Credit to the people behind Dune, Emperor Battle for Dune, and George who made this profile. The color schemes are divided up by houses that each unit hails from, with Double Blue equaling House Arkiedes or a misc unit, red and gold House Harkonnen and silver +green being House Ordos. This is a mix from the games, books and movies.
The Empire
of Dune
Greatness is a transitory experience. It is never persistent. It depends in part upon the myth-making imagination of humankind. The person who experiences greatness must have a feeling for the myth he is in. He must reflect what is projected upon him. And he must have a strong sense of the sardonic. This is what uncouples him from belief in his own pretensions. The sardonic is all that permits him to move within himself. Without this quality, even occasional greatness will destroy a man.
BIO: Thousands of years ago, humanity fought a war against thinking
machines and won. What came after that was a superstitious, backwards universe
dominated by corrupt aristocrats and secret societies; all with their own
agenda and lust for power. Ten thousand years later, a man rose who overthrew
the sitting Emperor of the Known Universe and placed the Atriedes Eagle over
the Golden Lion Throne.
Paul
Atriedes became Mau'Dib, messiah of the Fremen people. With the aid of those
Fremen, Paul took over the galaxy. Now after
decades of war and jihad, Paul takes his armies, the religion he created and
the resources of the Empire to fight in the Tournament of Planetary Conquest.
No matter
the outcome, the spice will flow.
===== RECONNAISSANCE =====
In terms
of recon, Paul Atriedes has many options to choose from. His sand bikes, dust
scouts and buzz saws can scour the land rapidly and evade the enemy on foot. In
the skies his ornithopters are ever vigilant. At his base camp he has radar camps to keep track of nearby foes. He peppers the land with camouflages
Fremen units that can move stealthily and infiltrate/sabotage.
In terms
of espionage and the war of information, Paul has the aid of the Bene Gesserit,
Face dancer shape shifters and the notorious Sardaukar.
Last but
most importantly, Paul's own powers of prescience are his greatest recon
assets. Able to see the future with near perfection as well as see the present
with the same clarity; Paul can literally see the battle before it happens. He is not Quite as good as Eldad Ulthran in
terms of farseeing, but he comes really close.
==SPECIAL FEATURE : THE HOTLZMAN SHIELD:
Holtzman shields are a miraculous technology that has dominated the field of armour for more than ten thousand years. Using advanced technology to bend space and time, shields protect soldiers or vehicles from almost all projectile attacks. An object coming at a shield will be repelled back at the exact speed it hit the shield. The catch is that a shield is an all or nothing mechanism. Anything below the shields speed setting will get through; the fastest thing is six centimetre per second, or the speed of a knife in a man's hand. Anything above that speed, unless overpowered, bounces off harmlessly. It completely revolutionized warfare in the Dune universe, making artillery, bombing campaigns and the like useless almost overnight. However while it is a superb shield there are some limitations to it that need mentioning (Credit goes to FED2k website for phenomenal descriptions)
Shield Limitation #1 - Firing Out from a Shield
As mentioned above, shields deflect all fast moving objects impacting on the outside of the shield. Conversely, fast moving missile weapons cannot be fired from within a shield (in fact almost any projectile faster then a knife). This causes a shield inversion and the resultant impact radiation cooks the shield wearer very quickly .
However, these missile weapons are _rarely_ used outside of Dune's deep desert since the user has to drop his shield to fire, thus making himself vulnerable. There is usually not much point in exposing oneself in a vain attempt to shoot ineffectually at a shielded target. The vast majority of battles fought throughout the Imperium occur entirely with blade weapons and without a single shot being fired by either side. Hand-to-hand melees, not fire fights, are the dominant form of combat in the Dune universe. Missiles are typically reserved for unshielded targets of opportunity. All projectile weapons should be considered secondary and auxiliary to blade weapons, and in order to use these ranged weapons in general the wielder must turn off his shield. That said vehicles have no real mean to engage in melee, as even their technique of running people over exceeds the shields limits. *
Shield Limitation #2 - Lack of Air
A second limitation on shield use is the exhausting effects on the wearer when deprived of sufficient oxygen for any significant length of time. While shields do allow some molecular interchange across their boundaries, the amount of fresh air reaching the wearer is usually insufficient during strenuous activities such as hand-to-hand combat. The air inside a shield goes stale after only a few minutes of combat (refer to Paul's training exercise with Gurney). Only those soldiers in superb physical condition can hope to survive the rigors of extended duration shield fighting. Like the heavy plate armor of the late Middle Ages, the wearing of a shield can also be physically taxing. It is probably fairly common for a soldier to break off from a melee, turn off his shield to allow him to catch his breath, and then return to the fight. However, doing so could make the soldier vulnerable to firearms and projectiles. The physical stamina needed for prolonged shield fighting may be a significant difference between elite warriors and ordinary soldiers. In addition planets with high wind patterns might overwhelm the shield's acceptance rate. For vehicles, riding at full speed would render it impossible for air to get in. *
Shield Limitation #3 - Shield/Lasgun Interaction
Prior to development of the Holtzman defensive shield, lasguns were the dominant battlefield weapon. However, when a coherent beam of light from a lasgun impacts on a shield, subatomic fusion results. The resultant atomic explosion travels back along the path of the beam engulfing both attacker and defender in a cataclysm of atomic proportions. A personal body shield/lasgun interaction would result in a mutual explosion in the tactical nuke range (approximately 0.1 kiloton). Larger shields produce proportionally larger explosions. Thus any soldier that uses lasguns are not going to have a shield on anywhere in their squad at the same time.
Shield Limitation #4 - Less than Perfect?
Shield Limitation #1 - Firing Out from a Shield
As mentioned above, shields deflect all fast moving objects impacting on the outside of the shield. Conversely, fast moving missile weapons cannot be fired from within a shield (in fact almost any projectile faster then a knife). This causes a shield inversion and the resultant impact radiation cooks the shield wearer very quickly .
However, these missile weapons are _rarely_ used outside of Dune's deep desert since the user has to drop his shield to fire, thus making himself vulnerable. There is usually not much point in exposing oneself in a vain attempt to shoot ineffectually at a shielded target. The vast majority of battles fought throughout the Imperium occur entirely with blade weapons and without a single shot being fired by either side. Hand-to-hand melees, not fire fights, are the dominant form of combat in the Dune universe. Missiles are typically reserved for unshielded targets of opportunity. All projectile weapons should be considered secondary and auxiliary to blade weapons, and in order to use these ranged weapons in general the wielder must turn off his shield. That said vehicles have no real mean to engage in melee, as even their technique of running people over exceeds the shields limits. *
Shield Limitation #2 - Lack of Air
A second limitation on shield use is the exhausting effects on the wearer when deprived of sufficient oxygen for any significant length of time. While shields do allow some molecular interchange across their boundaries, the amount of fresh air reaching the wearer is usually insufficient during strenuous activities such as hand-to-hand combat. The air inside a shield goes stale after only a few minutes of combat (refer to Paul's training exercise with Gurney). Only those soldiers in superb physical condition can hope to survive the rigors of extended duration shield fighting. Like the heavy plate armor of the late Middle Ages, the wearing of a shield can also be physically taxing. It is probably fairly common for a soldier to break off from a melee, turn off his shield to allow him to catch his breath, and then return to the fight. However, doing so could make the soldier vulnerable to firearms and projectiles. The physical stamina needed for prolonged shield fighting may be a significant difference between elite warriors and ordinary soldiers. In addition planets with high wind patterns might overwhelm the shield's acceptance rate. For vehicles, riding at full speed would render it impossible for air to get in. *
Shield Limitation #3 - Shield/Lasgun Interaction
Prior to development of the Holtzman defensive shield, lasguns were the dominant battlefield weapon. However, when a coherent beam of light from a lasgun impacts on a shield, subatomic fusion results. The resultant atomic explosion travels back along the path of the beam engulfing both attacker and defender in a cataclysm of atomic proportions. A personal body shield/lasgun interaction would result in a mutual explosion in the tactical nuke range (approximately 0.1 kiloton). Larger shields produce proportionally larger explosions. Thus any soldier that uses lasguns are not going to have a shield on anywhere in their squad at the same time.
Shield Limitation #4 - Less than Perfect?
There is no such thing as a "perfect" defense. Given enough mass and/or energy, any defensive shield or system can be overwhelmed. Unless shields are based on some exotic physical laws, they can also be shattered if enough mass with enough kinetic energy are thrown at them. The fact that the weight and impact of a berserk worm can destroy a shielded target or individual would indicate that shields have a "breaking point". However, the amount of mass/energy needed to defeat an individual shield is extremely excessive. Perhaps a high density/high velocity round could penetrate an individual's shield. But such an approach would be as impractical and cost prohibitive as using a depleted uranium shells against individual infantry on the modern battlefield. Exposed airborne thopters, as opposed to individual soldiers who can take cover easily, may be more vulnerable in this regard.
* Implications:
1. When a vehicle uses its Holtzman shield it essentially cannot use any of its weapons, including certain melee ones (Buzz Saw), must either remain motionless or have artificial life support (something only a few transports have), and cannot be anywhere near lasguns. Thus anytime a vehicle is in motion and firing it can be assumed the shield isn't on, and thus would be a vulnerable target.
2. For personnel users it could be argued that an extremely powerful round could break through the Holtzman shield, however it is a tricky argument. These rounds would have to be as powerful or even more powerful then the most potent ammunition available today.
3. It is possible that sufficient Kinetic Mass could overwhelm the shields of the aircraft, as Paul's Copter was repeatedly attacked by AA missiles by a faction that KNEW of the shields and used them. Why would you attack something fruitlessly if you didn't think you could overwhelm it?
4. Users of these shields are especially vulnerable to chemical gases, with one exception (the Chemical Trooper) .
5. Of course slow moving melee attacks are nearly gaurented to get through.
6. When fighting lasgun armed foes that refuse to stop using lasguns Holtzman shield users will have to either risk MAD or turn off their shields.
==========INFANTRY=========
Name: Conscripts
Armor: Holtzman Energy Shields
Weapon
Type: Short swords/knives and lasguns.
Max Range:
500 meters
Preferred range: Melee
Formal
training: 2-3, given whatever training that their Noble
houses of origin can afford
Mobility: 4
Classification:
Grunts
Basic
description: conscripted private soldiers
==LOADOUT==
The Empire
of Mau'Dib is vast and covers many planets and moons; and the bulk of those
worlds are the fiefs of the Great Houses. When the Emperor Paul calls, the
Houses must marshal their troops and weapons in his name. Like the Imperial
guard of Warhammer, there's no standard training or uniform for them. They have
whatever weapons and training that their patron house has equipped them with.
Ranged Combat: The go-to ranged weapons for conscripts are lasguns, which come in
either pistol or rifle form. These weapons have an adjustable nozzle to control
the width and spread of the beam fired.
Melee: Knives
and swords are the mainstay of warfare in the universe of Dune. Shields have
all but rendered projectiles and energy weapons as obsolete and so nearly all
warfare is done through short swords and knives. There are many schools of
knife fighting and training varies. The kind of knives or swords that a man
gets ranged in qualify based on what he or his great house can buy.
Armor: (see Special Feature)
(old version of shield)
Special: Scramblers
Swords
and knives can be equipped with
scramblers that enable blades to destroy computer AI brains or pulse
modules that vibrate weapons at high frequency to greatly increase their
cutting power. This technology is not standard and indeed, scramblers have not
been used for thousands of years though the know how to build them is readily
available, as mankind is ever on the lookout for A.Is.
Additional factors:
-The
shields of the conscripts mean that they are completely safe from artillery
fire and other heavy guns as if it were rain.
-The
shields will not protect the conscripts from poison gas attacks and gas masks
won't be available to the men unless they can buy them or their Noble patrons
supply them. As a side note, shields do limit vision and smell slightly.
-Finally
and this is important lasguns and
shields cannot be used at the same time. If they are firing their lasguns they
are vulnerable to enemy fire, if they are using their shields they cannot fire
back.
(modern version of shield)
Name: Infiltrator
Weapon
Type: Explosive
Armor
Type: Active camouflage
Mobility:
3
Training: N/A
Max range:
15-km remote control signal
Preferred
range: 300 meters explosive radius
Classification:
Remote controlled anti-stealth landmine
==LOADOUT==
Armaments: bomb payload
A remote
operated land mine designed by the Ixians, this ingenious machine is kept
cloaked by light bending Holtzman technology. Invisible while moving or
stationary; it has the added bonus of revealing nearby stealthed units when it
explodes. Only specialized anti-stealth units can detect it. The only limitation is that the operator has limited field of vision
due to the stealth technology so he must steer this land mine carefully.
Name: Flamethrower infantry
Weapon
Type: knife, flamethrower, flame gel
Armor: heat resistant armor
Training: 3
Mobility: 3
Max Range:
100 meters
Preferred
Range: Pistol
==LOADOUT==
A
specialist soldier who stands apart from normal conscripts by his weapon of
choice and more consistent standard of training. This soldier wears armour both
to allow him protection from melee attacks and to protect him from blowback
form his fiery weapon.
Long range:
flamethrower
Short range:
knife
Special: Flame gel
powers the flamethrower of this specialist soldier. This highly flammable
substance can also be concentrated in self igniting globes that can be used as
either hand grenades or land mines.
Name: Chemical Trooper
Weapon
Type: Chemical Projector, knife
Armour
Type: gas mask
Training: 3
Mobility: 4
Max range:
200 meters
Preferred
Range: Medium range.
==LOADOUT==
Yet
another specialist soldier. This lightly armoured and short range soldier is
equipped with a chemical projector that spews out various poison gasses
depending on the environment and the type of enemy he faces.
Mid range: Chemical Thrower--Kriminion is a popular gas. Small amounts of it are highly lethal
even in wide open, well ventilated spaces. Other forms of gas are corrosive and
can do damage to structures and vehicles; though infantry are most vulnerable
to his attacks.
Short range:
Knife, while he can use a knife, the Chemical trooper's strong point is not
getting in near and close.
Additional factors;
- if not
properly equipped, the chemical gas might harm his allies.
Name: Contaminator
Weapon
Type: biological weapon
Armour: natural resilience
Mobility:
2
Training: 1
Max range:
arms reach
Preferred
range: arms reach
==LOADOUT==
The
corruptor is less a soldier and more of a living weapon designed by the Bene
Tleilaxu. A human being grown in the Axolotl tanks, this creature was infected
with an encyclopedia of viruses that turn it into a shambling zombie like
creature. A single touch is enough to turn a human being into another corruptor
in a matter of minutes.
Useless
against vehicles, these creatures can survive and ignore injuries that would
kill the toughest humans and spread like a Romero movie nightmare.
The
Tleilaxu keep these things in control through a series of whistles that the
creatures are conditioned to respond to. So they can coral and control these
horrid monsters.
Name: Saboteur
Weapon: Suicide bomb
Armor: Energy shields
Mobility: 4
Training: 2
Max range:
melee
Preferred
range: melee
==LOADOUT==
A soldier
created by House Ordos from stolen Tleilaxu technology, the saboteur is a
cloned, brainwashed soldier who basically runs at buildings and vehicles and
blows them up with his suicide bombers vest. These brainwashed genetically
engineered soldiers are living weapons used to tear down structures and
vehicles by first getting into them and bypassing any Holtzman shields a
building may have.
Rare Unit: Maker
Makers are the Guild's infantry. They are second stage navigators equipped with a power weapon, which allows them to inflict heavy damage. That said they are slow and cumbersome, and can easily be outflanked if left unsupported.
Makers are the Guild's infantry. They are second stage navigators equipped with a power weapon, which allows them to inflict heavy damage. That said they are slow and cumbersome, and can easily be outflanked if left unsupported.
====SPECIAL FORCES/ELITES====
Name: Sardukaur
Weapon
Type: lasguns, short swords, knives, shigawire,
Armor Type:
Energy shields, plate armour
Mobility: 3
Training: 5-raised on the brutal prison planet to serve the former Corrino
Emperor, recruited from criminals or the sons of criminals.
Max range:
700 meters
Preferred
range: Melee
Classification:
Heavy shock troops
==LOADOUT==
Soldier
fanatics of House Corrino, the former Emperor of the Universe, the Sardaukar
believe in death before dishonor and that crawling under fire is a sign of
cowardice. Raised on the harsh nuclear wasteland of the prison planet Salusus
Secondus, the Sardaukar are recruited from the sons of the worst criminals in
the galaxy in an environment which kills half of all children in a given group
by the age of thirteen.
Since
their defeat at the hands of the Fremen and the deposing of their emperor, the
Sardaukar have become embittered and their warrior religion greatly weakened by
cynicism. However if commanded they will fight for Mau'Dib if for no other
reason than to taste the thrill of battle.
Ranged: rapid
fire multi-barreled repeating laser. A heavy and very powerful weapon that has
greater accuracy and firepower than standard lasgun rifles. Power in these
units is fed through a backpack battery unit; allowing them greater ammunition
capacity than other units.
Melee: Knife
with build in pulse module; these blades are higher quality steel than can be
expected to be found in the hands of conscripted soldiers and come with a pulse
device in the handle to enable greater cutting power for the same amount of
force behind the blade.
Defense:
Holtman
Shields( see Conscripts)
In
addition to Holtzman shields, Sardaukar bring heavy plate armour for both
protection against enemy attacks and environmental regulation and life support.
They can take phenomenal amounts of punishment in this armour from projectile,
blade and energy weapons, even in the absence of shields. The only downside to
this is that their armour is non powered and slows them down in relation to
other units.
Special: Trained
in both espionage and combat, Sardaukar can function as spies and infiltrators.
Men like these often have transmitters disguised as toenails or pieces of
monomolecular shigawire in their hair which they can use as garrottes.
Additional factors:
The
Sardaukar were once the premier fighting force in the galaxy. When their
Emperor was deposed they were humiliated, they bear little warm feeling for
Paul Atriedes.
To their
credit however, the Sardaukar are highly creative when pressed; turning the
jets of their aircraft into flamethrowers when a Fremen ambush nearly routed
them.
- Finally
they cannot use their laser weapons and the shield at the same time.
Name: Fremen Warrior
Weapon
Type: crysknife, lasgun, long barreled rifle, crossbow, lasgun
Armor
Type: Holtzman shield, stillsuit
Training: 6--discipline starts from birth, individuals are ruthlessly trained
to be disciplined lest they lead to the destruction of the whole tribe. On top
of that they have been given the finest training in the empire.
Mobility: 6
Max range:
1000 meters
Preferred
range: Melee to mid range
Classification:
Elite Guerilla warriors
==LOADOUT==
The Planet
Arrakis is a brutal world, even more brutal than the ex-emperor's prison
planet, Salusus Secundus. On this world there lived a group of humans called
the Fremen. Originating from a religious persecuted group, the Fremen survived
not only the brutal desert and the powerful sand worms but repeated efforts by
offworlders with superior technology and numbers to commit genocide on them.
The Fremen
are the beating heart of Paul Atriedes army. There is not a group in the known
universe who are tougher; in either a group or a unit.
Long range:
Fremen are armed with lasguns after they became the spearhead of Paul Atriedes
Jihad against the universe. Due to shields being rare on Arrakis, the Fremen
are master marksmen, armed with long barrelled rifles that fire crystal
projectiles; able to reliably blow off a man's head at a thousand meters in
almost any weather. Useless against shielded foes, the Fremen also use these rifles
to cause anti-materiel damage.However at least at one point they did use rocket launchers, showing they might have a stash of antiquidated weapons.
Mid range:
Crossbows are also used with poison or explosive tips depending on whether they
need a stealthy approach or make a distraction. As the favoured soldiers of the
Empire, the Fremen will have access to a vast array of poisons.
A reliable
mid-range weapon of the Fremen is the Maula
pistol. A small handheld pistol that functions well in the dust and sand
ridden environment of Arrakis with little maintenance; this spring loaded
pistol holds a ten clip magazine of poison darts with a range of thirty meters.
Close range:
The Crysknife is a Fremen's most sacred weapon. Ground from the tooth of a dead
sand worm, this weapon can never be seen my outsiders until the knife drinks
blood. So the number of outsiders who have seen such a blade and lived is
almost nil.
The crysknife is twenty centimetres long
and milky in colour. It is highly durable and is stronger in tensile and
compressive strength than most metal or synthetic blades. In fact, the
crysknife is highly useful against armoured foes, as the heavily armoured
Sardaukar were opened like cans before these razor sharp blades.
Unless a
crysknife is "fixed" it will slowly disintegrate and grow brittle
unless kept within twenty feet of a human bioelectric field at all times.
Armor: a Fremen
is unarmored; they prefer to rely on speed and master of camouflage to get the
drop on their enemies.
The
closest to armor they wear is the still suit; a unique Fremen made suit that is
designed to hold in the body's moisture in the hard, dry heat of Dune. With one
of these, a man can survive in the 100 degree Celsius desert with only a loss
of one thimbleful of water per day.
Additional factors:
-The Fremen language has no
word for heroism. When a Fremen warrior did a kamikaze attack and killed three
hundred Sardaukar, that wasn't heroism; that was the duty of every man in the
tribe. To these people, the community is always more important then the
individual; in the desert the long man is dead, only the sand worm lives alone.
The Fremen are not only powerful duelists but also group fighters par
excellence.
-Though a
desert people, the Fremen have fought on hundreds of worlds of all climates and
temperatures in the name of their messiah.
-A vital
part of the Fremen's diet is the spice melange, which grants users enhanced
mental faculties, superior health and even supernatural powers of foresight.
Due to their spice rich diet, Fremen have blue in blue eyes. The spice grants
them long life; Fremen who aren't killed in battle often live triple the
average human lifespan with near perfect health to the very end. The only
drawback of spice melange is the fact that one of the withdrawal symptoms is
death in one hundred percent of cases.
-Fremen are
trained in the weirding way, a
martial art that relies on precise nerve and muscle control when combined with
the benefits of the spice gives an individual almost superhuman speed,
endurance and strength. A Fremen warrior can strike blows too fast to see and
move so fast in short range that they are invisible to the human eye and appear
to teleport.
-Fremen blood clots almost instantly, something evolved from
millennia in the desert in order to preserve moisture.
-Finally they cannot use their laser weapons and the shield at the same time.
Name: Fedaykin
Weapon
Type: crysknife, lasgun, crossbow, lasgun, Weirding Module
Armor
Type: Holtzman shield, stillsuit
Training: 7
Mobility: 7
Max range:
1000 meters
Preferred
range: Melee to mid range
Classification:
Emperor's Bodyguards, super soldiers
==LOADOUT==
The
Feydakin are the elite of the elite. They're Paul Atriedes Finest troops and
the most feared warriors in the known universe.
Long range:
Crossbows, rifle and weirding module.
The
Fedaykin is a higher level practitioner of the Weirding way. They not only can
move with superhuman ability and nerve control but they can also use their
voices as weapons, deploying the voice as a powerful of hypnosis which
can lower an enemy's guard in battle or force a prisoner to tell the truth
without any coercion. The Weirding module is a device that can focus a
Fedaykin's voice into a deadly sonic beam weapon that can rupture blood vessels
in the brain and much worse damage at close range.
Mid range:
crossbow
Short range:
crysknife, Weirding Way
As
mentioned before, the Weirding way is a martial art taught to the Fremen by
Paul Atriedes. This martial art is the ultimate expression of "I think
therefore I am." One has to think it, and it is so. Thanks to their
incredible discipline and the spice melange, the Fedaykin don't just look like
they're teleporting, they're actually doing it. These troops are able to
teleport within a range of two to three meters instantaneously.
Defense: Holtzman
Shields (see Conscript), Stillsuit (see Fremen)
Additional Factors: These men are fanatics, even by the standards of the Fremen. To
them, Paul Atriedes is the messiah, a God among men. They'll kill their own
infant children at a single word of their master and they have absolutely no
fear of death. They never take prisoners and they never allow themselves to be
taken. If they or any other Fremen are taken hostage then their families will
hold a funeral as if they are already dead and get revenge.
Not only
to the Fedaykin, but to ever single Fremen from the smallest child to the
oldest crone; the tribe is all important, though a man may do great things in
the end his water belongs to the tribe.
INFILTRATORS/SPEC OPS:
Name: Bene Gesserit
Armour Type: energy shields/robes
Mobility: 6
Classification: Assassin
Training level: 7--They has been
conditioned from birth for complete nerve and muscle control as well as
training in combat and espionage
==LOADOUT==
The Bene Gesserit are mysterious as best and manipulative and
dangerous at worst. A mysterious organization of mystic witches, they have been
manipulating political forces for ten thousand years, created and destroyed
religions to suit their needs, controlled whole cultures and even attempted a
genetic breeding program to create a god-like man which they could control.
Now they are pawns of Paul utterly at his mercy, though they still
fear and hate him; attempting to destroy the monster that they've made at every
opportunity. However Paul is still able to blackmail them into his control.
Short range: A sliptip knife is a widely available stiletto like knife that can
easily go through most body armour and shields. As experts on assassination,
Reverend Mothers use these rather frequently since they can be found or
purchased almost anywhere.
Armor: Holtzman Shields
(see Conscript)
Special: The Bene Gesserit are poison masters, having access to chemical
concoctions that even the highest masters of assassination don't know about.
There are chaumas--food poison--Chaumurky--drink poison-- and everything in
between.
Additional factors: A Bene Gesserit has the following powers:
▪ Oral Analysis: Upon tasting an
item, a Bene Gesserit can break down the food into its ingredients, right down
to its chemical composition;
▪ Internal Organic-Chemical Control:
Alteration of metabolism to render poisons harmless. This ability was used when
potential Reverend Mothers took the Water of Life.
▪ Prana Bindu: Alteration of blood
flow, body temperature, heart rate, and level of consciousness, for the
purposes of survival in harsh environments, or escaping from bonds.
▪ Weirding Way: Superior
hand-to-hand combat abilities; martial arts. Bene Gesserit trained men and
women were unrivaled in their fighting abilities. Only Imperial Sardaukar and
the Fremen could approach the abilities of a Bene Gesserit in regards to combat
techniques, attack speed, and resourcefulness.
▪ The Voice: Ability to influence
people directly by giving them orders with a certain sound frequency. When a
person is ordered to do something by the use of Voice it is almost irresistible not to comply (though it depends on mental resistance) . A Bene Gesserit is trained to resist the Voice.
The downside of it is the phenomenon of entire population becoming immune to it
if The Voice is being overly used upon a population. Mentats can especially
become immune to the Voice if they understands how it works.
▪
Sensing the Truth: Truthsayer is trained to sense if someone is telling the truth or
not, but the other Bene Gesserit can also spot if someone is holding something
back. Example: When Dr. Yueh was supposed to betray the duke Leto of the
Atreides, he felt guilty and anxious about it. Jessica had conversations with
him and sensed that he is holding something back. Being informed that Bene
Gesserit can sense his guilt about what he was about to do he
exploited/manipulated his own emotions (remembering his wife in the grasp of
baron Harkonnen) and mentioning her every time he thought Jessica was studying
him and searching for more reasons why he felt so disturbed.
Name: Bene Gesserit Reverend Mother
Armor Type: energy shields/robes
Mobility: 6
Classification: Leader Assassin
Training level: 7.7--Has achieved the
highest level of training available to the sisterhood
==LOADOUT==
To become a Reverend mother, a
Bene Gesserit must go through years of intellectual, physical and psychological
training. After which, she undergoes a ritual called spice agony. Where upon
drinking the "water of life" from a drowned baby sand worm, she can
now access the genetic memory of all her female ancestors. These Reverend
mothers are scientists, geneticists, historians and advisors to the highest
political and economic forces in the galaxy.
Short range: slip tip (see above profile)
Armor: Holtzman Shields (see Conscipt)
Special: poisons, Gom Jabbar. The Gom Jabbar is a tool specifically used to
root out those with a certain level of instinct control. Those without this
control will be killed by the poison designed to kill "animals". Not
normally used in combat, the Gom Jabbar has been used as a weapon before; a
single scratch sufficient to kill a grown man.
Additional factors:
The Reverend mothers are mainly advisers and tacticians, but they
also take part in sabotage, espionage and assassination missions where combat
records have shown them to be able to disembowel with a kick.
Her only weakness is her spice addiction, too long without melange and
she will die of withdrawal.
- They are much rarer then regular Bene Gessets.
Name: Face Dancer
Weapon
Type: knife, poison, shigawire
Armor
Type: shapeshifting abilities
Training: 7--From its time in the womb, the face dancer is imprinted to serve
its Tleilaxu masters
Mobility: 6
Max range:
short range
Preferred
range: Melee
Classification:
Genetically engineered shapeshifting spy
==LOADOUT==
A Face
Dancer is a creation by the Bene Tleilaxu. A Genetically engineered creature
grown in an Axolotl tank, the Face Dancer can perfectly imitate almost any
human being in existence. These creatures are completely loyal to their masters
and are used in spying and assassination jobs. Upon death, a face dancer will
experience near instant cellular disintegration so that their foes can't
unravel and study their DNA.
What makes
them particularly dangerous is that when in combat, they rapidly learn and
mimic an enemy's combat style within a very short period of time.
Short range:
knife, poisons, shiga wire
Additional factors:
Face Dancers can mimic every detail of a person; finger prints, mannerisms, tics,
retinas, sexuality, everything. If they could mimic a person in any greater
detail then they would literally forget who they are and become their target in
every sense of the word. Essentially only psychics or those that are outright paranoid or super-humanly observant are going to be able to see through these disguises.
=====HERO UNITS=====
Paul Atriedes
Height: 5'11
Weight: 157 lbs
Age: 30
Type of Hero Bonus: moral support, combat, prescience,
Classification: Leader--Paul Atreides is the leader of the known universe and
Mau'Dib, the messiah of the Fremen religion.
Melee: Crysknife (see Fremen)
Defense: Holtzman
shield, stillsuit (see Fremen)
Specials:
future-sight
Paul has
been granted prescience by drinking the Water of Life; a chemical substance
created by drowning a small sand worm in water. This means that he can not only
see the future with near perfection, but can also see the now; as he was able
to detect Shaddam Corrino's vast fleet in orbit around Arrakis.
Paul's
prescience is not perfect though. Certain prescient beings interfere with his
sight, such as Guild Steersmen and similar beings.
Additional factors:
Since his birth, Paul has been given Mentat training; meaning that
he has eidetic memory and can compute massive amounts of data to predict the
actions of individuals years in advance as well as economic, military and
religious trends.
Paul's
third great ability is his power to access the genetic memories of his ancestors
all the way back to the dawn of humanity.
Name: Stilgar
Height: 6'2''
Weight: 182 lbs
Age: 42
Type of
Hero Bonus: Combat, morale, experience.
Stilgar
Ben Filfrawn was the leader of Seitch Tabr. He is a Fremen tribal leader and
was one of the first Fremen that Paul ever met. INitally he tried to kill Paul
to steal his water but upon seeing Paul and his mother's combat ability and
discipline changed his mind. Stilgar would become a friend of Paul and later on
a worshipper, to Paul's dismay.
As leader
of the Fedaykin, Stilgar is one of Paul's toughest lieutenants and has fought
on hundreds of planets in the name of his Messiah. As a hero unit he leads
Paul's men into battle.
==LOADOUT==
Armaments:
Long range:
long barrelled rifle: (see Fremen)
Lasgun (see
Conscript)
short range:
crysknife (see Fremen)
Name: Dunan " Hayt" Idaho
Height:6'2''
Weight:170 lbs
Age: 38
Type of
Hero bonus: Moral support, strategic genius, combat
Loadout: The original Duncan Idaho was the weapons master for Paul's father
Leto and was both a ladies man and a master of warfare and assassination. After
he died, his DNA was given to the Tleilaxu who cloned him. Later on, the clone
which was referred to as a ghola; regained all his former memories up to the
point of his death.
Melee: short sword/knife,
Armor: Holtzman Energy Shield (see Conscript)
Additional
factors: Though a clone, Duncan has all the memories up
to the point of the death of his original body. During his time growing up as a
clone, he was given Mentat training and an eduction in philosophy. Though
psychologically damaged due to the fact that he was brainwashed to kill Paul
Atriedes, Duncan is now as loyal as he was in his first life and would still
give up his life a million times over for Paul.
Duncan is
also a man who inspires others and isn't afraid to share the risks with his
men.
Name: Jessica Atriedes
Height:5'2''
Weight:130 lbs
Age: 49
Type of
Hero bonus: Advisory bonus, strategic assistance,
espionage, propaganda
==LOADOUT==
In the
army they say your mamma ain't there to help you; not so for Paul Atriedes. His
mother was there since his father was murdered and since birth she's been teaching
him how to be a deadlier person.
A full
blown Reverend Mother of the Bene Gesserit, she is a pariah among her
sisterhood because she gave Paul's father a son instead of a daughter; throwing
off their entire breeding program. She is caught between motherly love for her
son and the organization that molded her into the person she became; it's not
an easy decision.
None the
less, Jessica is one of the few who won't hesitate to give Paul harsh criticism
or tell him outright when or if he's wrong. Though not participating in direct
combat, she'll be in charge of Paul's espionage, sabotage and propaganda
efforts. Through her son's influence, Jessica will have access to the
missionary branch of the Bene Gesserit; whose sole function is to create custom
made religions and see they move in a desired direction. In Jessica's case,
she'll be in charge of ensuring that conquered planets worship her son in his
galactic religion.
======CAVALRY======
Name: Sand bike
Type of
Armor: Holtzman Shields (standing)*
Weapon
Type: dart launchers
Speed: 300 mph
Cavalry
purposes: Recon/hit and run
Classification:
Hit and run recon vehicle
Originally
the Atriedes go-to vehicle for scouting operations on Caladan and later on
planet Arrakis, the sand bike has proven its worth.
==LOADOUT==
Armament: twin light maula guns,
The craft's offensive abilities come from a pair of automatic maula cannons that fire poison darts the size of a large crossbow bolt.
Defense: Vehicle Armor
Special : None
Additional Factors: None
Name: Buzzsaw
Type of
Armor: medium durasteel , Holtzman shield*
Weapon
Type: Twin grenade launchers
Speed: 200 mph
Cavalry
purposes: hit and run vehicle, anti-infantry, weapon of
intimidation
Classification:
fast skirmish unit
==LOADOUT==
Designed
with Arrakis in mind by House Harkonnen, the Buzzsaw is just what its name says
it to be. Armed with twin grenade launchers and powered by a giant saw blade;
this machine causes mayhem and havoc among infantry. Slower than the sand bike
but better armoured, the central blade can also destroy equipment and light
structures as well as soldiers.
Armament: twin grenade launchers, giant buzz saw wheel
Armed with twin grenade launchers and powered by a giant saw blade; this machine causes mayhem and havoc among infantry. Slower than the sand bike but better armoured, the central blade can also destroy equipment and light structures as well as soldiers.
Name: Dust Scout
Type of
armour: light neosteel
Weapon
Type: laser weapons
Speed: 220 mph
Cavalry
purposes: reconnaissance and ambush
Classification:
skirmish and ambush unit
==LOADOUT==
Armaments: single omnidirectional lasgun
Built by
House Ordos, the Dust scout is weakly armoured and
its speed decreases dramatically once it is damaged. However this four legged
vehicle has some advantages. As with all house Ordos vehicles, the Dust scout
can self repair. Another thing to its name, the Dust scout can bury itself in
the ground and hide until enemy units are nearby or almost on top of it.
Like the
zerg, it uses this burrowing ability to stay out of sight for an ambush or to
give the pilot time for his vehicle to affect repairs.
MISC (off topic, for battle link)
Gotta say dude :) this is a huge improvement over what I did :)
ReplyDeleteYou actually did better research on that website and helped to streamline and make things more realistic ;)
Damn I'm impressed, plus I really like how you colour coded things based on houses. That's really clever and helps things tie into the game better.
Plus I can't thank you enough for clarifying the nature of shields and how they function and their limitations.
So, looking at these shields, it makes me wonder a lot about whether or not battles with most other factions that have laser or energy weapons would just in end both armies going KABOOM thanks all the shields exploding.
ReplyDeleteAlso, this is where lasguns came from? 1d4chan wasn't exaggerating when they said Gamesworkshop was a shameless thief.