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 |
Ordo: | 2 |
Pars: | lawful |
Id: | Dune Strider |
Abilities: | concursatorius |
Attacks (damage × count)
hasta | cuspis | 6 × 4 | comminus | (primus ictus) | |
bolas | impulsum | 7 × 2 | eminus | (tardat) |
Firmitas
lamina | -10% | cuspis | -10% | |||
---|---|---|---|---|---|---|
impulsum | -10% | igneum | 0% | |||
frigidum | 0% | mysticum | 10% |
Terrain
Terrain | Movement Cost | Defense | |
---|---|---|---|
Aqua | 3 | 30% | |
Castellum | 1 | 60% | |
Caverna | 2 | 40% | |
Colles | 2 | 60% | |
Cotes | 2 | 40% | |
Fake Shroud | ‒ | 0% | |
Fungus | 2 | 60% | |
Glaciale | 3 | 20% | |
Harena | 1 | 60% | |
Invium | ‒ | 0% | |
Montes | 2 | 60% | |
Palus | 2 | 30% | |
Planum | 1 | 50% | |
Salum | ‒ | 0% | |
Silva | 2 | 60% | |
Viculus | 1 | 60% |