House Harkonnen

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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.

List of Contents

Faction Bonuses

  • + Can use the Oppression Ability on Harkonnen Villages
  • + Can sacrifice an Agent to reduce a Mission's cost and preparation time
  • + Villages gain +5% resource production per active Militia
  • − Villages suffer -10% resource production

At 5k Hegemony

  • + Gain 50 Intel when you pillage a Village
  • + After killing 20 non-mechanical units, receive a free Brainwashed Agent

At 10k Hegemony

  • + Sacrificed Agents give a chance to not consume an operation on use
  • + Grants +1 additional Agent slot in each non-faction field

Oppression

Can be used on any Village controlled by House Harkonnen at the cost of 20 Manpower.

  • + Oppression can be used on any Village controlled by House Harkonnen at the cost of 20 Manpower
  • + Oppressed Villages gain +100% resource production for 2 days
  • − When Oppression ends, the Oppressed Village has -20% resource production and a 3% chance to rebel each day
  • − This debuff lasts for 10 days and stacks every time a Village is repeatedly Oppressed

Councilors

Feyd-Rautha Harkonnen

Feyd-Rautha Harkonnen

Difficulty: Hard
Abilities
  • Can use Corruption on Landsraad Resolutions, causing a loss of Landsraad Standing for the elected enemy faction
  • While at least one Village is under Oppression: Gain +20% Influence production & +100% Agent recruitment speed

"Glossu's younger brother and the Baron's favored nephew, Feyd-Rautha has all it takes to uphold his family's sadistic culture. An unmatched duelist and charismatic leader, he is the chosen na-Baron of House Harkonnen, destined to take over his uncle's legacy."

Piter De Vries

Piter De Vries

Difficulty: Hard
Abilities
  • Sacrificed Agents permanently reduce all costs by 15%
  • Gain 60 Solari each time an Agent is sacrificed

"Piter is a twisted Mentat; that is a human computer, but bred on planet Tleilax with much less ethical constraints in mind that their regular counterparts."

Cron Vatia

Cron Vatia

Difficulty: Easy
Abilities
  • Oppressed Villages construct Buildings 200% faster
  • Oppressing a Village generates Manpower
  • Gain 50 Solari upon killing a Rebel

"Cron Vatia is the administrator in charge of House Harkonnen's enslaved workforce on Arrakis. Efficient and utterly ruthless, he keeps production high through relentless pressure and swift punishment of any who fall short."

Umman Kudu

Umman Kudu

Difficulty: Easy
Abilities
  • +2 Manpower production
  • Military Units are recruited 30% faster
  • Military Units gain +1 Armor while in a region where an active Military Operation is underway

"Umman Kudu is the ruthless Captain of Harkonnen forces on Arrakis. Known for his iron discipline and heavy-handed methods, he ensures the Baron's dominance through overwhelming military presence."

Units

Trooper

  • Health: 400 | Power: 15 | Armor: 4 | Supply: 100
  • Recruitment Cost: 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Berserkers: Gain up to +30% attack speed depending on missing Health
These rank and file troops are widely used by the Harkonnens, with little regard for their survival as long as they can further their goals

Gunner

  • Health: 300 | Power: 16 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Berserkers: Gain up to +200% Power depending on missing Health
  • + Demolition: Area damage; 30% Armor destroy chance
  • − Ranged: Suffers penalties in melee combat
These Harkonnen specialists use demolition charges and various explosives to stun and disorient their targets, reducing their efficiency

Cerberus

  • Health: 300 | Power: 11 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Blood Loss: Non-mechanical targets suffer Blood Loss (x1 max): lose Health when moving
A special section of Harkonnen fanatics, trained from birth to value success at all costs over survival

Combat Drone

  • Health: 100 | Power: 8 | Armor: 0 | Supply: N/A
  • Recruitment Cost: 100 Solari | 1 Command Points | 2 Fuel Cells
  • Recruitment Time: 1 Days
  • Upkeep: 4 Solari
  • Development required: None
  • Range: 25
  • Abilities:
  • + Sensor Disruption: Enemy units at Medium Range suffer -2 Armor
  • + Drone: Mechanical; 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: 500 | Power: 15 | Armor: 5 | Supply: 100
  • Recruitment Cost: 100 Solari | 50 Manpower | 5 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 5,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Bloodthirsty: While in combat, any unit death at Short Range grants Bloodthirsty (x20 max): +1 Power
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: 270 | Power: 10 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 3 Command Points | 9 Guild Favour | 3 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 12 Solari
  • Development required: None
  • Building required: Spacing Guild Branch
  • Range: 35
  • Abilities:
  • + Demolition: Attacks deal damage in an area around the target
  • + Execution: Executes enemy units under 80 Health
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
These creepy, undulating crafts bring a large amount of firepower to the fight. They spray missiles at an area without much care for precision

Overlord

  • Health: 2000 | Power: 0 | Armor: 6 | Supply: N/A
  • Recruitment Cost: 100 Guild Favour
  • Recruitment Time: 8 Days
  • Upkeep: 50 Solari
  • Development required: None
  • Building required: Spacing Guild Branch
  • Range: N/A
  • Abilities:
  • + Sting Management: Restocks 2 Stings per day (max 5); each Sting deals -40% Health/day to target and cannot be regenerated; Stings have 150 Health, 6 Armor, 55 Attack Power
  • + Decimation Protocols: Sacrifice all Stings — they rush the target and explode on contact
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
Behind its many eyes and heavy shielding, the Overlord frigate hides a self-repairing fleet of vicious drone-ships

Glossu Rabban

  • Health: 1000 | Power: 15 | Armor: 5 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Unbridled Order: Every owned Village gains +1 free Heavy Militia; uncontrollable owned units at Long Range become Rabban's Thrall (+20% damage, +1 Armor, +20% Speed); gain +1 Power and +1 Armor per Thrall
  • + Gladiator Drugs: Toggle — nearby owned non-mechanical units cannot be controlled (Cooldown: 0 days, Cancel Cooldown: 1 day)
Brutal and feared, Glossu Rabban rules through terror. His troops fight not out of loyalty, but because dying by his hand is worse than dying by the enemy's

Iakin Nefud

  • Health: 800 | Power: 20 | Armor: 5 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Survival of the Fittest: Upon reaching zero Health, steals Health from an adjacent ally ground unit instead of dying; ally unit deaths at Short Range grant Bloodthirsty (x20 max): +1 Power, +0.5 Armor
  • + Cannon Fodder (Cooldown: 0.5 days): Converts nearby level 1 allied military units — they lose 50% Health/day outside combat, cannot regenerate or gain experience, cost no upkeep, and refund 50% of their cost upon death in combat
Captain of the Harkonnen guard, Iakin Nefud survives by any means necessary — including at the expense of those under his command

House Harkonnen Development Tree

Intelligence Network

Cruel Reputation ★

Spying Logistic

Counter Measures

Landsraad Whispers ★

Enhanced Questioning ★

Nefarious Contracts

Insider Trading

Spying Mastery

Local Dialect Studies

Lay of the Land

Local Hubs

Instill Fear ★

Outpost Logistics

Savage Cleansing ★

Border Defense

Symbols of Authority ★

Work Ethics ★

Modular Parts

Advanced Engineering

CHOAM Integration

Insulated Valley

Geothermal Condensers

CHOAM Support

Survival Training

Arrakis Butchers ★

Energy Efficiency

Parallel Training

Assembly Lines ★

Adrenaline Addiction ★

Siege Incentives

Unique Developments

★ nodes in the tree above are unique to House Harkonnen.

Statecraft

Cruel Reputation [Statecraft] Unique

  • Using an operation on a faction in Conflict grants 25% of its Solari cost as Influence
  • Unlocks the Political Agreement Treaty

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Landsraad Whispers [Statecraft] Unique

  • Agents assigned on a Landsraad Information slot produce +2 Intel
  • Unlocks the Landsraad Quarters Building
  • +1 Agent slot in Landsraad Information

↑ Back to tree

Enhanced Questioning [Statecraft] Unique

  • Oppressed Villages grant +1 Intel production
  • Unlocks the Interrogation Center Building

↑ Back to tree

Expansion

Instill Fear [Expansion] Unique

  • -10% Authority cost to Annex pillaged Villages
  • -50% Authority cost to Annex again a Village owned by Harkonnen in the past

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Savage Cleansing [Expansion] Unique

  • Pillaging a Sietch gives 100 Authority and immediately reveals another Sietch
  • A successful Pillage resupply +25% of max Supply of units in the occupation circle

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Symbols of Authority [Expansion] Unique

  • Oppressed Special Regions grant +1 Authority production
  • Unlocks the Crafts Workshop Village Building

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Economy

Work Ethics [Economy] Unique

  • +5 Plascrete production
  • +3 Manpower production
  • Unlocks the Maintenance Center Village Building

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Martial Economy [Economy] Unique

  • +1 Militia slot
  • Unlocks the Office of Order Village Building

↑ Back to tree

Military

Arrakis Butchers [Military] Unique

  • +10 Water
  • +50% damage against Militia and Rebel
  • Gains 5 Manpower upon killing Militia and Rebel

↑ Back to tree

Assembly Lines [Military] Unique

  • -30% Combat Probe and Harpy recruitment costs
  • -30% Combat Probe and Harpy training time

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Adrenaline Addiction [Military] Unique

  • +10 Command Point
  • Every time a unit dies, ally Military Units that are fighting nearby receive +1% attack speed (x50 max)
  • Unlock the second gear slot in the Armory

↑ Back to tree

Unique Buildings

Buildings exclusively available to House Harkonnen.

Main Base — Statecraft

Interrogation Center

Like spice, information must flow. Sadly, said information must more often than not be extracted from human beings like sap is extracted from a tree. Most abhor the method, but the Harkonnens will never shy away from a proven tool

Factions