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Harkonnen Structures


 Productive
  • Construction Yard
  • Barracks
  • Factory
  • Hangar
  • Starport
 Defensive
  • Wall
  • Flame Turret
  • Gun Turret
 Other
  • Windtrap
  • Refinery
  • Refinery Ramp
  • Outpost
  • Landing Pad
  • Palace




Construction_Yard

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Cost: N/A
Upgrade Cost: 600
Armor: 4,000
Power: 0
Description: The heart, nucleus, and brain of your base. Whatever you may call it, the Construction Yard is the center from which all life springs up in your base. The Construction Yard is obtained by deploying your MCV. This building allows you to build the rest of the structures in your base. It should be heavily protected, because without the Construction Yard, you cannot build anything. Treat your Construction Yard with love and care, and reap the benefits.



Windtrap

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Cost: 225
Upgrade Cost: N/A
Armor: 1,500
Power: +100
Description: The Windtrap is your primary source of base power. Using Dune's harsh desert winds to its advantage, the Windtrap channels them into a large turbine to create power for all your base's functions. Without Windtraps, many of your buildings will work slower than usually, and your defenses can even short out. Once it takes damage, the Windtrap looses some of its power output. Always keep an extra Windtrap or two around just in case your enemy decides to attempt to give you a blackout.



Refinery

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Cost: 1500
Upgrade Cost: 1200 (2)
Armor: 3,000
Power: -40 (-20 added for each upgrade)
Description: The Refinery is the only building you have that can give you money. Once a Refinery is built, a Harvester and Carryall are dispatched to the nearest spice field. On returning to the Refinery, the Harvester unloads the raw spice. The Refinery takes this raw spice and converts it to money that can be used to buy more units and buildings. Extra Refinery Ramps, Harvesters, and Carryalls can be used to harvest spice quicker and more efficiently.



Refinery_Ramp

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Cost: 1200
Upgrade Cost: N/A
Armor: N/A
Power: -20
Description: When a Refinery is built, it has one Ramp for the unloading of spice. The Refinery Ramp is an add-on which allows another Harvester to park and unload its Spice at the Refinery. By building Ramps instead of new Refineries, you can save money and space. A Harvester and Carryall are bundled with the Refinery Ramp.



Barracks

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Cost: 225
Upgrade Cost: 800
Armor: 2,500
Power: -20
Description: The premiere training facility for your infantrymen is your Barracks. Once upgraded, your Barracks can produce elite infantry. Infantry are trained slower if this crucial structure is damaged.



Factory

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Cost: 1000
Upgrade Cost: 1200
Armor: 4,000
Power: -40
Description: By building a Factory, you gain access to the creation of ground-based vehicles. All vehicles are created in the Factory, but some may require upgrading or additional structures before being built. Creating multiple Factories can allow you to dispatch units from more than one side of your base.



Hangar

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Cost: 1300
Upgrade Cost: 1200
Armor: 3,500
Power: -50
Description: The creation of a Hangar allows you to build air-based units. After upgrading the Hangar, you gain access to the technology needed to build new and advanced avionics. Once damaged, the Hangar produces units slower.



Outpost

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Cost: 400
Upgrade Cost: N/A
Armor: 1,000
Power: -60
Description: Upon construction, the Outpost gives you access to the commander's radar screen. Through the radar screen, you can see all troop movements throughout any explored part of the map. When your base is low on power, you lose your radar map.



Palace

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Cost: 1600
Upgrade Cost: N/A
Armor: 3,000
Power: -150
Description: Upon construction, the Harkonnen Palace gives you the ability to build the Harkonnen Super Weapon. After researching advanced ballistics, the Harkonnen have come up with the Death Hand Missile. Once constructed, the Death Hand Missile can be fired anywhere on the map. Delivering its multiple atomic warheads, the Death Hand Missile can destroy most any building in the game. The atomic fallout from the explosion can poison infantry, and cause slight damage to vehicles. The Harkonnen Palace uses a lot of power to charge up, so make sure you have enough Windtraps to compensate for when you build this structure.



Starport

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Cost: 1500
Upgrade Cost: N/A
Armor: 2,500
Power: -100
Description: The Starport is your only connection to space. To use the Starport, you must place an order with the Merchant's Guild. They will bring you your units in bulk (up to six at a time) within a few minutes after you order. A slight mark up on units ordered from the Starport is present due to shipping and handling fees. The Starport also allows the creation of some of the most advanced units on Dune. The scientists have been working hard back on the home planet, and it shows.



Landing_Pad

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Cost: 800
Upgrade Cost: N/A
Armor: 2,000
Power: -30
Description: The Landing Pad is used to reload and re-arm Ornithopers. Multiple Landing Pads will reload your crafts faster. Beware, though, as building too many Landing Pads can use up substantial amounts of power.



Wall

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Cost: 20
Upgrade Cost: N/A
Armor: 1,000
Power: 0
Description: Some of the best defenses have started with Walls. Walls can channel enemy troops right into your waiting army. Walls can also keep pesky Engineers away from your Construction Yard, as well as provide protection from enemy fire. Walls are one of the most unappreciated buildings in the game, and should be given respect for their cheap and versatile use.



Flame_Turret

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Cost: 550
Upgrade Cost: N/A
Armor: 2,700
Power: 0
Description: This building defends your base with a high intensity flame thrower. Turret mounted, this flamethrower can singe infantry to a crisp and melt away light vehicles. The Flame Turret has a short range, which can allow artillery to destroy it before it can do any damage to the enemy. Its best to keep one or two of these around your Construction Yard to make some Engineer kabobs.



Gun_Turret

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Cost: 1200
Upgrade Cost: N/A
Armor: 3,000
Power: -75
Description: The Harkonnen's only long range defensive building, the Gun Turret fires four large-caliber guns at air and land targets. The Gun Turret is effective against both infantry and vehicles. A few of these should stop any attempt at a tank rush in its tracks.