Units

The armies in Dune:Spice Wars come in the form of units. Each unit is conscripted using a Training Slot in the Millitary tab on the right side of the interface. Each faction starts with 2 Training slots unlocking more with Developments and Buildings.

Units come in several unit types;

* Scouting units, Ornithoptor, Retrofitted Ornithoptor
* Economic units, Harvesters, Harvesting Crews
* 3 basic units, unlocked from the start of the game
* 1 drone, unlocked in the development tree
* 1 elite unit, unlocked at 10K Hegemony
* 1 basic flying unit
* 1 flagship
* and several temporary units that can be obtained in several ways

Each unit has their own statistics and special abillities and effect. Units will take up Command Points, allowing you to mix and match units up to a command point cap that can be increased trough developments and buildings. Units are differentieted between mechanical and non-mechanical units.

## non-mechanical

Non-mechanical units cost manpower to conscript, when the unit takes damage in a fight they use manpower to heal. Non-mechanical units also have a supply bar indicating their maximum supply. Moving out of owned territory will slowly use up their supply, and when they run out of supply they will start taking attrition damage

## mechanical

Mechaniclal units cost fuel cells to conscript, when the unit takes damage in a fight they use solari to heal. Mechanical units don't have supply allowing them to have higher mobility then non-mehcanical units

## WIP below

Anything from this point is outdated and needs a review

## House Atreides

### Troopers

 Cost:
4 Command Points
 Troopers are fierce melee fighters. They become stronger when supported by specialized units.
* Coordination
	+ Gain 10% Power for each bonus received from an ally unit

### Rangers

 Cost:
3 Command Points
 Armed with medium-range projectile weapons, rangers are best used alongside defensive units that can protect them.
* Focus Fire
	+ Ally Military Units attacking the same target gain +5% Power (x5 max)
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
		- Cannot use ranged attacks

### Heavy Weapons Squad

 Cost:
5 Command Points
 Equipped with rocket launchers, these specialists can easily breach enemy defenses and open the way for other units.
* Disruption
	+ Ranged attacks apply Disrupted (x5 max) until the end of combat:
		- +5% damage received
* Demolition
	+ Ranged attacks deal damage in a moderate area
	+ Ranged attacks have 30% chance to destroy Armor
	+ +100% damage against flying units
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
		- Cannot use ranged attacks

### Support Drone

 Cost:
3 Fuel Cells
3 Command Points
 This heavy, remote-controlled drone is well suited for combat, but its primary purpose is to provide field support to nearby units.
* Life Pods
	+ Up to 2 nearby Atreides non-mechanical units are saved inside the support dron instead of dying
* Drone
	+ Do not attract Sandworm
 Prerequisites: Mechanization

### Wardens

 Cost:
40 Manpower5 Command Points
 The Wardens are the Atreides' elite section. Equipped with heavy duty armors, shields and swords, they are ready to give their lives to defend their allies.
* Bulwark
 Prerequisites: Hegemony Bonus 10k

### Hawk

 Cost:
3 Fuel Cell3 Command Points
 Fashioned after the heraldic bird of House Atreides, the Hawk harasses weakened enemies with its two machine guns.
* Weight Shedding
	+ Attacks 5 times faster
	+ +30% Speed as soon as the Armor is broken
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot occupy Villages nor contest their occupation
	+ Cannot target Village Building
 Prerequisites: Spacing Guild Branch

### Kraken

 Cost:
10 Fuel Cell
 This utility frigate has heavy shielding and a large cabin area to keep wounded troops out of harms way. They will live to fight another day.
* Troop Carrier
	+ Can carry up to 10 ally ground Military Units and use Disembark
	+ Each carried unit gives +1 Armor, -1 Power to the Kraken
* Demolition
	+ Ranged attacks deal damage in a moderate area
	+ Ranged attacks have 30% chance to destroy Armor
	+ +100% damage against flying units
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot occupy Villages nor contest their occupation
	+ Cannot target Village Building
 Prerequisites: Spacing Guild Branch

## House Harkonnen

### Trooper

 Cost:
20 Manpower
3 Water
4 Command Points
 These rank and file troops are widely used by the Harkonnens, with little regards for their survival as long as they can further their goals.
* Berserkers
	+ Gain up to 50% Power depending on missing Health

### Gunner

 Cost:
20 Manpower
3 Water
5 Command Points
 These Harkonnen specialists use demolition charges and various explosives to stun and disorient their targets, reducing their efficiency.
* Collateral Damage
	+ Ranged attacks deal 30% of their damage to allies near their target
* Demolition Team
	+ Ranged attacks deal damage in moderate area.
	+ Ranged attacks have 30% chance to destroy Armor.
	+ +100 % damage against flying units.
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
		- Cannot use ranged attacks

### Cerberus

 Cost:
20 Manpower
3 Water
3 Command Point
 A special section off Harkonnen fanatics trained from birth to value succes at all price over survival.
* Cerberus
 Prerequisites: Survival Training

### Unchained Cerberus

Upon their "death" a squad of Harkonnen Cerberus troops splits into 3 single model units with timed life and increased attack power.

 Cost:
 A special section off Harkonnen fanatics trained from birth to value succes at all price over survival.
* Edge of death
	+ Unit will vanish after 2 days.
	+ -25 % health per day
	+ *This Cerberus is barely alive. He is still fighting through drug-induced reflex, and will colapse soon*
* Unchained
 Prerequisites: Survival Training, a Cerberus unit died

### Stealth Probe

 Cost:
1 Fuel Cell
2 Command Points
 This lightweight, remote-controlled flying device is outfitted with small-caliber guns to assist other units in combat.  Thanks to its small stature and reduced noise, it has the ability to stay concealed from a distance.
* Fight Analysis
	+ Upon death, nearby ally units in combat gain (x5 max)
		- +20% Power
		- +2 Armor
* Stealth
	+ Only visible from close range
* Drone
 Prerequisites: Unlocked at the start of the game

### Executioners

 Cost:
20 Manpower
5 Water
5 Command Points
 These hulking killing machines clad in heavy armorand equipped with ever-regenerating shields feel seemingly impossible to take down, although they are not fully invulnerable.
* Head Hunter
	+ When any nearby unit dies while in combat, gain (x10 max)
		- +3% Power
 Prerequisites: Call to Arms

### Harpy

 Cost:
3 Fuel Cell
3 Command Points
 These creepy undulating crafts bring a large ammount of firepower to the fight. They spray missiles on an area without much care for precision.
* Evasion Tactics
	+ Under 30% Health gains:
		- 30% power
		- 30% speed
* Demolition
	+ Ranged attacks deal damage in a moderate area
	+ Ranged attacks have 30% chance to destroy Armor
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Spacing Guild Branch

### Overlord

 Cost:
10 Fuel Cell
 Behind it's many eyes and heavy shielding, the Overlordfrigate hides a self-repairing fleet of vicious drone-ships.
* Hive
	+ Can activate Decimation Protocols.
	+ Generates 2 Stings per day.
	+ Can store up to 5 Stings at once.
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Spacing Guild Branch

## Smugglers

### Scavenger

 Cost:
20 Manpower
3 Water
4 Command Points
 Scavengers will offer their services to the highest bidder.  This doesn't mean they are devoid of all ethics, but it certainly means that their loyalty has a cost and no strings attached.
* Scavengers
	+ Gain 5% Health regeneration per day (x5 max) until the end of combat whenever an enemy unit dies nearby

### Wrecker

 Cost:
20 Manpower
3 Water
3 Command Points
 Plunderers who specialize in the use of drugs and chemical weapons, not only damaging enemy units, but also spoiling their supplies and poisoning their food.
* Chemical weapons
	+ Ranged attacks remove 2% Supply and aply Poisoned (x1 max):
		- Drain 20% Supply daily
* Demolition
	+ Ranged attacks deal damage in a moderate area.
	+ Ranged attacks have 30% chance to destroy Armor
	+ +100 % damage against flying units.
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
		- Cannot use ranged attacks

### Sniper

 Cost:
20 Manpower
3 Water
4 Command Points
 These lightweight units know when to strike.  Their specialty is ambushing units stranded in the desert and already in a bad spot.
* Elimination Shots
	+ +30% damage against non-mechanical units.
* Stealth
	+ Gain Camouflage when no enemy unit is nearby:
	+ Only visible from close range
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
 Prerequisites: Survival Training

### Scavenging Drone

 Cost:
4 Fuel Cells
4 Command Points
 These Remote-controlled utility machines will help gather lost equipment on the battlefield, and turn them into usefull weapons.
* Loot distributor
	+ While in combat, any nearby unit death grants Loot Scavenged (x10 max):
		- Nearby ally units have:
		- +2 % Power
		- +2 % max Health
* Drone
 Prerequisites: Organized Looting

### Free Company

 Cost:
20 Manpower
5 Water
5 Command Points
 Highly trained warriors and assassins, using stealth to strike when one least expects them.
* Sharpen Swords
	+ Gain up to +100% Power depending on fighting target's missing life.
* Stealth
	+ Only visible from close range
 Prerequisites: Call to Arms

### Banshee

 Cost:
2 Fuel Cell
2 Command Points
 This stealth recon ship has been equipped with the pride of the smugglers chemical weaponry.
* Chemical weapons
	+ Ranged attacks remove 2% Supply and aply Poisoned (x1 max):
		- Drain 20% Supply daily
* Demolition
	+ Ranged attacks deal damage in a moderate area.
	+ Ranged attacks have 30% chance to destroy Armor
	+ +100 % damage against flying units.
* Stealth
	+ Only visible from close range
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Spacing Guild Branch

### Wraith

 Cost:
10 Fuel Cell
 This old chemical station has been repurposed for warfare. Continuously releasing heavy gasses on the battlefield, the wraith induces terror in the heart of everyone who crosses its path.
* Toxic Gases
	+ Can activate Toxic Purge
	+ Enemy ground units in the area lose 1% of max Health and Supply every second.
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Spacing Guild Branch

## Fremen

### Warrior

 Cost:
4 Command Points
 These Fremen fighters are adept at maintaining a high efficiency in the harsh, arid environments of Arrakis.  Dune is their homeworld, and they will always defend it.
* Sand Tactics
	+ Enemies engaged in combat with this unit suffer Disoriented (x1) max:
		- -15% Power

### Skirmisher

 Cost:
4 Command Points
 This demolition squad specializes in destroying enemy vehicles.
* Fremen Oppression
	+ For each penalty suffered by the target, gain +1 Power (x5 max).
* Stealth
	+ Only visible from close range
* Demolition
	+ Ranged attacks deal area damage
	+ Ranged attacks have 30% chance to destroy Armor
	+ +100 % damage against flying units.
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
		- Cannot use ranged attacks

### Infiltrator

 Cost:
3 Command Points
 Stealthy units specializing in melee combat, able to exploit weaknesses in the enemies' armor and striking where it hurts most.
* Weakness Revealed
	+ First attack in combat deals +40 damage and applies Weakness (x1 max):
		- +20 % damage recived
* Stealth
	+ Only visible from close range
	+ If the unit uses mele weapons *(it does)*, increase it's speed by 10% when near combat.

### Mobile Turret

 Cost:
5 Command Points
 Fremen had to adopt their strategies to fight increasingly armored invaders. A small team wielding stolen off world artillery can wreak havock into enemies' air units, while remaining discreet and fast enough to avoid the retribution.
* Mobile Battery
	+ Can set up an anti-air turret:
		- +20 Power
		- Can only attack Flying units
		- Cannot move
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
 Prerequisites: Mechanization

### Fedaykin

 Cost:
40 Manpower
6 Command Points
 The elite Fremen warriors are completely fearless and dreaded by all.  No unit is better fitted for skirmishes in the desert, even when grossly outnumbered.
* Against the Odds
	+ For each enemy unit (x5 max) in combat with this unit, gain
		- +10% unit Power
 Prerequisites: Call to Arms

### Spire

 Cost:
4 Command Points
 Made from an ornithopter carcass, the spire differentiates itself by it's superior firepower.
* Suppressive Fire
	+ Target suffers -10% power.
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Recycling Plant

### Altar

 Cost:
 Made from odds and ends of many ships, this aeronef can be customized to meet the needs of it's maker.
* Deploy Sails
	+ Can activate Deploy Sails.
	+ Has acces to on-board enhancements.
* Siege weapons
	+ Fires slowly and deals damage in a large area.
	+ Ranged attacks have 50% chance to destroy Armor.
	+ +100% damage against flying units.
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Recycling Plant

## House Corrino

House Corrino leverages its wast wealth and solid command structure to deploy the largest armies of all the factions. The wast armies of conscripts (taking just 3 command points) are supported by the best of military hardware from afar and above, meanwhile the dreaded Sardukar prowl in their midst waiting for the oportunity to stike the killing blow. This does make them susceptible to area of effect weaponry and comprising the army of individualy weak conscripts makes effectivity plumet when they loose cohesion (armor).

### Conscript Swordsman

Conscripts are neither the strongest nor the best armored or toughest of warriors. Their chief strengths are the ease of ammasing and commanding a large number of them and the sheer bulk of bodies they can present to the enemy makes for a decent cover for other units as well.

 Cost:
20 Manpower
3 Water
3 Command Points
 Conscripts are fierce fighters. ?they become stronger when supported by specialized units? WIP
* Protection Support
 Prerequisites: Imperial Protocols

### Conscript Rifleman

Conscript Riflemen are the more well armed cousin of Swordsmen, while powerfull when in orderly ranks and far from the enemy, their effectivity plumets when in mele combat or covering from explosive ordinance.

 Cost:
20 Manpower
5 Water
5 Command Points
 Conscripts are fierce fighters. ?they become stronger when supported by specialized units? WIP
* Targeting Support
	+ +30 % Power while having at least 3 Armor
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
 Prerequisites: Imperial Protocols

### Incinerator

The Incenerator troops may seem weak and prone to self-combustion, but there is no hiding from their horyfying weapons which strike deep through enemy formations.

 Cost:
20 Manpower
5 Water
5 Command Points
 These shock troops are equipped with a device throwing burning napalm. This terrible weapon brings agonizing death to it's target and awfull nightmare to those who saw it in action.
* Flamethrowers
	+ Attacks deal damage within a frontal cone.
 Prerequisites: Imperial Protocols

### Artillery Drone

While thinking machines were outlawed by the Imperium, a machine controlled by an operator safe in one of the forward bases is still a usefull tool of war.
The aritillery drone glides smoothly over the sands of dune without even touching them. Do not make it's relative weightlessness for impotence, it is heavily armored and it's twin artillery cannons can deliver a strike even from the next village over. It outranges most oposition, cracks hardened concrete like eggshells and makes the skies a no-fly zone, just don't let a swordsman close in on it.

 Cost:
6 Fuel Cells
4 Command Points
 Once stabilised, these remote-controlled mobile artillery rain deafening shells on even well-defended positions. Beware to keep the enemy away from them, as they are quite vulnerable at close range.
* Siege Engine
	+ Needs to be deployed to attack
	+ Cannot fire within close range
	+ Attracts Sandworm when deployed on sand
* Siege weapons
	+ Fires slowly and deals damage in a large area.
	+ Ranged attacks have 50% chance to destroy Armor.
	+ +100% damage against flying units.
* Drone
 Prerequisites: Support Structures

### Sardukar

In recent years there have been rumours in the Landsraat which say that the Legions of house Atreides rival even the migth of the Sardukar. While there might be a grain of truth in these rumours the Sardukar are still undisputed masters of the blade swinging their massive weapons with unparalleled precision and dispatching oponents in record time. This allows them to exploit any weakness in an enemy's guard, which quickly proves fatal to an enemy softened up by massed rifle fire and heavy artillery or even just exhausted after facing multiple weaker fighters.

 Cost:
20 Manpower
5 Water
5 Command Points
 Elite troops of the Empire, the Sardukar are widelyconsidered the best fighters in the universe.
* Executioner
	+ Execute enemies under 20% Health.
 Prerequisites: Call to Arms or Captain Aramsham advisor

### Hammer

The Hammer functions as a heavy bomber, and that is what it does best ..... being heavily armored and bombing a variety of targets.

 Cost:
4 Fuel Cells
4 Command Points
 The Hammer is a specialized bomber of the imperium, designed to deliver highcaliber explosives with frightening precision, and break any defensive position.
* Thick Plating
	+ -40 % area damage recived while having at least 1 Armor
* Demolition
	+ Ranged attacks deal area damage
	+ Ranged attacks have 30% chance to destroy Armor
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Spacing Guild Branch

### Cronos

The cronos is a lumbering hulk of metal slowly moving acros the atmosphere of Arrakis. Imposing from afar when it finaly makes it's way above your village it dispenses lethal ordenance from up high. It also serves to give additional mobility to the Imperial forces as it can deploy a mobile shuttle landing site, allowing for crossing of large distances over neutral territory or the sprawling deserts, wastelands and acid lakes of Arrakis leting the army arrive to a battle fresh and well supplied. It's hulking frame and thick armor can even take the punishment untill those forces land to support it.

 Cost:
10 Fuel Cells
 The Cronos is a symbol of Imperial power. It is equipped with powerfull flanking cannons, and the full infrastructure necessary to land shuttles.
* Deck Engineers
	+ Can activate Airfield configuration
	+ +10 % Health recovered per day outside of combat
* Demolition
	+ Ranged attacks deal area damage
	+ Ranged attacks have 30% chance to destroy Armor
* Ship
	+ Cannot investigate (!) Discoveries
	+ Cannot investigate Villages
	+ Cannot occupy Villages nor contest their occupation
 Prerequisites: Spacing Guild Branch

## Militia

### Militia

The run of the mill militia man, outclassed in every aspect by his heavy/veteran counterpart, but for half the price.

 Cost:
10 Manpower
 A village's militia, comprised of various civilians who may lack in combat training, but not in enthusiasm.
* Armed civilians
	+ Suffers Disorganization under 50% Health:
		- +3 max Armor
		- -3 Power

### Ranged Militia

The strongest militia option if firepower is the main concern, needs a decent frontliner to be effective.

 Cost:
10 Manpower
 Members of the militia equipped with guns and therefore able to fight from a distance.
* Armed civilians
	+ Suffers Disorganization under 50% Health:
		- +3 max Armor
		- -3 Power
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
		- Cannot use ranged attacks

### Demolition Militia

As militia often fight against insurmountable odds a guerilla style warfare might be prefferable to direct conflict. The demolition militia serves this purpose reducing the armor of the atackers so they might be easier defeated by a retaliatory strike from the regular army. When ~~If~~ it comes ~~before they can reorganize and resupply~~.

 Cost:
10 Manpower
 Militia using explosives to wreck havoc in enemy lines, or destroy their vehicles.
* Armed civilians
	+ Suffers Disorganization under 50% Health:
		- +3 max Armor
		- -3 Power
* Demolition
	+ Ranged attacks deal damage in a moderate area
	+ Ranged attacks have 30% change to destroy Armor
	+ +100% damage against flying units
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
		- Cannot use ranged attacks

### Heavy Militia

Heavy militia... for when you want a little more bang in your limited militia slots. Twice as costly as regular militia, not twice as effective, but a frontliner none the less.

 Cost:
20 Manpower
 Some militias have previous combat training and automatically become veterans of sorts.
* Armed civilians
	+ Suffers Disorganization under 50% Health:
		- +3 max Armor
		- -3 Power
* Handgun
	+ Can attack flying units at short range with half power

### Veteran Militia

If the ocupier has enough resources, filling the garisson with Veteran militia guarantees the strongest and most importantly toughest force possible allowing the villages Missile Turrets to wreck havock on the enemy. However it is almost 4x as costly as regular Militia and arguably doesn't have the utility of the Demolition militia.

 Cost:
20 Manpower
 Some militias have previous combat training and automatically become veterans of sorts.
* Unwavering
	+ This unit is not affected by Power penalties
* Handgun
 Prerequisites: Gurney Halleck

## Miscellaneous

### Ornithopter

 Cost:
 A very common type of transport vessel, the ornithopter is a jet-propelled vehicle whose articulated wings help improve maneuverability and ensure stability. They are primarily used as reconnaissance vehicles.
* Ornithopter
	+ Detects Sandworms earlier and stealth units from further away
	+ Can be attached to a Harvester to give +5% Spice gathering rate
* Swift
	+ -70% damage received from Missile Battery and Main Bases

### Assassin

A one hit glass cannon, don't waste him on a Militia.

 Cost:
 Contracts with assassins are common in the imperium. But succeding in reaching the Great Houses always requires a lot more logistics.
* Professional
	+ Kill any non-mechanical unit in 1 attack, then disband.
	+ Cannot target mechanical units.
	+ +20 % military unit speed.
* Stealth
	+ Only visible from close range
 Prerequisites: Won Landsraad resolution "War of the Assassins".

### Mercenary

Mercernary is not a unit you want to have stick around for too long. It does have the shortest training time (about 3 seconds) of all units and a low ammount of Command points necessary, but it's high upkeep makes it suitable for last ditch defence or special forces employment only. None the less a skilled merecernary (who has killed 5 units) is a fearsome oponent at range although a bit on the fragile side.

 Cost:
2 Command Points
 An odd bunch of plunderers, pirates and smugglers who are in for easy, albeit dangerous, money.
* Hunter
	+ Killing an enemy unit grants (x5 max)
		- +10% Power
		- +1 Armor
* Ranged
	+ Suffers Pinned down while engaged in melee combat
		- -50 % Power
 Prerequisites: Economic Lobbying

### Landsraad Guard

 Cost:
3 Water
3 Command Points
 The honour guard of the Landsraad are rarely seen on the field, but they are fearsome nonetheless.
* Unwavering
 Prerequisites: Judge of the Council or Landsraad Support

### Landsraad Punisher

 Cost:
 In exceptional cases when the landsraad needs to take disciplinary action, some guards are trained to use powerfull siege equipement.
* Temporary
	+ Unit will disband after 20 days.
* Landsraad punisher
	+ +200 % damage against main bases.
* Demolition
	+ Ranged attacks deal damage in moderate area
	+ Ranged attacks have 30% chance to destroy Armor
	+ +100 % damage against flying units.
* Ranged
	+ Melee attacks only deal 50% damage
	+ Suffers Pinned down while engaged in melee combat:
 Prerequisites: Elected in specific Landsraad Support

### Rebel

 Cost:
 These villagers decided to rebel against the oppressing authorities and are now conducting a revolt.
* Handgun
	+ Can attack flying units at shortrange with half power.
* Armed civilians
	+ Suffers Disorganization under 50% Health:
		- +3 max Armor
		- -3 Power

### Fremen Insurgent

 Cost:
 These Fremen fighters are adept at maintaining a high efficiency in the harsh, arid environments of Arrakis. Dune is their homeworld and they will always defend it.
* Sand Tactics
	+ Enemies engaged in combat with this unit suffer Disoriented (x1) max:
		- -10% Power
		- +10% damage received

 Prerequisites:
Gamemode = Conquest, Mission = Fremen Uprising
Village does not have "Rallied" modifier