Emperor - Battle For Dune
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=- Emperor: Battle For Dune (PC) -=
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Written By: Ryan "MetroidMoo" Ammerman
GUIDE TYPE ......................... FAQ/Walkthrough
FILE SIZE ................................... 149 KB
FIRST RELEASED ....................... June 24, 2002
LAST UPDATED .................... September 26, 2004
LATEST VERSION ................................ 1.18
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<<< TABLE OF CONTENTS >>>
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1) Version History
2) Story
3) Game Overview
[3.1] Interface
[3.2] Building Structures & Units
[3.3] Gathering Resources
[3.4] Wormsign & Sandstorms
[3.5] Unit Veternancy
[3.6] Structure/Unit Data Explanation
[3.7] Scoring Table
[3.8] Shortcut Keys
4) House Atreides Overview
[4.1] House Advantage
[4.2] Structures
[4.3] Infantry
[4.4] Vehicles
5) House Harkonnen Overview
[5.1] House Advantage
[5.2] Structures
[5.3] Infantry
[5.4] Vehicles
6) House Ordos Overview
[6.1] House Advantage
[6.2] Structures
[6.3] Infantry
[6.4] Vehicles
7) Sub-House Overview
[7.1] Introduction
[7.2] Fremen
[7.3] Guild
[7.4] Imperial Sardaukar
[7.5] Ix
[7.6] Tleilaxu
8) Atreides Campaign
9) Harkonnen Campaign
10) Ordos Campaign
11) Downloads
12) Credits
13) Contact/Legal Information
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=- 1) VERSION HISTORY -=
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VERSION 1.18 - SEPTEMBER 26, 2004
Updated e-mail address.
VERSION 1.17 - DECEMBER 8, 2003
Revised the file's format, and adjusted the number of characters per line.
VERSION 1.07 - APRIL 27, 2003
Added an extra tidbit about Duke Achillus at the beginning of the
House Atreides section.
VERSION 1.06 - FEBRUARY 28, 2003
Added a piece of information on the refinery upgrades.
VERSION 1.05 - OCTOBER 14, 2002
Updated contact information and made a few other changes.
VERSION 1.0 - JUNE 24, 2002
First (and complete, too!) version of the guide. As a note, there may
be some inaccuracies with the unit/structure data, but the majority of
the information is correct.
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=- 2) STORY -=
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Emperor's storyline, from the instruction manual...
The planet Arrakis, also known as Dune, is home to the Spice Melange. Spice
is the most powerful substance in the known universe. With it comes the abil-
ity to prolong human life, give Future Sight to the Bene Gesserit Sisterhood,
and fold space, allowing interstellar travel. Many battles have been fought
to control this precious substance, but Dune and the Spice have remained under
the control of House Corrino until now.
Seeking to secure his position as Emperor of the Known Universe, Emperor
Frederick IV of House Corrino initiated a grand battle between the next three
great Houses for control of the governorship of Arrakis. Frederick had hoped
that the other Houses would destroy each other and that he, along with his
feared Sardaukar, could wipe out any remaining forces. This would have ensured
that no one faction had enough power to usurp his position. What he didn't
foresee was that his concubine, Lady Elara Moray Trieu of the Bene Gesserit,
had plans of her own. She conspired to assassinate Frederick and bring Dune
under the control of a more peacful ruling body, which she hoped would ensure
an endless availability of Spice to her Sisterhood.
Now with the death of the emperor through the machinations of the Lady
Elara, the battle to control Dune has escalated. A civil war is brewing. The
elite forces of the emperor, the Sardaukar, are without direction, becoming
mercenary and siding with whoever holds the most power. A new emperor must be
chosen.
Needing a ruling body to maintain order, the remaining three great Houses
each seek to fill the void by gaining control of the emperor's throne. Each
House now fights to controls the most territories on Dune, for whoever con-
trols the spice, controls the universe. Who will it be? The noble Atreides
of the peaceful water world Caladan? The evil Harkonnen, who hail from the
dark and cruel planet Giedi Prime? Or the insidious Ordos of the mysterious
ice-covered world Draconis IV? It may be none at all. As the three Houses
begin their war, the smaller Houses are making their own plans and are poised
to take advantage of any weaknesses shown by the great Houses. Only military
prowess and time will decide the fate of Arrakis, and the universe...
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=- 3) GAME OVERVIEW -=
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This sections explains the basics of Emperor and a few other things.
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<<< [3.1] INTERFACE >>>
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Any Command & Conquer players will have absolutely no trouble jumping into
Emperor. On the right side of the screen, you will find the sidebar. The left
column lists available structures that can be built, and the right has your
units. The radar screen in the upper-right is open when you have an Outpost
built. Use it to track your units and the enemy's units. Yellow dots on the
radar indicate sandstorms and worms. In special circumstances, you might find
a yellow flashing box on the radar screen, indicating important information
can be found there. You caN hit Space to hop directly to that spot.
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<<< [3.2] BUILDING STRUCTURES & UNITS >>>
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Standard RTS mechanics here. Click a structure on the sidebar to start its
construction. Once its done, you can place it on the battlefield. The outline
of the building comes in three colors: yellow (structure's front), green
(buildable), and red (unbuildable). If even one square is red, you cannot
deploy the structure. Either move it to an area out of any obstacles, or place
it closer to your base. One useful trick is rotating the building's placement.
Hold down the left-mouse button and drag it to the direction you want the
building to face.
Units are trained at three different structures. Barracks create infantry,
Factories make vehicles, and Hangars construct aircraft. Because of this
setup, you are allowed to build a soldier, vehicle, and an aircraft all at the
same time. However, deploying additional Barracks, etc. does not enable you to
train multiple units of an identical type at once, nor does it shorten
production time.
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<<< [3.3] GATHERING RESOURCES >>>
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Resource gathering works the same as it did in Dune 2000 and other C&C
games. When a Refinery is constructed, a Carryall and a Spice Harvester comes
with it for free. The Carryall transports the Harvester to a spice field. It
collects spice, is flown back to the Refinery, and dumps off the spice.
Remember a Carryall is not totally necessary to have, however it makes
accumulating money quicker.
A single Refinery is capable of being upgraded twice. Each time adds an
extra ramp (which also comes with a Carryall and Harvester). Although this
takes up less space, losing the entire Refinery will be costly.
If you're not playing on a map with an Arrakis tileset (and thusly cannot
build a refinery), you're given a payment of $10,000-$20,000 every 10 minutes
or so. Your Mentat will inform you when this happens. You don't need to do
anything special to be paid; just stay alive!
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<<< [3.4] WORMSIGN & SANDSTORMS >>>
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If you've played Dune II/Dune 2000, you should remember the oh-so-lovable
worm attacks. And they're back! ^_^ Randomly on Arrakis maps, worms will
appear and devour your or the enemy's units. There are two "styles" of
attacks. The first is where a worm crawls on the desert surface and chases
after a unit until it's eaten. The second is a worm that suddenly pops out
of the ground and consumes whatever was sitting on its mouth. It's possible
to take out the worm with your attacks, but you probably won't have enough
time. If you see a sandworm on the surface pursueing your units, just
sacrifice a cheap vehicle by driving it into the worm's mouth. Doing this
causes the worm to return underground.
To go along with the sandworms, sandstorms were added. Again, these only
appear on Arrakis maps. These storms damage anything it touches, be it
infantry or structures. Keep in mind infantry have very little protection
against them, so move the units out of the way if possible. There's no way to
eliminate the storm...you have to wait it out!
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<<< [3.5] UNIT VETERANCY >>>
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As in Red Alert 2, units obtain ranks through fighting on the battlefield.
In Emperor, a unit goes through three different ranks, indicated by the number
of chevrons (1 to 3). Each chevron acquired adds new abilities (Self-Repair,
Stealth, etc.) or upgrades armor, damage, or range.
Listed in the data for units in this guide is the number of points needed to
reach a certain veternancy level. Each unit is worth a certain amount of
points when destroyed. If a unit racks up enough points, it goes up in rank.
For example, an Atreides Sniper needs 4 pts. to reach the first veternancy
level. This can be reached by having it kill two Chemical Troopers (each worth
2 pts.), 4 Scouts, or whatever combination that adds up to 4.
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<<< [3.6] STRUCUTRE/UNIT DATA EXPLANATION >>>
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If you don't understand what the statistics mean in the structures and units
sections, here's a listing of what they stand for. Some categories apply to
both units and buildings, and some apply only to units OR buildings.
Health: Unit's/Building's HP. If it reaches 0, it's gone.
Cost: Amount of money (Solaris) needed to construct/train.
Buildtime: Amount of time it takes to construct/train. Every 32 "units" of
buildtime equals about 1 second of real-time with the game speed
set at 4.
Power: Amount of power a building produces or uses. "+0" means the building
doesn't create or use up any power.
Upgradeable: Is the building upgradeable, or not?
Upgrade Cost: How much Solaris it costs to upgrade.
Upgrade Buildtime: Length of time it takes to upgrade.
Infantry Released: Amount of basic infantry units are released when the
building is destroyed or sold.
Prerequisites: Structures needed to construct/train this.
Tech Level: Level on the game's tech tree.
Armor Type: Type of armor used. There are a couple armor types not listed in
this guide, but the majority are covered in the data.
Sight Range: Amount of cells a unit can see from a position.
Speed: Movement rating of the unit.
Veternancy Bonuses: The bonuses a unit receives if it racks up enough points.
The "pts." listed is the amount needed to reach that
level.
Weapon Damage: Amount of HP damage a unit deals with an attack.
Weapon Range: Amount of cells a unit can attack from.
Rate of Fire: Measurement of how fast a unit attacks.
Damage vs. Armor: Amount of HP damage done to certain armor types.
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<<< [3.7] SCORING TABLE >>>
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This table lists what values the buildings and units are the final battle
score. You can also use this data to help figure out how fast you can increase
the veternancy level of units.
HOUSE ATREIDES
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Name Points | Name Points |
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Barracks 3 | Engineer 2 |
Construction Yard 4 | Infantry 2 |
Factory 4 | Kindjal Infantry 2 |
Hangar 4 | Scout 1 |
Landing Pad 2 | Sniper 2 |
Machinegun Post 3 ---------------------------
Outpost 3 | Advanced Carryall 3 |
Palace 4 | Air Drone 2 |
Refinery 4 | APC 3 |
Rocket Turret 3 | Carryall 3 |
Starport 4 | Harvester 4 |
Wall 0 | MCV 4 |
Windtrap 2 | Minotaurus 4 |
| Mongoose 3 |
| Ornithopter 3 |
| Repair Vehicle 3 |
| Sand Bike 2 |
| Sonic Tank 4 |
HOUSE HARKONNEN
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Name Points | Name Points |
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Barracks 3 | Engineer 2 |
Construction Yard 4 | Flamethrower Infantry 2 |
Factory 4 | Light Infantry 2 |
Flame Turret 3 | Scout 1 |
Gun Turret 3 | Trooper 2 |
Hangar 4 ------------------------------
Landing Pad 2 | Advanced Carryall 3 |
Outpost 3 | Air Defense Platform 2 |
Palace 4 | Assault Tank 4 |
Refinery 4 | Buzzsaw 2 |
Starport 4 | Carryall 3 |
Wall 0 | Devastator 4 |
Windtrap 2 | Flame Tank 3 |
| Gunship 3 |
| Harvester 4 |
| Inkvine Catapault 3 |
| MCV 4 |
| Missile Tank 4 |
HOUSE ORDOS
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Name Points | Name Points |
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Barracks 3 | AA Trooper 2 |
Construction Yard 4 | Chemical Trooper 2 |
Factory 4 | Engineer 2 |
Gas Turret 3 | Mortar Infantry 2 |
Hangar 4 | Saboteur 2 |
Landing Pad 2 | Scout 1 |
Outpost 3 ---------------------------
Palace 4 | Advanced Carryall 3 |
Pop-up Turret 3 | Anti-Aircraft Mine 2 |
Refinery 4 | APC 3 |
Starport 4 | Carryall 3 |
Wall 0 | Deviator 4 |
Windtrap 2 | Dust Scout 3 |
| Eye in the Sky 3 |
| Harvester 4 |
| Kobra 4 |
| Laser Tank 3 |
| MCV 4 |
SUB-HOUSES
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Name Points | Name Points |
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Fremen Camp 4 | Fremen Fedaykin 0 |
Guild Palace 4 | Fremen Warrior 0 |
House of Ix 4 | Guild Maker 0 |
Sardaukar Barracks 4 | Guild NIAB Tank 0 |
Tleilaxu Flesh Vat 4 | Ixian Infiltrator 0 |
| Ixian Proj. Tank 0 |
| Sardaukar 0 |
| Sardaukar Elite 0 |
| Tleilaxu Contam. 0 |
| Tleilaxu Leech 0 |
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<<< [3.8] SHORTCUT KEYS >>>
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Although it is not necessary to know the shortcut keys, they can certainly
make your control of the battlefield more efficient.
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View Commands
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Scroll View Arrow keys
Rotate View Ctrl + Left/Right Arrow Key; Hold Right + Left Mouse
buttons and drag
Zoom Ctrl + Up/Down Arrow Key
Move to home base H
Reset Camera Home
Go to Radar Alert Space
Follow Unit F
Define Bookmark Ctrl + F1 to F10
Move to Bookmark F1 to F10
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Unit Orders
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Stop S
Guard G
Scatter X
Deploy D
Cheer C
Retreat to Base R
Retreat from Map Shift + R
Formation Move Hold J while giving an order
Force Attack Hold Ctrl and select target
Force Move Hold Alt and select destination
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Unit Selection & Teams
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Multiple Selection Hold Shift and select
Define Current Selection as Team Ctrl + 1 to 9
Select Defined Team 1 to 9
Find Team Alt + 1 to 9
Clear Group (nothing selected) Ctrl + 1 to 9
Next Unit N
Previous Unit M
Cycle Elite Units Y
Type Select T (press once for onscreen, twice for
entire map)
Select All Armed Units P (press once for onscreen, twice for
entire map)
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Chat and Misc.
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Ally with Opponent A (multiplayer only)
Unit Transfer O (co-op campaign only)
Options Menu Escape
Chat (all players) Return/Enter
Chat (allies) Backspace
Chat (player of selected units) \
Diplomacy Screen Tab
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=- 4) HOUSE ATREIDES OVERVIEW -=
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This section covers general information on House Atreides.
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<<< [4.1] HOUSE ADVANTAGE >>>
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The Atreides advantage over the other houses is found in its infantry.
Whenever an Atreides infantry reaches an elite status (3 chevrons), you have
the option of sending the unit into your Barracks. You lose that unit, but you
can now train that particular infantry with a one chevron ranking at no extra
cost. Repeat this process two more times, and you can train an infantry unit
at an elite status! Very useful for Snipers.
On a totally unrelated note, pay attention to Duke Achillus. Recognize him?
The Duke is actually Michael Dorn, better known as Worf from Star Trek, among
other roles (including the cartoon character I.M. Weasel).
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<<< [4.2] STRUCTURES >>>
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Atreides Construction Yard
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Health: 4,000 Prerequisites: None
Cost: N/A Tech Level: 0
Buildtime: N/A Armor Type: Building
Power: +0 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
Your base of operations. Without this, you can't construct any buildings.
You can move the Yard to a new location by selecting it and ordering it to
travel there. This unpacks the building into an MCV. The MCV can be deployed
back into a Construction Yard. Due to its importance, the Con. Yard is
extremely difficult to destroy without several units to do it.
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Atreides Windtrap
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Health: 1,500 Prerequisites: Construction Yard
Cost: $225 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: +100 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Windtraps are the equivalent of Power Plants. These structures are cheap and
don't take long to build. Keep in mind it doesn't take much to eliminate them,
especially if they're concentrated in a small zone. Watch your power meter in
the upper-right corner! Reaching "low power" disables your radar and defenses.
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Atreides Barracks
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Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $225 Tech Level: 1
Buildtime: 309 Armor Type: Building
Power: -20 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
This trains your infantry. With no upgrade, you can make Scouts, Infantry,
and Snipers. The upgrade adds Engineers and Kindjal Infantry. As Atreides,
you can send in elite infantry to upgrade the ranking of the units when
they're built.
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Atreides Wall
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Health: 1,000 Prerequisites: Construction Yard
Cost: $20 Tech Level: 1
Buildtime: 60 Armor Type: Building
Power: +0 Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Walls help prevent certain infantry and vehicles from running amok through
your base. However, there are units that are capable of demolishing your walls
with little effort. When you select the wall from the sidebar, you can place
an entire line of wall sections instead of having to place each piece one by
one (talk about tedious...).
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Atreides Refinery
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Health: 3,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,500 Tech Level: 1
Buildtime: 720 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200 (-20 Power)
Upgrade Buildtime: 720
On Arrakis tileset maps, the Refinery is used to gather spice to add to your
treasury of Solaris. A Carryall and a Harvester is included with a Refinery.
To help speed up money collection, this structure is upgradeable to a total of
three Harvester drop-off ramps.
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Atreides Factory
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Health: 4,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,000 Tech Level: 2
Buildtime: 864 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
Factories produce your vehicles (no aircraft). At first, only Sand Bikes,
Mongooses, Spice Harvesters, and MCVs are allowed to be built. The upgrade
adds the Minotaurus and APC. Deploying a Starport supplies the Sonic Tank to
your list.
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Atreides Outpost
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Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $400 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Although you will have a radar screen even without the Outpost, it doesn't
display the location of any units. Building this structure allows the radar
screen to show the units in a color-coded manner. You won't get too far
without this.
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Atreides Hangar
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Health: 3,500 Prerequisites: Construction Yard, Factory
Cost: $1,300 Tech Level: 5
Buildtime: 540 Armor Type: Building
Power: -50 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
The Hangar builds aircraft units. Upon construction, only Carryalls and Air
Drones are buildable. The upgrade adds the Ornithopter and the Advanced
Carryall.
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Atreides Machinegun Post
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Health: 2,700 Prerequisites: Construction Yard, Barracks
Cost: $550 Tech Level: 2
Buildtime: 240 Armor Type: Heavy
Power: +0 Infantry Released: 1
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 25
Damage vs. Armor: None [100%]; Light [45%]; Medium [35%]; Heavy [20%];
Walls [30%]; Harvester [35%]; Aircraft [None]; Building [30%]
This is your basic line of defense against infantry and light vehicles. The
fact that it requires no power to operate makes the Machinegun Post very
useful. It cannot shoot down aircraft, so you will other units or a Rocket
Turret to cover that.
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Atreides Rocket Turret
----------------------
Health: 4,000 Prerequisites: Construction Yard (upgraded),
Cost: $1,200 Barracks
Buildtime: 309 Tech Level: 4
Power: -75 Armor Type: Heavy
Infantry Released: 1
Weapon Damage: 250 Weapon Range: 12 Rate of Fire: 45
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Rocket Turret does poorly against infantry but rips through medium and
heavy armored vehicles. The turret can also blast aircraft out of the sky. The
power requirements are steep at -75. Putting several turrets down will require
a lot of Windtraps!
--------------------
Atreides Landing Pad
--------------------
Health: 2,000 Prerequisites: Construction Yard, Hangar
Cost: $800 Tech Level: 5
Buildtime: 240 Armor Type: Building
Power: -30 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Landing Pad is where your Ornithopters reload their ammunition. Because
all this building does is resupply ammo, you do not need to deploy a separate
Landing Pad for every aircraft in your army.
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Atreides Starport
-----------------
Health: 2,500 Prerequisites: Construction Yard, Hangar
Cost: $1,500 Tech Level: 7
Buildtime: 720 Armor Type: Building
Power: -100 Infantry Released: 3
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Starport is used for ordering any vehicles (land or air) from the CHOAM
(that's Combine Honnete Ober Advancer Mercantiles for you Dune fans) company.
You can obtain any vehicle, even if you don't have the buildings normally
required for making them. The catch is you can only queue up to 5 units per
order, and the prices of them are random. That means you may end up paying
more or less for units. You also have to wait some time before the delivery
reaches the Starport.
---------------
Atreides Palace
---------------
Health: 3,000 Prerequisites: Construction Yard, Starport
Cost: $1,600 Tech Level: 8
Buildtime: 1,080 Armor Type: Building
Power: -150 Infantry Released: 4
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Hawk Strike
Buildtime: 4,536 Weapon Damage: 0
Weapon Blast Radius: 4
Having this building in your possession gives you the ability to use the
Atreides superweapon, the Hawk Strike. It requires the most power to stay
online, and it's almost as tough as a Construction Yard.
The Hawk Strike attack confuses a group of enemy units into "retreating" off
the map. The weapon continuously affects the area you selected for a few
seconds. So, any other units that move under the hawk will also be confused.
This is useful if you find an army of tighly packed units heading your away.
Realize the hawk effect can wear off before those units can disappear off the
battlefield.
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<<< [4.3] UNITS >>>
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Atreides Scout
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Health: 200 Prerequisites: Barracks
Cost: $30 Tech Level: 1
Buildtime: 65 Armor Type: None
Sight Range: 20 Speed: 7
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The sole purpose of the Scout is for recon. He's fast and can reveal a lot
of ground on the map in little time. However, the Scout has no weapon and
extremely low HP.
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Atreides Infantry
-----------------
Health: 800 Prerequisites: Barracks
Cost: $60 Tech Level: 1
Buildtime: 87 Armor Type: None
Sight Range: 7 Speed: 6
Veterancy Bonuses: Level 1 (5 pts.) - +200 Health, Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Armor
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Your basic soldier. Like in other C&C games, massing large amounts of
Infantry can pose a threat (assuming tanks don't mow 'em down). Their rifles
barely harm Spice Harvesters and structures.
---------------
Atreides Sniper
---------------
Health: 600 Prerequisites: Barracks
Cost: $150 Tech Level: 2
Buildtime: 99 Armor Type: None
Sight Range: 15 Speed: 6
Veterancy Bonuses: Level 1 (4 pts.) - Extra Armor
Level 2 (12 pts.) - Self-Repair
Level 3 (30 pts.) - Stealth
Weapon Damage: 600 Weapon Range: 12 Rate of Fire: 76
Damage vs. Armor: None [100%]; Light [8%]; Medium [5%]; Heavy [2%];
Walls [1%]; Harvester [2%]; Aircraft [None]; Building [3%]
Think of the British Sniper from Red Alert 2 in a weaker form. His sniper
rifle has a long range and can kill or cripple any infantry in one or two
shots. I would recommend placing a couple of Snipers on clifftops around your
base, as they gain an advantage with terrain elevation.
-----------------
Atreides Engineer
-----------------
Health: 400 Prerequisites: Barracks (upgraded)
Cost: $400 Tech Level: 3
Buildtime: 350 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Engineers serves the same purpose he always has. He can instantly
restore a building's health to full, although he "sacrifices" himself in the
process. He's also capable of capturing enemy structures. Unlike Red Alert,
an Engineer can take over a building regardless of its HP. Engineers have the
ability to remove any leeches attached to vehicles.
-------------------------
Atreides Kindjal Infantry
-------------------------
Health: 600 Prerequisites: Barracks (upgraded)
Cost: $150 Tech Level: 4
Buildtime: 144 Armor Type: None
Sight Range: 10 Speed: 4
Veterancy Bonuses: Level 1 (2 pts.) - +200 Health, Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage
Undeployed Mode
Weapon Damage: 100 Weapon Range: 5 Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Deployed Mode
Weapon Damage: 500 Weapon Range: 12 Rate of Fire: 50
Damage vs. Armor: None [10%]; Light [100%]; Medium [90%]; Heavy [85%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [50%]
Pair up Kindjal Infantry with Snipers, and you have some decent defenses
against both infantry and vehicles. Kindjal soldiers have two modes.
Undeployed, they use a pistol that's pretty pitiful even against infantry.
Deployed, they switch to a mortar cannon. As one would expect, this cannon is
damaging against vehicles. Kindjal Infantry are very slow and cannot even move
while deployed.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [4.4] VEHICLES >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
------------------
Atreides Sand Bike
------------------
Health: 1,200 Prerequisites: Factory
Cost: $300 Tech Level: 2
Buildtime: 150 Armor Type: Light
Sight Range: 8 Speed: 20
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Speed
Level 3 (40 pts.) - Extra Damage, Extra Range
Weapon Damage: 350 Weapon Range: 7 Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
The Sand Bike is excellent for recon and attacking against infantry. Its
fast speed is another plus. Leave the heavier units to the Mongoose and
Minotaurus.
-----------------
Atreides Mongoose
-----------------
Health: 1,600 Prerequisites: Factory
Cost: $800 Tech Level: 3
Buildtime: 460 Armor Type: Medium
Sight Range: 8 Speed: 10
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage, Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 425 Weapon Range: 10 Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Mongoose works nicely against heavy armor. Its ability to hit aircraft
makes it a useful asset as a portable SAM site. This can save some extra cash
and power over using Rocket Turrets.
------------
Atreides APC
------------
Health: 1,200 Prerequisites: Factory (upgraded)
Cost: $600 Tech Level: 4
Buildtime: 499 Armor Type: Medium
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Speed
Level 3 (40 pts.) - Extra Armor
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
If you need to transport some soldiers, this is the way to go! The APC can
carry up to 5 infantry at one time. It's slower than the Ordos version but
makes up for it in armor. You can use the Advanced Carryall to make movement
even easier for the APC. Don't expect the APC's weapon to be of much use to
you.
There's an easy method to turn the APC into an excellent scout! Simply have
at least one Scout inside the unit (any infantry would work, but the Scout
works best). The APC now has the sight range of the Scout!
-----------------------
Atreides Repair Vehicle
-----------------------
Health: 1,100 Prerequisites: Factory (upgraded)
Cost: $650 Tech Level: 5
Buildtime: 589 Armor Type: Medium
Sight Range: 8 Speed: 8
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
Because Atreides vehicles can't regenerate their health, Repair Vehicles are
needed. These deploy a claw that gradually restores any vehicle's HP. Send a
few of these as support for your forces.
-------------------
Atreides Minotaurus
-------------------
Health: 2,500 Prerequisites: Factory (upgraded)
Cost: $1,300 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 8 Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor, Extra Damage
Level 2 (24 pts.) - Extra Armor
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 600 Weapon Range: 16 Rate of Fire: 120
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
Your main demolition crew. The Minotaurus is slow and highly protected. It
uses a long-range artillery cannon of sorts and can launch up to 4 rounds at a
time. Each round does significant splash damage, yet this attack is really
inaccurate. Use the Minotaurus to eliminate cannon defenses. Usually you can
find a blind spot where you can attack the turret and not get pummeled
yourself.
-------------------
Atreides Sonic Tank
-------------------
Health: 2,000 Prerequisites: Factory, Starport
Cost: $1,400 Tech Level: 7
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (13 pts.) - Extra Damage
Level 2 (30 pts.) - Extra Armor
Level 3 (60 pts.) - Extra Damage, Extra Range
Weapon Damage: 900 Weapon Range: 10 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [80%]; Medium [80%]; Heavy [80%];
Walls [50%]; Harvester [20%]; Aircraft [None]; Building [10%]
Not quite as heavily armored as the Minotaurus, the Sonic Tank is just as
powerful. Its sonic cannon is effective against any infantry and vehicle.
However...the tank's weapon cannot be fired on the move and must line up with
the target before attacking.
------------------------
Atreides Spice Harvester
------------------------
Health: 3,500 Prerequisites: Factory
Cost: $1,000 Tech Level: 2
Buildtime: 504 Armor Type: Harvester
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Spice Harvester operates like you would think. Its move out onto the
spice field and collects Melange, which is then processed in your Refinery
into Solaris. Each harvester can hold up to $700 in spice. Obviously, this
unit is always open to the dangers of sandworms. Build a sufficient supply of
Carryalls to help prevent the lost of harvesters.
------------
Atreides MCV
------------
Health: 4,500 Prerequisites: Factory
Cost: $2,000 Tech Level: 2
Buildtime: 864 Armor Type: Heavy
Sight Range: 14 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Mobile Construction Vehicle (MCV) can deploy into a Construction Yard
in a few seconds. To "undeploy" the Con. Yard, select it and order it to move.
It folds back up into an MCV. Have an extra one of these handy in the event
your Construction Yard is destroyed.
------------------
Atreides Air Drone
------------------
Health: 1,200 Prerequisites: Hangar
Cost: $800 Tech Level: 6
Buildtime: 499 Armor Type: Aircraft
Sight Range: 10 Speed: 20
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage, Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 800 Weapon Range: 15 Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
The Air Drone is primarily for defending against other aircraft. This unit
is not capable of hitting ground targets. This aircraft can fight while
moving, making it excellent for taking out Carryalls and the like. It's
extremely fast and can outrun most ground-to-air attacks. The Air Drone also
has some potential for recon.
-----------------
Atreides Carryall
-----------------
Health: 1,600 Prerequisites: Hangar
Cost: $1,100 Tech Level: 5
Buildtime: 450 Armor Type: Medium
Sight Range: 0 Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Carryall simply picks up Spice Harvesters to and from the spice fields.
It won't take much power to knock one out of the sky. There's one key fact to
remember: if the Carryall is destroyed while possessing a harvester, the
Carryall AND the harvester are gone.
--------------------
Atreides Ornithopter
--------------------
Health: 1,600 Prerequisites: Hangar (upgraded)
Cost: $1,000 Tech Level: 5
Buildtime: 499 Armor Type: Aircraft
Sight Range: 8 Speed: 20
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Extra Speed
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 200 Weapon Range: 12 Rate of Fire: 30
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
You will probably make more use out of the Ornithopter than the Air Drone.
A small group is great for ambushing units that can't hit aerial units and/or
undefended portions of a base. Like most aircraft, they're weak to almost any
attacks. Keep an eye on the Ornithoper's ammo supply! Have them reload at
Landing Pads.
--------------------------
Atreides Advanced Carryall
--------------------------
Health: 900 Prerequisites: Hangar (upgraded)
Cost: $1,800 Tech Level: 6
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
This version of the Carryall can up pick any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to its
normal counterpart. One function you might not know at first is its ability to
collect enemy units. There is a slightly delay when attempting to do this.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=- 5) HOUSE HARKONNEN OVERVIEW -=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers general information on House Harkonnen.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [5.1] HOUSE ADVANTAGE >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Harkonnen troops are trained under harsh conditions and always do their best
while fighting. So, as a result, Harkonnen units never suffer from a slowdown
penalty when under fire. If you watch the units of the Atreides and Ordos,
they crawl or travel slower after taking a couple solid hits.
This House lacks a repair vehicle and regeneration technology, but almost
all units are given the self-repair ability at their second level of
veternancy.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [5.2] STRUCTURES >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
---------------------------
Harkonnen Construction Yard
---------------------------
Health: 4,000 Prerequisites: None
Cost: N/A Tech Level: 0
Buildtime: N/A Armor Type: Building
Power: +0 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
Your base of operations. Without this, you can't construct any buildings.
You can move the Yard to a new location by selecting it and ordering it to
travel there. This unpacks the building into an MCV. The MCV can be deployed
back into a Construction Yard. Due to its importance, the Con. Yard is
extremely difficult to destroy without several units to do it.
------------------
Harkonnen Windtrap
------------------
Health: 1,500 Prerequisites: Construction Yard
Cost: $225 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: +100 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Windtraps are the equivalent of Power Plants. These structures are cheap and
don't take long to build. Keep in mind it doesn't take much to eliminate them,
especially if they're concentrated in a small zone. Watch your power meter in
the upper-right corner! Reaching "low power" disables your radar and defenses.
------------------
Harkonnen Barracks
------------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $225 Tech Level: 1
Buildtime: 309 Armor Type: Building
Power: -20 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
This trains your infantry. With no upgrade, you can make Scouts, Light
Infantry, and Troopers. The upgrade adds Engineers and Flamethrower Infantry.
--------------
Harkonnen Wall
--------------
Health: 1,000 Prerequisites: Construction Yard
Cost: $20 Tech Level: 1
Buildtime: 60 Armor Type: Building
Power: +0 Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Walls help prevent certain infantry and vehicles from running amok through
your base. However, there are units that are capable of demolishing your walls
with little effort. When you select the wall from the sidebar, you can place
an entire line of wall sections instead of having to place each piece one by
one (talk about tedious...).
------------------
Harkonnen Refinery
------------------
Health: 3,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,500 Tech Level: 1
Buildtime: 720 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200 (-20 Power)
Upgrade Buildtime: 720
On Arrakis tileset maps, the Refinery is used to gather spice to add to your
treasury of Solaris. A Carryall and a Harvester is included with a Refinery.
To help speed up money collection, this structure is upgradeable to a total of
three Harvester drop-off ramps.
-----------------
Harkonnen Factory
-----------------
Health: 4,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,000 Tech Level: 2
Buildtime: 864 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
Factories produce your vehicles (no aircraft). At first, only Assault Tanks,
Buzzsaws, Spice Harvesters, and MCVs are allowed to be built. The upgrade adds
the Inkvine Catapault, Flametank, and Missile Tank. Deploying a Starport
supplies the Devastator to your list.
-----------------
Harkonnen Outpost
-----------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $400 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Although you will have a radar screen even without the Outpost, it doesn't
display the location of any units. Building this structure allows the radar
screen to show the units in a color-coded manner. You won't get too far
without this.
----------------
Harkonnen Hangar
----------------
Health: 3,500 Prerequisites: Construction Yard, Factory
Cost: $1,300 Tech Level: 5
Buildtime: 540 Armor Type: Building
Power: -50 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
The Hangar builds aircraft units. Upon construction, only Carryalls and Air
Defense Platforms are buildable. The upgrade adds the Gunship and the Advanced
Carryall.
----------------------
Harkonnen Flame Turret
----------------------
Health: 2,700 Prerequisites: Construction Yard
Cost: $550 Tech Level: 2
Buildtime: 240 Armor Type: Heavy
Power: +0 Infantry Released: 1
Weapon Damage: 500 Weapon Range: 8 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
The Flame Turret is quite effective against mobs of infantry but merely
scorches the shells of vehicles. The no power requirement will make this your
best defense against soldiers.
--------------------
Harkonnen Gun Turret
--------------------
Health: 3,000 Prerequisites: Construction Yard (upgraded),
Cost: $1,200 Barracks
Buildtime: 309 Tech Level: 4
Power: -75 Armor Type: Heavy
Infantry Released: 1
Weapon Damage: 400 Weapon Range: 10 Rate of Fire: 100
Damage vs. Armor: None [30%]; Light [65%]; Medium [70%]; Heavy [80%];
Walls [75%]; Harvester [20%]; Aircraft [100%]; Building [15%]
The Gun Turret is used to defend against vehicles and aircraft. Its shots do
more damage than the Atreides Rocket Turret, but its fire rate is much slower.
So, you may want to have extra units to back up the Gun Turret.
---------------------
Harkonnen Landing Pad
---------------------
Health: 2,000 Prerequisites: Construction Yard, Hangar
Cost: $800 Tech Level: 5
Buildtime: 240 Armor Type: Building
Power: -30 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Landing Pad is where your Gunships reload their ammunition. Because all
this building does is resupply ammo, you do not need to deploy a separate
Landing Pad for every aircraft in your army.
------------------
Harkonnen Starport
------------------
Health: 2,500 Prerequisites: Construction Yard, Hangar
Cost: $1,500 Tech Level: 7
Buildtime: 720 Armor Type: Building
Power: -100 Infantry Released: 3
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Starport is used for ordering any vehicles (land or air) from the CHOAM
(that's Combine Honnete Ober Advancer Mercantiles for you Dune fans) company.
You can obtain any vehicle, even if you don't have the buildings normally
required for making them. The catch is you can only queue up to 5 units per
order, and the prices of them are random. That means you may end up paying
more or less for units. You also have to wait some time before the delivery
reaches the Starport.
----------------
Harkonnen Palace
----------------
Health: 3,000 Prerequisites: Construction Yard, Starport
Cost: $1,600 Tech Level: 8
Buildtime: 1,080 Armor Type: Building
Power: -150 Infantry Released: 4
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Death Hand Missile Explosion
Buildtime: 5,184 Weapon Damage: 5,000
Weapon Blast Radius: 3
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [None]; Building [75%]
Death Hand Missile Radiation
Buildtime: N/A Weapon Damage: 15
Weapon Blast Radius: 10
Damage vs. Armor: None [100%]; Light [50%]; Medium [50%]; Heavy [50%];
Walls [10%]; Harvester [50%]; Aircraft [None]; Building [10%]
Having this building in your possession gives you the ability to use the
Harkonnen superweapon, the Death Hand Missile. It requires the most power to
stay online, and it's almost as tough as a Construction Yard.
The Death Hand Missile operates similar to the Soviet Nuclear Missile found
in Red Alert 2. However, for this weapon, the radiation lasts a very long
period of time, making it even more deadly. You will find it useful if the
enemy masses several buildings or units in a small area. If you see the
opponent puts all of his Windtraps in one spot, this missile can help you
sabotage his power supply. Then you can move in while his defenses are down!
One tip is to remember the radiation doesn't affect structures, except for
defensive ones (Rocket Turret, Gas Turret, etc.).
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [5.3] INFANTRY >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
---------------
Harkonnen Scout
---------------
Health: 200 Prerequisites: Barracks
Cost: $30 Tech Level: 1
Buildtime: 86 Armor Type: None
Sight Range: 20 Speed: 6
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The sole purpose of the Scout is for recon. He's fast and can reveal a lot
of ground on the map in little time. However, the Scout has no weapon and
extremely low HP.
------------------------
Harkonnen Light Infantry
------------------------
Health: 600 Prerequisites: Barracks
Cost: $50 Tech Level: 1
Buildtime: 87 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: Level 1 (3 pts.) - Extra Armor
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage, Extra Armor
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Your basic soldier. Like in other C&C games, massing large amounts of Light
Infantry can pose a threat (assuming tanks don't mow 'em down). Their rifles
barely harm Spice Harvesters and structures. Light Infantry have 200 less HP
compared to Atreides Infantry.
-----------------
Harkonnen Trooper
-----------------
Health: 300 Prerequisites: Barracks
Cost: $90 Tech Level: 2
Buildtime: 99 Armor Type: None
Sight Range: 12 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage, Extra Armor
Weapon Damage: 375 Weapon Range: 8 Rate of Fire: 100
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
Troopers are a bit of a combination between Atreides Kindjal Infantry and
Ordos AA Troopers. They do decent damage against both aircraft and land
vehicles. As a drawback, their HP is almost as low as a Scout's, and the rate
of fire isn't too hot, either.
------------------
Harkonnen Engineer
------------------
Health: 600 Prerequisites: Barracks (upgraded)
Cost: $400 Tech Level: 3
Buildtime: 350 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: Level 1 (2 pts.) - Extra Armor
Level 2 (6 pts.) - Extra Armor
Level 3 (12 pts.) - Extra Armor
Weapon Damage: 100 Weapon Range: 5 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [60%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Yes, folks, we have an Engineer with a weapon! Granted, it's not very
effective, but it's better than nothing. ^_^ He can instantly restore a
building's health to full, although he "sacrifices" himself in the process.
He's also capable of capturing enemy structures. Unlike Red Alert, an Engineer
can take over a building regardless of its HP. Engineers have the ability to
remove any leeches attached to vehicles.
-------------------------------
Harkonnen Flamethrower Infantry
-------------------------------
Health: 800 Prerequisites: Barracks (upgraded)
Cost: $150 Tech Level: 4
Buildtime: 144 Armor Type: None
Sight Range: 12 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (10 pts.) - Self-Repair
Level 3 (20 pts.) - Extra Damage, Extra Armor
Weapon Damage: 250 Weapon Range: 4 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
You can always tell when there's Flamethrower Infantry by the large tank on
their backs... Their flamethrowers rip through packs of foot soldiers with
relative ease. Back them up with Troopers or other units in case they
encounters enemy land vehicles.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [5.4] VEHICLES >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-----------------
Harkonnen Buzzsaw
-----------------
Health: 1,300 Prerequisites: Factory
Cost: $350 Tech Level: 2
Buildtime: 180 Armor Type: Light
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (8 pts.) - Extra Speed
Level 2 (20 pts.) - Self-Repair
Level 3 (40 pts.) - Extra Damage, Extra Armor
Weapon Damage: 350 Weapon Range: 7 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Your main defense against foot soldiers. Its cannons gun down infantry, and
the sawblade is also used to cut through them. Buzzsaws are able to actually
destroy spice fields. Just run it through some spice several times, and watch
it disappear!
----------------------
Harkonnen Assault Tank
----------------------
Health: 2,400 Prerequisites: Factory
Cost: $900 Tech Level: 3
Buildtime: 492 Armor Type: Heavy
Sight Range: 8 Speed: 5
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 500 Weapon Range: 7 Rate of Fire: 30
Damage vs. Armor: None [10%]; Light [100%]; Medium [90%]; Heavy [85%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [50%]
The Assault Tank is the backbone of the Harkonnan army. It deals great
damage, but the tank's weaponry has slow tracking and has a hard time
locking-on to fast targets. Make sure you protect Assault Tanks from aircraft
with other units.
---------------------------
Harkonnen Inkvine Catapault
---------------------------
Health: 2,000 Prerequisites: Factory (upgraded)
Cost: $1,000 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 16 Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 750 Weapon Range: 20 Rate of Fire: 100
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Inkvine Catapault is designed mainly for the destruction of infantry,
although vehicles can take some damage. It launches canisters of fluid from
the inkvine plant that contaminates whatever it hits. Each canister has splash
damage and causes some harm after it erupts. Set up a few of the catapaults
around your base.
-------------------
Harkonnen Flametank
-------------------
Health: 1,800 Prerequisites: Factory (upgraded)
Cost: $900 Tech Level: 4
Buildtime: 499 Armor Type: Medium
Sight Range: 8 Speed: 6
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 125 Weapon Range: 4 Rate of Fire: 60
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
The Flametank torches infantry into crispy chicken... Large groups of
soldiers will be mauled down in no time. Its twin cannons allow it to engage
two targets at once, if necessary. Other than infantry, you probably won't
find much use of this. Keep a couple around if the need arises.
----------------------
Harkonnen Missile Tank
----------------------
Health: 1,100 Prerequisites: Factory (upgraded)
Cost: $1,200 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 14 Speed: 6
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 425 Weapon Range: 10 Rate of Fire: 180
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Missile Tank makes a wonderful support unit with Assault Tanks. With its
long range missiles, the tank destroys aircraft and most vehicles with hardly
any effort. The 425 HP damage listed above is for ONE missile. Eight missiles
are launched in a single salvo. Note the extreme rate of fire; take out more
dangerous targets first and concentrate on the weaker ones later!
--------------------
Harkonnen Devastator
--------------------
Health: 5,000 Prerequisites: Factory, Starport
Cost: $1,750 Tech Level: 7
Buildtime: 64 Armor Type: Heavy
Sight Range: 8 Speed: 1
Veterancy Bonuses: Level 1 (13 pts.) - Extra Damage
Level 2 (30 pts.) - Self-Repair
Level 3 (60 pts.) - Extra Damage, Extra Armor
Plasma Gun
Weapon Damage: 813 Weapon Range: 9 Rate of Fire: 60
Damage vs. Armor: None [40%]; Light [60%]; Medium [100%]; Heavy [100%];
Walls [100%]; Harvester [100%]; Aircraft [None]; Building [75%]
Missile
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 80
Damage vs. Armor: None [10%]; Light [50%]; Medium [80%]; Heavy [100%];
Walls [70%]; Harvester [50%]; Aircraft [80%]; Building [40%]
Self-Destruct Bomb
Weapon Damage: 5,000 Weapon Range: 0 Rate of Fire: 0
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [60%]; Building [75%]
Despite its extreme power, the Devastator's speed makes you wonder exactly
how useful it is... Advanced Carryalls will probably be your only option for
moving this oversized BattleMech around. With its plasma guns and missiles,
the Devastator is fearless when it comes to wrecking havoc on vehicles,
aircraft, and structures. This unit is issued a self-destruct mechanism that
deploys a bomb. Only use this bomb if you're positive you will lose the
Devastator regardless of what you try to do.
-------------------------
Harkonnen Spice Harvester
-------------------------
Health: 3,500 Prerequisites: Factory
Cost: $1,000 Tech Level: 2
Buildtime: 504 Armor Type: Harvester
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Spice Harvester operates like you would think. Its move out onto the
spice field and collects Melange, which is then processed in your Refinery
into Solaris. Each harvester can hold up to $700 in spice. Obviously, this
unit is always open to the dangers of sandworms. Build a sufficient supply of
Carryalls to help prevent the lost of harvesters.
-------------
Harkonnen MCV
-------------
Health: 4,500 Prerequisites: Factory
Cost: $2,000 Tech Level: 2
Buildtime: 864 Armor Type: Heavy
Sight Range: 14 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Mobile Construction Vehicle (MCV) can deploy into a Construction Yard in
a few seconds. To "undeploy" the Con. Yard, select it and order it to move. It
folds back up into an MCV. Have an extra one of these handy in the event your
Construction Yard is destroyed.
------------------
Harkonnen Carryall
------------------
Health: 1,600 Prerequisites: Hangar
Cost: $1,100 Tech Level: 5
Buildtime: 450 Armor Type: Medium
Sight Range: 0 Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Carryall simply picks up Spice Harvesters to and from the spice fields.
It won't take much power to knock one out of the sky. There's one key fact to
remember: if the Carryall is destroyed while possessing a harvester, the
Carryall AND the harvester are gone.
------------------------------
Harkonnen Air Defense Platform
------------------------------
Health: 1,200 Prerequisites: Hangar
Cost: $1,500 Tech Level: 6
Buildtime: 750 Armor Type: Aircraft
Sight Range: 8 Speed: 2
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 480 Weapon Range: 15 Rate of Fire: 10
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [60%]; Building [75%]
The Air Defense Platform might not look like much at first, however, it's a
great companion. The ADP is generally effective any type of armor. This unit's
low HP and speed make it easy pickings for enemy units. Use the ADP against
units that cannot hit back at aircraft. Set up some and scatter them around
your base for extra defenses.
-----------------
Harkonnen Gunship
-----------------
Health: 2,600 Prerequisites: Hangar (upgraded)
Cost: $1,000 Tech Level: 5
Buildtime: 499 Armor Type: Aircraft
Sight Range: 8 Speed: 10
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 500 Weapon Range: 8 Rate of Fire: 60
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
Take the Atreides Ornithopter, sacrifice speed for strength and damage, and
this is the end result. You can get use of it by assaulting the enemy when
they can't counterattack aircraft. The Gunship's slower speed make it even
more vulnerable to what attacks it absorbs, though.
---------------------------
Harkonnen Advanced Carryall
---------------------------
Health: 900 Prerequisites: Hangar (upgraded)
Cost: $1,800 Tech Level: 6
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
This version of the Carryall can pick up any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to its
normal counterpart. One function you might not know at first is its ability to
collect enemy units. There is a slightly delay when attempting to do this.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=- 6) HOUSE ORDOS OVERVIEW -=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers general information on House Ordos.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [6.1] HOUSE ADVANTAGE >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Instead of needing to rely on repair vehicles to be healed, all Ordos-
specific vehicles start off with a self-repair skill. The Ordos infantry can
learn that ability at their first level of veternancy.
Along with that idea, some Ordos vehicles also have shield technology,
enabling them to take extra damage. Shields gradually restore themselves if
given enough time to do so.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [6.2] STRUCTURES >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-----------------------
Ordos Construction Yard
-----------------------
Health: 4,000 Prerequisites: None
Cost: N/A Tech Level: 0
Buildtime: N/A Armor Type: Building
Power: +0 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
Your base of operations. Without this, you can't construct any buildings.
You can move the Yard to a new location by selecting it and ordering it to
travel there. This unpacks the building into an MCV. The MCV can be deployed
back into a Construction Yard. Due to its importance, the Con. Yard is
extremely difficult to destroy without several units to do it.
--------------
Ordos Windtrap
--------------
Health: 1,500 Prerequisites: Construction Yard
Cost: $225 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: +100 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Windtraps are the equivalent of Power Plants. These structures are cheap and
don't take long to build. Keep in mind it doesn't take much to eliminate them,
especially if they're concentrated in a small zone. Watch your power meter in
the upper-right corner! Reaching "low power" disables your radar and defenses.
--------------
Ordos Barracks
--------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $225 Tech Level: 1
Buildtime: 309 Armor Type: Building
Power: -20 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
This trains your infantry. With no upgrade, you can make Scouts, Chemical
Troopers, and AA Troopers. The upgrade adds Engineers, Mortar Infantry, and
Saboteurs.
----------
Ordos Wall
----------
Health: 1,000 Prerequisites: Construction Yard
Cost: $20 Tech Level: 1
Buildtime: 60 Armor Type: Building
Power: +0 Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Walls help prevent certain infantry and vehicles from running amok through
your base. However, there are units that are capable of demolishing your walls
with little effort. When you select the wall from the sidebar, you can place
an entire line of wall sections instead of having to place each piece one by
one (talk about tedious...).
--------------
Ordos Refinery
--------------
Health: 3,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,500 Tech Level: 1
Buildtime: 720 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200 (-20 Power)
Upgrade Buildtime: 720
On Arrakis tileset maps, the Refinery is used to gather spice to add to your
treasury of Solaris. A Carryall and a Harvester is included with a Refinery.
To help speed up money collection, this structure is upgradeable to a total of
three Harvester drop-off ramps.
-------------
Ordos Factory
-------------
Health: 4,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,000 Tech Level: 2
Buildtime: 864 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
Factories produce your vehicles (no aircraft). At first, only Dust Scouts,
Laser Tanks, Spice Harvesters, and MCVs are allowed to be built. The upgrade
adds the APC and Kobra. Deploying a Starport supplies the Deviator to your
list.
-------------
Ordos Outpost
-------------
Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $400 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Although you will have a radar screen even without the Outpost, it doesn't
display the location of any units. Building this structure allows the radar
screen to show the units in a color-coded manner. You won't get too far
without this.
------------
Ordos Hangar
------------
Health: 3,500 Prerequisites: Construction Yard, Factory
Cost: $1,300 Tech Level: 5
Buildtime: 540 Armor Type: Building
Power: -50 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $1,200
Upgrade Buildtime: 0
The Hangar builds aircraft units. Upon construction, only Carryalls and
Anti-Aircraft Mines are buildable. The upgrade adds the Eye in the Sky and the
Advanced Carryall.
----------------
Ordos Gas Turret
----------------
Health: 2,700 Prerequisites: Construction Yard, Barracks
Cost: $550 Tech Level: 2
Buildtime: 240 Armor Type: Heavy
Power: +0 Infantry Released: 1
Weapon Damage: 500 Weapon Range: 14 Rate of Fire: 75
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
The Gas Turret, although dangerous against foot soldiers, has one major
drawback: it launches gas canisters and takes time to reach the target. But
these attacks do have some "splash" damage.
-------------------
Ordos Pop-up Turret
-------------------
Health: 3,000 Prerequisites: Construction Yard (upgraded),
Cost: $1,200 Barracks
Buildtime: 309 Tech Level: 4
Power: -75 Armor Type: Heavy
Infantry Released: 1
Weapon Damage: 550 Weapon Range: 9 Rate of Fire: 60
Damage vs. Armor: None [8%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [40%]
The Pop-up Turret looks almost identical to the Gas Turret but uses a gun
instead. Compared to the other Houses' turrets, its damage, range, and RoF are
fairly average and doesn't excel in any one area. The turret can retract into
the ground for extra protection from fire.
--------------
Ordos Starport
--------------
Health: 2,500 Prerequisites: Construction Yard, Hangar
Cost: $1,500 Tech Level: 7
Buildtime: 720 Armor Type: Building
Power: -100 Infantry Released: 3
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
The Starport is used for ordering any vehicles (land or air) from the CHOAM
(that's Combine Honnete Ober Advancer Mercantiles for you Dune fans) company.
You can obtain any vehicle, even if you don't have the buildings normally
required for making them. The catch is you can only queue up to 5 units per
order, and the prices of them are random. That means you may end up paying
more or less for units. You also have to wait some time before the delivery
reaches the Starport.
------------
Ordos Palace
------------
Health: 3,000 Prerequisites: Construction Yard, Starport
Cost: $1,600 Tech Level: 8
Buildtime: 1,080 Armor Type: Building
Power: -150 Infantry Released: 4
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Chaos Lightning
Buildtime: 6,220 Weapon Damage: 1,000
Weapon Blast Radius: 4
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [60%]
Having this building in your possession gives you the ability to use the
Ordos superweapon, Chaos Lightning. It requires the most power to stay online,
and it's almost as tough as a Construction Yard.
Chaos Lightning takes the most time to charge up compared to the other two
superweapons. This weapon sends a group of units into a frenzied rage, and
they attack either friend or foe. The lightning also affects defensive
structures (Rocket Turret, etc.). If your opponent has a habit of stockpiling
units in their base or has tens of turrets sitting around, this weapon can
easily sabotage their operations.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [6.3] INFANTRY >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-----------
Ordos Scout
-----------
Health: 200 Prerequisites: Barracks
Cost: $30 Tech Level: 1
Buildtime: 65 Armor Type: None
Sight Range: 20 Speed: 8
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The sole purpose of the Scout is for recon. He's fast and can reveal a lot
of ground on the map in little time. However, the Scout has no weapon and
extremely low HP.
----------------------
Ordos Chemical Trooper
----------------------
Health: 575 Prerequisites: Barracks
Cost: $50 Tech Level: 1
Buildtime: 87 Armor Type: None
Sight Range: 8 Speed: 6
Veterancy Bonuses: Level 1 (3 pts.) - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage
Weapon Damage: 250 Weapon Range: 3 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [20%]; Medium [15%]; Heavy [3%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [15%]
This Chem Warrior-equivalent is a watered-down version of Harkonnen's
Flamethrower Infantry. His gas gun has extremely low range and causes
continous damage against targets.
----------------
Ordos AA Trooper
----------------
Health: 300 Prerequisites: Barracks
Cost: $100 Tech Level: 2
Buildtime: 99 Armor Type: None
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage
Weapon Damage: 375 Weapon Range: 8 Rate of Fire: 40
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
Improve the Harkonnen Trooper's stats, and this is what ya get. He can hit
both land and air targets and has a much faster rate of fire. Again, HP is
quite low.
--------------
Ordos Engineer
--------------
Health: 400 Prerequisites: Barracks (upgraded)
Cost: $400 Tech Level: 3
Buildtime: 350 Armor Type: None
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Engineers serves the same purpose he always has. He can instantly
restore a building's health to full, although he "sacrifices" himself in the
process. He's also capable of capturing enemy structures. Unlike Red Alert,
an Engineer can take over a building regardless of its HP. Engineers have the
ability to remove any leeches attached to vehicles.
---------------------
Ordos Mortar Infantry
---------------------
Health: 700 Prerequisites: Barracks (upgraded)
Cost: $100 Tech Level: 4
Buildtime: 144 Armor Type: None
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (4 pts.) - Self-Repair
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Damage
Undeployed Mode
Weapon Damage: 100 Weapon Range: 5 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Deployed Mode
Weapon Damage: 375 Weapon Range: 15 Rate of Fire: 45
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
Like the Kindjal, this infantry has two modes. Undeployed does little damage
to soldiers and no damage to just about anything else. Deployed easily takes
out infantry and does some harm to vehicles. The deployed mode's long range
capability is very helpful.
--------------
Ordos Saboteur
--------------
Health: 600 Prerequisites: Barracks (upgraded)
Cost: $150 Tech Level: 5
Buildtime: 260 Armor Type: None
Sight Range: 8 Speed: 6
Veterancy Bonuses: None
Weapon Damage: 3,000 Weapon Range: 0 Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Saboteur is designed entirely for blowing himself to pieces. His hefty
damage trashes infantry, light vehicles, and buildings with little effort. It
doesn't cause fatal damage to more heavily armored units, but what it does is
significant. Try to search for undefended portions of an enemy's base and
sneak several Saboteurs into it. Even a few can disrupt the enemy's power on
the battlefield.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [6.4] VEHICLES >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
----------------
Ordos Dust Scout
----------------
Health: 1,100 Prerequisites: Factory
Cost: $350 Tech Level: 2
Buildtime: 150 Armor Type: Light
Sight Range: 8 Speed: 14
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Armor
Level 3 (40 pts.) - Extra Damage, Extra Range
Weapon Damage: 350 Weapon Range: 7 Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
Like the Atreides Sand Bike, the Dust Scout is designed for attacking
soldiers and light vehicles, as well some recon. Anything else, and it's
toast.
----------------
Ordos Laser Tank
----------------
Health: 800 (Shield: 300) Prerequisites: Factory
Cost: $700 Tech Level: 3
Buildtime: 432 Armor Type: Medium
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Damage
Weapon Damage: 400 Weapon Range: 10 Rate of Fire: 40
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [40%]
The Laser Tank is the main component of your forces. Compared to most other
vehicles, it's cheap. A perk for the laser cannon is that it is able to harm
targets while the tank itself is moving. This tank has its own shield that
absorbs 300 HP damage. It does regenerate over time. Watch out for other laser
weapons, though! A laser shot to a shield causes a chain reaction that
destroys the tank and whatever hit it.
---------
Ordos APC
---------
Health: 500 (Shield: 500) Prerequisites: Factory (upgraded)
Cost: $900 Tech Level: 4
Buildtime: 499 Armor Type: Light
Sight Range: 8 Speed: 20
Veterancy Bonuses: Level 1 (8 pts.) - Extra Armor
Level 2 (20 pts.) - Extra Speed
Level 3 (40 pts.) - Extra Armor
Weapon Damage: 200 Weapon Range: 10 Rate of Fire: 50
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]
The Ordos APC has less armor than its Atreides cousin, but its speed rating
makes up for it. It can hold up to five infantry at once. As with the other
APC, the infantry inside of it affects its sight range. This APC has a 500 HP
shield. Like the Laser Tank, laser shots set up chain reactions.
Due to its fast speed, putting a Scout into this APC makes it the ultimate
recon unit of all three Houses. You can easily uncover the majority of the map
in no time at all. On top of that, you'll be able to outrun most missile
attacks with the extra speed at the second veternancy level.
-----------
Ordos Kobra
-----------
Health: 3,000 Prerequisites: Factory (upgraded)
Cost: $1,200 Tech Level: 5
Buildtime: 589 Armor Type: Heavy
Sight Range: 16 Speed: 12
Veterancy Bonuses: Level 1 (13 pts.) - Extra Armor
Level 2 (30 pts.) - Extra Damage
Level 3 (60 pts.) - Extra Damage
Undeployed Mode
Weapon Damage: 300 Weapon Range: 8 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
Deployed Mode
Weapon Damage: 600 Weapon Range: 16 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Kobra is your best protector against enemy infantry. If you glance at
the weapon stats, it is obvious going deployed is best. Deploying doubles the
damage and range without affecting the rate of fire. The Kobra's howitzer
doesn't fare well against heavy vehicles, so have Pop-Up Turrets (or whatever
you want) to support it.
--------------
Ordos Deviator
--------------
Health: 1,300 (Shield: 800) Prerequisites: Factory, Starport
Cost: $950 Tech Level: 7
Buildtime: 648 Armor Type: Light
Sight Range: 8 Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Armor
Weapon Damage: 250 Weapon Range: 8 Rate of Fire: 150
Damage vs. Armor: None [20%]; Light [20%]; Medium [20%]; Heavy [20%];
Walls [20%]; Harvester [20%]; Aircraft [None]; Building [20%]
The Deviator's special ability is to launch brainwashing gas instead of
exploding things to bits. Whenever a vehicle is hit with the Deviator's
weapon, you are allowed to control it as one of your own. This has some
incredibly obvious uses. For example, lead Spice Harvesters to sandworms, or
have Devastators self-destruct right in their own base! Be aware it takes a
while for the Deviator to "reload" its gas.
---------------------
Ordos Spice Harvester
---------------------
Health: 3,500 Prerequisites: Factory
Cost: $1,000 Tech Level: 2
Buildtime: 504 Armor Type: Harvester
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Spice Harvester operates like you would think. Its move out onto the
spice field and collects Melange, which is then processed in your Refinery
into Solaris. Each harvester can hold up to $700 in spice. Obviously, this
unit is always open to the dangers of sandworms. Build a sufficient supply of
Carryalls to help prevent the lost of harvesters.
---------
Ordos MCV
---------
Health: 4,500 Prerequisites: Factory
Cost: $2,000 Tech Level: 2
Buildtime: 864 Armor Type: Heavy
Sight Range: 14 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Mobile Construction Vehicle (MCV) can deploy into a Construction Yard
in a few seconds. To "undeploy" the Con. Yard, select it and order it to move.
It folds back up into an MCV. Have an extra one of these handy in the event
your Construction Yard is destroyed.
--------------
Ordos Carryall
--------------
Health: 1,600 Prerequisites: Hangar
Cost: $1,100 Tech Level: 5
Buildtime: 450 Armor Type: Medium
Sight Range: 0 Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Carryall simply picks up Spice Harvesters to and from the spice fields.
It won't take much power to knock one out of the sky. There's one key fact to
remember: if the Carryall is destroyed while possessing a harvester, the
Carryall AND the harvester are gone.
------------------------
Ordos Anti-Aircraft Mine
------------------------
Health: 1,100 Prerequisites: Hangar
Cost: $600 Tech Level: 6
Buildtime: 499 Armor Type: Light
Sight Range: 10 Speed: 6
Veterancy Bonuses: None
Weapon Damage: 480 Weapon Range: 15 Rate of Fire: 0
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
Unless your opponent plans to send wave after wave of air fighters, the AA
Mine is practically useless. Once an aerial unit enters its range, the mine
explodes and delivers several missiles against the target. After it's gone,
you need to spend $600 more for another one. Stick to AA Troopers to save
money.
--------------------
Ordos Eye in the Sky
--------------------
Health: 1,750 Prerequisites: Hangar (upgraded)
Cost: $2,000 Tech Level: 5
Buildtime: 499 Armor Type: Light
Sight Range: 16 Speed: 7
Veterancy Bonuses: None
Weapon Damage: 400 Weapon Range: 16 Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
This is a rather fun unit to toy around with... When an Eye in the Sky (or
EITS for short) deploys, it explodes and sends debris and one Saboteur down to
the ground. The debris can damage whatever just happens to be under it. Once
the Saboteur lands, he's yours to control.
I discovered one useful trick with the EITS for destroying structures. Use
Force Move (Alt + Left-click) to move the EITS above the "roof" of a building.
Then deploy it. The Saboteur will automatically land inside and blow up
without having to wait. Usually, this either cripples the structure or
demolishes it entirely.
-----------------------
Ordos Advanced Carryall
-----------------------
Health: 900 Prerequisites: Hangar (upgraded)
Cost: $1,800 Tech Level: 6
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
This version of the Carryall can pick up any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to its
normal counterpart. One function you might not know at first is its ability to
collect enemy units. There is a slightly delay when attempting to do this.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=- 7) SUB-HOUSE OVERVIEW -=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers general information on the sub-houses.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [7.1] INTRODUCTION >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
In the campaign mode of Emperor, you have the choice of pairing up with
certain sub-houses (up to two total) to aid you in your quest for conquering
Arrakis. In multiplayer and skirmish, you just pick what two you want at the
setup screen. Any sub-house can be effective if you know how to use it. Play
around with them in skirmish mode to get an idea of how they work.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [7.2] FREMEN >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-----------
Fremen Camp
-----------
Health: 2,000 Prerequisites: Construction Yard, Barracks
Cost: $600 Tech Level: 3
Buildtime: 540 Armor Type: Building
Power: +0 Infantry Released: 2
Upgradeable: Yes
Upgrade Cost: $1,000
Upgrade Buildtime: 0
This barracks trains Fremen infantry. Upgrading adds the Fremen Fedaykin.
--------------
Fremen Warrior
--------------
Health: 800 Prerequisites: Fremen Camp
Cost: $150 Tech Level: 3
Buildtime: 432 Armor Type: None
Sight Range: 12 Speed: 6
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (14 pts.) - Extra Armor
Level 3 (28 pts.) - Self-Repair
Weapon Damage: 600 Weapon Range: 12 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [8%]; Medium [5%]; Heavy [2%];
Walls [1%]; Harvester [2%]; Aircraft [None]; Building [3%]
The Fremen Warrior is a suped-up Sniper with a faster rate of fire and 200
more health. Even though they cost the same amount, the Warrior takes much
longer to train. This unit is a great alternative to Snipers, even if you're
playing as Atreides. The Fremen Warrior is highly resistant to Sonic Tank-type
weapons.
---------------
Fremen Fedaykin
---------------
Health: 1,000 Prerequisites: Fremen Camp (upgraded)
Cost: $250 Tech Level: 5
Buildtime: 589 Armor Type: None
Sight Range: 12 Speed: 6
Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage
Level 2 (14 pts.) - Extra Armor
Level 3 (28 pts.) - Self-Repair
Weapon Damage: 238 Weapon Range: 5 Rate of Fire: 40
Damage vs. Armor: None [100%]; Light [80%]; Medium [80%]; Heavy [80%];
Walls [50%]; Harvester [20%]; Aircraft [None]; Building [10%]
Several Fedaykins in a group are a formidable force against vehicles and
possibly even infantry. They use what appears to be a portable version of the
Sonic Tank's weapon. It's damage is not as high as you might like, however
it's equally effective against light, medium, and heavy armor. Like the
Warrior, it's resistant to Sonic Tank-type weapons.
The Fedkayin's lesser known ability is riding sandworms. Deploying a
Fedaykin causes him to plant a thumper in the sand that attracts a worm. If
given adequate time, the Fremen soldier will hop onto the summoned sandworm,
and you will be able to control. As you might expect, this worm is capable of
devouring any infantry or vehicle foolish enough to stand in its path. Keep in
mind the Fedaykin can only ride the worm for a short length of time!
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [7.3] GUILD >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
------------
Guild Palace
------------
Health: 5,000 Prerequisites: Construction Yard, Factory
Cost: $2,000 Tech Level: 4
Buildtime: 1,080 Armor Type: Building
Power: -180 Infantry Released: 0
Upgradeable: Yes
Upgrade Cost: $1,600
Upgrade Buildtime: 0
The Guild Palaces produces the Guild units. Upgrading adds the Guild NIAB
Tank. Make sure you allot enough buildable space for this palace, as it's the
largest structure in the game.
-----------
Guild Maker
-----------
Health: 1,000 Prerequisites: Guild Palace
Cost: $1,000 Tech Level: 4
Buildtime: 589 Armor Type: Medium
Sight Range: 8 Speed: 4
Veterancy Bonuses: Level 1 (6 pts.) - Extra Damage
Level 2 (16 pts.) - Extra Armor
Level 3 (32 pts.) - Self-Repair
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
This bizarre creation is designed to trash infantry and light vehicles. Its
lightning attack can arc and strike multiple targets at one time. The main
downside to the Guild Maker is that for its cost to produce, it has really
low HP.
---------------
Guild NIAB Tank
---------------
Health: 3,000 Prerequisites: Guild Palace (upgraded)
Cost: $2,000 Tech Level: 5
Buildtime: 720 Armor Type: Medium
Sight Range: 8 Speed: 12
Veterancy Bonuses: Level 1 (18 pts.) - Extra Damage
Level 2 (20 pts.) - Extra Armor
Level 3 (40 pts.) - Self-Repair
Weapon Damage: 1,250 Weapon Range: 9 Rate of Fire: 100
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [60%]
The NIAB Tank combines the Tesla Tank and Chrono Tank. Like the Guild Maker,
this tank uses lightning to damage foes and can hit several targets. The
firing rate is slow, but it does an extreme amount of harm at 1,250 HP. This
vehicle also starts off with the ability of self-repair. The NIAB Tank can be
deployed to teleport to any spot on the map. Like any "chronoshifting" unit,
it takes time to get to the destination and time to recharge once it reaches
that place. Teleport your tanks to an area that the enemy is not guarding, so
your tanks do not get destroyed before even fighting.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [7.4] IMPERIAL SARDAUKAR >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
------------------
Sardaukar Barracks
------------------
Health: 3,200 Prerequisites: Construction Yard, Barracks
Cost: $700 Tech Level: 3
Buildtime: 540 Armor Type: Building
Power: -30 Infantry Released: 2
Upgradeable: Yes
Upgrade Cost: $1,000
Upgrade Buildtime: 0
This building produces Sardaukar units. Upgrading adds the Sardaukar Elite.
---------
Sardaukar
---------
Health: 900 Prerequisites: Sardaukar Barracks
Cost: $300 Tech Level: 3
Buildtime: 432 Armor Type: None
Sight Range: 12 Speed: 6
Veterancy Bonuses: Level 1 (6 pts.) - Extra Damage
Level 2 (16 pts.) - Extra Armor
Level 3 (32 pts.) - Self-Repair
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 20
Damage vs. Armor: None [100%]; Light [45%]; Medium [35%]; Heavy [20%];
Walls [30%]; Harvester [35%]; Aircraft [None]; Building [30%]
A group of Sardaukar will have no problems eliminating infantry. Their guns
do 600 damage and fire even faster than the Fremen Warrior can. Sardaukar take
time to train. Don't expect to round up an army of 'em in a minute.
---------------
Sardaukar Elite
---------------
Health: 1,800 Prerequisites: Sardaukar Barracks (upgraded)
Cost: $350 Tech Level: 5
Buildtime: 689 Armor Type: None
Sight Range: 12 Speed: 7
Veterancy Bonuses: Level 1 (6 pts.) - Extra Damage
Level 2 (16 pts.) - Extra Armor
Level 3 (32 pts.) - Self-Repair
Knife (Close Combat)
Weapon Damage: 1,000 Weapon Range: 1 Rate of Fire: 34
Damage vs. Armor: None [100%]; Light [5%]; Medium [5%]; Heavy [5%];
Walls [5%]; Harvester [5%]; Aircraft [None]; Building [5%]
Laser (Ranged Combat)
Weapon Damage: 300 Weapon Range: 10 Rate of Fire: 50
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [65%]; Building [40%]
The Sardaukar Elite has the most HP I've seen for any infantry. If this
soldier goes into close combat with other soldiers, he switches to a knife
that downs any infantry in two hits or less. For long range, he uses a laser.
It works okay against vehicles and aircraft, but you need several of these
infantry to be a formiable force.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [7.5] IX >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
-----------
House of Ix
-----------
Health: 4,000 Prerequisites: Construction Yard, Factory
Cost: $1,000 Tech Level: 4
Buildtime: 864 Armor Type: Building
Power: -60 Infantry Released: 0
Upgradeable: Yes
Upgrade Cost: $1,500
Upgrade Buildtime: 0
The House of Ix produces Ixian units. Upgrading adds the Ixian Projector Tank.
-----------------
Ixian Infiltrator
-----------------
Health: 800 Prerequisites: House of Ix
Cost: $500 Tech Level: 4
Buildtime: 432 Armor Type: Light
Sight Range: 8 Speed: 7
Veterancy Bonuses: None
Weapon Damage: 1,500 Weapon Range: 0 Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]
The Infiltrator is a portable stealth bomb. It's camouflaged while moving
and being stationary. As with other units, its position is revealed by
defensive turrets, or if the Infiltrator touches an enemy unit. Sneak this
unit into unguarded areas of an enemy base and watch it esplode! It's not
quite as effective as the Ordos Saboteur, though.
--------------------
Ixian Projector Tank
--------------------
Health: 1,000 Prerequisites: House of Ix (upgraded)
Cost: $1,500 Tech Level: 5
Buildtime: 589 Armor Type: Light
Sight Range: 8 Speed: 14
Veterancy Bonuses: Level 1 (4 pts.) - Extra Armor
Level 2 (8 pts.) - Extra Damage
Level 3 (16 pts.) - Self-Repair
Weapon Damage: 219 Weapon Range: 5 Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]
This is a rather interesting piece of work... When deployed, the Projector
Tank can "clone" any unit. Select the tank and then choose the unit you wish
to duplicate. Remember that you are not restricted to cloning your own units!
You can also click enemy units and use them as your forces. You can
differenciate a clone and the real deal by its color. A replica has a lighter
shade. Replicas look and even attack like their genuine counterparts!
Duplicated units cannot go into a deployed mode. As a result, it's pointless
to clone certain units (Ordos Saboteur, Ixian Infiltrator, etc.). Clones can
disappear in a couple ways: their time limit disappears (their health circle
is their time limit) or an enemy unit fires or touches them.
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
<<< [7.6] TLEILAXU >>>
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
------------------
Tleilaxu Flesh Vat
------------------
Health: 4,000 Prerequisites: Construction Yard, Factory
Cost: $1,000 Tech Level: 4
Buildtime: 864 Armor Type: Building
Power: -60 Infantry Released: 2
Upgradeable: Yes
Upgrade Cost: $1,500
Upgrade Buildtime: 0
The Flesh Vat produces Tleilaxu units. Upgrading adds the Tleilaxu Leech.
---------------------
Tleilaxu Contaminator
---------------------
Health: 1,000 Prerequisites: Tleilaxu Flesh Vat
Cost: $300 Tech Level: 3
Buildtime: 432 Armor Type: None
Sight Range: 12 Speed: 3.5
Veterancy Bonuses: Level 1 (4 pts.) - Extra Armor
Level 2 (10 pts.) - Extra Armor
Level 3 (20 pts.) - Extra Armor
Weapon Damage: 10 Weapon Range: 1 Rate of Fire: 30
Damage vs. Armor: N/A
Contaminators are trained solely for the purpose of infecting other
infantry. When an enemy soilder is infected, it morphs into another
Contaminat