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"You fight when the necessity arises—no matter the mood! Mood's a thing for cattle or making love or playing the baliset. It's not for fighting."

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General Info

  • + A unit's Power equals the total base damage their attack will deal to an enemy
  • + Armor reduces incoming damage by the amount of armor
  • + Attacks always deal at least 1 damage
  • + Units gain XP as they kill other units. Every level they gain increases their HP and Supply by +20, and their Power by +1
  • House Atreides

    Atreides Units

    Trooper

    • Health: 400 | Power: 18 | Armor: 5 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 4 Command Points
    • Upkeep: 4 Solari | 3 Manpower
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Coordination: Gain 10% Power for each bonus received from an ally unit

    Troopers are fierce melee fighters. They become stronger when supported by specialized units

    Ranger

    • Health: 300 | Power: 15 | Armor: 3 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 3 Command Points
    • Upkeep: 4 Solari | 3 Manpower
    • Developments required: None
    • Range: 30
    • Abilities:
    • + Focus Fire: Ally units attacking the same target gain 5% Power
    • − Ranged: Suffers Pinned down while engaged in melee combat:
      • − -50% Power
      • − Cannot use ranged attacks
    Armed with medium-range projectile weapons, rangers are best used alongside defensive units that can protect them

    Heavy weapons squad

    • Health: 400 | Power: 7 | Armor: 5 | Supply: 100
    • Recruitment Cost: 200 Solari | 20 Manpower | 3 Water | 5 Command Points
    • Upkeep: 6 Solari | 3 Manpower
    • Developments required: Survival Training
    • Range: 20
    • Abilities:
    • + Disruption: Dealing damage to an enemy applies Disrupted (x5 max) until the end of combat:
      • + Disrupted: +5% damage received
    • + Demolition Team:
      • + Ranged attacks deal damage in a moderate area
      • + Ranged attacks have 30% chance to destroy Armor
      • − Ranged: Suffers Pinned down while engaged in melee combat:
        • − -50% Power
        • − Cannot use ranged attacks
    Equipped with rocket launchers, these specialists can easily breach enemy defenses and open the way for other units

    Support Drone

    • Health: 600 | Power: 8 | Armor: 8
    • Recruitment Cost: 200 Solari | 4 Fuel Cells | 4 Command Points
    • Upkeep: 12 Solari
    • Developments required: Support Structures
    • Range: 20
    • Abilities:
    • + Medkits: Nearby ally units gain 20% Health regeneration per day (x1 max)
    • + Drone: Does not attract Sandworms
    This heavy, remote-controlled drone is well suited for combat, but its primary purpose is to provide field support to nearby units

    Warden

    The Wardens are the Atreides' elite section. Equipped with heavy duty armors, shields and swords, they are ready to give their lives to defend their allies

    Hawk

    • Health: 400 | Power: 5 | Armor: 4
    • Recruitment Cost: 20 Guild Favour | 3 Fuel Cells | 3 Command Points
    • Recruitment Time: 3 days
    • Upkeep: 12 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 20
    • Abilities:
    • + Weight Shedding:
      • + Attacks 5 times faster
      • + Gain +30% Movement Speed as soon as this unit loses it's Armour
    • − Ship:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    Fashioned after the heraldic bird of House Atreides, the Hawk harasses weakened enemies with its two machine guns

    Kraken

    • Health: 4000 | Power: 12 | Armor: 8
    • Recruitment Cost: 100 Guild Favour | 10 Fuel Cells
    • Recruitment Time: 5 days
    • Upkeep: 50 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 10
    • Abilities:
    • + Troop Carrier:
      • + Can carry up to 10 ally Military Units
      • + Gain +1 Power per carried unit
    • + Demolition:
      • + Attacks deal damage in a moderate area
      • + Attacks have a 30% chance to destroy Armour
      • + Gains +100% damage against Flying Units
    • − Frigate:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    This utility frigate has heavy shielding and a large cabin area to keep wounded troops out of harms way. They will live to fight another day

    House Harkonnen

    Harkonnen Units

    Trooper

    • Health: 400 | Power: 19 | Armor: 4 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 4 Command Points
    • Upkeep: 4 Solari | 3 Manpower
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Berserkers: Gain up to 50% Power depending on missing Health

    These rank and file troops are widely used by the Harkonnens, with little regards for their survival as long as they can further their goals

    Gunner

    • Health: 400 | Power: 11 | Armor: 3 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 5 Command Points
    • Upkeep: 6 Solari | 3 Manpower
    • Developments required: None
    • Range: 20
    • Abilities:
    • + Shrapnel Ammunitions:
      • + Ranged attacks cause the target to have -50% health regeneration until the end of combat
    • + Demolition:
      • + Ranged attacks deal damage in a moderate area
      • + Ranged attacks have 30% chance to destroy Armor
      • + Gain +100% damage against Flying Units
      • − Ranged: Suffers Pinned down while engaged in melee combat:
        • − -50% Power
        • − Cannot use ranged attacks
    These Harkonnen specialists use demolition charges and various explosives to stun and disorient their targets, reducing their efficiency

    Cerberus

    A special section of Harkonnen fanatics trained from birth to value success at all cost over survival

    Stealth Probe

    • Health: 150 | Power: 8 | Armor: 2
    • Recruitment Cost: 100 Solari | 1 Fuel Cell | 2 Command Points
    • Upkeep: 6 Solari
    • Developments required: Support Structures (or Piter De Vries as one of your Councilors)
    • Range: 20
    • Abilities:
    • + Fight Analysis: Upon death, nearby ally units in combat gain 10% Power (x5 max)
    • + Stealth: Gain Camouflage when no enemy unit is nearby:
      • + Only visible from close range
  • + Drone: Does not attract Sandworms
  • This lightweight, remote-controlled flying device is outfitted with small-caliber guns to assist other units in combat. Thanks to its small stature and reduced noise, it has the ability to stay concealed from a distance

    Executioner

    • Health: 600 | Power: 18 | Armor: 7 | Supply: 100
    • Recruitment Cost: 300 Solari | 20 Manpower | 5 Water | 5 Command Points
    • Upkeep: 10 Solari | 5 Manpower
    • Developments required: Call to Arms
    • Range: Melee
    • Abilities:
    • + Head Hunter: While in combat, any nearby unit death grants (x10 max):
      • +3% Power
      • +3% Health regeneration per day
    These hulking killing machines clad in heavy armor and equipped with ever-regenerating shields feel seemingly impossible to take down, although they are not fully invulnerable

    Harpy

    • Health: 300 | Power: 13 | Armor: 3
    • Recruitment Cost: 20 Guild Favour | 3 Fuel Cells | 3 Command Points
    • Recruitment Time: 3 days
    • Upkeep: 12 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 20
    • Abilities:
    • + Evasion Tactics:
      • + While under 30% Health, gain +30% Power and +30% Movement Speed
    • + Demolition:
      • + Attacks deal damage in a moderate area
      • + Attacks have a 30% chance to destroy Armour
    • − Ship:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    These creepy undulating crafts are full of missiles. They can easily take down heavily armoured units and structures, with little regards for the ground Harkonnen units they might damage in the process

    Overlord

    • Health: 4000 | Power: 0 | Armor: 8
    • Recruitment Cost: 100 Guild Favour | 10 Fuel Cells
    • Recruitment Time: 5 days
    • Upkeep: 50 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: N/A
    • Abilities:
    • + Hive:
      • + Can activate Decimiation Protocols: This boosts Sting generation speed and increases damage of nearby drones and Stings but damages them over time
      • + Generate 2 Stings per day
      • + Stocks up to 5 Stings at once
    • − Frigate:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    Behind its many eyes and heavy shielding, the Overlord frigate hides a self-repairing fleet of vicious drone-ships

    Smugglers

    Smugglers Units

    Scavenger

    • Health: 500 | Power: 17 | Armor: 4 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 4 Command Points
    • Upkeep: 4 Solari | 3 Manpower
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Scavengers: Gain 5% Health regeneration per day until the end of combat whenever a unit dies nearby (5x max)

    Scavengers will offer their services to the highest bidder. This doesn't mean they are devoid of all ethics, but it certainly means that their loyalty has a cost and no strings attached

    Wrecker

    • Health: 300 | Power: 6 | Armor: 2 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 3 Command Points
    • Upkeep: 6 Solari | 3 Manpower
    • Developments required: None
    • Range: 20
    • Abilities:
    • + Chemical Weapons:
      • + Ranged attacks reduce the target's Supply by 2%
      • + Dealing damage to an enemy unit applies Poisoned (1x max) until the end of combat:
        • + Drain 20% Supply daily
    • + Demolition Team:
      • + Ranged attacks deal damage in a moderate area
      • + Ranged attacks have 30% chance to destroy Armor
      • + Gain +100% damage against Flying Units
      • − Ranged: Suffers Pinned down while engaged in melee combat:
        • − -50% Power
        • − Cannot use ranged attacks
    Plunderers who specialize in the use of drugs and chemical weapons, not only damaging enemy units, but also spoiling their supplies and poisoning their food

    Sniper

    • Health: 200 | Power: 20 | Armor: 2 | Supply: 100
    • Recruitment Cost: 200 Solari | 20 Manpower | 3 Water | 4 Command Points
    • Upkeep: 8 Solari | 3 Manpower
    • Developments required: Survival Training
    • Range: 50
    • Abilities:
    • + Elimination Shots: Deal +30% damage against non-mechanical units
    • + Stealth: Gain Camouflage when no enemy unit is nearby:
      • + Only visible from close range
    • − Ranged: Suffers Pinned down while engaged in melee combat:
      • − -50% Power
      • − Cannot use ranged attacks
    These lightweight units know when to strike. Their specialty is ambushing units stranded in the desert and already in a bad spot.

    Scavenging Drone

    • Health: 600 | Power: 10 | Armor: 6 | Supply: 200
    • Recruitment Cost: 200 Solari | 4 Fuel Cells | 4 Command Points
    • Upkeep: 12 Solari
    • Developments required: Support Structures
    • Range: 10
    • Abilities:
    • + Loot Distributor: While in combat, any nearby unit death grants the following bonuses for your allied units(10x max):
      • +2% Power
      • +2% max Health
    • + Drone: Does not attract Sandworms
    Remote-controlled combat machines equipped with an emergency system that boosts their response and efficiency when they enter a critical state

    Free Company

    • Health: 500 | Power: 20 | Armor: 5 | Supply: 100
    • Recruitment Cost: 300 Solari | 20 Manpower | 5 Water | 5 Command Points
    • Upkeep: 10 Solari | 5 Manpower
    • Developments required: Call to Arms
    • Range: Melee
    • Abilities:
    • + Sharpen Swords: Gain up to +100% Power depending on the missing Health of the target they're fighting
    • + Stealth: Gain Camouflage when no enemy unit is nearby:
      • + Only visible from close range
      • + Gain 10% increased Movement Speed when near combat
    Highly trained warriors and assassins, using stealth to strike when one least expects them

    Banshee

    • Health: 300 | Power: 10 | Armor: 3
    • Recruitment Cost: 20 Guild Favour | 2 Fuel Cells | 2 Command Points
    • Recruitment Time: 3 days
    • Upkeep: 12 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 20
    • Abilities:
    • + Chemical Weapons:
      • + Damaged enemies lose 2% Supply and receive Poisoned:
        • + Drain 20% Supply daily
    • + Demolition Team:
      • + Ranged attacks deal damage in a moderate area
      • + Ranged attacks have 30% chance to destroy Armor
    • + Stealth: Only visible from close range
    • − Ship:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    This stealth recon ship has been equipped with the pride of smugglers chemical weaponry

    Wraith

    • Health: 3000 | Power: 0 | Armor: 5
    • Recruitment Cost: 100 Manpower | 100 Guild Favour | 10 Fuel Cells
    • Recruitment Time: 5 days
    • Upkeep: 50 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 20
    • Abilities:
    • + Toxic Gases: Enemy ground units in the area lose 1% max Health and Supply every second
    • + Can active Toxic Purge
    • − Frigate:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    This old chemical lab station has been repurposed for warfare. Continuously releasing heavy gases on the battlefield, the Wraith induces terror in the heart of everyone who crosses its path

    Fremen

    Fremen Units

    Warrior

    • Health: 500 | Power: 18 | Armor: 3 | Supply: 100
    • Recruitment Cost: 100 Solari | 30 Manpower | 2 Water | 4 Command Points
    • Upkeep: 4 Solari | 3 Manpower
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Sand Tactics: Enemies engaged in combat with this unit suffer Disoriented (x1) max:
      • + -15% Power

    These Fremen fighters are adept at maintaining a high efficiency in the harsh, arid environments of Arrakis. Dune is their homeworld, and they will always defend it

    Skirmisher

    • Health: 300 | Power: 8 | Armor: 2 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 2 Water | 4 Command Points
    • Upkeep: 4 Solari | 3 Manpower
    • Developments required: None
    • Range: 20
    • Abilities:
    • + Fremen Opression: For each penalty suffered by the target, gain +1 Power (5x max)
    • + Stealth: Gain Camouflage when no enemy unit is nearby:
      • + Only visible from close range
    • + Demolition Team:
      • + Ranged attacks deal damage in a moderate area
      • + Ranged attacks have 30% chance to destroy Armor
      • − Ranged: Suffers Pinned down while engaged in melee combat:
        • − -50% Power
        • − Cannot use ranged attacks
    This demolition squad specializes in destroying enemy vehicles

    Infiltrator

    • Health: 200 | Power: 20 | Armor: 0 | Supply: 100
    • Recruitment Cost: 100 Solari | 10 Manpower | 2 Water | 3 Command Points
    • Upkeep: 3 Solari | 3 Manpower
    • Developments required: Survival Training
    • Range: Melee
    • Abilities:
    • + Weakness Revealed: First attack in combat inflicts +40 Damage and makes the target take +20% more damage from all sources
    • + Stealth: Gain Camouflage when no enemy unit is nearby:
      • + Only visible from close range
      • + Gain 10% increased Movement Speed when near combat
    Stealthy units specializing in melee combat, able to exploit weaknesses in the enemies' armor and striking where it hurts most

    Mobile Turret

    • Health: 300 | Power: 12 | Armor: 4 | Supply: 300
    • Recruitment Cost: 100 Solari | 10 Manpower | 5 Water | 5 Command Points
    • Upkeep: 10 Solari | 5 Manpower
    • Developments required: Support Structures
    • Range: 30
    • Abilities:
    • + Mobile Battery: Can set up an anti-air turret:
      • + Gain 20 Power
      • − Can only attack Flying Units
      • − Unable to move
    Fremen had to adopt their strategies to fight increasingly armoured invaders. A small team wielding stolen offworld artillery can wreak havoc unto enemies' air units, while remaining discret and fast enough to evade the retribution

    Fedaykin

    • Health: 700 | Power: 20 | Armor: 5 | Supply: 100
    • Recruitment Cost: 300 Solari | 20 Manpower | 3 Water | 6 Command Points
    • Upkeep: 10 Solari | 4 Manpower
    • Developments required: Call to Arms
    • Range: Melee
    • Abilities:
    • + Against the Odds: For each enemy military unit (x5 max) in combat with this unit, gain:
      • + +10% Power
      • + +1 Armor
    The elite Fremen warriors are completely fearless and dreaded by all. No unit is better fitted for skirmishes in the desert, even when grossly outnumbered

    Spire

    • Health: 300 | Power: 16 | Armor: 2
    • Recruitment Cost: 30 Machine Scraps | 4 Command Points
    • Recruitment Time: 3 days
    • Upkeep: 8 Solari
    • Prerequisites: Recycling Plant
    • Range: 20
    • Abilities:
    • + Suppressive Fire: Unit that is targeted by this suffers -10% Power
    • − Ship:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    Made from an ornithopter carcass, the Spire differentiates itself by its superior firepower

    Altar

    • Health: 3000 | Power: 22 | Armor: 4
    • Recruitment Cost: 150 Machine Scraps
    • Recruitment Time: 5 days
    • Upkeep: 50 Solari
    • Prerequisites: Recycling Plant
    • Range: 20
    • Abilities:
    • + Can activate Deploy Sails
    • + Has access to on-board enhancements
    • + Siege Weapons:
      • + Fires slowly but deal damage in a large area
      • + Attacks have a 50% chance to destroy Armor
      • + Gain +100% damage against Flying Units
    • − Frigate:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    Made from odds and ends of many ships, this aeronef can be customised to meet the needs of its makers

    House Corrino

    Corrino Units

    Conscription Swordsman

    • Health: 400 | Power: 14 | Armor: 4 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 3 Command Points
    • Upkeep: 3 Solari | 3 Manpower
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Protection Support: Other nearby ally Military Units gain +5% damage reduction while they have at least 1 Armour (5x max)

    Conscripts are fierce fighters. They become stronger when supported by specialised units

    Conscription Rifleman

    • Health: 400 | Power: 14 | Armor: 4 | Supply: 100
    • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 3 Command Points
    • Upkeep: 3 Solari | 3 Manpower
    • Developments required: None
    • Range: 20
    • Abilities:
    • + Targeting Support: Gain +30% Power while having at least 3 Armour
    • − Ranged: Suffers Pinned down while engaged in melee combat:
      • − -50% Power
      • − Cannot use ranged attacks
    Conscripts are fierce fighters. They become stronger when supported by specialised units

    Incinerator

    These shock troops are equipped with a device throwing burning napalm. This terrible weapon brings agonising death to it's target and awful nightmares to those who saw it in action

    Artillery Drone

    • Health: 400 | Power: 20 | Armor: 6
    • Recruitment Cost: 200 Solari | 6 Fuel Cells | 4 Command Points
    • Upkeep: 12 Solari
    • Developments required: Support Structures
    • Range: 80
    • Abilities:
    • − Siege Engine:
      • − Must be deployed to attack
      • − Cannot fire within close range
      • − Attracts Sandworms if deployed on sand
    • + Siege Weapons:
      • + Fires slowly but deal damage in a large area
      • + Attacks have a 50% chance to destroy Armor
      • + Gain +100% damage against Flying Units
    • + Drone: Does not attract Sandworms unless deployed on sand
    Once stabilised, these remote-controlled mobile artillery rain deafening shells on even well-defended positions. Beware to keep the enemy away from them, as they are quite vulnerable at close range

    Sardaukar

    Elite troops of the Empire, the Sardaukars are widely considered the best fighters in the universe

    Hammer

    • Health: 500 | Power: 8 | Armor: 5
    • Recruitment Cost: 20 Guild Favour | 4 Fuel Cells | 4 Command Points
    • Recruitment Time: 3 days
    • Upkeep: 12 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 20
    • Abilities:
    • + Thick Plating: This unit takes -40% area damage while it has at least 1 Armour
    • + Demolition:
      • + Attacks deal damage in a moderate area
      • + Attacks have a 30% chance to destroy Armor
    • − Ship:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    The Hammer is a specialised bomber of the Imperium, designed to deliver high caliber explosives with frightening precision, and break any defensive position

    Cronos

    • Health: 4000 | Power: 14 | Armor: 6
    • Recruitment Cost: 100 Manpower | 100 Guild Favour | 10 Fuel Cells
    • Recruitment Time: 5 days
    • Upkeep: 50 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 10
    • Abilities:
    • + Deck Engineers:
      • + Can activate Airfield Configuration, allowing this unit to function as an Airfield
      • + Recover +10% Health per day outside combat
    • + Demolition:
      • + Ranged attacks deal area damage
      • + Attacks have a 30% chance to destroy Armor
      • + 100% damage against Flying Units
    • − Frigate:
      • − Cannot investigate Discoveries
      • − Cannot investigate Village
      • − Cannot occupy Village nor contest their occupation
      • − Cannot target Village Buildings
    The Cronos is a symbol of the Imperium power. It is equipped with powerful flanking cannons, and the full intrastructure necessary to land shuttles

    House Ecaz

    Ecaz Units

    Squire

    • Health: 500 | Power: 12 | Armor: 5 | Supply: 100
    • Recruitment Cost: 40 Manpower | 4 Command Points
    • Upkeep: 8 Solari
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Crusher: Enemy units targeted by the Squire suffer -4 Armour (1x max)

    The squires have sworn to serve Ecazi nobility. They are used to taking the biggest blows from enemy forces, and focus on softening defences for stronger units to steal the show

    Musketeer

    • Health: 300 | Power: 15 | Armor: 3 | Supply: 100
    • Recruitment Cost: 30 Manpower | 3 Command Points
    • Upkeep: 8 Solari
    • Developments required: None
    • Range: 30
    • Abilities:
    • + Thunder: Enemy units targeted by the Musketeer suffer +10% damage received (1x max)
    • − Ranged: Suffers Pinned down while engaged in melee combat:
      • − -50% Power
      • − Cannot use ranged attacks
    House Ecaz employs a lot of professional hunters, to keep the large game population of their home planet in check, feed the court, and provide diversion. During war times, they are often hired to chase a very different quarry

    Fencer

    • Health: 400 | Power: 7 | Armor: 5 | Supply: 100
    • Recruitment Cost: 30 Manpower | 3 Command Points
    • Upkeep: 4 Solari
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Deadly Dance: Gain +150% attack speed when no ally units are close
    Fencers trained all day, every day to be the best duelist in the universe. On the battlefield, they often take the heat off of their lesser peers

    War Banner

    • Health: 600 | Power: 8 | Armor: 8
    • Recruitment Cost: 200 Solari | 3 Fuel Cells | 3 Command Points
    • Upkeep: 15 Solari
    • Developments required: National Mythos
    • Range: 20
    • Abilities:
    • + Inspiring Sight:
      • + Ecazi non-mechanical units in a large area gain +10% Power (1x max)
      • + Non-mechanical units of factions in Conflict suffer -10% Power in a large area (1x max)
    • + Demolition:
      • + Attacks deal damage in a moderate area
      • + Attacks have a 30% chance to destroy Armour
      • + Gains +100% damage against Flying Units
    • + Drone:
      • + Does not attract Sandworms
      • + Consume Solari to heal
    A good banner is not just a piece of fabric. It's an embodiment of everyone one fights for. As long as the War Banner stands, House Ecaz's unique blend of style and honour shall be felt by all on the battlefield

    Knight

    • Health: 400 | Power: 25 | Armor: 3 | Supply: 100
    • Recruitment Cost: 100 Solari | 40 Manpower | 5 Command Points
    • Upkeep: 20 Solari
    • Prerequisites: 10k Hegemony
    • Range: Melee
    • Abilities:
    • + Nobility:
      • + This unit receives -20% damage per other Ecazi non-mechanical unit nearby
      • + Cannot be killed if there is at least one other Ecazi non-mechanical unit nearby
    Ecazi nobility prides itself on it's bravery and martial prowess. It is customary for young nobles to follow the path of the knight, to demonstrate in the fray that they indeed possess such qualities

    Siren

    • Health: 500 | Power: 12 | Armor: 5
    • Recruitment Cost: 20 Guild Favour | 3 Fuel Cells | 3 Command Points
    • Recruitment Time: 3 days
    • Upkeep: 12 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 20
    • Abilities:
    • + Alluring Song: Mechanical units targeted by the Siren suffer +30% damage received (1x max)
    • + Demolition:
      • + Attacks deal damage in a moderate area
      • + Attacks have a 30% chance to destroy Armour
    • − Ship:
    The Siren's elegant form and graceful flight hides a dangerous anti-material weapon. It emits colourful patterns and focused noises towards it's target, saturating sensors and softening defences of drones and ships

    Monument

    • Health: 4000 | Power: 12 | Armor: 8
    • Recruitment Cost: 100 Guild Favour | 10 Fuel Cells
    • Recruitment Time: 5 days
    • Upkeep: 50 Solari
    • Prerequisites: Spacing Guild Branch
    • Range: 10
    • Abilities:
    • + Monument: Broadcasts one of two songs in a large area:
      • War Anthem: Ecazi non-mechanical units gain +20% Power in a large area
      • or
      • Lullaby: Non-mechanical units suffer -50% attack speed in a large area
    • + Demolition:
    • − Frigate:
    The Monument of Eternal Grace is a representation of the flowing nature of Art, a demonstration of Ecazi craftmanship, and a powerful weapon of war, all rolled into one

    Militia

    These Militia Units can only be built within Villages and will spawn when the Village is attacked

    By default, 3 Militia can be built. This cap can be raised by 1 with the SOMETHING Development and further with the Harkonnen Councilor SOMEONE

    Militia

    • Health: 400 | Power: 12 | Armor: 2 | Supply: 50
    • Recruitment Cost: 50 Solari | 10 Manpower
    • Upkeep: None
    • Developments required: None
    • Range: Melee
    • Abilities:
    • + Armed civilians: Suffers Panic under 50% Health:
      • − -30% Power
      • + +3 max Armor
    A village's militia, comprised of various civilians who may lack in combat training, but not in enthusiasm

    Ranged Militia

    • Health: 400 | Power: 16 | Armor: 2 | Supply: 50
    • Recruitment Cost: 50 Solari | 10 Manpower
    • Upkeep: None
    • Developments required: None
    • Range: 30
    • Abilities:
    • + Armed civilians: Suffers Panic under 50% Health:
      • − -30% Power
      • + +3 max Armor
    • − Ranged: Suffers Pinned down while engaged in melee combat:
      • − -50% Power
      • − Cannot use ranged attacks
    Members of the militia equipped with guns and therefore able to fight from a distance

    Demolition Militia

    • Health: 400 | Power: 8 | Armor: 2 | Supply: 50
    • Recruitment Cost: 50 Solari | 10 Manpower
    • Upkeep: None
    • Developments required: None
    • Range: 20
    • Abilities:
    • + Armed civilians: Suffers Panic under 50% Health:
      • − -30% Power
      • + +3 max Armor
    • + Demolition Team:
      • + Ranged attacks deal area damage
      • + Ranged attacks have 30% chance to destroy Armor
      • − Ranged: Suffers Pinned down while engaged in melee combat:
        • − -50% Power
        • − Cannot use ranged attacks
    Militia using explosives to wreck havoc in enemy lines, or destroy their vehicles

    Heavy Militia

    • Health: 500 | Power: 12 | Armor: 4 | Supply: 50
    • Recruitment Cost: 200 Solari | 20 Manpower
    • Upkeep: None
    • Developments required: Call to Arms
    • Range: Melee
    • Abilities:
    • + Armed civilians: Suffers Panic under 50% Health:
      • − -30% Power
      • + +3 max Armor
    Some militias have previous combat training and automatically become veterans of sorts

    Veteran Militia

    • Health: 600 | Power: 14 | Armor: 4 | Supply: 50
    • Recruitment Cost: 400 Solari | 25 Manpower
    • Upkeep: None
    • Requirements: Gurney Halleck as one of your Councilors
    • Range: Melee
    • Factions: Atreides
    • Abilities:
    • + Unwavering: This unit is not affected by Power penalties

    Some militias have previous combat training and automatically become veterans of sorts

    Miscellaneous

    Ornithopter

    • Health: N/A | Power: N/A | Armor: N/A | Supply: N/A
    • Recruitment Cost: 300 Solari
    • Upkeep: 10 Solari
    • Developments required: None
    • Abilities:
    • + Has incredible vision range, detects sandworms earlier and stealth units from further away
    • + Cannot be targeted by enemy units
    • + Can be attached to Harvesters to give Ornithopter Support:
      • +5% gathering rate
    • + You begin the game with 1 Ornithopter near your main base
    • Note: The Fremen use Retrofitted Ornithopters which are functionally identical but have an increased upkeep of 5 Solari
    A very common type of transport vessel, the ornithopter is a jet-propelled vehicle whose articulated wings help improve maneuverability and ensure stability. They are primarily used as reconnaissance vehicles

    Mercenary

    • Health: 300 | Power: 14 | Armor: 1 | Supply: 100
    • Recruitment Cost: 600 Solari | 2 Command Points
    • Upkeep: 30 Solari
    • Developments required: Economic Lobbying
    • Range: 30
    • Abilities:
    • + Hunter: Killing an enemy unit grants (x5 max):
      • + +10% Power
      • + +1 Armor
    • − Ranged: Suffers Pinned down while engaged in melee combat:
      • − -50% Power
      • − Cannot use ranged attacks
    An odd bunch of plunderers, pirates and smugglers who are in for easy, albeit dangerous, money

    Landsraad Guard

    The honour guard of the Landsraad are rarely seen on the field, but they are fearsome nonetheless

    Fremen Mercenary

    • Health: 600 | Power: 16 | Armor: 3 | Supply: 100
    • Recruitment Cost: N/A
    • Upkeep: Unknown
    • Developments required: Desert Command
    • Range: Melee
    • Abilities:
    • N/A
    Unknown

    Sardaukar

    Failing to pay the Imperial Tax 3 times in a row will make 7 Sardaukar spawn in your empire and attempt to Liberate your Villages.

    You do not want this.

    • Health: 600 | Power: 21 | Armor: 6 | Supply: 100
    • Recruitment Cost: N/A
    • Upkeep: N/A
    • Requirements: Fail to pay Imperial Tax 3 times in a row
    • Range: Melee
    • Abilities:
    • + Executioner: Execute enemies under 20% Health
    We are Sardaukar. The Emporer's blades. Those who stand against us, fall.

    Factions

    Smugglers Banner

    House Harkonnen

    House Harkonnen shares its chilling reputation with its leader, Baron Vladimir Harkonnen. They have been called despotic, merciless, scheming and devious. And those are only their finer qualities.

    Ecaz Banner

    House Ecaz

    House Ecaz is known for it's touristic resorts, it's recreational drugs, and it's patronage for the Art. But behind this enticing exterior, the refined house and it's no less refined ruler, Archduchess Armanda, are ruthless and efficient defenders of their interests.

    Fremen Banner

    Fremen

    Fremen are the only people native to Arrakis and will do anything to protect their way against the offworlders. While their leader, Liet-Kynes, doesn’t originally come from Dune, she is every bit as determined and attached to the planet as the next Fremen.

    Corrino Banner

    House Corrino

    Imperial House Corrino has ruled the galaxy for ten millenia, and Shaddam IV intends to keep it that way. The situation on Arrakis calls for the direct intervention of the Padishah Emperor, who will use all His wit and the might of His administration to turn the war to His benefit.