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 |
| Stilling: | lawful |
| Id: | Dune Strider |
| Abilities: | truflar |
Attacks (damage × count)
![]() | spjót | stungvopn | 6 × 4 | skylming | (first strike) |
![]() | bolas | höggvopn | 7 × 2 | langdræg | (hægir) |
Mótstöður
![]() |
eggvopn | -10% | ![]() |
stungvopn | -10% | |
|---|---|---|---|---|---|---|
![]() |
höggvopn | -10% | ![]() |
eldur | 0% | |
![]() |
kuldi | 0% | ![]() |
yfirnáttúrulegt | 10% |
Terrain
| Terrain | Movement Cost | Defense | |
|---|---|---|---|
![]() |
Deep Water | ‒ | 0% |
![]() |
Fake Shroud | ‒ | 0% |
![]() |
Fjöll | 2 | 60% |
![]() |
Flatlendi | 1 | 50% |
![]() |
Frost | 3 | 20% |
![]() |
Fungus | 2 | 60% |
![]() |
Grunnt vatn | 3 | 30% |
![]() |
Hellir | 2 | 40% |
![]() |
Hólar | 2 | 60% |
![]() |
Kastali | 1 | 60% |
![]() |
Mýri | 2 | 30% |
![]() |
Sandur | 1 | 60% |
![]() |
Skógur | 2 | 60% |
![]() |
Árif | 2 | 40% |
![]() |
Ógengilegt | ‒ | 0% |
![]() |
Þorp | 1 | 60% |

stungvopn
skylming
höggvopn
langdræg



















