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Harkonnen Units


 Infantry
  • Scout
  • Light Infantry
  • Trooper
  • Engineer
  • Flame-Thrower Infantry
 Vehicles
  • Harvester
  • Buzzsaw
  • Assault Tank
  • Flame Tank
  • Missile Tank
  • Inkvine Catapult
  • Devastator
  • Mobile Construction Vehicle
 Air Force
  • Carryall
  • Air Defense Platform
  • Gunship
  • Advanced Carryall




Scout

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Cost: 30
Health: 200
Speed: 6
Prerequisites: Barracks
Veteran Abilities
• N/A
Description: The Scout is the first infantry unit you can produce once your Barracks is constructed. They can run very fast and, if they don't move too far at a time, can go undetected. Useful only in the beginning of battles, Scouts are used solely for early reconnaissance. When running long distances, the Scout loses his stealth, and can be seen by other units, thus allowing him to be killed by the enemy. Scouts can see other stealth units, such as Fremen, to help you easily eliminate them. They are one of the most under-used units in the game, yet the assets the Scout provides are invaluable.



Light_Infantry

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Cost: 50
Health: 600
Speed: 4
Prerequisites: Barracks
Veteran Abilities
• Level 1: Increased firepower; Increased health
• Level 2: Self-Heal
• Level 3: Increased armor
Description: The Harkonnen's basic foot soldier, Light Infantry can help defend against early infantry rushes. While their usefulness is limited, a mass of Light Infantry used in the siege of a base can distract defenses while your main units assault the base. Light Infantry can easily eliminate other infantry, but are not effective against vehicles and structures. Use this unit en masse to achieve victory.



Trooper

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Cost: 90
Health: 300
Speed: 4
Prerequisites: Barracks
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: The Harkonnen Trooper is equipped with a long-range heavy missile launcher. Its main purpose on the battlefield is to destroy enemy armored units. The Trooper is also an effective anti-air unit, giving it even more usability compared to Light Infantry. Troopers are best used in groups of five or more.



Engineer

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Cost: 400
Health: 400
Speed: 4
Prerequisites: Barracks
Veteran Abilities
• Level 1: Increased armor
• Level 2: Increased armor
• Level 3: Increased armor
Description: Engineers can enter damaged buildings to repair them back to full health. They can also capture enemy buildings by entering them. A few Engineers should also be kept around your base for removing Tleilaxu Leech larvae from your infected vehicles. APCs are a useful mode of transportation for the the slow moving Engineer, providing needed armor for the frail Engineer at the same time.



Flamethrower_Infantry

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Cost: 150
Health: 800
Speed: 4
Prerequisites: Barracks
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: One of the best infantry to infantry units, Flame-Thrower Infantry carry a large flame thrower that spits out streams of fire. Due to the large size of his weapon, the Flame-Thrower Infantry is the slowest type of infantry in the game. Protected by more armor than a normal infantry unit, they can get closer to the enemy to inflict more damage. Use these units to make kabobs out of enemy infantry.




Harvester

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Cost: 1000
Health: 3500
Speed: 4
Prerequisites: Factory
Veteran Abilities
• N/A
Description: When you build a Refinery, this large, slow moving vehicle comes packaged with it. The unit is the Harvester. Aided by its brother in the sky, the Carryall, it harvests the Spice Melange only found on Arrakis. The Harvester has no weapons, and its only defense against enemy infantry is to squash them. The Harvester's high-grade armor enables it to take quite a beating before your troops can arrive on the scene to deal with the attackers. Always build one or two extra Harvesters, just in case a Sand Worm decides to have a snack.



Buzzsaw

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Cost: 350
Health: 1300
Speed: 8
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased speed
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: One of the faster Harkonnen vehicles, the Buzzsaw is excellent at diminishing infantry and light armor. Twin cannons set on both sides of a massive saw blade for use against things the Buzzsaw cannot rip through. You can also use the Buzzsaw to destroy enemy Spice fields by running over them. This could easily cripple your enemy's funds.



Assault_Tank

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Cost: 900
Health: 2400
Speed: 5
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: The Assault Tank is one of the most heavily armored units in the game. It has a medium-ranged cannon on a fixed mounted turret. Although this unit is slow, its massive armor allows it to take quite a few hits before dishing out a few of its own. The Assault Tank is one of the best all around vehicles in the game. You can also use the tank to run over infantry; this tactic is best used against infantry rushes.



Flame_Tank

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Cost: 900
Health: 1800
Speed: 6
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: Fire shall quench all. That statement couldn't be more true when it comes to the Flame Tank. This hulking unit is armed with dual side mounted flame throwers. It can use it's flame throwers to engage up to two targets at a time. Any infantry caught in the midst of the flame is instantly killed. Combining Flame Tanks with Scouts is essential for dealing with Fremen woes.



Missile_Tank

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Cost: 1200
Health: 1100
Speed: 6
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: One of the more lightly armored vehicles in the Harkonnen arsenal, the Missile Tank takes its flank behind your main forces, providing good concentrated artillery fire and anti-aircraft support. The Missile Tank's heavy payload allows it to dish out a lot of punishment, but makes it considerably slow. Long reload times make the Missile Tank difficult for rushes. Once the tank has fired its missiles, there is a good chance that whatever it fired on will be destroyed.



Inkvine_Catapult

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Cost: 1000
Health: 2000
Speed: 8
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: This Harkonnen long-ranged, lightly-armored vehicle lends itself best to artillery use and base defense. The Inkvine Catapult fires canisters filled with toxic inkvine fluid that explodes on impact. This inkvine fluid "stains" the area of the map and damages to any unit standing in it. Inkvine fluid can be burned away by force firing on the fluid puddles. The Inkvine Catapult is best used as an anti-infantry unit, although it can damage vehicles and buildings quite well. It is best to deploy these units outside the enemy base, where they can damage enemy defenses.



Devastator

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Cost: 1750
Health: 5000
Speed: 1
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: The pride and joy of the Harkonnen army, not to mention the most heavily-armored vehicle in the game, the Devastator carries two large plasma guns and a missile turret. The most powerful unit to be found on the battlefield is effective against infantry, vehicles, and buildings. Unfortunately, all this armor and armament makes the Devastator slower than a turtle. Once you see that the Devastator is almost dead, you can deploy it to overload its reactor. This causes a huge explosion to further damage any surrounding units and/or structures. Used in conjunction with Advanced Carryalls, a couple of Devastators in a base means big trouble.



Mobile_Construction_Vehicle

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Cost: 2000
Health: 4500
Speed: 4
Prerequisites: Factory
Veteran Abilities
• N/A
Description: The Mobile Construction Vehicle, or MCV, is the unit used to establish a base in Dune. Once deployed, the MCV will turn into a Construction Yard. A Construction Yard is essential for building and expanding a base. The Construction Yard can also be packed up into a MCV to be moved to another area of the map.




Carryall

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Cost: 1100
Health: 1600
Speed: 20
Prerequisites: Factory
Veteran Abilities
• N/A
Description: The Carryall is the first air unit you will see, as it is automatically included with the Harvester. The Carryall transports its Harvester to and from the Spice fields of Dune. You cannot control Carryalls: All their actions are automatically carried out. Carryalls have light armor and can easily fall to AA fire. Without Carryalls, however, Harvesters are slow to gather Spice and at the same time vulnerable to enemy attack.



Air_Defense_Platform

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Cost: 1500
Health: 1200
Speed: 2
Prerequisites: Hangar
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: The Air Defense Platform, or ADP, is primarily used for Harvester and base defense. Its gattling cannon, similar to the Machine Gun Turret, can fire at airborne and land units. Multiple ADPs can be impossible to get through. The ADP's weakness is that of its very slow speed, and the fact that most AA weapons outrange the unit. Coupled with its light armor, this makes the ADP easy to defeat when deploying the right strategies.



Gunship

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Cost: 1000
Health: 2600
Speed: 10
Prerequisites: Hangar
Veteran Abilities
• Level 1: Increased firepower
• Level 2: Self-Heal
• Level 3: Increased armor; Increased firepower
Description: Similar to the Atredies Ornithopter, the Harkonnen Gunship is slower and move heavily armored. Unlike the Ornithopter, the Gunship fires unguided rockets that are best used on lone units, such as enemy Harvesters. It must return to the Landing Pad to reload its rockets.



Advanced_Carryall

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Cost: 1800
Health: 900
Speed: 17
Prerequisites: Hangar
Veteran Abilities
• N/A
Description: The standard Carryall's big brother, the Advanced Carryall can be controlled by the player. The Advanced Carryall can pick up and transport any vehicle, friend or foe. You can use this to your advantage and steal a few enemy Harvesters, taking them back to your base for a little "disassembling." The Advanced Carryall has heavy armor, but no weapon to defend itself. Dropping a few Minotaurus in the back of the enemy's base with your Advanced Carryalls can create some major havoc.