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                DUNE: THE BATTLE FOR ARRAKIS, US/NTSC VERSION

                          16-BIT GAME CARTRIDGE FOR
                           THE SEGA GENESIS SYSTEM

                           EXTENDED REFERENCE TEXT

                             REVISION 09/27/2003

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TOPICS IN ORDER OF APPEARANCE          | TOPICS IN ALPHABETICAL ORDER
=============================          | ============================
0. Introduction                       | Audio Environment (2)
1. Game Control                       | Barracks (11)
2. Audio Environment                  | Battlefield (5)
3. Mission Passwords                  | Capturing Buildings (51)
4. Mission Overview                   | Carryall (29)
5. Battlefield                        | Cheat Codes (57)
6. Spice                              | Combat Tank (30)
7. Spice Bloom                        | Computer-Controlled Forces (53)
8. Radar Screen                       | Concrete (12)
9. Credits                            | Construction Yard (13)
10. Structures: General                | Credits (9)
11. Barracks                           | Death Hand (31)
12. Concrete                           | Devastator (32)
13. Construction Yard                  | Deviator (33)
14. Hi-Tech                            | End Mission (56)
15. Outpost                            | Fremen (34)
16. Palace                             | Frigate (35)
17. Refinery                           | Game Control (1)
18. Repair Facility                    | Glossary (58)
19. Rocket Turret                      | Harvester (36)
20. Spice Silo                         | Hi-Tech (14)
21. Starport                           | Infantry (37)
22. Turret                             | Introduction (0)
23. Vehicle Factory                    | MCV (38)
24. Wall                               | Management Of Buildings (26)
25. Windtrap                           | Management Of Units (50)
26. Management Of Buildings            | Missile Tank (39)
27. Upgrading Buildings                | Mission Overview (4)
28. Units: General                     | Mission Passwords (3)
29. Carryall                           | Multiple-Weapon Units (52)
30. Combat Tank                        | Ornithopter (40)
31. Death Hand                         | Outpost (15)
32. Devastator                         | Palace (16)
33. Deviator                           | Quad (41)
34. Fremen                             | Radar Screen (8)
35. Frigate                            | Raider Trike (42)
36. Harvester                          | Refinery (17)
37. Infantry                           | Repair Facility (18)
38. MCV                                | Rocket Turret (19)
39. Missile Tank                       | Saboteur (43)
40. Ornithopter                        | Sandworm (54)
41. Quad                               | Sardaukar (55)
42. Raider Trike                       | Siege Tank (44)
43. Saboteur                           | Soldier (45)
44. Siege Tank                         | Sonic Tank (46)
45. Soldier                            | Spice (6)
46. Sonic Tank                         | Spice Bloom (7)
47. Trike                              | Spice Silo (20)
48. Trooper                            | Starport (21)
49. Troopers                           | Structures: General (10)
50. Management Of Units                | Trike (47)
51. Capturing Buildings                | Trooper (48)
52. Multiple-Weapon Units              | Troopers (49)
53. Computer-Controlled Forces         | Turret (22)
54. Sandworm                           | Units: General (28)
55. Sardaukar                          | Upgrading Buildings (27)
56. End Mission                        | Vehicle Factory (23)
57. Cheat Codes                        | Wall (24)
58. Glossary                           | Windtrap (25)

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0. INTRODUCTION
===============
o This document provides information on Dune: The Battle For Arrakis that does
 not explicitly appear in the manual included with the game.  Many of the
 facts and tips found here will already be known to anyone who has played
 before; However, this document explores a wide variety of topics in detail,
 and should reveal useful information to novice and experienced players alike.

o A Sega Genesis System Console, model 1601, equipped with one standard Sega
 Genesis "3-button" controller (model 1650) was used as the basis for the
 controller descriptions and real-time measurements in this document.

o Note that prior to and during its release, this Sega game was widely referred
 to as "Dune II" or "Dune II: The Battle For Arrakis".  This document uses the
 name that is used in the game itself and the manual included with the game.

o This document is 79 characters wide, and is best viewed in a monospaced font.
 The master HTML version is located here: http://Ledmeister.com/dunexref.htm
 The master text version is located here: http://Ledmeister.com/dunexref.txt

1. GAME CONTROL
===============
o The game will only recognize a controller hooked to the first/left controller
 port.  The other controller port is ignored.

o In this document, the term "clicking on" refers to placement of the Selection
 Cursor (or Targeting Cursor) over a building, ground unit, etc. during game
 play, and pressing the A button once.

o When the game's main menu appears, the player has 30 seconds to select an
 option before the tutorial automatically begins.

o The Start button can be used to choose options from the main menu.

o While the tutorial is running, instructional steps will advance automatically
 every few seconds, or whenever the player presses the A, B or C button.

o Without input from the player, the tutorial will last 9 minutes from start to
 finish.  When the tutorial is finished, the main menu reappears.

o When Mentats speak, text passages will advance automatically every few
 seconds, or whenever the player presses the A, B or C button.

o On the Options Screen, the selection arrow will "wrap" vertically when moved
 beyond the top or bottom of the list of choices.

o On the Password Screen, the letter-selection cursor can be moved vertically
 between adjacent lines of the alphabet field.  The cursor will also "wrap"
 when moved beyond the left or right edge of the alphabet, jumping between J
 and K, T and U, END and A.  Password Screen alphabet field:

 A B C D E F G H I J
 K L M N O P Q R S T
 U V W X Y Z < > END

o On the Password Screen, when the last letter of a password has been selected,
 the cursor will automatically be placed at END.

o During game play, the Options Screen can only be accessed from the Game
 Screen.

o A game in progress is paused whenever the Game Screen is not displayed.  If
 MUSIC IS ON, music will play continuously unless the player enters the
 Options Screen.

o Game Time (time elapsing within the game environment) generally slows down
 with an increase in units on the battlefield, speeds up with a decrease in
 units, and is suspended whenever the Game Screen is not displayed.  Game Time
 may also slow down when units on the battlefield experience difficulty in
 carrying out orders.

o Clicking on a revealed/detected Computer-controlled ground unit or building
 will display its ID icon and damage status bar.  Secondary status bars, such
 as spice levels or windtrap power levels, are not displayed for Computer
 buildings, but are displayed for Computer-controlled harvesters.

o A Computer ground unit or structure which is located completely within an
 unrevealed/undetected area will not display an ID icon or status bar when
 clicked on with the Selection Cursor.

o As a revealed/detected Computer-controlled ground unit is targeted for
 attack, it will flicker briefly.

o If several ground units (friendly and/or enemy) are in a horizontal row on
 the Game Screen, some or all of those units may flicker.

o When a building explodes, the Game Screen will shake.  While this is
 happening, the control pad will be unresponsive.

o When selecting units, any unit under or near the Selection Cursor can be
 selected.  If there is no unit directly under the cursor, any unit
 immediately adjacent to the cursor's location may be selected.  Cursor
 scanning range:

 ###
 ###
 ###
 -----------------------------------------------------------------------------
 Notes: A "#" represents an area equal in size and shape to 1 quadrant of a
 concrete slab (the largest area that a single unit can occupy).  Here, the
 actual cursor would be at the center of this 3x3 matrix.

o Units within a Selection Cursor's scan range are chosen in the following
 priority:

 647
 213
 958
 -----------------------------------------------------------------------------
 Notes: A unit directly under the cursor (position 1) will be selected first.
 If there is no unit directly under the cursor, then the unit immediately to
 the left of the cursor (position 2) is selected, and so on.

o On the Game Screen, a cursor (or a new structure's placement grid) can be
 moved at 3 different speeds: low, medium and high.  When using only the D
 button (the "directional pad" on the left side of the controller), the cursor
 will always move at low speed.  This default speed changes to medium whenever
 the C button is held down.  High speed is reached automatically if the C and
 D buttons both remain down for about a second while the cursor is moving.

o When a revealed/detected ground unit is clicked on, it is highlighted with a
 white or red flashing indicator.  A white indicator means that the selected
 unit is awaiting an order from the player; A red indicator means the selected
 unit will not accept orders from the player.

o If a revealed/detected Computer-controlled ground unit or sandworm is clicked
 on, its ID icon and damage status bar will be displayed.  If that unit or
 sandworm then moves into unrevealed/undetected territory, its icon and damage
 status bar will disappear.

o Individual enemy buildings may be targeted for attack, whether or not they
 are visible to the attacker.  A player can use the Targeting Cursor to click
 on enemy buildings, even if they are in unrevealed/undetected areas of the
 battlefield.

o A player may place a structure at a site which is being overflown by friendly
 or enemy airborne units.  Neither the structure or the airborne unit(s) will
 be affected.

o On the Game Screen, pressing the B button, or clicking on empty terrain with
 the Selection Cursor will cancel any currently-displayed unit or sandworm ID
 icon and status bar.  These will be replaced with the last friendly-structure
 icon(s) displayed.

o On the Game Screen, issuing an order to a player unit will cancel any
 currently-displayed Computer-building ID icon.  This will be replaced with
 the last player structure icon(s) displayed.

o On the Options Screen, picking a new House will always restart the game at
 mission 1, even when re-selecting the current House.

o After a new structure's placement grid appears on the Game Screen, pressing
 the B button will swap the placement grid with the Selection Cursor.  At this
 point there are two possible ways to bring back the structure's placement
 grid: 1) Clicking again on the originating construction yard, or 2) clicking
 on any visible Computer-controlled building and pressing B.

o When a new structure's placement grid appears on the Game Screen, and is then
 swapped for the Selection Cursor by pressing the B button, any ID and Command
 Window icons will disappear from the right side of the Game Screen.

o If a friendly structure is selected on the Game Screen, and is then
 destroyed, any ID and Command Window icons will disappear from the right side
 of the Game Screen.

o Time elapsing while the game is paused is not applied to the "TIME" value on
 the score screen at the end of a mission.

2. AUDIO ENVIRONMENT
====================
o If SOUNDS ARE ON, selecting END on the Password Screen will play a soundbite.
 For a valid password the ACKNOWLEDGED or YES SIR soundbite is played; for an
 invalid password the INVALID SELECT or SCREAM soundbite is played.

o During game play, sound effects may overlap or override one another.  Because
 of this, verbal warnings, sandworm attacks and other sounds may not always be
 heard.

o The CONST. COMPLETE soundbite is frequently played a few moments before the
 structure or unit produced is actually available.

o During a mission, the SCREAM soundbite is only played when a soldier,
 infantry, trooper(s) or Fremen unit is completely destroyed by weapon fire or
 an explosion.

o If a trooper(s) or Fremen unit attacks a building with rockets, there will
 usually be an explosion soundbite played as the rocket strikes.  This sound
 is suppressed if the rocket strikes the building in an area which is on fire.

o After exiting the Options Screen, the MUSIC TEST and SOUND TEST selections
 are both reset to their defaults (CYRILS COUNCIL for the music test, TARGET
 for the sound test).

o A game in progress is paused whenever the Game Screen is not displayed.  If
 MUSIC IS ON, music will play continuously unless the player enters the
 Options Screen.

o On the Options Screen, "MUSIC IS ON" will mean that various tunes will play
 during the game.  The tunes are selected at random from 5 possibilities.
 Each time a player enters and then exits the Options Screen while MUSIC IS
 ON, a new tune is chosen at random.  Note that the same tune will never be
 played twice in a row.

o The CONST. COMPLETE soundbite is not played when soldier, infantry, or
 trooper(s) units are produced.

o There is no sound effect played when a Devastator explodes as a result of
 self-destructing.

o Units will not take action on an order until the order is completed (the
 ACKNOWLEDGE or MOVING OUT soundbite is played if SOUNDS ARE ON).

o Death Hand missiles are generally inaccurate.  As such, a Death Hand launched
 at a target near an edge of the battlefield can explode partially or
 completely off-screen.  When a Death Hand explodes completely off-screen, no
 explosion soundbite is played.

o Following successful completion of mission 9, a brief ending sequence shows
 Arrakis from space, its color changing to the victor's House color (this is
 where the PLANET SHIMMER soundbite is used).  Following this are the game
 credits.  If MUSIC IS ON, the credits are accompanied by a musical score that
 includes sound effects from the game.

3. MISSION PASSWORDS
====================
o Passwords to start missions 2 through 9 for each House:

 Mission | Atreides   | Ordos      | Harkonnen
 --------|------------|------------|-----------
 ...1....|............|............|...........
 ...2....|.DIPLOMATIC.|.DOMINATION.|.DEMOLITION
 ...3....|.SPICEDANCE.|.SPICESABRE.|.SPICESATYR
 ...4....|.ETERNALSUN.|.ARRAKISSUN.|.BURNINGSUN
 ...5....|.DEFTHUNTER.|.COLDHUNTER.|.DARKHUNTER
 ...6....|.FAIRMENTAT.|.WILYMENTAT.|.EVILMENTAT
 ...7....|.ASHLIKENNY.|.SLYMELANIE.|.ITSJOEBWAN
 ...8....|.SONICBLAST.|.STEALTHWAR.|.DEVASTATOR
 ...9....|.DUNERUNNER.|.POWERCRUSH.|.DEATHRULER
 -----------------------------------------------------------------------------
 Notes: There are no passwords to start on mission 1.  To switch to mission 1
 from any other mission (without resetting or restarting the system), enter
 the Options Screen, select PICK ANOTHER HOUSE, and choose the House to start
 a new game with.

4. MISSION OVERVIEW
===================
o Detail of objectives/enemy targets in each mission:

 Mission|Atreides Missions    |Ordos Missions          |Harkonnen Missions
 -------|---------------------|------------------------|----------------------
 ...1...|$1,000, Ordos units..|$1,000, Harkonnen units.|$1,000, Atreides units
 ...2...|$2,700, Ordos base...|$2,700, Harkonnen base..|$2,700, Atreides base.
 ...3...|Harkonnen base.......|Atreides base...........|Ordos base............
 ...4...|Harkonnen base.......|Atreides base...........|Ordos base............
 ...5...|Ordos base...........|2 Harkonnen bases.......|Atreides base.........
 ...6...|Harkonnen base.......|2 Atreides bases........|2 Ordos bases.........
 ...7...|2 Ordos bases........|2 Harkonnen bases.......|2 Atreides bases......
 ...8...|Ordos/Harkonnen bases|Atreides/Harkonnen bases|Atreides/Ordos bases..
 ...9...|2 Sardaukar bases....|2 Sardaukar bases.......|2 Sardaukar bases.....
 -----------------------------------------------------------------------------
 Notes: The spice/credit quotas in missions 1 and 2 refer only to the total
 amount of spice in storage at any given moment (credits from harvested spice
 which are spent on production do not count towards fulfilling a spice quota).
 For the player to win mission 1, the spice quota objective must be attained.
 In mission 2, either the spice quota must be met, or the enemy base must be
 defeated to achieve a player victory.
 In missions 3 through 9, each enemy base on the battlefield must be defeated.
 Note that in all versions of mission 8, there is one base for each of the two
 enemy Houses indicated.

o Only a player-controlled House can achieve victory by meeting a spice quota
 objective.  (Computer-controlled forces can only achieve victory in any
 mission by defeating player-controlled bases.)

o Number and type of units available at the start of each mission:

              |ATREIDES MISSIONS|ORDOS MISSIONS   |HARKONNEN MISSIONS
              |-----------------|-----------------|------------------
 UNIT         |1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9
 -------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
 Combat tank..|.:.:.:.:3:3:2:.:.|.:.:.:.:4:3:2:2:1|.:.:.:.:3:3:2:1:1.
 Devastator...|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:1:2.
 Deviator.....|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:2:2|.:.:.:.:.:.:.:.:..
 Infantry.....|1:1:1:3:1:.:.:.:.|1:2:1:1:.:.:.:.:.|.:.:.:.:.:.:.:.:..
 Missile tank.|.:.:.:.:.:2:1:2:2|.:.:.:.:.:.:.:.:.|.:.:.:.:.:1:1:2:2.
 Quad.........|.:1:2:4:3:3:2:1:.|.:.:.:2:3:3:2:.:1|2:4:4:4:3:3:1:.:..
 Raider trike.|.:.:.:.:.:.:.:.:.|2:4:4:3:.:.:.:.:.|.:.:.:.:.:.:.:.:..
 Siege tank...|.:.:.:.:.:.:2:2:2|.:.:.:.:.:.:2:2:3|.:.:.:.:.:.:2:2:1.
 Soldier......|2:2:3:.:1:.:.:.:.|2:2:2:.:.:.:.:.:.|.:.:.:.:.:.:.:.:..
 Sonic tank...|.:.:.:.:.:.:.:2:2|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:.:..
 Trike........|2:3:2:2:.:.:.:.:.|.:.:.:.:.:.:.:.:.|.:.:.:.:.:.:.:.:..
 Trooper......|.:.:.:.:.:.:.:.:.|.:.:1:.:.:.:.:.:.|3:3:3:3:.:.:.:.:..
 Troopers.....|.:.:.:.:.:.:.:.:.|.:1:.:1:1:2:1:.:.|.:.:.:.:2:.:1:.:..
 -------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
              | : : : : : : : : | : : : : : : : : | : : : : : : : :
 UNITS/MISSION| : : : : : : : : | : : : : : : : : | : : : : : : : :
 -------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
 Vehicle units|2:4:4:6:6:8:7:7:6|2:4:4:5:7:6:6:6:7|2:4:4:4:6:7:6:6:6.
 All others...|3:3:4:3:2:0:0:0:0|3:5:4:2:1:2:1:0:0|3:3:3:3:2:0:1:0:0.
 -------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
 Total units..|5:7:8:9:8:8:7:7:6|5:9:8:7:8:8:7:6:7|5:7:7:7:8:7:7:6:6.
 -----------------------------------------------------------------------------
 Notes: Houses indicated are player-controlled Houses, only.

5. BATTLEFIELD
==============
o In this document, the term "battlefield" refers to the entire combat area
 available in a given mission, including both terrain and airspace.  (The Game
 Screen shows a rectangular section of the battlefield, 10 spaces horizontally
 by 7 spaces vertically.)

o Initial battlefield terrain features, location of the player's construction
 yard, location of Computer-controlled structures, starting locations of
 player and Computer units, and starting locations of sandworms are all
 unvarying each time a given mission is started.

o Structure area displaced by mountains:

 Small     | Single large | Overlapping pair
 mountains | mountain     | of large mountains
 ----------|--------------|-------------------
 ##        | ### or ###   | ###
 ##        | ###    ###   | ###
           | ##      ##   | ###
 -----------------------------------------------------------------------------
 Notes: A "#" represents an area equal in size and shape to 1 quadrant of a
 concrete slab.  For example, a small mountain displaces exactly as much
 structure space as a construction yard or windtrap, while an overlapped pair
 of large mountains consumes as much structure space as a starport or palace.
 Note that two types of small mountains appear in the game.  Both consume an
 equal amount of structure space.
 Although there is only one type of single large mountain, it consumes an area
 of structure space which may be configured in one of two possible ways, as
 shown above.

o Sand dunes will not slow the movement of ground units any more than flat sand
 will.

6. SPICE
========
o There is a fixed amount of spice in each mission, and a fixed number of spice
 blooms in missions that include them.

o Spice on sand appears in single and double layers.  Harvesters process all
 spice at one fixed speed, one layer at a time.

o Spice fields can be damaged by cannon fire, rocket impacts, and most missile
 impacts, on either the spice itself, on units above the spice, or on
 sandworms under the spice.  A self-destructing Devastator will also damage or
 destroy any spice layers under or adjacent to it.

o Spice fields cannot be directly damaged by rifle fire, machinegun fire,
 Deviator missile impacts, sonic blasts, or sandworm activity.

7. SPICE BLOOM
==============
o A spice bloom is the only terrain feature that can be directly targeted for
 attack by most ground units.  (Only a Devastator can directly "target" any
 other type of accessible terrain, by moving over it and self-destructing.)

o When a spice bloom is touched by any ground vehicle or solid projectile, it
 detonates, producing a spice field.  This field will be composed of a single
 layer of spice around a double-layer spot at the point of detonation.

o Spice produced by a spice bloom will not be deposited on sand dunes, on rock,
 or over any spice already on the sand near the bloom.

o Spice can appear underneath any units which are on the sand near a detonating
 spice bloom.  Note that a harvester in Guard mode on empty sand will not
 automatically begin harvesting if spice appears underneath it.

o A unit which is ordered to fire on a spice bloom will fire one salvo at the
 bloom, and then go into Guard mode.  This remains true even if the unit's
 projectiles miss or otherwise have no effect on the bloom.

o A spice bloom will not be affected by sonic blasts.

o Only missiles, rockets and sonic blasts can be fired across a spice bloom;
 All other solid projectiles will strike an intervening spice bloom.  For
 example, a troopers unit firing rockets at a sonic tank would not disturb a
 spice bloom located directly between the two units.  Likewise, if the sonic
 tank returned fire, the bloom would remain unaffected.  By contrast, if two
 opposing quads attack one another, and there is a spice bloom directly
 between them, the first one that fires will hit the bloom, detonating it.

o If a unit is ordered to fire on a spice bloom, but the bloom is detonated
 before the unit can execute the order, the unit will still attempt to comply,
 moving (if necessary) to within firing range, and then firing once at the
 spot where the bloom existed.  The unit will then go into Guard mode.

o Sandworms can move under/through spice blooms without triggering them.

o If a spice bloom is detonated while a sandworm is occupying the same space,
 the worm is destroyed.

o Revealed/detected spice blooms will appear as dark dots on the radar screen.

o Spice blooms are not present in all missions.

8. RADAR SCREEN
===============
o Unless otherwise specified, all references to the radar screen assume that
 the radar screen is on and is supported by a fully-powered outpost.

o Without an outpost and/or sufficient power, the radar screen will only show
 friendly buildings.

o On the radar screen, revealed/detected rock is a darker shade of the color
 used for sand.

o Revealed/detected mountains and spice blooms will appear as dark dots on the
 radar screen.

o On the radar screen, a revealed/detected building appears as a rectangle in
 the House color of the side which controls it.

o Revealed/detected ground units appear as dots on radar.  These will be in the
 House color of the side which controls them.

o On the Game Screen, a deviated unit's coloring will change to the House color
 of the side controlling the Deviator.  If the deviation effect wears off, the
 unit's color changes back.  The radar screen will also show the color changes
 of deviated ground units.

o Airborne units and Death Hands do not appear on radar.

o If a Computer-controlled unit, turret or rocket turret fires from a position
 which is not visible on the battlefield, that position and the area around it
 will be revealed/detected.

o If an ornithopter fires from an unrevealed/undetected position on the
 battlefield, that position and the area around it will be revealed/detected.

o Player carryalls may, from time to time, drop off new reinforcement units.
 If a player unit is dropped off in an unrevealed/undetected location on the
 battlefield, the unit and the area around it will be revealed/detected.

o When an Atreides palace successfully summons a Fremen attack, a group of
 Fremen units will appear at a random point on the battlefield.  If these
 units appear in a location that is unrevealed/undetected on the battlefield,
 the units and the immediate area around them will be revealed/detected.

o On the radar screen, revealed/detected Fremen units and sandworm mounds will
 appear as white dots.

o Airborne units do not reveal unexplored territory.

o Sand dunes and craters do not appear on radar.

o Concrete and walls do not appear on radar.

o The radar screen will not inhibit or interfere with cursor movement or the
 ability to select or target a unit or building located under/behind the radar
 screen.

o The radar screen itself remains a fixed size in all missions.  However the
 battlefield varies in size from mission to mission, so all objects shown on
 the radar screen will be scaled accordingly.

o The edge of the radar screen itself will be in the player's House color.

o As a revealed/detected ground unit moves across the battlefield, a small dot
 representing the unit will move across the equivalent path on the radar
 screen.  While this is happening, there may be a time lag during updating of
 the radar screen, causing a dot to momentarily remain in the unit's old
 position while a new dot appears in the unit's new position.  This effect may
 give the impression that more units are on the battlefield than actually
 exist.

9. CREDITS
==========
o A "credit" is a monetary unit of measure, where 1 credit represents the
 smallest physical amount of harvested/stored spice which is considered to
 have any real value.  In general, a credit level directly represents the
 total amount of spice held in a House's storage facilities (refineries and/or
 silos).  For example, a House with "500 credits" available will usually have
 a combined total of 500 credits' worth of spice stored in one or more
 friendly storage facilities.

o There are three occasions where a player's spice/credit level can exceed the
 normal spice storage capacity of friendly refineries and silos: 1) At the
 start of each mission, when a player has a construction yard and a number of
 credits, but no spice storage facility; 2) When a player's last/only storage
 facility is destroyed, but some credits remain available, and 3) When a cheat
 code is used to raise the combined storage capacity of existing facilities
 beyond normal limits.

o If a player's last/only spice storage facility is destroyed, the player's
 spice/credit level will drop severely; but a very small percentage of the
 destroyed spice may be retained.  This spice may be returned to storage if
 another facility becomes available.

o If a construction, upgrade, or repair project is cancelled, credits invested
 in that project will be returned, and reconverted to spice.  If all friendly
 storage facilities are full when the project is cancelled, the returned
 spice/credits will be lost.

o A Computer-controlled House may still be able to expend credits after all its
 refineries and silos are captured or destroyed.

o The parameters on credit usage are somewhat flexible.  For example, structures
 and units can occasionally be produced at a cost which is slightly below the
 documented price.

o A player's spice/credit status is subject to entropy.  As a game progresses,
 spice/credits will disappear intermittently, at a rate which can vary from
 game to game.  If any game is left unplayed (and unpaused) long enough, a
 player's credit level will eventually dwindle down to a single credit.

o If all available spice has been harvested, a player may still be able to earn
 credits.  Each time a carryall delivers a replacement harvester to a player's
 refinery, the player's House gains 6 to 7 credits.  Note, however, that these
 extra credits may quickly disappear again unless they are being invested in a
 current construction, upgrade, or repair project.

o When a player's credit level drops below 50, a "CREDITS LOW" warning message
 is displayed.

o When a player's credit level drops below 20, it may be impossible to spend
 the remaining credits before the level is increased.

o A player's last credit can only be spent on a unit purchased at a starport
 (otherwise, a player will always have at least 1 credit).

o When a player House's credit level is too low, all construction, upgrades and
 unit repairs at friendly buildings will be suspended, and may resume when
 more credits are available (note that any paused construction projects will
 resume before any paused upgrade projects).  When player credits are too low,
 any structural repairs underway at player buildings will stop, and will not
 resume when more credits are available.

o Spice collection and processing may continue even after all refineries and
 silos are full.  No credits are gained from the processing of excess spice,
 and the excess spice itself is lost (although the excess spice is counted in
 scoring after the mission ends).

o A player's House will not gain spice/credits by capturing Computer-controlled
 refineries or silos.

o The game will not keep track of harvested spice beyond 65,000 credits.

o Maximum starting credits for each mission:

 Mission | Atreides | Ordos | Harkonnen
 --------|----------|-------|----------
 ...1....|....990...|...990.|....990...
 ...2....|..1,200...|.1,200.|..1,200...
 ...3....|..1,500...|.1,500.|..1,500...
 ...4....|..1,500...|.1,500.|..1,500...
 ...5....|..1,500...|.1,500.|..1,500...
 ...6....|..1,700...|.1,700.|..1,700...
 ...7....|..2,000...|.2,000.|..1,800...
 ...8....|..2,000...|.2,000.|..2,000...
 ...9....|..2,500...|.2,000.|..2,500...
 -----------------------------------------------------------------------------
 Notes: Houses indicated are player-controlled Houses, only.

10. STRUCTURES: GENERAL
=======================
o The term "structure" in this document refers to any construction yard, and to
 anything that can be produced by a construction yard.  The term "building"
 (as a noun) in this document refers to any structure, excluding concrete
 slabs and wall sections.

o When a building is placed, there is a moment where the graphics will flicker,
 alternating between showing a completed building, and an interim stage.  Even
 before the image finalizes, the building may be selected, fixed, targeted,
 etc.

o As a player structure is placed on the battlefield, any unrevealed/undetected
 terrain at the construction site will be revealed/detected.

o Buildings not placed fully on concrete will start off with damage.  The less
 rock there is directly under a building when it is placed, the less damage
 the building will start with.  A formula to determine starting damage:

 50 - ( ( 50 / Squares in placement grid ) * Number of squares over concrete )
 -----------------------------------------------------------------------------
 Notes: "*" indicates multiplication.  The number returned is damage sustained
 by the building as a percentage, where 0% would mean the building is
 undamaged.  Example: Placing a windtrap (2x2=4 squares in its placement grid)
 on only 1 square of concrete means the windtrap will start off with 37.5%
 damage, as 50-((50/4)*1)=37.5.  Any building placed completely on rock will
 be 50% damaged.

o If a barracks, construction yard, Hi-Tech, refinery, repair facility, vehicle
 factory or windtrap is damaged, its performance may suffer.  The more damage
 done to one of these buildings, the more inefficient it will become.  With
 windtraps, this decline in performance means a lower energy output; with all
 other buildings, a decline in performance means that they will function more
 slowly: Barracks, Hi-Techs and vehicle factories will take longer to produce
 units; construction yards take longer to produce structures; refineries take
 longer to unload harvesters/refine spice; and repair facilities take longer
 to fix damaged units (undamaged units are always released quickly).

o Damaged buildings draw as much power from windtraps as undamaged buildings of
 the same type.

o Three different symbols can appear at the center of player buildings under
 varying circumstances: 1) The "OK" symbol, which appears at a construction
 yard or palace which is awaiting further orders, 2) the lightning-bolt
 symbol, which appears at windtraps when they fail to meet energy demands, and
 3) the hammer symbol, which appears at buildings under repair.  (Note that
 when more than one symbol is displayed at the same building, the "OK" symbol
 will overlay a hammer symbol; a hammer symbol will overlay a lightning-bolt
 symbol.)

o When a building explodes, any buildings, walls or units immediately adjacent
 horizontally or vertically may be damaged.

o In each mission there is a limit on the combined number of player and
 Computer buildings that may exist at one time.  (From 68 to 70 buildings are
 usually allowed, but this can vary slightly from mission to mission.)  Once
 this limit is reached, only concrete slabs and wall sections (if available)
 may be constructed unless/until an existing building (friendly or enemy) is
 destroyed.  In this way, when the mission's building limit is reached, an
 attacker may destroy a defender's building, and then construct a new one for
 the attacking side, preventing the defender from replacing the destroyed
 building.

o Many buildings have a rotating light beacon near their southeast corner.  A
 beacon's color will be the House color of the side controlling that building.

o If fire and smoke plumes appear over a building, it has been attacked and is
 at least 50% damaged.

o When a building is destroyed, any unit located at the building (such as a
 harvester or a unit being repaired) is also destroyed, along with any cargo
 held by that unit.  Any unit located above an exploding building (such as a
 carryall or ornithopter) may also be destroyed, along with any cargo held by
 that unit.  If the building was constructing a structure or a unit at the
 time, the credits spent on that construction are returned.  If the building
 was repairing a unit at the time, the credits spent on that repair are
 returned.  If the building was being fixed or upgraded at the time, credits
 already spent are not returned.

o Ground combat units can be ordered to fire upon all friendly structures
 except repair facilities and concrete.

o A player cannot place structures on top of a Computer House's concrete or
 other Computer structures.  A player can place a structure adjacent to
 Computer concrete, buildings, walls, or on top of areas of damage where they
 had existed, provided that the structure being placed is also adjacent to
 player concrete, buildings or walls (or the structure being placed is a
 construction yard produced by an MCV).

o Any units attacking or moving towards a building will stop attacking or
 moving towards it if the building is captured by a friendly soldier, infantry
 or trooper(s) unit.

o Turrets and rocket turrets in Guard mode will occasionally "fidget", rotating
 slightly at random times.

o Units may be damaged if they are directly adjacent to (or overflying) an area
 of a structure, a unit or a mountain which is being struck by weapon fire.

o After a building is successfully upgraded, its default Build option (shown on
 the Game Screen when the building is initially clicked on) will change to the
 option which is now available as a result of the upgrade.

o Highlighting STOP on a building's Production Screen will display an image of
 the last thing produced at that building, or the last available option on the
 production menu.

o While a building is being upgraded, a Fix order can also be issued to the
 building.  A player can issue a Fix order to an upgrading building even when
 there are no credits available to make the repairs.  (When this happens, the
 hammer symbol will continue to flash over the building until enough credits
 become available to complete repairs, or until the Fix order is cancelled.)

o Structure list, alphabetical sort:

                           |    |     |      |    |Prerequisite       |First
 Structure                 |Cost|Power|Shield|Size|building(s)        |mission
 --------------------------|----|-----|------|----|-------------------|-------
 Barracks (soldier)........|300.|.-10.|..600.|2x2.|Outpost............|...2...
 Barracks (trooper)........|400.|.-20.|..800.|2x2.|Outpost............|...2...
 Concrete slab.............|.15.|...0.|...40.|2x2.|Construction yard..|...1...
 Construction yard.........|N/A.|...0.|..800.|2x2.|None...............|...1...
 Hi-Tech...................|500.|.-35.|1,000.|2x2.|Outpost and factory|...5...
 Outpost...................|400.|.-30.|1,000.|2x2.|Windtrap...........|...2...
 Palace....................|999.|.-80.|2,000.|3x3.|Starport...........|...8...
 Refinery..................|400.|.-30.|..900.|3x2.|Windtrap...........|...1...
 Repair facility...........|700.|.-20.|1,800.|3x2.|Outpost and factory|...5...
 Rocket turret.............|250.|.-20.|..500.|1x1.|Outpost............|...6...
 Spice silo................|150.|..-5.|..300.|2x2.|Refinery...........|...2...
 Starport..................|500.|.-50.|1,000.|3x3.|Refinery...........|...6...
 Turret....................|125.|.-10.|..250.|1x1.|Outpost............|...5...
 Vehicle factory, Atreides.|400.|.-20.|..800.|3x2.|Refinery...........|...2...
 Vehicle factory, Harkonnen|400.|.-20.|..800.|3x2.|Refinery...........|...3...
 Vehicle factory, Ordos....|400.|.-20.|..800.|3x2.|Refinery...........|...2...
 Wall section..............|.50.|...0.|..140.|1x1.|Outpost............|...4...
 Windtrap..................|300.|.100.|..400.|2x2.|Construction yard..|...1...
 -----------------------------------------------------------------------------
 Notes: "Size" is measured as horizontal spaces by vertical spaces, where 1
 space is equal in size and shape to 1 quadrant of a full-sized concrete slab.
 "N/A" means "Not Applicable"; The term "factory" here means vehicle factory.
 The cost of a construction yard varies from mission to mission.  (A player's
 initial construction yard costs nothing, but additional construction yards
 can be produced through the use of MCVs, which in turn cost a variable amount
 to produce, depending both on the mission number, and whether the MCV was
 built at a vehicle factory or purchased at a starport.)

o Structure list, cost sort:

                           |    |     |      |    |Prerequisite       |First
 Structure                 |Cost|Power|Shield|Size|building(s)        |mission
 --------------------------|----|-----|------|----|-------------------|-------
 Construction yard.........|N/A.|...0.|..800.|2x2.|None...............|...1...
 Concrete slab.............|.15.|...0.|...40.|2x2.|Construction yard..|...1...
 Wall section..............|.50.|...0.|..140.|1x1.|Outpost............|...4...
 Turret....................|125.|.-10.|..250.|1x1.|Outpost............|...5...
 Spice silo................|150.|..-5.|..300.|2x2.|Refinery...........|...2...
 Rocket turret.............|250.|.-20.|..500.|1x1.|Outpost............|...6...
 Barracks (soldier)........|300.|.-10.|..600.|2x2.|Outpost............|...2...
 Windtrap..................|300.|.100.|..400.|2x2.|Construction yard..|...1...
 Barracks (trooper)........|400.|.-20.|..800.|2x2.|Outpost............|...2...
 Outpost...................|400.|.-30.|1,000.|2x2.|Windtrap...........|...2...
 Refinery..................|400.|.-30.|..900.|3x2.|Windtrap...........|...1...
 Vehicle factory, Atreides.|400.|.-20.|..800.|3x2.|Refinery...........|...2...
 Vehicle factory, Harkonnen|400.|.-20.|..800.|3x2.|Refinery...........|...3...
 Vehicle factory, Ordos....|400.|.-20.|..800.|3x2.|Refinery...........|...2...
 Hi-Tech...................|500.|.-35.|1,000.|2x2.|Outpost and factory|...5...
 Starport..................|500.|.-50.|1,000.|3x3.|Refinery...........|...6...
 Repair facility...........|700.|.-20.|1,800.|3x2.|Outpost and factory|...5...
 Palace....................|999.|.-80.|2,000.|3x3.|Starport...........|...8...
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Structure list, power sort:

                           |     |    |      |    |Prerequisite       |First
 Structure                 |Power|Cost|Shield|Size|building(s)        |mission
 --------------------------|-----|----|------|----|-------------------|-------
 Windtrap..................|.100.|300.|..400.|2x2.|Construction yard..|...1...
 Concrete slab.............|...0.|.15.|...40.|2x2.|Construction yard..|...1...
 Construction yard.........|...0.|N/A.|..800.|2x2.|None...............|...1...
 Wall section..............|...0.|.50.|..140.|1x1.|Outpost............|...4...
 Spice silo................|..-5.|150.|..300.|2x2.|Refinery...........|...2...
 Barracks (soldier)........|.-10.|300.|..600.|2x2.|Outpost............|...2...
 Turret....................|.-10.|125.|..250.|1x1.|Outpost............|...5...
 Barracks (trooper)........|.-20.|400.|..800.|2x2.|Outpost............|...2...
 Repair facility...........|.-20.|700.|1,800.|3x2.|Outpost and factory|...5...
 Rocket turret.............|.-20.|250.|..500.|1x1.|Outpost............|...6...
 Vehicle factory, Atreides.|.-20.|400.|..800.|3x2.|Refinery...........|...2...
 Vehicle factory, Harkonnen|.-20.|400.|..800.|3x2.|Refinery...........|...3...
 Vehicle factory, Ordos....|.-20.|400.|..800.|3x2.|Refinery...........|...2...
 Outpost...................|.-30.|400.|1,000.|2x2.|Windtrap...........|...2...
 Refinery..................|.-30.|400.|..900.|3x2.|Windtrap...........|...1...
 Hi-Tech...................|.-35.|500.|1,000.|2x2.|Outpost and factory|...5...
 Starport..................|.-50.|500.|1,000.|3x3.|Refinery...........|...6...
 Palace....................|.-80.|999.|2,000.|3x3.|Starport...........|...8...
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Structure list, shield sort:

                           |      |    |     |    |Prerequisite       |First
 Structure                 |Shield|Cost|Power|Size|building(s)        |mission
 --------------------------|------|----|-----|----|-------------------|-------
 Concrete slab.............|...40.|.15.|...0.|2x2.|Construction yard..|...1...
 Wall section..............|..140.|.50.|...0.|1x1.|Outpost............|...4...
 Turret....................|..250.|125.|.-10.|1x1.|Outpost............|...5...
 Spice silo................|..300.|150.|..-5.|2x2.|Refinery...........|...2...
 Windtrap..................|..400.|300.|.100.|2x2.|Construction yard..|...1...
 Rocket turret.............|..500.|250.|.-20.|1x1.|Outpost............|...6...
 Barracks (soldier)........|..600.|300.|.-10.|2x2.|Outpost............|...2...
 Barracks (trooper)........|..800.|400.|.-20.|2x2.|Outpost............|...2...
 Construction yard.........|..800.|N/A.|...0.|2x2.|None...............|...1...
 Vehicle factory, Atreides.|..800.|400.|.-20.|3x2.|Refinery...........|...2...
 Vehicle factory, Harkonnen|..800.|400.|.-20.|3x2.|Refinery...........|...3...
 Vehicle factory, Ordos....|..800.|400.|.-20.|3x2.|Refinery...........|...2...
 Refinery..................|..900.|400.|.-30.|3x2.|Windtrap...........|...1...
 Hi-Tech...................|1,000.|500.|.-35.|2x2.|Outpost and factory|...5...
 Outpost...................|1,000.|400.|.-30.|2x2.|Windtrap...........|...2...
 Starport..................|1,000.|500.|.-50.|3x3.|Refinery...........|...6...
 Repair facility...........|1,800.|700.|.-20.|3x2.|Outpost and factory|...5...
 Palace....................|2,000.|999.|.-80.|3x3.|Starport...........|...8...
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Structure list, size sort:

                           |    |    |     |      |Prerequisite       |First
 Structure                 |Size|Cost|Power|Shield|building(s)        |mission
 --------------------------|----|----|-----|------|-------------------|-------
 Rocket turret.............|1x1.|250.|.-20.|..500.|Outpost............|...6...
 Turret....................|1x1.|125.|.-10.|..250.|Outpost............|...5...
 Wall section..............|1x1.|.50.|...0.|..140.|Outpost............|...4...
 Barracks (soldier)........|2x2.|300.|.-10.|..600.|Outpost............|...2...
 Barracks (trooper)........|2x2.|400.|.-20.|..800.|Outpost............|...2...
 Concrete slab.............|2x2.|.15.|...0.|...40.|Construction yard..|...1...
 Construction yard.........|2x2.|N/A.|...0.|..800.|None...............|...1...
 Hi-Tech...................|2x2.|500.|.-35.|1,000.|Outpost and factory|...5...
 Outpost...................|2x2.|400.|.-30.|1,000.|Windtrap...........|...2...
 Spice silo................|2x2.|150.|..-5.|..300.|Refinery...........|...2...
 Windtrap..................|2x2.|300.|.100.|..400.|Construction yard..|...1...
 Refinery..................|3x2.|400.|.-30.|..900.|Windtrap...........|...1...
 Repair facility...........|3x2.|700.|.-20.|1,800.|Outpost and factory|...5...
 Vehicle factory, Atreides.|3x2.|400.|.-20.|..800.|Refinery...........|...2...
 Vehicle factory, Harkonnen|3x2.|400.|.-20.|..800.|Refinery...........|...3...
 Vehicle factory, Ordos....|3x2.|400.|.-20.|..800.|Refinery...........|...2...
 Palace....................|3x3.|999.|.-80.|2,000.|Starport...........|...8...
 Starport..................|3x3.|500.|.-50.|1,000.|Refinery...........|...6...
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Structure list, prerequisite sort:

                           |Prerequisite       |    |     |      |    |First
 Structure                 |building(s)        |Cost|Power|Shield|Size|mission
 --------------------------|-------------------|----|-----|------|----|-------
 Concrete slab.............|Construction yard..|.15.|...0.|...40.|2x2.|...1...
 Windtrap..................|Construction yard..|300.|.100.|..400.|2x2.|...1...
 Construction yard.........|None...............|N/A.|...0.|..800.|2x2.|...1...
 Barracks (soldier)........|Outpost............|300.|.-10.|..600.|2x2.|...2...
 Barracks (trooper)........|Outpost............|400.|.-20.|..800.|2x2.|...2...
 Rocket turret.............|Outpost............|250.|.-20.|..500.|1x1.|...6...
 Turret....................|Outpost............|125.|.-10.|..250.|1x1.|...5...
 Wall section..............|Outpost............|.50.|...0.|..140.|1x1.|...4...
 Hi-Tech...................|Outpost and factory|500.|.-35.|1,000.|2x2.|...5...
 Repair facility...........|Outpost and factory|700.|.-20.|1,800.|3x2.|...5...
 Spice silo................|Refinery...........|150.|..-5.|..300.|2x2.|...2...
 Starport..................|Refinery...........|500.|.-50.|1,000.|3x3.|...6...
 Vehicle factory, Atreides.|Refinery...........|400.|.-20.|..800.|3x2.|...2...
 Vehicle factory, Harkonnen|Refinery...........|400.|.-20.|..800.|3x2.|...3...
 Vehicle factory, Ordos....|Refinery...........|400.|.-20.|..800.|3x2.|...2...
 Palace....................|Starport...........|999.|.-80.|2,000.|3x3.|...8...
 Outpost...................|Windtrap...........|400.|.-30.|1,000.|2x2.|...2...
 Refinery..................|Windtrap...........|400.|.-30.|..900.|3x2.|...1...
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Structure list, mission sort:

                           |First  |    |     |      |    |Prerequisite
 Structure                 |mission|Cost|Power|Shield|Size|building(s)
 --------------------------|-------|----|-----|------|----|-------------------
 Concrete slab.............|...1...|.15.|...0.|...40.|2x2.|Construction yard..</pre><pre id="faqspan-2">
 Construction yard.........|...1...|N/A.|...0.|..800.|2x2.|None...............
 Refinery..................|...1...|400.|.-30.|..900.|3x2.|Windtrap...........
 Windtrap..................|...1...|300.|.100.|..400.|2x2.|Construction yard..
 Barracks (soldier)........|...2...|300.|.-10.|..600.|2x2.|Outpost............
 Barracks (trooper)........|...2...|400.|.-20.|..800.|2x2.|Outpost............
 Outpost...................|...2...|400.|.-30.|1,000.|2x2.|Windtrap...........
 Spice silo................|...2...|150.|..-5.|..300.|2x2.|Refinery...........
 Vehicle factory, Atreides.|...2...|400.|.-20.|..800.|3x2.|Refinery...........
 Vehicle factory, Ordos....|...2...|400.|.-20.|..800.|3x2.|Refinery...........
 Vehicle factory, Harkonnen|...3...|400.|.-20.|..800.|3x2.|Refinery...........
 Wall section..............|...4...|.50.|...0.|..140.|1x1.|Outpost............
 Hi-Tech...................|...5...|500.|.-35.|1,000.|2x2.|Outpost and factory
 Repair facility...........|...5...|700.|.-20.|1,800.|3x2.|Outpost and factory
 Turret....................|...5...|125.|.-10.|..250.|1x1.|Outpost............
 Rocket turret.............|...6...|250.|.-20.|..500.|1x1.|Outpost............
 Starport..................|...6...|500.|.-50.|1,000.|3x3.|Refinery...........
 Palace....................|...8...|999.|.-80.|2,000.|3x3.|Starport...........
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

11. BARRACKS
============
o Barracks specifications:

                    |      |       |        |      | Prerequisite | First
 Structure          | Cost | Power | Shield | Size | building     | mission
 -------------------|------|-------|--------|------|--------------|--------
 Barracks (soldier).|.300..|..-10..|..600...|.2x2..|.Outpost......|...2....
 Barracks (trooper).|.400..|..-20..|..800...|.2x2..|.Outpost......|...2....

o On the Game Screen, soldier barracks are identical in appearance to trooper
 barracks.

o An Ordos player's construction yard can only produce a soldier barracks.  In
 later missions an Ordos player's soldier barracks can be upgraded to produce
 trooper(s) units.

o On the construction yard Production Screen, Atreides and Ordos soldier
 barracks are not identical in appearance to Harkonnen trooper barracks.

o On the soldier barracks Production Screen, the soldier image is identical in
 appearance to the infantry image.

o On the trooper barracks Production Screen, the troopers image is a slightly
 refined version of the trooper image.

o On the Ordos barracks Production Screen, the barracks image will change from
 soldier to trooper style whenever the barracks itself is first able to
 produce a trooper unit.

o A player can change a production order midway through production, or any time
 before the unit is placed on the battlefield.  (The STOP option does not need
 to be selected before changing a production order.)  In either case, credits
 from the cancelled order are returned.

o If a barracks contains a newly-completed unit, it will refuse new Build
 orders until that unit is discharged from the barracks.

o Barracks (of any type) cannot be captured.

12. CONCRETE
============
o Concrete specifications:

               |      |       |        |      | Prerequisite      | First
 Structure     | Cost | Power | Shield | Size | building          | mission
 --------------|------|-------|--------|------|-------------------|--------
 Concrete slab.|..15..|...0...|...40...|.2x2..|.Construction yard.|...1....

o Concrete slabs can be placed anywhere, as long as at least one quadrant of
 the slab's placement grid is green.  When the A button is pressed, concrete
 will replace all green quadrants of the placement grid, and nothing will
 appear in any red quadrants.  If all four quadrants are red, the player must
 find another area to place the concrete, or select STOP (or choose another
 structure) on the construction yard Production Screen.

o Credits are not returned when only part of a concrete slab is placed.
 (Production of a concrete slab will always consume about 15 credits, even if
 only one the slab's four quadrants are placed.)

o Unlike the numerical limit on buildings and units, construction and placement
 of concrete is ultimately limited only by the amount of accessible rock
 terrain.

o Concrete can only be directly targeted for attack by Death Hands and
 self-destructing Devastators.  Otherwise, concrete may only be damaged or
 destroyed by stray missile and rocket fire, or by an attack on a unit or
 building above the concrete.

o Clicking on concrete with the Selection Cursor has no effect (no ID icon or
 status bar is displayed).

o Concrete cannot be fixed.

o Concrete does not appear on radar.

13. CONSTRUCTION YARD
=====================
o Construction yard specifications:

                   |      |       |        |      | Prerequisite | First
 Structure         | Cost | Power | Shield | Size | building     | mission
 ------------------|------|-------|--------|------|--------------|--------
 Construction yard.|.N/A..|...0...|..800...|.2x2..|.None.........|...1....

o A player's initial construction yard will not be susceptible to damage from
 lack of power until after a friendly windtrap is placed (or an enemy windtrap
 is captured).

o Construction yards do not draw power from windtraps.  However, if windtraps
 are not meeting the power demands of other friendly buildings, then all
 friendly buildings, including construction yards, become susceptible to
 damage from the lack of power.

o If a construction yard is not the currently-selected building when it
 finishes a structure, an "OK" symbol appears over the construction yard.
 Clicking on that construction yard will bring up the finished structure's
 placement grid.

o Once a player has a palace or starport, the player's construction yard(s)
 will be unable to produce another (unless/until the current palace or
 starport is destroyed).

o A player can change a production order midway through production, or any time
 before the structure is placed on the battlefield.  (The STOP option does not
 need to be selected before changing a production order.)  In either case,
 credits from the cancelled order are returned.

o A captured construction yard can only produce structures of the type already
 available to the attacker.  For example, if a Harkonnen player captures the
 Atreides construction yard in mission 2, the barracks type available there
 switches from soldier to trooper, and the vehicle factory option disappears.

o If a player's last/only windtrap is destroyed, all player-controlled
 construction yards will lose the ability to produce anything but concrete and
 windtraps.  Note that this is not true for Computer-controlled construction
 yards.  Computer construction yards may rebuild any destroyed Computer
 building at any time.

o On the construction yard Production Screen, soldier barracks are not
 identical in appearance to trooper barracks.

o All new construction yards have concrete pre-selected for the first Build
 option.

o Construction yards may be captured.

14. HI-TECH
===========
o Hi-Tech specifications:

          |    |     |      |    |                           |First
 Structure|Cost|Power|Shield|Size|Prerequisite buildings     |mission
 ---------|----|-----|------|----|---------------------------|-------
 Hi-Tech..|500.|.-35.|1,000.|2x2.|Outpost and vehicle factory|...5...

o A House requires both a Hi-Tech facility and a vehicle factory to produce
 special ground vehicles (specifically Devastators, Deviators and sonic
 tanks).  If a House's last/only Hi-Tech is destroyed, any special unit being
 produced for that House will be unmade, and the credits invested in the
 production will be returned.  At any vehicle factory where this happens, the
 special-unit option will disappear, and the current Build option will be
 reset to the first/lowest-priced unit available.

o If a player's last/only Hi-Tech is destroyed, all player-controlled vehicle
 factories will lose the ability to produce special ground vehicles
 (specifically Devastators, Deviators and sonic tanks).  Note that this is not
 true for Computer-controlled vehicle factories.  Computer vehicle factories
 can always build any type of vehicle available to that House in that mission.

o On the Hi-Tech Production Screen, the ornithopter is referred to as a
 "THOPTER.

o Carryalls produced at a Hi-Tech will tend to remain in the general area
 around the Hi-Tech unless/until they have a target to move to.  Ornithopters
 produced at a Hi-Tech will patrol over the entire battlefield in search of a
 target.

o Hi-Tech facilities may be captured.

15. OUTPOST
===========
o Outpost specifications:

           |      |       |        |      | Prerequisite | First
 Structure | Cost | Power | Shield | Size | building     | mission
 ----------|------|-------|--------|------|--------------|--------
 Outpost...|.400..|..-30..|.1,000..|.2x2..|.Windtrap.....|...2....

o If a player's last/only outpost is destroyed, all player-controlled vehicle
 factories will lose the ability to upgrade buildings.  Note that this is not
 true for Computer-controlled vehicle factories.  Computer vehicle factories
 can always build any type of vehicle available to that House in that mission.

o Outposts cannot be captured.

16. PALACE
==========
o Palace specifications:

           |      |       |        |      | Prerequisite | First
 Structure | Cost | Power | Shield | Size | building     | mission
 ----------|------|-------|--------|------|--------------|--------
 Palace....|.999..|..-80..|.2,000..|.3x3..|.Starport.....|...8....

o Whenever any new palace is placed on the battlefield, its weapon/ability will
 be available for immediate use.

o Once a player has a palace, the player's construction yard(s) will be unable
 to produce another (unless/until the current palace is destroyed).

o Clicking on a friendly palace will display the icon of the palace's special
 weapon/ability in the Command Window.  If the palace is not ready to launch
 an attack, then a status bar may appear under the Command Window which
 indicates the amount of Game Time elapsing until the weapon/ability is ready.
 (If the weapon/ability was used recently, the status bar will be at zero
 length for some time before beginning to increase again.)  The longer the
 status bar, the closer the weapon/ability is to being ready.

o A palace's weapon/ability is regenerated after each use.  This regeneration
 process will take a variable amount of real time, depending on the palace's
 House, and how fast Game Time is elapsing.  (Game Time generally slows down
 with an increase in units on the battlefield, speeds up with a decrease in
 units, and is suspended whenever the Game Screen is not displayed.)  During a
 typical game with minimal pausing, it takes 11 to 12 minutes of real time for
 a Harkonnen palace to produce a new Death Hand, 15 to 16 minutes for a
 Sardaukar palace to produce a new Death Hand, about 4 minutes for an Atreides
 palace to regenerate the summon-Fremen ability, and 6 to 7 minutes for an
 Ordos palace to produce a new saboteur.  Note that damage to a palace will
 not increase this time delay.

o To shorten the long delay between weapon/ability regenerations at a palace,
 quickly destroy and replace the palace after each use.  (Whenever any new
 palace is placed on the battlefield, its weapon/ability will be available for
 immediate use.)

o It costs no credits to repair a palace.

o It may be difficult for a player to win a mission if all spice has been
 harvested and funds are insufficient to assemble a conquering force.  A
 palace then becomes invaluable, as its weapon/ability can be used at no cost,
 and can regenerate indefinitely.

o A palace cannot directly target itself with its own weapon/ability.

o A palace can continue to prepare its special weapon/ability while it is being
 fixed.

o If an Ordos palace is tightly surrounded by other buildings, walls, or ground
 units, it may be difficult or impossible to deploy a saboteur.

o If a friendly unit is clicked on with the palace's Targeting Cursor, that
 unit will request orders (whether or not it has been accepted as a valid
 target).

o The units produced or summoned by a palace do not count against the numerical
 limit on units for each House in a given mission.

o Palaces cannot be captured.

17. REFINERY
============
o Refinery specifications:

           |      |       |        |      | Prerequisite | First
 Structure | Cost | Power | Shield | Size | building     | mission
 ----------|------|-------|--------|------|--------------|--------
 Refinery..|.400..|..-30..|..900...|.3x2..|.Windtrap.....|...1....

o Clicking on a friendly refinery will display its ID icon with 2 status bars.
 Under the damage status bar will be an orange status bar indicating the
 amount of spice stored at each refinery and silo under the player's control.
 When this status bar is at maximum length, all friendly refineries and silos
 are full.

o Whenever spice is received by a House, the spice is immediately divided
 equally among all friendly storage facilities (refineries and silos).  A
 House's total quantity of stored spice is also immediately divided equally
 among all its storage facilities whenever additional facilities become
 available through construction or capture.

o When spice is used (when credits are spent), an equal share of the total
 spice amount is removed from all friendly storage facilities.

o Although refineries and silos are normally capable of holding up to 1,000
 units of spice each, this capacity may sometimes increase to 1,005 units.

o A damaged refinery can still hold at least 1,000 credits' worth of spice.

o The refinery has a "docking bay" with lights that will flash in a pattern
 whenever a harvester is expected to arrive there.

o In general, a refinery can accommodate only 1 harvester at a time.  An
 exception is when one harvester next to the refinery is ordered inside as
 another harvester is simultaneously entering.  In this case, both units may
 enter, and the first harvester will be unloaded and released before the
 second harvester.

o Generally, if all harvesters are destroyed, a carryall will bring in a new
 one.  However, if a refinery is destroyed while a player's last available
 harvester is unloading there, the destroyed harvester may not be
 automatically replaced by carryall.

o Carryalls tend to deliver harvesters to the last friendly refinery which was
 built or captured.

o When a refinery is damaged, the transformation of spice into credits while a
 harvester is unloading there will begin to slow.

o Damage inflicted on a refinery will not affect a harvester unloading there.
 While a harvester is unloading at a refinery it will be immune to any damage
 unless/until the refinery itself is completely destroyed (in which case the
 harvester is also destroyed).

o If a refinery is destroyed, any spice it contained is also destroyed.

o Refineries may be captured.

o If a refinery is captured while a harvester is unloading there, the harvester
 is captured also.

18. REPAIR FACILITY
===================
o Repair facility specifications:

                |    |     |      |    |                           |First
 Structure      |Cost|Power|Shield|Size|Prerequisite buildings     |mission
 ---------------|----|-----|------|----|---------------------------|-------
 Repair facility|700.|.-20.|1,800.|3x2.|Outpost and vehicle factory|...5...

o Clicking on a revealed/detected repair facility will display the facility's
 ID icon.  If the facility is friendly and is currently repairing a unit, that
 unit's icon and a growing blue status bar will also be shown.  The blue
 status bar indicates repair progress; When this status bar is at maximum
 length, the unit is fully repaired.

o If a repair facility is tightly surrounded by other buildings, walls, or
 ground units, then most units scheduled to be repaired there will be dropped
 off at the facility by carryall.

o When a unit has been repaired at a facility which is tightly surrounded by
 other buildings, walls, or ground units, a carryall will remove that unit and
 return it to the battlefield.  If that unit was originally brought to the
 facility by carryall, then the carryall which retrieves the repaired unit
 will attempt to return it to its original location on the battlefield.

o Soldier, infantry and trooper(s) units will ignore orders to move to friendly
 repair facilities.  However, the facility will repair them if they are
 brought to the facility by a carryall.

o Airborne units cannot be repaired.

o A unit will disregard orders to move to a friendly repair facility if the
 facility is already repairing a unit.

o The repair facility will usually only accept the last unit ordered into it.
 In other words, when a unit is ordered to move to a repair facility, any
 other friendly units already en route to the repair facility will stop just
 outside it, and default to Guard mode.

o In general, a repair facility can repair only 1 unit at a time.  If 2 units
 are sent to be repaired, and the second unit attempts to enter while the
 first is still inside, the second unit's move order is cancelled, and it will
 not enter after the first has been repaired.  (An exception is when one unit
 next to the repair facility is ordered inside while another unit is
 simultaneously entering.  In this case, both units may enter, and the second
 unit will be repaired and released before the first unit.)

o Friendly ground combat units can be ordered to fire upon all friendly
 structures except repair facilities and concrete.

o If a player's last/only harvester is in a repair facility, and there are not
 enough credits available to complete repairs on it, it will not be replaced
 by carryall (and the House will be left without a means to harvest spice).
 When this happens, the repair facility must be destroyed, or an enemy
 refinery must be captured (or another solution must be found) in order for a
 new harvester to be made available.

o Most ground units, whether damaged or not, will consume credits when sent
 into a repair facility.  Minimal credit consumption for repairs:

 Unit         | Credits
 -------------|--------
 Combat tank..|...2....
 Devastator...|...6....
 Deviator.....|...6....
 Harvester....|...2....
 Infantry.....|...1....
 MCV..........|...9....
 Missile tank.|...3....
 Quad.........|...1....
 Raider trike.|...1....
 Siege tank...|...5....
 Soldier......|...0....
 Sonic tank...|...5....
 Trike........|...1....
 Trooper......|...1....
 Troopers.....|...1....

o A repair facility will not repair units while the facility itself is being
 fixed.

o A Devastator which is armed for self-destruction when it enters a repair
 facility will be repaired (if necessary) and will remain armed when it exits
 the facility.

o Soldier, infantry and trooper(s) units cannot be directly ordered into a
 friendly repair facility.  However, if such a unit is ordered to move to a
 location it cannot reach, a carryall (if available) will pick up the unit and
 drop it at any available friendly repair facility.

o In the repair facility, the STOP command will not affect the repair of a
 unit.  The STOP command will only stop repairs on the facility itself.

o Carryalls will not deliver harvesters or MCVs to repair facilities;
 Harvesters and MCVs must use a ground path in order to enter a repair
 facility.  Note, however, that a carryall can retrieve a harvester or MCV
 from a repair facility if the repaired unit becomes blocked inside or
 otherwise cannot find a ground path to exit the facility.

o Repair facilities may be captured.

o If a player-controlled unit captures a Computer-controlled repair facility,
 any unit being repaired there is also captured.

19. ROCKET TURRET
=================
o Rocket turret specifications:

               |      |       |        |      | Prerequisite | First
 Structure     | Cost | Power | Shield | Size | building     | mission
 --------------|------|-------|--------|------|--------------|--------
 Rocket turret.|.250..|..-20..|..500...|.1x1..|.Outpost......|...6....

o When a rocket turret is placed, its weapons will be facing north.

o Rocket turrets will fire automatically on any enemy ground unit or
 ornithopter within range.

o Computer-controlled rocket turrets may fire on any player carryalls which
 come within range.

o A rocket turret which is targeting an airborne unit will tend to ignore enemy
 ground units until the airborne unit is destroyed.

o Rocket turrets will not directly target enemy structures, Death Hands, or
 frigates.

o Rocket turret rockets can be fired over all structures or units without
 damaging them.  Rocket turret cannons can fire over all friendly structures,
 most enemy structures, and all friendly or enemy units without damaging them.
 Rocket turret cannons cannot fire over mountains, enemy turrets and rocket
 turrets, or enemy walls.

o Rocket turrets will not return fire if they are attacked by friendly units.

o On the construction yard Production Screen, rocket turrets are referred to as
 R-TURRETS.

o Rocket turrets will continue to function while being fixed.

o Rocket turrets will attack only 1 target at a time.

o Although rocket turrets have 2 rocket pods, only one rocket is fired per
 attack.

o A rocket turret's maximum scan range for targets is 8 spaces.  Note that once
 fired, a rocket can travel far beyond the rocket turret's scan range.

o Rocket turret target scan range:

   8765432101234567
  +----------------+
 8|+++++++RR+++++++|8
 7|+++++RRRRRR+++++|7
 6|+++RRRRRRRRRR+++|6
 5|++RRRRRRRRRRRR++|5
 4|++RRRRRRRRRRRR++|4
 3|+RRRRRRCCRRRRRR+|3
 2|+RRRRRCCCCRRRRR+|2
 1|RRRRRCCCCCCRRRRR|1
 0|RRRRRCCC#CCRRRRR|0
 1|+RRRRRCCCCRRRRR+|1
 2|+RRRRRRCCRRRRRR+|2
 3|++RRRRRRRRRRRR++|3
 4|++RRRRRRRRRRRR++|4
 5|+++RRRRRRRRRR+++|5
 6|+++++RRRRRR+++++|6
 7|+++++++RR+++++++|7
  +----------------+
   8765432101234567
 -----------------------------------------------------------------------------
 Notes: The "#" indicates the rocket turret; "R" indicates where a target will
 trigger the launching of a rocket; "C" indicates where a target will trigger
 the firing of the cannon; "+" indicates a space outside of the rocket
 turret's scan range.

o Rocket turrets may be captured.

20. SPICE SILO
==============
o Silo specifications:

            |      |       |        |      | Prerequisite | First
 Structure  | Cost | Power | Shield | Size | building     | mission
 -----------|------|-------|--------|------|--------------|--------
 Spice silo.|.150..|..-5...|..300...|.2x2..|.Refinery.....|...2....

o Clicking on a friendly spice silo will display its ID icon with 2 status
 bars.  Under the damage status bar will be an orange status bar indicating
 the amount of spice stored at each silo and refinery under the player's
 control.  When this status bar is at maximum length, all friendly silos and
 refineries are full.

o Whenever spice is received by a House, the spice is immediately divided
 equally among all friendly storage facilities (refineries and silos).  A
 House's total quantity of stored spice is also immediately divided equally
 among all its storage facilities whenever additional facilities become
 available through construction or capture.

o When spice is used (when credits are spent), an equal share of the total
 spice amount is removed from all friendly storage facilities.

o If a silo is destroyed, any spice it contained is also destroyed.

o Although refineries and silos are normally capable of holding up to 1,000
 units of spice each, this capacity may sometimes increase to 1,005 units.

o A damaged silo can still hold at least 1,000 credits' worth of spice.

o Spice silos may be captured.

21. STARPORT
============
o Starport specifications:

           |      |       |        |      | Prerequisite | First
 Structure | Cost | Power | Shield | Size | building     | mission
 ----------|------|-------|--------|------|--------------|--------
 Starport..|.500..|..-50..|.1,000..|.3x3..|.Refinery.....|...6....

o Once a player has a starport, the player's construction yard(s) will be
 unable to produce another (unless/until the current starport is destroyed).

o When a starport is first placed on the battlefield, it will show a random
 number of units available, and each unit type will have a random price.

o Prices of units available at a starport will change every few minutes of Game
 Time.  All unit prices will change simultaneously.

o Airborne units are generally not included in the numerical limit placed on
 ground units, and have a separate maximum numerical limit.  An exception to
 this occurs when purchasing ornithopters from a starport, which cannot be
 done if the numerical limit on ground units has been reached.

o The moment any unit is purchased at a Starport, the Order Screen is replaced
 with the Game Screen, which will show the starport ID icon with 2 status
 bars.  Under the damage status bar will be a growing blue status bar which
 indicates Game Time elapsing.  When this status bar is at maximum length, a
 frigate carrying the purchased unit(s) will enter the battlefield's airspace.
 During the wait for the frigate, a player may purchase additional units at
 the starport (up to the maximum that unit availability, credits, time, and
 the game's limits on total existing units will allow).

o The starport has a "landing pad" with lights that will flash in a pattern
 whenever a frigate is expected to arrive there.

o Once a frigate has entered the battlefield to land at a starport, the
 starport will be unable to request additional units.  New units can be
 purchased again only after the frigate has left the battlefield.

o When a unit type is out of stock at a starport, it will be in stock again
 eventually.  Unit types are restocked individually or in larger groups.

o Units available at starports:

              | ATREIDES AND    | HARKONNEN
              | ORDOS MISSIONS  | MISSIONS
              |-----------------|------------
 UNIT         | 6   : 7   : 8/9 | 6   : 7/8/9
 -------------|-----:-----:-----|-----:------
 Combat tank..|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
 Harvester....|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
 MCV..........|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
 Missile tank.|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
 Ornithopter..|.No..:.No..:.Yes.|.No..:.No...
 Quad.........|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
 Siege tank...|.No..:.Yes.:.Yes.|.No..:.Yes..
 Trike........|.Yes.:.Yes.:.Yes.|.Yes.:.Yes..
 -----------------------------------------------------------------------------
 Notes: Harkonnen starports never provide ornithopters.  Other than this one
 exception, starports for each House will have the same unit types available
 in a given mission.

o If a starport is tightly surrounded by other buildings, walls, or ground
 units, a carryall will remove individual units from frigates which attempt to
 unload there, and will then place those units on the battlefield.

o If a starport is expecting a frigate, but is destroyed before the frigate
 arrives, the frigate will drop each purchased unit at a random point on the
 battlefield.

o The STOP command on the starport Order Screen will only stop repairs to the
 starport.  The STOP command will not affect delivery of purchased units.

o Computer-controlled bases will not include starports, nor will the Computer
 attempt to build starports in any mission.

o On the starport's Order Screen, the missile tank is referred to as a
 LAUNCHER.

o On the starport's Order Screen, the ornithopter is referred to as a "THOPTER.

22. TURRET
==========
o Turret specifications:

           |      |       |        |      | Prerequisite | First
 Structure | Cost | Power | Shield | Size | building     | mission
 ----------|------|-------|--------|------|--------------|--------
 Turret....|.125..|..-10..|..250...|.1x1..|.Outpost......|...5....

o When a turret is placed, its cannon will be facing north.

o Turrets will fire automatically on any enemy ground unit or ornithopter
 within range.

o Computer-controlled turrets may fire on any player carryalls which come
 within range.

o A turret which is targeting an airborne unit will tend to ignore enemy ground
 units until the airborne unit is destroyed.

o Turrets will not directly target enemy structures, Death Hands, or frigates.

o Turrets can fire over all friendly structures, most enemy structures, and all
 friendly or enemy units without damaging them.  Turrets cannot fire over
 mountains, enemy turrets and rocket turrets, or enemy walls.

o Turrets will not return fire if they are attacked by friendly units.

o Turrets may be captured.

o Turrets will continue to function while being fixed.

o A turret's maximum scan range for targets is 5 spaces.  Note that once fired,
 a cannon shell can travel far beyond the turret's scan range.

o Turret target scan range:

   5432101234
  +----------+
 5|++++CC++++|5
 4|++CCCCCC++|4
 3|+CCCCCCCC+|3
 2|+CCCCCCCC+|2
 1|CCCCCCCCCC|1
 0|CCCCC#CCCC|0
 1|+CCCCCCCC+|1
 2|+CCCCCCCC+|2
 3|++CCCCCC++|3
 4|++++CC++++|4
  +----------+
   5432101234
 -----------------------------------------------------------------------------
 Notes: The "#" indicates the turret; "C" indicates where a target will
 trigger the firing of the cannon; "+" indicates a space outside of the
 turret's scan range.

23. VEHICLE FACTORY
===================
o Vehicle factory specifications:

                           |    |     |      |    |Prerequisite|First
 Structure                 |Cost|Power|Shield|Size|building    |mission
 --------------------------|----|-----|------|----|------------|-------
 Vehicle factory, Atreides.|400.|.-20.|.800..|3x2.|Refinery....|...2...
 Vehicle factory, Harkonnen|400.|.-20.|.800..|3x2.|Refinery....|...3...
 Vehicle factory, Ordos....|400.|.-20.|.800..|3x2.|Refinery....|...2...

o A player can change a production order midway through production, or any time
 before the vehicle is placed on the battlefield.  (The STOP option does not
 need to be selected before changing a production order.)  In either case,
 credits from the cancelled order are returned.

o If a House's last/only existing harvester is destroyed while another is being
 built, and there are not enough credits available to complete the new
 harvester, the destroyed harvester will not be replaced by carryall (and the
 House will be left without a means to harvest spice).  When this happens, the
 construction order must be cancelled (or another solution must be found) in
 order for a new harvester to be made available.

o On the vehicle factory Production Screen, the missile tank is referred to as
 a LAUNCHER.

o Vehicle factories may be captured.

24. WALL
========
o Wall section specifications:

              |      |       |        |      | Prerequisite | First
 Structure    | Cost | Power | Shield | Size | building     | mission
 -------------|------|-------|--------|------|--------------|--------
 Wall section.|..50..|...0...|..140...|.1x1..|.Outpost......|...4....

o Unlike the numerical limit on buildings and units, construction and placement
 of wall sections is ultimately limited only by the amount of accessible rock
 terrain.

o Upon placement, wall sections will automatically connect horizontally or
 vertically to any other adjacent friendly or enemy wall sections, and will
 also attempt to connect horizontally or vertically to adjacent areas where
 pre-existing friendly or enemy wall sections or buildings were destroyed.
 Existing wall sections can also reconfigure in such a way when they connect
 to a new wall section.

o Wall sections are not damaged if placed directly on rock.

o Wall sections take a random amount of damage before being destroyed.

o Clicking on a wall section with the Selection Cursor has no effect (no ID
 icon or status bar is displayed).

o Wall sections cannot be fixed.

o Walls provide no defense against sonic blasts.  Wall sections also cannot be
 affected by sonic blasts.

o Saboteurs can pass over enemy walls, and may do so without slowing down.

o Wall sections do not appear on radar.

25. WINDTRAP
============
o Windtrap specifications:

           |      |       |        |      | Prerequisite      | First
 Structure | Cost | Power | Shield | Size | building          | mission
 ----------|------|-------|--------|------|-------------------|--------
 Windtrap..|.300..|..100..|..400...|.2x2..|.Construction yard.|...1....

o Clicking on a friendly windtrap will display its ID icon with 2 status bars.
 Under the damage status bar will be a blue status bar indicating the power
 demand on each windtrap under the player's control.  When this status bar is
 at maximum length, all friendly windtraps are being tapped of all available
 power.

o Windtraps do not need to be physically connected to friendly buildings to
 have an effect on them.  Destruction of concrete, wall sections or other
 buildings between a windtrap and other friendly buildings will not cut the
 windtrap's power supply to those buildings.  Also, if a player captures a
 Computer-controlled windtrap, its power output is diverted to the player's
 buildings.

o If a player's windtraps cannot meet power demands, a lightning-bolt symbol
 will begin flashing at the center of each of those windtraps.  Note that
 these symbols will never appear on Computer-controlled windtraps.

o When windtraps are not supplying enough power, all friendly buildings which
 are less than 50% damaged will begin to slowly deteriorate to a 50%-damaged
 status.  (Buildings which are already at least 50% damaged are not affected
 by a lack of power.)

o Damaged buildings draw as much power from windtraps as undamaged buildings of
 the same type.

o If a player's last/only windtrap is destroyed, all player-controlled
 construction yards will lose the ability to produce anything but concrete and
 windtraps.  Note that this is not true for Computer-controlled construction
 yards.  Computer construction yards may rebuild any destroyed Computer
 building at any time.

o Windtraps may be captured.

26. MANAGEMENT OF BUILDINGS
===========================
o Whenever spice is received by a House, the spice is immediately divided
 equally among all friendly storage facilities (refineries and silos).  A
 House's total quantity of stored spice is also immediately divided equally
 among all its storage facilities whenever additional facilities become
 available through construction or capture.

o When spice is used (when credits are spent), an equal share of the total
 spice amount is removed from all friendly storage facilities.

o A construction or repair project can be started with as little as 1 credit.

o When a new structure's placement grid appears, the upper left corner of the
 grid will replace the Selection Cursor.  If this corner is placed over any
 part of the originating construction yard, pressing the A button will enter
 the construction yard's Production Screen instead of placing (or attempting
 to place) the new structure.

o In general, if each square in a structure's placement grid contains at least
 50% rock, the structure can be placed.  Any patches of sand under a structure
 become rock when the structure is placed.

o While a building is being repaired or upgraded, it may still accept
 production orders (if applicable).  Note, however, that the order can only be
 given from that building's Production Screen.  (Orders issued with the B
 button while the Game Screen is displayed would be ignored.)  Repairs and/or
 upgrades are suspended while construction is underway, and resume when
 construction is complete.

o An Upgrade order cancels any construction order being carried out in the same
 building.

o If an order is issued at a building while a different order is already being
 carried out at the same building, the results will vary depending on those
 orders.  Dual-order results chart:

 Overlapping orders                 | Results
 -----------------------------------|-----------------------------------------
 Build (Game Screen), Fix...........|.Build paused during Fix, then proceeds..
 Build (Production Screen), Fix.....|.Build paused during Fix, then proceeds..
 Build (Game Screen), Upgrade.......|.Build cancelled, Upgrade proceeds.......
 Build (Production Screen), Upgrade.|.Build cancelled, Upgrade proceeds.......
 Fix, Build (Game Screen)...........|.Fix proceeds, Build ignored.............
 Fix, Build (Production Screen).....|.Fix cancelled, Build proceeds...........
 Fix, Purchase (starport only)......|.Both proceed............................
 Fix, Refine (refinery only)........|.Both proceed............................
 Fix, Repair (repair facility only).|.Repair paused during Fix, then proceeds.
 Fix, Upgrade.......................|.Fix cancelled, Upgrade proceeds.........
 Purchase (starport only), Fix......|.Both proceed............................
 Refine (refinery only), Fix........|.Both proceed............................
 Repair (repair facility only), Fix.|.Repair paused during Fix, then proceeds.
 Upgrade, Build (Production Screen).|.Upgrade cancelled, Build proceeds.......
 Upgrade, Fix.......................|.Fix paused during Upgrade, then proceeds
 -----------------------------------------------------------------------------
 Notes: This chart shows all possible results when any two orders are issued
 to a given building, and the second order has been issued while the first is
 still being executed.
 A Build order can be selected from an appropriate building's Production
 Screen menu, or can be issued with the B button when the building is selected
 on the Game Screen.
 Note that even while Fix is suspended, the hammer symbol will continue to
 flash over the building being fixed.
 A palace can continue to prepare its special weapon/ability while it is being
 fixed.
 A "Refine order" is initiated when a harvester enters a refinery; A "Repair
 order" is initiated when a unit enters a repair facility.
 A Stop order at any building cancels all production, fixing and upgrading at
 that building.  A Stop order will not affect Purchase or Repair orders.

o Three different symbols can appear at the center of player buildings under
 varying circumstances: 1) The "OK" symbol, which appears at a construction
 yard or palace which is awaiting further orders, 2) the lightning-bolt
 symbol, which appears at windtraps when they fail to meet energy demands, and
 3) the hammer symbol, which appears at buildings under repair.  (Note that
 when more than one symbol is displayed at the same building, the "OK" symbol
 will overlay a hammer symbol; a hammer symbol will overlay a lightning-bolt
 symbol.)

o While a building is being upgraded, a Fix order can also be issued to the
 building.  A player can issue a Fix order to an upgrading building even when
 there are no credits available to make the repairs.  (When this happens, the
 hammer symbol will continue to flash over the building until enough credits
 become available to complete repairs, or until the Fix order is cancelled.)

27. UPGRADING BUILDINGS
=======================
o There are no buildings to be upgraded in mission 1 (for any House).

o Starting with mission 4, some buildings may be upgraded twice.  Starting with
 mission 6, an Ordos barracks may be upgraded 3 times.  (An Ordos barracks is
 the only building in the game that can be upgraded 3 times in a single
 mission.)

o Some captured Computer buildings may require upgrades to reach their full
 manufacturing potential.

o Number of building upgrades per mission, quick-reference chart:

                  |ATREIDES MISSIONS|ORDOS MISSIONS   |HARKONNEN MISSIONS
                  |-----------------|-----------------|------------------
 BUILDING         |1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9|1:2:3:4:5:6:7:8:9
 -----------------|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:-|-:-:-:-:-:-:-:-:--
 Barracks.........|.:1:1:1:1:1:1:1:1|.:1:1:2:2:3:3:3:3|.:.:.:1:1:1:1:1:1.
 Construction yard|.:.:.:.:.:1:.:.:.|.:.:.:.:.:1:.:.:.|.:.:.:.:.:1:.:.:..
 Hi-Tech..........|.:.:.:.:.:.:1:.:.|.:.:.:.:.:.:1:.:.|.:.:.:.:.:.:.:.:..
 Vehicle factory..|.:.:1:2:2:2:.:.:.|.:.:1:2:1:1:.:.:.|.:.:.:2:1:1:.:.:..
 -----------------------------------------------------------------------------
 Notes: Houses indicated are player-controlled Houses, only.
 At the start of a mission, initial barracks types are soldier barracks for
 House Atreides and House Ordos, and trooper barracks for House Harkonnen.
 Harkonnen Hi-Techs are never upgraded.

o Upgrade detail chart, mission 2:

                    | FIRST/ONLY UPGRADE
                    |-------------------
 BUILDING           | COST : NEW OPTION
 -------------------|------:------------
 Barracks, Atreides.|.150..:.Infantry...
 Barracks, Ordos....|.150..:.Infantry...

o Upgrade detail chart, mission 3:

                           | FIRST/ONLY UPGRADE
                           |-------------------
 BUILDING                  | COST : NEW OPTION
 --------------------------|------:------------
 Barracks, Atreides........|.150..:.Infantry...
 Barracks, Ordos...........|.150..:.Infantry...
 Vehicle factory, Atreides.|.200..:.Quad.......
 Vehicle factory, Ordos....|.200..:.Quad.......

o Upgrade detail chart, mission 4:

                       | FIRST UPGRADE                    | SECOND UPGRADE
                       |----------------------------------|------------------
 BUILDING              | COST : NEW OPTION(S)             | COST : NEW OPTION
 ----------------------|------:---------------------------|------:-----------
 Barracks, Atreides....|.150..:.Infantry..................|......:...........
 Barracks, Harkonnen...|.200..:.Troopers..................|......:...........
 Barracks, Ordos.......|.150..:.Infantry..................|.150..:.Trooper...
 Vehicle factory (all).|.200..:.Harvester and combat tank.|.300..:.MCV.......
 -----------------------------------------------------------------------------
 Notes: Vehicle factories for all Houses are considered identical, here.

o Upgrade detail chart, mission 5:

                            | FIRST UPGRADE       | SECOND UPGRADE
                            |---------------------|--------------------
 BUILDING                   | COST : NEW OPTION   | COST : NEW OPTION
 ---------------------------|------:--------------|------:-------------
 Barracks, Atreides.........|.150..:.Infantry.....|......:.............
 Barracks, Harkonnen........|.200..:.Troopers.....|......:.............
 Barracks, Ordos............|.150..:.Infantry.....|.150..:.Trooper.....
 Vehicle factory, Atreides..|.300..:.MCV..........|.300..:.Missile tank
 Vehicle factory, Harkonnen.|.300..:.Missile tank.|......:.............
 Vehicle factory, Ordos.....|.300..:.MCV..........|......:.............

o Upgrade detail chart, mission 6:

                           |FIRST UPGRADE     |SECOND UPGRADE |THIRD UPGRADE
                           |------------------|---------------|---------------
 BUILDING                  |COST:NEW OPTION   |COST:NEW OPTION|COST:NEW OPTION
 --------------------------|----:-------------|----:----------|----:----------
 Barracks, Atreides........|150.:Infantry.....|....:..........|....:..........
 Barracks, Harkonnen.......|200.:Troopers.....|....:..........|....:..........
 Barracks, Ordos...........|150.:Infantry.....|150.:Trooper...|200.:Troopers..
 Construction yard (all)...|200.:Rocket turret|....:..........|....:..........
 Vehicle factory, Atreides.|300.:Missile tank.|300.:Siege tank|....:..........
 Vehicle factory, Harkonnen|300.:Siege tank...|....:..........|....:..........
 Vehicle factory, Ordos....|300.:Siege tank...|....:..........|....:..........
 -----------------------------------------------------------------------------
 Notes: Construction yards for all Houses are considered identical, here.

o Upgrade detail chart, mission 7:

                    |FIRST UPGRADE   |SECOND UPGRADE |THIRD UPGRADE
                    |----------------|---------------|---------------
 BUILDING           |COST:NEW OPTION |COST:NEW OPTION|COST:NEW OPTION
 -------------------|----:-----------|----:----------|----:----------
 Barracks, Atreides.|150.:Infantry...|....:..........|....:..........
 Barracks, Harkonnen|200.:Troopers...|....:..........|....:..........
 Barracks, Ordos....|150.:Infantry...|150.:Trooper...|200.:Troopers..
 Hi-Tech, Atreides..|250.:Ornithopter|....:..........|....:..........
 Hi-Tech, Ordos.....|250.:Ornithopter|....:..........|....:..........

o Upgrade detail chart, mission 8:

                    |FIRST UPGRADE  |SECOND UPGRADE |THIRD UPGRADE
                    |---------------|---------------|---------------
 BUILDING           |COST:NEW OPTION|COST:NEW OPTION|COST:NEW OPTION
 -------------------|----:----------|----:----------|----:----------
 Barracks, Atreides.|150.:Infantry..|....:..........|....:..........
 Barracks, Harkonnen|200.:Troopers..|....:..........|....:..........
 Barracks, Ordos....|150.:Infantry..|150.:Trooper...|200.:Troopers..

o Upgrade detail chart, mission 9:

                    |FIRST UPGRADE  |SECOND UPGRADE |THIRD UPGRADE
                    |---------------|---------------|---------------
 BUILDING           |COST:NEW OPTION|COST:NEW OPTION|COST:NEW OPTION
 -------------------|----:----------|----:----------|----:----------
 Barracks, Atreides.|150.:Infantry..|....:..........|....:..........
 Barracks, Harkonnen|200.:Troopers..|....:..........|....:..........
 Barracks, Ordos....|150.:Infantry..|150.:Trooper...|200.:Troopers..

o After a building is successfully upgraded, its default Build option (shown on
 the Game Screen when the building is initially clicked on) will change to the
 option which is now available as a result of the upgrade.

28. UNITS: GENERAL
==================
o Unless otherwise specified, the term "units" in this document generally
 refers to any mobile component of any House's combat, harvesting or support
 force.  The term "airborne units" in this document refers specifically to all
 carryalls, frigates and ornithopters.

o In every mission, there is a preset limit on the number of ground units, and
 a separate preset limit on the number of airborne units, that a House may
 have at any one time.  If a House reaches its limit on ground units, all
 friendly vehicle factories and barracks will refuse to manufacture new units,
 and any friendly starport will refuse to purchase additional units of any
 type (airborne or ground).  Similarly, if a House reaches its limit on
 airborne units, all friendly Hi-Techs will refuse to manufacture new units,
 and any friendly starport will refuse to purchase additional airborne units.
 These limits vary from mission to mission, and only apply to units that are
 directly manufactured or purchased by that House.  (Friendly reinforcement
 units that are spontaneously dropped off by carryall, palace-generated units,
 and frigates do not count against a House's unit limits.  Also, a House may
 always acquire additional carryalls and harvesters through the construction
 of new refineries.)

o The term "range" in this document refers to the maximum linear distance
 between two points on a horizontal or vertical line.  This distance is
 measured in "spaces", where 1 space is an area equal in size and shape to 1
 quadrant of a concrete slab.  (See the examples of range under section 19:
 Rocket Turret, and section 22: Turret.)

o The term "Reveal Range" in this document refers to the largest area of the
 battlefield that a player-controlled object will reveal/detect when it is
 placed on the battlefield, moves, or fires.  It also refers to the largest
 area of the battlefield that a Computer-controlled object will reveal to
 player-controlled forces when it fires.

o The Reveal Range for player-controlled ground units varies by unit type, by
 whether the unit is moving or stationary, and by whether the unit is in
 Escort mode or not.

o While a player-controlled ground unit is moving to a destination, and/or
 while it is in Escort mode (see section 50: Management Of Units), its Reveal
 Range is reduced.  Specifically, a player-controlled ground unit (excluding
 Fremen and saboteur units) moving or escorting in unexplored territory will
 reveal/detect only the space it occupies, and the 8 surrounding spaces.  A
 Fremen or saboteur unit in motion does not reveal any unexplored territory
 beyond the one space it occupies.

o Minimum Reveal Range for ground units other than Fremen and saboteurs:

 ###
 ###
 ###
 -----------------------------------------------------------------------------
 Notes: A "#" represents an area roughly equivalent in size to 1 quadrant of a
 concrete slab.  Here, a unit would be at the center of this 3x3 matrix.

o Ground units of any type (and belonging to any House) may occasionally cross
 paths when they should normally not be able to do so.  When this happens, one
 unit will overlap the other, and neither unit will be damaged.

o Airborne units of any type (and belonging to any House) can cross paths at
 any time without affecting one another.
</pre><pre id="faqspan-3">
o An airborne unit can be damaged if it overflies an explosion (including
 projectile impacts on terrain, buildings or units).

o Once a unit has been ordered to attack a target unit, the target unit can be
 tracked and followed into unexplored/unrevealed territory.

o If a Computer-controlled ground unit, turret or rocket turret fires from a
 position which is not visible on the battlefield, that position and the area
 around it will be revealed/detected.

o Any unit which fires 2 projectiles per attack will fire only 1 projectile per
 attack if it becomes 50% damaged.

o Any unit which fires 2 projectiles per attack can split its attack between 2
 targets if one target is destroyed with the first projectile, and/or the
 attacking unit is given new orders before the second projectile is fired.

o Ground units may ignore intervening objects when firing on targets.  Results
 of such attacks vary depending on the type of attacking unit and the weapon
 used.  Deviators and missile tanks can fire over intervening objects;
 Trooper(s) and Fremen units can fire over objects when rockets are used; and
 sonic tanks can fire through mountains and walls without damaging them.  With
 any other type of attack from a ground unit, intervening mountains will block
 attacks and remain undamaged, and intervening friendly and enemy buildings
 and walls will block the attack and be damaged.  In most attacks, intervening
 friendly and enemy units will not be hit or damaged (exceptions to this can
 include damage from sonic blasts, inaccurate missile attacks and/or secondary
 damage from explosions at target locations).

o Solid projectiles may be fired over sandworms without striking them.  Sonic
 blasts directed at another target will damage intervening sandworms.

o Airborne units are generally not included in the numerical limit placed on
 ground units, and have a separate maximum numerical limit.  An exception to
 this occurs when purchasing ornithopters from a starport, which cannot be
 done if the numerical limit on ground units has been reached.

o When a unit is in Escort mode, it will attempt to move a minimal distance
 every time the escorted unit begins to move.  If the escorting unit is unable
 to do this, it may discard its Escort order and default to Guard mode.

o On occasion, when a combat tank, Deviator, harvester, MCV, missile tank,
 siege tank or sonic tank is destroyed, it will leave behind a soldier, which
 will be undamaged and in Guard mode.

o With the exception of harvesters, Fremen and MCVs, all friendly ground units
 in Guard mode will occasionally "fidget", reorienting themselves (and/or
 their turrets, where applicable) at random times.  Computer-controlled ground
 units in Guard mode remain motionless, with the possible exception of
 saboteurs in Area-guard mode.

o Airborne units do not reveal unexplored territory.

o Note that on occasion an explosion may itself become a target.  Specifically,
 an exploding enemy unit can remain a target until it explodes and the
 fireball fades away.  Until this happens, friendly forces may continue to
 fire at that location, causing more explosions there.  This cycle of firing
 and explosions may be repeated several times.

o A unit's orders will be cancelled (and it will default to Guard mode) if its
 target has been destroyed.  "Target" here means any unit or building it was
 ordered to move to and/or attack, or any unit that it was ordered to escort.

o In general, when a ground unit cannot carry out an order, it will default to
 Guard mode.  If 2 ground units are ordered to occupy the same empty target
 space, the first unit to arrive will go into Guard mode; the second unit to
 arrive will wait indefinitely for a chance to move into the target location.
 During this wait, the unit will ignore all other enemy buildings and units
 until it can complete the move, or until its move order is cancelled/changed.

o As a player-controlled ground unit is destroyed, its Reveal Range increases
 to maximum, and any unrevealed/undetected territory around that unit is
 revealed/detected accordingly.

o Combat units in Guard mode will never directly target walls for attack.

o Soldier, infantry, trooper and troopers units in Guard mode will not attempt
 to capture enemy buildings.

o Sand dunes will not slow the movement of ground units any more than flat sand
 will.

o Under varying circumstances, a ground unit may occasionally be produced which
 will accumulate damage simply by moving.  Such a unit will slowly accumulate
 damage as it moves, and will eventually be destroyed if it is frequently in
 motion and never repaired.  (Note that repairing such a "decaying" unit will
 restore it to an undamaged state, but does not alter its susceptibility to
 movement-related damage.)

o When an infantry unit or a troopers unit is 50% damaged, it will be reduced
 from a 3-individual group to a single, full-strength individual (an infantry
 unit is reduced to a soldier; a troopers unit is reduced to a trooper).  When
 this happens, the surviving soldier or trooper may attempt to retreat from
 combat and return to its point of origin (typically a space adjacent to the
 barracks which produced the original infantry or troopers unit).  While a
 unit is retreating, it will not return fire if fired upon.  If and when the
 retreating unit reaches its destination, it will stop and go into Guard mode.
 Note that a retreating player unit can be given new orders at any time, while
 a retreating Computer unit cannot.  (A retreating Computer unit will attempt
 only to reach its point of origin; Once it stops retreating, it will go into
 Guard mode and may remain stationary for the rest of the game.)

o Ground units may not always pick the shortest path to a destination, and may
 occasionally become locked in a repeating search pattern when attempting to
 negotiate a path around large obstacles.  If this happens with a player unit,
 it can be given a series of new Move commands to break the desired path into
 smaller steps.

o When not moving to specific targets, ornithopters and carryalls which remain
 in the vicinity of the battlefield will patrol continuously.  Most patrolling
 carryalls tend to move in tight, distorted clockwise circles or ovals, while
 patrolling ornithopters tend towards larger, sweeping clockwise patterns,
 with occasional counterclockwise curves or loops.

o Damaged ground units can only summon carryalls which are already present on
 the battlefield.

o Ground units can exit a factory or other building through any side, and can
 appear at any unoccupied space immediately adjacent to the building.

o Availability of units through production or purchase, quick-reference chart:

              |ATREIDES MISSIONS  |ORDOS MISSIONS     |HARKONNEN MISSIONS
              |-------------------|-------------------|-------------------
 UNIT TYPE    |2:3:4:5:6 :7 :8 :9 |2:3:4:5:6 :7 :8 :9 |2:3:4:5:6 :7 :8 :9
 -------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
 Carryall.....|.:.:.:X:X.:X.:X.:X.|.:.:.:X:X.:X.:X.:X.|.:.:.:X:X.:X.:X.:X.
 Combat tank..|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
 Death Hand...|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..|.:.:.:.:..:..:X.:X.
 Devastator...|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..|.:.:.:.:..:X.:X.:X.
 Deviator.....|.:.:.:.:..:..:..:..|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:..:..:..
 1-Fremen unit|.:.:.:.:..:..:X.:X.|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..
 3-Fremen unit|.:.:.:.:..:..:X.:X.|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..
 Harvester....|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
 Infantry.....|X:X:X:X:X.:X.:X.:X.|X:X:X:X:X.:X.:X.:X.|.:.:.:.:..:..:..:..
 MCV..........|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
 Missile tank.|.:.:.:X:X.:X.:X.:X.|.:.:.:.:X.:X.:X.:X.|.:.:.:X:X.:X.:X.:X.
 Ornithopter..|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:..:..:..
 Quad.........|.:X:X:X:X.:X.:X.:X.|.:X:X:X:X.:X.:X.:X.|.:X:X:X:X.:X.:X.:X.
 Raider trike.|.:.:.:.:..:..:..:..|X:X:X:X:X.:X.:X.:X.|.:.:.:.:..:..:..:..
 Saboteur.....|.:.:.:.:..:..:..:..|.:.:.:.:..:..:X.:X.|.:.:.:.:..:..:..:..
 Siege tank...|.:.:.:.:X.:X.:X.:X.|.:.:.:.:..:X.:X.:X.|.:.:.:.:X.:X.:X.:X.
 Soldier......|X:X:X:X:X.:X.:X.:X.|X:X:X:X:X.:X.:X.:X.|.:.:.:.:..:..:..:..
 Sonic tank...|.:.:.:.:..:X.:X.:X.|.:.:.:.:..:..:..:..|.:.:.:.:..:..:..:..
 Trike........|X:X:X:X:X.:X.:X.:X.|.:.:.:.:X.:X.:X.:X.|.:.:.:.:X.:X.:X.:X.
 Trooper......|.:.:.:.:..:..:..:..|.:.:X:X:X.:X.:X.:X.|X:X:X:X:X.:X.:X.:X.
 Troopers.....|.:.:.:.:..:..:..:..|.:.:.:.:X.:X.:X.:X.|.:.:X:X:X.:X.:X.:X.
 -------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
              | : : : :  :  :  :  | : : : :  :  :  :  | : : : :  :  :  :
 UNITS/MISSION| : : : :  :  :  :  | : : : :  :  :  :  | : : : :  :  :  :
 -------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
 New types....|3:1:3:2:.1:.2:.2:.0|3:1:4:1:.3:.3:.1:.0|1:1:4:2:.2:.1:.1:.0
 Old types....|0:3:4:7:.9:10:12:14|0:3:4:8:.9:12:15:16|0:1:2:6:.8:10:11:12
 -------------|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--|-:-:-:-:--:--:--:--
 Total types..|3:4:7:9:10:12:14:14|3:4:8:9:12:15:16:16|1:2:6:8:10:11:12:12
 -----------------------------------------------------------------------------
 Notes: This chart shows all unit types available to all Houses through direct
 production or purchase, only; Units obtained by any other means (such as
 harvesters delivered with newly purchased refineries) are not included here.

o Availability of units not commonly produced or purchased:

 Unit         | Atreides           | Ordos             | Harkonnen
 -------------|--------------------|-------------------|-------------------
 Death Hand...|.Unavailable........|.Unavailable.......|...................
 Devastator...|.Capture/Deviation..|.Capture/Deviation.|...................
 Deviator.....|.Capture/Deviation..|...................|.Capture/Deviation.
 Fremen.......|....................|.Unavailable.......|.Unavailable.......
 Infantry.....|....................|...................|.Deviation.........
 Ornithopter..|....................|...................|.Capture/Deviation.
 Raider trike.|.Capture/Deviation..|...................|.Capture/Deviation.
 Saboteur.....|.Unavailable........|...................|.Unavailable.......
 Soldier......|....................|...................|.Deviation/Survivor
 Sonic tank...|....................|.Capture/Deviation.|.Capture/Deviation.
 Trooper......|.Deviation/Survivor.|...................|...................
 Troopers.....|.Airlifts/Deviation.|...................|...................
 -----------------------------------------------------------------------------
 Notes: "Unavailable" means that this unit will not be available to this House
 under any circumstances; "Capture" means that this House may build this unit
 after capturing an appropriate enemy vehicle factory or Hi-Tech facility;
 "Deviation" means that this House may control this enemy unit through
 successful attack by a Deviator (note that in some cases this will mean that
 this House must first capture an Ordos vehicle factory which is capable of
 producing Deviators); "Airlifts" means that this unit may be delivered to
 this House by carryall (in missions where carryalls supply reinforcement
 units); "Survivor" refers to instances where this unit is generated from the
 destruction of another unit belonging to this House.

o Unit list, alphabetical sort:

              |    |    |      |     |     |Provided at (will vary by|To build
 Unit         |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 -------------|----|----|------|-----|-----|-------------------------|--------
 Carryall.....|800.|..0.|.100..|.200.|N/A..|Refinery/Hi-Tech.........|Hi-Tech.
 Combat tank..|300.|.38.|.200..|..25.|..4..|Vehicle factory/starport.|Outpost.
 Death Hand...|..0.|150.|..70..|.250.|N/A..|Palace...................|........
 Devastator...|800.|.60.|.400..|..10.|..5..|Vehicle factory..........|Hi-Tech.
 Deviator.....|750.|..0.|.120..|..30.|..7..|Vehicle factory..........|Hi-Tech.
 1-Fremen unit|..0.|..8.|..90..|..15.|..3..|Palace...................|........
 3-Fremen unit|..0.|..8.|.220..|..10.|..3..|Palace...................|........
 Harvester....|300.|..0.|.150..|..30.|N/A..|Refinery/factory/starport|........
 Infantry.....|100.|..4.|..50..|...5.|..2..|Barracks.................|........
 MCV..........|900.|..0.|.150..|..20.|N/A..|Vehicle factory/starport.|Outpost.
 Missile tank.|450.|112.|.100..|..30.|..9..|Vehicle factory/starport.|Outpost.
 Ornithopter..|600.|.75.|...5..|.150.|..5..|Hi-Tech/starport.........|Hi-Tech.
 Quad.........|200.|.10.|.130..|..50.|..3..|Vehicle factory/starport.|........
 Raider trike.|150.|..8.|..80..|..75.|..3..|Vehicle factory..........|........
 Saboteur.....|..0.|150.|..40..|..40.|..2..|Palace...................|........
 Siege tank...|600.|.45.|.300..|..20.|..5..|Vehicle factory/starport.|Outpost.
 Soldier......|.60.|..4.|..20..|...8.|..2..|Barracks.................|........
 Sonic tank...|600.|.90.|.110..|..30.|..8..|Vehicle factory..........|Hi-Tech.
 Trike........|150.|..8.|.100..|..60.|..3..|Vehicle factory/starport.|........
 Trooper......|100.|..8.|..45..|..15.|..3..|Barracks.................|........
 Troopers.....|200.|..8.|.110..|..10.|..3..|Barracks.................|........
 -----------------------------------------------------------------------------
 Notes: Some units are only available to certain Houses, and/or are only
 available in later missions.
 "Cost" indicates only the unit's manufacturing cost at a barracks, vehicle
 factory or Hi-Tech facility.  (At starports, a given unit's cost will vary
 over time.)  "Speed" is maximum speed for airborne units, and maximum speed
 for ground units on concrete; "Range" is maximum weapon range; "To build
 requires" indicates a building which is required in order to manufacture this
 unit.  (This is usually a building which is required in addition to the
 factory or Hi-Tech where the unit will be manufactured.)  "N/A" means "Not
 Applicable"; "Vehicle factory" and "factory" are synonymous terms here.
 The starport frigate is not included in this chart.  For more information,
 see section 35: Frigate.
 This document uses the ornithopter range rating of 5, which is used in the
 actual game.  The manual included with the game rates an ornithopter's range
 at 50.
 This document uses the ornithopter shield rating of 5, which is used in the
 actual game (appearing on the Hi-Tech Production Screen and the starport
 Order Screen).  The manual included with the game rates an ornithopter's
 shield at 3.
 This document uses the trooper speed rating of 15, which is used in the
 actual game.  The manual included with the game rates a trooper unit's speed
 at 10.
 This document uses the troopers speed rating of 10, which is used in the
 actual game.  The manual included with the game rates a troopers unit's speed
 at 15.

o Unit list, cost sort:

              |    |    |      |     |     |Provided at (will vary by|To build
 Unit         |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 -------------|----|----|------|-----|-----|-------------------------|--------
 Death Hand...|..0.|150.|..70..|.250.|N/A..|Palace...................|........
 1-Fremen unit|..0.|..8.|..90..|..15.|..3..|Palace...................|........
 3-Fremen unit|..0.|..8.|.220..|..10.|..3..|Palace...................|........
 Saboteur.....|..0.|150.|..40..|..40.|..2..|Palace...................|........
 Soldier......|.60.|..4.|..20..|...8.|..2..|Barracks.................|........
 Infantry.....|100.|..4.|..50..|...5.|..2..|Barracks.................|........
 Trooper......|100.|..8.|..45..|..15.|..3..|Barracks.................|........
 Raider trike.|150.|..8.|..80..|..75.|..3..|Vehicle factory..........|........
 Trike........|150.|..8.|.100..|..60.|..3..|Vehicle factory/starport.|........
 Quad.........|200.|.10.|.130..|..50.|..3..|Vehicle factory/starport.|........
 Troopers.....|200.|..8.|.110..|..10.|..3..|Barracks.................|........
 Combat tank..|300.|.38.|.200..|..25.|..4..|Vehicle factory/starport.|Outpost.
 Harvester....|300.|..0.|.150..|..30.|N/A..|Refinery/factory/starport|........
 Missile tank.|450.|112.|.100..|..30.|..9..|Vehicle factory/starport.|Outpost.
 Ornithopter..|600.|.75.|...5..|.150.|..5..|Hi-Tech/starport.........|Hi-Tech.
 Siege tank...|600.|.45.|.300..|..20.|..5..|Vehicle factory/starport.|Outpost.
 Sonic tank...|600.|.90.|.110..|..30.|..8..|Vehicle factory..........|Hi-Tech.
 Deviator.....|750.|..0.|.120..|..30.|..7..|Vehicle factory..........|Hi-Tech.
 Carryall.....|800.|..0.|.100..|.200.|N/A..|Refinery/Hi-Tech.........|Hi-Tech.
 Devastator...|800.|.60.|.400..|..10.|..5..|Vehicle factory..........|Hi-Tech.
 MCV..........|900.|..0.|.150..|..20.|N/A..|Vehicle factory/starport.|Outpost.
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Unit list, arms sort:

              |    |    |      |     |     |Provided at (will vary by|To build
 Unit         |Arms|Cost|Shield|Speed|Range|mission number and House)|requires
 -------------|----|----|------|-----|-----|-------------------------|--------
 Carryall.....|..0.|800.|.100..|.200.|N/A..|Refinery/Hi-Tech.........|Hi-Tech.
 Deviator.....|..0.|750.|.120..|..30.|..7..|Vehicle factory..........|Hi-Tech.
 Harvester....|..0.|300.|.150..|..30.|N/A..|Refinery/factory/starport|........
 MCV..........|..0.|900.|.150..|..20.|N/A..|Vehicle factory/starport.|Outpost.
 Infantry.....|..4.|100.|..50..|...5.|..2..|Barracks.................|........
 Soldier......|..4.|.60.|..20..|...8.|..2..|Barracks.................|........
 1-Fremen unit|..8.|..0.|..90..|..15.|..3..|Palace...................|........
 3-Fremen unit|..8.|..0.|.220..|..10.|..3..|Palace...................|........
 Raider trike.|..8.|150.|..80..|..75.|..3..|Vehicle factory..........|........
 Trike........|..8.|150.|.100..|..60.|..3..|Vehicle factory/starport.|........
 Trooper......|..8.|100.|..45..|..15.|..3..|Barracks.................|........
 Troopers.....|..8.|200.|.110..|..10.|..3..|Barracks.................|........
 Quad.........|.10.|200.|.130..|..50.|..3..|Vehicle factory/starport.|........
 Combat tank..|.38.|300.|.200..|..25.|..4..|Vehicle factory/starport.|Outpost.
 Siege tank...|.45.|600.|.300..|..20.|..5..|Vehicle factory/starport.|Outpost.
 Devastator...|.60.|800.|.400..|..10.|..5..|Vehicle factory..........|Hi-Tech.
 Ornithopter..|.75.|600.|...5..|.150.|..5..|Hi-Tech/starport.........|Hi-Tech.
 Sonic tank...|.90.|600.|.110..|..30.|..8..|Vehicle factory..........|Hi-Tech.
 Missile tank.|112.|450.|.100..|..30.|..9..|Vehicle factory/starport.|Outpost.
 Death Hand...|150.|..0.|..70..|.250.|N/A..|Palace...................|........
 Saboteur.....|150.|..0.|..40..|..40.|..2..|Palace...................|........
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Unit list, shield sort:

              |      |    |    |     |     |Provided at (will vary by|To build
 Unit         |Shield|Cost|Arms|Speed|Range|mission number and House)|requires
 -------------|------|----|----|-----|-----|-------------------------|--------
 Ornithopter..|...5..|600.|.75.|.150.|..5..|Hi-Tech/starport.........|Hi-Tech.
 Soldier......|..20..|.60.|..4.|...8.|..2..|Barracks.................|........
 Saboteur.....|..40..|..0.|150.|..40.|..2..|Palace...................|........
 Trooper......|..45..|100.|..8.|..15.|..3..|Barracks.................|........
 Infantry.....|..50..|100.|..4.|...5.|..2..|Barracks.................|........
 Death Hand...|..70..|..0.|150.|.250.|N/A..|Palace...................|........
 Raider trike.|..80..|150.|..8.|..75.|..3..|Vehicle factory..........|........
 1-Fremen unit|..90..|..0.|..8.|..15.|..3..|Palace...................|........
 Carryall.....|.100..|800.|..0.|.200.|N/A..|Refinery/Hi-Tech.........|Hi-Tech.
 Missile tank.|.100..|450.|112.|..30.|..9..|Vehicle factory/starport.|Outpost.
 Trike........|.100..|150.|..8.|..60.|..3..|Vehicle factory/starport.|........
 Sonic tank...|.110..|600.|.90.|..30.|..8..|Vehicle factory..........|Hi-Tech.
 Troopers.....|.110..|200.|..8.|..10.|..3..|Barracks.................|........
 Deviator.....|.120..|750.|..0.|..30.|..7..|Vehicle factory..........|Hi-Tech.
 Quad.........|.130..|200.|.10.|..50.|..3..|Vehicle factory/starport.|........
 Harvester....|.150..|300.|..0.|..30.|N/A..|Refinery/factory/starport|........
 MCV..........|.150..|900.|..0.|..20.|N/A..|Vehicle factory/starport.|Outpost.
 Combat tank..|.200..|300.|.38.|..25.|..4..|Vehicle factory/starport.|Outpost.
 3-Fremen unit|.220..|..0.|..8.|..10.|..3..|Palace...................|........
 Siege tank...|.300..|600.|.45.|..20.|..5..|Vehicle factory/starport.|Outpost.
 Devastator...|.400..|800.|.60.|..10.|..5..|Vehicle factory..........|Hi-Tech.
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Unit list, speed sort:

              |     |    |    |      |     |Provided at (will vary by|To build
 Unit         |Speed|Cost|Arms|Shield|Range|mission number and House)|requires
 -------------|-----|----|----|------|-----|-------------------------|--------
 Infantry.....|...5.|100.|..4.|..50..|..2..|Barracks.................|........
 Soldier......|...8.|.60.|..4.|..20..|..2..|Barracks.................|........
 Devastator...|..10.|800.|.60.|.400..|..5..|Vehicle factory..........|Hi-Tech.
 3-Fremen unit|..10.|..0.|..8.|.220..|..3..|Palace...................|........
 Troopers.....|..10.|200.|..8.|.110..|..3..|Barracks.................|........
 1-Fremen unit|..15.|..0.|..8.|..90..|..3..|Palace...................|........
 Trooper......|..15.|100.|..8.|..45..|..3..|Barracks.................|........
 MCV..........|..20.|900.|..0.|.150..|N/A..|Vehicle factory/starport.|Outpost.
 Siege tank...|..20.|600.|.45.|.300..|..5..|Vehicle factory/starport.|Outpost.
 Combat tank..|..25.|300.|.38.|.200..|..4..|Vehicle factory/starport.|Outpost.
 Deviator.....|..30.|750.|..0.|.120..|..7..|Vehicle factory..........|Hi-Tech.
 Harvester....|..30.|300.|..0.|.150..|N/A..|Refinery/factory/starport|........
 Missile tank.|..30.|450.|112.|.100..|..9..|Vehicle factory/starport.|Outpost.
 Sonic tank...|..30.|600.|.90.|.110..|..8..|Vehicle factory..........|Hi-Tech.
 Saboteur.....|..40.|..0.|150.|..40..|..2..|Palace...................|........
 Quad.........|..50.|200.|.10.|.130..|..3..|Vehicle factory/starport.|........
 Trike........|..60.|150.|..8.|.100..|..3..|Vehicle factory/starport.|........
 Raider trike.|..75.|150.|..8.|..80..|..3..|Vehicle factory..........|........
 Ornithopter..|.150.|600.|.75.|...5..|..5..|Hi-Tech/starport.........|Hi-Tech.
 Carryall.....|.200.|800.|..0.|.100..|N/A..|Refinery/Hi-Tech.........|Hi-Tech.
 Death Hand...|.250.|..0.|150.|..70..|N/A..|Palace...................|........
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

o Unit list, range sort:

              |     |    |    |      |     |Provided at (will vary by|To build
 Unit         |Range|Cost|Arms|Shield|Speed|mission number and House)|requires
 -------------|-----|----|----|------|-----|-------------------------|--------
 Infantry.....|..2..|100.|..4.|..50..|...5.|Barracks.................|........
 Saboteur.....|..2..|..0.|150.|..40..|..40.|Palace...................|........
 Soldier......|..2..|.60.|..4.|..20..|...8.|Barracks.................|........
 1-Fremen unit|..3..|..0.|..8.|..90..|..15.|Palace...................|........
 3-Fremen unit|..3..|..0.|..8.|.220..|..10.|Palace...................|........
 Quad.........|..3..|200.|.10.|.130..|..50.|Vehicle factory/starport.|........
 Raider trike.|..3..|150.|..8.|..80..|..75.|Vehicle factory..........|........
 Trike........|..3..|150.|..8.|.100..|..60.|Vehicle factory/starport.|........
 Trooper......|..3..|100.|..8.|..45..|..15.|Barracks.................|........
 Troopers.....|..3..|200.|..8.|.110..|..10.|Barracks.................|........
 Combat tank..|..4..|300.|.38.|.200..|..25.|Vehicle factory/starport.|Outpost.
 Devastator...|..5..|800.|.60.|.400..|..10.|Vehicle factory..........|Hi-Tech.
 Ornithopter..|..5..|600.|.75.|...5..|.150.|Hi-Tech/starport.........|Hi-Tech.
 Siege tank...|..5..|600.|.45.|.300..|..20.|Vehicle factory/starport.|Outpost.
 Deviator.....|..7..|750.|..0.|.120..|..30.|Vehicle factory..........|Hi-Tech.
 Sonic tank...|..8..|600.|.90.|.110..|..30.|Vehicle factory..........|Hi-Tech.
 Missile tank.|..9..|450.|112.|.100..|..30.|Vehicle factory/starport.|Outpost.
 Carryall.....|N/A..|800.|..0.|.100..|.200.|Refinery/Hi-Tech.........|Hi-Tech.
 Death Hand...|N/A..|..0.|150.|..70..|.250.|Palace...................|........
 Harvester....|N/A..|300.|..0.|.150..|..30.|Refinery/factory/starport|........
 MCV..........|N/A..|900.|..0.|.150..|..20.|Vehicle factory/starport.|Outpost.
 -----------------------------------------------------------------------------
 Notes: See the notes with the first chart in this series.

29. CARRYALL
============
o Carryall specifications:

         |    |    |      |     |     |Provided at (will vary by|To build
 Unit    |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 --------|----|----|------|-----|-----|-------------------------|--------
 Carryall|800.|.0..|.100..|.200.|N/A..|Refinery/Hi-Tech.........|Hi-Tech.

o A carryall is white, trimmed with the House color of the side controlling it.

o Carryalls do not appear on radar.

o Clicking on a carryall has no effect.  A player cannot target, order, or get
 the damage status of a carryall.

o Carryalls may be made available to a House under varying circumstances.  In
 missions 5 through 9, carryalls may be manufactured by any House; But in all
 9 missions, carryalls may also be provided on a temporary basis from outside
 sources.  Manufactured carryalls and those delivered with refineries patrol
 the battlefield continuously, awaiting tasks to perform, while "outside"
 carryalls will enter the battlefield only when required, and then leave again
 when they are no longer being utilized.  Note that damaged ground units can
 only summon carryalls which are already present on the battlefield.

o Carryalls are not confined to the battlefield, and may cross its borders at
 any time.

o Carryalls can automatically retrieve full harvesters and bring them back to
 refineries.  They can also remove unloaded harvesters from refineries and
 place them on the battlefield.

o Carryalls can automatically retrieve damaged ground units and bring them back
 to repair facilities.

o Friendly carryalls may, from time to time, drop off new reinforcement units
 (this will vary by House, and mission number).  If a unit is dropped off in a
 location that is not visible on the battlefield, the unit and the area around
 it will be revealed/detected.  Note that this is the only time a friendly
 carryall may transport more than one unit at a time.

o Starting with mission 4, Computer-controlled carryalls may, from time to
 time, drop off Computer-controlled ground units near a player's structures.
 Note that more than one Computer unit at a time may be transported by a
 single Computer carryall.

o Starting with mission 4, Computer-controlled carryalls may continue to drop
 off Computer units even after that House's base can no longer produce units.

o Carryalls will not reveal unexplored territory.

o If a carryall is destroyed, anything it was carrying is also destroyed.

o Carryalls can transport units to and from repair facilities and vehicle
 factories when those buildings are tightly surrounded by other buildings,
 walls, or ground units.  If a starport is surrounded in this way, a carryall
 will remove individual units from frigates which attempt to unload there, and
 will then place those units on the battlefield.

o Any unit's Move, Attack, or Escort order is cancelled if it is picked up by a
 carryall.  A Devastator's Self-Destruct order is not cancelled, but is
 suspended until it is returned to the battlefield.

o Carryalls produced at a Hi-Tech will tend to remain in the general area
 around the Hi-Tech unless/until they have a target to move to.

o If a carryall is delivering a harvester to a refinery, and the refinery is
 destroyed before the carryall reaches it, the carryall will search for
 another unoccupied friendly refinery and make the delivery there, if
 possible.  If no such refinery exists, the carryall will keep the harvester
 and will begin to patrol the battlefield.  If a new friendly refinery is made
 available, the carryall may deliver the harvester, or it may continue to
 patrol.

o If a harvester is ordered to move to a location that it cannot reach (or is
 ordered to escort a unit it cannot escort), a carryall will attempt to
 retrieve the harvester, and take it to an unoccupied friendly refinery.  If
 such a refinery is not available, the carryall will fail to make the pickup,
 and will repeat the attempt until a refinery is available, or until the
 harvester's orders are changed so that it no longer requires pickup.

o If a ground unit other than a harvester or MCV is ordered to move to a
 location that it cannot reach, a carryall may attempt to retrieve the unit,
 and take it to an unoccupied friendly repair facility.  (If no friendly
 repair facilities exist, no carryall is summoned, and the unit returns to
 Guard mode.)

o In general, a carryall will attempt to retrieve any unit which is ordered to
 move to a location that the unit cannot reach on its own.  However, if the
 player orders an MCV to a location that it cannot reach, the MCV will likely
 be ignored by carryalls.

o Any number of carryalls may become available for transporting units.  The
 number of carryalls available at a given time does not necessarily correspond
 to the number of carryalls provided with refineries and/or manufactured at
 Hi-Techs.

o Deviator missiles cannot affect carryalls; However, a Deviator missile
 explosion beneath an overflying enemy carryall may deviate any unit(s) held
 by the carryall.

o Carryalls will not deliver harvesters or MCVs to repair facilities;
 Harvesters and MCVs must use a ground path in order to enter a repair
 facility.  Note, however, that a carryall can retrieve a harvester or MCV
 from a repair facility if the repaired unit becomes blocked inside or
 otherwise cannot find a ground path to exit the facility.

30. COMBAT TANK
===============
o Combat tank specifications:

            |    |    |      |     |     |Provided at (will vary by|To build
 Unit       |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 -----------|----|----|------|-----|-----|-------------------------|--------
 Combat tank|300.|.38.|.200..|..25.|..4..|Vehicle factory/starport.|Outpost.

o A combat tank can fire only 1 cannon shell per attack.

o Combat tanks can be used to overrun enemy soldier, infantry, trooper(s),
 Fremen or saboteur units.

31. DEATH HAND
==============
o Death hand specifications:

 Unit       | Cost | Arms | Shield | Speed | Range | Provided at
 -----------|------|------|--------|-------|-------|------------
 Death Hand.|..0...|.150..|...70...|..250..|.N/A...|.Palace.....

o Clicking on an in-flight Death Hand has no effect.  A player cannot target,
 order, or get the damage status of a Death Hand in flight.

o The explosion caused by a Death Hand can damage terrain, unharvested spice,
 friendly and enemy structures, all ground units, most airborne units, and
 sandworms.

o A Death Hand explosion cannot destroy a frigate, unless the frigate is at a
 starport which is hit and destroyed by the Death Hand.

o Although a Death Hand explosion on screen is roughly asterisk-shaped, any
 actual damage occurs within a square 5 spaces on a side:

 #####
 #####
 #####
 #####
 #####
 -----------------------------------------------------------------------------
 Notes: A "#" represents an area equal in size and shape to 1 quadrant of a
 concrete slab.  Here, the Death Hand would have impacted at the center of
 this 5x5 matrix.

o Death Hands are generally inaccurate.  As such, a Death Hand launched at a
 target near an edge of the battlefield can explode partially or completely
 off-screen.  (When a Death Hand explodes completely off-screen, no explosion
 soundbite is played.)

32. DEVASTATOR
==============
o Devastator specifications:

           |    |    |      |     |     |Provided at (will vary by|To build
 Unit      |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 ----------|----|----|------|-----|-----|-------------------------|--------
 Devastator|800.|.60.|.400..|.10..|..5..|Vehicle factory..........|Hi-Tech.

o On the Game Screen, Devastators are somewhat similar in appearance to siege
 tanks.  Note that Devastators have squarish turrets with cannon barrels set
 relatively close together.  Siege tanks have rounded turrets with cannon
 barrels set relatively far apart.

o A Devastator does not have a rotating turret; the entire tank must turn to
 face a target.

o An undamaged Devastator can fire up to 2 cannon shells per attack.

o If a Computer-controlled Devastator succumbs to an attack from a Deviator,
 the Devastator may be ordered to self-destruct.  If given the self-destruct
 order while deviated, the order will be carried out even if the Devastator
 reverts back to enemy control.

o A self-destructing Devastator can damage an area of this size and shape:

 ###
 ###
 ###
 -----------------------------------------------------------------------------
 Notes: A "#" represents an area equal in size and shape to 1 quadrant of a
 concrete slab.  Here, the Devastator would have exploded at the center of
 this 3x3 matrix.

o Concrete which is directly under a self-destructing Devastator is always
 destroyed.  Concrete adjacent to a self-destructing Devastator is never
 affected.

o A self-destructing Devastator can damage nearby sandworms.

o A self-destructing Devastator can damage or destroy overhead airborne units.

o A Devastator which is ordered to self-destruct will be in Guard mode, and may
 still fire on enemy buildings or units before exploding.

o A Devastator ordered to self-destruct will not explode if it is swallowed by
 a sandworm.

o A Devastator's Self-Destruct countdown usually lasts about 4.5 seconds.

o Devastators can be used to overrun enemy soldier, infantry, trooper(s),
 Fremen or saboteur units.

33. DEVIATOR
============
o Deviator specifications:

         |    |    |      |     |     |Provided at (will vary by|To build
 Unit    |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 --------|----|----|------|-----|-----|-------------------------|--------
 Deviator|750.|.0..|.120..|..30.|..7..|Vehicle factory..........|Hi-Tech.

o On the Game Screen, Deviators are identical in appearance to missile tanks
 (difference in House colors being the only exception).

o Deviators cannot directly affect terrain (with the exception of spice blooms)
 or unharvested spice.

o Deviators in Guard mode will not fire on enemy structures.

o Deviators in Guard mode will fire on enemy saboteurs and may fire on
 sandworms.

o If ordered to fire on a spice bloom, a Deviator will only fire at it once,
 and then go into Guard mode.  A direct hit from a Deviator missile will
 detonate the spice bloom.  (This is the only instance where a Deviator
 missile can directly affect terrain.)

o A Deviator will fire only 1 missile per attack.

o Deviator missiles can affect any units within in area of this size and shape:

   #
  ###
 #####
  ###
   #
 -----------------------------------------------------------------------------
 Notes: A "#" represents an area equal in size and shape to 1 quadrant of a
 concrete slab.  Here, the missile impact would be at the center.  Any enemy
 units within this area may be affected (although it is also possible that a
 given Deviator missile will have no effect on any unit).

o Missiles will attempt to strike wherever the target was located at the moment
 of firing.

o Deviator missiles can affect most enemy ground units, and enemy ornithopters.

o Deviator missiles have no effect on friendly or enemy structures, friendly
 units, carryalls, Fremen, frigates, saboteurs, or sandworms.

o Deviator missiles cannot affect carryalls; However, a Deviator missile
 explosion beneath an overflying enemy carryall may deviate any unit(s) held
 by the carryall.

o When a ground unit is deviated, it goes into Guard mode.

o On the Game Screen, a deviated unit's coloring will change to the House color
 of the side controlling the Deviator.  If the deviation effect wears off, the
 unit's color changes back.  The radar screen will also show the color changes
 of deviated ground units.

o When a Deviator successfully attacks an enemy unit, that unit will be under
 the control of the House operating the Deviator.  The affected unit can
 revert back once it is fired upon by any other unit, turret or rocket turret,
 or when the Deviator gas effect wears off.

o After a House deviates a unit, its forces will ignore that unit unless the
 unit reverts to enemy control while it is executing an order, or the unit
 reverts and then executes an enemy order.  If a deviated unit in Guard mode
 reverts but remains in Guard mode, it will not be attacked by the forces of
 the deviating House.

o Note that a deviated unit cannot overrun units which belong to its original
 House.  (Example: An Ordos player deviates a Harkonnen tank.  The tank, now
 under Ordos control, is ordered to overrun a Harkonnen trooper.  Here, the
 tank will attempt to maneuver around the trooper, instead.)

o If a Computer-controlled unit is clicked on, and is then deviated, the
 Selection Cursor changes to a Targeting Cursor, and the deviated unit is
 ready to accept an order from the player.

o When a unit is deviated, it is not subtracted from the unit limit of the
 House which built it.  In other words, if a House is prevented from building
 or purchasing new units because too many friendly units already exist, then
 that situation will not change if one or more of those friendly units are
 deviated by the enemy.

o Deviated harvesters which revert to Guard mode will not automatically return
 to friendly refineries; they must be ordered to do so.

o A harvester can be deviated while it is unloading at a refinery.  When this
 happens, the harvester will continue to unload, and the House which controls
 the refinery will receive the spice/credits.  When the harvester leaves the
 refinery, it may still be deviated.

o If a refinery contains an enemy harvester, any nearby friendly units may fire
 upon the refinery in an attempt to destroy the harvester.

o If a refinery controlled by one House contains a harvester controlled by
 another House, a carryall from the first House may remove the harvester.
 This is the only time a carryall can pick up an enemy unit.

o Deviated units may be escorted.

o If a Computer-controlled harvester is deviated, it will be able to accept an
 order to escort a player-controlled unit.  The harvester can continue to
 escort the player unit until the deviation effect wears off.

o If a Computer-controlled Devastator succumbs to an attack from a Deviator,
 the Devastator may be ordered to self-destruct.  If given the self-destruct
 order while deviated, the order will be carried out even if the Devastator
 reverts back to enemy control.

o Computer-controlled soldier, infantry or trooper(s) units which are deviated
 to player control may be used to capture Computer-controlled buildings.

o Deviators can themselves be deviated by enemy Deviators.  When a Deviator is
 deviated, the nerve gas in the missiles it fires is also changed to benefit
 the House which now controls it.

o When deviated units revert to friendly control, they will be in Guard mode.

o Deviators can be used to overrun enemy soldier, infantry, trooper(s), Fremen
 or saboteur units.

34. FREMEN
==========
o Fremen unit specifications:

 Unit          | Cost | Arms | Shield | Speed | Range | Provided at
 --------------|------|------|--------|-------|-------|------------
 1-Fremen unit.|..0...|..8...|...90...|..15...|...3...|.Palace.....
 3-Fremen unit.|..0...|..8...|..220...|..10...|...3...|.Palace.....

o Fremen may be summoned by the Atreides palace to attack a specific target, or
 to attack unspecified targets of opportunity.  To summon a Fremen attack on a
 specific target, click the palace's Targeting Cursor on a friendly or enemy
 building, friendly or enemy ground unit, or a sandworm (enemy targets may be
 clicked on in revealed or unrevealed areas).  Clicking the palace's Targeting
 Cursor anywhere else on the battlefield will summon Fremen to attack targets
 of opportunity, which include only enemy buildings and/or enemy ground units
 which are visible and detectable to player-controlled forces.  If there are
 no valid targets when Fremen units are summoned, they can still appear, but
 will remain inactive until a valid target of opportunity is revealed.

o The Atreides palace will summon from 0 to 5 Fremen units at a time.  Each
 Fremen unit will be either a single Fremen, or a grouped unit of 3 Fremen.
 These units will all attempt to enter the battlefield simultaneously, in one
 general area chosen at random.  (Note that a Fremen unit will disappear if it
 emerges on the battlefield in a location shared by another solid object.)  If
 a player's Fremen units appear in a location that is not visible on the
 battlefield, the units and the area around them will be revealed/detected.
 From there they will approach any valid target if one exists.

o On the radar screen, a revealed/detected Fremen unit will appear as a white
 dot.

o On the Game Screen, Fremen units are identical in appearance to trooper and/
 or troopers units, but with House Atreides coloring.

o If a Fremen unit is fired on by an enemy unit, it may disregard any
 palace-chosen target, and return fire against the enemy unit.  If a Fremen
 unit is fired on by an enemy turret or rocket turret, it may disregard any
 palace-chosen target, and attack a nearby target of opportunity, instead.

o On rare occasions, Fremen units may be ignored by enemy turrets or rocket
 turrets.

o Some Fremen units appear as a group of three individuals.  When such a unit
 is 75% damaged, 2 of these individuals are simultaneously destroyed.  When
 this happens, the remaining individual will be a single full-strength Fremen
 (a "1-Fremen unit").

o The grouped unit of 3 Fremen will fire twice as often as 1 lone Fremen.

o A 1-Fremen unit is equivalent to a trooper unit in armament, speed and range,
 but has double the shield strength.  Similarly, a 3-Fremen unit is equivalent
 to a troopers unit in armament, speed and range, but has double the shield
 strength.  Fremen/trooper(s) comparison chart:

 Unit          | Cost | Arms | Shield | Speed | Range | Provided at
 --------------|------|------|--------|-------|-------|------------
 1-Fremen unit.|...0..|..8...|...90...|..15...|...3...|.Palace.....
 Trooper.......|.100..|..8...|...45...|..15...|...3...|.Barracks...
 3-Fremen unit.|...0..|..8...|..220...|..10...|...3...|.Palace.....
 Troopers......|.200..|..8...|..110...|..10...|...3...|.Barracks...

o A player cannot give new orders to Fremen units; Fremen are autonomous after
 they first appear on the battlefield.

o Fremen units will launch rockets at targets which are up to 3 spaces away.
 Closer targets are fired on with heavier projectile weapons.

o The rockets fired by Fremen can travel over intervening objects to strike a
 target.

o Fremen units may all concentrate on a single target, or attack different
 targets simultaneously.

o Fremen units cannot be escorted by other units.  Atreides combat vehicles
 will attack targeted Fremen units if ordered to escort them.  (If this
 happens, Fremen units will not return fire.)

o Up to 7 Fremen units may be active at a time.  Once 7 Fremen units are on the
 battlefield, any further attempt to summon Fremen will have no effect.  (An
 attempt will still use up the palace's summoning ability, but no additional
 Fremen units are summoned.)

o The damage status bars under Fremen unit icons can only indicate damage in
 excess of 50 percent.  For example, the damage status bar of a 30%-damaged
 Fremen unit will look identical to the status bar of an undamaged Fremen unit
 (both status bars would be green and at full length).  A Fremen unit's status
 bar can visibly change only after half of the unit's shield strength has been
 depleted.

o Atreides ground vehicles cannot overrun Fremen units; they will attempt to
 maneuver around Fremen when necessary.

o A player-controlled Fremen unit in motion does not reveal any unexplored
 territory beyond the one space it occupies.

o Fremen cannot be affected by Deviator missiles.

35. FRIGATE
===========
o A frigate is considered a "unit" only in this document.  During the game's
 tutorial and during actual gameplay, there are no references to frigates, nor
 do frigates appear in the unit descriptions or unit tables in the manual
 included with the game (pages 22 though 27).

o On the Game Screen, a frigate appears as a large, metallic, rectangular
 flying object.  (See also the illustration on page 11 of the game manual.)

o Clicking on a frigate has no effect.  A player cannot target, order, or get
 the damage status of a frigate.

o A frigate can only be destroyed while at an exploding starport, and is
 otherwise invulnerable to attack.  If a frigate is destroyed, anything it was
 carrying is also destroyed.

o A frigate's cruising speed is comparable to that of an ornithopter.

o A frigate has no offensive capability.

o Once a frigate has entered the battlefield to land at a starport, the
 starport will be unable to request additional units.  New units can be
 purchased again only after the frigate has left the battlefield.

o If a starport is tightly surrounded by other buildings, walls, or ground
 units, a carryall will remove individual units from frigates which attempt to
 unload there, and will then place those units on the battlefield.

o If a starport is expecting a frigate, but is destroyed before the frigate
 arrives, the frigate will drop each purchased unit at a random point on the
 battlefield.

o Frigates will not reveal unexplored territory.

o Frigates tend to fly north when leaving the battlefield.

36. HARVESTER
=============
o Harvester specifications:

           |      |      |        |       |       | Provided at (will vary by
 Unit      | Cost | Arms | Shield | Speed | Range | mission number and House)
 ----------|------|------|--------|-------|-------|--------------------------
 Harvester.|.300..|..0...|..150...|..30...|.N/A...|.Refinery/factory/starport

o At the beginning of a mission, when a refinery is completed and placed, the
 harvester brought to it will begin seeking spice automatically.  When the
 harvester is full, it will return to the refinery (or another friendly
 refinery, if applicable) and unload automatically.  This process is repeated
 until all spice that can be detected by the harvester has been processed.

o Spice on sand appears in single and double layers.  Harvesters process all
 spice at one fixed speed, one layer at a time.

o A harvester can be ordered to harvest spice from an unrevealed/undetected
 area of the battlefield.  (Specifically, a harvester with any free cargo
 space will begin harvesting whenever it is ordered to move to a spice field,
 whether or not the spice field was revealed/detected on the battlefield at
 the time the order was given.)

o If a harvester succumbs to attack from a Deviator, the harvester can be made
 to unload in a refinery belonging to the attacker.

o Clicking on a revealed/detected friendly or enemy harvester will display its
 ID icon with 2 status bars.  Under the damage status bar will be an orange
 status bar indicating the amount of spice stored in the harvester.  When this
 status bar is at maximum length, the harvester is full.

o A harvester can hold about 700 credits' worth of spice.

o A harvester's performance or storage capacity will not be affected by damage.

o If a harvester enters a refinery, or is picked up by a carryall, any friendly
 units escorting the harvester will stop and default to Guard mode.

o In general, if a player has no harvester available, but a player refinery
 remains, a carryall will deliver a new harvester.  However, there are three
 exceptions to this rule: 1) If any refinery is destroyed while a player's
 last available harvester is unloading there, or 2) A player's last/only
 harvester is in a repair facility, and there are not enough credits available
 to complete repairs on it, or 3) A player's last/only existing harvester is
 destroyed while another is being built, and there are not enough credits
 available to complete the new harvester.  In all cases, the player's House
 will be left without a means to harvest spice; In some cases this problem can
 be corrected (see sections 18: Repair Facility, and 23: Vehicle Factory).
</pre><pre id="faqspan-4">
o When a harvester carrying spice is destroyed, some spice will occasionally
 survive, and appear on flat sand (if any) at and around the harvester's last
 position.  Spice produced by a destroyed harvester will not be deposited on
 sand dunes, on rock, or over any sand already covered with spice (with the
 possible exception of a small spot at the harvester's last position).

o Once a harvester reaches a refinery and begins unloading, it will not accept
 new orders or return a status report until it leaves the refinery again.

o Damage inflicted on a refinery will not affect a harvester unloading there.
 While a harvester is unloading at a refinery it will be immune to any damage
 unless/until the refinery itself is completely destroyed (in which case the
 harvester is also destroyed).

o A harvester has a limited spice-sensing range.  If spice is too far from a
 harvester, the harvester will not automatically move to it.

o In every mission, there is a limit on the number of units a player may
 directly build or purchase.  However, harvesters delivered by carryall with
 the purchase of new refineries are not accounted for.  (A player could
 ultimately have dozens of harvesters in addition to the maximum number of
 other units.)

o If a harvester succumbs to an attack from a Deviator, it will cease all
 activity until it is given new orders, and/or the deviation effect wears off.

o After deviated units revert to friendly control, they will be in Guard mode.
 Deviated harvesters which revert will not automatically return to friendly
 refineries; they must be ordered to do so.

o If a deviated harvester reverts to enemy status as it enters a friendly
 refinery, it explodes, damaging the refinery.

o Once a deviated harvester begins unloading in a refinery, it cannot revert
 back to enemy control until it leaves the refinery.

o Normally, harvesters will only escort ground units which have orders of their
 own (such as Move or Escort).  If ordered to escort any other unit, a
 harvester may move slightly toward the unit, but its Escort order is then
 cancelled.

o A full harvester will ignore orders to move to an area of spice-covered sand.

o Spice can appear underneath any units which are on the sand near a detonating
 spice bloom.  Note that a harvester in Guard mode on empty sand will not
 automatically begin harvesting if spice appears underneath it.

o Harvesters will tend to move from low-density spice towards any nearby
 high-density spice.  In this way, harvesters tend to strip off the top layer
 of spice from bi-level spice fields before harvesting the bottom layer.

o A harvester can escort an enemy ground unit.  If the enemy ground unit is a
 soldier, infantry, trooper, troopers or Fremen unit, the harvester will
 usually overrun it, if possible.

o If a harvester can exit a refinery, but is then blocked from moving to spice,
 a carryall will attempt to retrieve the harvester and return it to a
 refinery.  This cycle will repeat until a ground path from the refinery to
 spice is opened, or the refinery becomes tightly surrounded, forcing a
 carryall to remove the harvester and place it on the battlefield.

o Ordering a harvester to move to a refinery while it is carrying out another
 Move order may cause the harvester to stop outside the refinery, and not
 enter.  (Check the refinery's "docking bay" lights.  If they remain dark, no
 harvester is expected there.)

o Harvesters in motion will not attempt to avoid, or maneuver around, enemy
 soldiers, infantry, trooper(s), Fremen or saboteurs.

o A player harvester in Guard mode will never move when a Computer-controlled
 unit attacks it.

o A harvester can be ordered to escort a sandworm.

o Carryalls will not deliver harvesters to repair facilities; Harvesters must
 use a ground path in order to enter a repair facility.  Note, however, that a
 carryall can retrieve a harvester from a repair facility if the harvester
 becomes blocked inside or otherwise cannot find a ground path to exit the
 facility.

o Harvesters can be used to overrun enemy soldier, infantry, trooper(s), Fremen
 or saboteur units.  This is a harvester's only offensive capability under
 normal circumstances.

37. INFANTRY
============
o Infantry specifications:

 Unit     | Cost | Arms | Shield | Speed | Range | Provided at
 ---------|------|------|--------|-------|-------|------------
 Infantry.|.100..|..4...|...50...|...5...|...2...|.Barracks...

o In the game, an infantry unit icon depicts a pair of running individuals,
 lightly armed and armored.  This icon does not appear in the manual included
 with the game.

o In the tutorial, under the "DESCRIPTIONS OF UNITS:" section, the "INFANTRY"
 unit indicated is actually a soldier unit.

o On the Game Screen, infantry units are somewhat similar in appearance to
 troopers units.  Note that infantry units carry smaller, lighter weapons;
 Troopers units carry heavy rocket launchers.

o An infantry unit is a group of three individuals.  When an infantry unit is
 50% damaged, 2 of these individuals are simultaneously destroyed.  When this
 happens, the remaining individual will be a full-strength soldier.  Note that
 this soldier may discard any orders and attempt to retreat from combat.

o The grouped unit of 3 infantry will fire twice as often as 1 lone infantry
 (soldier).

o The firepower of an infantry unit remains at maximum until the entire unit is
 destroyed.

o To attack any structure larger than a turret, an infantry unit must fire from
 a space adjacent to the target.

o An infantry unit in Guard mode will tend to ignore an enemy building (other
 than a turret or rocket turret) which is diagonally adjacent to it.

38. MCV
=======
o MCV specifications:

     |    |    |      |     |     |Provided at (will vary by|To build
 Unit|Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 ----|----|----|------|-----|-----|-------------------------|--------
 MCV.|900.|.0..|.150..|.20..|N/A..|Vehicle factory/starport.|Outpost.

o In order to produce a construction yard, an MCV must be located in the top
 left quadrant of a square space that is large enough to hold a construction
 yard.  The terrain in this space may only be composed of one or more of the
 following: flat rock, cratered rock, friendly concrete, or wall rubble
 (friendly or enemy).  The space must also be free of any other units.  (Note
 that if the construction yard is built over rock it will not start off with
 damage.  This is the only instance where a building can be placed directly on
 rock without taking damage.)

o An MCV cannot create a construction yard if the maximum structure limit for
 the mission has been reached.  (The MCV countdown timer will reach zero, then
 the Deploy order is cancelled.)

o A player will lose a mission if all friendly buildings are destroyed.  This
 is true even if the player still has one or more MCVs available to create new
 construction yards.

o If an MCV is deviated while executing a Deploy order, it will deploy a
 construction yard belonging to the House which controls the Deviator.

o In general, a carryall will attempt to retrieve any unit which is ordered to
 move to a location that the unit cannot reach on its own.  However, if the
 player orders an MCV to a location that it cannot reach, the MCV will likely
 be ignored by any available carryalls.

o An MCV's Deploy countdown usually lasts about 4.5 seconds.

o Carryalls will not deliver MCVs to repair facilities; An MCV must use a
 ground path in order to enter a repair facility.  Note, however, that a
 carryall can remove an MCV from a repair facility if the MCV becomes blocked
 inside or otherwise cannot find a ground path to exit the facility.

o To repair an MCV, it will frequently require 2 Move orders to move the MCV
 into a repair facility.  (With the first order, an MCV will often halt just
 outside the facility, and not enter.)

o MCVs can be used to overrun enemy soldier, infantry, trooper(s), Fremen or
 saboteur units.

o Computer-controlled Houses do not manufacture or use MCVs.

39. MISSILE TANK
================
o Missile tank specifications:

             |    |    |      |     |     |Provided at (will vary by|To build
 Unit        |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 ------------|----|----|------|-----|-----|-------------------------|--------
 Missile tank|450.|112.|.100..|.30..|..9..|Vehicle factory/starport.|Outpost.

o On the Game Screen, missile tanks are identical in appearance to Deviators
 (difference in House colors being the only exception).

o The missile tank has a greater firing range than any other ground unit, and
 can also strike at turrets and rocket turrets while remaining beyond the
 range of their return fire.

o Missile tanks in Guard mode may fire on any enemy ornithopter which comes
 within range.

o An undamaged missile tank can fire up to 2 missiles per attack.

o Missiles will attempt to strike wherever the target was located at the moment
 of firing.

o The missile tank cannot directly strike targets closer than 4 spaces away.

o Missile tanks can be used to overrun enemy soldier, infantry, trooper(s),
 Fremen or saboteur units.

o On the starport Order Screen and the vehicle factory Production Screen, the
 missile tank is referred to as a LAUNCHER.

40. ORNITHOPTER
===============
o Ornithopter specifications:

            |    |    |      |     |     |Provided at (will vary by|To build
 Unit       |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 -----------|----|----|------|-----|-----|-------------------------|--------
 Ornithopter|600.|.75.|..5...|.150.|..5..|Hi-Tech/starport.........|Hi-Tech.

o An ornithopter is white, trimmed with the House color of the side controlling
 it.

o Ornithopters are not confined to the battlefield, and may cross its borders
 to leave it temporarily.

o Clicking on an ornithopter has no effect.  A player cannot target, order, or
 get the damage status of an ornithopter.

o Ornithopters can only attack buildings, units or sandworms which have been at
 least partially revealed/detected on the battlefield.  In the absence of such
 targets, an ornithopter will patrol over the battlefield continuously.

o If an ornithopter fires from an unrevealed/undetected position on the
 battlefield, that position and the area around it will be revealed/detected.

o An ornithopter will not reveal unexplored territory unless it fires from an
 unrevealed position.

o An ornithopter can fire only 1 rocket per attack.

o Ornithopter rockets can pass over all terrain features and all friendly and
 enemy structures and units to strike a target.

o Turrets, rocket turrets, and missile tanks in Guard mode may fire on any
 enemy ornithopter which comes within range.

o An ornithopter can be deviated if it overflies the explosion of an enemy
 Deviator missile.  As with other deviated units, a deviated ornithopter will
 revert if the gas effect wears off.

o Ornithopters will not fire on enemy airborne units.

o On the Hi-Tech Production Screen and the starport Order Screen, the
 ornithopter is referred to as a "THOPTER.

o This document uses the ornithopter range rating of 5, which is used in the
 actual game.  The manual included with the game rates an ornithopter's range
 at 50.

o This document uses the ornithopter shield rating of 5, which is used in the
 actual game (appearing on the Hi-Tech Production Screen and the starport
 Order Screen).  The manual included with the game rates an ornithopter's
 shield at 3.

41. QUAD
========
o Quad specifications:

      |      |      |        |       |       | Provided at (will vary by
 Unit | Cost | Arms | Shield | Speed | Range | mission number and House)
 -----|------|------|--------|-------|-------|--------------------------
 Quad.|.200..|..10..|..130...|..50...|...3...|.Vehicle factory/starport.

o An undamaged quad can fire up to 2 shells per attack.

o Quads cannot directly affect terrain (with the exception of spice blooms) or
 unharvested spice.

o Quads cannot overrun soldier, infantry, trooper(s), Fremen or saboteur units.

42. RAIDER TRIKE
================
o Raider trike specifications:

 Unit         | Cost | Arms | Shield | Speed | Range | Provided at
 -------------|------|------|--------|-------|-------|----------------
 Raider trike.|.150..|..8...|...80...|..75...|...3...|.Vehicle factory

o On the Game Screen, raider trikes are identical in appearance to trikes
 (difference in House colors being the only exception).

o Raider trikes cannot directly affect terrain (with the exception of spice
 blooms) or unharvested spice.

o An undamaged raider trike can fire up to 2 shells per attack.

o Raider trikes cannot overrun soldier, infantry, trooper(s), Fremen or
 saboteur units.

43. SABOTEUR
============
o Saboteur specifications:

 Unit     | Cost | Arms | Shield | Speed | Range | Provided at
 ---------|------|------|--------|-------|-------|------------
 Saboteur.|..0...|.150..|...40...|..40...|...2...|.Palace.....

o If an Ordos palace is tightly surrounded on all sides by other buildings,
 walls, or ground units, it may be unable to deploy a saboteur.  There must be
 at least 1 empty space directly adjacent to the palace in order for a
 saboteur to be deployed.  If there are only a few empty spaces adjacent to a
 palace, it may take several attempts to deploy a saboteur before it can
 "find" a space to deploy to.

o A saboteur may be deployed from the Ordos palace to attack a specific target,
 or to attack an unspecified target of opportunity.  To send a saboteur to
 attack a specific target, click the palace's Targeting Cursor on an enemy
 building, enemy ground unit, or a sandworm (these targets may be clicked on
 in revealed or unrevealed areas).  Clicking the palace's Targeting Cursor
 anywhere else on the battlefield will deploy a saboteur to attack a target of
 opportunity, which includes only enemy buildings or enemy ground units which
 are visible and detectable to player-controlled forces.  If there are no
 valid targets when a saboteur is deployed, it will appear, but will remain
 inactive until a valid target of opportunity is revealed.

o A saboteur cannot be ordered to attack any friendly structures, enemy
 concrete or enemy wall sections, friendly units, or enemy units deviated to
 Ordos control.

o On the Game Screen, a saboteur is identical in coloring and appearance to a
 Sardaukar soldier.

o If a player's saboteur is moving towards a target, and the target is
 destroyed before the saboteur reaches it, the saboteur will halt in place and
 wait for a new target of opportunity (an enemy building, ground unit or
 sandworm which has been revealed/detected on the battlefield).

o Only 1 saboteur can be active at a time.  As soon as a saboteur is ready for
 deployment at a palace, any other saboteur on the battlefield will instantly
 self-destruct.

o A player cannot issue new orders to a saboteur after it has been deployed.

o Saboteurs can pass over enemy walls, and may do so without slowing down.

o Saboteurs cannot pass through friendly or enemy buildings, friendly or enemy
 ground units, or friendly walls.

o A saboteur's kamikaze attack can destroy any undamaged rocket turret, silo,
 turret, windtrap, enemy ground unit, or sandworm.  Any other undamaged target
 will be damaged by the attack.

o A ground unit which is in motion may survive a saboteur's kamikaze attack
 (but may still receive heavy damage).

o In addition to its self-destruction/kamikaze capability, a saboteur is armed
 with a very powerful shell-firing weapon which can be used repeatedly against
 enemy units or buildings.  This weapon is only used if the saboteur is unable
 to move to its chosen target, forcing it into a special Guard mode.

o A saboteur can fire only 1 shell per attack (when this special projectile
 weapon is used).

o A saboteur's projectile weapon has a maximum range of 2 spaces.

o If a player's saboteur cannot find or negotiate a path to an available enemy
 target, it may permanently halt in place.  When this happens, the saboteur
 remains on the battlefield until killed or replaced, and may or may not fire
 on enemy ground units (or buildings) which appear within firing range of its
 projectile weapon.

o Computer-controlled saboteurs will only target player buildings for kamikaze
 attacks; Player units are never deliberately targeted for kamikaze attacks.

o If, upon deployment, a Computer-controlled saboteur cannot find or negotiate
 a path to a player building, it will deactivate, ignoring all player targets.
 If a path to a player building then becomes available, the saboteur will go
 into an Area-guard mode, moving to and firing upon any player unit or
 building within a limited scan range, and will then attempt to return to its
 starting position (or a point adjacent to its starting position) once the
 target is destroyed.  Computer-controlled saboteur's Area-guard scan range:

   432101234
  +---------+
 4|++++G++++|4
 3|++GGGGG++|3
 2|+GGGGGGG+|2
 1|+GGGGGGG+|1
 0|GGGG0GGGG|0
 1|+GGGGGGG+|1
 2|+GGGGGGG+|2
 3|++GGGGG++|3
 4|++++G++++|4
  +---------+
   432101234
 -----------------------------------------------------------------------------
 Notes: The "0" inside the diagram represents the saboteur's starting point
 (this point does not move with the saboteur); "G" indicates where a target
 will trigger a gun/shell-firing weapon attack by the saboteur; "+" indicates
 a space outside of the saboteur's scan range.

o A saboteur may be escorted by friendly units.

o Ground vehicles cannot overrun friendly saboteurs or directly target them for
 attack.

o If a ground vehicle overruns an enemy saboteur, the saboteur explodes, often
 destroying the vehicle.

o When a saboteur explodes, any other buildings or units directly adjacent to
 the explosion may also be damaged.

o Saboteurs cannot capture enemy buildings.

o When a saboteur is blocked from attacking its intended target, it may attempt
 to retreat from combat and return to its point of origin (typically a space
 adjacent to the palace which deployed it).  While the saboteur is retreating,
 it will not return fire if fired upon.  If and when the saboteur reaches its
 destination, it will stop and go into Area-guard mode.

o Saboteurs cannot be affected by Deviator missiles.

44. SIEGE TANK
==============
o Siege tank specifications:

           |    |    |      |     |     |Provided at (will vary by|To build
 Unit      |Cost|Arms|Shield|Speed|Range|mission number and House)|requires
 ----------|----|----|------|-----|-----|-------------------------|--------
 Siege tank|600.|.45.|.300..|.20..|..5..|Vehicle factory/starport.|Outpost.

o On the Game Screen, siege tanks are somewhat similar in appearance to
 Devastators.  Note that siege tanks have rounded turrets with cannon barrels
 set relatively far apart.  Devastators have squarish turrets with cannon
 barrels set relatively close together.

o An undamaged siege tank can fire up to 2 cannon shells per attack.

o Siege tanks can be used to overrun enemy soldier, infantry, trooper(s),
 Fremen or saboteur units.

45. SOLDIER
===========
o Soldier specifications:

 Unit    | Cost | Arms | Shield | Speed | Range | Provided at
 --------|------|------|--------|-------|-------|------------
 Soldier.|..60..|..4...|...20...|...8...|...2...|.Barracks...

o In the game, a soldier icon depicts a running individual, lightly armed and
 armored.  This icon does not appear in the manual included with the game.
 (The "soldier" icon on page 22 of the manual is actually the icon used in the
 game for a trooper.)

o On the Game Screen, a soldier is somewhat similar in appearance a trooper.
 Note that a soldier carries a smaller, lighter weapon; A trooper carries a
 heavy rocket launcher.

o To attack any structure larger than a turret, a soldier unit must fire from a
 space adjacent to the target.

o A soldier unit in Guard mode will tend to ignore an enemy building (other
 than a turret or rocket turret) which is diagonally adjacent to it.

o A soldier can fire only 1 shell per attack.

46. SONIC TANK
==============
o Sonic tank specifications:

           |    |    |      |     |     |               |To build
 Unit      |Cost|Arms|Shield|Speed|Range|Provided at    |requires
 ----------|----|----|------|-----|-----|---------------|--------
 Sonic tank|600.|.90.|.110..|.30..|..8..|Vehicle factory|Hi-Tech.

o When a sonic tank fires, all buildings which are touched by the sonic blast
 will be damaged.  All ground units (with the exception of other friendly or
 enemy sonic tanks), and sandworms will also be damaged if touched by a sonic
 blast.

o A sonic blast can pass unhindered through any object or terrain feature.

o A sonic tank can fire only 1 sonic blast per attack.

o A sonic blast has an uneven effect over distance.  For example, firing a
 sonic blast straight along a column of undamaged combat tanks will cause a
 varying amount of damage to each tank.

o The visible sonic blast effect will be tinted in the House color of the side
 controlling the sonic tank.

o A sonic tank cannot directly affect terrain, unharvested spice, spice blooms,
 concrete, walls, other sonic tanks (friendly or enemy), or airborne units.

o Sonic tanks can be used to overrun enemy soldier, infantry, trooper(s),
 Fremen or saboteur units.

47. TRIKE
=========
o Trike specifications:

       |      |      |        |       |       | Provided at (will vary by
 Unit  | Cost | Arms | Shield | Speed | Range | mission number and House)
 ------|------|------|--------|-------|-------|--------------------------
 Trike.|.150..|..8...|..100...|..60...|...3...|.Vehicle factory/starport.

o On the Game Screen, trikes are identical in appearance to raider trikes
 (difference in House colors being the only exception).

o An undamaged trike can fire up to 2 shells per attack.

o Trikes cannot directly affect terrain (with the exception of spice blooms) or
 unharvested spice.

o Trikes cannot overrun soldier, infantry, trooper(s), Fremen or saboteur
 units.

48. TROOPER
===========
o Trooper specifications:

 Unit    | Cost | Arms | Shield | Speed | Range | Provided at
 --------|------|------|--------|-------|-------|------------
 Trooper.|.100..|..8...|...45...|..15...|...3...|.Barracks...

o In the game, a trooper icon depicts a standing individual, heavily armed and
 armored.  (This icon incorrectly appears next to the "soldier" description on
 page 22 of the manual included with the game.)

o On the Game Screen, a trooper is somewhat similar in appearance to a soldier.
 Note that a trooper carries a heavy rocket launcher; A soldier carries a
 smaller, lighter weapon.

o Trooper units will launch rockets at targets which are up to 3 spaces away.
 Closer targets are fired on with heavier projectile weapons.

o The rockets fired by a trooper can travel over intervening objects to strike
 a target.

o A trooper can fire only 1 shell or rocket per attack.

o This document uses the trooper speed rating of 15, which is used in the
 actual game.  The manual included with the game rates a trooper unit's speed
 at 10.

49. TROOPERS
============
o Troopers specifications:

 Unit     | Cost | Arms | Shield | Speed | Range | Provided at
 ---------|------|------|--------|-------|-------|------------
 Troopers.|.200..|..8...|..110...|..10...|...3...|.Barracks...

o In the game, a troopers unit icon depicts a pair of standing individuals,
 heavily armed and armored.  (This icon incorrectly appears next to the
 "trooper" description on page 22 of the manual included with the game.)

o On the Game Screen, troopers units are somewhat similar in appearance to
 infantry units.  Note that troopers units carry heavy rocket launchers;
 Infantry units carry smaller, lighter weapons.

o A troopers unit is a group of three individuals.  When a troopers unit is 50%
 damaged, 2 of these individuals are simultaneously destroyed.  When this
 happens, the remaining individual will be a full-strength trooper.  Note that
 this trooper may discard any orders and attempt to retreat from combat.

o The grouped unit of 3 troopers will fire twice as often as 1 lone trooper.

o The firepower of a troopers unit remains at maximum until the entire unit is
 destroyed.

o Troopers units will launch rockets at targets which are up to 3 spaces away.
 Closer targets are fired on with heavier projectile weapons.

o The rockets fired by a troopers unit can travel over intervening objects to
 strike a target.

o This document uses the troopers speed rating of 10, which is used in the
 actual game.  The manual included with the game rates a troopers unit's speed
 at 15.

50. MANAGEMENT OF UNITS
=======================
o Units will not take action on an order until the order is acknowledged (the
 ACKNOWLEDGE or MOVING OUT soundbite is played if SOUNDS ARE ON).

o Most ground units can be ordered to escort other friendly ground units.  This
 is done by clicking on one friendly ground unit, moving the Targeting Cursor
 to a second friendly ground unit, and clicking again.  The first unit will
 now attempt to move to the second.  If the second unit moves, the first will
 attempt to follow.  If the escorted unit is destroyed, the escorting unit(s)
 will default to Guard mode.  Note that while a unit is escorting another, it
 will ignore all enemy targets and attacks unless/until it is given new
 orders, or the escorted unit is destroyed, deviated, or is otherwise removed
 from combat.

o Harvesters will only escort friendly ground units which have orders of their
 own (such as Move or Escort).  If ordered to escort any other friendly unit,
 a harvester may move slightly toward the unit, but its Escort order is then
 cancelled.

o Friendly ground combat units can be ordered to attack any friendly structures
 except concrete and repair facilities.

o Note that player-controlled units can be ordered attack unrevealed/undetected
 enemy buildings and units at any time.  Player units can attack an enemy
 building whether it is revealed/detected or not; However, if a player unit is
 ordered to attack an undetected enemy unit, it will attempt to escort (or
 overrun) the enemy unit instead.  When this happens, the player unit will not
 open fire or defend itself unless/until its orders are changed or cancelled.
 (When a unit is in Escort mode, it will attempt to move a minimal distance
 every time the escorted unit begins to move.  If the escorting unit is unable
 to do this, it may discard its Escort order and default to Guard mode.)

o Harvesters, combat tanks, missile tanks, siege tanks, sonic tanks, Deviators,
 Devastators and MCVs can be used to overrun and crush enemy soldier,
 infantry, trooper(s), Fremen or saboteur units.  (Note that if a ground
 vehicle overruns an enemy saboteur, the saboteur explodes, often destroying
 the vehicle.  When any other unit is overrun, the attacking vehicle remains
 undamaged.)

o Soldier, infantry and trooper(s) units will ignore orders to move to friendly
 repair facilities.  However, the facility will repair them if they are
 brought to the facility by a carryall.

o Airborne units cannot be ordered into repair facilities.

o Any friendly units which are attacking, or moving to, an enemy building will
 stop attacking or moving if the building is captured by a friendly soldier,
 infantry or trooper(s) unit.

o If a ground unit succumbs to attack from a Deviator, the unit will lose any
 Move, Attack or Escort orders given to it, and any units escorting it will
 also lose their orders and go into Guard mode.

o Any unit's Move, Attack, or Escort order is cancelled if it is picked up by a
 carryall.  A Devastator's Self-Destruct order is not cancelled, but is
 suspended until it is returned to the battlefield.

o In most cases a stationary ground unit will be in Guard mode, and as such
 will fire when possible on any enemy units that come within range.  If it is
 desired to have a stationary combat unit remain out of Guard mode, order it
 to move to a space occupied by a mountain, or pair it with another combat
 unit, and order both units to escort each other.  (Note that the first of
 these two options will not work with soldier, infantry, trooper or troopers
 units; the second option will.)

o Game Time (time elapsing within the game environment) generally slows down
 with an increase in units on the battlefield, speeds up with a decrease in
 units, and is suspended whenever the Game Screen is not displayed.  Game Time
 may also slow down when units on the battlefield experience difficulty in
 carrying out orders.

51. CAPTURING BUILDINGS
=======================
o Building-capturing detail:

 Enemy building    | Damage status: Green/yellow | Damage status: Red
 ------------------|-----------------------------|----------------------------
 Barracks, soldier.|.Siege attack may take place.|.Siege attack may take place
 Barracks, trooper.|.Siege attack may take place.|.Siege attack may take place
 Construction yard.|.Damaged.....................|.Captured...................
 Hi-Tech...........|.Damaged.....................|.Captured...................
 Outpost...........|.Siege attack may take place.|.Siege attack may take place
 Palace............|.Siege attack may take place.|.Siege attack may take place
 Refinery..........|.Damaged.....................|.Captured...................
 Repair facility...|.Damaged.....................|.Captured...................
 Rocket turret.....|.Damaged.....................|.Captured...................
 Spice silo........|.Damaged.....................|.Captured...................
 Starport..........|.N/A.........................|.N/A........................
 Turret............|.Damaged.....................|.Captured...................
 Vehicle factory...|.Damaged.....................|.Captured...................
 Windtrap..........|.Damaged.....................|.Captured...................
 -----------------------------------------------------------------------------
 Notes: This chart details all possible results of directly targeting any
 Computer building for attack by player soldier, infantry or trooper(s) units.
 "Damage status" refers to the color of the building's damage status bar at
 the moment of contact with the attacking unit; "Siege attack" means that the
 attacking unit will stop near the target building, and may begin firing on
 it; "Damaged" means the attacking unit disappears into the building and the
 building is damaged; "Captured" means the attacking unit disappears into the
 building, and control of the building goes to the attacking House; "N/A"
 means "Not Applicable".
 Computer-controlled bases will not include starports, nor will the Computer
 attempt to build starports in any mission.
 Concrete can only be directly targeted for attack by Death Hands and
 self-destructing Devastators.  Otherwise, concrete may only be damaged or
 destroyed by stray missile and rocket fire, or by an attack on a unit or
 building above the concrete.
 Friendly and enemy wall sections are besieged when targeted for attack.

o There are rare occasions when a unit will attempt to capture a building and
 fail, even though the building's damage status bar appeared red.  This
 usually occurs when the building is under repair, and the building's damage
 status changes from red to yellow at the moment the unit attempts to enter.

o If a unit enters a building and fails to capture it, the amount of damage
 done to the building will vary depending on the type of attacking unit.
 Ranked in order of lowest to highest damage potential, the units are soldier,
 infantry, trooper, and troopers.

o Any friendly units which are attacking, or moving to, an enemy building will
 stop attacking or moving if the building is captured by a friendly soldier,
 infantry or trooper(s) unit.

o A captured construction yard can only produce structures of the type already
 available to the attacker.  For example, if a Harkonnen player captures the
 Atreides construction yard in mission 2, the barracks type available there
 switches from soldier to trooper, and the vehicle factory option disappears.

o If a refinery is captured while a harvester is unloading there, the harvester
 is captured also.

o If a player captures a Computer-controlled windtrap, its power output is
 diverted to the player's buildings.

o A captured Sardaukar vehicle factory can produce trikes, quads, harvesters,
 MCVs, combat tanks, missile tanks, siege tanks, and 1 or more special units.
 These special units vary depending on the capturing House: Devastators are
 produced for Atreides, Devastators and sonic tanks for Ordos, sonic tanks for
 Harkonnen.  (Note that the capturing House must also control a Hi-Tech in
 order to produce special units.)

o A player's House will not gain spice/credits by capturing Computer-controlled
 refineries or silos.

o If a player-controlled unit captures a Computer-controlled repair facility,
 any unit being repaired there is also captured.

o If a vehicle factory is captured while it is producing a unit, the factory's
 default production capability will be switched to the type of unit which
 captured the factory.  (This change includes a conversion of the unit that
 the factory was working on at the time of capture.)  For example, a
 Computer-controlled Harkonnen vehicle factory is producing a quad.  Halfway
 through production, the factory is captured by a player-controlled Ordos
 trooper.  At that moment, the unit already under production at the factory
 changes from a Harkonnen quad to an Ordos trooper, which is then released
 from the factory if/when construction is completed.  From this moment on,
 when the factory is clicked on, the factory's default Build option on the
 Game Screen will be to produce an Ordos trooper.  All other vehicle types
 that the factory can produce may still be built, but such Build commands must
 be given from the factory's Production Screen.  Note that if the factory is
 then upgraded (if possible), any barracks-type production option will
 disappear, and the factory will return to vehicle-only production.

o Computer-controlled soldier, infantry or trooper(s) units which are deviated
 to player control may be used to capture Computer-controlled buildings.

52. MULTIPLE-WEAPON UNITS
=========================
o Soldier, infantry, trooper, troopers, Fremen and saboteur units can each use
 a variety of weapons and tactics to attack enemy structures and units.

o Attack abilities of multiple-weapon units:

                         |     | Rocket   | Kamikaze
 Unit                    | Gun | launcher | ability
 ------------------------|-----|----------|---------
 1-Fremen unit, player...|.Yes.|.Yes......|.No......
 3-Fremen unit, player...|.Yes.|.Yes......|.No......
 Infantry, player........|.Yes.|.No.......|.Yes.....
 Saboteur, player........|.Yes.|.No.......|.Yes.....
 Soldier, player.........|.Yes.|.No.......|.Yes.....
 Trooper, player.........|.Yes.|.Yes......|.Yes.....
 Troopers, player........|.Yes.|.Yes......|.Yes.....
 -----------------------------------------------------------------------------
 Notes: Guns/shell-firing weapons may be used by all of these units against
 targets which are 1 to 2 spaces away.  Rocket launchers are used by some
 units against targets which are 2 to 3 spaces away.  (Note that among units
 which carry both guns and rocket launchers, the guns will cause more damage
 per round to a target.)  A "kamikaze ability" means that the unit can move
 into a target and explode, destroying the unit and damaging or destroying the
 target.
 In general, a saboteur will only use its gun under rare circumstances (see
 section 43: Saboteur).
 For infantry, soldier, trooper and troopers units, a kamikaze attack can only
 be made against accessible, capturable enemy buildings while the building's
 damage status bar is green or yellow.
 A player-controlled saboteur may use a kamikaze attack against enemy
 buildings, enemy ground units, or sandworms.  A Computer-controlled saboteur
 will only attempt to use a kamikaze attack against player buildings.

o Weapon usage by trooper(s) or Fremen units when ordered to attack a target:

 1x1-space targets | 2x2-space targets | 3x2-space targets | 3x3-space targets
 ------------------|-------------------|-------------------|------------------
   3210123         |   32100123        |   321000123       |   321000123
  +-------+        |  +--------+       |  +---------+      |  +---------+
 3|+++R+++|3       | 3|+++R++++|3      | 3|++++R++++|3     | 3|++++R++++|3
 2|+RRGRR+|2       | 2|+RRGRRR+|2      | 2|+RRRGGRR+|2     | 2|+RRRGRRR+|2
 1|+RGGGR+|1       | 1|+RGGGGR+|1      | 1|+RGGGGGR+|1     | 1|+RGGGGGR+|1
 0|RGG#GGR|0       | 0|RGG##GGR|0      | 0|RGG###GGR|0     | 0|+RG###GR+|0
 1|+RGGGR+|1       | 0|+RG##GR+|0      | 0|+RG###GR+|0     | 0|RGG###GGR|0
 2|+RRGRR+|2       | 1|+RGGGGR+|1      | 1|+RGGGGGR+|1     | 0|+RG###GR+|0
 3|+++R+++|3       | 2|+RRRGRR+|2      | 2|+RRGGRRR+|2     | 1|+RGGGGGR+|1
  +-------+        | 3|++++R+++|3      | 3|++++R++++|3     | 2|+RRRGRRR+|2
   3210123         |  +--------+       |  +---------+      | 3|++++R++++|3
                   |   32100123        |   321000123       |  +---------+
                   |                   |                   |   321000123
 -----------------------------------------------------------------------------
 Notes: "1x1-space targets" include ground units, turrets, rocket turrets,
 wall sections and sandworms.  "2x2-space targets" include construction yards
 and other buildings of equal size; "3x2-space targets" include refineries and
 other buildings of equal size; "3x3-space targets" include starports and
 palaces.  A "#" indicates a single 1x1-space target, or a 1x1-space section
 of a larger building; "G" indicates a position relative to the target from
 where the attacking unit will use a gun/shell-firing weapon; "R" indicates a
 position relative to the target from where the attacking unit will use a
 rocket launcher; "+" indicates a position which is too far from the target
 for an attack by either weapon.
 Note that a player-controlled trooper(s) unit will attempt to enter any
 capturable building which it has been ordered to attack.  If a trooper(s)
 unit cannot enter a capturable building, it will move as close as it can to
 the building (along a straight path), and then go into Guard mode.  If the
 building remains within the unit's Guard-mode scanning range, the unit may
 fire on it.

o Weapon usage in attacks on targets by trooper(s) units in Guard mode:

 1x1-space targets | 2x2-space targets | 3x2-space targets | 3x3-space targets
 ------------------|-------------------|-------------------|------------------
   3210123         |   210012          |   10001           |   2100012
  +-------+        |  +------+         |  +-----+          |  +-------+
 3|+++R+++|3       | 2|++GR++|2        | 2|+RGG+|2         | 2|+++G+++|2
 2|+RRGRR+|2       | 1|+GGGG+|1        | 1|GGGGG|1         | 1|+GGGGG+|1
 1|+RGGGR+|1       | 0|GG##GG|0        | 0|G###G|0         | 0|+G###G+|0
 0|RGG#GGR|0       | 0|RG##GR|0        | 0|G###G|0         | 0|GG###GG|0
 1|+RGGGR+|1       | 1|+GGGG+|1        | 1|GGGGG|1         | 0|+G###G+|0
 2|+RRGRR+|2       | 2|++RG++|2        | 2|+GGR+|2         | 1|+GGGGG+|1
 3|+++R+++|3       |  +------+         |  +-----+          | 2|+++G+++|2
  +-------+        |   210012          |   10001           |  +-------+
   3210123         |                   |                   |   2100012
 -----------------------------------------------------------------------------
 Notes: "1x1-space targets" include ground units, turrets, rocket turrets, and
 sandworms.  (Note that wall sections are never directly targeted for attack
 by a unit in Guard mode, and sandworms may or may not be considered targets
 by a unit in Guard mode, depending on the guarding unit's House.)  "2x2-space
 targets" include construction yards and other buildings of equal size;
 "3x2-space targets" include refineries and other buildings of equal size;
 "3x3-space targets" include starports and palaces.  A "#" indicates a single
 1x1-space target, or a 1x1-space section of a larger building; "G" indicates
 a position relative to the target from where an attacking trooper(s) unit
 will use a gun/shell-firing weapon; "R" indicates a position relative to the
 target from where an attacking trooper(s) unit will use a rocket launcher;
 "+" indicates a position which is too far from the target for an attack by
 either weapon.

53. COMPUTER-CONTROLLED FORCES
==============================
o The term "Computer-controlled" in this document refers to the units and
 buildings manipulated solely by the game/"Computer" in combat or competition
 with the forces controlled by the human player.  The term is not used in
 reference to any fully autonomous units (such as ornithopters) allied with
 player forces.

o Computer-controlled forces are fully established at the start of every
 mission.  Computer units and/or structures will always be located and
 configured in the same way each time a given mission is started.

o Computer-controlled forces always "know" where a player House's initial
 construction yard is located; Computer units can locate it without searching
 the battlefield.

o A Computer-controlled House will not expand its bases or change their
 configuration.  If a Computer building is destroyed, the Computer can only
 replace it at the same location with an identical building.  Note that when
 replacing a destroyed building, the Computer may place the new building over
 friendly or enemy concrete, and/or any player units located at the site.
 (Player units at the site are destroyed when this happens.)

o Computer-controlled bases will not include starports, nor will the Computer
 attempt to build starports in any mission.

o The Computer can fix any building under its control.

o The Computer will not replace destroyed concrete or wall sections.

o The Computer will use its palace's weapons/abilities whenever possible.

o In missions where the player faces more than one Computer-controlled House,
 the various Computer units (including Sardaukar where applicable) will not
 normally combat each other; They will all attempt to destroy only the
 player's forces.

o Computer-controlled forces may capture player-controlled buildings, but such
 events may be extremely rare.

o Computer-controlled Houses do not manufacture or use MCVs.

o Computer-controlled units can be issued new orders more quickly than player
 units can.  Entire groups of Computer units can move and/or attack
 simultaneously.

o The Computer can use ground vehicles to overrun a player's soldier, infantry,
 trooper(s), Fremen or saboteur units.

o Computer-controlled units will not directly attack spice blooms.

o The Computer can make use of all buildings under its control.

o A player's House will not gain spice/credits by capturing Computer-controlled
 refineries or silos.

o A Computer-controlled House may still be able to expend credits after all its
 refineries and silos are captured or destroyed.

o Computer-controlled turrets, rocket turrets, and missile tanks may fire on
 any player ornithopters or carryalls that come within range.

o Computer-controlled Deviators may attempt to deviate a player's harvesters.
 The Computer will use deviated harvesters and will unload them in Computer
 refineries when possible.

o Computer-controlled Deviators may attempt to deviate a player's MCVs,
 although the Computer will not attempt to deploy them.  However, if an MCV is
 deviated while executing a Deploy order, it will deploy a construction yard
 belonging to the House which controls the Deviator.

o Computer-controlled units in Guard mode around Computer bases may tend to
 remain there throughout the game, unless/until they are destroyed.  Such
 units, if led away from their positions, will tend to return to them when
 possible.

o If a player unit attacks a Computer-controlled unit, the Computer unit will
 often return fire if possible.  If that player unit then retreats from the
 encounter, the Computer-controlled unit will tend to pursue it, if possible.
 If the Computer unit was in Guard mode when it was attacked, it may break off
 a prolonged pursuit and return to its starting position; If the Computer unit
 was not in Guard mode, the pursuit can last until either unit is destroyed,
 or the Computer unit is otherwise prevented from chasing the player unit.

o If a player's last/only windtrap is destroyed, all player-controlled
 construction yards will lose the ability to produce anything but concrete and
 windtraps.  Note that this is not true for Computer-controlled construction
 yards.  Computer construction yards may rebuild any destroyed Computer
 building at any time.

o Computer-controlled vehicle factories can always build any type of vehicle
 available to that House during the current mission.  Destroying Computer
 outposts or Hi-Techs will not affect the manufacturing potential of a
 Computer-controlled vehicle factory.

o The Computer may not always repair a palace under its control, and/or may not
 always repair it to full strength.

o Some captured Computer buildings may require upgrades to reach their full
 manufacturing potential.

o In a given mission, two captured Computer-controlled buildings of the same
 type may have different production capabilities.

o With the exception of harvesters, Fremen and MCVs, all player ground units in
 Guard mode will occasionally "fidget", reorienting themselves (and/or their
 turrets, where applicable) at random times.  Computer-controlled ground units
 in Guard mode remain motionless, with the possible exception of saboteurs in
 Area-guard mode.

o Computer-controlled forces will attempt to harvest and refine spice even if
 all Computer refineries and silos are filled to capacity.

o When an infantry unit or a troopers unit is 50% damaged, it will be reduced
 from a 3-individual group to a single, full-strength individual (an infantry
 unit is reduced to a soldier; a troopers unit is reduced to a trooper).  When
 this happens, the surviving soldier or trooper may attempt to retreat from
 combat and return to its point of origin (typically a space adjacent to the
 barracks which produced the original infantry or troopers unit).  While a
 unit is retreating, it will not return fire if fired upon.  If and when the
 retreating unit reaches its destination, it will stop and go into Guard mode.
 Note that a retreating player unit can be given new orders at any time, while
 a retreating Computer unit cannot.  (A retreating Computer unit will attempt
 only to reach its point of origin; Once it stops retreating, it will go into
 Guard mode and may remain stationary for the rest of the game.)

o Only a player-controlled House can achieve victory by meeting a spice quota
 objective.  (Computer-controlled forces can only achieve victory in any
 mission by defeating player-controlled bases.)

54. SANDWORM
============
o There are no sandworms in missions 1 or 2 (for any House).  Sandworms are
 present in all other missions.

o All sandworms are identical in coloring and appearance.  The presence of a
 sandworm is indicated by a smooth, circular mound of sand on the Game Screen.
 The worm itself can be seen only as it strikes a target.

o Two or more worms may occupy the same space at the same time.

o A revealed/detected sandworm mound will appear as a white dot on the radar
 screen.

o Some sandworms will become active only after being revealed/detected on the
 battlefield.

o In general, a sandworm can sense any unit on sand at any distance.

o A sandworm can devour any ground unit.  A worm may also attempt to attack
 fireballs on sand which are produced by exploding units and projectiles.

o Sandworms can be clicked on, targeted, and attacked.

o Clicking on a revealed/detected sandworm mound will display the worm's ID
 icon and damage status bar.

o Sand covering a worm will not protect it from damage.

o A ground unit on top of a sandworm mound can be damaged if other units,
 turrets or rocket turrets are firing on (and hitting) the sandworm.  A worm
 may move back and forth between firing units, pausing beneath them without
 striking, as the units above take damage from weapon fire.

o Sandworms cannot permanently affect terrain or unharvested spice.

o A sandworm mound will always be composed of plain, smooth sand.  As a worm
 moves under spice fields, spice blooms, dunes and sand craters, those terrain
 features will be obscured by the sandworm mound, but reappear if the worm
 moves away.

o A sandworm will disappear if it devours 3 units or is destroyed.  A worm may
 also disappear when it becomes 50% damaged.

o Sandworms can move under/through spice blooms without triggering them.

o If a spice bloom is detonated while a sandworm is occupying the same space,
 the worm is destroyed.

o A Devastator ordered to self-destruct will not explode if it is swallowed by
 a sandworm.
</pre><pre id="faqspan-5">
o A self-destructing Devastator can damage nearby sandworms.

o Turrets, rocket turrets, and units in Guard mode may automatically fire on
 any sandworm which comes into range.  This auto-targeting ability will vary
 by House and mission number.

o Ordos and Harkonnen units in Guard mode will fire on any sandworms that come
 within range.

o Solid projectiles may be fired over sandworms without striking them.  Sonic
 blasts directed at another target will damage intervening sandworms.

o A ground unit moving across sand will usually attempt to navigate around any
 sandworm mound in its path.

55. SARDAUKAR
=============
o In this document, the term "Sardaukar" refers to the combat forces of the
 Emperor.  They first appear in mission 4 as troopers units transported by
 carryall.  In later missions, Sardaukar units may be of any unit type
 available to any House, excluding Deviators, Fremen, MCVs, raider trikes and
 saboteurs.

o Before mission 9, the Sardaukar will have no base located on the battlefield.

o Purple is the House color for all Sardaukar forces.

o A captured Sardaukar vehicle factory can produce trikes, quads, harvesters,
 MCVs, combat tanks, missile tanks, siege tanks, and 1 or more special units.
 These special units vary depending on the capturing House: Devastators are
 produced for Atreides, Devastators and sonic tanks for Ordos, sonic tanks for
 Harkonnen.  (Note that the capturing House must also control a Hi-Tech in
 order to produce special units.)

o Mentats may refer to the Sardaukar as "Sarduakar".

56. END MISSION
===============
o If all player or Computer buildings are destroyed or captured, the mission
 will end.  Note that turrets and rocket turrets are excluded from
 consideration here.

o A player will lose a mission if all friendly buildings are destroyed.  This
 is true even if the player still has one or more MCVs available to create new
 construction yards.

o If both/all sides in combat lose all of their buildings, the Computer enemy
 wins by default.  The player must always hold at least one building (other
 than a turret or rocket turret) at the end of a mission in order to win.

o The end of a mission is first signified by an overflight of 7 carryalls in
 a V formation.  The carryalls will be trimmed in the House color of the
 victorious side.

o Time elapsing while the game is paused is not applied to the "TIME" value on
 the score screen at the end of a mission.

o The game will not keep track of harvested spice beyond 65,000 credits.

o If units destroy friendly buildings, the buildings are counted as being
 destroyed by the enemy.

o When a destroyed ground vehicle produces a surviving soldier, both the
 destroyed vehicle and the soldier are scored as separate units.

o Concrete and wall sections are not counted in scoring.

o When a Devastator self-destructs, it is counted as being destroyed by the
 enemy.

o Sandworms are counted as enemy units in scoring.  A sandworm is counted as
 being destroyed whether the sandworm is destroyed/driven away, or disappears
 after consuming three units.

o Units eaten by sandworms are not counted as being destroyed by the enemy.

o Units destroyed by spice blooms are not counted as being destroyed by the
 enemy.

o When a unit composed of three individuals (such as an infantry or troopers
 unit) is reduced to a single individual, the two destroyed individuals are
 not counted in scoring.

o Captured buildings are not counted as being destroyed.

o Deviated units do not count as being destroyed.

o Spice collection and processing may continue even after all refineries and
 silos are full.  No credits are gained from the processing of excess spice,
 and the excess spice itself is lost (although the excess spice is counted in
 scoring).

o When a mission is over, a rank is assigned to the player.  Ranks, listed in
 alphabetical order: BASE COMMANDER, DESERT MONGOOSE, DUNE TROOPER, OUTPOST
 COMMANDER, RULER OF ARRAKIS, SAND SNAKE, SAND WARRIOR, SCOURGE OF DUNE, SQUAD
 LEADER.

o Following successful completion of mission 9, a brief ending sequence shows
 Arrakis from space, its color changing to the victor's House color (this is
 where the PLANET SHIMMER soundbite is used).  Following this are the game
 credits.  If MUSIC IS ON, the credits are accompanied by a musical score that
 includes sound effects from the game.

o Game credits can only be interrupted with the power switch or reset button
 until they have played through one time.  After the first run-through, the
 credits will begin to repeat.  From this moment on, pressing the A, B or C
 button will interrupt the credits and restart the game from the opening
 sequence.

57. CHEAT CODES
===============
o In this game, built-in cheat codes are enabled through the use of special
 "invalid" passwords.  To enable a code, enter the appropriate password on the
 Password Screen and select "END" once.  (If SOUND IS ON, the INVALID SELECT
 or SCREAM soundbite is played.)  Press the Start button to exit the Password
 Screen, or use the "<" (left-arrow symbol) to reverse over the password, then
 enter another cheat-code password or mission password.  (Multiple codes may
 be activated or toggled without exiting the Password Screen.)

o Cheat code passwords and functions:

 LOOKAROUND: Battlefield is always viewable on Game Screen (can be toggled)
 PLAYTESTER: Player units/buildings are immune to most damage (can be toggled)
 SPLURGEOLA: Set player's spice/credit level in the current mission to 25,000
 -----------------------------------------------------------------------------
 Notes: The LOOKAROUND and PLAYTESTER codes may be "toggled": Entering the
 password once will turn the code on, entering the password again will turn it
 off.  (While a cheat-code password is visible on the Password Screen, it can
 also be toggled on and off each time END is selected.)
 Once invoked, the LOOKAROUND and PLAYTESTER codes remain active until toggled
 off, or until the game system is reset or powered off.  Starting new games,
 quitting games in progress, entering mission passwords, or choosing different
 Houses will not deactivate the LOOKAROUND or PLAYTESTER codes.
 When the LOOKAROUND code is first invoked, some dark areas may remain on the
 Game Screen.  These areas can be redisplayed correctly by scrolling the view
 away to another part of the battlefield, then returning.
 The LOOKAROUND code affects only the Game-Screen view, it does not actually
 reveal the battlefield to player-controlled forces, and will not change what
 player units can see, detect, or attack on the battlefield.  The code also
 will not affect what appears on the radar screen.  (The radar screen can only
 display what has been revealed/detected by player-controlled forces.)
 While the LOOKAROUND code is active, enemy buildings will not display beacons
 (rotating lights) unless the beacons themselves have been revealed/detected
 by player-controlled forces.
 The PLAYTESTER code affects player-controlled buildings and units, including
 buildings which are captured by player forces, and buildings and units which
 are produced at those captured buildings.  The code also protects Computer
 units which have been deviated to player control (protection will last until
 the deviation effect wears off).
 While the PLAYTESTER code is active, player buildings are protected from all
 damage caused by weapons, saboteurs, erosion, lack of power, and nearby
 explosions; Player-controlled units are protected from most weapon attacks,
 saboteurs, and damage from nearby explosions, and will also be immune to the
 movement-related decay that occasionally afflicts some units.
 The PLAYTESTER code cannot protect all player structures and units from all
 types of damage.  Specifically, the code will not prevent construction damage
 when a new building is placed on rock, and will not protect concrete or wall
 sections; Units may still be consumed by sandworms, and will be destroyed by
 touching spice blooms; Player soldier, infantry, trooper(s) and saboteur
 units may still be overrun and crushed by enemy vehicles; Player Devastators
 can still self-destruct; Player saboteurs will still explode on contact with
 a target, or when replaced by new saboteurs.  The code cannot prevent player
 units from becoming deviated, and will not protect deviated player units
 unless/until they revert back to player control.  Finally, the code will not
 protect any Fremen units which are allied with player forces.
 The SPLURGEOLA password will only be effective when entered during a mission
 in progress; Entering this password at any other time will have no effect.
 Starting new games, quitting games in progress, entering mission passwords,
 or choosing different Houses will cancel all effects of the SPLURGEOLA code.
 When the SPLURGEOLA code is invoked, the quantity of stored spice for the
 player's House is instantly set to 25,000 units, and the credit display will
 begin to change accordingly until it accurately represents the current spice
 level.  (Note that the credit display may take several seconds to adjust; but
 because financial transactions are based on stored spice, a player may spend
 up to 25,000 credits as soon as the code is invoked.)  If the player's House
 controls fewer than 25 friendly storage facilities when the code is invoked,
 then the code will also raise the total combined storage capacity of those
 facilities to 25,000 units.  (To exceed this capacity a House must control 26
 or more storage facilities, because total storage capacity for a House is
 dynamically divided equally among all friendly storage facilities as they are
 built, captured, or destroyed.)
 Any effects of the SPLURGEOLA code are cancelled if a player's last/only
 storage facility is destroyed.
 Spice provided by the SPLURGEOLA code will not be counted in scoring at the
 end of the mission.

o Pressing the Reset button, or powering off the game console, will immediately
 deactivate any active cheat codes.

58. GLOSSARY
============
o BASE: The term "base" generally refers to any tightly clustered group of
 varying types of structures, all under the possession/control of one House.

o BATTLEFIELD: The term "battlefield" refers to the entire combat area
 available in a given mission, including both terrain and airspace.  (The Game
 Screen shows a rectangular section of the battlefield, 10 spaces horizontally
 by 7 spaces vertically.)

o BUILDING: The term "building" (as a noun) refers to any structure, excluding
 concrete slabs and wall sections.

o CLICKING ON/CLICK ON: The term "clicking on" refers to placement of the
 Selection Cursor (or Targeting Cursor) over a structure, ground unit, etc.
 during game play, and pressing the A button once.

o COMPUTER-CONTROLLED/COMPUTER: The term "Computer-controlled" refers to the
 units and buildings manipulated solely by the game/"Computer" in combat or
 competition with the forces controlled by the human player.  The term is not
 used in reference to any fully autonomous units (such as ornithopters) allied
 with player forces.

o CONCRETE SLAB/QUADRANT OF A CONCRETE SLAB: The term "concrete slab" refers to
 the full-sized slab as it is produced at a construction yard.  Each
 full-sized concrete slab is composed of 4 smaller squares, or "quadrants",
 arranged in a 2x2 matrix.

o ENEMY: The term "enemy" generally refers to units and/or structures which are
 controlled by an opposing House.  (For example, an Atreides construction yard
 is an "enemy structure" to House Ordos or House Harkonnen.)

o FRIENDLY: The term "friendly" generally refers to units and/or structures
 which are all controlled by the same House.  (For example, an Atreides
 construction yard is a "friendly structure" to House Atreides.)

o GAME TIME: The term "Game Time" refers to time as it elapses within the game
 environment.  Game Time generally slows down with an increase in units on the
 battlefield, speeds up with a decrease in units, and is suspended whenever
 the Game Screen is not displayed.  Game Time may also slow down when units on
 the battlefield experience difficulty in carrying out orders.

o HOUSE COLOR: The term "House color" refers to the prevalent color of building
 beacons and/or units on the Game Screen.  It also refers to the color of
 buildings and/or ground units on the radar screen.  House colors are blue for
 Atreides, green for Ordos, red for Harkonnen, and purple for the Sardaukar
 forces of the Emperor.

o ICON: The term "icon" refers to any one of the Identification ("ID") Window
 or Command Window images which appear on the upper right side of the Game
 Screen during play.

o PLAYER-CONTROLLED/PLAYER: The term "player-controlled" refers to the units
 and structures manipulated by the human player in combat or competition with
 the forces controlled solely by the game/"Computer".  The term may also be
 used in reference to any fully autonomous units (such as ornithopters) allied
 with player forces.

o RANGE: The term "range" refers to the maximum linear distance between two
 points on a horizontal or vertical line.  This distance is measured in
 "spaces", where 1 space is an area equal in size and shape to 1 quadrant of a
 concrete slab.  (See the examples of range under sections 19: Rocket Turret,
 22: Turret, 43: Saboteur, and 52: Multiple-Weapon Units.)

o REVEAL RANGE: The term "Reveal Range" refers to the largest area of the
 battlefield that a player-controlled object will reveal when it is placed on
 the battlefield, moves, or fires.  It also refers to the largest area of the
 battlefield that a Computer-controlled object will reveal when it fires.

o REVEALED: The term "revealed" refers to an area or object which is visible on
 the battlefield as a result of being detected by player-controlled forces.
 If RADAR IS ON, all revealed friendly buildings are represented on the radar
 screen.  If the radar screen is supported by a fully-powered outpost, then
 all revealed sand and rock, and most revealed objects will also be
 represented on the radar screen.

o SARDAUKAR: The term "Sardaukar" refers to the combat forces of the Emperor.
 They first appear in mission 4 as troopers transported by carryall.  In later
 missions, Sardaukar units may be of any unit type, excluding Deviators,
 Fremen, MCVs, raider trikes and saboteurs.

o SPACE: The term "space" refers to a unit of measurement where 1 space is an
 area equal in size and shape to 1 quadrant of a concrete slab.

o SQUARE: The term "square" (in reference to a structure's size and/or
 placement grid) refers to a unit of measurement where 1 square is an area
 equal in size and shape to 1 quadrant of a concrete slab.

o STORAGE FACILITY: The term "storage facility" refers to a building which may
 contain spice.  Refineries and silos are both storage facilities.

o STRUCTURE: The term "structure" refers to any construction yard, and to
 anything that can be produced at a construction yard.

o UNIT: Unless otherwise specified, the term "unit" generally refers to any
 mobile component of any House's combat, harvesting or support force.  The
 term "airborne units" in this document refers specifically to all carryalls,
 frigates and ornithopters.

o UNREVEALED: The term "unrevealed" refers to an area or an object which is
 undetected, hidden, or "blacked out" on the battlefield.  Unrevealed areas
 and objects will not appear on radar.

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