Emperor: Battle for Dune – Harkonnen Structures

House Harkonnen lacks any sympathy for either its enemies or its own forces, and relies on brute force to accomplish their goals. Its special weapons are the most destructive pieces of technology: the Devastator, the Death Hand missile, and Inkvine Catapults.


Structures can only be built on dark terrain.


unknownConstruction Yard
Cost: $2000 (MCV) | Power: 0 | Prerequisites: none
The heart of every base is the Construction Yard. This structure is responsible for the creation of all other buildings in your base, from simple walls to the technologically-advanced Palaces. Because this building controls your ability to expand your base and acquire new technologies, the wise commander protects it at all costs and at all times. In many missions, you will start with a Construction Yard already in place, while in others you will begin with an MCV and must deploy it to begin building. Unlike other structures in the game, it does not need a concrete foundation, as it comes with its own when deployed.

Harkonnen Wind TrapWind Trap
Cost: $225 | Power: +100 | Prerequisites: none
While some of your buildings, like your Construction Yard, provide their own power, most do not. To get them to operate at peak efficiency, you must provide them with power. Wind Traps put out a good deal of energy, but larger bases will require multiple Wind Traps to operate effectively. They are physically weak and critically important, and they give less power when damaged, so keep them well-guarded.

Harkonnen RefineryRefinery
$1500 | Power: -40 | Prerequisites: Wind Trap
Your Harvesters need somewhere to take the ore they collect. That place is the Refinery, a structure at the very heart of your economic operation. A filled Harvester will return to the Refinery to dump its load of ore before returning to the field. This ore is then converted into credits, which you can use to purchase structures and units. Each Refinery comes with a free Harvester and Carryall. Build more Harvesters and Refineries to make more money. Unlike the previous titles, Refineries do not have a finite capacity for credits, and can be upgraded with up to two additional pads.

Harkonnen BarracksBarracks
$225, $800 (upgrade) | Power: -20 | Prerequisites: Wind Trap
The Barracks is where all infantry are trained. Some advanced / special infantry units will not be available until other structures are built or the Barracks itself is upgraded.

Harkonnen FactoryFactory
$1000, $1200 (upgrade) | Power: -40 | Prerequisites: Wind Trap
This structure is responsible for the building of ground vehicles. Some advanced / special vehicles will not be available until other structures are built or the Factory itself is upgraded.

Harkonnen OutpostOutpost
$400 | Power: -60 | Prerequisites: Wind Trap
The Outpost gives you an overhead view of the battlefield when fully powered.

Harkonnen HangarHangar
$1300, $1200 (upgrade) | Power: -50 | Prerequisites: Factory
This structure is responsible for the building of aircraft. Some advanced / special aircraft will not be available until the Hangar is upgraded.

Harkonnen Landing PadLanding Pad
$800 | Power: -30 | Prerequisites: Hangar
The Landing Pad allows Atreides Ornithopters and Harkonnen Gunships to reload.

Harkonnen StarportStarport
$1500 | Power: -100 | Prerequisites: Hangar
The Starport allows vehicles to be delivered by a CHOAM Merchant’s Guild Frigate at a cheaper price than by directly building them.

Harkonnen PalacePalace
$1600 | Power: -150 | Prerequisites: Starport
The Palace allows the usage of the Harkonnen superweapon – the Death Hand.


Support structures

$20 (per tile) | Power: 0 | Prerequisites: none
The wall barrier is good for stopping ground units.

Harkonnen Refinery PadRefinery Pad
$1200 | Power: -20 | Prerequisites: Refinery
The Refinery Pad is an additional entry to the Refinery, and a single Refinery can be upgraded with two of these.

Flame TurretFlame Turret
$550 | Power: 0 | Prerequisites: Barracks
The basic Harkonnen defense structure, able to take on infantry and vehicles alike, and can penetrate shields. Unlike the Gun Turret, it can function just as well when the base’s power is low.

Gun TurretGun Turret
$1200 | Power: -75 | Prerequisites: Barracks
The Gun Turret attacks ground and air targets with its massive quad guns. It deactivates if the base’s power is low.


Support powers

Death HandDeath Hand 
? | Cooldown: ? | Prerequisites: Palace
Launches a devastating missile to the selected location, dealing considerable damage in a wide area.


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