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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.
>
----------------
Ordos Dust Scout
----------------
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.
----------------
Ordos Laser Tank
----------------
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.
---------
Ordos APC
---------
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.
-----------
Ordos Kobra
-----------
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.
--------------
Ordos Deviator
--------------
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.
---------------------
Ordos Spice Harvester
---------------------
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.
---------
Ordos MCV
---------
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.
--------------
Ordos Carryall
--------------
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.
------------------------
Ordos Anti-Aircraft Mine
------------------------
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.
--------------------
Ordos Eye in the Sky
--------------------
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.
-----------------------
Ordos Advanced Carryall
-----------------------
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=- 7) SUB-HOUSE OVERVIEW -=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers general information on the sub-houses.
>
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
>
----------------
Ordos Dust Scout
----------------
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.
----------------
Ordos Laser Tank
----------------
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.
---------
Ordos APC
---------
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.
-----------
Ordos Kobra
-----------
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.
--------------
Ordos Deviator
--------------
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.
---------------------
Ordos Spice Harvester
---------------------
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.
---------
Ordos MCV
---------
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.
--------------
Ordos Carryall
--------------
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.
------------------------
Ordos Anti-Aircraft Mine
------------------------
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.
--------------------
Ordos Eye in the Sky
--------------------
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.
-----------------------
Ordos Advanced Carryall
-----------------------
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.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
=- 7) SUB-HOUSE OVERVIEW -=
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This section covers general information on the sub-houses.
>
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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Other files from this game:
- Emperor - Battle for Dune document by System on 14/03/2006, 06:30
99.999 money (for all versions) - Emperor - Battle for Dune savegame by System on 14/03/2006, 06:30
Final save game for all houses - Emperor - Battle for Dune document by System on 14/03/2006, 06:30
All movies activated - Emperor - Battle for Dune document by System on 14/03/2006, 06:30
Extract to the datamodel directory and edit what you like. - Emperor - Battle for Dune trainer by System on 14/03/2006, 06:30
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
Strategy Guide - Emperor - Battle for Dune FAQ by System on 09/03/2006, 09:50
Units FAQ - Emperor - Battle for Dune FAQ by System on 09/03/2006, 09:50
Strategies, Unit Guides, Fun Thi






