Smugglers

Smugglers Banner
"There’s a fine line between smugglers and full-fledged bandits, and Esmar Tuek is adept at walking that line. Smugglers can provide anything to anyone, provided they put the price… and do not look at the specifics too closely."

Faction Bonuses

At 5k Hegemony

At 10k Hegemony

Councilors

Staban Tuek

Staban Tuek

Difficulty: Hard
+ Underworld Headquarters with no empty extension slots produce +5 Solari per neighbouring region containing an Underworld Headquarters

+ Underworld Headquarters have +1 extension slots

"Staban is Esmar Tuek’s son and, just like his father, a renowned smuggler of various good on Arrakis, most notably Spice Melange. Like many of his people, he thrives in a harsh environment while routinely defying the highest authorities. He is a proud man who doesn’t abide by anybody’s rules but his own."

Lingar Bewt

Lingar Bewt

Difficulty: Easy
+ Underworld Headquarters produce 15% of the Village's Water

+ Smuggling Stashes appear on the map and resolving any Discovery with a unit heals 50% Supply to all units in the region

"Lingar’s business revolves around a single commodity, but one which is so rare on Arrakis, only Spice tops it in importance: water. While his extraction operations are not technically illegal, they, by nature, risky enough that Lingar had to forge an alliance with smugglers, and most notably Esmar Tuek."

Drisq

Drisq

Difficulty: Easy
+ Your Ornithopters are only visible from close range and gain +50% Movement Speed and +50% Recon Speed for Points of Interest

+ Infiltration levels can't be lower than 1

"Drisq is Esmar Tuek’s loyal quartermaster, managing supplies and commodities for the whole Sietch. She is also regularly involved in the logistics of her master’s smuggling operations."

bannerjee

Bannerjee

Difficulty: Hard
+ For each Underworld Headquarters with at least 2 Military Extensions, all units gain -5% Solari upkeep and +8% max Supply

+ Unlocks the Hidden Explosives and Local Gang extensions in your Underworld Headquarters

"Bannerjee serves as the head of security at Tuek’s Sietch. A stout, intimidating hulk of a man with a jaded outlook on life, he is a reliable ally when it comes to protecting Esmar’s best interests."

Units

Smugglers Units

Scavenger

  • Health: 500 | Power: 17 | Armor: 4 | Supply: 100
  • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 4 Command Points
  • Upkeep: 4 Solari | 3 Manpower
  • Developments required: None
  • Range: Melee
  • Abilities:
  • + Scavengers: Gain 5% Health regeneration per day until the end of combat whenever a unit dies nearby (5x max)

Scavengers will offer their services to the highest bidder. This doesn't mean they are devoid of all ethics, but it certainly means that their loyalty has a cost and no strings attached

Wrecker

  • Health: 300 | Power: 6 | Armor: 2 | Supply: 100
  • Recruitment Cost: 100 Solari | 20 Manpower | 3 Water | 3 Command Points
  • Upkeep: 6 Solari | 3 Manpower
  • Developments required: None
  • Range: 20
  • Abilities:
  • + Chemical Weapons:
    • + Ranged attacks reduce the target's Supply by 2%
    • + Dealing damage to an enemy unit applies Poisoned (1x max) until the end of combat:
      • + Drain 20% Supply daily
  • + Demolition Team:
    • + Ranged attacks deal damage in a moderate area
    • + Ranged attacks have 30% chance to destroy Armor
    • + Gain +100% damage against Flying Units
    • − Ranged: Suffers Pinned down while engaged in melee combat:
      • − -50% Power
      • − Cannot use ranged attacks
Plunderers who specialize in the use of drugs and chemical weapons, not only damaging enemy units, but also spoiling their supplies and poisoning their food

Sniper

  • Health: 200 | Power: 20 | Armor: 2 | Supply: 100
  • Recruitment Cost: 200 Solari | 20 Manpower | 3 Water | 4 Command Points
  • Upkeep: 8 Solari | 3 Manpower
  • Developments required: Survival Training
  • Range: 50
  • Abilities:
  • + Elimination Shots: Deal +30% damage against non-mechanical units
  • + Stealth: Gain Camouflage when no enemy unit is nearby:
    • + Only visible from close range
  • − Ranged: Suffers Pinned down while engaged in melee combat:
    • − -50% Power
    • − Cannot use ranged attacks
These lightweight units know when to strike. Their specialty is ambushing units stranded in the desert and already in a bad spot.

Scavenging Drone

  • Health: 600 | Power: 10 | Armor: 6 | Supply: 200
  • Recruitment Cost: 200 Solari | 4 Fuel Cells | 4 Command Points
  • Upkeep: 12 Solari
  • Developments required: Support Structures
  • Range: 10
  • Abilities:
  • + Loot Distributor: While in combat, any nearby unit death grants the following bonuses for your allied units(10x max):
    • +2% Power
    • +2% max Health
  • + Drone: Does not attract Sandworms
Remote-controlled combat machines equipped with an emergency system that boosts their response and efficiency when they enter a critical state

Free Company

  • Health: 500 | Power: 20 | Armor: 5 | Supply: 100
  • Recruitment Cost: 300 Solari | 20 Manpower | 5 Water | 5 Command Points
  • Upkeep: 10 Solari | 5 Manpower
  • Developments required: Call to Arms
  • Range: Melee
  • Abilities:
  • + Sharpen Swords: Gain up to +100% Power depending on the missing Health of the target they're fighting
  • + Stealth: Gain Camouflage when no enemy unit is nearby:
    • + Only visible from close range
    • + Gain 10% increased Movement Speed when near combat
Highly trained warriors and assassins, using stealth to strike when one least expects them

Banshee

  • Health: 300 | Power: 10 | Armor: 3
  • Recruitment Cost: 20 Guild Favour | 2 Fuel Cells | 2 Command Points
  • Recruitment Time: 3 days
  • Upkeep: 12 Solari
  • Prerequisites: Spacing Guild Branch
  • Range: 20
  • Abilities:
  • + Chemical Weapons:
    • + Damaged enemies lose 2% Supply and receive Poisoned:
      • + Drain 20% Supply daily
  • + Demolition Team:
    • + Ranged attacks deal damage in a moderate area
    • + Ranged attacks have 30% chance to destroy Armor
  • + Stealth: Only visible from close range
  • − Ship:
    • − Cannot investigate Discoveries
    • − Cannot investigate Village
    • − Cannot occupy Village nor contest their occupation
    • − Cannot target Village Buildings
This stealth recon ship has been equipped with the pride of smugglers chemical weaponry

Wraith

  • Health: 3000 | Power: 0 | Armor: 5
  • Recruitment Cost: 100 Manpower | 100 Guild Favour | 10 Fuel Cells
  • Recruitment Time: 5 days
  • Upkeep: 50 Solari
  • Prerequisites: Spacing Guild Branch
  • Range: 20
  • Abilities:
  • + Toxic Gases: Enemy ground units in the area lose 1% max Health and Supply every second
  • + Can active Toxic Purge
  • − Frigate:
    • − Cannot investigate Discoveries
    • − Cannot investigate Village
    • − Cannot occupy Village nor contest their occupation
    • − Cannot target Village Buildings
This old chemical lab station has been repurposed for warfare. Continuously releasing heavy gases on the battlefield, the Wraith induces terror in the heart of everyone who crosses its path

Unique Smugglers Developments

Full Development Tree ->

Statecraft

Underworld Bribes

Listening can get you further than talking

Expansion

Underground Network

The Smugglers are everywhere and take advantage of every opportunity

Economy

Underworld Contacts

Some call them the underhand of the Emperor

Military

Guerrilla Tactics

  • + Military Units at night gain:
    • + +20% Power
    • + +2 Armor
  • + -100% Pillaged annexation cost penalty
  • + Unlocks the Underground Tunnels building
Mixing offense and defense is a sound tactic when you don't have the backing of a Great House

Other Factions

Ecaz Banner

House Ecaz

Coming soon...

Harkonnen Banner

House Harkonnen

House Harkonnen shares its chilling reputation with its leader, Baron Vladimir Harkonnen. They have been called despotic, merciless, scheming and devious. And those are only their finer qualities.

Fremen Banner

Fremen

Fremen are the only people native to Arrakis and will do anything to protect their way against the offworlders. While their leader, Liet-Kynes, doesn’t originally come from Dune, she is every bit as determined and attached to the planet as the next Fremen.

Corrino Banner

House Corrino

Imperial House Corrino has ruled the galaxy for ten millenia, and Shaddam IV intends to keep it that way. The situation on Arrakis calls for the direct intervention of the Padishah Emperor, who will use all His wit and the might of His administration to turn the war to His benefit.