-------------------------------------------------------------------------------
DUNE: THE BATTLE FOR ARRAKIS, US/NTSC VERSION
16-BIT GAME CARTRIDGE FOR
THE SEGA GENESIS SYSTEM
EXTENDED REFERENCE TEXT
REVISION 09/27/2003
-------------------------------------------------------------------------------
TOPICS IN ORDER OF APPEARANCE | TOPICS IN ALPHABETICAL ORDER
============================= | ============================
0. Introduction | Audio Environment (2)
1. Game Control | Barracks (11)
2. Audio Environment | Battlefield (5)
3. Mission Passwords | Capturing Buildings (51)
4. Mission Overview | Carryall (29)
5. Battlefield | Cheat Codes (57)
6. Spice | Combat Tank (30)
7. Spice Bloom | Computer-Controlled Forces (53)
8. Radar Screen | Concrete (12)
9. Credits | Construction Yard (13)
10. Structures: General | Credits (9)
11. Barracks | Death Hand (31)
12. Concrete | Devastator (32)
13. Construction Yard | Deviator (33)
14. Hi-Tech | End Mission (56)
15. Outpost | Fremen (34)
16. Palace | Frigate (35)
17. Refinery | Game Control (1)
18. Repair Facility | Glossary (58)
19. Rocket Turret | Harvester (36)
20. Spice Silo | Hi-Tech (14)
21. Starport | Infantry (37)
22. Turret | Introduction (0)
23. Vehicle Factory | MCV (38)
24. Wall | Management Of Buildings (26)
25. Windtrap | Management Of Units (50)
26. Management Of Buildings | Missile Tank (39)
27. Upgrading Buildings | Mission Overview (4)
28. Units: General | Mission Passwords (3)
29. Carryall | Multiple-Weapon Units (52)
30. Combat Tank | Ornithopter (40)
31. Death Hand | Outpost (15)
32. Devastator | Palace (16)
33. Deviator | Quad (41)
34. Fremen | Radar Screen (8)
35. Frigate | Raider Trike (42)
36. Harvester | Refinery (17)
37. Infantry | Repair Facility (18)
38. MCV | Rocket Turret (19)
39. Missile Tank | Saboteur (43)
40. Ornithopter | Sandworm (54)
41. Quad | Sardaukar (55)
42. Raider Trike | Siege Tank (44)
43. Saboteur | Soldier (45)
44. Siege Tank | Sonic Tank (46)
45. Soldier | Spice (6)
46. Sonic Tank | Spice Bloom (7)
47. Trike | Spice Silo (20)
48. Trooper | Starport (21)
49. Troopers | Structures: General (10)
50. Management Of Units | Trike (47)
51. Capturing Buildings | Trooper (48)
52. Multiple-Weapon Units | Troopers (49)
53. Computer-Controlled Forces | Turret (22)
54. Sandworm | Units: General (28)
55. Sardaukar | Upgrading Buildings (27)
56. End Mission | Vehicle Factory (23)
57. Cheat Codes | Wall (24)
58. Glossary | Windtrap (25)
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0. INTRODUCTION
===============
o This document provides information on Dune: The Battle For Arrakis that does
not explicitly appear in the manual included with the game. Many of the
facts and tips found here will already be known to anyone who has played
before; However, this document explores a wide variety of topics in detail,
and should reveal useful information to novice and experienced players alike.
o A Sega Genesis System Console, model 1601, equipped with one standard Sega
Genesis "3-button" controller (model 1650) was used as the basis for the
controller descriptions and real-time measurements in this document.
o Note that prior to and during its release, this Sega game was widely referred
to as "Dune II" or "Dune II: The Battle For Arrakis". This document uses the
name that is used in the game itself and the manual included with the game.
o This document is 79 characters wide, and is best viewed in a monospaced font.
The master HTML version is located here: http://Ledmeister.com/dunexref.htm
The master text version is located here: http://Ledmeister.com/dunexref.txt
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
1. GAME CONTROL
===============
o The game will only recognize a controller hooked to the first/left controller
port. The other controller port is ignored.
o In this document, the term "clicking on" refers to placement of the Selection
Cursor (or Targeting Cursor) over a building, ground unit, etc. during game
play, and pressing the A button once.
o When the game's main menu appears, the player has 30 seconds to select an
option before the tutorial automatically begins.
o The Start button can be used to choose options from the main menu.
o While the tutorial is running, instructional steps will advance automatically
every few seconds, or whenever the player presses the A, B or C button.
o Without input from the player, the tutorial will last 9 minutes from start to
finish. When the tutorial is finished, the main menu reappears.
o When Mentats speak, text passages will advance automatically every few
seconds, or whenever the player presses the A, B or C button.
o On the Options Screen, the selection arrow will "wrap" vertically when moved
beyond the top or bottom of the list of choices.
o On the Password Screen, the letter-selection cursor can be moved vertically
between adjacent lines of the alphabet field. The cursor will also "wrap"
when moved beyond the left or right edge of the alphabet, jumping between J
and K, T and U, END and A. Password Screen alphabet field:
A B C D E F G H I J
K L M N O P Q R S T
U V W X Y Z < > END
o On the Password Screen, when the last letter of a password has been selected,
the cursor will automatically be placed at END.
o During game play, the Options Screen can only be accessed from the Game
Screen.
o A game in progress is paused whenever the Game Screen is not displayed. If
MUSIC IS ON, music will play continuously unless the player enters the
Options Screen.
o Game Time (time elapsing within the game environment) generally slows down
with an increase in units on the battlefield, speeds up with a decrease in
units, and is suspended whenever the Game Screen is not displayed. Game Time
may also slow down when units on the battlefield experience difficulty in
carrying out orders.
o Clicking on a revealed/detected Computer-controlled ground unit or building
will display its ID icon and damage status bar. Secondary status bars, such
as spice levels or windtrap power levels, are not displayed for Computer
buildings, but are displayed for Computer-controlled harvesters.
o A Computer ground unit or structure which is located completely within an
unrevealed/undetected area will not display an ID icon or status bar when
clicked on with the Selection Cursor.
o As a revealed/detected Computer-controlled ground unit is targeted for
attack, it will flicker briefly.
o If several ground units (friendly and/or enemy) are in a horizontal row on
the Game Screen, some or all of those units may flicker.
o When a building explodes, the Game Screen will shake. While this is
happening, the control pad will be unresponsive.
o When selecting units, any unit under or near the Selection Cursor can be
selected. If there is no unit directly under the cursor, any unit
immediately adjacent to the cursor's location may be selected. Cursor
scanning range:
###
###
###
-----------------------------------------------------------------------------
Notes: A "#" represents an area equal in size and shape to 1 quadrant of a
concrete slab (the largest area that a single unit can occupy). Here, the
actual cursor would be at the center of this 3x3 matrix.
o Units within a Selection Cursor's scan range are chosen in the following
priority:
647
213
958
-----------------------------------------------------------------------------
Notes: A unit directly under the cursor (position 1) will be selected first.
If there is no unit directly under the cursor, then the unit immediately to
the left of the cursor (position 2) is selected, and so on.
o On the Game Screen, a cursor (or a new structure's placement grid) can be
moved at 3 different speeds: low, medium and high. When using only the D
button (the "directional pad" on the left side of the controller), the cursor
will always move at low speed. This default speed changes to medium whenever
the C button is held down. High speed is reached automatically if the C and
D buttons both remain down for about a second while the cursor is moving.
o When a revealed/detected ground unit is clicked on, it is highlighted with a
white or red flashing indicator. A white indicator means that the selected
unit is awaiting an order from the player; A red indicator means the selected
unit will not accept orders from the player.
o If a revealed/detected Computer-controlled ground unit or sandworm is clicked
on, its ID icon and damage status bar will be displayed. If that unit or
sandworm then moves into unrevealed/undetected territory, its icon and damage
status bar will disappear.
o Individual enemy buildings may be targeted for attack, whether or not they
are visible to the attacker. A player can use the Targeting Cursor to click
on enemy buildings, even if they are in unrevealed/undetected areas of the
battlefield.
o A player may place a structure at a site which is being overflown by friendly
or enemy airborne units. Neither the structure or the airborne unit(s) will
be affected.
o On the Game Screen, pressing the B button, or clicking on empty terrain with
the Selection Cursor will cancel any currently-displayed unit or sandworm ID
icon and status bar. These will be replaced with the last friendly-structure
icon(s) displayed.
o On the Game Screen, issuing an order to a player unit will cancel any
currently-displayed Computer-building ID icon. This will be replaced with
the last player structure icon(s) displayed.
o On the Options Screen, picking a new House will always restart the game at
mission 1, even when re-selecting the current House.
o After a new structure's placement grid appears on the Game Screen, pressing
the B button will swap the placement grid with the Selection Cursor. At this
point there are two possible ways to bring back the structure's placement
grid: 1) Clicking again on the originating construction yard, or 2) clicking
on any visible Computer-controlled building and pressing B.
o When a new structure's placement grid appears on the Game Screen, and is then
swapped for the Selection Cursor by pressing the B button, any ID and Command
Window icons will disappear from the right side of the Game Screen.
o If a friendly structure is selected on the Game Screen, and is then
destroyed, any ID and Command Window icons will disappear from the right side
of the Game Screen.
o Time elapsing while the game is paused is not applied to the "TIME" value on
the score screen at the end of a mission.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
2. AUDIO ENVIRONMENT
====================
o If SOUNDS ARE ON, selecting END on the Password Screen will play a soundbite.
For a valid password the ACKNOWLEDGED or YES SIR soundbite is played; for an
invalid password the INVALID SELECT or SCREAM soundbite is played.
o During game play, sound effects may overlap or override one another. Because
of this, verbal warnings, sandworm attacks and other sounds may not always be
heard.
o The CONST. COMPLETE soundbite is frequently played a few moments before the
structure or unit produced is actually available.
o During a mission, the SCREAM soundbite is only played when a soldier,
infantry, trooper(s) or Fremen unit is completely destroyed by weapon fire or
an explosion.
o If a trooper(s) or Fremen unit attacks a building with rockets, there will
usually be an explosion soundbite played as the rocket strikes. This sound
is suppressed if the rocket strikes the building in an area which is on fire.
o After exiting the Options Screen, the MUSIC TEST and SOUND TEST selections
are both reset to their defaults (CYRILS COUNCIL for the music test, TARGET
for the sound test).
o A game in progress is paused whenever the Game Screen is not displayed. If
MUSIC IS ON, music will play continuously unless the player enters the
Options Screen.
o On the Options Screen, "MUSIC IS ON" will mean that various tunes will play
during the game. The tunes are selected at random from 5 possibilities.
Each time a player enters and then exits the Options Screen while MUSIC IS
ON, a new tune is chosen at random. Note that the same tune will never be
played twice in a row.
o The CONST. COMPLETE soundbite is not played when soldier, infantry, or
trooper(s) units are produced.
o There is no sound effect played when a Devastator explodes as a result of
self-destructing.
o Units will not take action on an order until the order is completed (the
ACKNOWLEDGE or MOVING OUT soundbite is played if SOUNDS ARE ON).
o Death Hand missiles are generally inaccurate. As such, a Death Hand launched
at a target near an edge of the battlefield can explode partially or
completely off-screen. When a Death Hand explodes completely off-screen, no
explosion soundbite is played.
o Following successful completion of mission 9, a brief ending sequence shows
Arrakis from space, its color changing to the victor's House color (this is
where the PLANET SHIMMER soundbite is used). Following this are the game
credits. If MUSIC IS ON, the credits are accompanied by a musical score that
includes sound effects from the game.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
3. MISSION PASSWORDS
====================
o Passwords to start missions 2 through 9 for each House:
Mission | Atreides | Ordos | Harkonnen
--------|------------|------------|-----------
...1....|............|............|...........
...2....|.DIPLOMATIC.|.DOMINATION.|.DEMOLITION
...3....|.SPICEDANCE.|.SPICESABRE.|.SPICESATYR
...4....|.ETERNALSUN.|.ARRAKISSUN.|.BURNINGSUN
...5....|.DEFTHUNTER.|.COLDHUNTER.|.DARKHUNTER
...6....|.FAIRMENTAT.|.WILYMENTAT.|.EVILMENTAT
...7....|.ASHLIKENNY.|.SLYMELANIE.|.ITSJOEBWAN
...8....|.SONICBLAST.|.STEALTHWAR.|.DEVASTATOR
...9....|.DUNERUNNER.|.POWERCRUSH.|.DEATHRULER
-----------------------------------------------------------------------------
Notes: There are no passwords to start on mission 1. To switch to mission 1
from any other mission (without resetting or restarting the system), enter
the Options Screen, select PICK ANOTHER HOUSE, and choose the House to start
a new game with.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
4. MISSION OVERVIEW
===================
o Detail of objectives/enemy targets in each mission:
Mission|Atreides Missions |Ordos Missions |Harkonnen Missions
-------|---------------------|------------------------|----------------------
...1...|$1,000, Ordos units..|$1,000, Harkonnen units.|$1,000, Atreides units
...2...|$2,700, Ordos base...|$2,700, Harkonnen base..|$2,700, Atreides base.
...3...|Harkonnen base.......|Atreides base...........|Ordos base............
...4...|Harkonnen base.......|Atreides base...........|Ordos base............
...5...|Ordos base...........|2 Harkonnen bases.......|Atreides base.........
...6...|Harkonnen base.......|2 Atreides bases........|2 Ordos bases.........
...7...|2 Ordos bases........|2 Harkonnen bases.......|2 Atreides bases......
...8...|Ordos/Harkonnen bases|Atreides/Harkonnen bases|Atreides/Ordos bases..
...9...|2 Sardaukar bases....|2 Sardaukar bases.......|2 Sardaukar bases.....
-----------------------------------------------------------------------------
Notes: The spice/credit quotas in missions 1 and 2 refer only to the total
amount of spice in storage at any given moment (credits from harvested spice
which are spent on production do not count towards fulfilling a spice quota).
For the player to win mission 1, the spice quota objective must be attained.
In mission 2, either the spice quota must be met, or the enemy base must be
defeated to achieve a player victory.
In missions 3 through 9, each enemy base on the battlefield must be defeated.
Note that in all versions of mission 8, there is one base for each of the two
enemy Houses indicated.
o Only a player-controlled House can achieve victory by meeting a spice quota
objective. (Computer-controlled forces can only achieve victory in any
mission by defeating player-controlled bases.)
o Number and type of units available at the start of each mission:
|ATREIDES MISSIONS|ORDOS MISSIONS |HARKONNEN MISSIONS
|-----------------|-----------------|------------------
UNIT |1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9
-------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
Combat tank..|.:.:.:.:3:3:2:.:.|.:.:.:.:4:3:2:2:1|.:.:.:.:3:3:2:1:1.
Devastator...|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:1:2.
Deviator.....|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:2:2|.:.:.:.:.:.:.:.:..
Infantry.....|1:1:1:3:1:.:.:.:.|1:2:1:1:.:.:.:.:.|.:.:.:.:.:.:.:.:..
Missile tank.|.:.:.:.:.:2:1:2:2|.:.:.:.:.:.:.:.:.|.:.:.:.:.:1:1:2:2.
Quad.........|.:1:2:4:3:3:2:1:.|.:.:.:2:3:3:2:.:1|2:4:4:4:3:3:1:.:..
Raider trike.|.:.:.:.:.:.:.:.:.|2:4:4:3:.:.:.:.:.|.:.:.:.:.:.:.:.:..
Siege tank...|.:.:.:.:.:.:2:2:2|.:.:.:.:.:.:2:2:3|.:.:.:.:.:.:2:2:1.
Soldier......|2:2:3:.:1:.:.:.:.|2:2:2:.:.:.:.:.:.|.:.:.:.:.:.:.:.:..
Sonic tank...|.:.:.:.:.:.:.:2:2|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:.:..
Trike........|2:3:2:2:.:.:.:.:.|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:.:..
Trooper......|.:.:.:.:.:.:.:.:.|.:.:1:.:.:.:.:.:.|3:3:3:3:.:.:.:.:..
Troopers.....|.:.:.:.:.:.:.:.:.|.:1:.:1:1:2:1:.:.|.:.:.:.:2:.:1:.:..
-------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
| : : : : : : : : | : : : : : : : : | : : : : : : : :
UNITS/MISSION| : : : : : : : : | : : : : : : : : | : : : : : : : :
-------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
Vehicle units|2:4:4:6:6:8:7:7:6|2:4:4:5:7:6:6:6:7|2:4:4:4:6:7:6:6:6.
All others...|3:3:4:3:2:0:0:0:0|3:5:4:2:1:2:1:0:0|3:3:3:3:2:0:1:0:0.
-------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
Total units..|5:7:8:9:8:8:7:7:6|5:9:8:7:8:8:7:6:7|5:7:7:7:8:7:7:6:6.
-----------------------------------------------------------------------------
Notes: Houses indicated are player-controlled Houses, only.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
5. BATTLEFIELD
==============
o In this document, the term "battlefield" refers to the entire combat area
available in a given mission, including both terrain and airspace. (The Game
Screen shows a rectangular section of the battlefield, 10 spaces horizontally
by 7 spaces vertically.)
o Initial battlefield terrain features, location of the player's construction
yard, location of Computer-controlled structures, starting locations of
player and Computer units, and starting locations of sandworms are all
unvarying each time a given mission is started.
o Structure area displaced by mountains:
Small | Single large | Overlapping pair
mountains | mountain | of large mountains
----------|--------------|-------------------
## | ### or ### | ###
## | ### ### | ###
| ## ## | ###
-----------------------------------------------------------------------------
Notes: A "#" represents an area equal in size and shape to 1 quadrant of a
concrete slab. For example, a small mountain displaces exactly as much
structure space as a construction yard or windtrap, while an overlapped pair
of large mountains consumes as much structure space as a starport or palace.
Note that two types of small mountains appear in the game. Both consume an
equal amount of structure space.
Although there is only one type of single large mountain, it consumes an area
of structure space which may be configured in one of two possible ways, as
shown above.
o Sand dunes will not slow the movement of ground units any more than flat sand
will.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
6. SPICE
========
o There is a fixed amount of spice in each mission, and a fixed number of spice
blooms in missions that include them.
o Spice on sand appears in single and double layers. Harvesters process all
spice at one fixed speed, one layer at a time.
o Spice fields can be damaged by cannon fire, rocket impacts, and most missile
impacts, on either the spice itself, on units above the spice, or on
sandworms under the spice. A self-destructing Devastator will also damage or
destroy any spice layers under or adjacent to it.
o Spice fields cannot be directly damaged by rifle fire, machinegun fire,
Deviator missile impacts, sonic blasts, or sandworm activity.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
7. SPICE BLOOM
==============
o A spice bloom is the only terrain feature that can be directly targeted for
attack by most ground units. (Only a Devastator can directly "target" any
other type of accessible terrain, by moving over it and self-destructing.)
o When a spice bloom is touched by any ground vehicle or solid projectile, it
detonates, producing a spice field. This field will be composed of a single
layer of spice around a double-layer spot at the point of detonation.
o Spice produced by a spice bloom will not be deposited on sand dunes, on rock,
or over any spice already on the sand near the bloom.
o Spice can appear underneath any units which are on the sand near a detonating
spice bloom. Note that a harvester in Guard mode on empty sand will not
automatically begin harvesting if spice appears underneath it.
o A unit which is ordered to fire on a spice bloom will fire one salvo at the
bloom, and then go into Guard mode. This remains true even if the unit's
projectiles miss or otherwise have no effect on the bloom.
o A spice bloom will not be affected by sonic blasts.
o Only missiles, rockets and sonic blasts can be fired across a spice bloom;
All other solid projectiles will strike an intervening spice bloom. For
example, a troopers unit firing rockets at a sonic tank would not disturb a
spice bloom located directly between the two units. Likewise, if the sonic
tank returned fire, the bloom would remain unaffected. By contrast, if two
opposing quads attack one another, and there is a spice bloom directly
between them, the first one that fires will hit the bloom, detonating it.
o If a unit is ordered to fire on a spice bloom, but the bloom is detonated
before the unit can execute the order, the unit will still attempt to comply,
moving (if necessary) to within firing range, and then firing once at the
spot where the bloom existed. The unit will then go into Guard mode.
o Sandworms can move under/through spice blooms without triggering them.
o If a spice bloom is detonated while a sandworm is occupying the same space,
the worm is destroyed.
o Revealed/detected spice blooms will appear as dark dots on the radar screen.
o Spice blooms are not present in all missions.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
8. RADAR SCREEN
===============
o Unless otherwise specified, all references to the radar screen assume that
the radar screen is on and is supported by a fully-powered outpost.
o Without an outpost and/or sufficient power, the radar screen will only show
friendly buildings.
o On the radar screen, revealed/detected rock is a darker shade of the color
used for sand.
o Revealed/detected mountains and spice blooms will appear as dark dots on the
radar screen.
o On the radar screen, a revealed/detected building appears as a rectangle in
the House color of the side which controls it.
o Revealed/detected ground units appear as dots on radar. These will be in the
House color of the side which controls them.
o On the Game Screen, a deviated unit's coloring will change to the House color
of the side controlling the Deviator. If the deviation effect wears off, the
unit's color changes back. The radar screen will also show the color changes
of deviated ground units.
o Airborne units and Death Hands do not appear on radar.
o If a Computer-controlled unit, turret or rocket turret fires from a position
which is not visible on the battlefield, that position and the area around it
will be revealed/detected.
o If an ornithopter fires from an unrevealed/undetected position on the
battlefield, that position and the area around it will be revealed/detected.
o Player carryalls may, from time to time, drop off new reinforcement units.
If a player unit is dropped off in an unrevealed/undetected location on the
battlefield, the unit and the area around it will be revealed/detected.
o When an Atreides palace successfully summons a Fremen attack, a group of
Fremen units will appear at a random point on the battlefield. If these
units appear in a location that is unrevealed/undetected on the battlefield,
the units and the immediate area around them will be revealed/detected.
o On the radar screen, revealed/detected Fremen units and sandworm mounds will
appear as white dots.
o Airborne units do not reveal unexplored territory.
o Sand dunes and craters do not appear on radar.
o Concrete and walls do not appear on radar.
o The radar screen will not inhibit or interfere with cursor movement or the
ability to select or target a unit or building located under/behind the radar
screen.
o The radar screen itself remains a fixed size in all missions. However the
battlefield varies in size from mission to mission, so all objects shown on
the radar screen will be scaled accordingly.
o The edge of the radar screen itself will be in the player's House color.
o As a revealed/detected ground unit moves across the battlefield, a small dot
representing the unit will move across the equivalent path on the radar
screen. While this is happening, there may be a time lag during updating of
the radar screen, causing a dot to momentarily remain in the unit's old
position while a new dot appears in the unit's new position. This effect may
give the impression that more units are on the battlefield than actually
exist.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
9. CREDITS
==========
o A "credit" is a monetary unit of measure, where 1 credit represents the
smallest physical amount of harvested/stored spice which is considered to
have any real value. In general, a credit level directly represents the
total amount of spice held in a House's storage facilities (refineries and/or
silos). For example, a House with "500 credits" available will usually have
a combined total of 500 credits' worth of spice stored in one or more
friendly storage facilities.
o There are three occasions where a player's spice/credit level can exceed the
normal spice storage capacity of friendly refineries and silos: 1) At the
start of each mission, when a player has a construction yard and a number of
credits, but no spice storage facility; 2) When a player's last/only storage
facility is destroyed, but some credits remain available, and 3) When a cheat
code is used to raise the combined storage capacity of existing facilities
beyond normal limits.
o If a player's last/only spice storage facility is destroyed, the player's
spice/credit level will drop severely; but a very small percentage of the
destroyed spice may be retained. This spice may be returned to storage if
another facility becomes available.
o If a construction, upgrade, or repair project is cancelled, credits invested
in that project will be returned, and reconverted to spice. If all friendly
storage facilities are full when the project is cancelled, the returned
spice/credits will be lost.
o A Computer-controlled House may still be able to expend credits after all its
refineries and silos are captured or destroyed.
o The parameters on credit usage are somewhat flexible. For example, structures
and units can occasionally be produced at a cost which is slightly below the
documented price.
o A player's spice/credit status is subject to entropy. As a game progresses,
spice/credits will disappear intermittently, at a rate which can vary from
game to game. If any game is left unplayed (and unpaused) long enough, a
player's credit level will eventually dwindle down to a single credit.
o If all available spice has been harvested, a player may still be able to earn
credits. Each time a carryall delivers a replacement harvester to a player's
refinery, the player's House gains 6 to 7 credits. Note, however, that these
extra credits may quickly disappear again unless they are being invested in a
current construction, upgrade, or repair project.
o When a player's credit level drops below 50, a "CREDITS LOW" warning message
is displayed.
o When a player's credit level drops below 20, it may be impossible to spend
the remaining credits before the level is increased.
o A player's last credit can only be spent on a unit purchased at a starport
(otherwise, a player will always have at least 1 credit).
o When a player House's credit level is too low, all construction, upgrades and
unit repairs at friendly buildings will be suspended, and may resume when
more credits are available (note that any paused construction projects will
resume before any paused upgrade projects). When player credits are too low,
any structural repairs underway at player buildings will stop, and will not
resume when more credits are available.
o Spice collection and processing may continue even after all refineries and
silos are full. No credits are gained from the processing of excess spice,
and the excess spice itself is lost (although the excess spice is counted in
scoring after the mission ends).
o A player's House will not gain spice/credits by capturing Computer-controlled
refineries or silos.
o The game will not keep track of harvested spice beyond 65,000 credits.
o Maximum starting credits for each mission:
Mission | Atreides | Ordos | Harkonnen
--------|----------|-------|----------
...1....|....990...|...990.|....990...
...2....|..1,200...|.1,200.|..1,200...
...3....|..1,500...|.1,500.|..1,500...
...4....|..1,500...|.1,500.|..1,500...
...5....|..1,500...|.1,500.|..1,500...
...6....|..1,700...|.1,700.|..1,700...
...7....|..2,000...|.2,000.|..1,800...
...8....|..2,000...|.2,000.|..2,000...
...9....|..2,500...|.2,000.|..2,500...
-----------------------------------------------------------------------------
Notes: Houses indicated are player-controlled Houses, only.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
10. STRUCTURES: GENERAL
=======================
o The term "structure" in this document refers to any construction yard, and to
anything that can be produced by a construction yard. The term "building"
(as a noun) in this document refers to any structure, excluding concrete
slabs and wall sections.
o When a building is placed, there is a moment where the graphics will flicker,
alternating between showing a completed building, and an interim stage. Even
before the image finalizes, the building may be selected, fixed, targeted,
etc.
o As a player structure is placed on the battlefield, any unrevealed/undetected
terrain at the construction site will be revealed/detected.
o Buildings not placed fully on concrete will start off with damage. The less
rock there is directly under a building when it is placed, the less damage
the building will start with. A formula to determine starting damage:
50 - ( ( 50 / Squares in placement grid ) * Number of squares over concrete )
-----------------------------------------------------------------------------
Notes: "*" indicates multiplication. The number returned is damage sustained
by the building as a percentage, where 0% would mean the building is
undamaged. Example: Placing a windtrap (2x2=4 squares in its placement grid)
on only 1 square of concrete means the windtrap will start off with 37.5%
damage, as 50-((50/4)*1)=37.5. Any building placed completely on rock will
be 50% damaged.
o If a barracks, construction yard, Hi-Tech, refinery, repair facility, vehicle
factory or windtrap is damaged, its performance may suffer. The more damage
done to one of these buildings, the more inefficient it will become. With
windtraps, this decline in performance means a lower energy output; with all
other buildings, a decline in performance means that they will function more
slowly: Barracks, Hi-Techs and vehicle factories will take longer to produce
units; construction yards take longer to produce structures; refineries take
longer to unload harvesters/refine spice; and repair facilities take longer
to fix damaged units (undamaged units are always released quickly).
o Damaged buildings draw as much power from windtraps as undamaged buildings of
the same type.
o Three different symbols can appear at the center of player buildings under
varying circumstances: 1) The "OK" symbol, which appears at a construction
yard or palace which is awaiting further orders, 2) the lightning-bolt
symbol, which appears at windtraps when they fail to meet energy demands, and
3) the hammer symbol, which appears at buildings under repair. (Note that
when more than one symbol is displayed at the same building, the "OK" symbol
will overlay a hammer symbol; a hammer symbol will overlay a lightning-bolt
symbol.)
o When a building explodes, any buildings, walls or units immediately adjacent
horizontally or vertically may be damaged.
o In each mission there is a limit on the combined number of player and
Computer buildings that may exist at one time. (From 68 to 70 buildings are
usually allowed, but this can vary slightly from mission to mission.) Once
this limit is reached, only concrete slabs and wall sections (if available)
may be constructed unless/until an existing building (friendly or enemy) is
destroyed. In this way, when the mission's building limit is reached, an
attacker may destroy a defender's building, and then construct a new one for
the attacking side, preventing the defender from replacing the destroyed
building.
o Many buildings have a rotating light beacon near their southeast corner. A
beacon's color will be the House color of the side controlling that building.
o If fire and smoke plumes appear over a building, it has been attacked and is
at least 50% damaged.
o When a building is destroyed, any unit located at the building (such as a
harvester or a unit being repaired) is also destroyed, along with any cargo
held by that unit. Any unit located above an exploding building (such as a
carryall or ornithopter) may also be destroyed, along with any cargo held by
that unit. If the building was constructing a structure or a unit at the
time, the credits spent on that construction are returned. If the building
was repairing a unit at the time, the credits spent on that repair are
returned. If the building was being fixed or upgraded at the time, credits
already spent are not returned.
o Ground combat units can be ordered to fire upon all friendly structures
except repair facilities and concrete.
o A player cannot place structures on top of a Computer House's concrete or
other Computer structures. A player can place a structure adjacent to
Computer concrete, buildings, walls, or on top of areas of damage where they
had existed, provided that the structure being placed is also adjacent to
player concrete, buildings or walls (or the structure being placed is a
construction yard produced by an MCV).
o Any units attacking or moving towards a building will stop attacking or
moving towards it if the building is captured by a friendly soldier, infantry
or trooper(s) unit.
o Turrets and rocket turrets in Guard mode will occasionally "fidget", rotating
slightly at random times.
o Units may be damaged if they are directly adjacent to (or overflying) an area
of a structure, a unit or a mountain which is being struck by weapon fire.
o After a building is successfully upgraded, its default Build option (shown on
the Game Screen when the building is initially clicked on) will change to the
option which is now available as a result of the upgrade.
o Highlighting STOP on a building's Production Screen will display an image of
the last thing produced at that building, or the last available option on the
production menu.
o While a building is being upgraded, a Fix order can also be issued to the
building. A player can issue a Fix order to an upgrading building even when
there are no credits available to make the repairs. (When this happens, the
hammer symbol will continue to flash over the building until enough credits
become available to complete repairs, or until the Fix order is cancelled.)
o Structure list, alphabetical sort:
| | | | |Prerequisite |First
Structure |Cost|Power|Shield|Size|building(s) |mission
--------------------------|----|-----|------|----|-------------------|-------
Barracks (soldier)........|300.|.-10.|..600.|2x2.|Outpost............|...2...
Barracks (trooper)........|400.|.-20.|..800.|2x2.|Outpost............|...2...
Concrete slab.............|.15.|...0.|...40.|2x2.|Construction yard..|...1...
Construction yard.........|N/A.|...0.|..800.|2x2.|None...............|...1...
Hi-Tech...................|500.|.-35.|1,000.|2x2.|Outpost and factory|...5...
Outpost...................|400.|.-30.|1,000.|2x2.|Windtrap...........|...2...
Palace....................|999.|.-80.|2,000.|3x3.|Starport...........|...8...
Refinery..................|400.|.-30.|..900.|3x2.|Windtrap...........|...1...
Repair facility...........|700.|.-20.|1,800.|3x2.|Outpost and factory|...5...
Rocket turret.............|250.|.-20.|..500.|1x1.|Outpost............|...6...
Spice silo................|150.|..-5.|..300.|2x2.|Refinery...........|...2...
Starport..................|500.|.-50.|1,000.|3x3.|Refinery...........|...6...
Turret....................|125.|.-10.|..250.|1x1.|Outpost............|...5...
Vehicle factory, Atreides.|400.|.-20.|..800.|3x2.|Refinery...........|...2...
Vehicle factory, Harkonnen|400.|.-20.|..800.|3x2.|Refinery...........|...3...
Vehicle factory, Ordos....|400.|.-20.|..800.|3x2.|Refinery...........|...2...
Wall section..............|.50.|...0.|..140.|1x1.|Outpost............|...4...
Windtrap..................|300.|.100.|..400.|2x2.|Construction yard..|...1...
-----------------------------------------------------------------------------
Notes: "Size" is measured as horizontal spaces by vertical spaces, where 1
space is equal in size and shape to 1 quadrant of a full-sized concrete slab.
"N/A" means "Not Applicable"; The term "factory" here means vehicle factory.
The cost of a construction yard varies from mission to mission. (A player's
initial construction yard costs nothing, but additional construction yards
can be produced through the use of MCVs, which in turn cost a variable amount
to produce, depending both on the mission number, and whether the MCV was
built at a vehicle factory or purchased at a starport.)
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
o Structure list, cost sort:
| | | | |Prerequisite |First
Structure |Cost|Power|Shield|Size|building(s) |mission
--------------------------|----|-----|------|----|-------------------|-------
Construction yard.........|N/A.|...0.|..800.|2x2.|None...............|...1...
Concrete slab.............|.15.|...0.|...40.|2x2.|Construction yard..|...1...
Wall section..............|.50.|...0.|..140.|1x1.|Outpost............|...4...
Turret....................|125.|.-10.|..250.|1x1.|Outpost............|...5...
Spice silo................|150.|..-5.|..300.|2x2.|Refinery...........|...2...
Rocket turret.............|250.|.-20.|..500.|1x1.|Outpost............|...6...
Barracks (soldier)........|300.|.-10.|..600.|2x2.|Outpost............|...2...
Windtrap..................|300.|.100.|..400.|2x2.|Construction yard..|...1...
Barracks (trooper)........|400.|.-20.|..800.|2x2.|Outpost............|...2...
Outpost...................|400.|.-30.|1,000.|2x2.|Windtrap...........|...2...
Refinery..................|400.|.-30.|..900.|3x2.|Windtrap...........|...1...
Vehicle factory, Atreides.|400.|.-20.|..800.|3x2.|Refinery...........|...2...
Vehicle factory, Harkonnen|400.|.-20.|..800.|3x2.|Refinery...........|...3...
Vehicle factory, Ordos....|400.|.-20.|..800.|3x2.|Refinery...........|...2...
Hi-Tech...................|500.|.-35.|1,000.|2x2.|Outpost and factory|...5...
Starport..................|500.|.-50.|1,000.|3x3.|Refinery...........|...6...
Repair facility...........|700.|.-20.|1,800.|3x2.|Outpost and factory|...5...
Palace....................|999.|.-80.|2,000.|3x3.|Starport...........|...8...
-----------------------------------------------------------------------------
Notes: See the notes with the first chart in this series.
o Structure list, power sort:
| | | | |Prerequisite |First
Structure |Power|Cost|Shield|Size|building(s) |mission
--------------------------|-----|----|------|----|-------------------|-------
Windtrap..................|.100.|300.|..400.|2x2.|Construction yard..|...1...
Concrete slab.............|...0.|.15.|...40.|2x2.|Construction yard..|...1...
Construction yard.........|...0.|N/A.|..800.|2x2.|None...............|...1...
Wall section..............|...0.|.50.|..140.|1x1.|Outpost............|...4...
Spice silo................|..-5.|150.|..300.|2x2.|Refinery...........|...2...
Barracks (soldier)........|.-10.|300.|..600.|2x2.|Outpost............|...2...
Turret....................|.-10.|125.|..250.|1x1.|Outpost............|...5...
Barracks (trooper)........|.-20.|400.|..800.|2x2.|Outpost............|...2...
Repair facility...........|.-20.|700.|1,800.|3x2.|Outpost and factory|...5...
Rocket turret.............|.-20.|250.|..500.|1x1.|Outpost............|...6...
Vehicle factory, Atreides.|.-20.|400.|..800.|3x2.|Refinery...........|...2...
Vehicle factory, Harkonnen|.-20.|400.|..800.|3x2.|Refinery...........|...3...
Vehicle factory, Ordos....|.-20.|400.|..800.|3x2.|Refinery...........|...2...
Outpost...................|.-30.|400.|1,000.|2x2.|Windtrap...........|...2...
Refinery..................|.-30.|400.|..900.|3x2.|Windtrap...........|...1...
Hi-Tech...................|.-35.|500.|1,000.|2x2.|Outpost and factory|...5...
Starport..................|.-50.|500.|1,000.|3x3.|Refinery...........|...6...
Palace....................|.-80.|999.|2,000.|3x3.|Starport...........|...8...
-----------------------------------------------------------------------------
Notes: See the notes with the first chart in this series.
o Structure list, shield sort:
| | | | |Prerequisite |First
Structure |Shield|Cost|Power|Size|building(s) |mission
--------------------------|------|----|-----|----|-------------------|-------
Concrete slab.............|...40.|.15.|...0.|2x2.|Construction yard..|...1...
Wall section..............|..140.|.50.|...0.|1x1.|Outpost............|...4...
Turret....................|..250.|125.|.-10.|1x1.|Outpost............|...5...
Spice silo................|..300.|150.|..-5.|2x2.|Refinery...........|...2...
Windtrap..................|..400.|300.|.100.|2x2.|Construction yard..|...1...
Rocket turret.............|..500.|250.|.-20.|1x1.|Outpost............|...6...
Barracks (soldier)........|..600.|300.|.-10.|2x2.|Outpost............|...2...
Barracks (trooper)........|..800.|400.|.-20.|2x2.|Outpost............|...2...
Construction yard.........|..800.|N/A.|...0.|2x2.|None...............|...1...
Vehicle factory, Atreides.|..800.|400.|.-20.|3x2.|Refinery...........|...2...
Vehicle factory, Harkonnen|..800.|400.|.-20.|3x2.|Refinery...........|...3...
Vehicle factory, Ordos....|..800.|400.|.-20.|3x2.|Refinery...........|...2...
Refinery..................|..900.|400.|.-30.|3x2.|Windtrap...........|...1...
Hi-Tech...................|1,000.|500.|.-35.|2x2.|Outpost and factory|...5...
Outpost...................|1,000.|400.|.-30.|2x2.|Windtrap...........|...2...
Starport..................|1,000.|500.|.-50.|3x3.|Refinery...........|...6...
Repair facility...........|1,800.|700.|.-20.|3x2.|Outpost and factory|...5...
Palace....................|2,000.|999.|.-80.|3x3.|Starport...........|...8...
-----------------------------------------------------------------------------
Notes: See the notes with the first chart in this series.
o Structure list, size sort:
| | | | |Prerequisite |First
Structure |Size|Cost|Power|Shield|building(s) |mission
--------------------------|----|----|-----|------|-------------------|-------
Rocket turret.............|1x1.|250.|.-20.|..500.|Outpost............|...6...
Turret....................|1x1.|125.|.-10.|..250.|Outpost............|...5...
Wall section..............|1x1.|.50.|...0.|..140.|Outpost............|...4...
Barracks (soldier)........|2x2.|300.|.-10.|..600.|Outpost............|...2...
Barracks (trooper)........|2x2.|400.|.-20.|..800.|Outpost............|...2...
Concrete slab.............|2x2.|.15.|...0.|...40.|Construction yard..|...1...
Construction yard.........|2x2.|N/A.|...0.|..800.|None...............|...1...
Hi-Tech...................|2x2.|500.|.-35.|1,000.|Outpost and factory|...5...
Outpost...................|2x2.|400.|.-30.|1,000.|Windtrap...........|...2...
Spice silo................|2x2.|150.|..-5.|..300.|Refinery...........|...2...
Windtrap..................|2x2.|300.|.100.|..400.|Construction yard..|...1...
Refinery..................|3x2.|400.|.-30.|..900.|Windtrap...........|...1...
Repair facility...........|3x2.|700.|.-20.|1,800.|Outpost and factory|...5...
Vehicle factory, Atreides.|3x2.|400.|.-20.|..800.|Refinery...........|...2...
Vehicle factory, Harkonnen|3x2.|400.|.-20.|..800.|Refinery...........|...3...
Vehicle factory, Ordos....|3x2.|400.|.-20.|..800.|Refinery...........|...2...
Palace....................|3x3.|999.|.-80.|2,000.|Starport...........|...8...
Starport..................|3x3.|500.|.-50.|1,000.|Refinery...........|...6...
-----------------------------------------------------------------------------
Notes: See the notes with the first chart in this series.
o Structure list, prerequisite sort:
|Prerequisite | | | | |First
Structure |building(s) |Cost|Power|Shield|Size|mission
--------------------------|-------------------|----|-----|------|----|-------
Concrete slab.............|Construction yard..|.15.|...0.|...40.|2x2.|...1...
Windtrap..................|Construction yard..|300.|.100.|..400.|2x2.|...1...
Construction yard.........|None...............|N/A.|...0.|..800.|2x2.|...1...
Barracks (soldier)........|Outpost............|300.|.-10.|..600.|2x2.|...2...
Barracks (trooper)........|Outpost............|400.|.-20.|..800.|2x2.|...2...
Rocket turret.............|Outpost............|250.|.-20.|..500.|1x1.|...6...
Turret....................|Outpost............|125.|.-10.|..250.|1x1.|...5...
Wall section..............|Outpost............|.50.|...0.|..140.|1x1.|...4...
Hi-Tech...................|Outpost and factory|500.|.-35.|1,000.|2x2.|...5...
Repair facility...........|Outpost and factory|700.|.-20.|1,800.|3x2.|...5...
Spice silo................|Refinery...........|150.|..-5.|..300.|2x2.|...2...
Starport..................|Refinery...........|500.|.-50.|1,000.|3x3.|...6...
Vehicle factory, Atreides.|Refinery...........|400.|.-20.|..800.|3x2.|...2...
Vehicle factory, Harkonnen|Refinery...........|400.|.-20.|..800.|3x2.|...3...
Vehicle factory, Ordos....|Refinery...........|400.|.-20.|..800.|3x2.|...2...
Palace....................|Starport...........|999.|.-80.|2,000.|3x3.|...8...
Outpost...................|Windtrap...........|400.|.-30.|1,000.|2x2.|...2...
Refinery..................|Windtrap...........|400.|.-30.|..900.|3x2.|...1...
-----------------------------------------------------------------------------
Notes: See the notes with the first chart in this series.
o Structure list, mission sort:
|First | | | | |Prerequisite
Structure |mission|Cost|Power|Shield|Size|building(s)
--------------------------|-------|----|-----|------|----|-------------------
Concrete slab.............|...1...|.15.|...0.|...40.|2x2.|Construction yard..
Construction yard.........|...1...|N/A.|...0.|..800.|2x2.|None...............
Refinery..................|...1...|400.|.-30.|..900.|3x2.|Windtrap...........
Windtrap..................|...1...|300.|.100.|..400.|2x2.|Construction yard..
Barracks (soldier)........|...2...|300.|.-10.|..600.|2x2.|Outpost............
Barracks (trooper)........|...2...|400.|.-20.|..800.|2x2.|Outpost............
Outpost...................|...2...|400.|.-30.|1,000.|2x2.|Windtrap...........
Spice silo................|...2...|150.|..-5.|..300.|2x2.|Refinery...........
Vehicle factory, Atreides.|...2...|400.|.-20.|..800.|3x2.|Refinery...........
Vehicle factory, Ordos....|...2...|400.|.-20.|..800.|3x2.|Refinery...........
Vehicle factory, Harkonnen|...3...|400.|.-20.|..800.|3x2.|Refinery...........
Wall section..............|...4...|.50.|...0.|..140.|1x1.|Outpost............
Hi-Tech...................|...5...|500.|.-35.|1,000.|2x2.|Outpost and factory
Repair facility...........|...5...|700.|.-20.|1,800.|3x2.|Outpost and factory
Turret....................|...5...|125.|.-10.|..250.|1x1.|Outpost............
Rocket turret.............|...6...|250.|.-20.|..500.|1x1.|Outpost............
Starport..................|...6...|500.|.-50.|1,000.|3x3.|Refinery...........
Palace....................|...8...|999.|.-80.|2,000.|3x3.|Starport...........
-----------------------------------------------------------------------------
Notes: See the notes with the first chart in this series.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
11. BARRACKS
============
o Barracks specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
-------------------|------|-------|--------|------|--------------|--------
Barracks (soldier).|.300..|..-10..|..600...|.2x2..|.Outpost......|...2....
Barracks (trooper).|.400..|..-20..|..800...|.2x2..|.Outpost......|...2....
o On the Game Screen, soldier barracks are identical in appearance to trooper
barracks.
o An Ordos player's construction yard can only produce a soldier barracks. In
later missions an Ordos player's soldier barracks can be upgraded to produce
trooper(s) units.
o On the construction yard Production Screen, Atreides and Ordos soldier
barracks are not identical in appearance to Harkonnen trooper barracks.
o On the soldier barracks Production Screen, the soldier image is identical in
appearance to the infantry image.
o On the trooper barracks Production Screen, the troopers image is a slightly
refined version of the trooper image.
o On the Ordos barracks Production Screen, the barracks image will change from
soldier to trooper style whenever the barracks itself is first able to
produce a trooper unit.
o A player can change a production order midway through production, or any time
before the unit is placed on the battlefield. (The STOP option does not need
to be selected before changing a production order.) In either case, credits
from the cancelled order are returned.
o If a barracks contains a newly-completed unit, it will refuse new Build
orders until that unit is discharged from the barracks.
o Barracks (of any type) cannot be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
12. CONCRETE
============
o Concrete specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
--------------|------|-------|--------|------|-------------------|--------
Concrete slab.|..15..|...0...|...40...|.2x2..|.Construction yard.|...1....
o Concrete slabs can be placed anywhere, as long as at least one quadrant of
the slab's placement grid is green. When the A button is pressed, concrete
will replace all green quadrants of the placement grid, and nothing will
appear in any red quadrants. If all four quadrants are red, the player must
find another area to place the concrete, or select STOP (or choose another
structure) on the construction yard Production Screen.
o Credits are not returned when only part of a concrete slab is placed.
(Production of a concrete slab will always consume about 15 credits, even if
only one the slab's four quadrants are placed.)
o Unlike the numerical limit on buildings and units, construction and placement
of concrete is ultimately limited only by the amount of accessible rock
terrain.
o Concrete can only be directly targeted for attack by Death Hands and
self-destructing Devastators. Otherwise, concrete may only be damaged or
destroyed by stray missile and rocket fire, or by an attack on a unit or
building above the concrete.
o Clicking on concrete with the Selection Cursor has no effect (no ID icon or
status bar is displayed).
o Concrete cannot be fixed.
o Concrete does not appear on radar.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
13. CONSTRUCTION YARD
=====================
o Construction yard specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
------------------|------|-------|--------|------|--------------|--------
Construction yard.|.N/A..|...0...|..800...|.2x2..|.None.........|...1....
o A player's initial construction yard will not be susceptible to damage from
lack of power until after a friendly windtrap is placed (or an enemy windtrap
is captured).
o Construction yards do not draw power from windtraps. However, if windtraps
are not meeting the power demands of other friendly buildings, then all
friendly buildings, including construction yards, become susceptible to
damage from the lack of power.
o If a construction yard is not the currently-selected building when it
finishes a structure, an "OK" symbol appears over the construction yard.
Clicking on that construction yard will bring up the finished structure's
placement grid.
o Once a player has a palace or starport, the player's construction yard(s)
will be unable to produce another (unless/until the current palace or
starport is destroyed).
o A player can change a production order midway through production, or any time
before the structure is placed on the battlefield. (The STOP option does not
need to be selected before changing a production order.) In either case,
credits from the cancelled order are returned.
o A captured construction yard can only produce structures of the type already
available to the attacker. For example, if a Harkonnen player captures the
Atreides construction yard in mission 2, the barracks type available there
switches from soldier to trooper, and the vehicle factory option disappears.
o If a player's last/only windtrap is destroyed, all player-controlled
construction yards will lose the ability to produce anything but concrete and
windtraps. Note that this is not true for Computer-controlled construction
yards. Computer construction yards may rebuild any destroyed Computer
building at any time.
o On the construction yard Production Screen, soldier barracks are not
identical in appearance to trooper barracks.
o All new construction yards have concrete pre-selected for the first Build
option.
o Construction yards may be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
14. HI-TECH
===========
o Hi-Tech specifications:
| | | | | |First
Structure|Cost|Power|Shield|Size|Prerequisite buildings |mission
---------|----|-----|------|----|---------------------------|-------
Hi-Tech..|500.|.-35.|1,000.|2x2.|Outpost and vehicle factory|...5...
o A House requires both a Hi-Tech facility and a vehicle factory to produce
special ground vehicles (specifically Devastators, Deviators and sonic
tanks). If a House's last/only Hi-Tech is destroyed, any special unit being
produced for that House will be unmade, and the credits invested in the
production will be returned. At any vehicle factory where this happens, the
special-unit option will disappear, and the current Build option will be
reset to the first/lowest-priced unit available.
o If a player's last/only Hi-Tech is destroyed, all player-controlled vehicle
factories will lose the ability to produce special ground vehicles
(specifically Devastators, Deviators and sonic tanks). Note that this is not
true for Computer-controlled vehicle factories. Computer vehicle factories
can always build any type of vehicle available to that House in that mission.
o On the Hi-Tech Production Screen, the ornithopter is referred to as a
"THOPTER.
o Carryalls produced at a Hi-Tech will tend to remain in the general area
around the Hi-Tech unless/until they have a target to move to. Ornithopters
produced at a Hi-Tech will patrol over the entire battlefield in search of a
target.
o Hi-Tech facilities may be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
15. OUTPOST
===========
o Outpost specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
----------|------|-------|--------|------|--------------|--------
Outpost...|.400..|..-30..|.1,000..|.2x2..|.Windtrap.....|...2....
o If a player's last/only outpost is destroyed, all player-controlled vehicle
factories will lose the ability to upgrade buildings. Note that this is not
true for Computer-controlled vehicle factories. Computer vehicle factories
can always build any type of vehicle available to that House in that mission.
o Outposts cannot be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
16. PALACE
==========
o Palace specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
----------|------|-------|--------|------|--------------|--------
Palace....|.999..|..-80..|.2,000..|.3x3..|.Starport.....|...8....
o Whenever any new palace is placed on the battlefield, its weapon/ability will
be available for immediate use.
o Once a player has a palace, the player's construction yard(s) will be unable
to produce another (unless/until the current palace is destroyed).
o Clicking on a friendly palace will display the icon of the palace's special
weapon/ability in the Command Window. If the palace is not ready to launch
an attack, then a status bar may appear under the Command Window which
indicates the amount of Game Time elapsing until the weapon/ability is ready.
(If the weapon/ability was used recently, the status bar will be at zero
length for some time before beginning to increase again.) The longer the
status bar, the closer the weapon/ability is to being ready.
o A palace's weapon/ability is regenerated after each use. This regeneration
process will take a variable amount of real time, depending on the palace's
House, and how fast Game Time is elapsing. (Game Time generally slows down
with an increase in units on the battlefield, speeds up with a decrease in
units, and is suspended whenever the Game Screen is not displayed.) During a
typical game with minimal pausing, it takes 11 to 12 minutes of real time for
a Harkonnen palace to produce a new Death Hand, 15 to 16 minutes for a
Sardaukar palace to produce a new Death Hand, about 4 minutes for an Atreides
palace to regenerate the summon-Fremen ability, and 6 to 7 minutes for an
Ordos palace to produce a new saboteur. Note that damage to a palace will
not increase this time delay.
o To shorten the long delay between weapon/ability regenerations at a palace,
quickly destroy and replace the palace after each use. (Whenever any new
palace is placed on the battlefield, its weapon/ability will be available for
immediate use.)
o It costs no credits to repair a palace.
o It may be difficult for a player to win a mission if all spice has been
harvested and funds are insufficient to assemble a conquering force. A
palace then becomes invaluable, as its weapon/ability can be used at no cost,
and can regenerate indefinitely.
o A palace cannot directly target itself with its own weapon/ability.
o A palace can continue to prepare its special weapon/ability while it is being
fixed.
o If an Ordos palace is tightly surrounded by other buildings, walls, or ground
units, it may be difficult or impossible to deploy a saboteur.
o If a friendly unit is clicked on with the palace's Targeting Cursor, that
unit will request orders (whether or not it has been accepted as a valid
target).
o The units produced or summoned by a palace do not count against the numerical
limit on units for each House in a given mission.
o Palaces cannot be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
17. REFINERY
============
o Refinery specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
----------|------|-------|--------|------|--------------|--------
Refinery..|.400..|..-30..|..900...|.3x2..|.Windtrap.....|...1....
o Clicking on a friendly refinery will display its ID icon with 2 status bars.
Under the damage status bar will be an orange status bar indicating the
amount of spice stored at each refinery and silo under the player's control.
When this status bar is at maximum length, all friendly refineries and silos
are full.
o Whenever spice is received by a House, the spice is immediately divided
equally among all friendly storage facilities (refineries and silos). A
House's total quantity of stored spice is also immediately divided equally
among all its storage facilities whenever additional facilities become
available through construction or capture.
o When spice is used (when credits are spent), an equal share of the total
spice amount is removed from all friendly storage facilities.
o Although refineries and silos are normally capable of holding up to 1,000
units of spice each, this capacity may sometimes increase to 1,005 units.
o A damaged refinery can still hold at least 1,000 credits' worth of spice.
o The refinery has a "docking bay" with lights that will flash in a pattern
whenever a harvester is expected to arrive there.
o In general, a refinery can accommodate only 1 harvester at a time. An
exception is when one harvester next to the refinery is ordered inside as
another harvester is simultaneously entering. In this case, both units may
enter, and the first harvester will be unloaded and released before the
second harvester.
o Generally, if all harvesters are destroyed, a carryall will bring in a new
one. However, if a refinery is destroyed while a player's last available
harvester is unloading there, the destroyed harvester may not be
automatically replaced by carryall.
o Carryalls tend to deliver harvesters to the last friendly refinery which was
built or captured.
o When a refinery is damaged, the transformation of spice into credits while a
harvester is unloading there will begin to slow.
o Damage inflicted on a refinery will not affect a harvester unloading there.
While a harvester is unloading at a refinery it will be immune to any damage
unless/until the refinery itself is completely destroyed (in which case the
harvester is also destroyed).
o If a refinery is destroyed, any spice it contained is also destroyed.
o Refineries may be captured.
o If a refinery is captured while a harvester is unloading there, the harvester
is captured also.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
18. REPAIR FACILITY
===================
o Repair facility specifications:
| | | | | |First
Structure |Cost|Power|Shield|Size|Prerequisite buildings |mission
---------------|----|-----|------|----|---------------------------|-------
Repair facility|700.|.-20.|1,800.|3x2.|Outpost and vehicle factory|...5...
o Clicking on a revealed/detected repair facility will display the facility's
ID icon. If the facility is friendly and is currently repairing a unit, that
unit's icon and a growing blue status bar will also be shown. The blue
status bar indicates repair progress; When this status bar is at maximum
length, the unit is fully repaired.
o If a repair facility is tightly surrounded by other buildings, walls, or
ground units, then most units scheduled to be repaired there will be dropped
off at the facility by carryall.
o When a unit has been repaired at a facility which is tightly surrounded by
other buildings, walls, or ground units, a carryall will remove that unit and
return it to the battlefield. If that unit was originally brought to the
facility by carryall, then the carryall which retrieves the repaired unit
will attempt to return it to its original location on the battlefield.
o Soldier, infantry and trooper(s) units will ignore orders to move to friendly
repair facilities. However, the facility will repair them if they are
brought to the facility by a carryall.
o Airborne units cannot be repaired.
o A unit will disregard orders to move to a friendly repair facility if the
facility is already repairing a unit.
o The repair facility will usually only accept the last unit ordered into it.
In other words, when a unit is ordered to move to a repair facility, any
other friendly units already en route to the repair facility will stop just
outside it, and default to Guard mode.
o In general, a repair facility can repair only 1 unit at a time. If 2 units
are sent to be repaired, and the second unit attempts to enter while the
first is still inside, the second unit's move order is cancelled, and it will
not enter after the first has been repaired. (An exception is when one unit
next to the repair facility is ordered inside while another unit is
simultaneously entering. In this case, both units may enter, and the second
unit will be repaired and released before the first unit.)
o Friendly ground combat units can be ordered to fire upon all friendly
structures except repair facilities and concrete.
o If a player's last/only harvester is in a repair facility, and there are not
enough credits available to complete repairs on it, it will not be replaced
by carryall (and the House will be left without a means to harvest spice).
When this happens, the repair facility must be destroyed, or an enemy
refinery must be captured (or another solution must be found) in order for a
new harvester to be made available.
o Most ground units, whether damaged or not, will consume credits when sent
into a repair facility. Minimal credit consumption for repairs:
Unit | Credits
-------------|--------
Combat tank..|...2....
Devastator...|...6....
Deviator.....|...6....
Harvester....|...2....
Infantry.....|...1....
MCV..........|...9....
Missile tank.|...3....
Quad.........|...1....
Raider trike.|...1....
Siege tank...|...5....
Soldier......|...0....
Sonic tank...|...5....
Trike........|...1....
Trooper......|...1....
Troopers.....|...1....
o A repair facility will not repair units while the facility itself is being
fixed.
o A Devastator which is armed for self-destruction when it enters a repair
facility will be repaired (if necessary) and will remain armed when it exits
the facility.
o Soldier, infantry and trooper(s) units cannot be directly ordered into a
friendly repair facility. However, if such a unit is ordered to move to a
location it cannot reach, a carryall (if available) will pick up the unit and
drop it at any available friendly repair facility.
o In the repair facility, the STOP command will not affect the repair of a
unit. The STOP command will only stop repairs on the facility itself.
o Carryalls will not deliver harvesters or MCVs to repair facilities;
Harvesters and MCVs must use a ground path in order to enter a repair
facility. Note, however, that a carryall can retrieve a harvester or MCV
from a repair facility if the repaired unit becomes blocked inside or
otherwise cannot find a ground path to exit the facility.
o Repair facilities may be captured.
o If a player-controlled unit captures a Computer-controlled repair facility,
any unit being repaired there is also captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
19. ROCKET TURRET
=================
o Rocket turret specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
--------------|------|-------|--------|------|--------------|--------
Rocket turret.|.250..|..-20..|..500...|.1x1..|.Outpost......|...6....
o When a rocket turret is placed, its weapons will be facing north.
o Rocket turrets will fire automatically on any enemy ground unit or
ornithopter within range.
o Computer-controlled rocket turrets may fire on any player carryalls which
come within range.
o A rocket turret which is targeting an airborne unit will tend to ignore enemy
ground units until the airborne unit is destroyed.
o Rocket turrets will not directly target enemy structures, Death Hands, or
frigates.
o Rocket turret rockets can be fired over all structures or units without
damaging them. Rocket turret cannons can fire over all friendly structures,
most enemy structures, and all friendly or enemy units without damaging them.
Rocket turret cannons cannot fire over mountains, enemy turrets and rocket
turrets, or enemy walls.
o Rocket turrets will not return fire if they are attacked by friendly units.
o On the construction yard Production Screen, rocket turrets are referred to as
R-TURRETS.
o Rocket turrets will continue to function while being fixed.
o Rocket turrets will attack only 1 target at a time.
o Although rocket turrets have 2 rocket pods, only one rocket is fired per
attack.
o A rocket turret's maximum scan range for targets is 8 spaces. Note that once
fired, a rocket can travel far beyond the rocket turret's scan range.
o Rocket turret target scan range:
8765432101234567
+----------------+
8|+++++++RR+++++++|8
7|+++++RRRRRR+++++|7
6|+++RRRRRRRRRR+++|6
5|++RRRRRRRRRRRR++|5
4|++RRRRRRRRRRRR++|4
3|+RRRRRRCCRRRRRR+|3
2|+RRRRRCCCCRRRRR+|2
1|RRRRRCCCCCCRRRRR|1
0|RRRRRCCC#CCRRRRR|0
1|+RRRRRCCCCRRRRR+|1
2|+RRRRRRCCRRRRRR+|2
3|++RRRRRRRRRRRR++|3
4|++RRRRRRRRRRRR++|4
5|+++RRRRRRRRRR+++|5
6|+++++RRRRRR+++++|6
7|+++++++RR+++++++|7
+----------------+
8765432101234567
-----------------------------------------------------------------------------
Notes: The "#" indicates the rocket turret; "R" indicates where a target will
trigger the launching of a rocket; "C" indicates where a target will trigger
the firing of the cannon; "+" indicates a space outside of the rocket
turret's scan range.
o Rocket turrets may be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
20. SPICE SILO
==============
o Silo specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
-----------|------|-------|--------|------|--------------|--------
Spice silo.|.150..|..-5...|..300...|.2x2..|.Refinery.....|...2....
o Clicking on a friendly spice silo will display its ID icon with 2 status
bars. Under the damage status bar will be an orange status bar indicating
the amount of spice stored at each silo and refinery under the player's
control. When this status bar is at maximum length, all friendly silos and
refineries are full.
o Whenever spice is received by a House, the spice is immediately divided
equally among all friendly storage facilities (refineries and silos). A
House's total quantity of stored spice is also immediately divided equally
among all its storage facilities whenever additional facilities become
available through construction or capture.
o When spice is used (when credits are spent), an equal share of the total
spice amount is removed from all friendly storage facilities.
o If a silo is destroyed, any spice it contained is also destroyed.
o Although refineries and silos are normally capable of holding up to 1,000
units of spice each, this capacity may sometimes increase to 1,005 units.
o A damaged silo can still hold at least 1,000 credits' worth of spice.
o Spice silos may be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
21. STARPORT
============
o Starport specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
----------|------|-------|--------|------|--------------|--------
Starport..|.500..|..-50..|.1,000..|.3x3..|.Refinery.....|...6....
o Once a player has a starport, the player's construction yard(s) will be
unable to produce another (unless/until the current starport is destroyed).
o When a starport is first placed on the battlefield, it will show a random
number of units available, and each unit type will have a random price.
o Prices of units available at a starport will change every few minutes of Game
Time. All unit prices will change simultaneously.
o Airborne units are generally not included in the numerical limit placed on
ground units, and have a separate maximum numerical limit. An exception to
this occurs when purchasing ornithopters from a starport, which cannot be
done if the numerical limit on ground units has been reached.
o The moment any unit is purchased at a Starport, the Order Screen is replaced
with the Game Screen, which will show the starport ID icon with 2 status
bars. Under the damage status bar will be a growing blue status bar which
indicates Game Time elapsing. When this status bar is at maximum length, a
frigate carrying the purchased unit(s) will enter the battlefield's airspace.
During the wait for the frigate, a player may purchase additional units at
the starport (up to the maximum that unit availability, credits, time, and
the game's limits on total existing units will allow).
o The starport has a "landing pad" with lights that will flash in a pattern
whenever a frigate is expected to arrive there.
o Once a frigate has entered the battlefield to land at a starport, the
starport will be unable to request additional units. New units can be
purchased again only after the frigate has left the battlefield.
o When a unit type is out of stock at a starport, it will be in stock again
eventually. Unit types are restocked individually or in larger groups.
o Units available at starports:
| ATREIDES AND | HARKONNEN
| ORDOS MISSIONS | MISSIONS
|-----------------|------------
UNIT | 6 : 7 : 8/9 | 6 : 7/8/9
-------------|-----:-----:-----|-----:------
Combat tank..|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
Harvester....|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
MCV..........|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
Missile tank.|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
Ornithopter..|.No..:.No..:.Yes.|.No..:.No...
Quad.........|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
Siege tank...|.No..:.Yes.:.Yes.|.No..:.Yes..
Trike........|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
-----------------------------------------------------------------------------
Notes: Harkonnen starports never provide ornithopters. Other than this one
exception, starports for each House will have the same unit types available
in a given mission.
o If a starport is tightly surrounded by other buildings, walls, or ground
units, a carryall will remove individual units from frigates which attempt to
unload there, and will then place those units on the battlefield.
o If a starport is expecting a frigate, but is destroyed before the frigate
arrives, the frigate will drop each purchased unit at a random point on the
battlefield.
o The STOP command on the starport Order Screen will only stop repairs to the
starport. The STOP command will not affect delivery of purchased units.
o Computer-controlled bases will not include starports, nor will the Computer
attempt to build starports in any mission.
o On the starport's Order Screen, the missile tank is referred to as a
LAUNCHER.
o On the starport's Order Screen, the ornithopter is referred to as a "THOPTER.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
22. TURRET
==========
o Turret specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
----------|------|-------|--------|------|--------------|--------
Turret....|.125..|..-10..|..250...|.1x1..|.Outpost......|...5....
o When a turret is placed, its cannon will be facing north.
o Turrets will fire automatically on any enemy ground unit or ornithopter
within range.
o Computer-controlled turrets may fire on any player carryalls which come
within range.
o A turret which is targeting an airborne unit will tend to ignore enemy ground
units until the airborne unit is destroyed.
o Turrets will not directly target enemy structures, Death Hands, or frigates.
o Turrets can fire over all friendly structures, most enemy structures, and all
friendly or enemy units without damaging them. Turrets cannot fire over
mountains, enemy turrets and rocket turrets, or enemy walls.
o Turrets will not return fire if they are attacked by friendly units.
o Turrets may be captured.
o Turrets will continue to function while being fixed.
o A turret's maximum scan range for targets is 5 spaces. Note that once fired,
a cannon shell can travel far beyond the turret's scan range.
o Turret target scan range:
5432101234
+----------+
5|++++CC++++|5
4|++CCCCCC++|4
3|+CCCCCCCC+|3
2|+CCCCCCCC+|2
1|CCCCCCCCCC|1
0|CCCCC#CCCC|0
1|+CCCCCCCC+|1
2|+CCCCCCCC+|2
3|++CCCCCC++|3
4|++++CC++++|4
+----------+
5432101234
-----------------------------------------------------------------------------
Notes: The "#" indicates the turret; "C" indicates where a target will
trigger the firing of the cannon; "+" indicates a space outside of the
turret's scan range.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
23. VEHICLE FACTORY
===================
o Vehicle factory specifications:
| | | | |Prerequisite|First
Structure |Cost|Power|Shield|Size|building |mission
--------------------------|----|-----|------|----|------------|-------
Vehicle factory, Atreides.|400.|.-20.|.800..|3x2.|Refinery....|...2...
Vehicle factory, Harkonnen|400.|.-20.|.800..|3x2.|Refinery....|...3...
Vehicle factory, Ordos....|400.|.-20.|.800..|3x2.|Refinery....|...2...
o A player can change a production order midway through production, or any time
before the vehicle is placed on the battlefield. (The STOP option does not
need to be selected before changing a production order.) In either case,
credits from the cancelled order are returned.
o If a House's last/only existing harvester is destroyed while another is being
built, and there are not enough credits available to complete the new
harvester, the destroyed harvester will not be replaced by carryall (and the
House will be left without a means to harvest spice). When this happens, the
construction order must be cancelled (or another solution must be found) in
order for a new harvester to be made available.
o On the vehicle factory Production Screen, the missile tank is referred to as
a LAUNCHER.
o Vehicle factories may be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
24. WALL
========
o Wall section specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
-------------|------|-------|--------|------|--------------|--------
Wall section.|..50..|...0...|..140...|.1x1..|.Outpost......|...4....
o Unlike the numerical limit on buildings and units, construction and placement
of wall sections is ultimately limited only by the amount of accessible rock
terrain.
o Upon placement, wall sections will automatically connect horizontally or
vertically to any other adjacent friendly or enemy wall sections, and will
also attempt to connect horizontally or vertically to adjacent areas where
pre-existing friendly or enemy wall sections or buildings were destroyed.
Existing wall sections can also reconfigure in such a way when they connect
to a new wall section.
o Wall sections are not damaged if placed directly on rock.
o Wall sections take a random amount of damage before being destroyed.
o Clicking on a wall section with the Selection Cursor has no effect (no ID
icon or status bar is displayed).
o Wall sections cannot be fixed.
o Walls provide no defense against sonic blasts. Wall sections also cannot be
affected by sonic blasts.
o Saboteurs can pass over enemy walls, and may do so without slowing down.
o Wall sections do not appear on radar.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
25. WINDTRAP
============
o Windtrap specifications:
| | | | | Prerequisite | First
Structure | Cost | Power | Shield | Size | building | mission
----------|------|-------|--------|------|-------------------|--------
Windtrap..|.300..|..100..|..400...|.2x2..|.Construction yard.|...1....
o Clicking on a friendly windtrap will display its ID icon with 2 status bars.
Under the damage status bar will be a blue status bar indicating the power
demand on each windtrap under the player's control. When this status bar is
at maximum length, all friendly windtraps are being tapped of all available
power.
o Windtraps do not need to be physically connected to friendly buildings to
have an effect on them. Destruction of concrete, wall sections or other
buildings between a windtrap and other friendly buildings will not cut the
windtrap's power supply to those buildings. Also, if a player captures a
Computer-controlled windtrap, its power output is diverted to the player's
buildings.
o If a player's windtraps cannot meet power demands, a lightning-bolt symbol
will begin flashing at the center of each of those windtraps. Note that
these symbols will never appear on Computer-controlled windtraps.
o When windtraps are not supplying enough power, all friendly buildings which
are less than 50% damaged will begin to slowly deteriorate to a 50%-damaged
status. (Buildings which are already at least 50% damaged are not affected
by a lack of power.)
o Damaged buildings draw as much power from windtraps as undamaged buildings of
the same type.
o If a player's last/only windtrap is destroyed, all player-controlled
construction yards will lose the ability to produce anything but concrete and
windtraps. Note that this is not true for Computer-controlled construction
yards. Computer construction yards may rebuild any destroyed Computer
building at any time.
o Windtraps may be captured.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
26. MANAGEMENT OF BUILDINGS
===========================
o Whenever spice is received by a House, the spice is immediately divided
equally among all friendly storage facilities (refineries and silos). A
House's total quantity of stored spice is also immediately divided equally
among all its storage facilities whenever additional facilities become
available through construction or capture.
o When spice is used (when credits are spent), an equal share of the total
spice amount is removed from all friendly storage facilities.
o A construction or repair project can be started with as little as 1 credit.
o When a new structure's placement grid appears, the upper left corner of the
grid will replace the Selection Cursor. If this corner is placed over any
part of the originating construction yard, pressing the A button will enter
the construction yard's Production Screen instead of placing (or attempting
to place) the new structure.
o In general, if each square in a structure's placement grid contains at least
50% rock, the structure can be placed. Any patches of sand under a structure
become rock when the structure is placed.
o While a building is being repaired or upgraded, it may still accept
production orders (if applicable). Note, however, that the order can only be
given from that building's Production Screen. (Orders issued with the B
button while the Game Screen is displayed would be ignored.) Repairs and/or
upgrades are suspended while construction is underway, and resume when
construction is complete.
o An Upgrade order cancels any construction order being carried out in the same
building.
o If an order is issued at a building while a different order is already being
carried out at the same building, the results will vary depending on those
orders. Dual-order results chart:
Overlapping orders | Results
-----------------------------------|-----------------------------------------
Build (Game Screen), Fix...........|.Build paused during Fix, then proceeds..
Build (Production Screen), Fix.....|.Build paused during Fix, then proceeds..
Build (Game Screen), Upgrade.......|.Build cancelled, Upgrade proceeds.......
Build (Production Screen), Upgrade.|.Build cancelled, Upgrade proceeds.......
Fix, Build (Game Screen)...........|.Fix proceeds, Build ignored.............
Fix, Build (Production Screen).....|.Fix cancelled, Build proceeds...........
Fix, Purchase (starport only)......|.Both proceed............................
Fix, Refine (refinery only)........|.Both proceed............................
Fix, Repair (repair facility only).|.Repair paused during Fix, then proceeds.
Fix, Upgrade.......................|.Fix cancelled, Upgrade proceeds.........
Purchase (starport only), Fix......|.Both proceed............................
Refine (refinery only), Fix........|.Both proceed............................
Repair (repair facility only), Fix.|.Repair paused during Fix, then proceeds.
Upgrade, Build (Production Screen).|.Upgrade cancelled, Build proceeds.......
Upgrade, Fix.......................|.Fix paused during Upgrade, then proceeds
-----------------------------------------------------------------------------
Notes: This chart shows all possible results when any two orders are issued
to a given building, and the second order has been issued while the first is
still being executed.
A Build order can be selected from an appropriate building's Production
Screen menu, or can be issued with the B button when the building is selected
on the Game Screen.
Note that even while Fix is suspended, the hammer symbol will continue to
flash over the building being fixed.
A palace can continue to prepare its special weapon/ability while it is being
fixed.
A "Refine order" is initiated when a harvester enters a refinery; A "Repair
order" is initiated when a unit enters a repair facility.
A Stop order at any building cancels all production, fixing and upgrading at
that building. A Stop order will not affect Purchase or Repair orders.
o Three different symbols can appear at the center of player buildings under
varying circumstances: 1) The "OK" symbol, which appears at a construction
yard or palace which is awaiting further orders, 2) the lightning-bolt
symbol, which appears at windtraps when they fail to meet energy demands, and
3) the hammer symbol, which appears at buildings under repair. (Note that
when more than one symbol is displayed at the same building, the "OK" symbol
will overlay a hammer symbol; a hammer symbol will overlay a lightning-bolt
symbol.)
o While a building is being upgraded, a Fix order can also be issued to the
building. A player can issue a Fix order to an upgrading building even when
there are no credits available to make the repairs. (When this happens, the
hammer symbol will continue to flash over the building until enough credits
become available to complete repairs, or until the Fix order is cancelled.)
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
27. UPGRADING BUILDINGS
=======================
o There are no buildings to be upgraded in mission 1 (for any House).
o Starting with mission 4, some buildings may be upgraded twice. Starting with
mission 6, an Ordos barracks may be upgraded 3 times. (An Ordos barracks is
the only building in the game that can be upgraded 3 times in a single
mission.)
o Some captured Computer buildings may require upgrades to reach their full
manufacturing potential.
o Number of building upgrades per mission, quick-reference chart:
|ATREIDES MISSIONS|ORDOS MISSIONS |HARKONNEN MISSIONS
|-----------------|-----------------|------------------
BUILDING |1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9
-----------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
Barracks.........|.:1:1:1:1:1:1:1:1|.:1:1:2:2:3:3:3:3|.:.:.:1:1:1:1:1:1.
Construction yard|.:.:.:.:.:1:.:.:.|.:.:.:.:.:1:.:.:.|.:.:.:.:.:1:.:.:..
Hi-Tech..........|.:.:.:.:.:.:1:.:.|.:.:.:.:.:.:1:.:.|.:.:.:.:.:.:.:.:..
Vehicle factory..|.:.:1:2:2:2:.:.:.|.:.:1:2:1:1:.:.:.|.:.:.:2:1:1:.:.:..
-----------------------------------------------------------------------------
Notes: Houses indicated are player-controlled Houses, only.
At the start of a mission, initial barracks types are soldier barracks for
House Atreides and House Ordos, and trooper barracks for House Harkonnen.
Harkonnen Hi-Techs are never upgraded.
o Upgrade detail chart, mission 2:
| FIRST/ONLY UPGRADE
|-------------------
BUILDING | COST : NEW OPTION
-------------------|------:------------
Barracks, Atreides.|.150..:.Infantry...
Barracks, Ordos....|.150..:.Infantry...
o Upgrade detail chart, mission 3:
| FIRST/ONLY UPGRADE
|-------------------
BUILDING | COST : NEW OPTION
--------------------------|------:------------
Barracks, Atreides........|.150..:.Infantry...
Barracks, Ordos...........|.150..:.Infantry...
Vehicle factory, Atreides.|.200..:.Quad.......
Vehicle factory, Ordos....|.200..:.Quad.......
o Upgrade detail chart, mission 4:
| FIRST UPGRADE | SECOND UPGRADE
|----------------------------------|------------------
BUILDING | COST : NEW OPTION(S) | COST : NEW OPTION
----------------------|------:---------------------------|------:-----------
Barracks, Atreides....|.150..:.Infantry..................|......:...........
Barracks, Harkonnen...|.200..:.Troopers..................|......:...........
Barracks, Ordos.......|.150..:.Infantry..................|.150..:.Trooper...
Vehicle factory (all).|.200..:.Harvester and combat tank.|.300..:.MCV.......
-----------------------------------------------------------------------------
Notes: Vehicle factories for all Houses are considered identical, here.
o Upgrade detail chart, mission 5:
| FIRST UPGRADE | SECOND UPGRADE
|---------------------|--------------------
BUILDING | COST : NEW OPTION | COST : NEW OPTION
---------------------------|------:--------------|------:-------------
Barracks, Atreides.........|.150..:.Infantry.....|......:.............
Barracks, Harkonnen........|.200..:.Troopers.....|......:.............
Barracks, Ordos............|.150..:.Infantry.....|.150..:.Trooper.....
Vehicle factory, Atreides..|.300..:.MCV..........|.300..:.Missile tank
Vehicle factory, Harkonnen.|.300..:.Missile tank.|......:.............
Vehicle factory, Ordos.....|.300..:.MCV..........|......:.............
o Upgrade detail chart, mission 6:
|FIRST UPGRADE |SECOND UPGRADE |THIRD UPGRADE
|------------------|---------------|---------------
BUILDING |COST:NEW OPTION |COST:NEW OPTION|COST:NEW OPTION
--------------------------|----:-------------|----:----------|----:----------
Barracks, Atreides........|150.:Infantry.....|....:..........|....:..........
Barracks, Harkonnen.......|200.:Troopers.....|....:..........|....:..........
Barracks, Ordos...........|150.:Infantry.....|150.:Trooper...|200.:Troopers..
Construction yard (all)...|200.:Rocket turret|....:..........|....:..........
Vehicle factory, Atreides.|300.:Missile tank.|300.:Siege tank|....:..........
Vehicle factory, Harkonnen|300.:Siege tank...|....:..........|....:..........
Vehicle factory, Ordos....|300.:Siege tank...|....:..........|....:..........
-----------------------------------------------------------------------------
Notes: Construction yards for all Houses are considered identical, here.
o Upgrade detail chart, mission 7:
|FIRST UPGRADE |SECOND UPGRADE |THIRD UPGRADE
|----------------|---------------|---------------
BUILDING |COST:NEW OPTION |COST:NEW OPTION|COST:NEW OPTION
-------------------|----:-----------|----:----------|----:----------
Barracks, Atreides.|150.:Infantry...|....:..........|....:..........
Barracks, Harkonnen|200.:Troopers...|....:..........|....:..........
Barracks, Ordos....|150.:Infantry...|150.:Trooper...|200.:Troopers..
Hi-Tech, Atreides..|250.:Ornithopter|....:..........|....:..........
Hi-Tech, Ordos.....|250.:Ornithopter|....:..........|....:..........
o Upgrade detail chart, mission 8:
|FIRST UPGRADE |SECOND UPGRADE |THIRD UPGRADE
|---------------|---------------|---------------
BUILDING |COST:NEW OPTION|COST:NEW OPTION|COST:NEW OPTION
-------------------|----:----------|----:----------|----:----------
Barracks, Atreides.|150.:Infantry..|....:..........|....:..........
Barracks, Harkonnen|200.:Troopers..|....:..........|....:..........
Barracks, Ordos....|150.:Infantry..|150.:Trooper...|200.:Troopers..
o Upgrade detail chart, mission 9:
|FIRST UPGRADE |SECOND UPGRADE |THIRD UPGRADE
|---------------|---------------|---------------
BUILDING |COST:NEW OPTION|COST:NEW OPTION|COST:NEW OPTION
-------------------|----:----------|----:----------|----:----------
Barracks, Atreides.|150.:Infantry..|....:..........|....:..........
Barracks, Harkonnen|200.:Troopers..|....:..........|....:..........
Barracks, Ordos....|150.:Infantry..|150.:Trooper...|200.:Troopers..
o After a building is successfully upgraded, its default Build option (shown on
the Game Screen when the building is initially clicked on) will change to the
option which is now available as a result of the upgrade.
o Index / Structure list-234567 / Unit list-23456 / Units/mission / Glossary
28. UNITS: GENERAL
==================
o Unless otherwise specified, the term "units" in this document generally
refers to any mobile component of any House's combat, harvesting or support
force. The term "airborne units" in this document refers specifically to all
carryalls, frigates and ornithopters.
o In every mission, there is a preset limit on the number of ground units, and
a separate preset limit on the number of airborne units, that a House may
have at any one time. If a House reaches its limit on ground units, all
friendly vehicle factories and barracks will refuse to manufacture new units,
and any friendly starport will refuse to purchase additional units of any
type (airborne or ground). Similarly, if a House reaches its limit on
airborne units, all friendly Hi-Techs will refuse to manufacture new units,
and any friendly starport will refuse to purchase additional airborne units.
These limits vary from mission to mission, and only apply to units that are
directly manufactured or purchased by that House. (Friendly reinforcement
units that are spontaneously dropped off by carryall, palace-generated units,
and frigates do not count against a House's unit limits. Also, a House may
always acquire additional carryalls and harvesters through the construction
of new refineries.)
o The term "range" in this document refers to the maximum linear distance
between two points on a horizontal or vertical line. This distance is
measured in "spaces", where 1 space is an area equal in size and shape to 1
quadrant of a concrete slab. (See the examples of range under section 19:
Rocket Turret, and section 22: Turret.)
o The term "Reveal Range" in this document refers to the largest area of the
battlefield that a player-controlled object will reveal/detect when it is
placed on the battlefield, moves, or fires. It also refers to the largest
area of the battlefield that a Computer-controlled object will reveal to
player-controlled forces when it fires.
o The Reveal Range for player-controlled ground units varies by unit type, by
whether the unit is moving or stationary, and by whether the unit is in
Escort mode or not.
o While a player-controlled ground unit is moving to a destination, and/or
while it is in Escort mode (see section 50: Management Of Units), its Reveal
Range is reduced. Specifically, a player-controlled ground unit (excluding
Fremen and saboteur units) moving or escorting in unexplored territory will
reveal/detect only the space it occupies, and the 8 surrounding spaces. A
Fremen or saboteur unit in motion does not reveal any unexplored territory
beyond the one space it occupies.
o Minimum Reveal Range for ground units other than Fremen and saboteurs:
###
###
###
-----------------------------------------------------------------------------
Notes: A "#" represents an area roughly equivalent in size to 1 quadrant of a
concrete slab. Here, a unit would be at the center of this 3x3 matrix.
o Ground units of any type (and belonging to any House) may occasionally cross
paths when they should normally not be able to do so. When this happens, one
unit will overlap the other, and neither unit will be damaged.
o Airborne units of any type (and belonging to any House) can cross paths at
any time without affecting one another.
o An airborne unit can be damaged if it overflies an explosion (including
projectile impacts on terrain, buildings or units).
o Once a unit has been ordered to attack a target unit, the target unit can be
tracked and followed into unexplored/unrevealed territory.
o If a Computer-controlled ground unit, turret or rocket turret fires from a
position which is not visible on the battlefield, that position and the area
around it will be revealed/detected.
o Any unit which fires 2 projectiles per attack will fire only 1 projectile per
attack if it becomes 50% damaged.
o Any unit which fires 2 projectiles per attack can split its attack between 2
targets if one target is destroyed with the first projectile, and/or the
attacking unit is given new orders before the second projectile is fired.
o Ground units may ignore intervening objects when firing on targets. Results
of such attacks vary depending on the type of attacking unit and the weapon
used. Deviators and missile tanks can fire over intervening objects;
Trooper(s) and Fremen units can fire over objects when rockets are used; and
sonic tanks can fire through mountains and walls without damaging them. With
any other type of attack from a ground unit, intervening mountains will block
attacks and remain undamaged, and intervening friendly and enemy buildings
and walls will block the attack and be damaged. In most attacks, intervening
friendly and enemy units will not be hit or damaged (exceptions to this can
include damage from sonic blasts, inaccurate missile attacks and/or secondary
damage from explosions at target locations).
o Solid projectiles may be fired over sandworms without striking them. Sonic
blasts directed at another target will damage intervening sandworms.
o Airborne units are generally not included in the numerical limit placed on
ground units, and have a separate maximum numerical limit. An exception to
this occurs when purchasing ornithopters from a starport, which cannot be
done if the numerical limit on ground units has been reached.
o When a unit is in Escort mode, it will attempt to move a minimal distance
every time the escorted unit begins to move. If the escorting unit is unable
to do this, it may discard its Escort order and default to Guard mode.
o On occasion, when a combat tank, Deviator, harvester, MCV, missile tank,
siege tank or sonic tank is destroyed, it will leave behind a soldier, which
will be undamaged and in Guard mode.
o With the exception of harvesters, Fremen and MCVs, all friendly ground units
in Guard mode will occasionally "fidget", reorienting themselves (and/or
their turrets, where applicable) at random times. Computer-controlled ground
units in Guard mode remain motionless, with the possible exception of
saboteurs in Area-guard mode.
o Airborne units do not reveal unexplored territory.
o Note that on occasion an explosion may itself become a target. Specifically,
an exploding enemy unit can remain a target until it explodes and the
fireball fades away. Until this happens, friendly forces may continue to
fire at that location, causing more explosions there. This cycle of firing
and explosions may be repeated several times.
o A unit's orders will be cancelled (and it will default to Guard mode) if its
target has been destroyed. "Target" here means any unit or building it was
ordered to move to and/or attack, or any unit that it was ordered to escort.
o In general, when a ground unit cannot carry out an order, it will default to
Guard mode. If 2 ground units are ordered to occupy the same empty target
space, the first unit to arrive will go into Guard mode; the second unit to
arrive will wait indefinitely for a chance to move into the target location.
During this wait, the unit will ignore all other enemy buildings and units
until it can complete the move, or until its move order is cancelled/changed.
o As a player-controlled ground unit is destroyed, its Reveal Range increases
to maximum, and any unrevealed/undetected territory around that unit is
revealed/detected accordingly.
o Combat units in Guard mode will never directly target walls for attack.
o Soldier, infantry, trooper and troopers units in Guard mode will not attempt
to capture enemy buildings.
o Sand dunes will not slow the movement of ground units any more than flat sand
will.
o Under varying circumstances, a ground unit may occasionally be produced which
will accumulate damage simply by moving. Such a unit will slowly accumulate
damage as it moves, and will eventually be destroyed if it is frequently in
motion and never repaired. (Note that repairing such a "decaying" unit will
restore it to an undamaged state, but does not alter its susceptibility to
movement-related damage.)
o When an infantry unit or a troopers unit is 50% damaged, it will be reduced
from a 3-individual group to a single, full-strength individual (an infantry
unit is reduced to a soldier; a troopers unit is reduced to a trooper). When
this happens, the surviving soldier or trooper may attempt to retreat from
combat and return to its point of origin (typically a space adjacent to the
barracks which produced the original infantry or troopers unit). While a
unit is retreating, it will not return fire if fired upon. If and when the
retreating unit reaches its destination, it will stop and go into Guard mode.
Note that a retreating player unit can be given new orders at any time, while
a retreating Computer unit cannot. (A retreating Computer unit will attempt
only to reach its point of origin; Once it stops retreating, it will go into
Guard mode and may remain stationary for the rest of the game.)
o Ground units may not always pick the shortest path to a destination, and may
occasionally become locked in a repeating search pattern when attempting to
negotiate a path around large obstacles. If this happens with a player unit,
it can be given a series of new Move commands to break the desired path into
smaller steps.
o When not moving to specific targets, ornithopters and carryalls which remain
in the vicinity of the battlefield will patrol continuously. Most patrolling
carryalls tend to move in tight, distorted clockwise circles or ovals, while
patrolling ornithopters tend towards larger, sweeping clockwise patterns,
with occasional counterclockwise curves or loops.
o Damaged ground units can only summon carryalls which are already present on
the battlefield.
o Ground units can exit a factory or other building through any side, and can
appear at any unoccupied space immediately adjacent to the building.
o Availability of units through production or purchase, quick-reference chart:
|ATREIDES MISSIONS |ORDOS MISSIONS |HARKONNEN MISSIONS
|-------------------|-------------------|-------------------
UNIT TYPE |2:3:4:5:6 :7 :8 :9 |2:3:4:5:6 :7 :8 :9 |2:3:4:5:6 :7 :8 :9
-------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
Carryall.....|.:.:.:X:X.:X.:X.:X.|.:.:.:X:X.:X.:X.:X.|.:.:.:X:X.:X.:X.:X.
Combat tank..|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
Death Hand...|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..|.:.:.:.:..:..:X.:X.
Devastator...|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..|.:.:.:.:..:X.:X.:X.
Deviator.....|.:.:.:.:..:..:..:..|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:..:..:..
1-Fremen unit|.:.:.:.:..:..:X.:X.|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..
3-Fremen unit|.:.:.:.:..:..:X.:X.|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..
Harvester....|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
Infantry.....|X:X:X:X:X.:X.:X.:X.|X:X:X:X:X.:X.:X.:X.|.:.:.:.:..:..:..:..
MCV..........|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
Missile tank.|.:.:.:X:X.:X.:X.:X.|.:.:.:.:X.:X.:X.:X.|.:.:.:X:X.:X.:X.:X.
Ornithopter..|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:..:..:..
Quad.........|.:X:X:X:X.:X.:X.:X.|.:X:X:X:X.:X.:X.:X.|.:X:X:X:X.:X.:X.:X.
Raider trike.|.:.:.:.:..:..:..:..|X:X:X:X:X.:X.:X.:X.|.:.:.:.:..:..:..:..
Saboteur.....|.:.:.:.:..:..:..:..|.:.:.:.:..:..:X.:X.|.:.:.:.:..:..:..:..
Siege tank...|.:.:.:.:X.:X.:X.:X.|.:.:.:.:..:X.:X.:X.|.:.:.:.:X.:X.:X.:X.
Soldier......|X:X:X:X:X.:X.:X.:X.|X:X:X:X:X.:X.:X.:X.|.:.:.:.:..:..:..:..
Sonic tank...|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..
Trike........|X:X:X:X:X.:X.:X.:X.|.:.:.:.:X.:X.:X.:X.|.:.:.:.:X.:X.:X.:X.
Trooper......|.:.:.:.:..:..:..:..|.:.:X:X:X.:X.:X.:X.|X:X:X:X:X.:X.:X.:X.
Troopers.....|.:.:.:.:..:..:..:..|.:.:.:.:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
-------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
| : : : : : : : | : : : : : : : | : : : : : : :
UNITS/MISSION| : : : : : : : | : : : : : : : | : : : : : : :
-------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
New types....|3:1:3:2:.1:.2:.2:.0|3:1:4:1:.3:.3:.1:.0|1:1:4:2:.2:.1:.1:.0
Old types....|0:3:4:7:.9:10:12:14|0:3:4:8:.9:12:15:16|0:1:2:6:.8:10:11:12
-------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
Total types..|3:4:7:9:10:12:14:14|3:4:8:9:12:15:16:16|1:2:6:8:10:11:12:12
-----------------------------------------------------------------------------
Notes: This chart shows all unit types available to all Houses through direct
production or purchase, only; Units obtained by any other means (such as
harvesters delivered with newly purchased refineries) are not included here.
o Availability of units not commonly produced or purchased:
Unit | Atreides | Ordos | Harkonnen
-------------|--------------------|-------------------|-------------------
Death Hand...|.Unavailable........|.Unavailable.......|...................
Devastator...|.Capture/Deviation..|.Capture/Deviation.|...................
Deviator.....|.Capture/Deviation..|...................|.Capture/Deviation.
Fremen.......|....................|.Unavailable.......|.Unavailable.......
Infantry.....|....................|...................|.Deviation.........
Ornithopter..|....................|...................|.Capture/Deviation.
Raider trike.|.Capture/Deviation..|...................|.Capture/Deviation.
Saboteur.....|.Unavailable........|...................|.Unavailable.......
Soldier......|....................|...................|.Deviation/Survivor
Sonic tank...|....................|.Capture/Deviation.|.Capture/Deviation.
Trooper......|.Deviation/Survivor.|...................|...................
Troopers.....|.Airlifts/Deviation.|...................|...................
-----------------------------------------------------------------------------
Notes: "Unavailable" means that this unit will not be available to this House
under any circumstances; "Capture" means that this House may build this unit
after capturing an appropriate enemy vehicle factory or Hi-Tech facility;
"Deviation" means that this House may control this enemy unit through
successful attack by a Deviator (note that in some cases this will mean that
this House must first capture an Ordos vehicle factory which is capable of
producing Deviators); "Airlifts" means that this unit may be delivered to
this House by carryall (in missions where carryalls supply reinforcement
units); "Survivor" refers to instances where this unit is generated from the
destruction of another unit belonging to this House.
o Unit list, alphabetical sort:
| | | | | |Provided at (will vary by|To build
Unit |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
-------------|----|----|------|-----|-----|-------------------------|--------
Carryall.....|800.|..0.|.100..|.200.|N/A..|Refinery/Hi-Tech.........|Hi-Tech.
Combat tank..|300.|.38.|.200..|..25.|..4..|Vehicle factory/starport.|Outpost.
Death Hand...|..0.|150.|..70..|.250.|N/A..|Palace...................|........
Devastator...|800.|.60.|.400..|..10.|..5..|Vehicle factory..........|Hi-Tech.
Deviator.....|750.|..0.|.120..|..30.|..7..|Vehicle factory..........|Hi-Tech.
1-Fremen unit|..0.|..8.|..90..|..15.|..3..|Palace...................|........
3-Fremen unit|..0.|..8.|.220..|..10.|..3..|Palace...................|........
Harvester....|300.|..0.|.150..|..30.|N/A..|Refinery/factory/starport|........
Infantry.....|100.|..4.|..50..|...5.|..2..|Barracks.................|........
MCV..........|900.|..0.|.150..|..20.|N/A..|Vehicle factory/starport.|Outpost.
Missile tank.|450.|112.|.100..|..30.|..9..|Vehicle factory/starport.|Outpost.
Ornithopter..|600.|.75.|...5..|.150.|..5..|Hi-Tech/starport.........|Hi-Tech.
Quad.........|200.|.10.|.130..|..50.|..3..|Vehicle factory/starport.|........
Raider trike.|150.|..8.|..80..|..75.|..3..|Vehicle factory..........|........
Saboteur.....|..0.|150.|..40..|..40.|..2..|Palace...................|........
Siege tank...|600.|.45.|.300..|..20.|..5..|Vehicle factory/starport.|Outpost.