Free Web Hosting Provider - Web Hosting - E-commerce - High Speed Internet - Free Web Page
Search the Web


:|oRdOs gUiDe|:

 iNfO n' NeWs | cLaN mEmBeRs | aWaRds n' RuLeS | fOrUmS n'LiNkS | sCrEeN-sHoTs  | tAqTiCs | aTrEiDeS gUiDe | hArKoNnEn gUiDe | oRdOs gUiDe | sUb-hOuSe gUiDe

:|hOuSe oRdOs|:

These aristocrats of the universe are shrouded in mystery and speculation,which is just how the statesmen of Ordos want to keep it. Run by a secretive cartel of the rich and powerful who specialize in trade and smuggling, House Ordos has no identifiable leader. Even the citizens on this ice-covered, remote planet have little grasp on who controls their fate.
What is known, however, is that the reclusive elite of Ordos have at their disposal radical new technologies that they hope will put all of Arrakis in their hands. Buying illegal armaments from the House of Ix, the Ordos equips its troops with high tech weaponry that puts the Harkonnen and Atreides technology to shame. However, money can't buy loyalty: Ordos troops desert with alarming frequency, and despite its wealth, the Ordos military strength is shaky at best.





:|uNiTs|:

Scout

Cost: 30
No Veteran Abilities
Structure Needed to produce: Barracks

Completely non-combatant, Scouts are nonetheless critical for any mission's success.
Scouts are stealth units, which means they don't appear on enemy radar. Also, enemy units can't see Scouts unless they move close to a Scout or a Scout approaches one of them or their structures. Scouts also appear both visually and on radar if they move a long distance at any one time. Move them in short hops to keep them hidden from enemies.
______________________________________________________________________________________________________________________________________

Chemical Trooper

Cost: 50
Veterancy Bonuses:
Level 1: Self-Repair Level 2: Extra Armor Level 3: Additional Damage
Structure Needed to Produce: Barracks

The Chemical Trooper is the Ordos answer to the Harkonnen and Atreides Light Infantry unit. Although they don't have the same range as Light Infantry, Chemical Troopers use a toxic chemical that can kill multiple enemies at once. Like that of Inkvine Catapults, the toxin isn't effective against vehicles, but it's usually instantly fatal to enemy troops.
The Chemical Trooper's main drawback is his short effective range. Often, Light Infantry kill Chemical Troopers as they rush forward to get close enough to be useful, so use Chemical Troopers in groups.
______________________________________________________________________________________________________________________________________

AA Trooper

Cost: 100
Veterancy Bonuses:
Level 1: Self-Repair Level 2:Extra Armor Level 3: Additional Damage
Structure Needed to Produce: Barracks

Ordos's AA Troopers are very similar to Harkonnen Troopers, but they're more effective. Their primary benefit is that their shot is capable of tracking, which makes them effective even against moving aerial targets. Otherwise they're similar to the Harkonnen version in that they're more useful against vehicles than against infantry.
______________________________________________________________________________________________________________________________________

Engineer

Cost: 400
Veterancy Bonuses: None
Structure Needed to Produce: Barracks

All Houses have Engineer units. Generally non-combatant, Engineers have three basic uses in combat.
First, they can quickly repair heavily damaged structures. Because Engineers are expensive to create, this often isn't very cost effective. But in an emergency it can save a badly damaged structure from destruction.

Engineers can also steal enemy structures by entering them. Once that's done, the structures become yours to do with as you please. Capturing enemy structures lets you build and use enemy technology, which is often extremely valuable.

Finally, Engineers can remove Tleilaxu Leech larvae from infected vehicles, which they'll do automatically when in the proximity of an infected vehicle. Harkonnen Engineers are equipped with a pistol and can defend themselves against minor threats. Both Atreides and Ordos Engineers are unarmed.
______________________________________________________________________________________________________________________________________


Mortar Infantry

Cost: 100
Veterancy Bonuses:
Level 1: Self-Repair Level 2: Extra Armor Level 3: Additional Damage

The Ordos Mortar Infantry are the equivalent of the Atreides Kindjal Infantry, with some differences. Mortar Infantry have a slightly longer range, letting them hit Kindjal troops from beyond the Kindjal's range. Like the Kindjal, they are much more useful against vehicles than against infantry.
The second difference is that the Mortar Infantry's shot has a high trajectory. This has both a positive and a negative effect. Because of the high trajectory, Mortar Infantry can fire over walls and cliffs. However, that makes them inaccurate against moving targets; in the time it takes the shot to reach its destination, the target can easily move away.
______________________________________________________________________________________________________________________________________

Saboteur

Cost: 150
Veterancy Bonuses: None
Structure Needed to Produce: Barracks

Saboteurs - suicide troops who rush into battle strapped with powerful explosives - have no equivalent in the other two Houses' armies. When they reach their target, they detonate explosives, killing themselves and damaging or destroying any other units or structures in the vicinity.
Saboteurs are most effective against structures. A single Saboteur can destroy a group of Windtraps and seriously damage structures that are more durable.
______________________________________________________________________________________________________________________________________

MCV

Cost 2000
Veterancy Bonuses: None
Structure Needed to Produce: Factory

The large, unwieldy MCV is the most critical thing you own at the start of most of missions. Unable to defend itself, the MCV, when deployed, builds a Construction Yard for your House. Because all building creation requires a Construction Yard, the MCV is the heart of your initial base creation.
Additionally, you can create MCVs at your Factory. You can deploy these MCVs on other rock plateaus around the map to establish secondary bases, which will provide defensive outposts, launch places for attacks, and enable more efficient Spice mining.
______________________________________________________________________________________________________________________________________

Harvester

Cost 1,000
Veterancy Bonuses: None
Structure Needed to Produce: Factory

Harvesters move across the sand, searching for patches of Spice. When they find Spice, they stop and filter the sand to extract the valuable material. Once Harvesters are laden with Spice, Carryalls pick them up and drop them off at your Refineries, where the Harvesters deposit the Spice. After that, the Carryalls pick them up again and return them to the Spice fields.
Harvesters work automatically, so it's easy to forget about them. They're quite fragile though, so pull them back as soon as enemies or worms pose a threat.
______________________________________________________________________________________________________________________________________

Dust Scout

Cost: 350
Veterancy Bonuses:
Level 1: Extra Armor Level 2: Extra Armor Level 3: Extra Range, Additional Damage
Structure Needed to Produce: Factory

The Dust Scout is the most basic and simplest Ordos vehicle. Four-legged and small, it scurries across the sand looking for targets to destroy. Like the Atreides Sand Bike and the Harkonnen Buzzsaw, the Dust Scout is more useful against infantry than vehicles.
Dust Scouts are perfectly suited to a desert environment and can operate well on sand. Furthermore, whereas most enemy vehicles can't cross the large dust bowls that dot the landscape, Dust Scouts can use these locations to maximum benefit. Dust Scouts that stop in a dust bowl will dig themselves under the sand and lie in ambush, moving out to strike when enemy units move past them.
______________________________________________________________________________________________________________________________________

Lazer Tank

Cost: 700
Veterancy Bonuses:
Level 1: Extra Armor level 2: Extra Range Level 3: Additional Damage
Structure Needed to Produce: Factory

The Ordos Laser Tank is designed to stop enemy armor units. Because it hovers, it can move at equal speed over rock or sand. It is equipped with shielding in addition to armor, letting it take additional damage.
The Laser Tank is armed with a rotating cannon that can fire in a 360-degree arc, which means the unit can move in one direction and fire in another. Combined with speed, the cannon makes the Laser Tank difficult to target and destroy. Against slow vehicles, the Laser Tank can move in and out of range, striking and avoiding retaliation.

Because it hovers, it can't crush enemy infantry. However, the ability to hover adds additional maneuverability. Unlike the many units that must turn around before heading in a new direction, the Laser Tank can move in any direction at any time.
______________________________________________________________________________________________________________________________________

APC

Cost: 900
Veterancy Bonuses:
Level 1: Extra Armor Level 2: Extra Speed Level 3: Extra Armor
Structure Needed to Produce: Factory

The Ordos APC is a hover vehicle that can move at high speeds over the sand. It is mounted with a high-powered weapon that is useful against enemy armor and aircraft.
______________________________________________________________________________________________________________________________________

Kobra

Cost: 1200
Veterancy Bonuses:
Level 1: Extra Armor Level 2: Additional Damage Level 3: Extra Speed, Additional Damage
Structure Needed to Produce: Factory

The heaviest Ordos unit is the Kobra, which is essentially a large, mobile cannon. In its undeployed state, the Kobra has a relatively weak shot with a short range, which belies its high cost.
Kobras do make excellent artillery, though. When deployed, the Kobra's weapon extends to the top of a high platform, which gives the cannon a much more significant range. Groups of deployed Kobras make a dominating and vicious base defense; you can move them into position to destroy any enemy
turret from far beyond the turret's range. The Kobra can't move when deployed.

Deployed or not, the Kobra's shot is effective against infantry, vehicles, and structures. However, it can't defend itself against aerial units.
______________________________________________________________________________________________________________________________________

Déviator

Cost: 950
Veterancy Bonuses:
Level 1: Extra Armor Level 2: Extra Range Level 3: Extra Armor
Structure Needed to Produce: Factory

Like the Atreides Sonic Tank, the Deviator is a unit with a mixed reputation. Some Ordos commanders swear by them, and others find them difficult to use and not worth
the high cost.
In combat, the Deviator's shot does little damage, especially against infantry and structures. Because the Deviator hovers, it can't roll over infantry either. Furthermore, it reloads slowly and its shot is difficult to use against moving units.

Against vehicles, however, the Deviator comes into its own. When its shot hits an enemy vehicle, the target temporarily changes its allegiance, becoming an Ordos unit for about half a minute. Entire incoming enemy columns can be turned on themselves with skillful Deviator use. As Atreides and Harkonnen units become Ordos units, they turn and fire on their former comrades, who return fire in kind. In short, the Deviator forces the enemy to destroy its own units and lets you attack without risk to your own troops.
______________________________________________________________________________________________________________________________________

Caryall

Cost 1,100
Veterancy Bonuses: None
Structure Needed to Produce: Hangar

You have no control over Carryalls, which, like Harvesters, operate automatically. Their job is to move Harvesters to and from Spice fields.
Carryalls have no defenses and virtually no armor, leaving them at the mercy of anti-air weaponry. You must defend these units. Without them your Harvesters must travel back and forth between Spice field and Refinery under their own slow power.
______________________________________________________________________________________________________________________________________

Eye In The Sky

Cost: 2000
Veterancy Bonuses: None
Structure Needed to Produce: Hangar

House Ordos doesn't have a unit even remotely similar to the Atreides Ornithopter or the Harkonnen Gunship. Instead, their basic offensive aerial unit is the Eye in the Sky. This strange craft is essentially an aerial version of the Saboteur. In fact, each Eye in
the Sky contains a Saboteur unit.
When you move the Eye in the Sky over its target and deploy, it explodes, sending deadly shrapnel to the ground to kill infantry and damage vehicles and structures. As it explodes, the Saboteur parachutes out and lands nearby, ready to add the force of his own explosion to the chaos.
______________________________________________________________________________________________________________________________________

Anti-Aircraft Mine

Cost: 600
Veterancy Bonuses: None
Structure Needed to Produce: Hangar

The Anti-Aircraft Mine is another interesting Ordos device that, upon use, destroys itself in the process. Like the Air Drone and the ADP, the AA Mine is a defensive unit.
When enemy airpower enters the AA Mine's sphere of control, the mine explodes, emitting deadly shrapnel and missiles toward its target. Once used, you must replace the AA Mine. Its shrapnel and missiles are completely ineffective against ground-based targets.
______________________________________________________________________________________________________________________________________

Advanced Caryall

Cost 1,800
Veterancy Bonuses: None
Structure Needed to Produce: Hangar

Advanced Carryalls can fly from place to place and also hover if you want them to. Unlike regular Carryalls, you have complete control over these units.
Advanced Carryalls can pick up Harvesters just as your normal Carryalls can. What's more, you can pick up any vehicle, including enemy vehicles, with an Advanced Carryall. Advanced Carryalls can transfer units from place to place across the map, deposit enemy Harvesters at your base, and more.

Like Carryalls, Advanced Carryalls have no effective means of defense and virtually no armor. So they're highly vulnerable to enemy anti-aircraft fire.





:|sTrUcTuReS|:

Construction Yard

Cost: 0
Power Usage: 0
Upgrade Cost: 600

The heart of every base is the Construction Yard. This building is responsible for the creation of all other buildings in your base. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs at all times. In some missions you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building.
__________________________________________________________________________________________________________________________________

Windtrap

Cost: 225
Power Usage: 100+
Upgrade Cost: 0

Windtraps provide power and water by using large aboveground ducts to shunt wind underground into massive turbines. Once moving, the turbines power the internal generators and humidity extractors. They have only light armor and are easy to destroy, so keep them well guarded.
__________________________________________________________________________________________________________________________________

Barracks

Cost: 225
Power Usage: 20
Upgrade Cost: 800

The creation and training of infantry units comes from the Barracks. You can upgrade the Barracks, which will allow you to produce more advanced infantry.
__________________________________________________________________________________________________________________________________

Refinery

Cost: 1,500
Power Usage: 40 (each upgrade adds 20)
Upgrade Cost: 1,200 (each upgrade – maximum of 2)

The Refinery is the basis of all Spice production on Dune. After collecting Spice, your Harvesters unload it into the Refinery. From there it is converted into Solaris. You must keep a steady flow of incoming Spice in order to have enough money to purchase new buildings or units. For each Refinery built, you will receive one Harvester & Carryall.

Each Refinery has two extra nodes for expansion, which is where the Refinery Ramp comes in. It is an add-on building that allows another Harvester to dock and unload its Spice. The ramps are also helpful in that they don't take up as much space as a full Refinery, but accomplish the same function. The Refinery Ramp is added to your refinery through the upgrade button instead of being built like other buildings. For each Refinery Ramp built you will receive one Harvester & Carryall.
_________________________________________________________________________________________________________________________________

Factory

Cost: 1,000
Power Usage: 40
Upgrade Cost: 1,200

In order to build vehicles for your campaign, you will need to build a Factory. All ground vehicles are created at the Factory, although many may require the addition of other buildings for production. This building can also be upgraded to produce advanced units.
__________________________________________________________________________________________________________________________________

Outpost

Cost: 400
Power Usage: 60
Upgrade Cost: 0

When constructed, the Outpost will activate your radar screen. The radar screen allows you to see troop movements, friendly or unfriendly, along the battlefield. You must have sufficient power in order for the Outpost to generate the radar screen.
__________________________________________________________________________________________________________________________________

Hangar

Cost: 1,300
Power Usage: 50
Upgrade Cost: 1,200

The Hangar is where all air-based units are manufactured. This building can also be upgraded to produce advanced air units.
__________________________________________________________________________________________________________________________________

Sparport

Cost: 1,500
Power Usage: 100
Upgrade Cost: 0

Starport allows you to purchase air and land-based vehicles from the CHOAM Merchant's Guild. This facility can be a great asset in your campaign when used wisely.
__________________________________________________________________________________________________________________________________

Gas Turret

Cost: 550
Power Usage: 0
Upgrade Cost: 0

This base defense weapon fires a canister of poisonous gas at its intended target. It has a very short range, but any unit caught within the effect will suffer damage. The turret is mainly used as an anti-infantry weapon, but it is effective against vehicles as well.
__________________________________________________________________________________________________________________________________

Popup Turret

Cost: 1,200
Power Usage: 75
Upgrade Cost: 0

The Pop-up Turret is another weapon used in base defense. It has a longer range than the Gas Turret and fires armor piercing bullets from its machine gun, which makes it much more effective against vehicles. When not firing on a target, the Pop-up Turret rests in the ground, thus making it less susceptible to damage. When an enemy unit gets within range, it extends out of the ground to fire upon the target.
__________________________________________________________________________________________________________________________________

Palace

Cost: 1,600
Power Usage: 150
Upgrade Cost: 0

The Ordos Palace gives you the ability to use the Chaos Lightning weapon. The Chaos Lightning is another sky-based weapon that, when discharged, creates a ball of cascading lightning that sends any unit within its effect into a berserker rage. The affected units will fire on friend or foe until the effect wears off.