Dune manual
DUNE: THE BATTLE FOR ARRAKIS ------------------------------------------------------------------------------- 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. Passwords | Buildings: General (10) 4. Mission Overview | Capturing Structures (51) 5. Battlefield | Carryall (29) 6. Spice | Combat Tank (30) 7. Spice Bloom | Computer-Controlled Forces (53) 8. Radar Screen | Concrete (12) 9. Credits | Construction Yard (13) 10. Buildings: 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 (57) 19. Rocket Turret | Harvester (36) 20. Spice Silo | Hi-Tech (14) 21. Starport | Infantry (37) 22. Turret | Introduction (0) 23. Vehicle Factory | Management Of Structures (26) 24. Wall | Management Of Units (50) 25. Windtrap | MCV (38) 26. Management Of Structures | Missile Tank (39) 27. Upgrading Structures | Mission Overview (4) 28. Units: General | Multiple-Weapon Units (52) 29. Carryall | Ornithopter (40) 30. Combat Tank | Outpost (15) 31. Death Hand | Palace (16) 32. Devastator | Passwords (3) 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 | Trike (47) 50. Management Of Units | Trooper (48) 51. Capturing Structures | Troopers (49) 52. Multiple-Weapon Units | Turret (22) 53. Computer-Controlled Forces | Units: General (28) 54. Sandworm | Upgrading Structures (27) 55. Sardaukar | Vehicle Factory (23) 56. End Mission | Wall (24) 57. Glossary | Windtrap (25) ------------------------------------------------------------------------------- 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. 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 structure, ground unit, etc. during game play, and pressing the A button once. o When the main menu appears, the player has 30 seconds to select an option before the tutorial automatically runs. 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 Clicking on a revealed Computer-controlled ground unit or structure 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 structures, but are displayed for Computer-controlled harvesters. o As a 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 structure 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 building's placement grid) can be moved at 3 different speeds: low, medium and high. When using the D button alone, 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 ground unit is clicked on, it is highlighted with a white or red flashing indicator. A white indicator means that this unit is awaiting an order from the player. A red indicator means that this unit will not accept orders from the player. o If a revealed 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 territory, its icon and damage status bar will disappear. o Specific enemy units 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 units, even if they are hidden in unrevealed areas of the battlefield (note, however, that there is no TARGET soundbite played when a valid hidden target is chosen). o A player may place a building at a site which is being overflown by friendly or enemy airborne units. Neither the building 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-structure 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 Time is not measured while the game is paused. o After a new building'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 building's placement grid: 1) Clicking again on the originating construction yard, or 2) clicking on any visible Computer-controlled structure and pressing B. o When a new building'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 building 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. 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 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 building or unit constructed is actually available. o 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 structure with rockets, there will usually be an explosion soundbite played as the rocket strikes. This sound is suppressed if the rocket strikes the structure in an area which is on fire. o After exiting the Options screen, the music test and sound test 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 made. o Specific enemy units 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 units, even if they are hidden in unrevealed areas of the battlefield (note, however, that there is no TARGET soundbite played when a valid hidden target is chosen). 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 Hands 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 including sound effects from the game. 3. PASSWORDS ============ o Passwords to start each mission for each House: Mission | Atreides | Ordos | Harkonnen --------|------------|------------|----------- ...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 for mission 1. To switch to mission 1 from any other mission (without resetting or restarting the system), enter the Options Screen, choose PICK ANOTHER HOUSE, and follow the prompts. 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 (or both, if they occur simultaneously) 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. 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 buildings, starting locations of player and Computer units, and starting locations of sandworms are all unvarying each time a given mission is started. o Building 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 building space as a construction yard or windtrap, while an overlapped pair of large mountains consumes as much building space as a starport or palace. Note that two types of small mountains appear in the game. Both consume an equal amount of building space. Although there is only one type of single large mountain, it consumes an area of building 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. 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. 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 is 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 meet, 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 spice blooms will appear as dark dots on the radar screen. o Spice blooms are not present in all missions. 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 structures. o On the radar screen, revealed rock is a darker shade of the color used for sand. o Revealed mountains and spice blooms will appear as dark dots on the radar screen. o On the radar screen, a revealed structure appears as a rectangle in the House color of the side which controls it. o Revealed 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 such 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. o If a friendly ornithopter fires from a position which is not visible on the battlefield, that position and the area around it will be revealed. o Player carryalls may, from time to time, drop off new reinforcement units. If a player unit is dropped off in a location that is not visible on the battlefield, the unit and the area around it will be revealed. 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 a player's Fremen units appear in a location that is not visible on the battlefield, the units and the immediate area around them will be revealed. o On the radar screen, revealed Fremen units and sandworms 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 structure 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 ground unit moves across the battlefield, a 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. 9. CREDITS ========== o A "credit" is a monetary unit of measure, where 1 credit represents the smallest physical amount of spice which is considered to have any real value. In general, a credit level directly represents the total amount of spice held by a House's storage facilities (for example, a House with "500 credits" available has a combined total of 500 credits' worth of spice stored in one or more friendly refineries and/or silos). o There are three occasions where a player's credit level can exceed the amount of spice in friendly storage facilities: 1) At the start of each mission a player has a construction yard and a certain number of credits, but no spice storage capacity; 2) Although a player's spice/credit level will drop to nearly zero if all friendly refineries and silos are destroyed, credits may be regained if any construction or upgrading projects in progress at any friendly structures are cancelled (note that in either case, the condition of having more credits than spice will last only until the player's spice storage capacity equals or exceeds the current credit level); and 3) a credit bonus is awarded to a House when all friendly refineries and silos are full. The bonus is typically 5 credits per friendly refinery, but this can vary to include 5-credit bonuses for silos, as well. 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, buildings and units can occasionally be manufactured 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, credits will disappear intermittently, at an average rate of about 1 credit every 3 minutes. 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 structures 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 facilities 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. 10. BUILDINGS: GENERAL ====================== o The term "building" (as a noun) in this document refers to any construction yard, and to anything that can be produced by a construction yard. The term "structure" in this document refers to all buildings, excluding concrete slabs and wall sections. o When a structure is placed, there is a moment where the graphics will flicker, alternating between showing a completed structure, and an interim stage. Even before the image finalizes, the structure may be selected, fixed, targeted, etc. o When a building is placed, any unrevealed terrain at the building site will be revealed. o Structures not placed fully on concrete will start off with damage. The less rock there is directly under a structure when it is placed, the less damage the structure 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 structure as a percentage, where 0% would mean the structure is undamaged. Example: Placing a windtrap (2x2=4 squares in its placement grid) on only 3 squares of concrete means the windtrap will start off with 12.5% damage, as 50-50/4*3=12.5. A structure 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 structures, the more inefficient it will become. With windtraps, this decline in performance means a lower energy output; with all other structures, 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 buildings; 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 structures draw as much power from windtraps as undamaged structures of the same type. o Three different symbols can appear at the center of player structures 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 structures under repair. (Note that when more than one symbol is displayed at the same structure, the "OK" symbol will overlay a hammer symbol, and a hammer symbol will overlay a lightning bolt symbol.) o When a structure explodes, any structures, 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 structures that may exist at one time. (From 68 to 70 structures 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 structure (friendly or enemy) is destroyed. In this way, when the mission's structure limit is reached, an attacker may destroy a defender's structure, and then construct a new one for the attacking side, preventing the defender from replacing the destroyed structure. o Many structures have a rotating beacon in the lower left of the building site. A beacon's color will be the House color of the side controlling that structure. o If fire and smoke plumes appear over a structure, it has been attacked and is at least 50% damaged. o When a structure is destroyed, any unit located at the structure (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 structure (such as a carryall or ornithopter) may also be destroyed, along with any cargo held by that unit. If the structure was constructing a building or a unit at the time, the credits spent on that construction are returned. If the structure was repairing a unit at the time, the credits spent on that repair are returned. If the structure 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 buildings except concrete and repair facilities. o A player cannot place buildings on top of a Computer House's concrete or other Computer buildings. A player can place a building adjacent to Computer concrete, structures, walls, or on top of areas of damage where they had existed, provided that the building being placed is also adjacent to player concrete, structures or walls (or the building being placed is a construction yard generated by an MCV). o Any units attacking or moving towards a structure will stop attacking or moving towards it if the structure 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 building, a unit or a mountain which is being struck by weapon fire. o After a structure is successfully upgraded, its default build option (shown on the Game Screen when the structure is initially clicked on) will default to the option now available as a result of the upgrade. o Highlighting STOP on a structure's Production screen will display the last thing built, or last available option on the menu. o While a structure is being upgraded, a Fix order can also be issued to the structure. A player can issue a Fix order to an upgrading structure even when there are no credits available to make the repairs. (When this happens, the hammer symbol will continue to flash over the structure until enough credits become available to complete repairs, or until the Fix order is cancelled.) o Building list, alphabetical sort: | | | | |Prerequisite |First Building |Cost|Power|Shield|Size|structure(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 horizontal spaces by vertical spaces, where 1 space is equal in size and shape to 1 quadrant of a 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 Building list, cost sort: | | | | |Prerequisite |First Building |Cost|Power|Shield|Size|structure(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 Building list, power sort: | | | | |Prerequisite |First Building |Power|Cost|Shield|Size|structure(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 Building list, shield sort: | | | | |Prerequisite |First Building |Shield|Cost|Power|Size|structure(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 Building list, size sort: | | | | |Prerequisite |First Building |Size|Cost|Power|Shield|structure(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 Building list, prerequisite sort: |Prerequisite | | | | |First Building |structure(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 Building list, mission sort: |First | | | | |Prerequisite Building |Mission|Cost|Power|Shield|Size|structure(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. 11. BARRACKS ============ o On the Game Screen, soldier barracks are identical in appearance to trooper barracks. The barracks type for any House can be discerned by clicking on the barracks and noting the soldier, infantry or trooper(s) icon displayed in the Identification window. 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 In an 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. 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. 12. CONCRETE ============ o Concrete slabs can be placed anywhere where 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 another building) 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 structures 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 if a unit or structure on the concrete is attacked. o Clicking on concrete with the Selection Cursor does not work (no ID icon or status bar is displayed). o Concrete cannot be fixed. o Concrete does not appear on radar. 13. CONSTRUCTION YARD ===================== o A player's initial construction yard will not be susceptible to damage from lack of power until after a friendly windtrap is placed. o Construction yards do not draw power from windtraps. However, if windtraps are not meeting the power demands of other friendly structures, then all friendly structures, including construction yards, become susceptible to damage from the lack of power. o If a construction yard is not selected as it finishes a building, an "OK" symbol appears over the construction yard. Clicking on that construction yard will bring up the finished building'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 product 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 buildings 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 structure 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 command. o Construction yards may be captured. 14. HI-TECH =========== 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 build any type of vehicle available to that House at any time. o Hi-tech facilities may be captured. 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. 15. OUTPOST =========== o If a player's last/only outpost is destroyed, all player-controlled vehicle factories will lose the ability to upgrade structures. Note that this is not true for Computer-controlled vehicle factories. Computer vehicle factories can build any type of vehicle available to that House at any time. o Outposts cannot be captured. 16. PALACE ========== o As soon as a palace is placed on the battlefield, its weapon/ability is available. 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 ability in the Command Window, with a status bar indicating the amount of time elapsing until the ability is ready (the status bar will be at zero for some time before beginning to increase again). The longer the status bar, the closer the ability is to being ready. 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 will 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 structures, walls, or ground units, it may be difficult or impossible to deploy a saboteur. o If a palace's Targeting Cursor is clicked on a friendly unit, that unit will request orders (whether or not it has been accepted as a valid target). o Palaces cannot be captured. 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 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 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 about 10 minutes of real time for a Harkonnen or Emperor palace to regenerate a Death Hand, and about 5 minutes of real time for an Atreides palace to regenerate the summon-Fremen ability, or for an Ordos palace to regenerate a saboteur. Note that damage to a palace will not increase this time delay. 17. REFINERY ============ 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 all refineries and silos under the player's control. When this status bar is at maximum length, all refineries and silos are full. o The refinery has a "landing pad" 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 or silo is destroyed, any spice it contained is also destroyed. (Spice/credits are not transferred to other friendly refineries or silos.) o Refineries may be captured. o If a refinery is captured while a harvester is unloading there, the harvester is captured also. o A damaged refinery can still hold at least 1,000 credits' worth of spice. 18. REPAIR FACILITY =================== o Clicking on a revealed 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 structures, walls, or ground units, then most units 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 structures, walls, or ground units, a carryall will remove that unit and return the 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 as 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 buildings except concrete and repair facilities. 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 Repair facilities may be captured. o If a player-controlled unit captures a Computer-controlled repair facility, any unit being repaired there is captured, also. 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. 19. ROCKET TURRET ================= 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 Rocket turrets will not directly target enemy buildings, Death Hands, or frigates. o Rocket turret rockets can be fired over all buildings or units without damaging them. Rocket turret cannons can fire over all friendly buildings, most enemy buildings, 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 Rocket turrets may be captured. 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. 20. SPICE SILO ============== 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 all silos and refineries under the player's control. When this status bar is at maximum length, all silos and refineries are full. o If a silo or refinery is destroyed, any spice it contained is also destroyed. (Spice/credits are not transferred to other friendly silos or refineries.) o Spice silos may be captured. o A damaged silo can still hold at least 1,000 credits' worth of spice. 21. STARPORT ============ 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 placed, it will have a random number of units, 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 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 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, money, 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 MISSIONS | ORDOS MISSIONS | HARKONNEN MISSIONS |---------------------|---------------------|------------------- UNIT | 6 : 7 : 8 and 9 | 6 : 7 : 8 and 9 | 6 : 7, 8 and 9 -------------|-----:-----:---------|-----:-----:---------|-----:------------- Combat tank..|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes......... Harvester....|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes......... MCV..........|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes......... Missile tank.|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes......... Ornithopter..|.No..:.No..:.Yes.....|.No..:.No..:.Yes.....|.No..:.No.......... Quad.........|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes......... Siege tank...|.No..:.Yes.:.Yes.....|.No..:.Yes.:.Yes.....|.No..:.Yes......... Trike........|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes.:.Yes.....|.Yes.:.Yes......... ----------------------------------------------------------------------------- Notes: Houses indicated are player-controlled Houses, only. Harkonnen starports never provide ornithopters (other than this one exception, the starports for all Houses have the same unit types available in a given mission). o If a starport is tightly surrounded by other structures, 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 The Stop command on the starport Order Screen will only stop repairs to the starport. Stop will not affect delivery of purchased units. 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 A Computer-controlled House will not have or build starports in any mission. 22. TURRET ========== 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 Turrets will not directly target enemy buildings, Death Hands, or frigates. o Turrets can fire over all friendly buildings, most enemy buildings, 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. 23. VEHICLE FACTORY =================== o A player can change a production order midway through production. 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 On the vehicle factory Production Screen, the missile tank is referred to as a LAUNCHER. 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 Vehicle factories may be captured. 24. WALL ======== o Unlike the numerical limit on structures 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 structures 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 does not work (no ID icon or status bar is displayed). o Wall sections cannot be fixed. o Walls provide no defense against sonic blasts. o Wall sections cannot be affected by sonic blasts. o Wall sections do not appear on radar. 25. WINDTRAP ============ 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 all windtraps 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 structures to have an effect on them. Destruction of concrete, wall sections or other structures between a windtrap and other friendly structures will not cut the windtrap's power supply to those structures. Also, if a player captures a Computer-controlled windtrap, its power output is diverted to the player's structures. o If a player's windtraps cannot meet power demands, a lightning 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 structures which are less than 50% damaged will begin to slowly deteriorate to a 50%-damaged status. (Structures which are already at least 50% damaged are not affected by a lack of power.) o Damaged structures draw as much power from windtraps as undamaged structures 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 structure at any time. o Windtraps may be captured. 26. MANAGEMENT OF STRUCTURES ============================ o A construction or repair project can be started with as little as 1 credit (even though a player's last credit cannot be spent). o When a new building'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 instead of placing (or attempting to place) the new building. o While a structure is being repaired or upgraded, it may still accept construction orders (if applicable). Note, however, that the order can only be given from that structure'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 In general, if each square in a building's placement grid contains at least 50% rock, the building can be placed. Any patches of sand under a building become rock when the building is placed. o An upgrade order cancels any construction order being carried out in the same structure. o If an order is issued at a structure while a different order is already being carried out at the same structure, 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 structure, and the second order has been issued while the first is still being executed. A Build order can be selected from an appropriate structure's Production Screen menu or given with the B button while the structure is selected on the Game Screen. Note that even while Fix is suspended, the hammer symbol will continue to flash over the structure 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 structure cancels all building, fixing and upgrading at that structure. Stop will not affect Purchase or Repair orders. o Three different symbols can appear at the center of player structures 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 structures under repair. (Note that when more than one symbol is displayed at the same structure, the "OK" symbol will overlay a hammer symbol, and a hammer symbol will overlay a lightning bolt symbol.) o While a structure is being upgraded, a Fix order can also be issued to the structure. A player can issue a Fix order to an upgrading structure even when there are no credits available to make the repairs. (When this happens, the hammer symbol will continue to flash over the structure until enough credits become available to complete repairs, or until the Fix order is cancelled.) 27. UPGRADING STRUCTURES ======================== o There are no structures to be upgraded in mission 1 (for any House). o Starting with mission 4, some structures may be upgraded twice. Starting with mission 6, Ordos barracks may be upgraded 3 times. (An Ordos barracks is the only structure in the game that can be upgraded 3 times in one mission.) o Some captured Computer structures may require upgrades to reach their full manufacturing potential. o Number of structure upgrades per mission, quick-reference chart: |ATREIDES MISSIONS|ORDOS MISSIONS |HARKONNEN MISSIONS |-----------------|-----------------|------------------ STRUCTURE |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 |------------------- STRUCTURE | COST : NEW OPTION -------------------|------:------------ Barracks, Atreides.|.150..:.Infantry... Barracks, Ordos....|.150..:.Infantry... o Upgrade detail chart, mission 3: | FIRST/ONLY UPGRADE |------------------- STRUCTURE | 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 |----------------------------------|------------------ STRUCTURE | 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 |---------------------|-------------------- STRUCTURE | 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 |------------------|---------------|--------------- STRUCTURE |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 |----------------|---------------|--------------- STRUCTURE |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 |---------------|---------------|--------------- STRUCTURE |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 |---------------|---------------|--------------- STRUCTURE |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.. 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 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 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 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, each player-controlled ground unit, (excluding Fremen and saboteur units) moving through (or escorting in) unexplored territory will reveal the space it occupies, and the eight surrounding spaces, only. (A player-controlled Fremen or saboteur unit in motion does not reveal any unexplored territory beyond the one space it occupies.) Minimum 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. 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, structures 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. 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 structures 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 waves 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 is ordering ornithopters units from a starport, which cannot be done if the numerical limit on ground units has been reached. o When a unit is escorting, it will attempt to move a minimal distance every time the escorted unit moves. 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 can continue until the target location is (at least momentarily) clear. 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 structure 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 structures and units until it can complete the move or its move order is cancelled or changed. o As a player-controlled ground unit is destroyed, its reveal range increases to maximum, and any unrevealed territory around that unit is revealed 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 structures. 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 a "decaying" unit will restore it to an undamaged state, but does not alter its susceptibility to damage caused by movement.) 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 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, give it a series of new Move commands, orders, breaking 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 Specific enemy units 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 units, even if they are hidden in unrevealed areas of the battlefield (note, however, that there is no TARGET soundbite played when a valid hidden target is chosen). o Damaged ground units can only summon carryalls which are already present on the battlefield. o Ground units can exit a factory or other structure through any wall, and can appear at any unoccupied space adjacent to the structure. o Availability of units through production or purchase, quick-reference chart: |ATREIDES MISSIONS |ORDOS MISSIONS |HARKONNEN MISSIONS |--------------------|---------------------|-------------------- UNIT TYPE |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 -------------|-:-:-:-:-:-:--:--:--|-:-:-:-:-:--:--:--:--|-:-:-:-:-:-:--:--:-- Carryall.....|.:.:.:.:1:.:..:..:..|.:.:.:.:1:..:..:..:..|.:.:.:.:1:.:..:..:.. Combat tank..|.:.:.:1:.:.:..:..:..|.:.:.:1:.:..:..:..:..|.:.:.:1:.:.:..:..:.. Death Hand...|.:.:.:.:.:.:..:..:..|.:.:.:.:.:..:..:..:..|.:.:.:.:.:.:..:.1:.. Devastator...|.:.:.:.:.:.:..:..:..|.:.:.:.:.:..:..:..:..|.:.:.:.:.:.:.1:..:.. Deviator.....|.:.:.:.:.:.:..:..:..|.:.:.:.:.:..:.1:..:..|.:.:.:.:.:.:..:..:.. 1-Fremen unit|.:.:.:.:.:.:..:.1:..|.:.:.:.:.:..:..:..:..|.:.:.:.:.:.:..:..:.. 3-Fremen unit|.:.:.:.:.:.:..:.1:..|.:.:.:.:.:..:..:..:..|.:.:.:.:.:.:..:..:.. Harvester....|.:.:.:.:.:.:..:..:..|.:.:.:.:.:..:..:..:..|.:.:.:.:.:.:..:..:.. Infantry.....|.:1:.:.:.:.:..:..:..|.:1:.:.:.:..:..:..:..|.:.:.:.:.:.:..:..:.. MCV..........|.:.:.:1:.:.:..:..:..|.:.:.:1:.:..:..:..:..|.:.:.:1:.:.:..:..:.. Missile tank.|.:.:.:.:1:.:..:..:..|.:.:.:.:.:.1:..:..:..|.:.:.:.:1:.:..:..:.. Ornithopter..|.:.:.:.:.:.:.1:..:..|.:.:.:.:.:..:.1:..:..|.:.:.:.:.:.:..:..:.. Quad.........|.:.:1:.:.:.:..:..:..|.:.:1:.:.:..:..:..:..|.:.:1:.:.:.:..:..:.. Raider trike.|.:.:.:.:.:.:..:..:..|.:1:.:.:.:..:..:..:..|.:.:.:.:.:.:..:..:.. Saboteur.....|.:.:.:.:.:.:..:..:..|.:.:.:.:.:..:..:.1:..|.:.:.:.:.:.:..:..:.. Siege tank...|.:.:.:.:.:1:..:..:..|.:.:.:.:.:..:.1:..:..|.:.:.:.:.:1:..:..:.. Soldier......|.:1:.:.:.:.:..:..:..|.:1:.:.:.:..:..:..:..|.:.:.:.:.:.:..:..:.. Sonic tank...|.:.:.:.:.:.:.1:..:..|.:.:.:.:.:..:..:..:..|.:.:.:.:.:.:..:..:.. Trike........|.:1:.:.:.:.:..:..:..|.:.:.:.:.:.1:..:..:..|.:.:.:.:.:1:..:..:.. Trooper......|.:.:.:.:.:.:..:..:..|.:.:.:1:.:..:..:..:..|.:1:.:.:.:.:..:..:.. Troopers.....|.:.:.:.:.:.:..:..:..|.:.:.:.:.:.1:..:..:..|.:.:.:1:.:.:..:..:.. -------------|-:-:-:-:-:-:--:--:--|-:-:-:-:-:--:--:--:--|-:-:-:-:-:-:--:--:-- | : : : : : : : : | : : : : : : : : | : : : : : : : : UNITS/MISSION| : : : : : : : : | : : : : : : : : | : : : : : : : : -------------|-:-:-:-:-:-:--:--:--|-:-:-:-:-:--:--:--:--|-:-:-:-:-:-:--:--:-- New types....|0:3:1:2:2:1:.2:.2:.0|0:3:1:3:1:.3:.3:.1:.0|0:1:1:3:2:2:.1:.1:.0 Old types....|0:0:3:4:6:8:.9:11:13|0:0:3:4:7:.8:11:14:15|0:0:1:2:5:7:.9:10:11 -------------|-:-:-:-:-:-:--:--:--|-:-:-:-:-:--:--:--:--|-:-:-:-:-:-:--:--:-- Total types..|0:3:4:6:8:9:11:13:13|0:3:4:7:8:11:14:15:15|0:1:2:5:7:9:10:11:11 ----------------------------------------------------------------------------- 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 new 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. Soldier......|.60.|..4.|..20..|...8.|..2..|Barracks.................|........ Sonic tank...|600.|.90.|.110..|..30.|..8..|Vehicle factory..........|Hi-tech. Trike........|150.|..8.|.100..|..60.|..3..|Vehicle factory/starport.|........ Trooper......|100.|..8.|..45..|..15.|..3..|Barracks.................|........ Troopers.....|200.|..8.|.110..|..10.|..3..|Barracks.................|........ ----------------------------------------------------------------------------- Notes: Some units are only available to certain Houses, and/or are only available in later missions. "Cost" indicates only the unit's manufacturing cost at a barracks, vehicle factory or hi-tech facility. (At starports, a given unit's cost will vary over time.) "Speed" is maximum speed for airborne units, and maximum speed for ground units on concrete; "Range" is maximum weapon range; "To build requires" indicates a structure which is required in order to manufacture this unit. (This is usually a structure which is required in addition to the factory or hi-tech where the unit will be manufactured.) "N/A" means "Not Applicable"; "Vehicle factory" and "factory" are synonymous terms here. The starport frigate is not included in this chart. For more information, see section 35: Frigate. This document uses the ornithopter range rating of 5, which is used in the actual game. The manual included with the game rates an ornithopter's range at 50. This document uses the ornithopter shield rating of 5, which is used in the actual game (appearing on the hi-tech Production Screen and the starport Order Screen). The manual included with the game rates an ornithopter's shield at 3. This document uses the trooper speed rating of 15, which is used in the actual game. The manual included with the game rates a trooper unit's speed at 10. This document uses the troopers speed rating of 10, which is used in the actual game. The manual included with the game rates a troopers unit's speed at 15. o Unit list, cost sort: | | | | | |Provided at (will vary by|To build Unit |Cost|Arms|Shield|Speed|Range|mission number and House)|requires -------------|----|----|------|-----|-----|-------------------------|-------- Death Hand...|..0.|150.|..70..|.250.|N/A..|Palace...................|........ 1-Fremen unit|..0.|..8.|..90..|..15.|..3..|Palace...................|........ 3-Fremen unit|..0.|..8.|.220..|..10.|..3..|Palace...................|........ Saboteur.....|..0.|150.|..40..|..40.|..2..|Palace...................|........ Soldier......|.60.|..4.|..20..|...8.|..2..|Barracks.................|........ Infantry.....|100.|..4.|..50..|...5.|..2..|Barracks.................|........ Trooper......|100.|..8.|..45..|..15.|..3..|Barracks.................|........ Raider trike.|150.|..8.|..80..|..75.|..3..|Vehicle factory..........|........ Trike........|150.|..8.|.100..|..60.|..3..|Vehicle factory/starport.|........ Quad.........|200.|.10.|.130..|..50.|..3..|Vehicle factory/starport.|........ Troopers.....|200.|..8.|.110..|..10.|..3..|Barracks.................|........ Combat tank..|300.|.38.|.200..|..25.|..4..|Vehicle factory/starport.|Outpost. Harvester....|300.|..0.|.150..|..30.|N/A..|Refinery/factory/starport|........ Missile tank.|450.|112.|.100..|..30.|..9..|Vehicle factory/starport.|Outpost. Ornithopter..|600.|.75.|...5..|.150.|..5..|Hi-tech/starport.........|Hi-tech. Siege tank...|600.|.45.|.300..|..20.|..5..|Vehicle factory/starport.|Outpost. Sonic tank...|600.|.90.|.110..|..30.|..8..|Vehicle factory..........|Hi-tech. Deviator.....|750.|..0.|.120..|..30.|..7..|Vehicle factory..........|Hi-tech. Carryall.....|800.|..0.|.100..|.200.|N/A..|Refinery/hi-tech.........|Hi-tech. Devastator...|800.|.60.|.400..|..10.|..5..|Vehicle factory..........|Hi-tech. MCV..........|900.|..0.|.150..|..20.|N/A..|Vehicle factory/starport.|Outpost. ----------------------------------------------------------------------------- Notes: See the notes with the first chart in this series. o Unit list, arms sort: | | | | | |Provided at (will vary by|To build Unit |Arms|Cost|Shield|Speed|Range|mission number and House)|requires -------------|----|----|------|-----|-----|-------------------------|-------- Carryall.....|..0.|800.|.100..|.200.|N/A..|Refinery/hi-tech.........|Hi-tech. Deviator.....|..0.|750.|.120..|..30.|..7..|Vehicle factory..........|Hi-tech. Harvester....|..0.|300.|.150..|..30.|N/A..|Refinery/factory/starport|........ MCV..........|..0.|900.|.150..|..20.|N/A..|Vehicle factory/starport.|Outpost. Infantry.....|..4.|100.|..50..|...5.|..2..|Barracks.................|........ Soldier......|..4.|.60.|..20..|...8.|..2..|Barracks.................|........ 1-Fremen unit|..8.|..0.|..90..|..15.|..3..|Palace...................|........ 3-Fremen unit|..8.|..0.|.220..|..10.|..3..|Palace...................|........ Raider trike.|..8.|150.|..80..|..75.|..3..|Vehicle factory..........|........ Trike........|..8.|150.|.100..|..60.|..3..|Vehicle factory/starport.|........ Trooper......|..8.|100.|..45..|..15.|..3..|Barracks.................|........ Troopers.....|..8.|200.|.110..|..10.|..3..|Barracks.................|........ Quad.........|.10.|200.|.130..|..50.|..3..|Vehicle factory/starport.|........ Combat tank..|.38.|300.|.200..|..25.|..4..|Vehicle factory/starport.|Outpost. Siege tank...|.45.|600.|.300..|..20.|..5..|Vehicle factory/starport.|Outpost. Devastator...|.60.|800.|.400..|..10.|..5..|Vehicle factory..........|Hi-tech. Ornithopter..|.75.|600.|...5..|.150.|..5..|Hi-tech/starport.........|Hi-tech. Sonic tank...|.90.|600.|.110..|..30.|..8..|Vehicle factory..........|Hi-tech. Missile tank.|112.|450.|.100..|..30.|..9..|Vehicle factory/starport.|Outpost. Death Hand...|150.|..0.|..70..|.250.|N/A..|Palace...................|........ Saboteur.....|150.|..0.|..40..|..40.|..2..|Palace...................|........ ----------------------------------------------------------------------------- Notes: See the notes with the first chart in this series. o Unit list, shield sort: | | | | | |Provided at (will vary by|To build Unit |Shield|Cost|Arms|Speed|Range|mission number and House)|requires -------------|------|----|----|-----|-----|-------------------------|-------- Ornithopter..|...5..|600.|.75.|.150.|..5..|Hi-tech/starport.........|Hi-tech. Soldier......|..20..|.60.|..4.|...8.|..2..|Barracks.................|........ Saboteur.....|..40..|..0.|150.|..40.|..2..|Palace...................|........ Trooper......|..45..|100.|..8.|..15.|..3..|Barracks.................|........ Infantry.....|..50..|100.|..4.|...5.|..2..|Barracks.................|........ Death Hand...|..70..|..0.|150.|.250.|N/A..|Palace...................|........ Raider trike.|..80..|150.|..8.|..75.|..3..|Vehicle factory..........|........ 1-Fremen unit|..90..|..0.|..8.|..15.|..3..|Palace...................|........ Carryall.....|.100..|800.|..0.|.200.|N/A..|Refinery/hi-tech.........|Hi-tech. Missile tank.|.100..|450.|112.|..30.|..9..|Vehicle factory/starport.|Outpost. Trike........|.100..|150.|..8.|..60.|..3..|Vehicle factory/starport.|........ Sonic tank...|.110..|600.|.90.|..30.|..8..|Vehicle factory..........|Hi-tech. Troopers.....|.110..|200.|..8.|..10.|..3..|Barracks.................|........ Deviator.....|.120..|750.|..0.|..30.|..7..|Vehicle factory..........|Hi-tech. Quad.........|.130..|200.|.10.|..50.|..3..|Vehicle factory/starport.|........ Harvester....|.150..|300.|..0.|..30.|N/A..|Refinery/factory/starport|........ MCV..........|.150..|900.|..0.|..20.|N/A..|Vehicle factory/starport.|Outpost. Combat tank..|.200..|300.|.38.|..25.|..4..|Vehicle factory/starport.|Outpost. 3-Fremen unit|.220..|..0.|..8.|..10.|..3..|Palace...................|........ Siege tank...|.300..|600.|.45.|..20.|..5..|Vehicle factory/starport.|Outpost. Devastator...|.400..|800.|.60.|..10.|..5..|Vehicle factory..........|Hi-tech. ----------------------------------------------------------------------------- Notes: See the notes with the first chart in this series. o Unit list, speed sort: | | | | | |Provided at (will vary by|To build Unit |Speed|Cost|Arms|Shield|Range|mission number and House)|requires -------------|-----|----|----|------|-----|-------------------------|-------- Infantry.....|...5.|100.|..4.|..50..|..2..|Barracks.................|........ Soldier......|...8.|.60.|..4.|..20..|..2..|Barracks.................|........ Devastator...|..10.|800.|.60.|.400..|..5..|Vehicle factory..........|Hi-tech. 3-Fremen unit|..10.|..0.|..8.|.220..|..3..|Palace...................|........ Troopers.....|..10.|200.|..8.|.110..|..3..|Barracks.................|........ 1-Fremen unit|..15.|..0.|..8.|..90..|..3..|Palace...................|........ Trooper......|..15.|100.|..8.|..45..|..3..|Barracks.................|........ MCV..........|..20.|900.|..0.|.150..|N/A..|Vehicle factory/starport.|Outpost. Siege tank...|..20.|600.|.45.|.300..|..5..|Vehicle factory/starport.|Outpost. Combat tank..|..25.|300.|.38.|.200..|..4..|Vehicle factory/starport.|Outpost. Deviator.....|..30.|750.|..0.|.120..|..7..|Vehicle factory..........|Hi-tech. Harvester....|..30.|300.|..0.|.150..|N/A..|Refinery/factory/starport|........ Missile tank.|..30.|450.|112.|.100..|..9..|Vehicle factory/starport.|Outpost. Sonic tank...|..30.|600.|.90.|.110..|..8..|Vehicle factory..........|Hi-tech. Saboteur.....|..40.|..0.|150.|..40..|..2..|Palace...................|........ Quad.........|..50.|200.|.10.|.130..|..3..|Vehicle factory/starport.|........ Trike........|..60.|150.|..8.|.100..|..3..|Vehicle factory/starport.|........ Raider trike.|..75.|150.|..8.|..80..|..3..|Vehicle factory..........|........ Ornithopter..|.150.|600.|.75.|...5..|..5..|Hi-tech/starport.........|Hi-tech. Carryall.....|.200.|800.|..0.|.100..|N/A..|Refinery/hi-tech.........|Hi-tech. Death Hand...|.250.|..0.|150.|..70..|N/A..|Palace...................|........ ----------------------------------------------------------------------------- Notes: See the notes with the first chart in this series. o Unit list, range sort: | | | | | |Provided at (will vary by|To build Unit |Range|Cost|Arms|Shield|Speed|mission number and House)|requires -------------|-----|----|----|------|-----|-------------------------|-------- Infantry.....|..2..|100.|..4.|..50..|...5.|Barracks.................|........ Saboteur.....|..2..|..0.|150.|..40..|..40.|Palace...................|........ Soldier......|..2..|.60.|..4.|..20..|...8.|Barracks.................|........ 1-Fremen unit|..3..|..0.|..8.|..90..|..15.|Palace...................|........ 3-Fremen unit|..3..|..0.|..8.|.220..|..10.|Palace...................|........ Quad.........|..3..|200.|.10.|.130..|..50.|Vehicle factory/starport.|........ Raider trike.|..3..|150.|..8.|..80..|..75.|Vehicle factory..........|........ Trike........|..3..|150.|..8.|.100..|..60.|Vehicle factory/starport.|........ Trooper......|..3..|100.|..8.|..45..|..15.|Barracks.................|........ Troopers.....|..3..|200.|..8.|.110..|..10.|Barracks.................|........ Combat tank..|..4..|300.|.38.|.200..|..25.|Vehicle factory/starport.|Outpost. Devastator...|..5..|800.|.60.|.400..|..10.|Vehicle factory..........|Hi-tech. Ornithopter..|..5..|600.|.75.|...5..|.150.|Hi-tech/starport.........|Hi-tech. Siege tank...|..5..|600.|.45.|.300..|..20.|Vehicle factory/starport.|Outpost. Deviator.....|..7..|750.|..0.|.120..|..30.|Vehicle factory..........|Hi-tech. Sonic tank...|..8..|600.|.90.|.110..|..30.|Vehicle factory..........|Hi-tech. Missile tank.|..9..|450.|112.|.100..|..30.|Vehicle factory/starport.|Outpost. Carryall.....|N/A..|800.|..0.|.100..|.200.|Refinery/hi-tech.........|Hi-tech. Death Hand...|N/A..|..0.|150.|..70..|.250.|Palace...................|........ Harvester....|N/A..|300.|..0.|.150..|..30.|Refinery/factory/starport|........ MCV..........|N/A..|900.|..0.|.150..|..20.|Vehicle factory/starport.|Outpost. ----------------------------------------------------------------------------- Notes: See the notes with the first chart in this series. 29. CARRYALL ============ o A carryall is white, trimmed with the House color of the side controlling it. o Carryalls do not appear on radar. o Clicking on a carryall does not work. A player cannot target, order, or get the damage status of a carryall. o Carryalls may be made available to a House under varying circumstances. In missions 5 through 9, carryalls may be manufactured by any House; But in all 9 missions, carryalls may also be provided on a temporary basis from outside sources. Manufactured carryalls and those delivered with refineries patrol the battlefield continuously, awaiting tasks to perform, while "outside" carryalls will enter the battlefield only when required, and then leave again when they are no longer being utilized. Note that damaged ground units can only summon carryalls which are already present on the battlefield. o Carryalls are not confined to the battlefield, and may cross its borders at any time. o Carryalls can automatically retrieve full harvesters and bring them back to refineries. They can also remove unloaded harvesters from refineries and place them on the battlefield. o Carryalls can automatically retrieve damaged ground units and bring them back to repair facilities. o Friendly carryalls may, from time to time, drop off new reinforcement units (this will vary by House, and mission number). If a unit is dropped off in a location that is not visible on the battlefield, the unit and the area around it will be revealed. Note that this is the only time a friendly carryall may transport more than one unit at a time. o Starting with mission 4, Computer-controlled carryalls may, from time to time, drop off Computer-controlled ground units near a player's buildings. Note that more than one Computer unit at a time may be transported by a single Computer carryall. o Starting with mission 4, Computer-controlled carryalls may continue to drop off Computer units even after that House's base can no longer produce units. o Carryalls will not reveal unexplored territory. o If a carryall is destroyed, anything it was carrying is lost. 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 Carryalls can transport units to and from repair facilities and vehicle factories when those structures are tightly surrounded by other structures, walls, or ground units. If a starport is surrounded in this way, a carryall will remove individual units from frigates which attempt to unload there, and will then place those units on the battlefield. o Any unit's Move, Attack, or Escort order is cancelled if it is picked up by a carryall. A Devastator's Self-Destruct order is not cancelled, but is suspended until it is returned to the battlefield. 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. o If a carryall is delivering a harvester to a refinery, and the refinery is destroyed before the carryall reaches it, the carryall will search for another unoccupied friendly refinery and make the delivery there, if possible. If no such refinery exists, the carryall will keep the harvester and will begin to patrol the battlefield. If a new friendly refinery is made available, the carryall may deliver the harvester, or it may continue to patrol. o If a harvester is ordered to move to a location that it cannot reach (or escort a unit it cannot escort), a carryall will attempt to retrieve the harvester, and take it to an unoccupied friendly refinery. If such a refinery is not available, the carryall will fail to make the pickup, and will repeat the attempt until a refinery is available, or the harvester's orders are changed so that it no longer requires pickup. o If a ground unit other than a harvester or MCV is ordered to move to a location that it cannot reach, a carryall will attempt to retrieve the unit, and take it to an unoccupied friendly repair facility. (If no friendly repair facilities exist, no carryall is summoned, and the unit returns to guard mode.) o In general, a carryall will attempt to retrieve any unit which is ordered to move to a location that the unit cannot reach on its own. However, if the player orders an MCV to a location that it cannot reach, the MCV will likely be ignored by carryalls. o Any number of carryalls may become available for transporting units. The number of carryalls available at a given time does not necessarily correspond to the number of carryalls provided with refineries and/or manufactured at hi-techs. o Deviator missiles cannot affect carryalls; However, a Deviator missile explosion beneath an overflying enemy carryall may deviate any unit(s) held by the carryall. 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. 30. COMBAT TANK =============== o Combat tanks can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. o A combat tank can fire only 1 cannon shell per attack. 31. DEATH HAND ============== o Clicking on an in-flight Death Hand does not work. A player cannot target, order, or get the damage status of an in-flight Death Hand. o The explosion caused by a Death Hand can damage terrain, unharvested spice, friendly and enemy buildings, all ground units, most airborne units, and sandworms. o A Death Hand explosion cannot destroy a frigate, unless the frigate is at a starport which is hit and destroyed by the Death Hand. o Although a Death Hand explosion on screen is roughly asterisk-shaped, any actual damage occurs within a square 5 spaces on a side: ##### ##### ##### ##### ##### ----------------------------------------------------------------------------- Notes: A "#" represents an area equal in size and shape to 1 quadrant of a concrete slab. Here, the Death Hand would have impacted at the center of this 5x5 matrix. o Death Hands 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.) 32. DEVASTATOR ============== o Devastators can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. o On the Game Screen, Devastators are somewhat similar in appearance to siege tanks. Note that Devastators have squarish turrets with cannon barrels set relatively close together. Siege tanks have rounded turrets with cannon barrels set relatively far apart. o A Devastator does not have a rotating turret; the entire tank must turn to face a target. o An undamaged Devastator can fire up to 2 cannon shells per attack. o If a Devastator succumbs to an attack from a Deviator, the Devastator may be ordered to self-destruct. If given the self-destruct order while deviated, the order will be carried out even if the Devastator reverts back to enemy control. o A self-destructing Devastator can damage an area of this size and shape: ### ### ### ----------------------------------------------------------------------------- Notes: A "#" represents an area equal in size and shape to 1 quadrant of a concrete slab. Here, the Devastator would have exploded at the center of this 3x3 matrix. o Concrete which is directly under a self-destructing Devastator is always destroyed. Concrete adjacent to a self-destructing Devastator is never affected. o A self-destructing Devastator can damage nearby sandworms. o A self-destructing Devastator can damage or destroy overhead airborne units. o A Devastator which is ordered to self-destruct will be in guard mode, and may still fire on enemy structures or units. o A Devastator ordered to destruct will not destruct if it is swallowed by a sandworm. o The Destruct countdown usually lasts about 4.5 seconds. 33. DEVIATOR ============ o On the Game Screen, Deviators are identical in appearance to missile tanks (difference in House colors being the only exception). o A Deviator will fire only 1 missile per attack. o Deviator missiles can affect any units within in area of this size and shape: # ### ##### ### # ----------------------------------------------------------------------------- Notes: A "#" represents an area equal in size and shape to 1 quadrant of a concrete slab. Here, the missile impact would be at the center. Any enemy units within this area may be affected (although it is also possible that a given Deviator missile will have no effect on any unit). o Missiles will attempt to strike wherever the target was located at the moment of firing. o Deviators can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. o Deviators cannot directly affect terrain (with the exception of spice blooms) or unharvested spice. o When a ground unit is deviated, it goes into guard mode. o When a Deviator successfully attacks an enemy unit, that unit will be under the control of the House operating the Deviator. The affected unit can revert back once it is fired upon by any other unit, turret or rocket turret, or when the Deviator gas effect wears off. 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 such units. o Deviator missiles can effect most enemy ground units, and enemy ornithopters. o Deviator missiles have no effect on friendly or enemy buildings, friendly units, carryalls, Fremen, frigates, saboteurs, or sandworms. o Deviator missiles cannot affect carryalls; However, a Deviator missile explosion beneath an overflying enemy carryall may deviate any unit(s) held by the carryall. o Deviators in guard mode will not fire on enemy buildings. o Deviators in guard mode will fire on enemy saboteurs and may fire on sandworms. o If ordered to fire on a spice bloom, a Deviator will only fire at it once, and then go into guard mode. A direct hit from a Deviator missile will detonate the spice bloom. (This is the only instance where a Deviator missile can directly affect terrain.) o Deviators can themselves be deviated by enemy Deviators. When a Deviator is deviated, the nerve gas in the missiles it fires is also changed to benefit the House which now controls it. o Note that a deviated unit cannot overrun units which belong to its original House. For example, an Ordos player deviates a Harkonnen tank. The tank, now under Ordos control, is ordered to overrun a Harkonnen trooper. Here, the tank will attempt to maneuver around the trooper, instead. o Deviated units may be escorted. o If a Computer-controlled unit is clicked on, and is then deviated, the Selection Cursor changes to a Targeting Cursor, and the deviated unit is ready to accept an order from the player. o When a unit is deviated, it is not subtracted from the unit limit of the House which built it. In other words, if a House is prevented from building or purchasing new units because too many friendly units already exist, then that situation will not change if one or more of those friendly units are deviated by the enemy. o A harvester can be deviated while it is unloading at a refinery. When this happens, the harvester will continue to unload, and the House which controls the refinery will receive the spice/credits. When the harvester leaves the refinery, it may still be deviated. o If a refinery contains an enemy harvester, any nearby friendly units may fire upon the refinery in an attempt to destroy the harvester. o If a refinery controlled by one House contains a harvester controlled by another House, a carryall from the first House may remove the harvester. This is the only time a carryall can pick up an enemy unit. o After a House deviates a unit, its forces will ignore that unit unless the unit reverts to enemy control while it is executing an order, or the unit reverts and then executes an enemy order. If a deviated unit in guard mode reverts, but remains in guard mode, it will not be attacked by the forces of the deviating House. o If a Computer-controlled harvester is deviated, it will be able to accept an order to escort a player-controlled unit. (Under typical circumstances, this is the only time a harvester will accept an order to escort a friendly unit.) o Computer-controlled soldier, infantry or trooper(s) units which are deviated to player control may be used to capture Computer structures. o When deviated units revert to friendly control, they will be in guard mode. 34. FREMEN ========== o Fremen may be summoned by the Atreides palace to attack a specific target, or to attack unspecified targets of opportunity. To summon a Fremen attack on a specific target, click the palace's Targeting Cursor on a revealed friendly or enemy structure, friendly or enemy ground unit, or a sandworm. Clicking the palace's Targeting Cursor anywhere else on the battlefield will summon Fremen to attack targets of opportunity, which include only enemy structures and/or enemy ground units which are visible on the battlefield. If there are no valid targets when Fremen units are summoned, they will appear, but will remain inactive until a valid target of opportunity is revealed. o The Atreides palace will summon from 0 to 5 Fremen units at a time. Each Fremen unit will be either a single Fremen, or a grouped unit of 3 Fremen. These units will all attempt to enter the battlefield simultaneously, in one general area chosen at random. (Note that a Fremen unit will disappear if it emerges on the battlefield in a location shared by another solid object.) If a player's Fremen units appear in a location that is not visible on the battlefield, the units and the area around them will be revealed. From here they will approach any valid target if one exists. o On the radar screen, a revealed Fremen unit will appear as a white dot. o On the Game Screen, Fremen units are identical in appearance to trooper and/or troopers units with House Atreides coloring. o If a Fremen unit is fired on by an enemy unit, it may disregard any palace-chosen target, and return fire against the enemy unit. If a Fremen unit is fired on by an enemy turret or rocket turret, it may disregard any palace-chosen target, and attack a nearby target of opportunity, instead. o Fremen can only attack targets which have been at least partially revealed on the battlefield. o Some Fremen units appear as a group of three individuals. When such a unit is 75% damaged, 2 of these individuals are simultaneously destroyed. When this happens, the remaining individual will be a single full-strength Fremen (a "1-Fremen unit"). o The grouped unit of 3 Fremen will fire twice as often as 1 lone Fremen. o A 1-Fremen unit is equivalent to a trooper unit in armament, speed and range, but has double the shield strength. Similarly, a 3-Fremen unit is equivalent to a troopers unit in armament, speed and range, but has double the shield strength. Fremen/trooper(s) comparison chart: Unit | Cost | Arms | Shield | Speed | Range | Provided at --------------|------|------|--------|-------|-------|------------ 1-Fremen unit.|...0..|..8...|...90...|..15...|...3...|.Palace..... Trooper.......|.100..|..8...|...45...|..15...|...3...|.Barracks... 3-Fremen unit.|...0..|..8...|..220...|..10...|...3...|.Palace..... Troopers......|.200..|..8...|..110...|..10...|...3...|.Barracks... o The player cannot issue orders to Fremen units after they have been summoned. o Fremen units will launch rockets at targets which are up to 3 spaces away. Closer targets are fired on with heavier projectile weapons. o The rockets fired by Fremen can travel over intervening objects to strike a target. o Fremen units may all concentrate on a single target, or attack different targets simultaneously. o Fremen units cannot be escorted. Atreides combat vehicles will attack targeted Fremen units if ordered to escort them. If this happens, Fremen units will not return fire. o Up to 7 Fremen units may be active at a time. Once 7 Fremen units are on the battlefield, any further attempt to summon Fremen will not work. (An attempt to do this will still use up the palace's summon ability, but no additional Fremen units are summoned.) o The damage status bars under Fremen unit icons can only indicate damage in excess of 50 percent. For example, the damage status bar of a 30%-damaged Fremen unit will look identical to the status bar of an undamaged Fremen unit (both status bars would be green and at full length). A Fremen unit's status bar can visibly change only after half of the unit's shield strength has been depleted. o Atreides ground vehicles cannot overrun Fremen units; they will attempt to maneuver around Fremen when necessary. o A player-controlled Fremen unit in motion does not reveal any unexplored territory beyond the one space it occupies. o Fremen cannot be affected by Deviator missiles. 35. FRIGATE =========== o A frigate is considered a "unit" only in this document. During the game's tutorial and during actual gameplay, there are no references to frigates, nor do frigates appear in the unit descriptions or unit tables in the manual included with the game (pages 22 though 27). o On the Game Screen, a frigate appears as a large, metallic, rectangular flying object. (See also the illustration on page 11 of the game manual.) o Clicking on a frigate does not work. A player cannot target, order, or get the damage status of a frigate. o A frigate can only be destroyed while at an exploding starport, and is otherwise invulnerable to attack. o A frigate's cruising speed is comparable to that of an ornithopter. o A frigate has no offensive capability. 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 If a starport is tightly surrounded by other structures, 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 Frigates will not reveal unexplored territory. o If a frigate is destroyed, anything it was carrying is lost. o Frigates tend to fly north when leaving the battlefield. 36. HARVESTER ============= o At the beginning of a mission, when a refinery is completed and placed, the harvester brought to it will begin seeking spice automatically. When the harvester is full, it will return to the refinery (or another friendly refinery, if applicable) and unload automatically. This process is repeated until all spice that can be detected by the harvester has been processed. o Spice on sand appears in single and double layers. Harvesters process all spice at one fixed speed, one layer at a time. o A harvester can be ordered to harvest spice from an unrevealed area of the battlefield. (Specifically, a harvester with any free cargo space will begin harvesting whenever it is ordered to move to a spice field, whether or not the spice field was revealed on the battlefield at the time the order was given.) o If a harvester succumbs to attack from a Deviator, the harvester can be made to unload in a refinery belonging to the attacker. o Clicking on a revealed friendly or enemy harvester 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 in the harvester. When this status bar is at maximum length, the harvester is full. o A harvester can hold about 700 credits' worth of spice. o A harvester's performance or storage capacity will not be affected by damage. o When a carryall picks up a harvester, or a harvester enters a refinery, any friendly units escorting the harvester will stop and default to guard mode. o Generally, if all player harvesters are destroyed, but a player refinery remains, a carryall will deliver a new harvester. However, there are 3 exceptions to this rule: 1) If any refinery is destroyed while a player's last available harvester is unloading there, 2) A player's last/only harvester is in a repair facility, and there are not enough credits available to complete repairs on it, and 3) A player's last/only existing harvester is destroyed while another is being built, and there are not enough credits available to complete the new harvester. In all cases, the player's House will be left without a means to harvest spice; In some cases this problem can be corrected (see sections: 18: Repair Facility, and 23: Vehicle Factory). o Harvesters can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. This is a harvester's only offensive capability under normal circumstances. o When a harvester carrying spice is destroyed, some spice will occasionally survive, and appear on flat sand (if any) at and around the harvester's last position. Spice produced by a destroyed harvester will not be deposited on sand dunes, on rock, or over any sand already covered with spice (with the possible exception of a small spot at the harvester's last position). o Once a harvester reaches a refinery and begins unloading, it will not be possible to give new orders to it or get its status report until it leaves the refinery again. 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 A harvester has a limited spice-sensing range. If spice is too far from a harvester, the harvester will not automatically move to it. o In every mission, there is a limit on the number of units a player may directly build or purchase. However, harvesters delivered by carryall with the purchase of new refineries are not accounted for. (A player could ultimately have dozens of harvesters in addition to the maximum number of other units.) o If a harvester succumbs to an attack from a Deviator, it will cease all activity until it is given new orders, and/or the deviation effect wears off. o After deviated units revert to friendly control, they will be in guard mode. Deviated harvesters which revert will not automatically return to friendly refineries; they must be ordered to do so. o If a deviated harvester reverts to enemy status as it enters a friendly refinery, it explodes, damaging the refinery. o Once a deviated harvester begins unloading in a refinery, it cannot revert back to enemy control until it leaves the refinery. o Harvesters will only escort ground units which have orders of their own (such as Move or Escort). If ordered to escort any other unit, a harvester may move slightly toward the unit, but its Escort order is then cancelled. o A full harvester will ignore orders to move to an area of spice-covered sand. 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 Harvesters will tend to move from low-density spice towards any nearby high-density spice. In this way, harvesters tend to strip off the top layer of spice from bi-level spice fields before harvesting the bottom level. o A harvester can escort an enemy ground unit. If the enemy ground unit is a soldier, infantry, trooper, troopers or Fremen unit, the harvester will usually overrun it, if possible. o If a harvester can exit a refinery, but is then blocked from moving to spice, a carryall will attempt to retrieve the harvester and return it to a refinery. This cycle will repeat until a ground path from the refinery to spice is opened, or the refinery becomes tightly surrounded, forcing a carryall to remove the harvester and place it on the battlefield. o Ordering a harvester to move to a refinery while it is carrying out another Move order may cause the harvester to stop outside the refinery, and not enter. (Check the refinery's "landing pad" lights. If they remain dark, no harvester is expected there.) o Harvesters in motion will not attempt to avoid or maneuver around enemy soldiers, infantry, trooper(s), Fremen or saboteurs. o A player harvester in guard mode will never move when a Computer-controlled unit attacks it. o A harvester can be ordered to escort a sandworm. o Carryalls will not deliver harvesters to repair facilities. Harvesters must use a ground path in order to enter a repair facility. Note, however, that a carryall can retrieve a harvester from a repair facility if the repaired unit becomes blocked inside or otherwise cannot find a ground path to exit the facility. 37. INFANTRY ============ o An infantry unit is a group of three individuals. When an infantry unit is 50% damaged, 2 of these individuals are simultaneously destroyed. When this happens, the remaining individual will be a full-strength soldier. Note that this soldier may discard any orders and attempt to retreat from combat. o The grouped unit of 3 infantry will fire twice as often as 1 lone infantry (soldier). o The firepower of an infantry unit remains at maximum until the entire unit is destroyed. o To attack any building larger than a turret, an infantry unit must fire from a space adjacent to the target. o An infantry unit in guard mode will tend to ignore an enemy structure (other than a turret or rocket turret) which is diagonally adjacent to it. o In the game, an infantry unit icon depicts a pair of running individuals, lightly armed and armored. This icon does not appear in the manual included with the game. o In the tutorial, under the "DESCRIPTIONS OF UNITS:" section, the "INFANTRY" unit indicated is actually a soldier unit. o On the Game Screen, infantry units are somewhat similar in appearance to troopers units. Note that infantry units carry smaller, lighter weapons; Troopers units carry heavy rocket launchers. 38. MCV ======= o In order to produce a construction yard, an MCV must be located in the top left quadrant of a square space that is large enough to hold a construction yard. The terrain in this space may only be composed of one or more of the following: flat rock, cratered rock, friendly concrete, or wall rubble (friendly or enemy). The space must also be free of any other units. Note that if the construction yard is built over rock it will not start off with damage. (This is the only instance where a structure can be placed directly on rock without taking damage.) o MCVs can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. o An MCV cannot create a construction yard if the maximum building limit for the mission has been reached. (The MCV countdown timer will reach zero, then the Deploy order is cancelled.) o A player will lose a mission if all friendly structures are destroyed. This is true even if the player still has one or more MCVs available to create new construction yards. o If an MCV is deviated while executing a Deploy order, it will deploy a construction yard belonging to the House which controls the Deviator. o In general, a carryall will attempt to retrieve any unit which is ordered to move to a location that the unit cannot reach on its own. However, if the player orders an MCV to a location that it cannot reach, the MCV will likely be ignored by any available carryalls. o The Deploy countdown usually lasts about 4.5 seconds. o Carryalls will not deliver MCVs to repair facilities. An MCV must use a ground path in order to enter a repair facility. Note, however, that a carryall can remove an MCV from a repair facility if the repaired unit becomes blocked inside or otherwise cannot find a ground path to exit the facility. o To repair an MCV, it will frequently require 2 Move orders to enter a repair facility. (With the first order, an MCV will often stop just outside the facility, and not enter.) 39. MISSILE TANK ================ o On the Game Screen, missile tanks are identical in appearance to Deviators (difference in House colors being the only exception). o The missile tank has a greater firing range than any other ground unit, and can also strike at turrets and rocket turrets while remaining beyond the range of their return fire. o Missile tanks in guard mode may fire on any enemy ornithopter which comes within range. o An undamaged missile tank can fire up to 2 missiles per attack. o Missiles will attempt to strike wherever the target was located at the moment of firing. o The missile tank cannot directly strike targets closer than 4 spaces away. o Missile tanks can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. o On the starport Order Screen and the vehicle factory Production Screen, the missile tank is referred to as a LAUNCHER. 40. ORNITHOPTER =============== o An ornithopter is white, trimmed with the House color of the side controlling it. o Ornithopters are not confined to the battlefield, and may cross its borders to leave it temporarily. o Clicking on an ornithopter does not work. A player cannot target, order, or get the damage status of an ornithopter. o Ornithopters can only attack structures, units or sandworms which have been at least partially revealed on the battlefield. In the absence of such targets, an ornithopter will patrol over the battlefield continuously. o An ornithopter can fire only 1 rocket per attack. o Ornithopter rockets can pass over all terrain features and all friendly and enemy buildings and units to strike a target. o An ornithopter will not reveal unexplored territory unless it fires from an unrevealed position. o Rocket turrets and missile tanks in guard mode may fire on any enemy ornithopter which comes within range. o On the hi-tech Production Screen and the starport Order Screen, the ornithopter is referred to as a "THOPTER. o An ornithopter can be deviated if it overflies the explosion of an enemy Deviator missile. As with other deviated units, a deviated ornithopter will revert if the gas effect wears off. o Ornithopters will not fire on enemy airborne units. o This document uses the ornithopter range rating of 5, which is used in the actual game. The manual included with the game rates an ornithopter's range at 50. o This document uses the ornithopter shield rating of 5, which is used in the actual game (appearing on the hi-tech Production Screen and the starport Order Screen). The manual included with the game rates an ornithopter's shield at 3. 41. QUAD ======== o Quads cannot overrun soldier, infantry, trooper(s), Fremen or saboteur units. o Quads cannot directly affect terrain (with the exception of spice blooms) or unharvested spice. o An undamaged quad can fire up to 2 shells per attack. 42. RAIDER TRIKE ================ o On the Game Screen, raider trikes are identical in appearance to trikes (difference in House colors being the only exception). o Raider trikes cannot overrun soldier, infantry, trooper(s), Fremen or saboteur units. o Raider trikes cannot directly affect terrain (with the exception of spice blooms) or unharvested spice. o An undamaged raider trike can fire up to 2 shells per attack. 43. SABOTEUR ============ o If an Ordos palace is tightly surrounded on all sides by other structures, walls, or ground units, it may be unable to deploy a saboteur. There must be at least 1 empty space directly adjacent to the palace in order for a saboteur to be deployed. If there are only a few empty spaces adjacent to a palace, it may take several attempts to deploy a saboteur before it can "find" a space to deploy to. o On the Game Screen, a saboteur is identical in coloring and appearance to a Sardaukar soldier. o If a player's saboteur is moving towards a target, and the target is destroyed before the saboteur reaches it, the saboteur will halt in place, and wait for a new target of opportunity (an enemy structure, ground unit or sandworm which has been revealed on the battlefield). o Only 1 saboteur can be active at a time. Once a saboteur is ready for deployment at a palace, any other saboteur on the battlefield will self-destruct. o A player cannot issue orders to a saboteur after it has been deployed. o Player-controlled saboteurs can only attack enemy structures, ground units or sandworms which have been at least partially revealed on the battlefield. In the absence of such targets, a saboteur will remain stationary, waiting for a target of opportunity (an enemy structure, ground unit or sandworm) to be revealed. o A saboteur cannot be ordered to attack any friendly buildings, enemy concrete or enemy wall sections, friendly units, or enemy units deviated to Ordos control. o Saboteurs can pass over enemy walls. o Saboteurs cannot pass through friendly or enemy structures, friendly or enemy ground units, or friendly walls. o In addition to its self-destruction/kamikaze capability, a saboteur is armed with a very powerful shell-firing weapon which can be used repeatedly against enemy units or structures. This weapon is only used if the saboteur is unable to move to its chosen target, forcing it into a special guard mode. o A saboteur can fire only 1 shell per attack (when this projectile weapon is used). o A saboteur's projectile weapon has a maximum range of 2 spaces. o If a player's saboteur cannot find or negotiate a path to an available enemy target, it will permanently halt in place. When this happens, the saboteur remains on the battlefield until killed or replaced, and may or may not fire on enemy structures or units which come within its projectile weapon's range. o Computer-controlled saboteurs will only target player structures for kamikaze attacks. (Player units are never deliberately targeted for kamikaze attacks). o If, upon deployment, a Computer-controlled saboteur cannot find or negotiate a path to a player structure, it will deactivate, ignoring all player targets. If a path to a player structure then becomes available, the saboteur will go into an area-guard mode, moving to and firing upon any player unit or structure within a limited scan range, and will then attempt to return to its starting position (or a point adjacent to its starting position) once the target is destroyed. Computer-controlled saboteur's area-guard scan range: 432101234 +---------+ 4|++++G++++|4 3|++GGGGG++|3 2|+GGGGGGG+|2 1|+GGGGGGG+|1 0|GGGG0GGGG|0 1|+GGGGGGG+|1 2|+GGGGGGG+|2 3|++GGGGG++|3 4|++++G++++|4 +---------+ 432101234 ----------------------------------------------------------------------------- Notes: The "0" inside the diagram represents the saboteur's starting point (this point does not move with the saboteur); "G" indicates where a target will trigger a gun/shell-firing weapon attack by the saboteur; "+" indicates a space outside of the saboteur's scan range. o A saboteur may be escorted by friendly units. o Ground vehicles cannot overrun friendly saboteurs or directly target them for attack. o If a ground vehicle overruns an enemy saboteur, both the vehicle and the saboteur are destroyed. o Saboteurs cannot be affected by Deviator missiles. o When a saboteur explodes, any other structures or units directly adjacent to the explosion may also be damaged. o Saboteurs cannot capture enemy structures. o When a saboteur is blocked from attacking its intended target, it may attempt to retreat from combat and return to its point of origin (typically a space adjacent to the palace which deployed it). While the saboteur is retreating, it will not return fire if fired upon. If and when the saboteur reaches its destination, it will stop and go into area-guard mode. 44. SIEGE TANK ============== o On the Game Screen, siege tanks are somewhat similar in appearance to Devastators. Note that siege tanks have rounded turrets with cannon barrels set relatively far apart. Devastators have squarish turrets with cannon barrels set relatively close together. o An undamaged siege tank can fire up to 2 cannon shells per attack. o Siege tanks can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. 45. SOLDIER =========== o In the game, a soldier icon depicts a running individual, lightly armed and armored. This icon does not appear in the manual included with the game. (The "soldier" icon on page 22 of the manual is actually the icon used in the game for a trooper.) o To attack any building larger than a turret, a soldier unit must fire from a space adjacent to the target. o A soldier unit in guard mode will tend to ignore an enemy structure (other than a turret or rocket turret) which is diagonally adjacent to it. o On the Game Screen, a soldier is somewhat similar in appearance a trooper. Note that a soldier carries a smaller, lighter weapon; A trooper carries a heavy rocket launcher. o A soldier can fire only 1 shell per attack. 46. SONIC TANK ============== o When a sonic tank fires, all structures which are touched by the sonic blast will be damaged. All units touched by the sonic blast (with the exception of other friendly or enemy sonic tanks and airborne units) will also be damaged. o A sonic tank can fire only 1 sonic blast per attack. o A sonic blast has an uneven effect over distance. For example, firing a sonic blast down a column of undamaged combat tanks will cause a varying amount of damage to each unit. o The visible sonic blast effect will be tinted in the House color of the side controlling the sonic tank. o A sonic tank cannot directly affect terrain, unharvested spice, concrete, walls, other sonic tanks (friendly or enemy), or airborne units. o A spice bloom will not be affected by sonic blasts. o Sonic tanks can be used to overrun enemy soldier, infantry, trooper(s), Fremen or saboteur units. 47. TRIKE ========= o On the Game Screen, trikes are identical in appearance to raider trikes (difference in House colors being the only exception). o An undamaged trike can fire up to 2 shells per attack. o Trikes cannot overrun soldier, infantry, trooper(s), Fremen or saboteur units. o Trikes cannot directly affect terrain (with the exception of spice blooms) or unharvested spice. 48. TROOPER =========== o Trooper units will launch rockets at targets which are up to 3 spaces away. Closer targets are fired on with heavier projectile weapons. o The rockets fired by a trooper can travel over intervening objects to strike a target. o In the game, a trooper icon depicts a standing individual, heavily armed and armored. (This icon incorrectly appears next to the "soldier" description on page 22 of the manual included with the game.) o On the Game Screen, a trooper is somewhat similar in appearance a soldier. Note that a trooper carries a heavy rocket launcher; A soldier carries a smaller, lighter weapon. o A trooper can fire only 1 shell or rocket per attack. o This document uses the trooper speed rating of 15, which is used in the actual game. The manual included with the game rates a trooper unit's speed at 10. 49. TROOPERS ============ o A troopers unit is a group of three individuals. When a troopers unit is 50% damaged, 2 of these individuals are simultaneously destroyed. When this happens, the remaining individual will be a full-strength trooper. Note that this trooper may discard any orders and attempt to retreat from combat. o The grouped unit of 3 troopers will fire twice as often as 1 lone trooper. o The firepower of a troopers unit remains at maximum until the entire unit is destroyed. o Troopers units will launch rockets at targets which are up to 3 spaces away. Closer targets are fired on with heavier projectile weapons. o The rockets fired by a troopers unit can travel over intervening objects to strike a target. o In the game, a troopers unit icon depicts a pair of standing individuals, heavily armed and armored. (This icon incorrectly appears next to the "trooper" description on page 22 of the manual included with the game.) o On the Game Screen, troopers units are somewhat similar in appearance to infantry units. Note that troopers units carry heavy rocket launchers; Infantry units carry smaller, lighter weapons. o This document uses the troopers speed rating of 10, which is used in the actual game. The manual included with the game rates a troopers unit's speed at 15. 50. MANAGEMENT OF UNITS ======================= 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 Friendly ground combat units can be ordered to attack all friendly structures, with the exception of the repair facility. o Harvesters, combat tanks, missile tanks, siege tanks, sonic tanks, Deviators, Devastators and MCVs can be used to overrun and crush enemy soldier, infantry, trooper(s), Fremen or saboteur units. (Note that when a saboteur is overrun, both the saboteur and the vehicle are destroyed. When any other unit is overrun, the attacking vehicle remains undamaged.) o All ground units can be ordered to escort other friendly ground units. This is done by clicking on one friendly ground unit, moving the Targeting Cursor to a second friendly ground unit, and clicking again. The first unit will now attempt to move to the second. If the second unit moves, the first will attempt to follow. If an escorted unit is destroyed, the escorting unit(s) will default to guard mode. Note that while a unit is escorting another, it will ignore all enemy targets and attacks unless/until it is given new orders, or the escorted unit is destroyed, deviated, or is otherwise removed from combat. o Harvesters will only escort friendly ground units which have orders of their own (such as Move or Escort). If ordered to escort any other friendly unit, a harvester may move slightly toward the unit, but its Escort order is then cancelled. 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 Any friendly units attacking or moving towards a structure will stop attacking or moving towards it if the structure is captured by a friendly soldier, infantry or trooper(s) unit. o If a ground unit succumbs to attack from a Deviator, the unit will lose any orders given to it, and any units escorting it will also lose their orders and go into guard mode. o Airborne units cannot be ordered into repair facilities. o Any unit's Move, Attack, or Escort order is cancelled if it is picked up by a carryall. A Devastator's Self-Destruct order is not cancelled, but is suspended until it is returned to the battlefield. o In most cases a stationary ground unit will be in guard mode, and as such will fire when possible on any enemy units that come within range. If it is desired to have a stationary combat unit remain out of guard mode, order it to move to a space occupied by a mountain, or pair it with another combat unit, and order both units to escort each other. (Note that the first of these two options will not work with soldiers, infantry, trooper or troopers units; the second option will.) 51. CAPTURING STRUCTURES ======================== o Structure-capturing detail: Enemy structure | Damage status: Green/yellow | Damage status: Red ------------------|-----------------------------|---------------------------- Barracks, soldier.|.Siege attack may take place.|.Siege attack may take place Barracks, trooper.|.Siege attack may take place.|.Siege attack may take place Construction yard.|.Damaged.....................|.Captured................... Hi-tech...........|.Damaged.....................|.Captured................... Outpost...........|.Siege attack may take place.|.Siege attack may take place Palace............|.Siege attack may take place.|.Siege attack may take place Refinery..........|.Damaged.....................|.Captured................... Repair facility...|.Damaged.....................|.Captured................... Rocket turret.....|.Damaged.....................|.Captured................... Spice silo........|.Damaged.....................|.Captured................... Starport..........|.N/A.........................|.N/A........................ Turret............|.Damaged.....................|.Captured................... Vehicle factory...|.Damaged.....................|.Captured................... Windtrap..........|.Damaged.....................|.Captured................... ----------------------------------------------------------------------------- Notes: This chart details all possible results of directly targeting any enemy structure for attack by friendly soldier, infantry or trooper(s) units. "Damage status" refers to the color of the structure's damage status bar at the moment of contact with the attacking unit. "Siege attack" means the attacking unit will stop near the target structure, and may begin firing on it; "Damaged" means the attacking unit disappears into the structure and the structure is damaged; "Captured" means the attacking unit disappears into the structure, and control of the structure goes to the attacking House; "N/A" means "Not Applicable". Note that a starport cannot be captured, since Computer-controlled Houses do not build starports, and will not attempt to capture a player's starport. 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 if a unit or structure on the concrete is attacked. Friendly and enemy wall sections are besieged when targeted for attack. o There are rare occasions when a unit will attempt to capture a structure and fail, even though the structure's damage status bar was red. This usually occurs because the structure is under repair, and the structure's damage status changed from red to yellow at the moment the unit attempted to enter. o If a unit enters a structure and fails to capture it, the amount of damage done to the structure will vary depending on the type of attacking unit. Ranked in order of damage potential (lowest to highest) the units are: Soldier, infantry, trooper, and troopers. o Any friendly units attacking or moving towards a structure will stop attacking or moving towards it if the structure is captured by a friendly soldier, infantry or trooper(s) unit. o A captured construction yard can only produce buildings 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 refinery is captured while a harvester is unloading there, the harvester is captured also. o If a player captures a Computer-controlled windtrap, its power output is diverted to the player's structures. o A captured Sardaukar vehicle factory can produce trikes, quads, harvesters, MCVs, combat tanks, missile tanks, siege tanks, and 1 or more special units. The special units vary depending on the capturing House: Devastators are produced for Atreides, Devastators and sonic tanks for Ordos, sonic tanks for Harkonnen. (Note that the capturing House must also control a hi-tech in order to produce special units.) o A player will not gain credits by capturing Computer-controlled refineries or silos. o If a player-controlled unit captures a Computer-controlled repair facility, any unit being repaired there is captured, also. o If a vehicle factory is captured while it is producing a unit, the factory's default production capability will be switched to the type of unit which captured the factory. (This change includes a conversion of the unit that the factory was working on at the time of capture.) For example, a Computer-controlled Harkonnen vehicle factory is producing a quad. Halfway through production, the factory is captured by a player-controlled Ordos trooper. At that moment, the unit already under production at the factory changes from a Harkonnen quad to an Ordos trooper, which is then released from the factory if/when construction is completed. From this moment on, when the factory is clicked on, the factory's default Build option on the Game Screen will be to produce an Ordos trooper. All other vehicle types that the factory can produce may still be built, but such Build commands must be given from the factory's Production Screen. Note that if the factory is then upgraded (if possible), any barracks-type production option will disappear, and the factory will return to vehicle-only production. o Computer-controlled soldier, infantry or trooper(s) units which are deviated to player control may be used to capture Computer structures. 52. MULTIPLE-WEAPON UNITS ========================= o Soldier, infantry, trooper, troopers, Fremen and saboteur units can each use a variety of weapons and tactics to attack enemy buildings and units. o Attack abilities of multiple-weapon units: | | Rocket | Kamikaze Unit | Gun | launcher | ability ------------------------|-----|----------|--------- 1-Fremen unit, player...|.Yes.|.Yes......|.No...... 1-Fremen unit, Computer.|.Yes.|.Yes......|.No...... 3-Fremen unit, player...|.Yes.|.Yes......|.No...... 3-Fremen unit, Computer.|.Yes.|.Yes......|.No...... Infantry, player........|.Yes.|.No.......|.Yes..... Infantry, Computer......|.Yes.|.No.......|.No...... Saboteur, player........|.Yes.|.No.......|.Yes..... Saboteur, Computer......|.Yes.|.No.......|.Yes..... Soldier, player.........|.Yes.|.No.......|.Yes..... Soldier, Computer.......|.Yes.|.No.......|.No...... Trooper, player.........|.Yes.|.Yes......|.Yes..... Trooper, Computer.......|.Yes.|.Yes......|.No...... Troopers, player........|.Yes.|.Yes......|.Yes..... Troopers, Computer......|.Yes.|.Yes......|.No...... ----------------------------------------------------------------------------- Notes: Guns/shell-firing weapons are used by all of these units against targets which are 1 to 2 spaces away. Rocket launchers are used by some units against targets which are 2 to 3 spaces away. (Note that among units which carry both guns and rocket launchers, the guns will cause more damage per round to a target.) A "kamikaze ability" means that the unit can move into a target and explode, destroying the unit and damaging or destroying the target. A saboteur will only use its gun under generally rare circumstances (see section 43: Saboteur). For infantry, soldier, trooper and troopers units, a kamikaze attack can only be made against accessible, capturable enemy structures while the structure's damage status bar is green or yellow. A player-controlled saboteur may use a kamikaze attack against enemy structures, enemy units, or sandworms. A Computer-controlled saboteur will only attempt to use a kamikaze attack against player structures. o Weapon usage by trooper(s) or Fremen units when ordered to attack a target: 1x1-space targets | 2x2-space targets | 3x2-space targets | 3x3-space targets ------------------|-------------------|-------------------|------------------ 3210123 | 32100123 | 321000123 | 321000123 +-------+ | +--------+ | +---------+ | +---------+ 3|+++R+++|3 | 3|+++R++++|3 | 3|++++R++++|3 | 3|++++R++++|3 2|+RRGRR+|2 | 2|+RRGRRR+|2 | 2|+RRRGGRR+|2 | 2|+RRRGRRR+|2 1|+RGGGR+|1 | 1|+RGGGGR+|1 | 1|+RGGGGGR+|1 | 1|+RGGGGGR+|1 0|RGG#GGR|0 | 0|RGG##GGR|0 | 0|RGG###GGR|0 | 0|+RG###GR+|0 1|+RGGGR+|1 | 0|+RG##GR+|0 | 0|+RG###GR+|0 | 0|RGG###GGR|0 2|+RRGRR+|2 | 1|+RGGGGR+|1 | 1|+RGGGGGR+|1 | 0|+RG###GR+|0 3|+++R+++|3 | 2|+RRRGRR+|2 | 2|+RRGGRRR+|2 | 1|+RGGGGGR+|1 +-------+ | 3|++++R+++|3 | 3|++++R++++|3 | 2|+RRRGRRR+|2 3210123 | +--------+ | +---------+ | 3|++++R++++|3 | 32100123 | 321000123 | +---------+ | | | 321000123 ----------------------------------------------------------------------------- Notes: "1x1-space targets" include ground units, turrets, rocket turrets, wall sections and sandworms. "2x2-space targets" include construction yards and other structures of equal size; "3x2-space targets" include refineries and other structures of equal size; "3x3-space targets" include starports and palaces. A "#" indicates a single 1x1-space target, or a 1x1-space section of a larger structure; "G" indicates a position relative to the target from where the attacking unit will use a gun/shell-firing weapon; "R" indicates a position relative to the target from where the attacking unit will use a rocket launcher; "+" indicates a position which is too far from the target for an attack by either weapon. Note that a trooper(s) unit will attempt to enter any capturable structure which it has been ordered to attack. If a trooper(s) unit cannot enter a capturable structure, it will move as close as it can to the structure (along a straight path), and then go into guard mode. If the structure remains within the unit's guard-mode scanning range, the unit may fire on it. o Weapon usage in attacks on targets by trooper(s) units in guard mode: 1x1-space targets | 2x2-space targets | 3x2-space targets | 3x3-space targets ------------------|-------------------|-------------------|------------------ 3210123 | 210012 | 10001 | 2100012 +-------+ | +------+ | +-----+ | +-------+ 3|+++R+++|3 | 2|++GR++|2 | 2|+RGG+|2 | 2|+++G+++|2 2|+RRGRR+|2 | 1|+GGGG+|1 | 1|GGGGG|1 | 1|+GGGGG+|1 1|+RGGGR+|1 | 0|GG##GG|0 | 0|G###G|0 | 0|+G###G+|0 0|RGG#GGR|0 | 0|RG##GR|0 | 0|G###G|0 | 0|GG###GG|0 1|+RGGGR+|1 | 1|+GGGG+|1 | 1|GGGGG|1 | 0|+G###G+|0 2|+RRGRR+|2 | 2|++RG++|2 | 2|+GGR+|2 | 1|+GGGGG+|1 3|+++R+++|3 | +------+ | +-----+ | 2|+++G+++|2 +-------+ | 210012 | 10001 | +-------+ 3210123 | | | 2100012 ----------------------------------------------------------------------------- Notes: "1x1-space targets" include ground units, turrets and rocket turrets. (Note that wall sections are never directly targeted for attack by a unit in guard mode, and sandworms may or may not be considered targets by a unit in guard mode, depending on the guarding unit's House.) "2x2-space targets" include construction yards and other structures of equal size; "3x2-space targets" include refineries and other structures of equal size; "3x3-space targets" include starports and palaces. A "#" indicates a single 1x1-space target, or a 1x1-space section of a larger structure; "G" indicates a position relative to the target from where an attacking trooper(s) unit will use a gun/shell-firing weapon; "R" indicates a position relative to the target from where an attacking trooper(s) unit will use a rocket launcher; "+" indicates a position which is too far from the target for an attack by either weapon. 53. COMPUTER-CONTROLLED FORCES ============================== o The term "Computer-controlled" in this document refers to the units and buildings manipulated solely by the game/"Computer" in combat or competition with the forces controlled by the human player. The term is not used in reference to any fully autonomous units (such as ornithopters) allied with player forces. o Computer-controlled forces are fully established at the start of every mission. Computer units and/or buildings will always be located and configured in the same way each time a given mission is started. o Computer-controlled forces always "know" where a player's initial construction yard is located; Computer units can locate it without searching the battlefield. o A Computer-controlled House will not expand its bases or change their configuration. If a Computer structure is destroyed, the Computer can only replace it at the same location with an identical structure. Note that when replacing a destroyed structure, the Computer may place the new structure over friendly or enemy concrete, and/or any player units located at the site. (player units at the site are destroyed when this happens.) o Computer-controlled bases will not include starports, nor will the Computer attempt to build starports in any mission. o The Computer can fix any structure under its control. o The Computer will not replace destroyed concrete or wall sections. o The Computer will use its palace's weapons/abilities whenever possible. o In missions where the player faces more than one Computer-controlled House, the various Computer units (including Sardaukar where applicable) will not normally combat each other; They will all attempt to destroy only the player's forces. o Computer-controlled forces do not attempt to capture player-controlled structures. o The Computer does not manufacture or use MCVs. o Computer-controlled units can be issued new orders more quickly than player units can. Entire groups of Computer units can move and/or attack simultaneously. o The Computer can use ground vehicles to overrun a player's soldier, infantry, trooper(s), Fremen or saboteur units. o Computer-controlled units will not directly target spice blooms for weapon fire. o The Computer can make use of all structures under its control. o If a Computer-controlled infantry or troopers unit is reduced to one individual, the individual may discard any orders and attempt to retreat from combat. o A player will not gain spice/credits by capturing Computer-controlled refineries or silos. o A Computer-controlled House may still be able to expend credits after all its refineries and silos are captured or destroyed. o Computer-controlled missile tanks in guard mode may fire on any player ornithopters or carryalls that come within range. o Computer-controlled turrets and rocket turrets may fire on any player ornithopters or carryalls that come within range. o Computer-controlled Deviators may attempt to deviate a player's harvesters. The Computer will use deviated harvesters and will unload them in Computer refineries when possible. o Computer-controlled Deviators may attempt to deviate a player's MCVs, although the Computer will not attempt to deploy them. However, if an MCV is deviated while executing a Deploy order, it will deploy a construction yard belonging to the House which controls the Deviator. o Computer-controlled units in guard mode around Computer bases may tend to remain there throughout the game, unless/until they are destroyed. Such units, if led away from their positions, will tend to return to them when possible. o If a player unit attacks a Computer-controlled unit, the Computer unit will often return fire if possible. If that player unit then retreats from the encounter, the Computer-controlled unit will tend to pursue it, if possible. If the Computer unit was in guard mode, it may break off a prolonged pursuit and return to its starting position. If the Computer unit was not in guard mode, the pursuit can last until one of the units is destroyed, or the Computer unit is otherwise prevented from chasing the player unit. 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 structure at any time. o Some captured Computer structures may require upgrades to reach their full manufacturing potential. o In a given mission, two captured Computer-controlled structures of the same type may have different production capabilities. o With the exception of harvesters, Fremen and MCVs, all player 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 Computer-controlled forces will attempt to harvest and refine spice even if all Computer refineries and silos are filled to capacity. 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 remain stationary for the rest of the game.) 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.) 54. SANDWORM ============ o All sandworms are identical in coloring and appearance. The presence of a sandworm is indicated by a circular mound of sand on the Game Screen. The worm itself can be seen only as it strikes a target. o In general, a sandworm can sense any unit on sand at any distance. o Some sandworms will become active only after being revealed on the battlefield. o A sandworm can devour any ground unit. A worm may also attempt to attack fireballs on sand which are produced by exploding units and projectiles. o Sandworms can be clicked on, targeted, and attacked. o Clicking on a revealed sandworm will display the worm's ID icon and damage status bar. o Sand covering a worm will not protect it from damage. o A ground unit on top of a sandworm mound can be damaged if other units, turrets or rocket turrets are firing on (and hitting) the sandworm. A worm may take advantage of this by moving between closely-spaced units and pausing beneath them without striking. o Sandworms cannot permanently affect terrain or unharvested spice. o A sandworm mound will always be composed of plain, smooth sand. As a worm moves under spice fields, spice blooms, dunes and sand craters, those terrain features will be obscured by the sandworm mound, but reappear if the worm moves away. o A revealed sandworm will appear as a white dot on the radar screen. o A sandworm will disappear if it devours 3 units or is destroyed. A worm may also disappear when it becomes 50% damaged. 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 A Devastator ordered to destruct will not destruct if it is swallowed by a sandworm. o A self-destructing Devastator can damage nearby sandworms. o Two or more worms may occupy the same space at the same time. o There are no sandworms in missions 1 or 2 (for any House). Sandworms are present in all other missions. o Turrets, rocket turrets, and units in guard mode may automatically fire on any sandworm which comes into range. This auto-targeting ability will vary by House and mission number. o Solid projectiles may be fired over sandworms without striking them. Sonic waves directed at another target will damage any sandworm touched by the sonic blast. o Ordos and Harkonnen units in guard mode will fire on any sandworms that come within range. o A ground unit moving across sand will usually attempt to navigate around any sandworm in its path. 55. SARDAUKAR ============= o In this document, the term "Sardaukar" refers to the combat forces of the Emperor. They first appear in mission 4 as troopers units transported by carryall. In later missions, Sardaukar units may be of any unit type available to any House, excluding Deviators, Fremen, MCVs, raider trikes and saboteurs. o Before mission 9, the Sardaukar will have no base located on the battlefield. o Purple is the House color for all Sardaukar units. o A captured Sardaukar vehicle factory can produce trikes, quads, harvesters, MCVs, combat tanks, missile tanks, siege tanks, and 1 or more special units. The special units vary depending on the capturing House: Devastators are produced for Atreides, Devastators and sonic tanks for Ordos, sonic tanks for Harkonnen. (Note that the capturing House must also control a hi-tech in order to produce special units.) o Mentats may refer to the Sardaukar as "Sarduakar". 56. END MISSION =============== o If all player or Computer structures are destroyed or captured, the mission will end. Note that turrets and rocket turrets are excluded from consideration here. o A player will lose a mission if all friendly structures are destroyed. This is true even if the player still has one or more MCVs available to create new construction yards. o If both/all sides in combat lose all of their structures, the Computer enemy wins by default. The player must always hold at least one structure (other than a turret or rocket turret) at the end of a mission in order to win. o The end of a mission is first signified by an overflight of 7 carryalls in a V formation. The carryalls will be trimmed in the House color of the victorious side. o The game will not keep track of harvested spice beyond 65,000 credits. o If friendly units destroy friendly structures, the structures are counted as being destroyed by the enemy. o When a destroyed ground vehicle produces a surviving soldier, both the destroyed unit and the soldier are scored as separate units. o Concrete and wall sections are not counted in scoring. o When a Devastator self-destructs, it is counted as being destroyed by the enemy. o Sandworms are counted as enemy units in scoring. A sandworm is counted as being destroyed whether the sandworm is destroyed/driven away, or disappears after consuming three units. o Time is not measured while the game is paused. o Units destroyed by spice blooms are not counted as being destroyed by the enemy. o When a unit composed of three individuals (such as an infantry or troopers unit) is reduced to a single individual, the two destroyed individuals are not counted in scoring. o Units eaten by sandworms are not counted as being destroyed by the enemy. o Captured structures are not counted as being destroyed. o Deviated units do not count as being destroyed. 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). o Ranks assigned, in alphabetical order: BASE COMMANDER, DESERT MONGOOSE, DUNE TROOPER, RULER OF ARRAKIS, SAND SNAKE, SAND WARRIOR, SCOURGE OF DUNE, SQUAD LEADER. 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 including sound effects from the game. o Game credits can only be interrupted with the power switch or reset button until they have played through one time. After the first run-through, the credits will begin to repeat. From this moment on, pressing the A, B or C button will interrupt the credits and restart the game from the opening sequence. 57. GLOSSARY ============ o BASE: The term "base" generally refers to any tightly clustered group of varying types of buildings, all under the possession/control of one House. o BATTLEFIELD: 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 BUILDING: The term "building" (as a noun) refers to any construction yard, and to anything that can be produced at a construction yard. o CLICKING ON/CLICK ON: The term "clicking on" refers to placement of the Selection Cursor (or Targeting Cursor) over a structure, ground unit, etc. during game play, and pressing the A button once. o COMPUTER-CONTROLLED/COMPUTER: The term "Computer-controlled" refers to the units and buildings manipulated solely by the game/"Computer" in combat or competition with the forces controlled by the human player. The term is not used in reference to any fully autonomous units (such as ornithopters) allied with player forces. o CONCRETE SLAB/QUADRANT OF A CONCRETE SLAB: The term "concrete slab" refers to the full-sized slab as it is produced at a construction yard. Each full-sized concrete slab is composed of 4 smaller squares, or "quadrants", arranged in a 2x2 matrix. o ENEMY: The term "enemy" generally refers to units and/or buildings which are controlled by an opposing House. (For example, an Atreides construction yard is an "enemy building" to House Ordos or House Harkonnen.) o FRIENDLY: The term "friendly" generally refers to units and/or buildings which are all controlled by the same House. (For example, an Atreides construction yard is a "friendly building" to House Atreides.) o HOUSE COLOR: The term "House color" refers to the prevalent color of structure beacons and/or units on the Game Screen. It also refers to the color of structures and/or ground units on the radar screen. House colors are blue for Atreides, green for Ordos, red for Harkonnen, and purple for the Sardaukar forces of the Emperor. o ICON: The term "icon" refers to any one of the Identification ("ID") Window or Command Window images which appear on the upper right side of the Game Screen during play. o PLAYER-CONTROLLED/PLAYER: The term "player-controlled" refers to the units and buildings manipulated by the human player in combat or competition with the forces controlled solely by the game/"Computer". The term may also be used in reference to any fully autonomous units (such as ornithopters) allied with player forces. o RANGE: The term "range" 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 sections 19: Rocket Turret, 22: Turret, 43: Saboteur, and 52: Multiple-Weapon Units.) o REVEAL RANGE: The term "reveal range" refers to the largest area of the battlefield that a player-controlled object will reveal 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 when it fires. o REVEALED: The term "revealed" refers to an area or an object which is visible on the battlefield. If RADAR IS ON, all revealed friendly structures are represented on the radar screen. If the radar screen is supported by a fully-powered outpost, then all revealed sand and rock, and most revealed objects will also be represented on the radar screen. o SARDAUKAR: The term "Sardaukar" refers to the combat forces of the Emperor. They first appear in mission 4 as troopers transported by carryall. In later missions, Sardaukar units may be of any unit type, excluding Deviators, Fremen, MCVs, raider trikes and saboteurs. o SPACE: The term "space" refers to a unit of measurement where 1 space is an area equal in size and shape to 1 quadrant of a concrete slab. o SQUARE: The term "square" (in reference to a building's size and/or placement grid) refers to a unit of measurement where 1 square is an area equal in size and shape to 1 quadrant of a concrete slab. o STRUCTURE: The term "structure" refers to all buildings, excluding concrete slabs and wall sections. o UNIT: Unless otherwise specified, the term "unit" 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 UNREVEALED: The term "unrevealed" refers to an area or an object which is hidden (or "blacked out") on the battlefield. Unrevealed areas and objects will not appear on radar.
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