Foot in the Door ★
Foot in the Door ★
- -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
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.
"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'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 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 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."
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
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
These lightweight units know when to strike. Their specialty is ambushing units stranded in the desert and already in a bad spot
These remote-controlled utility machines will help gather lost equipment on the battlefield, and turn them into useful weapons
Highly trained warriors and assassins, using stealth to strike when one least expects them
This stealth recon ship has been equipped with the pride of smuggler electro-magnetic weaponry
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
A ghost who sees everything and is seen by no one, Drisq keeps the Smugglers' operations running — and their enemies guessing
Part warlord, part crime boss, Bannerjee commands loyalty through results — and results through numbers. When he arrives, so does an army
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
Civilian Defense Force
Illicit Methods ★
Valuable Trinkets
Border Defense
Wonders of the Desert
Composite Materials
Tinkerer Teams ★
Advanced Engineering
CHOAM Integration
Insulated Valley
Geothermal Condensers
Riches of Arrakis
Underworld Contacts ★
CHOAM Support
Survival Training
Guerrilla Tactics ★
Organized Looting ★
Recruitment Initiative
Industrial Scavenging ★
Parallel Training
Parts Production
Synchronized Heist ★
Siege Incentives
★ nodes in the tree above are unique to Smugglers.
Buildings exclusively available to Smugglers.
Trafficking Station So much is lost during refining. Would anyone notice if more went missing?
A stockpile of weapons is the best thing to have with you when taking a last stand.
Money is not the only thing that can be earned from commercial exchanges. Especially when said transactions are on the verge of legality
This illegal market can provide small quantities of rare resources
Hiding resources over time will be helpful for the day you take over
The Worker's Guild can always provide labor. You just never know who they truly work for
Local help can make the difference in a conflict
This illegal market can provide small quantities of rare resources
A good way to weaken your enemies before striking
You just never know when a supply of weapons and ammunition will come in handy
A bit of industrial spying has never hurt anyone
When you're spying, you can't always choose your fights, but you should always take advantage of circumstances
Lobbying, influence and veiled threats are a perfect recipe for good and healthy relations
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
Stealing is only half of the work, you also need an efficient way to resell your goods
He who controls those who control the spice, controls the universe
Paying taxes is for Houses
No walls are big enough when they can crumble from their core
The best way to win a battle against a strong opponent is to exploit your own strengths
Weapons always get lost in a conflict. And also found by clever people
It's always good to have an escape route, with people to help along the way
Sometimes the best spies are the most noticeable
Spreading propaganda directly among their people also lets them know how much you matter
The stellar reputation of House Atreides owes a lot to its leader's commanding style: firm yet honorable and fair. By imperial decree, the Atreides have just inherited the stewardship of Arrakis and have a lot of work to do to take over from the Harkonnens.
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.
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.
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.
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.
House Ecaz is known for its touristic resorts, its recreational drugs, and its patronage for the Art. But behind this enticing exterior, the refined house and its no less refined ruler, Archduchess Armanda, are ruthless and efficient defenders of their interests.
House Vernius rules over Ix, the subterranean world of marvels where the Imperium's most advanced technology is forged. Driven from their homeworld by Bene Tleilax usurpers and their Sardaukar allies, Earl Rhombur Vernius has never stopped fighting to reclaim Ix — and with it, the unrivalled manufacturing power that made his house great.