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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.).
>
---------------
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.
>
-----------------
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 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.).
>
---------------
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.
>
-----------------
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!
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Other files from this game:
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Money trainer - Emperor - Battle for Dune trainer by System on 14/03/2006, 06:30
Money trainer - Emperor - Battle for Dune FAQ by System on 09/03/2006, 09:50
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Units FAQ - Emperor - Battle for Dune FAQ by System on 09/03/2006, 09:50
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