ooc: Bloody hell. This post has become so long IT NOW HAS
CONTENTS!
INTRODUCTION
THE MAP
BASE STRUCTURES
STANDARD UNITS
HOUSE UNITS
RECOGNISED HOUSES OF THE LANDSRAAD
CHARACTERISTIC MEANINGS
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INTRODUCTION
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The planet Arrakis... known as Dune. Home... to the spice melange...
For thousands of years it has been the jewel of the empire, the only source of the addictive spice that grants humanity greater vitallity, better heatlh and extended life.
Without spice, the sisterhood would be of no significance.
Without spice, the spacing guild would not be able to navigate their immense cargo ships and space-fold travel would not be possible.
Without spice, most people in the empire would die.
He who controls the spice, controls the universe...
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You are the head of one the major houses arguing over the control of Arrakis. Sick of your constant bickering, the emperor has decreed a competition with the victor retaining control of Dune - a prize that will be backed up by the support of thousands of House Corrino's (That's the emperor's house for all you uneducated peeps) imfamous Sardukar.
Hence you now sit with the bulk of your military forces on the desolate surface of Dune. It's hot, it's dusty, it's inhospitable... and every square inch is absolutely priceless.
Long live the fighters!
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Ok, this is essentially going to be a war-based thread - you know with units and bases and resources and stuff. To participate in this thread I'll need the following information:
- The name of your House.
- A basic description of your house
(Please note - Rivalies will now be determined by myself as the thread progresses depending on how you all interact)
(i.e: House Harkonnen - Ruthless and immoral: Uses fear as a method of control and cares about little else other than wealth, power and spice. Very resourceful and experts in the political game. Hates House Atreides.)
You can include background/history to add depth to the thread if you wish but please note that if you decide to pick either of the two houses mentioned above this option will be pretty much fixed for you.
Individual character development can be done as the thread progresses at your descretion. I don't need to know much about you.
I'm still trying to decide in what style of combat to go by here. By that I mean I don't know whether to go with the "Book" style of war (Shields and knifes) or the "Westwood" style (Tanks and stuff). In either case I'll take the info you give me and create units for you.
Due to the limited time I have these days expect me to only give short responses. Most of these will be battle updates and such - the details will be left up to you. I'll also take political actions and 'behind the scenes' work into consideration. ALTHOUGH... I've put so much work into the background running of this thread that this should not be a problem.
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THE MAP
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The first thing in this thread you will want to do is establish your first base where your house makes planetfall. You can build your base any where you wish but bare in mind different areas pose different pro's and cons.
The map of dune can be found here:
Arrakis
Proudly brought to you by Fluffstar Enterprises
On it you'll notice a number of distinct features, mainly:
- A key
- A scale
- and the map itself
The
key presently only has three items within it.
Pyon Villages are the small towns of the non-fremen natives that inhabit dune. The natives of dune make their living by collecting spice from the surrounding area and trading it to offworlders. As such any house that builds a base at these villages will receive a steady income of spice from each village. For Socalist houses this income is 100% greater and for Humanitarian houses the village is a ready source of cheap troops - you can hire Pyon milita for 50c at the same rate as if the village was a seperate barracks.
Botanical testing stations are old abandoned weather-monitoring bases that were originally built by the old empire when arrakis was still in it's early years of discovery. They are generally considered to be worthless for anything other than shelter from freak storms however, it is rumored that fremen use them sometimes to store spice captured from local harvesting operations...
Sietch communities are the hidden homes of the Fremen. The location these communities are only known because information was taken from House Atreides when the Imperium booted them and House Harkonnen from Arrakis. Bare in mind that although spice is said to be plentiful within the Sietch communities, attacking one would be suicidial considering the number of fremen on dune is said to be in the millions.
The
scale is that black and white checkered thing in the bottom left-hand corner of the map. This is important for troop movement. Essentially, the basic rule is a unit can travel 10 times it's top speed in one turn.
As for the
map as a whole I've divided it up into distinct sections. Once again, this is important when considering base location as each area is subject to differing levels of STORM and WORM activity.
Areas marked in brown are your rocky areas and there is no additional cost to found a base in these areas. They are out of reach of sandworms.
SHIELD WALL
- No Storm Risk
Pasty Mesa
- No Storm Risk
False Wall South
- No Storm Risk
False Wall East
- Very Low Storm Risk
False Wall West
- Very Low Storm Risk
Habbanya Ridge
- Low Storm Risk
Polar Sink - (200% power output)
- Medium Storm Risk
Sihaya Ridge
- Low Storm Risk
Funeral Plain Rock Outcroppings
- Low Storm Risk
Area's in yellow are your sandy areas and it costs an extra 10% per building to build here (concrete foundations). However, the main advantage of being in these areas is that you are close to the spice most of the time and best of all you are out of the way of prying eyes...
(Translation - I have two copies of the map, one is on the web for all to see and one I keep as back up. You'll only appear on the latter map... until you are discovered that is
)
Behind the Worm Line
- Low Storm Risk
Hagga Basin
Spice field
Max Value - 2,000,000
Max Harvest rate before degradation - 1,000
Worm Activity - Extremely Low
Storm Risk - Very Low
Imperial Basin
Spice field
Max Value - 5,000,000
Max Harvest rate before degradation - 2,500
Worm Activity - Very Low
Storm Risk - Low
The Minor Erg
Spice field
Max Value - 10,000,000
Max Harvest rate before degradation - 5,000
Worm Activity - Low
Storm Risk - Medium
Habbanya Erg
Spice field
Max Value - 50,000,000
Max Harvest rate before degradation - 25,000
Worm Activity - Medium
Storm Risk - High
The Funeral Plain
Spice field
Max value - 100,000,000
Max Harvest rate before degradation - 50,000
Worm Activity - High
Storm Risk - Very High
THE GREAT FLAT - (This covers all other sandy areas)
Spice field
Max Value - Unlimited
Max Harvest Rate before degradation - Unlimited
Worm Activity - Extremely High
Storm Risk - Severe
Lastly there are the Pyon Villages. Bases built here receive a steady income and buildings here is only 5% more expensive than normal. However, a house that desires to found a base will need to pay an up front fee of 1000c and the Imperium has disallowed the slaying of non-combatants so taking them forcably is not a wise option (you can still do it however - you have been warned).
Tsimpo - 200c per turn (1500c fee)
- Very Low Storm Risk
Arsunti - 400c per turn (3000c fee)
- Very Low Storm Risk
Carthag - 800c per turn (6000c fee)
- Very Low Storm Risk
Arrakeen - 1600c per turn (Presently in the hands of House Corrino)
- Very Low Storm Risk
All other Pyon Villages - 100c per turn (1000c fee)
- Low Storm Risk
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BASE STRUCTURES
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These are the buildings you use to construct your base(s) of operations on Arrakis.
Construction Yard
Requirements:
None
Type: Production Facility (Can build up to 1000c per turn)
Armor: Medium
Vulnerabilities: Strong but weaker when attacked in numbers
Abilities: This structure needs no power and needs to be protected at all costs as it is the center of your base.
Power Requirements: 0
Cost: MCV (2000c)
Upgrade Cost: 1100c (+500c to construction limit)
Wind Trap
Requirements:
Construction Yard
Type: Power Plant
Armor: Light
Vulnerabilities: Vulnerable to most weapons
Abilities: Wind Traps will provide power to the base by collecting the wind and converting it with turbines. Also a vital source of water.
Power Requirements: -100MW (Generates power)
Cost: 300c
Spice Refinery
Requirements:
Wind Trap
Type: Industrial Facility
Armor: Medium
Vulnerabilities: Vulnerable to all types of weapons
Abilities: The Refinery is used to convert the harvested spice into credits which are then used to purchase buildings and units. The Refinery can hold 1000 credits and provides you with a harvester when built.
Power Requirements: 40MW
Cost: 1500c
Spice Silo
Requirements:
Spice Refinery
Type: Storehouse
Armor: Light
Vulnerabilities: Vulnerable to most weapons
Abilities: This is used to store the excess spice and is evenly distributed equally among all silos. All excess spice is lost; can hold 1500 credits.
Power Requirements: 5MW
Cost: 150c
Infantry Barracks
Requirements:
Wind Trap
Type: Production Facility (Can build up to 500c per turn)
Armor: Medium
Vulnerabilities: Vulnerable to most weapons
Abilities: They provide a place to train your infantry. When upgraded you can train more advanced units.
Power Requirements: 10MW
Cost: 500c
Upgrade Cost: 300c
Radar Outpost
Requirements:
Infantry Barracks
Type: Surveillance Structure
Armor: Medium
Vulnerabilities: Vulnerable to most weapons
Abilities: With enough power the Radar Outpost provides sensor information on the local area giving your units an advantage in battle. (+25% AP, +25% FP within 100km radius)
Power Requirements: 25MW
Cost: 1100c
Light Factory
Requirements:
Infantry Barracks
Type: Production Facility (Can build up to 1000c per turn)
Armor: Medium
Vulnerabilities: Vulnerable to most weapons
Abilities: Light Factory produces light vehicles like the Trike, when upgraded you can produce more advanced units
Power Requirements: 15MW
Cost: 1250c
Upgrade Cost: 500c
Heavy Factory
Requirements:
Light Factory
Type: Production Facility (Can build up to 2000c per turn)
Armor: Heavy
Vulnerabilities: Vulnerable to most weapons
Abilities: You can produce tracked units like tanks and when upgraded you can produce more advanced vehicles.
Power Requirements: 20MW
Cost: 1600c
Upgrade cost: 800c (+5MW)
Gun Turret - (Base defenses can only protect one direction which you must assign - N,S,E,W)
Requirements:
Infantry Barracks
Type: Ground Based Turret
Armor: Medium
Vulnerabilities: Resistant to infantry and explosive but vulnerable to missiles and tank based weapons
Abilities: Provides basic protection against assaults.
Power Requirements: 10MW
Cost: 550c
Rocket Turret - (Base defenses can only protect one direction which you must assign - N,S,E,W)
Requirements:
Radar Outpost, Upgraded Construction Yard
Type: Ground Based
Armor: Heavy
Vulnerabilities: Resistant to infantry and explosive but vulnerable missiles and tank based weapons
Abilities: The Rocket Turret has longer range and faster reload than the Gun Turret but it requires power to operate.
Power Requirements: 20MW
Cost: 850c
High Tech Factory
Requirements:
Heavy Factory
Type: Production Facility (Can build up to 1000c per turn)
Armor: Light
Vulnerabilities: Vulnerable to most weapons
Abilities: The High Tech Factory is required to produce Carryalls and Ornithopters.
Power Requirements: 50MW
Cost: 1750c
Upgrade Cost: 800c (+25MW)
Repair Pad
Requirements:
Upgraded Heavy Factory
Type: Repair Facility (Can repair up to 1000c per turn)
Armor: Medium
Vulnerabilities: Vulnerable to most weapons
Abilities: You need this structure in order to repair your damaged vehicles.
Power Requirements: 10MW
Cost: 1200c
(Note: Repair cost is 1 credit per hp - Vehicles only)
(House name) Research Center
Requirements:
Heavy Factory
Type: Tech Facility
Armor: Light
Vulnerabilities: Vulnerable to most weapons
Abilities: The Research Center provides you with technology upgrades which entitles you to advanced units and weapons.
Power Requirements: 75MW
Cost: 2300c
Palace
Requirements:
High Tech Factory, Research Center
Type: Capitol Building (Can build up to 2000c per turn)
Armor: Heavy
Vulnerabilities: Vulnerable to most weapons
Abilities: Palaces are used to provide your house with the special options for your house and become the center of your operations on Arrakis. (+50% AP, +50% FP within 100km radius)
Power Requirements: 125MW
Cost: 4000c
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STANDARD UNITS
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Pyon Milita (Humanitarian only)
Requirements:
Pyon Village
Type: Ground Based Infantry
Range: Short
Speed: 10km/h foot
Armor: Light
Vulnerabilities: Vulnerable to all weapon types
Abilities: Pyon Milita are untrained infantry willing to fight for a small fee
Cost: 50c
Light Infantry
Requirements:
Barracks
Type: Ground Based Infantry
Range: Short
Speed: 10km/h foot
Armor: Light
Vulnerabilities: Resistant to missiles and tank based weapons but vulnerable to explosives and other infantry
Abilities: Light Infantry are the basic foot soldiers and are mainly effective against other infantry or lightly armored vehicles
Cost: 100c
Trooper Infantry
Requirements:
Barracks upgraded
Type: Ground Based Infantry
Range: Medium
Speed: 6km/h foot
Armor: Light
Vulnerabilities: Resistant to tanks but vulnerable to explosives and infantry
Abilities: Ineffective against other infantry but effective against armored vehicles and buildings
Cost: 150c
Engineer
Requirements:
Barracks upgraded
Type: Mechanical/Special Forces
Range: N/A
Speed: 10km/h foot
Armor: Light
Vulnerabilities: Resistant to anti-tank weapons, but very vulnerable to explosives and infantry
Abilities: Used to capture enemy buildings and once captured are under your control
Cost: 500c
Trike
Requirements:
Light Factory
Type: Light Recon/Strike Vehicle
Range: Short
Speed: 75km/h
Armor: Light
Vulnerabilities: Vulnerable to nearly all vehicles
Abilities: Three wheeled vehicle with machine guns and is effective against infantry and vehicles without much armor
Cost: 300c
Quad
Requirements:
Upgraded Light Factory
Type: Light Attack Vehicle
Range: Short
Speed: 60km/h
Armor: Light
Vulnerabilities: Resistant to infantry and explosives. Vulnerable to missiles and high caliber weapons
Abilities: Slower than Trike, but stronger in both armor and fire power. It is a four wheeled vehicle firing armor piercing rounds and is effective against most vehicles
Cost: 375c
Main Battle Tank
Requirements:
Heavy Factory
See workshop for details
Siege Tank
Requirements:
Upgraded Heavy Factory
Type: Battlefield Support Vehicle
Range: Long
Speed: 30km/h
Armor: Heavy
Vulnerabilities: Resistant to bullets, and somewhat, high explosives. Vulnerable to missiles and high caliber weapons
Abilities: Very effective against infantry and unarmored vehicles but slow, and very weak against anything heavily armored
Cost: 660c
Missile Tank
Requirements:
Upgraded Heavy Factory, Research Center
Type: Battlefield Support Vehicle
Range: Long
Speed: 40km/h
Armor: Medium
Vulnerabilities: Vulnerable to nearly all weapons
Abilities: Faster than battle tanks and can hit targets in the air. Also effective against most vehicles but vulnerable to infantry
Cost: 750c
MCV (Mobile Construction Vehicle)
Requirements:
Upgraded Heavy Factory, Repair Pad
Type: Base Deployment Vehicle
Range: N/A
Speed: 20km/h
Armor: Medium
Vulnerabilities: Resistant to infantry and some explosives. Vulnerable to missiles and high caliber weapons
Abilities: The MCV can be moved to a location of your choice and then deployed to create a new base of operations
Cost: 2000c
Carryall
Requirements:
High Tech Factory
Type: Airborne Unit
Range: N/A
Speed: 160km/h
Armor: Heavy
Vulnerabilities: Only can be hit by missiles, like from the Rocket Turret and Missile Launcher
Abilities: These units have no weapons but are used to transport vehicles. They will pick up your harvester and return it to the Refinery and then back to the spice fields. Also will deliver damaged units back to the Repair Bay and can transport up to 5 infantry units at once
Cost: 1050c
Harvester
Requirements:
Refinery, Heavy Factory
Type: Base Support Vehicle
Range: N/A
Speed: 40km/h
Armor: Medium
Vulnerabilities: Resistant to infantry and some explosives but are vulnerable to missiles and high caliber weapons
Abilities: This unit is the most important unit in the game, it provides you with your cash flow. When it returns to the Refinery the harvested spice is converted to credits, a full harvester carries 700c worth of spice
Cost: 1200c
Ornithopter
Requirements:
High Tech Factory upgraded
Type: Attack Aircraft
Range: N/A
Speed: 400km/h
Armor: Light
Vulnerabilities: Vulnerable ONLY to missiles
Abilities: Fastest unit on Dune. Effective against infantry.
Cost: 900c
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HOUSE UNITS
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Every house is to have it's own style of units namely
- 1 Main battle tank
- 5 Unique units
- 2 Palace units
In order to design these units, you must assign 'points' to your units various aspects and then the total cost is worked out from the end total of points.
To see how to create these units please refer to the workshop section
The MBT
Every house in the universe is different. Therefore each approaches the art of war from a different aspect. Each house upon entering this thread is required to build and design their own MBT in the workshop.
Please note
- No matter what the end total of this unit it requires a standard heavy factory to be built.
- No one value can be over 10 (This is before penalties, not after)
- 'Light' Vehicles will be thought of as light tanks, Infantry types will be considered to be either powered armour or mechs and air units will be considered as gunships.
Unique units (optional)
Designs for unique units have no restrictions beyond those set in the workshop meaning they can be as uber or as piss weak as you wish. However, you can only have up to five different designs total so choose carefully.
Palace units
One of the main reasons for building a palace is to gain access to these units. You design these units much in a similar fashion as unique units.
There is one major difference however - units from here are only 40% OF THE NORMAL COST. (i.e 10c per point)
Alternatively instead of palace units you can instead have special super-functions if you wish. These are to be PM'ed to me and would be best for the thread if you did not reveal them until they are unleased upon your foes.
THE WORKSHOP - This has all the details needed for designing your own units. Please note 1 point = 25c
Unit type
There are three main types of units in this thread
Infantry (-7), The cheapest unit type you can get but also the weakest. Trained at the barracks or upgraded barracks for units with more than a total of 5 points. For over 10 points you will also require a research facility.
Vehicle (0), A sturdy platform and likely to be the most common unit types on dune. Classed as 'Light' and built in a light factory for units with less than a total of 20 points (15 and above requires upgrade) , classed as 'heavy' and built in a heavy factory if above or equal to a total of 20 (25 and above requires upgrade, 30 and above also requires a research center).
Air (5), Fastest units on dune and can only be hit by missile weapons. Built at a Hi-tech factory, units with an SP of 5 and above require an upgrade and every point of armour lowers the speed by an additional two points
Weapon type
This determines the type of weapon (or weapons) your platform carries.
Main types are
Hi-Caliber, Machine Gun, Explosive and
Missile weapons.
Bladed Weapons are availible and count as -5 points to your end total.
However, the more armour a unit has the less effective this weapon is (1 AP = 0% RE, 2 AP = 25% RE, 3 AP = 50%, 4 AP = 75% 5 AP = 100%).
Lasguns can also be equiped but units with lasguns require the construction of a research facility before they can be built. Lasguns do 25% more damage and no armour can be made resistant to them (They still cannot hit air units however). - FP is 50% more expensive to assign however.
Armour (AP)
Armour absorbs a certain amount of damage depending on the level. A unit MUST have at least light level armour due to the harsh conditions of dune.
Light - 1 point
Medium - 2 points
Heavy - 3 points (-1 to SP)
v. Heavy - 4 points (-2 to SP)
Extreme - 5 points (-4 to SP)
Resistance (RE)
You can increase the resistance of your unit to a specific type of weapon by 5% for every 1 RE point. This does not include bladed or lasgun weapon types.
Note - each unit type comes with a base resistance as follows:
-
Infantry, 25% RE to Hi-Caliber and 25% RE to Missile based weapons
-
Vehicles, 25% RE to Machine Gun and 25% RE to Explosive based weapons
-
Air, Can only be hit by Missile based weapons hence is 100% resistant to all other weapon types
Speed (SP)
This not only determines how fast your unit can move but is also a factor for a units agility. Units with high SP are more likely to hit their targets as well as similarly avoid them.
Movement speeds are worked out as follows:
- Infantry: 1 SP = 2km/h
- 'Light' Vehicles: 1 SP = 15km/h
- 'Heavy' Vehicles: 1 SP = 10km/h
- Aircraft: 1 SP = 40km/h
Firepower (FP)
This is basically how strong your units weapon(s) are. Please note that if you have elected to place more than one weapon on your unit you must assign FP to each weapon.
1 point = 10 Hit points damage
Range (RP)
This determines your units maximum range of fire. There is also a bonus to chance to hit for firing at a unit within maximum range that increases as the target gets closer so this value also reflects upon the units accuracy.
Note: if you so desire you can also include a minimum range in order to lower your end total points for the unit. This also reflects upon the SP penalties, lowering and/or removing them.
Melee - no points
Short - 1 point
Medium - 2 points
Long - 3 points (-1 to SP)
v. long - 4 points (-2 to SP)
Extreme - 5 points (-3 to SP)
Health (HP)
This is how durable your unit is. The higher the HP, the greater battering your unit can take before being rendered dead or inoperatible.
1 point = 50 Hit points
Special features
If you have an idea for your unit that isn't covered here (i.e cloaking, air carrier ablities, healing, etc) send me a PM and I'll tell you how points it will cost.
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RECOGNISED HOUSES OF THE LANDSRAAD
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House Corrino
Devious, Militaristic, Resourceful, Ruthless
The emperor's house, their iron-fisted rule is imposed by several legions of the imfamous Sardukar.
House Taylore
Socialist, Militaristic, Honor bound, Cunning
Hailing from the Jungled Planet Kelgarr, the House Taylore is becoming more and more violent towards other Houses. Although they have a set standard on the Houses, not all are bad, for example -> Although they find House Harkonnen to be overly greedy and destructive, they admire them for their power, and House Atreides, well, they find them a bit too peaceful for their standards, but show great liking to them for their honour. People of the House Taylore take a good liking to Fremen, for they resemble themselves a lot, stealth, hiding, tradition...and even more aspects. Taylore has no reason for attacking Fremen unless they interfere with this new competition, Taylorians now sit with their massive army, waiting for their chance to take Dune for themselves. They also have encountered with the Fremen themselves once or twice on their brief "visits" to Dune
House Iruxas
Scientific, Xenophobic, Secretive, SYCHRONISED!!! - (Other houses are unaware of this however)
During the time of the Butlrian Jihad, Giedi prime had been captured by the thinking machines. The Giedi prime evermind used the immense factories on the human controlled world, to build probes, with its mind and full capability to expand and conquer the world it landed on. The Giedi prime Evermind was smashed latter and during the thousand of years the followed human kind began to eradicate all the Everminds on every planet. But as fate would have it, they missed one. Having been damage upon landing on its strange new world it was forced to work with the locals rather then attempt to enslave them, like so many other Omnius incarnations before it. As the Centuries passed, the humans on this world became more like thinking machine of old, and less like humans, but they were able to hide it from the outside races. Now their time had risen, they would conquer dune and use the new found power to rise to power. While they trust no one, they have been know to have agreements with House Ix and House Richesse, in the spirit of learning.
House Tyranus
Militaristic, Honor bound, Cunning, Resourceful
Not an old House of Arrakis, House Tyranus have beelived all the main players of Arrakis have been fighting with immense dishonour and decided to pump respect into them, preferably using a heavy cannon, swords and many troops. They steal technology off other houses for their own personal gain, mostly during battle. "It looses it's commander, it is for the taking. Take it before the worms get a hold of it"
After many years of doing this, House Tyranus have established a now growing army and now beleive it is time to take Arrakis by force. They need the spice, and they will do anything to take it for themselves.
House Ehrenmitt
Resourceful, Experienced, Industrious, Humanitarian
An ancient house with its roots set deep into the history of the galaxy, Ehrenmitters are largely conservative in their politics, with their society being clearly defined by sharp class boundaries. The House of Ehrenmitt has existed for thousands of years, have been a great power of the galaxy two thousand years before. Shortly after this peak of Ehrenmitt power and influence, several of the richer families of Kriegswerf (Ehrenmitt's home planet) rebelled against the ruling line in an attempt to sieze control of the House for themselves, plunging the planet into a bloody and seemingly endless civil war, which only came to a conclusion a century ago when Klar Ehrenmitt, grandsire of the present Dulein Ehrenmitt, united the many splintered territories of Kriegswerf under the old flag once more. Ever since, the House has been steadily advancing its way back up to the forefront of galactic politics.
The Ehrenmitt Military is highly trained, with great emphasis placed on discipline, proffessionalism, and use of initiative by junior officers and commanders. Ehrenmitters have a strong sense of military tradition, with a martial career of any kind considered a worthy pursual. Almost all senior officers of the military, the colonals and the generals, are recruited from the ranks of the aristocracy. All of the influential families on Kriegswerf make a point of training at least one son from birth to assume a place of high rank in the military, with such children often attending military academies for the entirity of their education, where they are schooled in Ehrenmitt conventions of tactics and strategy drawn from countless decades of observation, trial and error and experiment in the civil war. Junior officers such as lieutenants are usually drawn from the ranks of the middle class, while soldiers from the working class occupy almost all of the lower ranks. Despite the class boundaries, it is fully possible for a bright and competent soldier from the poorest of families to rise high through the ranks of the army.
Aside from their sense of military tradition, Ehrenmitters are famed for their industrious nature and ability for enterprise. The cities of Kriegswerf are hives of industrial activity, with products rolling off the production lines ranging from military equipment (a demand for finely-made Kriegswerfen arms allows excess to be sold off to various buyers) to computer hardware. All Kriegswerfen citizens, rich and poor alike, are given a good education, and those that show themselves to be intelligent and able, and have enough money afford the fees, may attend any number of fine university institutions. Ehrenmitt is not particularly technologically advanced, but it is certainly not lagging behind in technology either. The House of Ehrenmitt gives extensive grants to educational institutions in order to keep the weaponry of its soldiers on the leading edge of things, if not exactly on the tip of the spear.
House Incom
Scientific, Honor bound, Experienced, Socialist
A relatively small house, only inhabinting a few systems, the citizens of House Incom prefer it that way. This came after a bloody civil war over 1000 years ago, during which the various sides attacked each other in every possible way. At the end of the war, which ended mostly due to the horrific loss of life on all sides, the survivors adopted a honor system, uniting under the pretense that they would never launch a aggressive assualt without due cause.
Reunited, the survivers rebuilt the House slowely. They concentrated on their core systems first, restoring them to their original state. Great emphasis was placed on intelligence and creativity, launching a wave of new technologies. However they did not completly abandon their warlike past, and reformed their military as a defensive force first, offensive second. In order to keep the military ready, all citizens upon the age of 16 are drafted into the military for 2 years, with the option to go into job positions in services (agriculture, construction, etc), at which point they can either go to a higher education or continue to serve in the military. Before that they are educated both physically and mentally in a series of schools. After their mandatory service they can either continue to serve or transfer to higher education facilities. Throughout their service, they alternate 6 solar months on active military patrol, 5 months in a services position, and 1 month of vacation. While this may seem to the outside observer a police state, the citizens like it. In exchange for doing the 2 years of military service, House Incom guarntees a job, housing, food, and other necessities for the remainder of the person's life.
House Urbanica
Scientific, Pacifist, Resiliant, Resourceful
A one system house focused around the gaseous planets of the Northelm System, heavily geared towards benevolent technology, and is famous for many advances in crops and armor. House Urbanica is also well known for being able to live where many others can't, but is far weaker then most houses militarily, due to a heavy pacifist streak in the populous.
House Shy'dow
Scientific, Industrious, Utilitarian, Mysterious
The race suddenly 'appeared', no record exists passed the year 'zero' and no one had memory of it. While some relics remain, they do not leave more than a splinter of infomation for the Shy'dowians. They have researched and engineered since they can remember. They work to advance their house, striving to increase its territory and production. They have found that Dune will allow them to control spice so they will have the ultimate product and a thing to research to their hearts content.
House Barbarossa
Feudalisic society, Experienced, Militaristic, Devious
One of the oldest houses, So old in fact that they consider the Corinos to be upstarts.
House Barbarossa is closely tied to the Bene Geserits having been the organisation that largely sheltered them though their formative stages.
Technologically they are a little behind the other houses but makes up for it with a massive reliance on mentat battle commanders coupled to a twenty thousand year old warrior tradition.
hile the peons that make up the bulk of their forces have little or no combat training the fighting men of house Barbarossa are cavalry without peer.
They fight from the backs of modified variform horses as shock cavalry in the style of Antiphon or (more rarely) learn by rote from the assassins handbook. House Barbarossa has never lost a war of assassins.
House Barbarossa harbours a deep rooted and bitter hatred for House Harkonnen. They regard the so called "nobility" of this house to be a debased and perverse corruption of the true meaning of chivalry and will invariably come down on the opposite side to the Harkonnens in any argument.
House Kip of ANKAA
Neutral, Resourceful, Scientific, Humanitarian
The Kipire appeared amongst the chaos of war, it survived only by remaining truely neutral between the other Houses and grew in the backgrounds. Building up resource, technology and good will among it's followers, they had become a reconing force to match some of the other powers in the galaxy. That is until they broke into a dark civil war, their strength was cut by more than half in the disputing, two sides on the same cause, but with very different means. Now, in the present day, after distancing themselves and covering their wounds, both halves of the Kipire are back, each in search of power and great wealth, to finally prove superiority over the other.
House Kip of IOS
Militaristic, Resourceful, Scientific, Evul
House Kip of Ios is a militaristic entity, always thriving to bring more power and sometimes more territory under Iosi control. Sometimes Ios can be a bit "dark(ly evil)" in their ways and maybe they are, but they tend to treat people who do not oppose them nor form any threat at the very least slightly good. Or make them allies.
Keeping a tight and preferably very profitable (mostly governed "from up above") economy as well as finding technologically advances important, those two are still mostly military-aimed.
House Noctomix
Nocturnal, Devious, Cunning, Secretive
The House of Noctomix had little power on Arrakis, save for the smugglers and immigrants to the villages, many of which originated from their homeplanet. It was rumoured that the House provided the Harkonnen with equipment to fight the Atreides in the early days, but have denied all links to this activity. They have strong blood ties with the late house of Harkonnen, and lent them many troops to be used in the war.
The size of this house is unknown to many, as probes and spies are quickly routed from the community. The house prides itself on dedication, loyalty and patriotism from it's subjects.
House Terminatus
Industrious, Resourceful, Xenophobic, Technocracy - (Other houses are unaware of this however)
House Terminatus's homeworld is half covered with factories and industry, it is the premier centre of heavy weapons making and manufacturing of essential equipment, it has been a center of trade to most other houses since its establishment. The house itsself is paranoid of other houses and as a consequence its homeworld is covered with defensive guns and impenetrable fortresses. Its orbital protection system alone can defeat a rival houses fleet. All planets colonised by the house resemble its homeworld in its defensive measures and industry.
The house has a history that is shrouded by backstabbing from other houses and constant attacks on its world in attempts to control the weapon manufacturing plants, all failed attempts due to the defensive nature of the worlds. It has always been intruging that this house has never had internal squabbles, each aspect of it working as a machine, with most of its members cybernetically augmented in some way. Its interests in arrakis are purely on a profitable interest, spice weapons after all could have a great potential.
House Huntirius
Experienced,
Scientific,
Resiliant,
Feudalisic society
House Huntirius is somewhat of an abberration among the Great Houses of the Landsraad. Rather than wasting time amongst political intrigues, they live for only one true thing - war. Your average House Huntirius member is a well-informed, well-educated human, who is perhaps even slower to a fight than usual. However, underneath is a well-trained warrior... A lethal cog in the war machine of House Huntirius. Not every person is neccessarily adept with fighting - indeed, there are plenty of people who would be utterly helpless in a brawl. But seated in front of a coordination or planning table, they could know exactly what would be best to annihilate an enemy.
House Huntirius' homeworld lends itself to a bizzare warfare doctrine consisting of superheavy air forces supplemented by heavy artillery. Technological innovation was quite prevalant in this area of warfare, as by nature the more advanced aircraft would be by far the superior in any engagement, and also a superiorly-targetted artillery piece would be more effective in counterbattery than one that was less guided. Weapons systems are almost a pasttime for House Huntirius' engineers, and new designs to meet rapidly changing warfare conditions are the norm. When the Dune Campaign came up, it was a good challange to Huntirius engineers to create a unique, above-average aerial unit. However, any heavy automation is frowned upon severely... An AI system is unheard of for them.
OTHER FACTIONS ON DUNE
Smugglers
Neutral, Cunning, Resourceful, Humanitarian
Smugglers have operated on the planet since it was colonized bringing goods and water and taking out spice. They maintain their own communites to make shipping to and from the planet easier. They however weren't organized until recently with the arrival of Gurney Halleck and some renegade Atreides soldiers. The smuggler motto is "we can do anything for a price."
Fremen
???
It is not known for sure how long these strange, elusive natives have lived on the harsh surface of Dune, in fact not much is known about them at all. But what can be said for certain is they do not like off worlders very much.
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CHARACTERISTIC MEANINGS
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These are the bonuses/penalties for each house dependant of each individual quality
Socialist
+100% income from Pyon villages
Militaristic
Units are 25% cheaper
Honor Bound
Units with Bladed Weapons do +100% more damage
Cunning
Covert Operations 50% more successful
Pyon village fees are 10% cheaper
Long range units are 20% faster
Scientific
Research Facilities are 50% cheaper
Cost Penalty to lasgun weapons removed
Xenophobic
Base Defense turrets have double the normal hitpoints
All other structures receive +1 to AP
Secretive
Hostile Covert Operations to the house are 50% less successful
All bases are hidden
SYCRONISED - Houses with this quality are at risk of being discovered for what they truely are. Total Anhililation is almost certain if this occurs
Buildings are immune to capture
+ 50% to unit FP
Experienced
+10% to unit FP
+10% to unit HP
+10% to unit SP
Humanitarian
Able to purchase Pyon Milita
+25% to unit HP
+10% Fremen Relations
Pacifist
Pyon Villages are 75% cheaper
-10% to unit FP
-10% to unit HP
-10% to unit SP
Engineers 50% cheaper
All other units 25% more expensive
Resiliant
+25% to Unit Resistance to all weapons
Resourceful
+25% to Harvester capacity
Starts with an extra 5000c
Industrious
+50% to Production limits
Utilitarian
Buildings are 25% cheaper
Mysterious
Covert Operations are 100% more successful
Feudalisic society
Buildings cost 10% more
Units cost 5% more
Units have +50% HP
Pyon villages produce +25% income
Devious
Pyon Villages have no fee
Covert Operations are 25% more successful
Pyon Villages produce 50% less income
Neutral
+25% Fremen Relations
Evul
-50% Fremen Relations
+50% Harvester Capacity
Nocturnal
Operates at night rather than day
+1 Range to units (night only)
-1 Range to units (day only)
Technocracy - Houses with this quality are at risk of being discovered for what they truely are. Universal damnation and disgrace awaits should this occur
Buildings are immune to capture
+ 25% to unit FP
(Note: It is easier to hide this quality than the SYCRONISED quality)
Ruthless
+ 50% to unit SP
+ 50% to unit FP
- 100% to fremen relations