Smugglers

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There's a fine line between smugglers and full-fledged bandits, and Esmar Tuek is adept at walking that line. Smugglers can provide anything to anyone, provided they put the price… and do not look at the specifics too closely.

List of Contents

Faction Bonuses

  • + Can install Underworld Headquarters in opponent's Villages
  • + Gain +30% resources from pillaging a Village
  • + Authority cost to Annex a Village is not increased by distance from your Main Base
  • − Authority cost to Annex a Village is increased 100% more by owner Villages

At 5k Hegemony

  • + Can place a Bounty on Landsraad Resolutions
  • + Join the Landsraad Council with 50 Votes

At 10k Hegemony

  • + Smuggler's Villages under siege do not resupply the occupant
  • + Automatically installs a Major Underworld Headquarters in every enemy Main Base

Councilors

Staban Tuek

Staban Tuek

Difficulty: Easy
Abilities
  • Underworld Headquarters have +1 Extension slot

"Staban is Esmar Tuek's son and, just like his father, a renowned smuggler of various goods on Arrakis, most notably Spice Melange. Like many of his people, he thrives in a harsh environment while routinely defying the highest authorities. He is a proud man who doesn't abide by anybody's rules but his own."

Lingar Bewt

Lingar Bewt

Difficulty: Easy
Abilities
  • +12 Water production
  • Unlocks Water Network Extensions in Underworld Headquarters

"Lingar's business revolves around a single commodity, but one which is so rare on Arrakis, only Spice tops it in importance: water. While his extraction operations are not technically illegal, they are by nature risky enough that Lingar had to forge an alliance with smugglers, and most notably Esmar Tuek."

Lashon Hara

Lashon Hara

Difficulty: Hard
Abilities
  • Trading with factions generates Information on them; Information decays 50% slower
  • Each Information level on a faction grants +15 Solari and +1 Influence production

"Lashon Hara is a shadowy information broker who deals in secrets as readily as others deal in spice. His network of contacts across Arrakis allows him to turn every trade into an intelligence opportunity, making knowledge itself the most profitable commodity."

Stakkanov

Stakkanov

Difficulty: Hard
Abilities
  • Villages not adjacent to your territories have longer Siege timers and +20% resource production
  • Refund 50% of the Authority cost when losing a Village

"Stakkanov is a calculating logistics expert who has turned the chaos of smuggling into a science. He believes every setback is a business opportunity and ensures the operation profits from conflict regardless of outcome."

Units

Scavenger

  • Health: 400 | Power: 15 | Armor: 2 | Supply: 100
  • Recruitment Cost: 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Scavengers: Gain +3 Armor until the end of combat after the first time an enemy unit dies at Medium Range
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: 8 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: 25
  • Abilities:
  • + Grenadier: Damaged units suffer -20% Speed
  • − Ranged: Suffers penalties in melee combat
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: 250 | Power: 21 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: 50
  • Abilities:
  • + First Strike: The first attack in combat has +100% Power
  • − Ranged: Suffers penalties in melee combat
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: 500 | Power: 16 | Armor: 5 | Supply: N/A
  • Recruitment Cost: 500 Solari | 5 Command Points | 5 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 10 Solari
  • Development required: Organized Looting
  • Range: 25
  • Abilities:
  • + Loot Collector: Collects 1 Loot Scavenged each time an enemy unit dies at Medium Range; sells all Loot for 75 Solari each upon returning to a Smuggler village outside combat
  • + Drone: Mechanical; does not attract Sandworms
These remote-controlled utility machines will help gather lost equipment on the battlefield, and turn them into useful weapons

Free Company

  • Health: 500 | Power: 14 | Armor: 2 | 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:
  • + Armor Breaker: +50% Power when the target has 3 Armor or less
Highly trained warriors and assassins, using stealth to strike when one least expects them

Banshee

  • Health: 360 | Power: 17 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 5 Command Points | 15 Guild Favour | 5 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Building required: Spacing Guild Branch
  • Range: 35
  • Abilities:
  • + Stealth: Cannot be seen outside combat
  • + Sabotage: The attacked target is Sabotaged (x1 max): -50% Speed and attack speed
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
This stealth recon ship has been equipped with the pride of smuggler electro-magnetic weaponry

Wraith

  • Health: 1600 | Power: 0 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 100 Guild Favour | 10 Fuel Cells
  • Recruitment Time: 8 Days
  • Upkeep: 50 Solari
  • Development required: None
  • Building required: Spacing Guild Branch
  • Range: N/A
  • Abilities:
  • + Toxic Gases: Continuously deals damage and applies -50% Speed to all enemy ground units in the area
  • + Toxic Purge (0.5-day duration, 6-day cooldown): Toxic gases deal damage 100% faster and apply -50% Speed
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; 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 hearts of everyone who crosses its path

Drisq

  • Health: 600 | Power: 40 | Armor: 2 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: 80
  • Abilities:
  • + Vigilance: Owned ground units without a target receive -30% damage; detects Stealth units at Very Long Range; units in the same region gain Stealth during Smuggler operations
  • + Cutting Costs (1-day duration, 10-day cooldown, 100 Intel): The next spying operation launched in the region is not consumed
A ghost who sees everything and is seen by no one, Drisq keeps the Smugglers' operations running — and their enemies guessing

Bannerjee

  • Health: 1000 | Power: 23 | 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:
  • + Thug Leader: Units regenerate in villages with an Underworld Headquarters while out of combat; all units restore full Supply after successful sieges; gain +3 Power and +3 Armor outside Smuggler territory
  • + Street Urchins (5-day cooldown, 80 Manpower, 8 CP): Recruit 2 Scavengers near Bannerjee
Part warlord, part crime boss, Bannerjee commands loyalty through results — and results through numbers. When he arrives, so does an army

Smugglers Development Tree

Foot in the Door ★

Diplomatic Maneuvers

Spying Logistic

Security Details ★

Underworld Bribes ★

Stealth Gear

Nefarious Contracts

Insider Trading

Spying Mastery

Criminal Barons ★

Lay of the Land

Underground Network ★

Native Customs

Illicit Methods ★

Valuable Trinkets

Border Defense

Wonders of the Desert

Tinkerer Teams ★

Advanced Engineering

CHOAM Integration

Insulated Valley

Geothermal Condensers

Riches of Arrakis

Underworld Contacts ★

CHOAM Support

Survival Training

Guerrilla Tactics ★

Organized Looting ★

Industrial Scavenging ★

Parallel Training

Parts Production

Synchronized Heist ★

Siege Incentives

Unique Developments

★ nodes in the tree above are unique to Smugglers.

Statecraft

Foot in the Door [Statecraft] Unique

  • -20% Underworld Headquarters installation costs within territories of a faction in Truce
  • 1 Influence and Intel production per faction hosting at least one Underworld Headquarters
  • +100% Agent recruitment speed

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Security Details [Statecraft] Unique

  • Receive 4 free Mercenary after any resolution choice marked by a Bounty passes
  • +1 Agent slot in Counterintelligence

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Underworld Bribes [Statecraft] Unique

  • +15 Landsraad Standing upon successfully paying the Guild Fees
  • Resolutions marked by a Bounty receives 1 more vote from the Houses Minor per 4 Landsraad Standing
  • +1 Agent slot in Landsraad Information

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Expansion

Criminal Barons [Expansion] Unique

  • -15% Underworld Headquarters installation cost
  • +0.5 Water per Underworld Headquarters

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Underground Network [Expansion] Unique

  • Smuggler Villages produce +5 Solari per Underworld Headquarters in adjacent regions
  • Unlocks the Black Market Branch Building

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Illicit Methods [Expansion] Unique

  • Ignore the cost penalty to Annex pillaged Villages
  • Unlocks the Investment Office
  • +1 Agent slot in Arrakis Information

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Economy

Tinkerer Teams [Economy] Unique

  • +1 maximum Crew in Harvesters
  • Unlocks the Trafficking Station Village Building
  • Unlocks the Harvester Works Building

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Underworld Contacts [Economy] Unique

  • +2 maximum Crew in Harvesters
  • Underworld Headquarters produce 20% of their Village's Spice
  • Unlocks Contraband Supply special events

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Military

Guerrilla Tactics [Military] Unique

  • +15 Water
  • At night, Military Units gain +20% damage and +20% Speed outside combat

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Organized Looting [Military] Unique

  • +30% resources from pillaging Villages and Sietches
  • Unlocks the Scavenging Drone unit

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Industrial Scavenging [Military] Unique

  • Non-mechanical units in the same region as at least 1 Scavenging Drone consume -30% Solari upkeep
  • Unlock the second gear slot in the Armory
  • Unlocks the Fusion Plant Building

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Synchronized Heist [Military] Unique

  • +10 Command Point
  • On completing a siege, units in the occupation circle gain +20% Speed for 1 day
  • When at least 2 sieges are underway against the same faction, Pillage progress 100% faster

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Unique Buildings

Buildings exclusively available to Smugglers.

Village — Economy

Trafficking Station icon Trafficking Station

  • Cost: 2 Water | 150 Plascrete
  • Upkeep: 8 Solari
  • Construction time: 4 Days
  • Development required: Tinkerer Teams
  • Factions: Smugglers
  • -20% Spice production in neighboring regions
  • Gain 80% of neighboring regions' Spice production as Solari
So much is lost during refining. Would anyone notice if more went missing?

Main Base — Military

Underground Tunnels

A stockpile of weapons is the best thing to have with you when taking a last stand.

Main Base — Statecraft

Black Market Branch

  • Cost: 1000 Solari | 500 Plascrete
  • Upkeep: 10 Solari
  • Construction time: 8 Days
  • Development required: Underworld Bribes
  • Factions: Smugglers
  • Gain 250% of your Influence production as Solari
  • Get 5% of the Bounty's cost as Influence
  • Get 25 Landsraad Standing per positive resolution affecting another faction that you voted on
Money is not the only thing that can be earned from commercial exchanges. Especially when said transactions are on the verge of legality

Underworld HQ — Economy

Bootleg Market

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • Produce 40% of the Village's Spice production as Solari
  • Produce 40% of the Village's Plascrete production as Solari
  • Produce 40% of the Village's Water production as Solari
This illegal market can provide small quantities of rare resources

Contraband Cache

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • Stocks 40% of the Village's Solari production, up to 500
  • Stocks 40% of the Village's Spice production, up to 500
  • Stocks 40% of the Village's Plascrete production, up to 500
  • You can retrieve the resources stocked in this Underworld Headquarters with Pillage
Hiding resources over time will be helpful for the day you take over

Worker's Guild

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • Host Village gains +20% Resource production
The Worker's Guild can always provide labor. You just never know who they truly work for

Underworld HQ — Military

Back-Alley Doctor

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • Regenerates Health for nearby ally units
  • Refills Supply for nearby units
Local help can make the difference in a conflict

Support Station

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • Ally military units in the region have -30% Solari upkeep
This illegal market can provide small quantities of rare resources

Hidden Explosives

  • Cost: 100 Solari
  • Upkeep: None
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • Damages the Village's Militia by 50% of their Health upon ally Siege
  • This building is destroyed upon ally Siege on the village
A good way to weaken your enemies before striking

Clandestine Scouts

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • +10% Power to ally military units in the Region
You just never know when a supply of weapons and ammunition will come in handy

Underworld HQ — Statecraft

Spyware

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • Advances a random Development owned by the Village's faction every day
A bit of industrial spying has never hurt anyone

Whisperers Lair

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • +1 Intel production
  • -10% daily chance of agent capture when assigned on this faction
  • -10% agent capture chance when an operation on this faction is detected
When you're spying, you can't always choose your fights, but you should always take advantage of circumstances

Activist Quarters

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • +5 more Minor Houses votes are guaranteed on resolutions with a Bounty
Lobbying, influence and veiled threats are a perfect recipe for good and healthy relations

Enrollment Station

  • Cost: 200 Solari
  • Upkeep: 5 Solari
  • Construction time: 1 Days
  • Development required: None
  • Factions: Smugglers
  • +50% Agent recruitment speed for you and your allies
Kids who get mixed up with the mob often have many qualities that can be used for higher purpose, if you know how to train them

Underworld HQ — Enemy Main Base

Contraband Hub

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • Gain 30% more resources when pillaging Villages owned by this faction
Stealing is only half of the work, you also need an efficient way to resell your goods

Spice Traffickers

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • Produce 5 Spice per active Spice Harvester of this main base's faction
He who controls those who control the spice, controls the universe

Laundering Network

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • +30 Solari production per level of this main base's biggest completed Economy district
Paying taxes is for Houses

Hidden Explosives (Main Base)

  • Cost: 1000 Solari | 100 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • Destroy 20 Armor from the Main Base upon ally Siege
  • This building is destroyed upon ally Siege on the Main Base
No walls are big enough when they can crumble from their core

Beacon Network

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • Ally military units in this faction's territory gain +2 Armor
The best way to win a battle against a strong opponent is to exploit your own strengths

Weapon Dealers

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • +3% unit Power per level of this main base's biggest completed Military district
Weapons always get lost in a conflict. And also found by clever people

Whisperers Hub

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • +10 Infiltration production towards this faction
  • Captured Agents have +100% escape chances in this faction
It's always good to have an escape route, with people to help along the way

Scheme Lodge

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • +5 Intel production per active treaty with this faction
Sometimes the best spies are the most noticeable

Activist Headquarters

  • Cost: 2000 Solari | 200 Intel
  • Upkeep: 5 Solari
  • Construction time: 2 Days
  • Development required: None
  • Prerequisite: 10k Hegemony
  • Factions: Smugglers
  • +20 max Influence per level of this main base's biggest completed Statecraft district
Spreading propaganda directly among their people also lets them know how much you matter

Factions