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Ordos Units


 Infantry
  • Scout
  • Chemical Trooper
  • AA Trooper
  • Engineer
  • Mortar Infantry
  • Saboteur
 Vehicles
  • Harvester
  • Dust Scout
  • Armored Personnel Carrier
  • Laser Tank
  • Kobra
  • Deviator
  • Mobile Construction Yard
 Air Force
  • Carryall
  • AA Mine
  • Eye in the Sky
  • Advanced Carryall




Scout

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Cost: 300
Health: 200
Speed: 8
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.



Chemical_Trooper

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Cost: 50
Health: 575
Speed: 6
Prerequisites: Barracks
Veteran Abilities
• Level 1: Self-Heal
• Level 2: Increased armor
• Level 3: Increased firepower
Description: The Chemical Trooper fires the same poisonous gas as the Gas Turret. While its range is limited, it can easily choke infantry, killing them instantly. The Chemical Trooper is ineffective against most vehicles and buildings.



AA_Trooper

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Cost: 100
Health: 300
Speed: 4
Prerequisites: Barracks
Veteran Abilities
• Level 1: Self-Heal
• Level 2: Increased armor
• Level 3: Increased firepower
Description: The AA Trooper is Ordos' primary anti-air infantry unit. Its high-tech missile launcher fires small guided rockets that follow moving targets. While not as powerful as the Harkonnen Trooper, the AA Trooper is still a quite useful unit. He can also fire at ground targets. The Trooper's weak armor makes them fast, but vulnerable.



Engineer

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Cost: 400
Health: 400
Speed: 4
Prerequisites: Barracks
Veteran Abilities
• N/A
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.



Mortar_Infantry

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Cost: 100
Health: 700
Speed: 4
Prerequisites: Barracks
Veteran Abilities
• Level 1: Self-Heal
• Level 2: Increased armor
• Level 3: Increased firepower
Description: The Ordos equivalent to the Atredies Kindjal infantry, Mortar Infantry, once deployed, fire a high-powered shell high into the air. On impact, these shells can kill hordes of infantry at a time. When not deployed, Mortar Infantry carry a small pistol to defend themselves from light attacks. Due to the high trajectory of the shells, it is very easy for the enemy to move out of the way before they are struck. If the enemy gets inside your base, the shells that the Mortar Infantry fire could actually destroy your own base. Skillful use of their range and power can yield amazing results.



Saboteur

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Cost: 150
Health: 600
Speed: 6
Prerequisites: Barracks
Veteran Abilities
• N/A
Description: The Saboteur is one of few infantrymen willing to risk his life for the victory of the Ordos. A pack of high explosives can be found on just about every part of his body. Once he gets to his target, the Saboteur detonates his bombs. He will also detonate his bombs when his health is bad as a last attempt at killing the enemy. The Saboteur's explosives are effective against infantry and vehicles, but even more against structures. Combined with an APC, the Saboteur is one unit you don't want to mess with.




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.



Dust_Scout

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Cost: 350
Health: 1100
Speed: 14
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased armor
• Level 2: Increased armor
• Level 3: Increased firepower; Increased range
Description: Like it's name states, the Dust Scout is the primary armored scout for the Ordos faction. It carries a light cannon and has weak armor. Quite fast, the unit can easily eliminate infantry. This unit shines early in game, but its effectiveness is limited when put up against high-powered units later in the game.



Armored_Personnel_Carrier

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Cost: 900
Health: 500
Speed: 10
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased armor
• Level 2: Increased speed
• Level 3: Increased armor
Description: The Ordos APC is a shielded, lightly armored, and faster version of the Atredies APC. It is armed with a small guided missile launcher. When not transporting infantry around the battlefield, the Ordos APC is best at playing an anti-air defensive role.



Laser_Tank

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Cost: 700
Health: 800
Speed: 12
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased armor
• Level 2: Increased range
• Level 3: Increased firepower
Description: The Laser Tank is the only vehicle in the game that can hover. This makes the Laser Tank fast and easily maneuverable. Its high-powered pulse cannon can make short work out of slower fixed turret vehicles. Best used in groups of five, the Laser Tank is best when performing hit and run tactics. A light shield that can repel minor attacks protects the Laser Tank.



Kobra

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Cost: 1200
Health: 3000
Speed: 5
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased armor
• Level 2: Increased firepower
• Level 3: Increased firepower; Increased speed
Description: The Kobra is the most heavily armored and powered vehicles available for use by the Ordos. Armed with a large howitzer cannon, it operates in two different modes. On the move, it fires the howitzer as a fixed gun - during which the Kobra is vulnerable to attack because of its slow speed. In its second (deployed) state, the Kobra raises it's gun and mounts it on a swiveling turret. This allows the gun an increased range, rate of fire, and power. Many times the Kobra can take on small armies by itself when deployed. They can be deployed in the enemy's spice field, destroying many harvesters before support troops can get to the scene.



Deviator

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Cost: 950
Health: 1300
Speed: 8
Prerequisites: Factory
Veteran Abilities
• Level 1: Increased armor
• Level 2: Increased range
• Level 3: Increased armor
Description: The Deviator is a very fast moving, shielded tank. Its design is based on that of a Laser Tank, as it hovers and is equipped with a short-range missile launcher. The warhead of it's missiles contains deviator gas. When an enemy is hit with the deviator gas, it becomes an Ordos unit for a short period of time. The deviator gas works on all units, but not on buildings. Its high cost and light armor makes the Deviator a unit that you should protect with your main forces.



Mobile_Construction_Yard

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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: Hangar
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.



AA_Mine

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Cost: 600
Health: 1100
Speed: 6
Prerequisites: Hangar
Veteran Abilities
• N/A
Description: The AA Mine is a slow moving air mine. When an enemy airborne unit comes into range, the AA Mine explodes, releasing many anti-air homing missiles. The AA Mine can easily be destroyed by ground units, and is only effective against airborne threats.



Eye_in_the_Sky

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Cost: 2000
Health: 1750
Speed: 7
Prerequisites: Hangar
Veteran Abilities
• N/A
Description: This air unit hovers slowly across the sky while moving towards the enemy base. Once there, the Eye In The Sky can be detonated, sending shrapnel raining down on the enemy base. At the same time, a Saboteur parachutes down to do more damage. Five or more Eye In The Skies can demolish half a base. Their high cost and light armor make this unit a precious addition to your army.



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.