake Shroud | ‒ | 0% | |
Fungus | 2 | 60% | |
𐑒𐑨𐑕𐑩𐑤 | 1 | 60% | |
𐑒𐑱𐑝 | 2 | 40% | |
𐑒𐑴𐑕𐑑𐑩𐑤 𐑮𐑰𐑓 | 2 | 40% | |
𐑓𐑤𐑨𐑑 | 1 | 50% | |
𐑓𐑮𐑴𐑟𐑩𐑯 | 3 | 20% | |
𐑓𐑹𐑦𐑕𐑑 | 2 | 60% | |
𐑕𐑢𐑭𐑥𐑐 | 2 | 30% | |
𐑕𐑭𐑯𐑛 | 1 | 60% | |
𐑖𐑨𐑤𐑴 𐑢𐑷𐑑𐑼 | 3 | 30% | |
𐑝𐑦𐑤𐑦𐑡 | 1 | 60% | |
𐑣𐑦𐑤𐑟 | 2 | 60% | |
𐑥𐑬𐑯𐑑𐑩𐑯𐑟 | 2 | 60% | |
𐑳𐑯𐑢𐑷𐑒𐑩𐑚𐑤 | ‒ | 0% |