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 |
Razina: | 2 |
Alignment: | lawful |
Id: | Dune Strider |
Abilities: | skirmisher |
Attacks (damage × count)
spear | pierce | 6 × 4 | melee | (first strike) | |
bolas | impact | 7 × 2 | ranged | (usporava) |
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% |