Melange - Units:
5. Contents: Units
- Unit Hierarchies
- Legends
- Infantry
- Vehicles
- Aircraft
- Non-Player Units
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1. Unit Hierarchies
2. Atreides Unit Hierarchy
Barracks Light Infantry Medium Infantry Atreides Heavy Infantry Heavy Weapons Team Mortar Crew Barracks & Hospital Medic Barracks & Repair Pad Salvager Mine Layer Barracks & Ix Research Centre Scientist Upgraded Barracks Light Infantry Medium Infantry Atreides Heavy Infantry Heavy Weapons Team Mortar Crew Fremen Warrior Fremen Naib Fedaykin Death Commando Fremen Hookman Hookman & Captured Sandworm Atreides Sandrider Upgraded Barracks & Hospital Medic Upgraded Barracks & Repair Pad Salvager Upgraded Barracks & Ix Research Centre Scientist Bene Gesserit Vehicle Factory Trike Jeep Quad Missile Tank AA Tank Tiger Tank Combat Tank Behemoth Tank Siege Tank Vehicle Factory & Ix Research Centre Atreides Chameleon Atreides Sandborer Atreides Sonic Tank Refinery / Vehicle Factory (Requires Refinery) Harvester Advanced Refinery / Vehicle Factory (Requires Advanced Refinery) Harvester Atreides Subterranean Harvester Vehicle Factory & Barracks Trojan Personnel Carrier Vehicle Factory & Repair Pad Hyena Salvager Transport Mobile Construction Vehicle Vehicle Factory & Command Outpost Atreides Mobile Airbay Airbay Light Ornithopter Medium Ornithopter Heavy Ornithopter Atreides Defender Airbay & Refinery / Advanced Refinery Carryall Airbay & Barracks Aerial Troop Transport Command Outpost, Airbay & Barracks Combat Drop Airbay & Ix Research Centre Atreides Falcon Atreides Wraith Palace Ornithopter Airstrike Missile Attack Centre Hurricane Missile Disruption Missile Cluster Missile Missile Attack Centre &
Ix Research CentreAtreides Electrosonic Pulse Missile 2. Harkonnen Unit Hierarchy
Barracks Light Infantry Medium Infantry Harkonnen Heavy Infantry Heavy Weapons Team Mortar Crew Barracks & Hospital Medic Barracks & Repair Pad Salvager Mine Layer Barracks & Ix Research Centre Scientist Upgraded Barracks Light Infantry Medium Infantry Harkonnen Heavy Infantry Heavy Weapons Team Mortar Crew Harkonnen Flamer Harkonnen Razer Harkonnen Enforcer Upgraded Barracks & Hospital Medic Upgraded Barracks & Repair Pad Salvager Upgraded Barracks & Ix Research Centre Scientist Face Dancer Vehicle Factory Trike Jeep Quad Missile Tank Harkonnen Desolator AA Tank Tiger Tank Combat Tank Behemoth Tank Siege Tank Vehicle Factory & Ix Research Centre Harkonnen Dragon Harkonnen Devastator Harkonnen Demolisher Refinery / Vehicle Factory (Requires Refinery) Harvester Advanced Refinery / Vehicle Factory (Requires Advanced Refinery) Harvester Harkonnen Armed Harvester Vehicle Factory & Barracks Trojan Personnel Carrier Vehicle Factory & Repair Pad Hyena Salvager Transport Harkonnen Mobile Vehicle Factory Mobile Construction Vehicle Airbay Light Ornithopter Medium Ornithopter Heavy Ornithopter Harkonnen Necromancer Airbay & Refinery / Advanced Refinery Carryall Airbay & Barracks Aerial Troop Transport Command Outpost, Airbay & Barracks Combat Drop Airbay & Ix Research Centre Harkonnen Phoenix Palace Ornithopter Airstrike Missile Attack Centre Hurricane Missile Disruption Missile Cluster Missile Missile Attack Centre &
Ix Research CentreHarkonnen Inferno Missile 3. Ordos Unit Hierarchy
Barracks Light Infantry Medium Infantry Ordos Heavy Infantry Heavy Weapons Team Mortar Crew Barracks & Hospital Medic Barracks & Repair Pad Salvager Mine Layer Barracks & Ix Research Centre Scientist Upgraded Barracks Light Infantry Medium Infantry Ordos Heavy Infantry Heavy Weapons Team Mortar Crew Ordos Marauder Ordos Saboteur Ordos Assassin Ordos Assassin & Active Hunter Seeker Console Ordos Hunter Seeker Upgraded Barracks & Hospital Medic Upgraded Barracks & Repair Pad Salvager Upgraded Barracks & Ix Research Centre Scientist Ordos Spy Vehicle Factory Ordos Raider Trike Jeep Quad Ordos Deceptor AA Tank Tiger Tank Combat Tank Behemoth Tank Siege Tank Vehicle Factory & Ix Research Centre Ordos Crippler Ordos Deviator Ordos Corroder Refinery / Vehicle Factory (Requires Refinery) Harvester Advanced Refinery / Vehicle Factory (Requires Advanced Refinery) Harvester Ordos Stealth Harvester Vehicle Factory & Barracks Trojan Personnel Carrier Vehicle Factory & Repair Pad Hyena Salvager Transport Mobile Construction Vehicle Vehicle Factory & Starport Ordos Mobile Starport Airbay Light Ornithopter Medium Ornithopter Heavy Ornithopter Ordos Concealer Airbay & Refinery / Advanced Refinery Carryall Airbay & Barracks Aerial Troop Transport Command Outpost, Airbay & Barracks Combat Drop Airbay & Ix Research Centre Ordos Cobra Palace Ornithopter Airstrike Missile Attack Centre Hurricane Missile Disruption Missile Cluster Missile Missile Attack Centre &
Ix Research CentreOrdos Nerve Gas Missile 4. Corrino Unit Hierarchy
Barracks Corrino Light Sardaukar Corrino Medium Sardaukar Corrino Heavy Sardaukar Heavy Weapons Team Mortar Crew Barracks & Hospital Medic Barracks & Repair Pad Salvager Mine Layer Barracks & Ix Research Centre Scientist Upgraded Barracks Corrino Light Sardaukar Corrino Medium Sardaukar Corrino Heavy Sardaukar Heavy Weapons Team Mortar Crew Corrino Sniper Corrino Vaporiser Corrino Miner Upgraded Barracks & Hospital Medic Upgraded Barracks & Repair Pad Salvager Upgraded Barracks & Ix Research Centre Scientist Bene Gesserit Vehicle Factory Corrino Trike Corrino Jeep Corrino Quad Missile Tank AA Tank Tiger Tank Combat Tank Behemoth Tank Siege Tank Vehicle Factory & Ix Research Centre Corrino Suspensor Boat Corrino Vortex Tank Corrino Scorpion Refinery / Vehicle Factory (Requires Refinery) Harvester Advanced Refinery / Vehicle Factory (Requires Advanced Refinery) Harvester Corrino Suspensor Harvester Vehicle Factory & Barracks Trojan Personnel Carrier Vehicle Factory & Repair Pad Hyena Salvager Transport Mobile Construction Vehicle Vehicle Factory & Barracks Corrino Mobile Barracks Airbay Light Ornithopter Medium Ornithopter Heavy Ornithopter Corrino Silencer Airbay & Refinery / Advanced Refinery Carryall Airbay & Barracks Aerial Troop Transport Command Outpost, Airbay & Barracks Combat Drop Airbay & Ix Research Centre Corrino Gargoyle Corrino Wyvern Palace Ornithopter Airstrike Missile Attack Centre Hurricane Missile Disruption Missile Cluster Missile Missile Attack Centre &
Ix Research CentreCorrino Neutron Missile
2. Legends
1. Legend for Voice Clips
- Sel = Select; Played when you click on a Unit
- Con = Confirm; Played when Unit is commanded to perform an action (move, attack, etc)
2. Legend for Statistic Ranges
Armour Type Armour Strength Health Range None Weak Very Short Flak Jacket Low
Medium
HighLow Short Power Suit Low
Medium
HighMedium Medium Light Low
Medium
HighHigh Long Medium Low
Medium
HighStrong Very Long Heavy Low
Medium
HighShield 3. Description for Weapon Types
Bullet weapons are instant, accurate weapons, which are usually short-ranged but have an excellent firing rate. These weapons become proportionally ineffective as the enemy's armour becomes stronger. Examples include Light Infantry, Trikes and the Gun Turret.
Missiles are armour-piercing weapons, usually suffering from a degree of inaccuracy. They are often capable of considerable range, and are particularly effective against armoured targets. Most missile weapons are also capable of attacking Aircraft. Examples include Medium Infantry, the Missile Turret, Quads, and Missile Tanks.
High Caliber Guns incorporate most conventional tank shell-based armaments. Like Missiles, these weapons are best employed for their armour-piercing potential, but are ineffective against lightly armoured Units, such as Infantry. Examples include most Battle Tanks, such as the Tiger, Combat and Behemoth Tanks, in varying degrees of strength.
High Explosives vary in accuracy, depending on the specific Unit. They are particularly effective against Infantry, Light Armour and some Structures. Incendiary (Fire-based) weapons, such as flame-throwers and bombs, are also in this category. Examples would be the Harkonnen Dragon, and Harkonnen Flame Turret.
Special Weapons are high-tech weapons usually highly effective against most targets. Examples are Corrino lasguns, and Atreides sonic weapons.
4. Resistance of Armour Types
Armour Type Bullet Missiles High Caliber Guns High Explosives/Fire Special Weapon None Very Vulnerable Very Vulnerable Very Vulnerable Very Vulnerable Very Vulnerable Flak Jacket Very Vulnerable Resistant Vulnerable Resistant Very Vulnerable Power Suit Vulnerable Resistant Resistant Vulnerable Vulnerable Light Vulnerable Vulnerable Less Effective Vulnerable Vulnerable Medium Resistant Vulnerable Vulnerable Resistant Vulnerable Heavy Very Resistant Vulnerable Vulnerable Very Resistant Resistant Shield Very Resistant Resistant Resistant Vulnerable Very Vulnerable * The above table shows resistance values for Medium-strength of each Armour Type. For Low- and High- quality Armour, the Armour becomes respectively more or less effective. For None or Shield there is no range, as Armour quality is not an issue in these two cases.
5. Unit Quick-Reference
Unit Name Pri. Armament Sec. Armament A. Type A. Str. Health Speed Range Cost Requires House Light Infantry 9mm RP Assault Rifle Grenade Launcher (Sergeant) Flak Jacket Low Weak 10 Short 50 Barracks Atreides, Harkonnen, Ordos Corrino Light Sardaukar 9mm RP Assault Rifle Grenade Launcher (Sergeant) Flak Jacket Medium Low 15 Short 50 Barracks Corrino Medium Infantry Rocket Launcher None Power Suit Low Weak 6 Medium 100 Barracks Atreides, Harkonnen, Ordos Corrino Medium Sardaukar AP Rocket Launcher None Power Suit Medium Low 11 Medium 100 Barracks Corrino Atreides Heavy Infantry Weirding Module None Flak Jacket / Shield Medium Low 12 Long 150 Barracks Atreides Harkonnen Heavy Infantry Gatling Gun None Flak Jacket / Shield Medium Low 12 Medium 150 Barracks Harkonnen Ordos Heavy Infantry Toxic Gas Discharger None Flak Jacket / Shield Medium Low 12 Short 150 Barracks Ordos Corrino Heavy Sardaukar Lasgun Pistol None Power Suit High Medium 13 Medium 150 Barracks Corrino Heavy Weapons Team 20mm Tripod Gun None Flak Jacket High High 6 Medium 200 Barracks All Mortar Crew 82mm Mortar None Flak Jacket High High 8 Long 250 Barracks All Mine Layer Mines (3 types) None Flak Jacket Low High 10 N/A 300 Barracks & Repair Pad All Fremen Warrior Maula Pistol None None High 16 Short 250 Upgraded Barracks Atreides (Fremen Alliance), Fremen Fremen Naib Tarpel Gun None Flak Jacket High High 18 Medium 300 Upgraded Barracks Atreides (Fremen Alliance), Fremen Fedaykin Death Commando Weirding Module None Flak Jacket High High 18 Medium 400 Upgraded Barracks Atreides (Fremen Alliance), Fremen (Atreides Alliance) Fremen Hookman Maker Hooks Thumper None High 14 N/A 350 Upgraded Barracks Atreides (Fremen Alliance), Fremen Atreides Sandrider Appetite None Heavy High Strong 80 N/A N/A Hookman's Captured Sandworm Atreides (Fremen Alliance), Fremen Harkonnen Flamer Flamethrower None Flak Jacket Medium Medium 8 Short 250 Upgraded Barracks Harkonnen Harkonnen Razer Mole Launcher None Flak Jacket Medium Medium 10 Medium 300 Upgraded Barracks Harkonnen Harkonnen Enforcer Plasma Revolver None Flak Jacket Medium Medium 10 Short 350 Upgraded Barracks Harkonnen Ordos Marauder Plague Pistol Theft None Medium 12 Short 250 Upgraded Barracks Ordos Ordos Saboteur Explosives Remote Charge None Medium 15 N/A 300 Upgraded Barracks Ordos Ordos Assassin Hijack Hunter Seeker None Medium 14 N/A 350 Upgraded Barracks Ordos Ordos Hunter Seeker Poison Tip None None Weak 100 N/A N/A Active Assassin Ordos Corrino Sniper Sniper Rifle None Flak Jacket Low High 14 Long 250 Upgraded Barracks Corrino Corrino Vaporiser Drainage Rifle None Flak Jacket High High 12 Medium 300 Upgraded Barracks Corrino Corrino Miner Mines (3 types) Random Teleport Flak Jacket High High 10 N/A 350 Upgraded Barracks Corrino Field Medic Heal Narcotic None Weak 10 Medium 200 Hospital All Salvager Cutting Torch Repair Kit Flak Jacket Low Weak 10 N/A 220 Repair Pad All Scientist Slow Pellet Stunner Converter None Weak 5 Short 200 Ix Research Centre All Bene Gesserit Interrogate Persuade None Medium 12 Medium 350 Upgraded Barracks & Ix Research Centre Atreides, Corrino Harkonnen Bene Tleilaxu Imitate/Deceive Infiltrate None Medium 10 Medium 350 Upgraded Barracks & Ix Research Centre Harkonnen Ordos Spy Infiltrate None None Medium 14 N/A 350 Upgraded Barracks & Ix Research Centre Ordos Gurney Halleck 9mm RP Assault Rifle Grenade Launcher Flak Jacket / Shield High Strong 15 Short N/A N/A Atreides Duncan Idaho 9mm RP Assault Rifle Grenade Launcher Flak Jacket High Strong 20 Short N/A N/A Atreides Stilgar Weirding Module Maker Hooks None Strong 18 Medium N/A N/A Atreides Glossu 'Beast' Rabban Plasma Revolver Plastic Explosive Flak Jacket / Shield High Strong 8 Short N/A N/A Harkonnen Guard Captain Iakin Nefud Multi-Chamber Grenade Launcher Plastic Explosive Flak Jacket High Strong 10 Medium N/A N/A Harkonnen Doctor Yueh Heal Narcotic None Medium 12 Medium N/A N/A Harkonnen Torbin Jarrett Hijack Infiltrate Flak Jacket High Strong 14 N/A N/A N/A Ordos Siguld Krieger Installer None Flak Jacket High Strong 15 Very Short N/A N/A Ordos Count Fenring Stasis Cannon Teleport Beacon Flak Jacket High Strong 15 Long N/A N/A Corrino Derrik Syrann Lasgun Pistol None Power Suit High Strong 13 Medium N/A N/A Corrino Marius Alethea Blasco Interrogate Persuade None Medium 12 Medium N/A N/A Corrino Trike Heavy Machine Guns None Light / Shield Low Low 72 Short 300 Vehicle Factory Atreides, Harkonnen Ordos Raider Trike Dual 20mm Cannons None Light / Shield Low Low 90 Short 320 Vehicle Factory Ordos Corrino Trike Heavy Machine Guns None Light Low Low 72 Short 300 Vehicle Factory Corrino Jeep M-60 Machinegun None Light / Shield Medium Low 65 Short 350 Vehicle Factory Atreides, Harkonnen, Ordos Corrino Jeep M-60 Machinegun None Light Medium Low 65 Short 350 Vehicle Factory Corrino Quad Dual AP Rocket Cannons None Light / Shield High Medium 59 Short 400 Vehicle Factory Atreides, Harkonnen, Ordos Corrino Quad Dual AP Rocket Cannons None Light High Medium 59 Short 400 Vehicle Factory Corrino Missile Tank 227mm Rocket Launcher None Medium Medium Medium 40 Long 900 Vehicle Factory Atreides, Harkonnen, Corrino Harkonnen Desolator "Firesphere" Rocket Launcher None Medium Low Medium 40 Long 950 Vehicle Factory & Ix Research Centre Harkonnen Ordos Deceptor Baradye Cannon None Medium Medium Medium 40 Long 950 Vehicle Factory & Ix Research Centre Ordos AA Tank 35mm AA Missile Launcher None Medium High Medium 45 Medium 850 Vehicle Factory All Tiger Tank 75mm Cannon None Light Medium Low 50 Medium 550 Vehicle Factory All Combat Tank 105mm Cannon None Medium Medium Medium 40 Medium 700 Vehicle Factory All Behemoth Tank Dual 105mm Cannons None Heavy Medium High 30 Medium 850 Vehicle Factory All Siege Tank 200mm Artillery Cannon None Medium Low Medium 20 Very Long (Extreme) 1000 Vehicle Factory All Atreides Chameleon Smoke Grenade Launcher Sonic Boom Light Medium Medium 45 Short 700 Vehicle Factory & Ix Research Centre Atreides Atreides Sandborer Electrosonic Resonator Electrical Field Discharge Medium High Medium 35 Medium 900 Vehicle Factory & Ix Research Centre Atreides Atreides Sonic Tank Sonic Amplifier None Medium Medium Medium 44 Medium 1000 Vehicle Factory & Ix Research Centre Atreides Harkonnen Dragon Dual Flame Cannons None Medium High Low 30 Short 900 Vehicle Factory & Ix Research Centre Harkonnen Harkonnen Devastator Dual Plasma Charges None Heavy Medium High 25 Short 1050 Vehicle Factory & Ix Research Centre Harkonnen Harkonnen Demolisher 345.5kg Atomic Warhead Projector None Light Low Medium 15 Very Long 1200 Vehicle Factory & Ix Research Centre Harkonnen Ordos Crippler Electronic Degenerator None Light Medium Low 60 Medium 900 Vehicle Factory & Ix Research Centre Ordos Ordos Deviator "Defector" Gas Missile Discharger None Medium Medium Medium 30 Medium 1000 Vehicle Factory & Ix Research Centre Ordos Ordos Corroder Polymer Acid Spitter None Medium High High 32 Short 1100 Vehicle Factory & Ix Research Centre Ordos Corrino Suspensor Boat Torpedo Launcher None Light Low Medium 45 Long 800 Vehicle Factory & Ix Research Centre Corrino Corrino Scorpion Lasgun Cannon None eavy Low Medium 30 Medium 1100 Vehicle Factory & Ix Research Centre Corrino Corrino Vortex Tank Chron Portal Generator None Medium High Medium 20 Medium 1500 Vehicle Factory & Ix Research Centre Corrino Flux Tank Variable Variable Variable Variable Variable Variable Variable N/A N/A Crate Carrier Tank None None Light Medium Low 50 N/A N/A N/A Crate Harvester None None Heavy High High 12 N/A 1200 Vehicle Factory & (Advanced) Refinery All Atreides Subterranean Harvester None None Heavy Low High 10 N/A 1500 Vehicle Factory & Advanced Refinery Atreides Harkonnen Armed Harvester Rotating Roof-mounted Gun None Heavy Low High 10 Short 1500 Vehicle Factory & Advanced Refinery Harkonnen Ordos Stealth Harvester None None Medium Medium High 15 N/A 1500 Vehicle Factory & Advanced Refinery Ordos Corrino Suspensor Harvester None None Light High High 20 N/A 1500 Vehicle Factory & Advanced Refinery Corrino Trojan Personnel Carrier None None Heavy Low Medium 45 N/A 900 Vehicle Factory & Barracks All Hyena Salvager Transport None None Medium Medium High 35 N/A 1000 Vehicle Factory & Repair Pad All Atreides Mobile Airbay None None Medium Medium High 15 N/A 900 Vehicle Factory & Command Outpost Atreides Harkonnen Mobile Vehicle Factory None None Medium High High 15 N/A 2000 Vehicle Factory & Repair Pad Harkonnen Ordos Mobile Starport None None Medium High High 15 N/A 2000 Vehicle Factory & Starport Ordos Corrino Mobile Barracks None None Medium High High 15 N/A 1000 Vehicle Factory & Barracks Corrino Mobile Construction Vehicle None None Medium High High 15 N/A 2000 Vehicle Factory & Repair Pad All Light Ornithopter Air-to-Air Missiles None Light Low Low 400 Medium 800 Airbay All Medium Ornithopter Chaingun None Medium Low Low 350 Short 1000 Airbay All Heavy Ornithopter Battle Support Rockets None Medium Low Low 320 Short 1200 Airbay All Atreides Falcon Air-to-Surface "Earthshaker" Missile Launcher None Medium Medium Low 300 Long 1200 Airbay & Ix Research Centre Atreides Corrino Gargoyle Air-to-Surface Lasgun Cannon None Medium Medium Low 300 Long 1200 Airbay & Ix Research Centre Corrino Atreides Defender None None Medium Medium Low 80 Long 1200 Airbay Atreides Harkonnen Necromancer None None Medium Medium Low 80 N/A 1200 Airbay Harkonnen Ordos Concealer None None Medium Medium Low 80 Long 1200 Airbay Ordos Corrino Silencer None None Medium Medium Low 80 Long 1200 Airbay Corrino Ornithopter Airstrike 500lb Bombs None Medium Low Medium 340 N/A N/A Palace All Carryall None None Heavy Medium Medium 160 N/A 1100 Airbay & (Advanced) Refinery All Aerial Troop Transport None None Medium High Medium 200 N/A 900 Airbay & Barracks All Combat Drop 5 Veteran Paratroopers None Medium High Medium 200 N/A N/A Command Outpost, Airbay & Barracks All Atreides Wraith Liquid Nitrogen Blister Capsules None Medium Low High 150 N/A 1500 Airbay & Ix Research Centre Atreides Harkonnen Phoenix Incendiary Bombs None Medium Low High 150 N/A 1500 Airbay & Ix Research Centre Harkonnen Ordos Cobra Deathwater Bombs None Medium Low High 150 N/A 1500 Airbay & Ix Research Centre Ordos Corrino Wyvern On-board Wired Explosives None Medium Low High 200 N/A 1500 Airbay & Ix Research Centre Corrino Hurricane Missile Hurricane Warhead None N/A N/A N/A 700 N/A 2500 Missile Attack Centre All Compact Missile Compact Warhead None N/A N/A N/A 700 N/A 2500 Missile Attack Centre All Disruption Missile Cluster Warhead None N/A N/A N/A 700 N/A 2500 Missile Attack Centre All Electrosonic Pulse Missile Electrosonic Warhead None N/A N/A N/A 700 N/A 3000 Missile Attack Centre Atreides Inferno Missile Inferno Warhead None N/A N/A N/A 700 N/A 3000 Missile Attack Centre Harkonnen Nerve Gas Missile Nerve Gas Warhead None N/A N/A N/A 700 N/A 3000 Missile Attack Centre Ordos Neutron Missile Neutron Warhead None N/A N/A N/A 700 N/A 3000 Missile Attack Centre Corrino Sandworm Appetite None Heavy High Strong 40 N/A N/A N/A N/A Frigate None None N/A N/A N/A 250 N/A N/A Starport C.H.O.A.M. Merchant's Guild Crusher Airstrike Crush None Heavy Low Medium 200 N/A N/A Starport C.H.O.A.M. Merchant's Guild General Unit Traits
- Attract Sandworms: Movement over sandy terrain causes any nearby Sandworms to be lured towards the vibration, and swallow anything they find.
- Captain Veterancy (Officer): On gaining the third level of veterancy (Captain), the Unit has become a commissioned Officer. As a seasoned veteran on the battlefield, his presence greatly improves the morale of the troops around him. Any Units that are within "shouting distance" of a Captain will fight more effectively because of his rallying presence. They move faster and fire more precisely. The distance that the Officer effects is indicated by a range circle around him. In addition, there is an indicative symbol next to each effected Unit. Morale returns to normal if the Captain is killed, or a Unit moves outside of his range circle. The effect is not cumulative.
- Corporal Veterancy: On gaining the first level of veterancy (Corporal), a Unit is granted the Self-Heal ability. When idle, a Unit with this ability will automatically regenerate its health. This will increase the survivability of valuable veteran Units, and therefore reward the player's careful use of particular Units.
- Damage Effects: With damage, Units move slower, and their attacks become more inaccurate.
- Ruptured Storage Tanks: Units lose cargo-carrying capacity (pips) with damage (except in case of energy cargos, like Scientists or Medium Infantry suspensors). Also happens to Structures, such as Refineries or Silos.
- Selectable: Unless stated otherwise, all of a player's Units are visible on the Mini Map, and are selectable. Sandworms can also be targeted and selected.
- Weight Simulation: Units slow down as they carry more cargo. For example, a full Harvester moves slower than an empty Harvester, and a loaded APC travels slower than one without passengers.
3. Infantry
Standard Infantry Traits:
- Auto-Scatter: Infantry units will automatically scatter to avoid enemies trying to crush them. As they gain in rank, their scattering reactions will improve.
- Corpses: As in Dune II, when Infantry are killed, their bodies will remain on the Battlefield, gradually becoming enveloped in sand until they are totally submerged. An exception is when Infantry are struck with an armament strong enough to make them explode, or are squished under Heavy Vehicle tracks, when they will become little more than a crimson smear. Aside from their aesthetic value, the corpses that litter the Battlefield can also be recovered by the Harkonnen Necromancer (if they can be reached in time), and grown as ghola soldiers. Fremen can also reclaim water from corpses to restore their health. Like scrap left by destroyed Vehicles, corpses will be splatted by tracked Vehicles that move over them, and are not treated as obstructions. Units can and will walk over corpses, although movement speed will be reduced at this time.
- Detector: Infantry have the special ability to reveal camouflaged and cloaked Units within a three cell radius.
- Footprints: Infantry leave footprints in the sand, betraying their position. They disappear shortly afterwards.
- Lie Prone: Can lie prone for half of normal weapons damage. An Infantry Unit will automatically fall prone when fired upon, and move by crawling on his belly at half his regular movement rate. The Lie Prone command can be used to toggle between prone and standing states. A prone Infantry Unit can also be forced back onto his feet by double-clicking when giving a Move command.
- Night Vision: All Infantry have the advantage of maintaining their normal sight range during Night Missions, without revealing themselves with a light source, as the Vehicles do.
- Passenger: Can travel in transport Units, such as the Trojan APC and Aerial Troop Transport.
- Rock Climbing: Can climb some mountainous terrain inaccessible to Vehicles, such as Rocky Ground, and can navigate paths through some cliff sides that larger Units cannot penetrate.
- Spice Addiction: The properties of melange are portrayed on the battlefield. If an Infantry Unit remains standing in a spice field for an extended exposure period, he will become addicted to the spice. This is indicated by an Eye of Ibab icon (a totally blue spice-stained eye) in the top left corner of the on-screen Unit. Although the Unit will gain the ability to regenerate health while standing in spice fields, he will begin to slowly suffer withdrawal damage if denied access to spice for too long (5-10 minutes). Units with Spice Addiction lose the ability to Self-Heal at Corporal rank, though the rate of spice healing will increase and the duration between withdrawal damages will decrease. A unit with Spice Addiction also gains the Immune to Disease ability, and his sight range is upgraded due to the glare filter provided by the Eyes of Ibab.
- Squashable: Infantry can be flattened by tracked Vehicles.
- Structure Capture: The system for capturing Structures first seen in Dune II will return in Melange. Though the Engineers used in Command & Conquer are effective, Engineer rush tactics can be a little too devastating. Often an APC full of Engineers (especially if it has burrowing capability) slipped through base defences is more than sufficient to cripple an enemy's base. Attempts were made to compensate for this in Red Alert by making Engineers only capable of capturing Structures that were critically damaged, and sabotaging Structures if this was not the case. However, this made capturing Structures a little too difficult. Often a base would have to be stripped of enemy forces before this process could be initiated. Even when the Engineers had safely penetrated the enemy's defences, the AI would often manage to repair its Structure out of the red range at the critical instant that your precious Engineer entered the Structure, causing you to waste the Engineer in a sabotage. We suspect that we have a system that, combined with the new system where buildings disable when critically damaged, provides the balance between these two extremes. All Infantry Units can capture enemy Structures. Because of this ability, the Infantry class are considerably more valuable. Structure Capturing can only occur if the enemy Structure is disabled (at critical damage, where the health bar is in the red). If this is the case, then an Enter cursor appears over the Structure if an Infantryman or group of Infantry is selected, overriding his standard attack command. Clicking on the Structure will send the Infantryman into the Structure, and it will be placed under your control. The Infantryman is lost in this process. If the Entry attempt is performed with a group of Infantry, then the Infantryman of lowest rank and cheapest Unit type will enter. The cursor does not become available for a group with Infantry is mixed with other Unit classes. The Entry cursor can be over-ridden by force-firing at the Structure. Though this is similar to the Dune II system, unlike their earlier counterparts, Infantry cannot cause damage to Structures by entering them (unless this is a special exception, such as the Ordos Saboteur). If additional balancing is required, then the feature could be included that upon being captured, a Structure's health is not restored to full. It will be under your control, but still disabled. You will have to repair it before it is of any use. Additionally, if this system means that Units capable of capturing Structures are too "common", then it could be implemented that only experienced Infantry have this ability, gained on reaching Corporal rank, for example. It's beyond the scope of your average grunt Private, but a conscript who's seen some time in the field would be more familiar with the enemy's tech.
1. Basic Infantry
Voice Clips for Basic Infantry:
- Sel1. "Yes sir?"
- Sel2. "Reporting."
- Sel3. "Your command?"
- Sel4. "Receiving."
- Con1. "Acknowledged."
- Con2. "Moving out."
- Con3. "Affirmative."
- Con4. "Yessir!"
1. Light Infantry
2. Atreides, Harkonnen, Ordos Light Infantry
Primary Armament: 9mm RP Assault Rifle Armour Type: Flak Jacket Secondary Armament: Grenade Launcher (at Sergeant Rank) Armour Strength: Low Health: Weak Range: Short Speed: 10 km/h Cost: 50 Requires: Barracks House: Atreides, Harkonnen, Ordos [Commands]
- 1. Fire 9mm RP Assault Rifle: The Assault Rifle is effective against other Infantry and lightly armoured Vehicles.
- 2. Move
- 3.
- 4. Fortify/Exit: This Infantry Unit has the ability to Fortify (only available on sand or sand-like cells). The Unit uses a shovel to create a foxhole, then fills sandbags from his pack and surrounds the foxhole with them to create a defensive circle. Once inside the fortification, the Unit's Fortify option is replaced with Exit. Clicking this button, or clicking the Unit when the deploy cursor appears, will release him from the fortification, and the fortification will vanish. Although the Unit is immobile while dug in, he is granted armour equivalent to the Shield armour type (very vulnerable to explosives and special weapons, but resistant to more conventional firepower). In addition, while fortified, the Infantryman cannot be crushed by tracked Vehicles (the Vehicle will simply drive over the foxhole). Once the Unit suffers sufficient damage that he is killed, the foxhole disappears. There will be a delay of a couple of seconds as the Unit digs a foxhole, or removes it.
- 5.
- 6. Lie Prone
[Traits]
- Sergeant Veterancy (Grenade Launcher): Upon being promoted from Corporal, the Unit gains a new ability. The Unit now has a grenade-launcher attachment to his Assault Rifle, which operates in a similar manner to the Red Alert Grenadier's weapon. The Unit will continue to attack Infantry with the standard 9mm ammo, but will launch grenades at Vehicles and Structures, which are considerably more effective against these targets. The grenades cause a moderate degree of splash damage on impact, damaging all neighboring Units, friend or foe. The grenades will bounce on terrain a couple of times if they do not impact a target Unit, and will obey laws of physics. So they can be rolled down hills to attack enemies at increased distance, but will tumble back onto Light Infantry who try to launch them up-hill, for example. Grenades can also be lobbed over walls.
2. Corrino Light Sardaukar
Primary Armament: 9mm RP Assault Rifle Armour Type: Flak Jacket Secondary Armament: Grenade Launcher (at Sergeant Rank) Armour Strength: Medium Health: Low Range: Short Speed: 15 km/h Cost: 50 Requires: Barracks House: Corrino [Commands]
- 1. Fire 9mm RP Assault Rifle
- 2. Move
- 3.
- 4. Fortify/Exit
- 5.
- 6. Lie Prone
[Traits]
- Enhanced Detector: Can see camouflaged or cloaked Units at a five cell radius, two cells more than most Units.
- Explosive Squish: Equipped with small mines that detonate if the Unit is run over. Causes damage to tracked opponent if squashed.
- Immune to Disease: The Unit cannot contract diseases or other biological contagions, such as the Marauder Plague.
- Sergeant Veterancy (Grenade Launcher)
- Strong Will: The Unit is trained to be strong-willed, and therefore has an increased resistance to the Bene Gesserit Voice ability.
2. Medium Infantry
1. Atreides, Ordos Medium Infantry
Primary Armament: Rocket Launcher Armour Type: Power Suit Secondary Armament: None Armour Strength: Low Health: Weak Range: Medium Speed: 6 km/h Cost: 100 Requires: Barracks House: Atreides, Harkonnen, Ordos [Commands]
- 1. Fire Rocket Launcher: The wire-guided missile launcher is very effective against lightly armoured Vehicles, but ineffective against other Infantry. The rockets are also AA capable.
- 2. Move
- 3.
- 4. Feign Death: When activated, the Unit will keel over, splattering appropriately, and remain prostate on the floor in the exact manner of a corpse. Once he is given any other command, he will get back up unharmed. A Unit who is feigning cannot be targeted by the enemy, though force-firing and splash damage will continue to harm him. This will be treated as half-damage though, as this pose is similar to lying prone.
- 5.
- 6.
[Traits]
- Power Suit: The Unit is equipped with a mechanical suit which covers the entire body, similar to Medieval plate mail, as worn by the pair of Harkonnen troopers in the Dune 2000 introductory cinematic. Movement is enhanced by hydraulics built into the suit. The Power Suited Unit cannot be crushed, but also cannot go prone or Rock Climb due to the weight. The Power Suit is equipped with personal "Locust"-class suspensors. These suspensors are automatically engaged in order to cross terrain obstructions (if they can endure the distance), including all walls except Perimeter Shields, and other Units if the path is completely blocked. The suspensors have a limited amount of power, which diminishes rapidly while airborne, and regenerates rapidly when grounded. If the Unit is shot while the suspensors are activated, the force of the blow will hurl him a far distance. The suspensors will cease to operate if the Unit reaches critical damage. If the Unit suffers this degree of damage while airborne, he will plummet to his death. While airborne, the Unit also cannot fire and is vulnerable to AA weapons, but is able to detect cloaked Units. Suspensors will not operate during Electrical Storms. The Suit is powered, so EMP-like weapons such as Electrosonics lock Suited Units in place until the effect wears off.
- Sergeant Veterancy (Jump Boost): Upon being promoted from Corporal, the Unit gains a new ability. His Suspensors can now launch him across double the usual distance.
2. Corrino Medium Sardaukar
Primary Armament: AP Rocket Launcher Armour Type: Power Suit Secondary Armament: None Armour Strength: Medium Health: Low Range: Medium Speed: 11 km/h Cost: 100 Requires: Barracks House: Corrino [Commands]
- 1. Fire AP Rocket Launcher: The modified Sardaukar wire-guided missile launcher is equipped with steel-tipped armour-piercing warheads that permit more powerful penetration. They are particularly effective against Vehicles (especially armoured ones) and Structures, but ineffective against other Infantry. The rockets are also AA capable.
- 2. Move
- 3.
- 4. Feign Death
- 5.
- 6.
[Traits]
- Enhanced Detector
- Explosive Squish
- Immune to Disease
- Sergeant Veterancy (Jump Boost)
- Power Suit (Due to House Corrino's enhanced suspensor technology, Sardaukar Infantry can jet through the air for a greater distance)
- Strong Will
3. Heavy Infantry
1. Atreides Heavy Infantry
Primary Armament: Weirding Module Armour Type: Flak Jacket / Shield Secondary Armament: None Armour Strength: Medium Health: Low Range: Long Speed: 12 km/h Cost: 150 Requires: Barracks House: Atreides [Commands]
- 1. Fire Weirding Module: After experimental testing with the Sonic Tank, sonic technology has been enhanced by Atreides Scientists since the reign of Emperor Frederick. One result is a smaller, hand-held version that is considerably more stable than its larger counterpart. With an impressive range, a concentrated, thin stream of sonic energy is employed against the target. Any Unit caught within the extensive beam suffers from its harmful effects. Although shielding against the sonic effect has recently been developed, it has not yet been extensively implemented among the Atreides forces. The amplification necessary to cause harm from sound is considerable, and therefore there are long reload periods of approximately three seconds between blasts. The sonic wave is particularly effective against Infantry and Light Vehicles, and also very effective against shielded Units.
- 2. Move
- 3.
- 4. Activate/Deactivate Shield Belt: The Unit is equipped with a shield belt that is very effective at absorbing damage. It can be switched on and off. The appearance of the shield conforms to the description in Dune, rather than the angular monstrosity seen in the David Lynch movie. When activated, the wearer is covered with a translucent morphing energy skin (generated about an inch from his actual skin) which conforms to the contours of his body. A shielded Unit cannot be flattened by tracked Vehicles, is invulnerable to Coriolis Storm damage (although the Shield will be disabled by Electrical Storms), and can pass harmlessly through Perimeter Shields and Shield Barriers. However, with the Shield activated, the Unit suffers a small reduction in speed, and a single beam from a Corrino lasgun weapon could destroy this Unit in the resultant sub-atomic fusion. In addition, the Unit will rapidly attract Sandworms when on sand due to energy emissions from the shield. It will call worms from hundreds of metres away, sending them into a killing frenzy. Large-scale shielding systems have also been successfully implemented in some of the smaller Vehicles.
- 5.
- 6. Lie Prone
2. Harkonnen Heavy Infantry
Primary Armament: Gatling Gun Armour Type: Flak Jacket / Shield Secondary Armament: None Armour Strength: Medium Health: Low Range: Medium Speed: 12 km/h Cost: 150 Requires: Barracks House: Harkonnen [Commands]
- 1. Fire Gatling Gun: Rapid-fire slugs rip through Infantry targets, but are ineffective against heavily armoured targets.
- 2. Move
- 3.
- 4. Activate/Deactivate Shield Belt
- 5.
- 6. Lie Prone
3. Ordos Heavy Infantry
Primary Armament: Toxic Gas Discharger Armour Type: Flak Jacket / Shield Secondary Armament: None Armour Strength: Medium Health: Low Range: Short Speed: 12 km/h Cost: 150 Requires: Barracks House: Ordos [Commands]
- 1. Fire Toxic Gas Discharger: Extraordinarily effective against Infantry targets (including shielded Infantry), but almost useless against Vehicles and Structures. Due to the flammable nature of this chemical fuel, flame weapons tend to ignite these Units very easily.
- 2. Move
- 3.
- 4. Activate/Deactivate Shield Belt
- 5.
- 6. Lie Prone
[Traits]
- Chemical Immunity: Dedicated protective covering makes this Unit immune to chemical, but not acidic, weapons.
4. Corrino Heavy Sardaukar
Primary Armament: Lasgun Armour Type: Power Suit Secondary Armament: None Armour Strength: High Health: Medium Range: Medium Speed: 13 km/h Cost: 150 Requires: Barracks House: Corrino [Commands]
- 1. Fire Lasgun Pistol: Effective against armoured targets, but less effective versus Infantry. Lasers have an impressive range, but damage decreases exponentially with distance. This Unit can destroy any shielded Unit with a single blast of the lasgun. The source of the blast when a laser and shield contacts is quite erratic, sometimes originating within the shield, sometimes within the laser weapon, sometimes both, with no way to determine it beforehand. If the blast originates within the laser weapon, the Corrino unit is destroyed.
- 2. Move
- 3.
- 4. Feign Death
- 5.
- 6.
[Traits]
- Enhanced Detector
- Explosive Squish
- Immune to Disease
- Power Suit (Due to House Corrino's enhanced suspensor technology, Sardaukar Infantry can jet through the air for a greater distance)
- Sergeant Veterancy (Jump Boost)
- Strong Will
4. Heavy Weapons Team
Primary Armament: 20mm Tripod Gun Armour Type: Flak Jacket Secondary Armament: None Armour Strength: High Health: High Range: Medium Speed: 6 km/h Cost: 200 Requires: Barracks House: All [Commands]
- Fire 20mm Tripod Gun: This medium-range gun is effective against Vehicles, especially heavily armoured Vehicles. The Gun is also AA-capable. Although this semi-mobile gun turret is rapid-firing, it is forced to fire in bursts due to frequent re-loading. The Heavy Weapons Team consists of a squad of three, treated as one Unit: One to fire, one to load ammunition, and another equipped with binoculars to seek out targets. The latter pair also assist in holding the turret accurately in place while firing.
- 2. Move (When deployed, this option is unavailable)
- 3.
- 4. Deploy/Dismantle Turret: The gun must first be deployed before firing, and dismantled before moving. The assembly time is five seconds. Due to the cumbersome equipment, this group cannot Lie Prone, enter APCs, or Rock Climb.
- 5.
- 6.
[Traits]
- Chameleon: The use of camouflaging techniques makes this Unit invisible to the enemy (visually or on the Mini Map) unless seen by enemy Infantry or Turrets at a three cell distance (or Sardaukar at a five cell distance). The Unit also can be seen by the enemy when moving or firing.
5. Mortar Crew
Primary Armament: 82mm Mortar Armour Type: Flak Jacket Secondary Armament: None Armour Strength: High Health: High Range: Long Speed: 8 km/h Cost: 250 Requires: Barracks House: All [Commands]
- Mortar: After a five-second assembly, the Mortar launches mortar shells over a long distance. The shells are slow moving, and their trajectories are influenced by rogue winds, making them rather inaccurate in all but still weather (a rather rare phenomenon on Arrakis). Very effective against heavily armoured targets and Structures, but poor versus Infantry. Consists of a squad of two.
- 2. Move (When deployed, this option is unavailable)
- 3.
- 4. Deploy/Dismantle Turret
- 5.
- 6.
[Traits]
- Chameleon
- Death Combust: When killed, the Unit will create a locus of incendiary damage around itself for a specified distance (2 cells).
6. Mine Layer
Primary Armament: Mines Armour Type: Flak Jacket Secondary Armament: None Armour Strength: Low Health: High Range: N/A Speed: 10 km/h Cost: 300 Requires: Barracks & Repair Pad House: All [Commands]
- 1.
- 2. Move
- 3.
- 4. Blanket Mine: To place a mine, deploy the Mine Layer using this command, which will give you the Mine Laying cursor. Either click the cursor on a valid location, and the Mine Layer will rush over and drop a mine at this spot, or you can bandbox an area that you wish to mine. The persistent bandboxed zone has a dashed red border, and a mushroom icon in the top right corner. Once the mouse button is released, the Mine Layer will move forward and begin to blanket this region with the selected mine type in a checkerboard pattern. Once he runs out of mines, he will automatically move to the Repair Pad, replenish his supply, and return to continue the task. The Escort command operates slightly differently for the Mine Layer. When commanded to Escort a location on the Battlefield, the Mine Layer will lay mines equally between the current and target locations, resupplying when necessary. Player Units will not trigger mines, either by friendly fire or moving over them. Mines placed on sand are buried during storms. Explosions from mines on sand attract Sandworms. If a Worm swallows a mine or the Mine Layerwhile he is carrying mines, the Worm will sustain some damage. You can see your mines on the Mini Map.
- 5. Caltrops/AP Mine/Timer Mine/Plasma Mine/Toxin Mine/Tracker Mine [Cycle]: The Mine Layer can place three types of mine. You can cycle through the list of options by clicking this icon. The currently chosen mine is shown as the icon. The available mine types are:
- Caltrops. A series of sharp spikes are released when this mine is stood on or driven over. Caltrops are most effective as an anti-personnel mine. They will also slow down any Unit that moves over them. The effect is cumulative in three stages, so the first caltrop you step on slows you down by 10%, the second by 30% and the third by 50%. You remain in this state until you die or regain full health.
- Armour-Piercing Mine. This high-explosive AP mine inflicts great damage against armoured targets, but has little effect on Infantry.
- Timer Mine. This mine attaches to the Vehicle that moves over it and then detonates after a period of 30 seconds. This will make it particularly difficult for the enemy to determine the location of the mine field, and avoid it in the future. They do not attach to Infantry. Several timers could become attached to a unit as it moves. Although they will all detonate in a chain reaction when the first one blows, this is a serious waste. Therefore you need to be careful to use them sparingly, or keep them far from each other.
- Plasma Mine. A nuclear soup of superheated sub-atomic particles makes a very effective weapon, indeed. Once the mine is triggered, a stream of plasma is ejected from the processor at high velocity, incinerating the unfortunate enemy.
- Ordos Toxin Mine. When triggered, the mine's protective blister splits open, spewing a cloud of acidic enzymes over the surrounding area. These continue to bubble on the surface for a few seconds afterwards, damaging to metal and flesh alike.
- Tracker Mine. This proximity mine is equipped with movement sensors. When a Unit comes within four cells, the Tracker Mine will be launched off the ground by its suspensor jets, and follow the moving target. It will detonate on contact.
- 6. Lie Prone
[Cargo]
- Six pips, representing carried mines. Re-armed at Repair Pad.
[Traits]
- Bomb Expert (When a Mine Layer defuses a mine it will be added to his own pip inventory if it is not already at maximum)
- Explosive Squish
2. Special Forces
1. Atreides Special Forces (Fremen)
Voice Clips for Fremen:
- Sel1. "Tahaddi Al-Burhan?" (Fremen challenge to mortal combat)
- Sel2. "Kull Wahad." ("I am profoundly stirred")
- Sel3. "Bi-La Kaifa." ("Nothing further need be explained")
- Sel4. *Astonished* "Lisan Al-Gaib?" ("The Voice from the Outer World")
- Con1. "Hal Yawm!" ("Now at last!")
- Con2. "Haiii Yoh!" (Command to action)
- Con3. "Ya Hya Chouhada!" ("Long live the fighters!")
- Con4. "For Shai-Hulud."
1. Fremen Warrior
Primary Armament: Maula Pistol Armour Type: None (Stillsuit) Secondary Armament: None Armour Strength: Health: High Range: Short Speed: 16 km/h Cost: 250 Requires: Upgraded Barracks House: Atreides (Fremen Alliance), Fremen [Commands]
- 1. Fire Maula Pistol: Spring-loaded needle gun for firing poison darts; range about forty metres. Very effective against Infantry.
- 2. Move
- 3.
- 4. Plant: This Fremen Unit has been trained with the Ecologist's ability to plant foliage on sand. Once deployed, the Unit will continue to scatter seeds around an area until told otherwise. They have a limited amount of water which is used for this, which recharges automatically. You must have an excess of power, with at least one Windtrap in operation in order to generate the needed water. Spice will not spread to such areas, and any spice here will be destroyed. Therefore you could use them to sabotage enemy spice fields. Equally, Worms will avoid these areas, making a safe haven for your Units. Once established, the plants will gradually "creep" across the sand, infecting surrounding sand cells. Eventually the plants grow to the extent that they become trees. Vehicles will not be able to penetrate such forests, but they will provide effective cover for Infantry, who are able to navigate through them. Once the trees reach the forest stage, they cannot be destroyed by any armament other than flame, which will spread through the forest. Conventional weapons will have no effect. Any Units in a one cell radius of a burning tree will suffer damage from the heat.
- 5.
- 6. Lie Prone
[Cargo]
- Three pips to represent seeds. Therefore three seeds can be planted for every full bar of pips. The bar will not regenerate unless you are operating at full power, with at least one Wind Trap.
[Traits]
- Camouflage: The Unit is not seen on the Mini Map or visually by the enemy, except at three cell distance from Infantry, turrets, or when firing. All Sardaukar can see the Unit at a five square radius. Visible when firing. Invisibility resulting from the Camouflage becomes erratic as the the Unit takes damage.
- Constant Speed: Suffer no speed loss when travelling over dunes.
- Fremen Spice Addiction: As a native of Dune, this Unit automatically has the properties of Spice Addiction. However, because he has plentiful access to the spice, he does not suffer withdrawal damage outside of spice fields.
- Fremkit: The Fremen automatically set up a Fremkit tent during storms, so they do not need to be placed in bunkers.
- Hazard Wary: Automatically avoid terrain hazards unless a hazard cell is their destination. They will reveal all terrain hazards that they see and make them visible to the player.
- No Attract Sandworms (Adopted Irregular Walking Patterns)
- Reclamation: When standing over the corpse of a dead Infantryman on the battlefield, the Fremen will automatically restore his health by reclaiming the cadaver's precious water. This can only occur in the brief period before the body becomes buried by Arrakis' shifting sands.
2. Fremen Naib
Primary Armament: Tarpel Gun Armour Type: Flak Jacket Secondary Armament: None Armour Strength: High Health: High Range: Medium Speed: 18 km/h Cost: 300 Requires: Upgraded Barracks House: Atreides (Fremen Alliance), Fremen [Commands]
- 1. Fire Tarpel Gun: Affects Infantry and armoured targets to the same degree.
- 2. Move
- 3.
- 4. Bury/Emerge: When standing on sand, the Unit can bury itself under layers of sand to conceal itself from the enemy. This is more effective than Camouflage, as even Infantry and turrets cannot see him. Only Units with the Enhanced Detector ability, such as Bene Gesserit, can see him. However, he cannot move or fire while underground.
- 5.
- 6. Lie Prone
[Traits]
- Berzerker: Due to berzerker-like tendencies, the Unit's movement rate will actually increase with damage instead of decreasing.
- Camouflage
- Constant Speed
- Fremen Spice Addiction
- Fremkit
- Hazard Wary
- No Attract Sandworms (Adopted Irregular Walking Patterns)
- Reclamation
- Self-Heal: The Unit will automatically restore its lost health. The Unit must not be engaged in any other activity in order to tend to its wounds. The more highly experienced the Unit, the faster the rate of healing.
3. Fedaykin Death Commando
Primary Armament: Tarpel Gun Armour Type: Flak Jacket Secondary Armament: None Armour Strength: High Health: High Range: Medium Speed: 18 km/h Cost: 400 Requires: Upgraded Barracks House: Atreides (Fremen Alliance), Fremen (Atreides Alliance) [Commands]
- 1. Fire Weirding Module
- 2. Move
- 3.
- 4. Bury/Emerge
- 5.
- 6. Lie Prone
[Traits]
- Berzerker
- Camouflage
- Constant Speed
- Fremen Spice Addiction
- Fremkit
- Hazard Wary
- No Attract Sandworms (Adopted Irregular Walking Patterns)
- Reclamation
4. Fremen Hookman
Primary Armament: Maker Hooks Armour Type: None Secondary Armament: Thumper Armour Strength: Health: High Range: N/A Speed: 14 km/h Cost: 350 Requires: Upgraded Barracks House: Atreides (Fremen Alliance), Fremen [Commands]
- 1. Mount Worm: The Hookman can use Maker Hooks to capture, mount and steer a Sandworm, becoming a Sandrider Unit. Once the Hookman occupies the same space as a Sandworm, the worm will be captured. Because of the rate of movement of Sandworms, a Thumper will probably have to be placed to distract it first.
- 2. Move
- 3.
- 4. Thumper: Can place his Thumper (also by deploying) to generate a rhythmic pulsing that attracts Worms to the location of the Thumper at a rapid rate. The Worm will not attempt to swallow the Unit, but will attack any other Units within its sight range, and then return to the site of the Thumper. When commanded to move elsewhere, the Fremen will pack up the Thumper and take it with him. If camouflaged, the Fremen becomes visible while the Thumper is activated (all that "lump-lump-lump"ing makes one a little conspicuous). The Thumper can only be deployed on dune, sand or spice terrain. A "no" deploy cursor is shown on rocky terrain.
- 5.
- 6. Lie Prone
[Traits]
- Camouflage
- Constant Speed
- Fremen Spice Addiction
- Fremkit
- Hazard Wary
- No Attract Sandworms (Adopted Irregular Walking Patterns)
- Reclamation
1. Sandrider
Voice Clips for Sandriders:
- Sel1. "Gerhat!" (Steerman's straight ahead)
- Sel2. "Ach!" (Steerman's left turn)
- Sel3. "Derch!" (Steerman's right turn)
- Sel4. "*Worm Roar*"
- Con1. "Hal Yawm!" ("Now at last!")
- Con2. "Haiii Yoh!" (Command to action)
- Con3. "Ya Hya Chouhada!" ("Long live the fighters!")
- Con4. "As Shai-Hulud commands."
Primary Armament: Appetite Armour Type: Heavy Secondary Armament: None Armour Strength: High Health: Strong Range: N/A Speed: 80 km/h Cost: N/A (Hookman becomes Sandrider) Requires: Sandworm captured by a Hookman House: Atreides (Fremen Alliance), Fremen [Commands]
- 1. Swallow: The Sandworm immediately destroys any Unit it consumes. Though it is placed here for continuity, the Sandrider could more correctly be interpreted as a special organic Vehicle. It has none of the Infantry's abilities other than Night Vision.
- 2. Move
- 3.
- 4. Dismount: Use this command to release the Sandworm and regain control of your Hookman. Automatic dismount will also occur if a storm occurs, the Sandrider is attacked to half damage, or it becomes exhausted. Go deep-sand during storms, or when attacked to half damage (automatic dismount). Sandworms are goaded into travelling at speeds upwards of 80 km/h by continuous beating on the worm's tail segments, so a captured Sandworm will only remain under Hookman control for a limited time, before stopping in exhaustion. The Hookman will then automatically dismount, and the Sandworm will go deep-sand. This duration is indicated by the number of stamina pips the Sandrider has remaining. The Hookman will not suffer any damage while riding a Sandworm.
- 5.
- 6.
[Cargo]
- Five pips to represent Sandworm stamina, each pip equating to three minutes. Once the full fifteen minutes have been used, the Sandworm will be too exhausted to continue, and the Hookman will dismount.
[Traits]
- Desert Bound: Can only travel on sand, spice and dune terrain types
- Limited Manoeuvrability due to size and length
- No Attract Sandworms
- Self-Heal
- Trail: Leaves imprint in the sand behind it as it moves.
2. Harkonnen Special Forces (Sappers)
Voice Clips for Sappers:
- Sel1. "You name it, it's dead."
- Sel2. "I knew you'd come crawling back eventually."
- Sel3. "Whaddaya want?"
- Sel4. "Who wants to die?"
- Con1. "Annihilation guaranteed."
- Con2. "Destruction inevitable."
- Con3. "*Heh heh heh*."
- Con4. "With the utmost of pleasure."
1. Flamer
Primary Armament: Flamethrower Armour Type: Flak Jacket Secondary Armament: None Armour Strength: Medium Health: Medium Range: Short Speed: 8 km/h Cost: 250 Requires: Upgraded Barracks House: Harkonnen [Commands]
- 1. Fire Flamethrower: Very effective against Infantry and Structures, and reasonably effective against Vehicles. The fire will spread to flammable objects nearby. For example, an Infantryman on fire (who will start running around frantically) will ignite Infantry around him. However, mechanical Units such as tanks would not ignite, as they are mostly inflammable, but will still suffer heat damage. The flame could just as easily spread to your own Units. If a building is damaged by fire, there is a considerable chance it will burst into flames. A building sustains flame damage for as long as the fire is burning.
- 2. Move
- 3.
- 4. Berzerk: The Unit can use this ability to temporarily enhance fighting effectiveness, at the price of reducing his probable lifespan in the field. When this mode is activated, the Unit will suffer a small amount of damage. The amount of damage is cumulative with each use. The Berzerk command is unavailable when active, or if entering Berzerk mode would cause sufficient damage to kill the Unit on the spot. After the loss in health, the Unit will fire and move at double his regular speed, and his weapons will inflict twice as much damage, until the Berzerk mode wears off a couple of minutes later. There is a small chance that a Unit will become disorientated while in Berzerk mode, unable to distinguish between friend or foe. If this occurs, then you will lose control of the Unit, and he will randomly attack nearby Units until the Berzerk mode wears off.
- 5.
- 6. Lie Prone
[Traits]
- Death Combust (fuel ignites)
- Incendiary Immunity: Immune to flame weapons. Heat shielding increases the weight of the Unit's armour, and therefore makes him slower than most Infantry Units.
- Mine Sweeper: The Unit is equipped with long poles loaded with low-damage demolitions. He uses this to clear mines within a two-cell radius by detonating them from a distance. This occurs automatically.
2. Razer
Primary Armament: Mole Missile Launcher Armour Type: Flak Jacket Secondary Armament: None Armour Strength: Medium Health: Medium Range: Medium Speed: 10 km/h Cost: 300 Requires: Upgraded Barracks House: Harkonnen [Commands]
- 1. Fire Mole Missile: The Mole Missile is excellent against tanks, and outstanding against Worms, but poor versus Infantry. The Razer and his target must both be either on or parallel to sandy terrain, and the path to the target must be sandy terrain for the Missile to be engaged. Therefore it is particularly useful for fending off incoming enemy assaults, but of no use when attacking Structures. Once the target is selected, the Razer's Launcher will plunge the Mole to a short distance underground. The Mole will then track its target by laser sighting, following it as it moves. Once it is a few metres from the target, it will blast back out of the sand, extend a series of sharp claws from its metal mouth with a resounding "shing," and attach itself to the target. Then its onboard explosive pack will detonate, causing wide-area damage. The Mole is slow, and will automatically detonate if it does not reach its target in four seconds, so it is possible to outrun it. The Mole will not cause any harm to Units on the surface between the Razer and its target, but will collide with anything underground that it encounters in its path. If the Mole strikes rock in its path, it will detonate against the rock side. A new Mole cannot be launched until the last one has detonated.
- 2. Move
- 3.
- 4. Berzerk
- 5.
- 6. Lie Prone
[Traits]
- Mine Sweeper
3. Enforcer
Primary Armament: Plasma Revolver Armour Type: Flak Jacket Secondary Armament: None Armour Strength: Medium Health: Medium Range: Short Speed: 10 km/h Cost: 350 Requires: Upgraded Barracks House: Harkonnen [Commands]
- 1. Fire Plasma Revolver: Armed with charged plasma cartridges, the Plasma Revolver uses the awesome weaponry of the mighty Devastator in a smaller, more stable system. Although less powerful than its larger counterpart, the Plasma Revolver enjoys a marginally longer range and better rate of fire. It is powerfully effective against most Units. However, the gun can easily overheat if used frequently.
- 2. Move
- 3.
- 4. Berzerk
- 5.
- 6. Lie Prone
[Cargo]
- Four pips to represent the Plasma Revolver's coolant levels. Every time that the gun is fired, a pip is removed. The gun can no longer be fired if there are no more pips. The pips automatically regenerate at a rate of one pip per second.
[Traits]
- Death Combust: (3 cells; When Harkonnen Enforcers die, their plasma power source becomes unstable, resulting in an localised explosion, damaging nearby Units. This can result in a 'chain-reaction effect' when they are used in groups, much like the Red Alert explosive barrels.)
- Mine Sweeper
3. Ordos Special Forces (Terrorists)
Voice Clips for Terrorists:
- Sel1. "What do you require of me?"
- Sel2. "How can I be of assistance?"
- Sel3. "Your strategy overwhelms me."
- Sel4. "Why prolong the inevitable?"
- Con1. "Excellent."
- Con2. "Immediately."
- Con3. "With all possible haste."
- Con4. "With the utmost of stealth."
1. Marauder
Primary Armament: Plague Pistol Armour Type: None Secondary Armament: Theft Armour Strength: Health: Medium Range: Short Speed: 12 km/h Cost: 250 Requires: Upgraded Barracks House: Ordos [Commands]
- 1. Plague Pistol: The Plague Pistol is loaded with darts coated in an engineered viral strain. The Plague produced by the Plague Pistol spreads among any Infantry Units (including your own) within a two cell radius of the infected Unit. The Marauder must uncloak to fire. The Plague gradually reduces an infected Unit's health until the Unit is on the verge of death, but will not actually kill the Unit. The weakened Unit will continue to carry the Plague until it wears off, or the Unit is healed. The Medic is inadequately equipped to deal with this disease. The best he can do is restore the Unit's lost health, but the infected Unit will continue to lose health to the effects of the Plague. A Unit must enter the Hospital to be cured. The Plague has absolutely no effect on mechanised Units. Infected Units are indicated by a red virus symbol in the top left corner of the on-screen Unit.
- 2. Move
- 3. Raid Structure: Can steal half the spice complement of an (Advanced) Refinery or (Advanced) Silo by entering the Structure. The quantity will automatically appear in your own Silo storage, and the equivalent credit amount will be added to your account. The Unit is lost when entering the Structure.
- 4. Engage Infantry Cloak: The Unit is equipped with a secret Ixian "Mirage" body cloaking device. A five-pip cargo is displayed on the Unit (empty at production). Once this charges to full, using the deploy cursor on the Unit turns the cloak on. It cannot be deactivated once on-line. The energy is drained as the cloak continues to operate. It doesn't last very long (thirty seconds, six for each pip) and the Unit is seen by Infantry Units and Turrets at close range. While the cloak is active, the Unit cannot be seen on radar either. Footprints in the sand could betray the Unit's position while cloaked. The cloak does not fool Sandworms. As they use vibrations to detect their prey, invisibility has no effect on them. A Unit cannot capture a Structure with its cloak activated.
- 5.
- 6. Lie Prone
[Cargo]
- Five pips to represent cloak energy. Cloak will operate for thirty seconds. Afterwards will recharge rapidly.
[Traits]
- Immune to Disease
2. Saboteur
Primary Armament: Explosives Armour Type: None Secondary Armament: Remote Charge Armour Strength: Health: Medium Range: N/A Speed: 15 km/h Cost: 300 Requires: Upgraded Barracks House: Ordos [Commands]
- 1. Sabotage Structure: The Unit can destroy any enemy Structure immediately, regardless of its health, by moving into it. The Unit sacrifices its life for this cause. Using this command on a Structure that has a charge placed upon it will defuse the charge.
- 2. Move
- 3. Place Charge/Detonate: The Unit can place an explosive charge on an enemy Structure (it only carries one at a time), then detonate the explosive at will using a remote transmitter. The Unit has to de-cloak when placing the charge (it takes about a second), so this is the ideal time to take him out before he escapes. Once the charge has been placed, the Place Charge command is replaced by a Detonate command. As long as the Unit remains alive, the explosive can be detonated at any time using the Unit's remote detonator. If the Unit is killed, there is a one in three chance that he will activate the detonator during his death throes, and the Structure will be destroyed. Otherwise, the charge on the building will vanish. The enemy has no idea that there is a charge placed on his Structure unless it is detected by a Unit with the Bomb Detector ability, such as the Corrino M.A.T, or Bene Gesserit. Saboteurs can also detect placed charges on their own Structures by enemy Ordos players during Multiplayer games. Remote Charges can also be placed on Vehicles, with the same rules applying as above. The bomb will be detected and removed if the Vehicle is sent to the Repair Pad. You can also place charges on your own Structures. If the enemy captures it, you can blow it up at your discretion. The resultant shrapnel could be an unpleasant surprise, too.
- 4. Engage Infantry Cloak
- 5.
- 6. Lie Prone
[Cargo]
- Five pips to represent cloak energy. Cloak will operate for thirty seconds. Afterwards will recharge rapidly.
[Traits]
- Bomb Expert: Automatically detects enemy Terrorist Saboteur explosive charges placed on Structures in a two cell radius.
- Death Combust
- Explosive Squish
- Radar Invisibility: This Unit cannot be seen on the Mini Map by enemy players at any time.
3. Assassin
Primary Armament: Hijack Armour Type: None Secondary Armament: Hunter Seeker Armour Strength: Health: Medium Range: N/A Speed: 14 km/h Cost: 350 Requires: Upgraded Barracks House: Ordos [Commands]
- 1. Hijack Vehicle: The Unit can capture any enemy Vehicle (or Aircraft that has landed) that it enters. The hijacking Unit then "becomes" that Unit, adopting the player's House colour. One could, for example, steal a full enemy Harvester out in a Spice Field, drive it back to one's base, and receive the benefits of the cargo. However, although this makes the hijacking Unit a danger to light Vehicles, heavy Vehicles will usually have a good chance of shooting or splatting this Unit before he reaches them. Efficiency reductions from damage will thus make hijackings more likely. If the Vehicle that he is driving is destroyed, the Unit will emerge from the wreckage unharmed. The only other way to retrieve the Assassin is to take the Vehicle to your Repair Pad, and sell the Vehicle. The Assassin will then emerge from the Vehicle, appearing on the Repair Pad, and be available for another theft. This is therefore quite an effective method of gaining additional funds. In addition, this process will also reverse-engineer the Vehicle and add it to your build list if it is not already available to you. The Unit cannot hijack an enemy Vehicle while cloaked (if it has this option).
- 2. Move
- 3.
- 4. Release/Return Hunter Seeker: The Assassin is equipped with a Hunter-Seeker remote control system. The Release Hunter Seeker command releases the assassination weapon. You are then controlling the weapon via remote. Whether you click on the Assassin or the Hunter Seeker, you still control the Hunter Seeker, and it has its own set of commands. When it kills a Unit or is destroyed, you regain control of the Assassin, who can then launch another Hunter Seeker if desired. Therefore each controller can only have one Hunter Seeker out at a time. You can also return a Hunter Seeker to the controller using the Return Hunter Seeker command which replaces the Release Hunter Seeker command while the Hunter Seeker is active.
- 5.
- 6. Lie Prone
1. Hunter Seeker
Primary Armament: Poison Tip Armour Type: None Secondary Armament: None Armour Strength: Health: Weak Range: N/A Speed: 100 km/h Cost: N/A Requires: Assassin with active Hunter Seeker console House: Ordos [Commands]
- 1. Assassinate: This ravening sliver of suspensor-buoyed metal can stab any Infantry Unit with its lethal poison tip, guaranteeing certain instant death with a single shot, regardless of the target's health or armour. However, it is lost once the target is assassinated. Control is then returned to the Assassin, who can then launch another Hunter Seeker if desired. The Hunter Seeker cannot attack Vehi

