Dune 2000; Ultimate Nitro (MOD / Planning)
I'm insufficient in imagery, you can standby on conjunction. S0 for shortest and minimum, L0 for longest or maximum.
I will 100% change the game imagery and sound data for this mod, nothing will be unreplaced (an perfectly inrefertable).
Note for this mod; The same characters for Dune 2000 is staring in this new franchise while all units and structures will be replaced with ingeniously flexible ones instead. The story will contain unusable but animated units in the campaign.
Non-house Units
Infantry(S) are equipped with long range sensory vision goggles and an Assault Rifle making the perfect musketeers for barrage counters. The infantry's will to survive makes them strong if their body if only their doesn't fail them.
Body / Hitpoints; 2100, Speed; 274, Light Armor
Weapon / Damage; 12 (Bullet), Rate: 100 (1 TIBED), Range; 380 Hitchance; S100/L60
Combat Tank(S) (\Replacing Siege Tank) Fires a medium fire power cannon at medium range and moves at a fast rate with short sight range. All house combat tanks have also been replaced with special units.
Body / Hitpoints; 21,000, Speed; 700, Heavy Armor
Weapon / Damage; 900, Rate; -2000 (80 TIBED) Range; 1500, Hitchance; S100-L7
Quads(S) fires dual highly automatic heavy machine guns, the vehicle size will be changed too.
Body / Hitpoints; 6000, Speed; 1800, Light Armor
Weapon / Damage; 47 (Bullet), Rate; 50 (2 TIBED), Range; 400, Hitchance; S100-L12
Mobile Construction Tank(S) (MCV Art and Animation and construction yard art and animations are 100% replaced) fires at a slow rate with a missile volley inflicting high damage.
Body / Hitpoints; 29,471, Speed; 500, Light Armor
Weapon / Damage; 1000x8, Rate; -2000 (80 TIBED) Range; 4000, Hitchance; S60-L24
House Atreides Units (3-4)
Ornithopters are the fastest unit on Arrakis and fires a machine gun and has medium turn rate.
Atreides Battery Cruisers fires a cannon barrage for siege and long range brigade inflicting heavy damage to all units.
Sonic Tank(S) carries a deadly sonic blaster and rocket launchers. It fires at a really long range and destroys any target that can't survive a sonic blast that can tear an object into pieces inside out if it's armor isn't thick enough to prevent sound.
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House Ordos Units
Ordos Infantry(S) are protected by an anti chemical mineral and carries a stabilized sub machine gun.
Body / Hitpoints; 2100, Speed; 230, Antieved Chemical / Light Armor
Weapon / Damage; 12 (Bullet), Rate: 100 (1 TIBED), Range; 380 Hitchance; S100/L60
Saboteur(S) are protected by anti chemical mineral and carries a very light and effective machine gun and an infiltration vehicle sabotage device used to manipulate pilots into attacking their own allies until their specialists resets controls. The Saboteur are trained to infiltrate weapons in large numbers and were prepaid in life in lugubrious homes for 60 years in exchange for their lives being used as an tool to success. Knowing that structures would be too easy to build would discourage any suicide soldier from killing themselves but offers like these aren't always so easily turned down.
Body / Hitpoints; 2100, Speed; 230, Antieved Chemical / Light Armor
Weapon / Damage; 12 (Bullet), Rate: 100 (1 TIBED), Range; 380, Hitchance; S100/L60
Laser Tank(S) requires a megaton mobile operation to fire stronger energy blasts. These units can't be built unless you control an energy transmitter module.
Body / Hitpoints; 21,000, Speed; 700, Heavy Armor
Weapon / Damage; 4000, Rate; -2000 (80 TIBED) Range; 1500, Hitchance; S100-L7
Demise Serpent(C) (Successful bonus non replacement Units / Campaign Units)
Ordos Structures
Radiation Laser(S) (Successful bonus non replacement Units / Campaign Units); Fires a chemical weapon with an high level explosion radius causing any gold armor to lose it's value for 40 years, highly hazardous to infantry and disables vehicles making them unusable to infantry (Only Devastator Tanks has high enough energy emitting levels that can withstand it's chemicals and radiation.).
Depot(S) (Replacing Outpost) fires a ballistic rocket and storing materials used to build their special defenses, similar to their construction yard.
Ambush Infantry(S); These unstealths to fire and fires with light machineguns
House Harkonnen Units (3-4)
Harkonnen Infantry carries a minigun with a detonation charge which can be used to destroy buildings or vehicles if close enough.
Body / Hitpoints; 4500, Speed; 184 (x2 walk isn't even close to what a super soldier can do.), Armor; Medium Infantry Armor
Weapon / Damage; 100, Fire Rate; 100 (1 TIBED), Range; 1600, Hitchance; S100-90L
Motorized Super Trider carries dual shredder machine gun inflicting heavy damage but doesn't provide very long range attacks or sight.
Body / Hitpoints; 12000, Speed; 2000, Light Armor
Weapon / Damage; 174 (Bullet), Rate; 100 (1 TIBED), Range; 400, Hitchance; S100-L12
Engineer Tank carries a buzz saw, perfect for killing sand worms. The engineer can also infiltrate defenses and capture enemy structures.
Devastator Tank Carries a powerful atomic plasma cannon and is protected by a very heavy energy absorption armor.
Mercenary/Smuggler Units
Mercenary Special Tank fires a rapid fire light energy plasma pulse cannon.
Fremen Units
Guild Units
Plasma Destroyer (Successful bonus non replacement Units / Campaign Units) emits a pulsating microwave plasma that can cause flesh to explode.
Specially Inflicts 3000 damage to targets, designed for assassinations.
The Guild (Successful bonus non replacement Units / Campaign Units) are observers and nothing more.
Emperor Units
Sardaukar carries a minigun, has an advanced visual sensory and has medium protection. The Sardaukar maybe slow but are very good at protection and thorough assaults.
Body / Hitpoints; 4500, Speed; 184 (x2 walk isn't even close to what a super soldier can do.), Armor; Medium Infantry Armor
Weapon / Damage; 100, Fire Rate; 100 (1 TIBED), Range; 2842, Hitchance; S100-90L
The Emperor or Baron and their emits light rays which can destroy anything, nothing can stop them.
STILL EDITING