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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.
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Fremen Camp
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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.
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Fremen Warrior
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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.
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Fremen Fedaykin
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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!
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Guild Palace
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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.
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Guild Maker
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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.
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Guild NIAB Tank
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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.
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Sardaukar Barracks
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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.
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Sardaukar
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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.
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Sardaukar Elite
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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.
>
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House of Ix
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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.
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Ixian Infiltrator
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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.
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Ixian Projector Tank
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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%]
>
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Fremen Camp
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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.
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Fremen Warrior
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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.
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Fremen Fedaykin
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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!
>
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Guild Palace
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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.
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Guild Maker
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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.
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Guild NIAB Tank
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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.
>
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Sardaukar Barracks
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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.
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Sardaukar
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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.
>
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House of Ix
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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.
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Ixian Infiltrator
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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
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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%]
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Other files from this game:
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Strategies, Unit Guides, Fun Thi






