DUNE 3000
Ordos units, buildings and other
features
House
Ordos
Ordos
gameplay
Ordos
build order
Ordos infantry
Stealth
infantry
Chemical
infantry
GML trooper
Spy
Nerve
gas trooper
Cyborg
Ordos vehicles
Raider
Stealth
raider
Chemical
raider
Stealth
APC
Stealth
tank
Cyborg
tank
Deviator
GMLS
Chemical
tank
Spice
poisoner
Mobile stealth
generator
Stealth
harvester
Mobile space
market
Ordos aircraft
Cargo jet
Fighter
jet
Stealth
jet
Chemical
jet
Ordos specials
Jet
airstrike
Saboteur
Mercenary
reinforcements
Mercenary
assault
Mercenary
support
Ordos buildings
Space
market
Concrete
slab
Stealth wall
Stealth gate
Solar
panel
Power
satellite uplink
Stealth
refinery
Stealth
storage silo
Stealth
comm center
Infantry
arrival center
Light
starport
Heavy starport
Airfield starport
Hospital
Repair facility
Guided missile turret
Chemical turret
Deviation turret
IX research center
Stealth generator
Battlefield palace
Ordos heroes
Edric O
Bronso of IX
House
Ordos (intro for the Ordos campaign)
[images
from the Ordos homeworld] We come from a remote, icy planet.
Nobody knows it's exact location, except the Guild. We have the most efficient
society of all houses. Our leader isn't just one person, it's the Cartel.
[images
from Arrakis] The Cartel needs Dune and the spice it provides.
We will annihilate anyone that stands in our way.
[you
see a huge chamber with walls made of computer monitors showing different
things and a large table in the middle; 10 cyborgs sit at the table]Welcome
commander! We are the Ordos mentats, the Edric council. Yes, we are cyborgs.
Don't let your feelings affect your jugement. You are the commander of
the Ordos army on Dune. The time has come to land your troops.
Ordos
gameplay
House Ordos is the best house for sneak attacks and covert operations.
The Ordos have the ability to purchase up to 6 units or 3 buildings at
the same time. The time it takes to get those units or buildings is fixed,
it doesn't matter what you ordered or how many you ordered. This can be
an advantage or a disadvantage, depending on how many things you ordered
and how expensive they were. The Ordos have stealth technology, cyborg
tech, chemical weapons and deviation weapons. Their aircraft are jets and
they have mercenary allies. They can get info on the enemy using their
spies. The Ordos capture enemy buildings using any infantry (except the
spies), like in Dune 2. They can order their infantry to enter enemy buildings,
damaging them. If a building's last health is lost in this way, it's captured
by the Ordos. It's health will then be equal to the health it lost because
of all the Ordos infantry that entered. The higher the veterancy rank of
infantry, the more damage they'll do by entering a structure. The two special
buttons above the buildings and units lists are "upgrade" (like in Dune
2000) and "place order" (to order units through starports and infantry
arrival centers or buildings through space markets). Choose the Ordos if
you like surprise or sneak attacks, stealthy tactics and having computer-controlled
allies.
Ordos
build order
Buildings
pre-required
|
build option
|
build option
|
build option
|
build option
|
Space market
|
Concrete slab
|
Stealth wall
|
Stealth gate
|
Solar panel
|
+Solar panel
|
Power satellite uplink
|
Stealth refinery
|
Stealth storage silo
|
|
+Stealth refinery
|
Stealth comm center
|
Infantry arrival center
|
Light starport
|
|
+Infantry arrival center
|
Hospital
|
Chemical turret
|
|
|
+Light starport
|
Heavy starport
|
Airfield starport
|
Guided missile turret
|
Repair facility
|
+Heavy starport
|
IX research center
|
|
|
|
+IX research center
|
Deviation turret
|
Stealth generator
|
Battlefield palace
|
|
-
Units & abilities
production facility
|
build option
|
build option
|
build option
|
build option
|
Infantry arrival center
|
Stealth infantry
|
Chemical infantry
|
Sniper
|
|
-upgraded-
|
Spy
|
Cyborg
|
|
|
+IX research center
|
Nerve gas trooper
|
|
|
|
Light starport
|
Raider
|
Stealth raider
|
Stealth APC
|
|
-upgraded-
|
Chemical raider
|
|
|
|
Heavy starport
|
Stealth tank
|
Cyborg tank
|
Stealth harvester
|
Spice poisoner
|
-upgraded-
|
GMLS
|
Mobile space market
|
|
|
+IX research center
|
Deviator
|
Chemical GMLS
|
Mobile stealth generator
|
|
Airfield starport
|
Cargo jet
|
Fighter jet
|
Stealth jet
|
|
+IX research center
|
Chemical jet
|
Jet airstrike
|
|
|
Battlefield palace
|
Saboteur
|
Mercenary reinforcements
|
Mercenary assault
|
|
-upgraded-
|
Mercenary support
|
|
|
|
Ordos infantry
Stealth
infantry
cost: very cheap
|
firepower: very light
|
speed: medium
|
armor: very light
|
appearence: normal infantry
look
history: The old Ordos
temporary stealth device has been upgraded and it is now permanent and
cheap enough to be used by ordinary infantry.
in-game: This is the
basic infantry for house Ordos. They fire machineguns like the infantry
from all Westwood games. They are stealthy (invisible to the enemy), but
they de-stealth to fire. They also become visible when close to enemy infantry.
They uncover enemy stealth units and buildings in a special way, so the
enemy doesn't know.
Chemical
infantry
cost: cheap
|
firepower: heavy
|
speed: medium
|
armor: very light
|
appearence: infantry with
gas masks and two tubes with chemicals on the back
history: After the invention
of chemical weapons by the Ordos, the first units to be equipped were the
infantry.
in-game: The chemical
infantry fire special glass spheres filled with a corrosive substance.
They shatter upon impact releasing the substance. It remains on that spot
for 3 seconds before evaporating, damaging any units that pass over it.
When it hits a unit, the unit starts losing health and it continues to
do so for a few seconds (more or less, depending on what unit it is). More
hits accelerate the loss of health.
GML
trooper
cost: medium-expensive
|
firepower: medium
|
speed: medium
|
armor: light
|
appearence: soldier with
special VR helmet linked to a guided missile launcher
history: The GML troopers
were first used when the GMLs became small enough for a man to carry.
in-game: They fire guided
missiles, which look like the Tiberian Sun missiles and home in on their
targets. They can fire at air units. Even if the target gets out of range,
the guided missiles continue to follow it for 1 cell. They're useful against
vehicles and buildings, but not infantry. GML stands for Guided Missile
Launcher.
Spy
cost: medium
|
firepower: N/A
|
speed: fast
|
armor: medium
|
appearence: soldier dressed
in black with a belt and backpack of the player's colour
history: The Ordos are
famous for their spies. They're a very important part of Ordos strategy.
in-game: The spies are
stealthy, just like the stealth infantry. They can be seen if they get
too close to enemy infantry. A spy can infiltrate any enemy building. Once
he's in, you get all sorts of information on the function of that building
(like the power level if you infiltrate a power plant and so on). Then
you can deploy the building and get the spy out (but you lose the info).
This way you can spy on many buildings. He dies if the building that he's
in is destroyed. He uncovers enemy stealth units and buildings in a special
way, so the enemy doesn't know. He can't infiltrate invulnerable buildings.
Nerve
gas trooper
cost: expensive
|
firepower: nerve
gas
|
speed: fast
|
armor: medium
|
appearence: soldier with
a green "bazooka" and snake suit
history: The Ordos' deviator
gas has been re-engineered into a nerve gas that twists the minds of enemy
soldiers, making them blindly loyal to house Ordos.
in-game: The nerve gas
troopers fire missiles that look like guided ones, but don't home in on
their targets. If they hit an enemy soldier, he gets deviated for 3 minutes.
The "deadline" doesn't change, no matter what. If they hit a vehicle or
building, they'll do half the damage a GML trooper would. But if a nerve
gas trooper is squished by a vehicle, that vehicle will become deviated
for 5 minutes.
Cyborg
cost: expensive
|
firepower: medium
|
speed: medium
|
armor: heavy
|
appearence: like the cyborg
of Tiberian Sun
history: The cyborgs
are completely forbidden in the empire. But the Ordos don't care. They
take war prisoners and people with terminal diseases and combine them with
mechanical parts. All their 10 mentats (the Edric council) are cyborgs.
in-game: The cyborgs
are heavily armored infantry with a special machine gun that fires continuously,
with no brake. Also, they can fire at 2 targets at the same time, but that
means splitting their firepower (they've got 2 machineguns, one incorporated
in each arm).
Ordos vehicles
Raider
cost: cheap
|
firepower: light
|
speed: extremely
fast
|
armor: very light
|
appearence: like the raider
of Dune 2000
history: It's an all-time
Ordos favourite, the raider. It's also the fastest land unit on Dune.
in-game: The raider from
Dune 2000 makes a return. It's so fast it can get past some units before
they can even turn to fire. It can outrun a sandworm.
Stealth
raider
cost: medium-cheap
|
firepower: light
|
speed: very fast
|
armor: very light
|
appearence: like the stealth
raider of Dune 2000, but with a strange "stealth sphere" on the back
history: The stealth
raider was invented near the end of the first Dune war.
in-game: It has the same
characteristics as the raider, but it's more expensive and less fast. However
it can still outrun worms and, most importantly, it's permanently stealthy
and it only becomes visible to the enemy when it fires and when close to
enemy infantry.
Chemical
raider
cost: medium
|
firepower: medium
|
speed: fast
|
armor: very light
|
appearence: like the raider,
but with two green "bazookas" instead of machineguns
history: After the first
two types of raiders were invented, it was easy to equip the raider with
chemical weapons.
in-game: Just like the
raider, but more expensive and slower (still able to outrun worms, though).
It fires special glass spheres
filled with a corrosive substance. They shatter upon impact releasing the
substance. It remains on that spot for 3 seconds before evaporating, damaging
any units that pass over it. When it hits a unit, the unit starts losing
health and it continues to do so for a few seconds (more or less, depending
on what unit it is). More hits accelerate the loss of health.
Stealth
APC
cost: medium-cheap
|
firepower: N/A
|
speed: fast
|
armor: medium-heavy
|
appearence: like the amphibious
APC of Tiberian Sun, but stealthy
history: APCs have been
re-discovered a short time before the second Dune war. Of course the Ordos
model includes a stealth generator.
in-game: It's an APC
which can carry 5 soldiers. It's permanently stealthy and it only becomes
visible to the enemy when loading, unloading or close to enemy infantry.
Stealth
tank
cost: medium
|
firepower: medium
|
speed: medium
|
armor: medium
|
appearence: like the Ordos
combat tank of Dune 2000, but stealthy
history: The old Ordos
combat tank now has a stealth generator mounted.
in-game: This is the
basic tank for house Ordos. It only becomes visible to the enemy when fireing
and when close to enemy infantry.
Cyborg
tank
cost: medium-expensive
|
firepower: medium
|
speed: medium
|
armor: heavy
|
appearence: like the stealth
tank but with a cyborg instead of a turret (without his feet, of course),
and non-stealthy
history: Some heavily
wounded soldiers lost too much of their body to be turned into normal cyborgs.
They became cyborg tanks.
in-game: An advanced
Ordos tank, it fires two cannons and has the same firepower in one shot
as a stealth tank. However it has an extremely quick rate of fire. Also,
it can fire at 2 targets at the same time, but that means splitting its
firepower (it has 2 cannons, one incorporated in each arm).
Deviator
cost: expensive
|
firepower: nerve
gas
|
speed: slow
|
armor: medium
|
appearence: like the deviator
of Dune 2000
history: The deviator
has been invented some time ago and it's a close-guarded secret.
in-game: The "good old"
deviator makes a comeback. Its gas has been upgraded, and now a deviated
unit stayes deviated for a fixed amount of time, regardless of any damage
inflicted upon it (or anything else). The gas only affects vehicles. Upon
buildings it does half the damage of a GMLS (but the deviator missiles
aren't homing). It doesn't affect infantry at all. When you order a deviator
to attack a soldier, it will try to squish it.
GMLS
cost: medium
|
firepower: heavy
|
speed: medium
|
armor: medium-light
|
appearence: like the hover
MRLS of Tiberian Sun, but with normal tank tracks (not hovering)
history: The GMLS is
the brand-new Ordos missile launcher.
in-game: It fires guided
missiles, which look like the Tiberian Sun missiles and home in on their
targets. It can fire at air units. Even if the target gets out of range,
the guided missiles continue to follow it for 3 cells. It's useful against
vehicles and buildings, but not infantry. GMLS stands for Guided Missile
Launching System.
Chemical
tank
cost: expensive
|
firepower: heavy
|
speed: medium
|
armor: medium-heavy
|
appearence: like the stealth
tank but with two big green "bazookas" instead of the cannon (and non-stealthy)
history: The first platform
to be equiped with the new chemical weapons was the tank.
in-game: It fires special
glass spheres filled with a corrosive substance. They shatter upon impact
releasing the substance. It remains on that spot for 3 seconds before evaporating,
damaging any units that pass over it. When it hits a unit, the unit starts
losing health and it continues to do so for a few seconds (more or less,
depending on what unit it is). More hits accelerate the loss of health.
Spice
poisoner
cost: medium-expensive
|
firepower: heavy
|
speed: slow
|
armor: medium
|
appearence: like the Dune
2 siege tank
history: The Ordos scientists
have studied the properties of spice and elaborated a way to poison it,
which also affects sand and rock to some extent.
in-game: The spice poisoner
fires a "spray" with a medium range. It can't fire upon enemies, it fires
on spice by default (its cursor changes to attack when over spice). But
you can always force-fire on sand or rock. The poison spray can interact
with spice to form corrosive spice. It looks green, but only to the player
who owns the spice poisoner that fired (to the enemy it looks just like
normal spice). Also, the corrosive spice doesn't affect that player's units.
The enemy units, however, get damaged when they're over the corrosive spice.
Enemy harvesters get damaged by both the corrosive spice they're on and
the one they carry. The spice poisoner can fire on sand and rock as well,
creating a green acid puddle (invisible to the enemy) with the same effect
as the corrosive spice (except it can't be harvested). But the acid puddles
last for only 15 seconds on sand and 30 seconds on rock. The spice poisoner
has a very slow rate of fire.
Mobile
stealth generator (MStG)
cost: expensive
|
firepower: N/A
|
speed: slow
|
armor: medium
|
appearence: like the MSG
of Tiberian Sun
history: Stealth has
always been an Ordos technology. Their latest achivement is the MStG.
in-game: It's just like
the MSG of Tiberian Sun. When it's not deployed, it's mobile and it really
doesn't do anything. When it's deployed, it becomes stealthy and it makes
every friendly unit or building in it's range stealthy. Units and buildings
that are stealthy by their nature and also in the range of an MStG have
their stealth "upgraded" (enemy infantry must get right next to them to
de-stealth them and they become visible for less time when fireing).
Stealth
harvester
cost: expensive
|
firepower: N/A
|
speed: medium
|
armor: very heavy
|
appearence: like the harvester
of Tiberian Sun
history: The Ordos have
equipped all their harvesters with personal stealth generators.
in-game: Just an ordinary
harvester, but stealthy. It only becomes visible to the enemy when unloading
at a refinery and when it's close to enemy infantry.
Mobile space
market (MSM)
cost: very expensive
|
firepower: N/A
|
speed: very slow
|
armor: very heavy
|
appearence: like the MCV
of Dune 2
history: Once the Ordos
invented space markets, these mobile versions were the next step.
in-game: It's pretty
self-explanatory. Deploy an MSM to get a space market. Of course you can
only deploy it on rock.
Ordos aircraft
Cargo
jet
cost: medium
|
firepower: N/A
|
flight speed: very
fast
|
armor: medium-light
|
appearence: a jet plane with
a big cargo container
history: It's the fastest
means of transport on Dune. And who else would invent a fast transport
than the Ordos?
in-game: The cargo jet
is a transport plane. It needs a flat surface at least 2 cells long (sand,
spice, rock, it doesn't matter) to land. It can transport a single vehicle
or 5 soldiers. To load or unload soldiers it lands on the surface (it does
the same to unload a vehicle). But to load a vehicle it lands "on top"
of it and picks it up (for quick escapes). You can order it to guard a
unit, in which case it will fly in circles around it and pick it up every
time it can take it to its destination faster then the unit cound get there
by itself. Especially useful for harvesters, because it also picks them
up every time they're attacked or when a worm gets dangerously close. If
you order a cargo jet to force-move on a cell, it will fly around it in
circles. If you use the normal move command, it will land there.
Fighter
jet
cost: medium
|
firepower: medium
|
flight speed: very
fast
|
armor: medium-light
|
appearence: like the MIG
from Red Alert
history: The fastest
aircraft on Dune, these can be piloted only by the best of the best.
in-game: The fighter
jet is the basic Ordos aircraft. It fires GMLS-like missiles. It can fire
10 times, then it needs to go back to an airfield starport to recharge.
If the target hasn't been destroyed, it will go to recharge and then attack
it again. It needs a flat surface at least 2 cells long (sand, spice, rock,
it doesn't matter) to land. If you order a fighter jet to force-move on
a cell, it will fly around it in circles. If you use the normal move command,
it will land there. If you order it to force-move on an enemy unit or building,
it will kamikaze into it at full speed, severely damaging it.
Stealth
jet
cost: medium-expensive
|
firepower: medium
|
flight speed: fast
|
armor: medium-light
|
appearence: like the fighter
jet, but with a "stealth sphere" behind the cockpit
history: Adding stealth
ability to the fighter jet makes it a bit more expensive and slower.
in-game: It's just like
the fighter jet, but it also has permanent stealth ability. It's only visible
when it fires. It has the same commands and abilities.
Chemical
jet
cost: expensive
|
firepower: heavy
|
flight speed: medium
|
armor: medium
|
appearence: like the fighter
jet, but with two green "bazookas" instead of missile launchers and a bio-hazard
sign on it
history: It took a long
time until chemical weapons could be fitted on strike craft, but it was
eventually done.
in-game: It's the most
powerful Ordos aircraft, but also the slowest. Slow by strike craft standards,
that is. It fires special glass spheres filled with a corrosive substance.
They shatter upon impact releasing the substance. It remains on that spot
for 3 seconds before evaporating, damaging any units that pass over it.
When it hits a unit, the unit starts losing health and it continues to
do so for a few seconds (more or less, depending on what unit it is). More
hits accelerate the loss of health. The spheres are smaller than usual
ones, but they're fired in salvos.
Ordos specials
Jet
airstrike
recharge time: short
|
damage done: medium
|
arrival speed: fast
|
armor: medium
|
appearence: 3 planes (a fighter
jet, a stealth jet and a chemical jet)
history: Jet airstrikes
were first developed by building jets with huge storage capacities.
in-game: Once the airstrike
is ready, you can target it at a cell. 3 planes (a fighter jet, a stealth
jet and a chemical jet) will come from outside the map and will attack
everything within a 6-cell radius of that cell. They have unlimited ammo
and they'll continue to attack the area until everything in it is destroyed
or they're shot down. Once the area is cleared they'll fly out of the map.
You can control them in any other way than ordering them where to attack.
Note: All the specials are built for free,
but they take some time (the recharge time).
Saboteur
recharge time: medium
|
damage done: severe
|
speed: fast
|
armor: light
|
appearence: like the saboteur
of Dune 2000, but with a gold helmet and belt
history: The saboteurs
were used by Ordos forces even before they developed an army.
in-game: It acts just
like the saboteur of Dune 2000. It can destroy any building by entering
it, but it's also destroyed in the blast. It can also enter walls, blowing
up all the walls linked to the one it entered. The saboteur also has a
temporary stealth device that works for 30 seconds, more than before (to
make it more useful). It recharges in another 30 seconds. The saboteur
can be deployed to make it stealthy, even when the device isn't fully charged.
While it's stealthy it can be made visible by enemy infantry if it's near
it.
Note: All the specials are built for free,
but they take some time (the recharge time).
Mercenary
reinforcements
recharge time: short
|
damage done: medium
|
arrival speed: fast
|
armor: unit-specific
|
appearence: each unit has
its own appearence
history: The mercenaries
employed by House Ordos can be dropped by the Guild right at the desired
location.
in-game: When this option
is ready, you can use it by selecting a cell to "attack". An all-terrain
frigate will arrive at that place and drop 8 random mercenary vehicles
and 8 random mercenary soldiers. The frigate can't be shot at, so it will
arrive at the place no matter what.
Note: All the specials are built for free,
but they take some time (the recharge time).
Mercenary
assault
recharge time: medium
|
damage done: medium
|
speed: unit-specific
|
armor: unit-specific
|
appearence: each unit has
its own appearence
history: It's easier
to send the mercenaries directly by ground, without the use of frigates.
This way more units can be used.
in-game: When this option
is ready, you can use it by selecting a cell to "attack". From outside
the map will arrive 14 random mercenary units and 18 random mercenary soldiers.
They'll go straight to the cell you selected. On the way they won't stop,
no matter what.
Note: All the specials are built for free,
but they take some time (the recharge time).
Mercenary
support
recharge time: long
|
damage done: huge
|
arrival speed: fast
|
armor: unit-specific
|
appearence: each unit has
its own appearence
history: The ultimate
weapon House Ordos has been developed after long negociations with their
mercenary allies.
in-game: When this option
is ready, you can use it by selecting a cell to "attack". An all-terrain
frigate will arrive. First it will drop 8 random mercenary units and 5
random mercenary soldiers, then a mercenary Mobile Builder Depot. The mercenaries
will deploy the MBD and start building a base. This way you'll have an
allied army with a fully-functioning base.
Note: All the specials are built for free,
but they take some time (the recharge time).
Ordos buildings
Space
market
cost: N/A
|
armor: very heavy
|
power needed: none
|
space: 4x4 cells
|
appearence: a round wheel-shaped
building with a very futuristic look and a landing pad on top
history: As the secret
Ordos-Guild alliance became tighter, the Space Market became the standard
Ordos construction facility.
in-game: The Space Market
is the basic Ordos building. It's the one that builds all the others. It
can be constructed by deploying an MSM. Its construction interface is just
like the starport interface from Dune 2000. On the building list you can
select between 1 and 4 buildings before clicking "place order" (of course
you can select more buildings of the same kind). You'll see them being
"built" on the buildings list (just like in other Westwood games). A construction
frigate will arrive from outside the map perfectly timed so it lands on
the Space Market when all the buildings are ready. Then you can place the
buildings by left-clicking on their icons (with "ready" signs) and then
placing them on the terrain. The construction frigate will go to the location
you selected and build the building (it will be built instantly with an
animation). Then it will go back to the Space Market. But you can place
all the buildings quickly one after the other, so the frigate will just
go and build them without going back to the Space Market (a frigate going
back to the market or landed on the market is just on "waiting mode").
When all the buildings have been built, the construction frigate will fly
out of the map. You can only build buildings within a certain range of
an already-existing one.
Concrete
slab
cost: extremely cheap
|
armor: N/A
|
power needed: none
|
space: 3x3 or 4x4
cells
|
appearence: just like the
concrete slab of Dune 2000
history: The desert of
Arrakis is a very harsh environment to work in and the building foundations
are particulary vulnerable. That's why the concrete slabs were invented.
in-game: The concrete
slabs come in two versions: 3x3 cells and 4x4 cells. They're not built
like the other buildings. They're built directly by the space market, not
by a construction frigate. They're built instantly: you click on the icon
and it's ready, also the money are taken in one lump, not gradually like
for the other buildings. You place them and they just "appear". They have
the same function as in Dune 2000: without a concrete foundation, the buildings
will start losing health until they reach 1/2 health. This concrete is
indestructible, but it also has no owner: anyone can build on anybody's
concrete. And you can't build on concrete unless it's close enough to your
buildings. But the concrete itself can be built anywhere on rock. The only
Ordos structures that don't need concrete are the Space Market and the
Stealth Walls.
Stealth
wall
cost: cheap
|
armor: very heavy
|
power needed: none
|
space: 1 cell
|
appearence: just like the
GDI wall of Tiberian Sun
history: The Ordos walls
of the old wars have been modified so they have a built-in stealth device.
in-game: The stealth
walls act just like the old walls of other Westwood games. They're built
by the Space Market directly, just like the concrete slabs. They're built
in lines of 5 (just like the walls of Firestorm). If you don't use all
5 of them, you money will be refunded. They are much more resistant than
old walls. Nothing can shoot over them (they hit the walls instead). Only
shooting at air units works. These walls are also very resistant. They're
permanently stealthy and they only become visible when infantry is close
to them and when they take hits.
Stealth
gate
cost: cheap
|
armor: heavy
|
power needed: none
|
space: 3 cells in
a line
|
appearence: a very futuristic-looking
"long wall" made of shining metal
history: Gates weren't
used in the previous Dune wars because they couldn't be fitted to work
on Arrakis. But now that problem is solved and the Ordos also incorporated
a stealth generator in their gates.
in-game: The stealth
gate acts just like a group of 3 stealth walls, except for two differences:
it has a bit less armor and it opens to let friendly vehicles pass. It
opens by lowering itself into "the ground", so units can pass over it.
It's permanently stealthy and only becomes visible when infantry is close
and when it takes hits.
Solar
panel
cost: cheap
|
armor: medium-light
|
power produced:
medium
|
space: 4 cells
|
appearence: like a big, shining
solar panel
history: Due to the lack
of clouds on the sky of Arrakis, sunlight is very intense. The Ordos have
built this device that uses the sunlight to produce energy.
in-game: The Solar panel
is the main Ordos power-producing structure. Due to game balance, it also
works at night.
Power
satellite uplink
cost: medium-expensive
|
armor: heavy
|
power produced:
very high
|
space: 2 cells
|
appearence: a complex of
satellite antennas
history: Solar panels
are much more efficient in space. The Ordos have built huge space sattelites
that produce power with their solar panels. But they need an uplink to
receive that power.
in-game: The Power satellite
uplink produces much more power than a Solar panel, and it takes up only
half the space. It is more expensive, but you get more power for the same
money. However, an Uplink can only be built within a 2-cell radius of an
existing Solar panel.
Stealth
refinery
cost: medium-exp
|
armor: heavy
|
power needed: low
|
space: 6 cells
|
appearence: a lot like the
Allied refinery from RA2
history: Refineries have
always been used of Dune, but the Ordos equipped theirs with a small stealth
generator.
in-game: It acts just
like a normal refinery, in other words Harvesters can come and unload at
it. But it is also stealthy, and only becomes visible to the enemy when
their infantry is close to it and when it's under fire.
Stealth
storage silo
cost: very cheap
|
armor: light
|
power needed: very
low
|
space: 1 cell
|
appearence: like the Ordos
silo from Dune 2000
history: The silos are
an old tired-and-true concept. The Ordos, of course, put stealth generators
on their silos.
in-game: The Stealth
storage silo is used to store spice, your "money". It's just like in all
the Westwood RTS games (except RA2). But this silo is stealthy, and only
becomes visible to the enemy when their infantry is close to it and when
it's under fire.
Stealth
comm center
cost: medium
|
armor: medium
|
power needed: high
|
space: 4 cells
|
appearence: like a very techy-looking
radar tower
history: The Ordos use
radar as a vital part of their operations. Equipping it with a stealth
generator was the next logical step.
in-game: The Stealth
comm center activates the radar map for the Ordos, and it's an important
pre-requisite for lots of stuff. It's stealthy, so it only becomes visible
to the enemy when their infantry is close to it and when it's under fire.
Infantry
arrival center
cost: cheap
|
armor: medium-light
|
power needed: low
|
space: 4 cells
|
appearence: a barracks with
a starport-like landing pad on top
history: House Ordos
hires it's troops, in order to get only trained proffesionals. This building
is the place where they arrive.
in-game: This is the
"barracks" for the Ordos. Its interface is just like the starport interface
from Dune 2000. On the unit list you can select between 1 and 12 infantry
units before clicking "place order" (of course you can select more infantry
of the same kind). You'll see them being "built" on the unit list (just
like in other Westwood games). Then a Starport frigate arrives after a
set time and delivers the infantry to this structure.
Light
starport
cost: medium-cheap
|
armor: medium
|
power needed: medium
|
space: 6 cells
|
appearence: like the starport
from Dune 2000, but with less "arrival space"
history: When the Ordos
decided to only buy (or hire) units, because it was more cost-effective,
they created the first Light Starports to purchase light vehicles.
in-game: It is the structure
that the Ordos use to buy light vehicles. Its interface is just like the
starport interface from Dune 2000. On the unit list you can select between
1 and 6 light vehicles before clicking "place order" (of course you can
select more vehicles of the same kind). You'll see them being "built" on
the unit list (just like in other Westwood games). Then a Starport frigate
arrives after a set time and delivers the vehicles to this structure.