Emperor - Battle For Dune =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- Emperor: Battle For Dune (PC) -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< TABLE OF CONTENTS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 1) VERSION HISTORY -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 2) STORY -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 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... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 3) GAME OVERVIEW -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This sections explains the basics of Emperor and a few other things. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.1] INTERFACE >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.2] BUILDING STRUCTURES & UNITS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.3] GATHERING RESOURCES >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.4] WORMSIGN & SANDSTORMS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.5] UNIT VETERANCY >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.6] STRUCUTRE/UNIT DATA EXPLANATION >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.7] SCORING TABLE >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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 --------------------------- --------------------------- Name Points | Name Points | --------------------------- --------------------------- 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 --------------------------- ------------------------------ Name Points | Name Points | --------------------------- ------------------------------ 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 --------------------------- --------------------------- Name Points | Name Points | --------------------------- --------------------------- 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 --------------------------- --------------------------- Name Points | Name Points | --------------------------- --------------------------- 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 | <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [3.8] SHORTCUT KEYS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Although it is not necessary to know the shortcut keys, they can certainly make your control of the battlefield more efficient. ------------- View Commands ------------- 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 ----------- Unit Orders ----------- 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 ---------------------- Unit Selection & Teams ---------------------- 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) -------------- Chat and Misc. -------------- 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 =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 4) HOUSE ATREIDES OVERVIEW -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section covers general information on House Atreides. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [4.1] HOUSE ADVANTAGE >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> 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). <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [4.2] STRUCTURES >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -------------------------- Atreides 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. ----------------- Atreides 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. ----------------- Atreides 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, 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. ------------- Atreides 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...). ----------------- Atreides 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. ---------------- Atreides 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 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. ---------------- Atreides 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. --------------- Atreides 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 Drones are buildable. The upgrade adds the Ornithopter and the Advanced Carryall. ------------------------ Atreides Machinegun Post ------------------------ 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. ---------------------- 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. ----------------- 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. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< [4.3] UNITS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> -------------- Atreides Scout -------------- 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. ----------------- 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 Contaminator you can control. It doesn't take much effort to send a viral outbreak in the enemy's troops. Keep in mind Contaminators are extremely slow. Use APCs if you can. -------------- Tleilaxu Leech -------------- Health: 1,000 Prerequisites: Tleilaxu Flesh Vat (upgraded) Cost: $800 Tech Level: 5 Buildtime: 589 Armor Type: Light Sight Range: 8 Speed: 14 Veterancy Bonuses: Level 1 (4 pts.) - Extra Damage Level 2 (8 pts.) - Extra Armor Level 3 (16 pts.) - Self-Repair Weapon Damage: 200 Weapon Range: 7 Rate of Fire: 30 Damage vs. Armor: N/A Leeches operate like the Contaminators, except for vehicles. Against the AI, this unit can be your best friend, as the AI rarely bothers to remove the leech spores with Repair Vehicles or Engineers. When a spore is attached to a vehicle, it acts as a poison and gradually takes away health. Once the unit is destroyed, another Leech appears, which can then spread the spores to other units. Use the Tleilaxu Leech to disable or cripple slow-moving vehicles (Devastators and the like) before they wreck havoc in your base. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 8) HOUSE ATREIDES CAMPAIGN -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section covers the required missions for House Atreides. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 1 - THE CONQUEST BEGINS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Destroy the enemy and capture this territory for the Duke! ENEMY: House Harkonnen Being your very first mission for the Atreides, it is pathetically easy. Place extra Snipers around the Machinegun Posts for extra defense against infantry. Build a Barracks and train them, if necessary. Eventually, reinforcements arrive as Sand Bikes and Mongooses. Move some Mongoose units to your turrets. Now you should have enough power to prevent what little the Harkonnen throw at you. The game then displays a small enemy force being attacked by a sandworm. Get used to it, as itll happen to you a lot later in the game. Recruit a strike team of Snipers, Sand Bikes, and Mongooses and order them to move towards the center of the map. Here, youll find a Harkonnen Frigate, crates, and explosive barrels. Grab the crates for extra cash and continue on to the main base. Defeat whatever Buzzsaws and Light Infantry they have. Use the Snipers to hit the barrels from a safe distance, and watch the base explode! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 4 - HEIGHLINER HIJINKS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Ordos and Harkonnen troops have defied the Great Convention. They have captured our troops en route to Arrakis on one of the Guild Heighliners. The Spacing Guild has given us permission to use a small force of men to rescue them. You must be cautious, Commander. ENEMY: House Harkonnen Deviating from the usual format, you're now playing in an indoor area. Don't worry; it's a simple mission. You start out with four Snipers. Use these Snipers to scout ahead and shoot out infantry. Remember that they always have a height advantage in this mission when attacking. Also make use of the convienently placed explosive barrels. A couple times throughout the map, you will stumble upon coffin-like objects. Touch them with one your units to uncover an Imperial Sardaukar soldier. They are very useful to just about anything here. When you encounter Harkonnen Frigates, destroy them! Everytime one is destroyed, two Harkonnen Light Infantry pop out. Activate your Atreides Frigates for extra forces. Eventually you come to Gun Turrets and Energy Gates. Shoot the barrels with your Snipers to demolish them. Soon after that, there are some scattered Harkonnen vehicles about. Again, use the barrels, and they won't even get a shot off. Your Mentat then informs you of General Fomarch's capture at a Harkonnen docking bay. A Harkonnen Devastator and a few infantry guard the general. Although seeing that oversize 'Mech may seem overwhelming, it's a pushover. Try to hit the barrels by it to destroy it. If you (unfortunately) "awaken" the Devastator, just wait until it approaches another barrel, shoot it, and watch it explode. You shouldn't even need the Mongooses if you follow that strategy. With the general in safe hands, you're done! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 7 - AMBUSH! >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Our Duke and his Fremen guests are surrounded by Tleilaxu Gholas and Face Dancers. We believe that House Ordos is behind the attack! Engage the enemy and rescue the Duke! There is only on way out--by air! The majority of our troops still wage war on Arrakis. You must use our remaining units wisely! A transport crate containing an advanced prototype Carryall has been dropped in the area. Clear the enemy units, locate the Carryall, and fly the Duke to safety! ENEMY: Tleilaxu, Assassins Your number priorty in this mission on Caladan is to keep Duke Achillus alive at all costs. Lose him, and you fail! Order your starting forces to dash over to the crippled outpost nearby to "activate" it. Don't bother making any upgrades or repairs, as they will be a waste of funds. Send in your elite Snipers into the Barracks to upgrade the default veternancy level, and train 6 elite Snipers with 1 Scout. Use your Scout to keep tabs on any Assassins or Tleilaxu forces roaming about. Move your Scout to the Carryall, and watch the Carryall self-destruct. Back at the outpost with Duke Achillus, the entire base will explode (so... reorganize your forces to a safer spot!). Attack any enemies with your Fremen soldiers and Snipers. Towards the eastern edge of the map is a civilian settlement. There should be a rather large legion of Assassins wandering about. AVOID THEM AT ALL COSTS! Although you can probably deal with them, you certainly won't get away without a few casualities. So, move along the western cliff to the base at the top of the mission to discover another outpost. Have Duke Achillus walk in to activate the fort. If you take notice, you still have the ability to train elite Snipers. Produce some and set them around your base for protection against enemies. Eventually, reinforcements arrive in another corner. Use the Minotauruses to wipe out the remaining Assassins and Tleilaxu. You complete the mission once they're all eliminated. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< INTERMISSION >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> With the previous mission complete, you now have the decision to either attack the Ordos captial or Harkonnen capital. In the end, it doesn't really matter which one you pick. Depending on how you reach a captial can make the game *much* longer than it needs to be. Don't go through missions that are not necessary! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ORDOS CAPITAL >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Destroy the enemy's capital here on Arrakis. We will then launch an assault on their homeworld to prevent any further aggression. The Fremen and the Sardaukar have agreed to fight alongside us. This is a critical time, Commander. The Duke is depending on you. You must not fail him! ENEMY: House Ordos As along as you get a good defense set up early on, this mission will not pose a problem. There's a Fremen Camp in the lower corner of the map that needs defending. Place at least one Rocket Turret and a couple Machine Gun Posts, and the settlement should be okay. For your base's defense, use turrets, Snipers, Kindjal Infantry, Minotaurus, and whatever else you feel is needed. Get a House of Ix online and produce some Projector Tanks when you have the funds. Duplicate Fremen Warriors and Fedaykin, and use their unique stealth abilities against House Ordos. Use the Fremen replicas to destroy the Ordos harvesters to delay production of any waves of attack forces. In the northwest corner of the map, the Ordos base is undefended (or at least should be that way). Have an Advanced Carryall drop off a couple Projector Tanks, and pump out more Fremen dupes. Use the Warriors against infantry and the Fedaykin for everything else. As long as you keep making new copies, you should be able to sabotage the base easily. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ORDOS HOMEWORLD - DRACONIS IV >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The city must be taken, and our enemies neutralized. Reduce it to rubble! ENEMY: House Ordos Unlike your other missions, you have no reinforcements and there's no spice to harvest (since this is not Arrakis). You start out with $35,000 and receive random payments at various time intervals. Just because you don't need to harvest spice doesn't mean you should go burn all your money in ten minutes... The strategy for this map is almost the same as the last one. Build your defenses, create Ixian Projector Tanks, and dupe Fremen infantry. Because this map is so huge, produce several Projector Tanks (6-7 work best). To speed up the duplication process, select all of your tanks at once and click on the unit you want replicated. This makes all of the Projector Tanks produce one duplicate. Send wave after wave of Fremen Fedaykin against House Ordos, as they will opt for vehicles instead of foot soldiers. These clones are more effective than what you may first believe. Large groups (30+) are formidable against any force. I find this a lot easier than spending money on actual units. Keep pushing House Ordos back, and eliminate all of their structures to win. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< HARKONNEN CAPITAL >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Destroy the enemy's capital here on Arrakis. We will then launch an assault on their homeworld to prevent any further aggression. The Fremen and the Sardaukar have agreed to fight alongside us. This is a critical time, Commander. The Duke is depending on you. You must not fail him! ENEMY: House Harkonnen Follow the same strategy used on the attack against the capital of House Ordos. One thing you should note is that it's best to harvest spice in the space between your base and the Fremen settlement. If you mine there instead of the middle of the map, you won't have to put up with constant ambushes on your harvesters. What I found odd about this mission is that sometimes the Harkonnen forces will enter a "Retreat" mode very early on. Of course, if they fail to exit the map, you win with hardly any effort... <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< HARKONNEN HOMEWORLD - GIEDI PRIME >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The city must be taken, and our enemies neutralized. Reduce it to rubble! ENEMY: House Harkonnen Again, follow the same guide I provided for against House Ordos. It may just be me, but it seems you receive fewer funds here on Giedi Prime than you would on Draconis IV. Due to that fact, ALWAYS watch your money! Use Ixian Projector Tanks to create unlimited attack waves instead of pumping out several real units. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< FINAL MISSION >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: If the Emperor Worm awakens, all mankind is doomed to eternal slavery! You must destroy it! ENEMY: House Harkonnen, House Ordos, Guild, Tleilaxu As you can tell, you'll be fighting quite a few different fronts here! Start constructing your base as soon as possible. Deploy your APCs to discover a few Elite infantry. Send them into the Barracks! You should have enough to train Elite-ranked Snipers and Kindjal Infantry. Remember this: Elite Snipers are NOT placed under Guard mode by default! Initiate Guard mode if you actually want them to attack enemy units when they're close enough to the Snipers. For the moment, do not disturb the Harkonnen base south of your beginning position. You will fight them soon enough. Use a mix of Sonic Tanks, Minotaures, Kindjal, etc. for defenses. Keep some units that are capable of hitting air targets, as you'll be ambushed by Gunships at times. Guild NIAB Tanks are another threat. They usually teleport right smack dab in the middle of your base, so watch yourself! Eventually, the Atreides Mentat informs you of the Emperor Worm attempting to awaken. You then have thirty minutes to destroy the worm, or lose the mission. Use Minotaures to destruct the Tleilaxu turrets on the cliffs and blaze a path to the worm. Have Projector Tanks clone Fremen Fedaykin (or whatever else) to help. Ignore the NIAP Flyers you see scattered all over Creation. They're only drones and do absolutely nothing to both air and ground units. If you manage to move a sizable force to attack the worm, you should win. If you're facing extreme difficulty, here's a tip. Take an Advanced Carryall and pick up a unit that will be used against the worm. Force move (Alt + Click) the Carryall to the corner near the Harkonnen base. Proceed to fly it along the very edge of the map. The Carryall should now be near all of the Guild Refineries near the worm. Drop off the unit a distance away from the Emperor Worm, and then attack. Hopefully, you can catch your enemies off guard and not have to worry about losing your unit. The Guild Mega Cannon will be a problem. So, either capture/destroy it, or use heavily armored units to attack (Minotauruses last quite a while). I was able to deplete nearly 1/3 of the worm's health with only one Minotaurus! Send multiple units in at once to ensure your hopes of victory! =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 9) HOUSE HARKONNEN OVERVIEW -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section covers the required missions for House Harkonnen. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 1 - THE CONQUEST BEGINS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Crush the enemy and capture the territory in the name of House Harkonnen! ENEMY: House Atreides The mission is identical to the first one in the Atreides campaign. Defend yourself from the first few waves of units. Train more Troopers to take out any incoming Sand Bikes. Once your Elite reinforcements of Buzzsaws and Assault Tanks arrive, ship 'em over outside the enemy base. Destroy any opposition there, and shoot the barrels to quickly level the entire base. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 4 - THE GREAT CONVENTION >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The guild has been bribed to overlook our...liberal interpretation of the Great Convention. Destroy the opposition. Blow up all of the enemy frigates! Death to those who oppose us! ENEMY: House Atreides, House Ordos In this indoor mission, you are provided with Elite infantry that are to be used to destroy any frigates you find here. Remember these soldiers all have the ability to self-heal! To make things even easier for you, the entire map is revealed. Soon after the game starts, the Guild Navigators announces that everything in the heighliner will be jettisoned after fifteen minutes. So, you must work quickly! Use the Troopers to destroy explosive barrels from a safe distance. These barrels make it quite easy to eliminate enemy soldiers. Have your Light Infantry and Flamethrower Infantry handle situations the Troopers can't. Work your way through the ship, destroying the frigates. Eventually, extra reinforcements arrive, although I feel they won't be that helpful to you. Scattered about are Sardaukar coffins. Touch them with one of your soldiers to "activate" them. An Imperial Sardaukar is stored in each coffin. Chances are you'll find them to be a great ally. Once all the frigates are gone, the mission is complete. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 7 - CIVIL WAR! >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> At this point in the campaign, the Baron dies, and his two sons are fighting over who should replace their father. You are forced to choose between Gunseng or Copec. What you decide has very little impact on the rest of the game. The only major change will be the cutscenes. Allying with Gunseng provides a bit of a challenge, but Copec is somewhat easier. The choice is yours! --------------------- Mission 7.1 - Gunseng --------------------- BRIEFING: You will be briefed on the field of battle, Commander. ENEMY: House Harkonnen Let me be blunt here: THIS MISSION IS A NIGHTMARE! AAAAHHHH!!! Now that's out of my system... You will pull your hair out and scream at the difficulty this mission can present. Immediately deploy your MCV and start churning out Troopers like crazy. Get Flame Turrets and Gun Turrets set up near the northwest corner of your starting territory. Watch out for enemy Gunships! Soon after the level starts, a frigate drops another MCV and some other units nearby. Move them back into your base. Deploy this MCV by the bridge in the southeast area, and build turrets there. Have 10 Troopers around that section. Copec won't give you much time to be prepared. He'll send wave after wave of vehicles and infantry to stomp you. Keep training new Troopers, and you should be able to survive, assuming you've been blessed by the gods. Having trouble yet? You have the Death Hand Missile to worry about! If you are actually lucky enough to defend yourself from Copec's army, your funds will accumulate quickly. Use the funds to construct your own army against Copec. Use Missile Tanks to safely eliminate enemy turrets from a distance. Remember you can win simply by leveling Copec's Palace, even though it's guarded by Elite Devastators and Missile Tanks. Gunships may be a possible solution. Keep in mind you'll need many of them to even have a shot at destroying the building. ------------------- Mission 7.2 - Copec ------------------- BRIEFING: These are the enemies of the rightful Baron! Put an end to this conspiracy! Crush this revolt, but protect the Palace at all costs. The Baron is inside, and without him we are lost. ENEMY: House Harkonnen Compared to what you could have chosen to play if you allied with Gunseng, this mission is a breeze! There's one strategy I found useful, although it sounds lame to do. Simply let Gunseng demolish the upper base on the map. The Palace isn't there, so the base serves little use to you. Concentrate your defenses on the three exits in the main base. Troopers and turrets will work fine. Like the other mission, Gunships will be used against you. Once your guns are in place, build the House of Ix, construct the Projector Tanks, and clone away! Have Missile Tanks sabotage Gunseng's turrets. You already have a Palace built (well, duh), so launch the Death Hand Missile as much as possible. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< INTERMISSION >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> With the previous mission complete, you now have the decision to either attack the Atreides captial or Ordos capital. In the end, it doesn't really matter which one you pick. Depending on how you reach a captial can make the game *much* longer than it needs to be. Don't go through missions that are not necessary! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ATREIDES CAPITAL >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: You must destroy the enemy's capital on Arrakis. Then we will launch an attack on their homeworld and reduce it to ash. The Sardaukar will join us in battle. You must fail now, Commander. Remember, you fight for Giedi Prime! ENEMY: House Atreides Set up your base ASAP and start pumping out several Troopers (20 at least). Have the Troopers take out any Ornithopters that will appear. The AI tends to mass *MANY* Sand Bikes or Mongooses and throws them at you all at once. Which is why you need the Troopers... Send some units over to help defend the Sardaukar outpost in the corner of the map. Spare reinforcements work nicely for that. You will probably find yourself a little short on funds at first. There are lots of derelict vehicles scattered across the dunes here. Destroy one, and pick up the crate it leaves behind for an easy $2,000. These treasures should be enough to fill your pockets. Have Gun Turrets, Flame Turrets, Devastators, and whatever you feel is needed for defenses. Enemy aircraft will not be much of a concern; just watch out for those vehicle rushes! There is one "backdoor" in the Atreides base that can make this mission a snap. It's in the very northern tip of the map. If you take the land route to there (approaching from where the Sardaukar base is), you will have to battle past Fremen Fedaykin. Use Inkvine Catapaults and Flame Tanks to toss them out of your way. Once at the corner, there are two Machinegun Posts up a ramp. Have a Missile Tank or Devastator take them out. Other than that, you won't find much resistance inside the base. Have a Scout look ahead to locate any large groups of vehicles in the capital. If you already constructed the Harkonnen Palace (which you should have!), deploy Death Hand Missiles to safely eliminate dense concentrations of vehicles you might spot. Once the coast is clear for the most part, move Missile Tanks, Flame Tanks, and Devastators through the mentioned "backdoor." Let the Flame Tanks take care of any infantry, while the other two should fire upon any turrets, Minotauruses, or any other long-range attack structure/unit. Inkvine Catapaults are a great alternative to taking out defense structures. The damage is low, but the range they can attack from makes up for it. Simply worm your way through the Atreides capital, and maul everything in sight! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ATREIDES HOMEWORLD - CALADAN >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The city must be taken! Kill anything that moves and reduce the city to rubble! ENEMY: House Atreides The key here is speed! Set up your base as quickly as you can, and send out a Scout so you can tell when an enemy force is heading your way. Watch out for the Snipers hiding in the infantry cover near your starting point! Once your base has started, get a House of Ix up immediately, and start pumping out 3-5 Projector Tanks. Clone Missile Tanks and Inkvine Catapaults. Use the clones to defend yourself. Soon afterwards, Ornithopters and Fremen may attack your position. Because of the Fremen's stealth ability, they can be a challenge to defeat. If your replicas can't handle it, have Flamethrower Infantry and/or Flame Tanks take care of the problem. Have your clone army advance toward the smaller outposts outside the "central" Atreides base. Missile Tanks can take out a Minotaurus in one full rocket salvo. Turrets will take more time to destroy. Although clones may make this mission a bit time consuming, you'll save a lot of money that can be spent elsewhere. ALWAYS watch your clones and make new ones when they are needed. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ORDOS CAPITAL >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: You must destroy the enemy's capital on Arrakis. Then we will launch an attack on their homeworld and reduce it to ash. The Sardaukar will join us in battle. You must not fail now, Commander. Remember, you fight for Giedi Prime! ENEMY: House Ordos This is the same map that was used in the Atreides campaign, however, your starting position is reversed. So, you might as follow the strategy I have listed under the Atreides section... <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ORDOS HOMEWORLD - DRACONIS IV >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The city must be taken! Kill anything that moves and reduce the city to rubble! ENEMY: House Ordos Again, see the Atreides section for a general strategy... <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< FINAL MISSION >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The Emperor Worm must be killed while it still sleeps. Defeat means death for us all. Victory or death! ENEMY: House Atreides, House Ordos, Guild, Tleilaxu I hate to sound a broken record here, but...this mission is identical to when you do it as House Atreides. Have your Elite Flame Tanks and Devastators placed at the "front" of your base where most of the attack waves will maneuver through. Then go crazy with the Ixian Projector Tanks, and clone your attack army. Follow the tips I have for Atreides... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 10) HOUSE ORDOS OVERVIEW -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section covers the required missions for House Ordos. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 1 - THE CONQUEST BEGINS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Terminate the enemy and capture the territory. ENEMY: House Atreides If you played the other campaigns, you should know this mission by now. I'd recommend moving the deployed Mortar Infantry out of the way, replacing them with AA Troopers, and building more Gas Turrets to be safe. Once the Elite reinforcements arrive, move them outside of the Atreides base. Have a Laser Tank pick off the explosive barrels, and send in the rest of the group to finish any remnants off. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 4 - DEVIATOR SABOTAGE >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: You will receive further briefing during the conflict. ENEMY: House Atreides, House Harkonnen Your objective here is to infiltrate an oxygen recycling plant, and release Deviator gas throughout the heighliner. As usual with the indoor areas, you start off with a small group of infantry. Because this is House Ordos, the soldiers will always regenerate their health regardless of their veternancy level. The main soldier to use is the Mortar Infantry. He is key to eliminating troops and barrels from a long range. The mortar shots usually down any enemy in a hit or two. Force fire (Ctrl + Click) helps to add range to his weapon by taking advantage of the mortar splash damage. Remember, you do not need to demolish the Atreides and Harkonnen frigates at all! Simply take out anything in your path, and avoid everything else. If you need extra soldiers, there's an APC with a second Mortar Infantry and a couple Sardaukar coffins. You probably won't need them, however. When you have located the oxygen recycling plant, send one of your two Engineers into the structure to sabotage it. Any remaining enemies will become affected by the Deviator gas. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MISSION 7 - TLEILAXU ATTACK! >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Our homeworld is threatened. Swarms of Tleilaxu bioforms have infested our primary metropolis. Exterminate these infectious invaders before it is too late. Success is the only acceptable outcome. ENEMY: Tleilaxu The first thing to do is capture the Construction Yard, Windtrap, and Factory with your Engineers. Build and upgrade a Barracks, and train a Scout, 5-10 Troopers, and 5-10 Mortar Infantry. I would recommend upgrading the Factory and producing an APC. Beef up your defenses with a mix of Gas and Pop-up Turrets. The next objective is to take control of the two abadoned outposts. Be warned, they're guarded by Contaminators! Place two Engineers and a Scout in an APC, and head on off to the first outpost. Either wait until there's an opening in the Contaminator formation for your Engineer, or send another unit to gain their attention. Whatever you do, capture the Outpost to reactive the turrets. A Tleilaxu force will move in. Don't worry...the defenses you just acquired will defeat them with little trouble. Do the same to the other outpost. Obviously, all of those Leeches and Contaminators by the Great Hall can be a problem. However, there's a easier way to defeat them than by crashing into them head on. Use an expendable unit (preferably a Dust Scout), move it near the forces, and watch the poor Tleilaxu come rushing in after it. Direct the enemy into one of the outposts. Now watch the units get plastered! Build a few Kobras and order them to eliminate what may be left of the Tleilaxu. In order to fully complete this mission, you must level the enemy base in the corner of the map. Your Kobras shouldn't have an ounce of trouble doing that. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ATREIDES CAPITAL >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The destruction of the enemy's capital on Arrakis is essential. This will leave their homeworld vulernable. The Sardaukar will assist us. Do not fail, Commander. Failure is not an option. ENEMY: House Atreides This is the same as the Harkonnen's assault on the Atreides capital. I would suggest deploying your MCV right by the Sardaukar outpost and selling off those odd Sardaukar buildings. This makes it easier to protect your allies. If your funds run a bit low, search the desert for derelict vehicles and destroy them to acquire $2,000 crates. AA Troopers and Kobras mixed with turrets are your best defense. Mortar Infantry would be a good idea, yet, chances are their shots will hit more of your own units and buildings than the enemy. Unless you're trying to kill a slow-moving Minotaurus, don't bother with 'em. Upgrade a Hangar or order Eye in the Sky units from your Starport. They are quite important to sabotaging the base. Towards the eastern side of the capital, there's a gap between some Rocket Turrets that you can send your EITS in. Keep an eye out for Air Drones, though. The EITS should be deployed to destroy the Refineries and Windtraps. Of course, this affects their unit production and disables most of their defenses. Wiping out what's left of the base won't be difficult. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< ATREIDES HOMEWORLD - CALADAN >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Destroy the city. [Wow! How descriptive!] ENEMY: House Atreides Same as House Harkonnen... Get to work as fast as you can, or be defeated! Have AA Troopers, Kobras, and turrets for defense. Use Ixian Projector Tanks to clone Sardaukar and Laser Tanks. Because most of the Ordos units need to be deployed to be of much use, the Projector Tanks might not play a critical role in defeating House Atreides. If you can manage, drop off Saboteurs or Eye in the Skys to take out important enemy structures. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< HARKONNEN CAPITAL >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The destruction of the enemy's capital on Arrakis is essential. This will leave their homeworld vulernable. The Sardaukar will assist us. Do not fail, Commander. Failure is not an option. ENEMY: House Harkonnen You'll want to follow the tips I have for the Atreides capital in this campaign and the Atreides guide for attacking the Harkonnen capital. There are very few differences between the assault on either capital.... Like I mentioned in the Atreides campaign walkthrough, the Harkonnen AI may decide to enter a Retreat early in the game. If they do, it saves you a LOT of effort! <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< HARKONNEN HOMEWORLD - GIEDI PRIME >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: Destroy the city. ENEMY: House Harkonnen Pump out AA Troopers like there's no tomorrow! The enemy tends to launch several vehicles into your base at once. Scatter some anti-aircraft units throughout the base in case a couple Gunships manage to sneak in. What will really bug you is the Harkonnen Missile Tanks and Inkvine Catapaults. Their attack range is larger than most of what your arsenal is capable of. So, you probably need to watch your defenses and move in your units to take them down. See other homeworld assault tips in the other walkthroughs, if you need some more ideas. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< FINAL MISSION >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> BRIEFING: The Navigator Worm must be destroyed while it is still vulnerable. This is the prime directive. There are no other directives. Failure is not an option. ENEMY: House Atreides, House Harkonnen, Guild, Tleilaxu Check the other walkthroughs for tips since this mission is, again, almost identical to the other Houses' campaigns... =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 11) DOWNLOADS -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section lists miscellaneous files available for Emperor. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< PATCHES >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ------------------ Emperor 1.09 Patch ------------------ (English) ftp://ftp.westwood.com/pub/emperor/update/EM109EN.EXE (French) ftp://ftp.westwood.com/pub/emperor/update/EM109FR.EXE (German) ftp://ftp.westwood.com/pub/emperor/update/EM109DE.EXE (Chinese) ftp://ftp.westwood.com/pub/emperor/update/EM109CH.EXE (Korean) ftp://ftp.westwood.com/pub/emperor/update/EM109KO.EXE The 1.09 patch includes the following general changes: 1. Support for user-made maps. They will appear in your map-selection dialogue box for Skirmish Games & Multiplayer Games. Upon joining a lobby or after map selection changes, users that are missing that map, or have a different version will be given a warning, and will not receive the Accept button. 2. Westwood Online games that are full of players, but have not yet clicked Accept and/or Play, will now appear in the Custom lobby in a gray color. The entire list of changes from previous patches can be found from the patch.doc file in the Westwood directory when you install this patch. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< MAPS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ----------- Map Pack #1 ----------- ftp://ftp.westwood.com/pub/emperor/EMPEROR_MAP3.zip This pack adds the Carthag (8 players, Arrakis tileset) and Claw Rock (3 players, Arrakis tileset) maps. ----------- Map Pack #2 ----------- ftp://ftp.westwood.com/pub/emperor/EMPEROR_MAP4.zip This pack adds the Glacier Bridge (8 players, Draconis IV tileset) and Rift Valley (2 players, Arrakis tileset) maps. ----------- Map Pack #3 ----------- ftp://ftp.westwood.com/pub/emperor/EMPEROR_MAP5.zip This pack adds the Argan Point (2 players, Arrakis tileset) and Abandoned City (8 players, Arrakis tileset) maps. <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> <<< EDITORS >>> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> ---------- Map Editor ---------- http://www.dune2k.com/downloads/emperor/editors/OfficialMapEditor.zip Westwood's beta map editor. Not extremely user-friendly, but it gets the job done. This program is not officially support by Westwood, so don't go e-mailing them about any problems you encounter with it. ----- TibEd ----- http://www.sportkeuring.nl/files/tibed154.exe An excellent editor. This version includes the ability to make changes to Red Alert 2, Tiberian Sun, and Emperor. Additional modules for older games (Dune 2000, Red Alert, etc.) can be found at www.tibed.net. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 12) CREDITS -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section is here to recognize those who have contributed to this FAQ. Alex Green - For informing me of the extra power requirement needed for the refinery upgrades. Morgan Wolff - For informing me about Michael Dorn as Duke Achillus. =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= =- 13) CONTACT / LEGAL INFORMATION -= =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= --------------------- Copyright Information --------------------- (c) Copyright 2002-2004 Ryan "MetroidMoo" Ammerman This FAQ cannot be distributed in books, magazines, etc. or in any other form of printed or electronic media (CDs, etc.) in any way. It may not be given away as some sort of prize or bonus with a purchase, and it may not be used for promotional or profitable purposes. Any characters, names, or other objects are copyright their respective companies. This document and its author are in no way affiliated with any company involved with this game. ------------------ E-mail Information ------------------ E-mail Address: ryanammerman[at]gmail[dot]com Before you e-mail me a question, make sure you've looked through the FAQ to see if your question is answered. If you send me a question that is answered in the FAQ, it WILL be ignored. -------------- Posting Notice -------------- If you wish to use this guide on your site, you may post it without my permission as long as this document is **NOT** changed in any way, shape, or form. The latest version of this guide can always be found at GameFAQs (http://www.gamefaqs.com). --End of Transmission