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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

Trooper

  • Health: 500 | Power: 14 | Armor: 6 | Supply: 100
  • Recruitment Cost: 50 Manpower | 5 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 10 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Trooper: Gain +3 Power while under the effect of at least one allied unit bonus
Troopers are fierce melee fighters. They become stronger when supported by specialized units

Ranger

  • Health: 400 | Power: 17 | Armor: 0 | Supply: 100
  • Recruitment Cost: 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Suppression: The target is Suppressed (x1 max): Attacks deal -10% damage
  • − Ranged: Suffers penalties in melee combat
Armed with medium-range projectile weapons, rangers are best used alongside defensive units that can protect them

Heavy Weapon Squad

  • Health: 400 | Power: 23 | Armor: 0 | Supply: 100
  • Recruitment Cost: 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Disruption: The target is Disrupted (x1 max): -2 Armor
  • + Demolition: Area damage; 30% chance to destroy Armor
  • − Ranged: Suffers penalties in melee combat
Equipped with rocket launchers, these specialists can easily breach enemy defenses and open the way for other units

Support Drone

  • Health: 400 | Power: 14 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 300 Solari | 3 Command Points | 3 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 12 Solari
  • Development required: Mechanization
  • Range: 25
  • Abilities:
  • + Field Recovery: Up to 2 Atreides non-mechanical units at Long Range are saved inside the Support Drone instead of dying
  • + Drone: Mechanical; 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

  • Health: 500 | Power: 16 | Armor: 8 | Supply: 100
  • Recruitment Cost: 100 Solari | 50 Manpower | 5 Command Points
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 5,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Bulwark: Other ally military units at Short Range gain +2 Armor (x1 max)
The Wardens are the Atreides' elite section. Equipped with heavy-duty armor, shields, and swords, they are ready to give their lives to defend their allies

Hawk

  • Health: 250 | Power: 8 | 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:
  • + Armored Hull: -30% damage received from ground units
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
Fashioned after the heraldic bird of House Atreides, the Hawk harasses weakened enemies with its two machine guns

Kraken

  • Health: 2000 | Power: 16 | Armor: 3 | Supply: N/A
  • Recruitment Cost: 100 Guild Favour
  • Recruitment Time: 8 Days
  • Upkeep: 50 Solari
  • Development required: None
  • Building required: Spacing Guild Branch
  • Range: 50
  • Abilities:
  • + Troop Carrier: Can carry up to 10 ally ground military units; use Disembark to release below the ship; each carried unit gives +1 Armor, -1 Power
  • + Demolition: Area damage; 30% chance to destroy Armor
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; 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

Duncan Idaho

  • Health: 1000 | Power: 20 | Armor: 6 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Heroic Figure: For each allied unit bonus, gain Heroism: +2 Power, +1 Armor; upon death, all future Duncans permanently gain +3 Power and +150 Health
  • + Duncan's Last Stand: Enemy ground units in melee range suffer -50% Speed; self gains +100% Speed, +100% attack speed, +5 Armor; Heroism cannot change while active
Swordmaster and loyal guardian to House Atreides, Duncan Idaho's skill in battle is the stuff of legend. He will not fall — not while his Duke still stands

Gurney Halleck

  • Health: 1000 | Power: 18 | Armor: 8 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Exemplar Teacher: Melee units gain +1 Armor per experience level after the first; Ranged units gain +5% attack speed per experience level after the first; ally military units at Long Range gain +50% Experience
  • + Forced March (2-day duration, 2-day cooldown): Ally ground military units at Long Range gain +30% Speed and +2 Armor but cannot attack; can be toggled off early
Musician, weapons master, and loyal companion to Duke Atreides, Gurney Halleck leads by example — inspiring those around him to exceed their limits

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House Harkonnen

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

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Smugglers

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

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Fremen

Warrior

  • 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:
  • + Sand Tactics: Gain +1 Armor per enemy unit targeting this unit (x3 max)
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: 5 | 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: +20% damage per enemy unit in the damage radius
  • − Ranged: Suffers penalties in melee combat
This demolition squad specializes in destroying enemy vehicles

Infiltrator

  • 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:
  • + Desert Evasion: -30% damage received from ranged attacks
Stealthy units specializing in melee combat, able to exploit weaknesses in the enemies' armor and striking where it hurts most

Mobile Turret

  • Health: 400 | Power: 18 | Armor: 0 | Supply: 100
  • Recruitment Cost: 100 Solari | 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Mobile Battery: Can deploy as an anti-air turret (Power 30, Range 80, Demolition trait; can only attack Flying Units; cannot move while deployed)
  • − Ranged: Suffers penalties in melee combat
Fremen had to adapt their strategies to fight increasingly armored invaders. A small team wielding stolen offworld artillery can wreak havoc into enemies' air units, while remaining discreet and fast enough to evade the retribution

Fedaykin

  • Health: 400 | Power: 22 | 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:
  • + Cleave: Special attack damages all enemy units in front and ignores half of enemy 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: 150 | Power: 9 | Armor: 3 | Supply: N/A
  • Recruitment Cost: 2 Command Points | 6 Machine Scraps
  • Recruitment Time: 5 Days
  • Upkeep: 9 Solari
  • Development required: None
  • Building required: Recycling Plant
  • Range: 35
  • Abilities:
  • + Invaders Out: +40% damage against units outside of their own territory
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
Made from an ornithopter carcass, the Spire differentiates itself by its superior firepower

Altar

  • Health: 1600 | Power: 22 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 100 Machine Scraps
  • Recruitment Time: 8 Days
  • Upkeep: 50 Solari
  • Development required: None
  • Building required: Recycling Plant
  • Range: 50
  • Abilities:
  • + On-Board Enhancements: Up to 2 active at a time (switching costs 5 Spaceship Parts); options include sky camouflage, scrap harvesting, self-repair, Authority bonuses, sandstorm immunity, extended vision, stealth aura for ground allies, and Supply restoration
  • + Siege Weapons: Fires slowly in large area; 50% Armor destroy chance; +100% vs Flying Units
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
Made from odds and ends of many ships, this airship can be customized to meet the needs of its makers

Chani

  • Health: 600 | Power: 18 | Armor: 4 | Supply: 100
  • Recruitment Cost: 1000 Solari | 150 Authority
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Ghost Army: Fremen stealth units gain +40% Speed when undetected and do not attract Sandworms; Chani cannot be seen outside combat; enemy units at Long Range yield 5 Intel upon death
  • + Ambush (2-day duration, 3-day cooldown): Undetected Stealth ally units at Long Range gain +100% Power on their first attack
Daughter of Liet-Kynes and Fremen warrior, Chani moves through the desert like a ghost — unseen, untouchable, and lethal when she strikes

Otheym

  • Health: 600 | Power: 36 | Armor: 3 | Supply: 100
  • Recruitment Cost: 1000 Solari | 150 Authority
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: 35
  • Abilities:
  • + Confusing Assault: Ally ground units with no other unit of the same kind at Long Range deal +50% damage (global); enemy units at Long Range suffer -3% damage per additional enemy unit present; damaged units suffer -30% Speed
  • + Coordinated Strikes (2-day duration, 2-day cooldown): Requires ≤8 ally ground units at Long Range including Otheym; all allied ground Military Units gain +20% attack damage and -20% damage received
A seasoned Fedaykin commander, Otheym turns the Fremen's small numbers into an advantage — striking in precise, coordinated waves that overwhelm enemies before they can react

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House Corrino

Conscript Swordsman

  • Health: 300 | Power: 13 | Armor: 3 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Formation: Gain +1 Armor per ally Conscript Swordsman at Short Range (x2 max)
Conscripts are fierce fighters. They become stronger when supported by specialized units

Conscript Rifleman

  • Health: 300 | Power: 14 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Formation: Gain +1 Power per ally Conscript Rifleman at Short Range (x2 max)
  • − Ranged: Suffers penalties in melee combat
Conscripts are fierce fighters. They become stronger when supported by specialized units

Incinerator

  • Health: 400 | Power: 7 | Armor: 1 | Supply: 100
  • Recruitment Cost: 50 Manpower | 5 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 10 Solari
  • Development required: None
  • Range: 25
  • Abilities:
  • + Flamer: Damaged units accumulate Burned stacks; each stack increases damage received by 1% until end of combat
These shock troops are equipped with a device that throws burning napalm. This terrible weapon brings agonizing death to its target and awful nightmares to those who see it in action

Artillery Drone

  • Health: 400 | Power: 40 | Armor: 2 | Supply: N/A
  • Recruitment Cost: 500 Solari | 5 Command Points | 5 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 20 Solari
  • Development required: Mechanization
  • Range: 80
  • Abilities:
  • − Siege Engine: Must be deployed to attack; cannot fire within short range; attracts Sandworms if deployed on sand
  • + Siege Weapons: Fires slowly in large area; 50% Armor destroy chance; +100% vs Flying Units
  • + Drone: Mechanical; does not attract Sandworms unless deployed on sand
Once stabilized, these remote-controlled mobile artilleries rain deafening shells on even well-defended positions. Make sure to keep the enemy away from them, as they are quite vulnerable at close range

Sardaukar

  • Health: 500 | Power: 17 | 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:
  • + Executioner: Execute enemy units under 5% Health; threshold increases by 2% per allied unit at Medium Range (x20 max)
Elite troops of the Empire, the Sardaukar are widely considered the best fighters in the universe

Hammer

  • Health: 340 | Power: 22 | Armor: 5 | Supply: N/A
  • Recruitment Cost: 4 Command Points | 12 Guild Favour | 4 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 16 Solari
  • Development required: None
  • Building required: Spacing Guild Branch
  • Range: 35
  • Abilities:
  • + Siege Weapons: Damaged units suffer -2 Armor
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
The Hammer is a specialized bomber of the Imperium, designed to deliver high-caliber explosives with frightening precision and break any defensive position

Cronos

  • Health: 2400 | Power: 14 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 100 Guild Favour
  • Recruitment Time: 8 Days
  • Upkeep: 50 Solari
  • Development required: None
  • Building required: Spacing Guild Branch
  • Range: 50
  • Abilities:
  • + Self-Repair: Recovers Health outside combat
  • + AA Cannons: Flying enemy units at Long Range receive +30% damage from all sources
  • + Demolition: Area damage; 30% Armor destroy chance
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
The Cronos is a symbol of the Imperium's power. It is equipped with powerful flanking cannons and the full infrastructure necessary to land shuttles

Wensicia

  • Health: 500 | Power: 16 | Armor: 2 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: 35
  • Abilities:
  • + Beloved Princess: Grants +1 Training Slot while any Conscript is in recruitment; Conscripts at Long Range gain +1 Armor or +1 Power; -10% damage received per ally military unit at Long Range; commands 2 Laza Tiger pets (120 Atk, 200 HP, 2 Armor) that recover 50% Health daily outside combat
  • + Unexpected Reinforcements (15-day cooldown): Instantly heals all Conscript Swordsmen and Conscript Riflemen at Long Range by 50% of their max Health
Princess of House Corrino, Wensicia fights not on the front line but by ensuring those who do are never truly outnumbered

Captain Aramsham

  • Health: 1000 | 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:
  • + Hand of the Emperor: Sardaukar cost -20% Manpower; Sardaukar at Long Range cannot have an execution threshold below 25%; gains Killing Flow whenever allied Sardaukar execute enemies; executes enemies under 5%, threshold raised by 2% per ally at Medium Range (x20 max)
  • + Finishing Move (3-day cooldown): Execution threshold rises to 50%; consumes 1 Killing Flow every 5 seconds; lasts until end of combat
Captain of the Sardaukar, Aramsham embodies the Emperor's will on the battlefield. Where he stands, the Sardaukar are unstoppable

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House Ecaz

Squire

  • Health: 450 | Power: 10 | Armor: 7 | Supply: 100
  • Recruitment Cost: 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Crusher: The target is Crushed (x1 max): -2 Armor
The squires have sworn to serve Ecazi nobility. They are used to taking the biggest blows from enemy forces, and focus on softening defenses for stronger units to steal the show

Musketeer

  • Health: 300 | Power: 21 | Armor: 0 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Thunder: The target is Stunned (x1 max): +10% damage received
  • − Ranged: Suffers penalties in melee combat
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: 300 | Power: 11 | Armor: 1 | Supply: 100
  • Recruitment Cost: 30 Manpower | 3 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 6 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Deflection: -40% damage received from the current target
Fencers train 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: 300 | Power: 16 | Armor: 3 | Supply: N/A
  • Recruitment Cost: 300 Solari | 3 Command Points | 3 Fuel Cells
  • Recruitment Time: 3 Days
  • Upkeep: 12 Solari
  • Development required: National Mythos
  • Range: 25
  • Abilities:
  • + Inspired: Ecazi non-mechanical units at Medium Range are Inspired (x1 max): attacks deal +20% damage
  • + Demolition: Area damage; 30% Armor destroy chance
  • + Drone: Mechanical; does not attract Sandworms
A good banner is not just a piece of fabric. It's an embodiment of everything one fights for. As long as the War Banner stands, House Ecaz's unique blend of style and honor shall be felt by all on the battlefield

Knight

  • Health: 250 | Power: 25 | 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:
  • + Nobility: +1 Armor per other Ecazi non-mechanical unit at Short Range (x10 max)
Ecazi nobility prides itself on its 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: 230 | 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
  • + Lured: Damaged enemy units suffer Lured — the next attack against them deals -15% damage
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
The Siren's elegant form and graceful flight hides a dangerous anti-material weapon. It emits colorful patterns and focused noises towards its target, saturating sensors and softening the defenses of drones and ships

Monument

  • Health: 2000 | Power: 12 | 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: 50
  • Abilities:
  • + War Anthem: Ecazi non-mechanical units at Long Range gain +30% damage
  • + Lullaby: Any non-mechanical unit at Long Range suffers -50% attack speed
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
The Monument of Eternal Grace is a representation of the flowing nature of Art, a demonstration of Ecazi craftsmanship, and a powerful weapon of war, all rolled into one

Whitmore

  • Health: 1000 | Power: 20 | Armor: 6 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: 35
  • Abilities:
  • + Legendary Swordmaster: Can name a second Champion of a different type; every Champion gains +1% max Health per Champion's Trophy
  • + Frightful Champion: Gain +1 Power and +0.5 Armor per Champion's Trophy; consumes 1 Trophy every 4 seconds while active
A living legend of Ecazi martial tradition, Whitmore has claimed more Champions' Trophies than any warrior in memory — and intends to add more

Ilesa

  • Health: 600 | Power: 20 | Armor: 2 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: 35
  • Abilities:
  • + Thorny Rose: Gain 20 Manpower upon building a Masterpiece; killing Ilesa on Ecazi territory costs the attacker 50 Landsraad Standing; Ecazi units at Long Range deal +3% damage per Masterpiece in neighboring Villages
  • + Saving Grace (1-day duration, 20-day cooldown): Upon reaching zero Health, Ilesa feigns death — triggering all relevant on-death effects — then immediately reappears at the Rally Point
As graceful off the battlefield as on it, Ilesa weaves Ecazi artistry into every action. Her enemies have learned too late that beauty and lethality are not mutually exclusive

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House Vernius

Fighting Mek

  • Health: 400 | Power: 13 | Armor: 5 | Supply: N/A
  • Recruitment Cost: 400 Solari | 4 Command Points | 4 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Tethered: Gain +3 Power while Tethered
  • + Drone: Mechanical; does not attract Sandworms
Self-learning combat drones using a shifting repertoire of deadly moves. First designed to train the Ixian nobility in close combat, the Fighting Meks have been increasingly integrated into Vernius military forces

Suboid Soldier

  • Health: 200 | Power: 8 | Armor: 0 | Supply: 100
  • Recruitment Cost: 20 Manpower | 2 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 4 Solari
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Mob Tactics: Inflicts +5% damage per Suboid Soldier at Short Range (x5 max)
Suboids are a race of humans genetically designed for manual labor. They are diligent and methodical, but lack any capacity for imagination and creativity

Railgun Drone

  • Health: 320 | Power: 23 | Armor: 1 | Supply: N/A
  • Recruitment Cost: 400 Solari | 4 Command Points | 4 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 8 Solari
  • Development required: None
  • Range: 35
  • Abilities:
  • + Tethered: Attacks at Long Range when Tethered
  • + Armor Penetration: Ignores a portion of enemy Armor
  • + Drone: Mechanical; does not attract Sandworms
Railgun Drones fire a projectile accelerated with an electromagnetic coil. These high-tech weapons can reach marginally better projectile speeds than regular firearms, if the cannon is long enough

Resonance Drone

  • Health: 400 | Power: 14 | Armor: 4 | Supply: N/A
  • Recruitment Cost: 500 Solari | 5 Command Points | 5 Fuel Cells
  • Recruitment Time: 5 Days
  • Upkeep: 20 Solari
  • Development required: Mechanization
  • Range: 25
  • Abilities:
  • + Electrostatic Field: Ally drones at Medium Range gain Electrostatic (x1 max) — non-mechanical enemy units at Close Range lose 120 Health per day
  • + Drone: Mechanical; does not attract Sandworms
The Resonance Drone induces a self-repeating feedback loop in its Holtzman Coil, charging nearby Faraday cages with a powerful electrostatic effect. This stratagem has been used by the Ixian armies for centuries

Fight-Engineer

  • Health: 400 | Power: 16 | Armor: 2 | Supply: 100
  • Recruitment Cost: 80 Solari | 40 Manpower | 4 Command Points
  • Recruitment Time: 3 Days
  • Upkeep: 16 Solari
  • Development required: None
  • Prerequisites: 5,000 Hegemony
  • Range: 35
  • Abilities:
  • + Experience Sharing: Gains experience from drone kills at Medium Range; allied drones gain +5% damage and -5% damage taken per Fight-Engineer experience level
  • + Repair Station: Drones at Medium Range heal even in combat; cannot move or attack while active
  • − Ranged: Suffers penalties in melee combat
Fight-Engineers are a caste of Ixian specialists constantly trying to improve the programming of fighting drones

Spirit

  • Health: 230 | Power: 16 | 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:
  • + Tethered: Always Tethered
  • + Ghost Protocol: Cannot be seen outside combat in own or ally territory; -40% damage received in own or ally territory
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
The Spirit's conditional camouflage lets it step in and out of the shadows to surprise an unsuspecting opponent, or feint an assault

Folder Relay

  • Health: 1200 | Power: 10 | 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: 35
  • Abilities:
  • + Tether Network: Always Tethered; ally mechanical units at Long Range are also Tethered
  • + Space Fold (10-day cooldown): Teleports all Vernius units at Long Range to any region connected to the Nodal Network
  • − Frigate: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
The Folder Relay is the first ship of its kind. Used as a support ship during planetary warfare, it integrates a full Space Folder making it theoretically capable of instant interstellar travel. In practice it is used for short-range teleportation for retreat or maneuvers

Nuwa

  • Health: 800 | Power: 35 | Armor: 2 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: 35
  • Abilities:
  • + Machine's Mother: +20% drone recruitment speed; spying operations in the region last 2 additional days; Tethered units at Long Range gain +1 Armor and +20% Speed
  • + Nuwa's Repair Station: Drones at Long Range heal even in combat; cannot move while active; executes faster lightning attacks that don't ignore Armor; stacks with Fight-Engineer Repair Station
Engineer, strategist, and protector of the machine army, Nuwa's bond with Ixian technology borders on the supernatural — and her drones fight all the better for it

C'Tair

  • Health: 600 | Power: 18 | Armor: 3 | Supply: 100
  • Recruitment Cost: 1000 Solari
  • Recruitment Time: 15 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: 10,000 Hegemony
  • Range: Melee
  • Abilities:
  • + Dissident Thinker: Unlocks an extra Armory gear slot (requires +1 Fuel Cell per use); grants Stealth to nearby allied non-mechanical units at Short Range; cannot be detected outside combat
  • + Evasion (1-day duration, 2-day cooldown): The next attack executes and removes C'Tair from combat
A rebel and a genius, C'Tair spent years undermining Tleilaxu control of Ix from within. He fights not with an army, but with cunning — and vanishes before his enemies can strike back

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Militia

Militia

  • Health: 300 | Power: 11 | Armor: 4 | Supply: 50
  • Recruitment Cost: 10 Manpower
  • Recruitment Time: 2 Days
  • Upkeep: None
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Disorganization: Under 30% Health: +2 Armor, attacks deal -50% damage
  • + Handgun: Can attack flying units at Short Range with half Power
A village's militia, comprised of various civilians who may lack in combat training, but not in enthusiasm

Ranged Militia

  • Health: 250 | Power: 12 | Armor: 0 | Supply: 50
  • Recruitment Cost: 10 Manpower
  • Recruitment Time: 2 Days
  • Upkeep: None
  • Development required: None
  • Range: 35
  • Abilities:
  • + Disorganization: Under 30% Health: +2 Armor, attacks deal -50% damage
  • − Ranged: Suffers penalties in melee combat
The strongest militia option if firepower is the main concern; needs a decent frontliner to be effective

Demolition Militia

  • Health: 250 | Power: 6 | Armor: 0 | Supply: 50
  • Recruitment Cost: 10 Manpower
  • Recruitment Time: 2 Days
  • Upkeep: None
  • Development required: None
  • Range: 25
  • Abilities:
  • + Disorganization: Under 30% Health: +2 Armor, attacks deal -50% damage
  • + Grenadier: Area damage; 30% Armor destroy chance
  • − Ranged: Suffers penalties in melee combat
Militia using explosives to wreak havoc in enemy lines, or destroy their vehicles

Heavy Militia

  • Health: 400 | Power: 13 | Armor: 6 | Supply: 50
  • Recruitment Cost: 25 Manpower
  • Recruitment Time: 2 Days
  • Upkeep: None
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Disorganization: Under 30% Health: +2 Armor, attacks deal -50% damage
  • + Handgun: Can attack flying units at Short Range with half Power
Some militia have previous combat training and automatically become veterans of sorts

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Local Raiders

Raider

  • Health: 300 | Power: 14 | Armor: 4 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Sand Tactics: +1 Armor per enemy unit targeting this unit (x3 max)
Raiders have a profound love for their home planet Arrakis and hate to see it fall into outlander hands. They will stop at nothing to claim it back

Raider Artificer

  • Health: 300 | Power: 7 | Armor: 0 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: 25
  • Abilities:
  • + Grenadier: +20% damage per enemy unit in the damage radius
  • − Ranged: Suffers penalties in melee combat
Raiders have a profound love for their home planet Arrakis and hate to see it fall into outlander hands. They will stop at nothing to claim it back

Ranged Raider

  • Health: 300 | Power: 18 | Armor: 0 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: 35
  • Abilities:
  • + Sharpshooter: Attacks deal +30% damage
  • − Ranged: Suffers penalties in melee combat
Raiders have a profound love for their home planet Arrakis and hate to see it fall into outlander hands. They will stop at nothing to claim it back

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Renegades

Renegade

  • Health: 600 | Power: 17 | Armor: 6 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: Melee
  • Abilities:
  • + Scavengers: While in combat, any nearby unit death heals 30 Health
Coming from outer space, the Renegades operate outside of the Faufreluche class system. They hitch on Spacing Guild ships without paying their dues and loot any vulnerable planets they land upon

Demolition Renegade

  • Health: 400 | Power: 28 | Armor: 0 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: 35
  • Abilities:
  • + Scavengers: While in combat, any nearby unit death heals 30 Health
  • + Demolition: Area damage
  • − Ranged: Suffers penalties in melee combat
Coming from outer space, the Renegades operate outside of the Faufreluche class system. They hitch on Spacing Guild ships without paying their dues and loot any vulnerable planets they land upon

Renegade Drone

  • Health: 500 | Power: 20 | Armor: 5 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: 25
  • Abilities:
  • + Supply Cache: Other allied Military Units at Short Range gain +150 Supply per day (x1 max)
  • + Drone: Mechanical; does not attract Sandworms
Coming from outer space, the Renegades operate outside of the Faufreluche class system. They hitch on Spacing Guild ships without paying their dues and loot any vulnerable planets they land upon

Renegade Ship

  • Health: 500 | Power: 20 | Armor: 5 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: 35
  • Abilities:
  • + Warlord's Presence: Other ally Military Units at Short Range deal +20% damage
  • + Demolition: Area damage
  • − Ship: Cannot investigate Discoveries or Villages; cannot occupy Villages; cannot target Village Buildings
Coming from outer space, the Renegades operate outside of the Faufreluche class system. They hitch on Spacing Guild ships without paying their dues and loot any vulnerable planets they land upon

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Miscellaneous

Ornithopter

  • Health: N/A | Power: N/A | Armor: N/A | Supply: N/A
  • Recruitment Cost: 300 Solari
  • Upkeep: 10 Solari
  • Development required: None
  • Range: N/A
  • Abilities:
  • + Incredible vision range; detects sandworms earlier and stealth units from further away
  • + Cannot be targeted by enemy units
  • + Can attach to Harvesters for Ornithopter Support (+5% gathering rate)
  • + You begin the game with 1 Ornithopter near your Main Base
  • Note: Fremen use Retrofitted Ornithopters — functionally identical but upkeep is 5 Solari higher
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: 15 | Armor: 0 | Supply: N/A
  • Recruitment Cost: 800 Solari | 3 Command Points
  • Recruitment Time: 1 Days
  • Upkeep: None
  • Development required: None
  • Prerequisites: Own at least 10% of all CHOAM Shares; lasts 20 days
  • Range: 35
  • Abilities:
  • + Hireling: Cannot be seen outside combat
  • + Refunds half of recruitment cost when disbanded
An odd bunch of plunderers, pirates and smugglers who are in for easy, albeit dangerous, money

Assassin

  • Health: 50 | Power: N/A | Armor: N/A | Supply: N/A
  • Recruitment Cost: 200 Intel
  • Recruitment Time: 1 Days
  • Upkeep: None
  • Development required: Spying Logistic
  • Range: Melee
  • Abilities:
  • + Hireling: Cannot be seen outside combat
  • + Execute: Kills any non-mechanical unit in a single attack, then disbands
  • − Cannot target mechanical units
  • + +20% Speed
Contracts with assassins are common in the imperium. But succeeding in reaching the Great Houses always requires a lot more logistics.

Landsraad Guard

  • Health: 400 | Power: 16 | Armor: 6 | Supply: N/A
  • Recruitment Cost: 4 Command Points | 25 Influence
  • Recruitment Time: 2 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: Judge of the Council charter
  • Range: Melee
  • Abilities:
  • + -50% damage received inside owner's borders
The honour guard of the Landsraad are rarely seen on the field, but they are fearsome nonetheless

Landsraad Judge

  • Health: 400 | Power: 19 | Armor: 2 | Supply: N/A
  • Recruitment Cost: 4 Command Points | 25 Influence
  • Recruitment Time: 2 Days
  • Upkeep: 20 Solari
  • Development required: None
  • Prerequisites: Judge of the Council charter
  • Range: 35
  • Abilities:
  • + +50% damage dealt inside owner's borders
The honour guard of the Landsraad are rarely seen on the field, but they are fearsome nonetheless

Landsraad Punisher

  • Health: 400 | Power: 25 | Armor: 2 | Supply: N/A
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Prerequisites: Landsraad Support Resolution; lasts 20 days
  • Range: 35
  • Abilities:
  • + +200% damage against Main Bases
  • + Demolition: Area damage
In the exceptional cases where the Landsraad Council needs to take disciplinary action, some guards are trained to use powerful siege equipment.

Fremen Mercenary

  • Health: 600 | Power: 16 | Armor: 3 | Supply: 100
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Range: Melee
  • Abilities:
Unknown

Sardaukar (Imperial)

  • Health: 600 | Power: 21 | Armor: 6 | Supply: 100
  • Recruitment Cost: None
  • Upkeep: None
  • Development required: None
  • Prerequisites: Fail to pay Imperial Tax 3 times in a row — 7 spawn and attempt to Liberate your Villages
  • Range: Melee
  • Abilities:
  • + Executioner: Execute enemies under 20% Health
We are Sardaukar. The Emperor's blades. Those who stand against us, fall.

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Factions