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Home » PC » Emperor - Battle for Dune » Emperor - Battle for Dune FAQ
Submitted by System on 09/03/2006, 09:50. Print file.
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The Saboteur is designed entirely for blowing himself to pieces. His hefty damage trashes infantry, light vehicles, and buildings with little effort. It doesn't cause fatal damage to more heavily armored units, but what it does is significant. Try to search for undefended portions of an enemy's base and sneak several Saboteurs into it. Even a few can disrupt the enemy's power on the battlefield.



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Ordos Dust Scout
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Health: 1,100                Prerequisites: Factory
Cost: $350                   Tech Level: 2
Buildtime: 150               Armor Type: Light
Sight Range: 8               Speed: 14
Veterancy Bonuses: Level 1 (8 pts.)  - Extra Armor
Level 2 (20 pts.) - Extra Armor
Level 3 (40 pts.) - Extra Damage, Extra Range

Weapon Damage: 350      Weapon Range: 7        Rate of Fire: 50
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [40%];
Walls [20%]; Harvester [5%]; Aircraft [None]; Building [5%]

Like the Atreides Sand Bike, the Dust Scout is designed for attacking soldiers and light vehicles, as well some recon. Anything else, and it's toast.

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Ordos Laser Tank
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Health: 800 (Shield: 300)    Prerequisites: Factory
Cost: $700                   Tech Level: 3
Buildtime: 432               Armor Type: Medium
Sight Range: 8               Speed: 12
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Damage

Weapon Damage: 400      Weapon Range: 10       Rate of Fire: 40
Damage vs. Armor: None [10%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [None]; Building [40%]

The Laser Tank is the main component of your forces. Compared to most other vehicles, it's cheap. A perk for the laser cannon is that it is able to harm targets while the tank itself is moving. This tank has its own shield that absorbs 300 HP damage. It does regenerate over time. Watch out for other laser weapons, though! A laser shot to a shield causes a chain reaction that destroys the tank and whatever hit it.

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Ordos APC
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Health: 500 (Shield: 500)    Prerequisites: Factory (upgraded)
Cost: $900                   Tech Level: 4
Buildtime: 499               Armor Type: Light
Sight Range: 8               Speed: 20
Veterancy Bonuses: Level 1 (8 pts.)  - Extra Armor
Level 2 (20 pts.) - Extra Speed
Level 3 (40 pts.) - Extra Armor

Weapon Damage: 200      Weapon Range: 10       Rate of Fire: 50
Damage vs. Armor: None [20%]; Light [65%]; Medium [90%]; Heavy [100%];
Walls [75%]; Harvester [50%]; Aircraft [85%]; Building [60%]

The Ordos APC has less armor than its Atreides cousin, but its speed rating makes up for it. It can hold up to five infantry at once. As with the other
APC, the infantry inside of it affects its sight range. This APC has a 500 HP shield. Like the Laser Tank, laser shots set up chain reactions.

Due to its fast speed, putting a Scout into this APC makes it the ultimate recon unit of all three Houses. You can easily uncover the majority of the map in no time at all. On top of that, you'll be able to outrun most missile attacks with the extra speed at the second veternancy level.

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Ordos Kobra
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Health: 3,000                Prerequisites: Factory (upgraded)
Cost: $1,200                 Tech Level: 5
Buildtime: 589               Armor Type: Heavy
Sight Range: 16              Speed: 12
Veterancy Bonuses: Level 1 (13 pts.) - Extra Armor
Level 2 (30 pts.) - Extra Damage
Level 3 (60 pts.) - Extra Damage

Undeployed Mode
Weapon Damage: 300      Weapon Range: 8        Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]

Deployed Mode
Weapon Damage: 600      Weapon Range: 16       Rate of Fire: 30
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]

The Kobra is your best protector against enemy infantry. If you glance at the weapon stats, it is obvious going deployed is best. Deploying doubles the damage and range without affecting the rate of fire. The Kobra's howitzer doesn't fare well against heavy vehicles, so have Pop-Up Turrets (or whatever you want) to support it.

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Ordos Deviator
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Health: 1,300 (Shield: 800)  Prerequisites: Factory, Starport
Cost: $950                   Tech Level: 7
Buildtime: 648               Armor Type: Light
Sight Range: 8               Speed: 8
Veterancy Bonuses: Level 1 (10 pts.) - Extra Armor
Level 2 (24 pts.) - Extra Range
Level 3 (48 pts.) - Extra Armor

Weapon Damage: 250      Weapon Range: 8        Rate of Fire: 150
Damage vs. Armor: None [20%]; Light [20%]; Medium [20%]; Heavy [20%];
Walls [20%]; Harvester [20%]; Aircraft [None]; Building [20%]

The Deviator's special ability is to launch brainwashing gas instead of exploding things to bits. Whenever a vehicle is hit with the Deviator's weapon, you are allowed to control it as one of your own. This has some incredibly obvious uses. For example, lead Spice Harvesters to sandworms, or have Devastators self-destruct right in their own base! Be aware it takes a while for the Deviator to "reload" its gas.

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Ordos 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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Ordos 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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Ordos 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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Ordos Anti-Aircraft Mine
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Health: 1,100                Prerequisites: Hangar
Cost: $600                   Tech Level: 6
Buildtime: 499               Armor Type: Light
Sight Range: 10              Speed: 6
Veterancy Bonuses: None

Weapon Damage: 480      Weapon Range: 15       Rate of Fire: 0
Damage vs. Armor: None [20%]; Light [60%]; Medium [70%]; Heavy [75%];
Walls [75%]; Harvester [50%]; Aircraft [100%]; Building [70%]

Unless your opponent plans to send wave after wave of air fighters, the AA
Mine is practically useless. Once an aerial unit enters its range, the mine explodes and delivers several missiles against the target. After it's gone, you need to spend $600 more for another one. Stick to AA Troopers to save money.

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Ordos Eye in the Sky
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Health: 1,750                Prerequisites: Hangar (upgraded)
Cost: $2,000                 Tech Level: 5
Buildtime: 499               Armor Type: Light
Sight Range: 16              Speed: 7
Veterancy Bonuses: None

Weapon Damage: 400      Weapon Range: 16       Rate of Fire: 0
Damage vs. Armor: None [100%]; Light [70%]; Medium [50%]; Heavy [30%];
Walls [50%]; Harvester [30%]; Aircraft [None]; Building [70%]

This is a rather fun unit to toy around with... When an Eye in the Sky (or
EITS for short) deploys, it explodes and sends debris and one Saboteur down to the ground. The debris can damage whatever just happens to be under it. Once the Saboteur lands, he's yours to control.

I discovered one useful trick with the EITS for destroying structures. Use
Force Move (Alt + Left-click) to move the EITS above the "roof" of a building.
Then deploy it. The Saboteur will automatically land inside and blow up without having to wait. Usually, this either cripples the structure or demolishes it entirely.

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Ordos 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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=-   7)   SUB-HOUSE OVERVIEW                                             -=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers general information on the sub-houses.


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In the campaign mode of Emperor, you have the choice of pairing up with certain sub-houses (up to two total) to aid you in your quest for conquering
Arrakis. In multiplayer and skirmish, you just pick what two you want at the
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