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Harkonnen Devastator
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Health: 5,000 Prerequisites: Factory, Starport
Cost: $1,750 Tech Level: 7
Buildtime: 64 Armor Type: Heavy
Sight Range: 8 Speed: 1
Veterancy Bonuses: Level 1 (13 pts.) - Extra Damage
Level 2 (30 pts.) - Self-Repair
Level 3 (60 pts.) - Extra Damage, Extra Armor
Plasma Gun
Weapon Damage: 813 Weapon Range: 9 Rate of Fire: 60
Damage vs. Armor: None [40%]; Light [60%]; Medium [100%]; Heavy [100%];
Walls [100%]; Harvester [100%]; Aircraft [None]; Building [75%]
Missile
Weapon Damage: 600 Weapon Range: 9 Rate of Fire: 80
Damage vs. Armor: None [10%]; Light [50%]; Medium [80%]; Heavy [100%];
Walls [70%]; Harvester [50%]; Aircraft [80%]; Building [40%]
Self-Destruct Bomb
Weapon Damage: 5,000 Weapon Range: 0 Rate of Fire: 0
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [60%]; Building [75%]
Despite its extreme power, the Devastator's speed makes you wonder exactly how useful it is... Advanced Carryalls will probably be your only option for moving this oversized BattleMech around. With its plasma guns and missiles, the Devastator is fearless when it comes to wrecking havoc on vehicles, aircraft, and structures. This unit is issued a self-destruct mechanism that deploys a bomb. Only use this bomb if you're positive you will lose the
Devastator regardless of what you try to do.
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Harkonnen Spice Harvester
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Health: 3,500 Prerequisites: Factory
Cost: $1,000 Tech Level: 2
Buildtime: 504 Armor Type: Harvester
Sight Range: 6 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Spice Harvester operates like you would think. Its move out onto the spice field and collects Melange, which is then processed in your Refinery into Solaris. Each harvester can hold up to $700 in spice. Obviously, this unit is always open to the dangers of sandworms. Build a sufficient supply of
Carryalls to help prevent the lost of harvesters.
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Harkonnen MCV
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Health: 4,500 Prerequisites: Factory
Cost: $2,000 Tech Level: 2
Buildtime: 864 Armor Type: Heavy
Sight Range: 14 Speed: 4
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Mobile Construction Vehicle (MCV) can deploy into a Construction Yard in a few seconds. To "undeploy" the Con. Yard, select it and order it to move. It folds back up into an MCV. Have an extra one of these handy in the event your
Construction Yard is destroyed.
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Harkonnen Carryall
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Health: 1,600 Prerequisites: Hangar
Cost: $1,100 Tech Level: 5
Buildtime: 450 Armor Type: Medium
Sight Range: 0 Speed: 20
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
The Carryall simply picks up Spice Harvesters to and from the spice fields.
It won't take much power to knock one out of the sky. There's one key fact to remember: if the Carryall is destroyed while possessing a harvester, the
Carryall AND the harvester are gone.
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Harkonnen Air Defense Platform
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Health: 1,200 Prerequisites: Hangar
Cost: $1,500 Tech Level: 6
Buildtime: 750 Armor Type: Aircraft
Sight Range: 8 Speed: 2
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 480 Weapon Range: 15 Rate of Fire: 10
Damage vs. Armor: None [90%]; Light [60%]; Medium [60%]; Heavy [60%];
Walls [50%]; Harvester [60%]; Aircraft [60%]; Building [75%]
The Air Defense Platform might not look like much at first, however, it's a great companion. The ADP is generally effective any type of armor. This unit's low HP and speed make it easy pickings for enemy units. Use the ADP against units that cannot hit back at aircraft. Set up some and scatter them around your base for extra defenses.
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Harkonnen Gunship
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Health: 2,600 Prerequisites: Hangar (upgraded)
Cost: $1,000 Tech Level: 5
Buildtime: 499 Armor Type: Aircraft
Sight Range: 8 Speed: 10
Veterancy Bonuses: Level 1 (10 pts.) - Extra Damage
Level 2 (24 pts.) - Self-Repair
Level 3 (48 pts.) - Extra Damage, Extra Armor
Weapon Damage: 500 Weapon Range: 8 Rate of Fire: 60
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]
Take the Atreides Ornithopter, sacrifice speed for strength and damage, and this is the end result. You can get use of it by assaulting the enemy when they can't counterattack aircraft. The Gunship's slower speed make it even more vulnerable to what attacks it absorbs, though.
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Harkonnen Advanced Carryall
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Health: 900 Prerequisites: Hangar (upgraded)
Cost: $1,800 Tech Level: 6
Buildtime: 648 Armor Type: Medium
Sight Range: 8 Speed: 17
Veterancy Bonuses: None
Weapon Damage: N/A Weapon Range: N/A Rate of Fire: N/A
Damage vs. Armor: N/A
This version of the Carryall can pick up any vehicle, not just harvesters.
The Advanced Carryall costs $700 more and has 700 less HP compared to its normal counterpart. One function you might not know at first is its ability to collect enemy units. There is a slightly delay when attempting to do this.
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=- 6) HOUSE ORDOS OVERVIEW -=
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This section covers general information on House Ordos.
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Instead of needing to rely on repair vehicles to be healed, all Ordos- specific vehicles start off with a self-repair skill. The Ordos infantry can learn that ability at their first level of veternancy.
Along with that idea, some Ordos vehicles also have shield technology, enabling them to take extra damage. Shields gradually restore themselves if given enough time to do so.
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Ordos Construction Yard
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Health: 4,000 Prerequisites: None
Cost: N/A Tech Level: 0
Buildtime: N/A Armor Type: Building
Power: +0 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $600
Upgrade Buildtime: 0
Your base of operations. Without this, you can't construct any buildings.
You can move the Yard to a new location by selecting it and ordering it to travel there. This unpacks the building into an MCV. The MCV can be deployed back into a Construction Yard. Due to its importance, the Con. Yard is extremely difficult to destroy without several units to do it.
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Ordos Windtrap
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Health: 1,500 Prerequisites: Construction Yard
Cost: $225 Tech Level: 1
Buildtime: 240 Armor Type: Building
Power: +100 Infantry Released: 1
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Windtraps are the equivalent of Power Plants. These structures are cheap and don't take long to build. Keep in mind it doesn't take much to eliminate them, especially if they're concentrated in a small zone. Watch your power meter in the upper-right corner! Reaching "low power" disables your radar and defenses.
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Ordos Barracks
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Health: 2,500 Prerequisites: Construction Yard, Windtrap
Cost: $225 Tech Level: 1
Buildtime: 309 Armor Type: Building
Power: -20 Infantry Released: 3
Upgradeable: Yes
Upgrade Cost: $800
Upgrade Buildtime: 0
This trains your infantry. With no upgrade, you can make Scouts, Chemical
Troopers, and AA Troopers. The upgrade adds Engineers, Mortar Infantry, and
Saboteurs.
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Ordos Wall
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Health: 1,000 Prerequisites: Construction Yard
Cost: $20 Tech Level: 1
Buildtime: 60 Armor Type: Building
Power: +0 Infantry Released: 0
Upgradeable: No
Upgrade Cost: N/A
Upgrade Buildtime: N/A
Walls help prevent certain infantry and vehicles from running amok through your base. However, there are units that are capable of demolishing your walls with little effort. When you select the wall from the sidebar, you can place an entire line of wall sections instead of having to place each piece one by one (talk about tedious...).
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Ordos Refinery
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Health: 3,000 Prerequisites: Construction Yard, Windtrap
Cost: $1,500 Tech Level: 1
Buildtime: 720 Armor Type: Building
Power: -40 Infantry Released: 3
Upgradeable: Yes (twice)
Upgrade Cost: $1,200 (-20 Power)
Upgrade Buildtime: 720
On Arrakis tileset maps, the Refinery is used to gather spice to add to your treasury of Solaris. A Carryall and a Harvester is included with a Refinery.
To help speed up money collection, this structure is upgradeable to a total of
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Strategies, Unit Guides, Fun Thi






