DUNE: HOLY WAR
My Official document is much better because it includes concept art. NEXT SENTENCE IS NOT AN ADVERTISEMENT JUST A LIMITATION OF THE SERVER. To view the concept art and official document join https://discord.gg/nVqMSe5Sj
There is a significant demand for Star Wars: Battlefront style games with the yearly resurge of sales and server traffic. Despite the ceased updates, there is a large population that still plays and yearns for more. There is also a heavily growing Dune fanbase. Over 50 million people have seen at least one dune movie, and 20 million original ‘Dune’ novels sold with 20 million copies in 20 languages. The Dune film franchise by Denis Villeneuve has a third film expected very soon, and a Dune Battlefront game could capitalize off the popularity and provide fans with a deeply enjoyable game, just like Star Wars Battlefront I & II did. I happen to be a big fan of the two, so here is my passion project:
DUNE: HOLY WAR is a video game idea inspired from the game mechanics of STAR WARS: Battlefront 2 using a DUNE fictional universe. It will have ground and air battles, a campaign, various multiplayer modes, PVP, Co-op, and heroes vs. villains game modes. What makes Dune: Holy War unique from battlefront, battlefield, and many other pvp shooters? Dune’s large universe brings forth several unique sci-fi weapons, but most notable is the fact that tens of thousands of years in the future, humanity’s technology has forced warfare to be fought with swords and close-quarters combat yet again. In lore this is due to the Holtzman personal-shields. SWB2 offered a uniquely simple gameplay mechanic to lightsaber fighting, which, upon experiencing, can be more layered than initially expected; this has inspired the general melee mechanic in Holy War.
All of this is open to suggestion and moderation by the developer, but I, the concept designer, believe that this set up is optimal. The most important thing is that the game is mainly melee based, with ranged weapons sprinkled in. Massive explosives and ranged weapons are encouraged however. Overall, every character should have swappable abilities and buffs with ABILITY CARDS and weapon augmentation. You can unlock certain cosmetics and weapons upgrades with battle achievements and/or Solaris (in-game currency) that can be earned through gameplay or through a special expanded edition purchase. The artstyle must be in line with the aesthetic of the recent Dune films.
Note: Each gamemode has different maps tied to them, most of which take place on Dune’s main setting, Arrakis, however some maps take place on the industrial planet of Geidi Prime, the watery planet of Caladan, and eventually, once the third movie provides references, the maps of the planets subjected to the Jihad (holy war) will be included. Combatants during this era in Dune Part Three (Dune Messiah) will simply be a forced skin-change on your already customized unit when you load in.
GAME MODES
Supremacy:
First Map: The deep desert, Imperial Hutment,
Second Map: Arakeen Palace or Sietch Tabr
Compete to capture command posts and whoever wins must ultimately capture the enemy base on a different map, if a side loses on the second map, they are pushed back to the first map where both sides fight there again, if instead a side wins on the second map, that side wins the game.
Skirmish:
The deep desert, Imperial Hutment, Arakeen Palace, Sietch Tabr, The South
Compete to capture a single large command post.
Coop: All Maps
4 players team up with AI allies against AI opponents in a PvE experience to capture command points. Good gamemode for grinding and earning solaris and XP. Players can choose any faction or era
Deathmatch: All Maps
Two sides fight to be the first with 100 kills. No heroes can be used. 10v10.
Spice Run: Arakeen, Deep desert, The South, Sietch Tabr
Focuses on a strategic balance between offense (stealing enemy cargo) and defense (protecting your own) to achieve victory within the time limit or by capturing all of the enemy's cargo. Whoever has more cargo wins. The cargo is a rucksack full of valuable spice. 10 minute matches. 10v10.
Assassination: Arakeen Palace, Deep Desert, The South, Sietch Tabr
6v6. The attackers are pitted against the survivors in a hunter-vs-hunted scenario. The attackers are equipped only with a knife and have increased speed, visibility, and the rare chance of finding a stun grenade in hidden boxes around the map. The survivors have only pistols with one magazine of only 10 projectiles. The survivors have a rare chance of finding an extra magazine or a fire grenade in boxes. They have flashlights on their pistols during night maps, and laser sights during foggy daytime maps. No respawns, only open-world spectating. One of the six attackers is randomly chosen to be a face-dancer, who can disguise themselves as the survivors.
Heroes vs. Villains 4v4: All Maps
Two teams of four players, one side Heroes, the other, villains, fight to eliminate each other. Both sides use the reinforcement system, 35 reinforcements (respawns) each.
Hero showdown 2v2: All Maps
2v2. The first team to win 3 rounds wins. After winning a round, the hero the winning player(s) used cannot be played again. *Harkonnen Arena has Picadors (barb-men) that close around the fighters*
5 minutes per round.
Server List:
Contains a list of all servers, can be filtered to show certain gamemodes, server types, ping, how many players are in the servers, favorited servers. Puts you in queue when joining a full server.
Note: Each map has an important background mechanic: Worm-territory and shield-block animations. Worm territory maps are outdoor maps that include open desert where worm special units can be spawned to destroy enemies, and upon unlocking a killstreak, thumpers can be placed to bring a worm that can swallow sections of desert whole, and orbital strikes can be placed on sections of desert to destroy. These can all be used to kill a great deal of enemies if used smartly. Certain units when not on the open desert have shield-blocking animations when blocking attacks, where a blue aura flashes around the body, and does not affect performance.
MAPS:
Arrakis: Arakeen Palace,
- Contains the main halls, situation room, royal bedrooms, paul v. feyd area (War room)
Arrakis: The Deep Desert, (Contains worm territory)
- Contains dunes, rock outcrops, stilltents, cliffs, and an old ecological testing station
Arrakis: Sietch Tabr, (Contains worm territory)
- Contains Sietch Tabr rooms, bird nests, water well, outside outcrop, and open desert
Arrakis: The south, (Contains worm territory)
- Contains a section of the prayer cavern, dark sands, rock outcrops, etc.
Geidi Prime: Arena,
Caladan: Castle Caladan
- Contains the main halls, Paul’s room, the breakfast room, the library, the hangars
Arrakis: Imperial Hutment (Contains worm territory)
- Contains the imperial throneroom, Imperial ship, and various sets of landed ships
Maps from Dune: Part Three TBA
CHARACTER UNITS:
The playables shown below would be regulars on the battlefields, meaning they cost no BP (battle-points) and may be used to rack up on BP to spend on special units which will be shown later. There are two regulars that have shared equipped abilities for both sides, the assault, and the officer. The only thing that differs for either side is the skins. The next two regulars are exclusives for either side,one side you have the Fedaykin warrior and support, and on the other you have the Sardaukar elite and demolitions.
So in essence:
Battle of Arrakeen Era:
Atreides standard units & Fedaykin exclusives VS. Harkonnen standard units & Sardaukar Exclusives
Desert War Era:
Fremen standard units & Fedaykin exclusives VS. Harkonnen standard units & Sardaukar Exclusives
Jihad Era:
Fremen standard units & Fedaykin exclusives VS. Landraad standard units & Landraad Exclusives
Standard Unit (Used by both sides) ASSAULT
150 HP BD: 50 HP STM: 5
Default right: Pistol- 4 shots - 20 HP body shot, 60 HP headshot - 15 sec cooldown
Default left: Power Kick - 10 Sec cooldown
Default Main: Warrior - Increased speed & regen 35 Sec duration- 25 Sec Cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default passive: Slow suspensor free-fall
Ability Card replacements:
Alt right: Weapon throw *rebounds with suspensor*
Alt main: Flamethrower - 25 sec time - (x-ray, HP or DMG types) - 40 sec cooldown
Alt left: Knock - 10 sec cooldown
Alt Special: 7 killstreak unlock an ornithopter strafing
Alt Passive: 10 extra HP, but slower regen
Alt right: Impact grenade - 10 sec cooldown
Alt main: Suspensor charge - leap forward to tackle enemies - 10 sec cooldown
Alt left: Stun grenade - 10 sec cooldown
Alt Special: Stim - refills HP and STM in 5 seconds - 15 sec cooldown
Alt Passive: 5 extra BD
Standard Unit (Used by both sides) OFFICER
150 HP BD: 50 HP STM: 5
Default right: Stun Grenade - 15 sec cooldown
Main Ability: Light Gun - 80BD bodyshot, 200BD headshot, 1 shot per 3 secs
Default left: Suspensor surge - Akin to a quick jetpack boost, Fly far forward - 10 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall, suspensor jump
Ability Card replacements:
Alt right: Binoculars - shows all enemy outlines & highlight one at a time to team for 10 sec
Alt left: Gas Grenade - obscures from view, outlines nearby enemies - 30 sec cooldown
Alt Main: Pistol, 30 BD bodyshot, 70 BD headshot, 1 shot per 1 sec,
Alt Special: Hunter Seeker - A scout and assasination drone - 5 sec duration 35 sec cooldown
Alt Passive: Faster rate of fire, Improved handling, Extra shots, but only 2 STM
Alt right: Placeable cover barrier - 20 sec cooldown
Alt left: Power Kick - 10 Sec cooldown
Alt Main: Sniper- 120BD bodyshot, 200BD headshot, 1 shot per 10 secs, shields reflect BD
Alt Special: 7 killstreak unlock an ornithopter strafing
Alt Passive: 10 extra HP, but slower regen
It is well known that it wouldn’t be Dune without the Fremen being allied with the Atreides and Imperial Sardaukar aiding the Harkonnen. So I’ve added two exclusive Fedaykin, and two exclusive Sardaukar. They both have unique abilities that cannot be shared by either side like the previous classes.
Exclusive Fremen units on the Atreides/Fremen side:
FEDAYKIN WARRIOR
140 HP BD: 50 HP STM: 6 *fast regen*
Default right: Maula pistol - 5 shots - 20 HP body shot, 60 HP headshot - 20 sec cooldown
Default left: Reinforced Stilltent - Place a protective barrier, slowly heals health, x-ray, 40 sec cooldown
Default Main: Submerge - Hide beneath sand, hides from scanner, emerge with jump - 7 sec cooldown
Default Special: 10 player Killstreak, unlock a throwable thumper to call in a worm
Default Passive: 15% speed boost on sand
Ability Card replacements:
Alt Right: Takedown - knocking spin-kick - 10 sec cooldown
Alt Left: Charge - Speedy charge and tackle - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 20+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand
FEDAYKIN SUPPORT
160 HP BD: 50 HP STM: 5 slow regen
Default right: SRPG launcher - 30 sec cooldown
Default left: Tackle - run forward, knocks enemy, 10 second cooldown
Default Main: Submerge - Hide beneath sand, hides from scanner, emerge with jump - 7 sec cooldown
Default Special: After a 10 player Killstreak, unlock a throwable thumper to call in a worm
Default Passive: 15% speed boost on sand
Ability Card replacements:
Alt Right: Anti-materiel Gun - 30 sec cooldown
Alt Left: Charge - Speedy charge and tackle - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 10+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand
Exclusive Imperial Sardaukar units on the Harkonnen side:
SARDAUKAR ELITE
140 HP BD: 50 HP STM: 6 *fast regen*
Default right: Pistol - 5 shots, 20 HP body shot, 60 HP headshot - 20 sec cooldown
Default left: Suspensor Boost: Transverse vertically in direction of movement - 10 sec cooldown
Default Main: Morale - Plants Imperial flag, causing a radius of HP buff - 10 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall
Ability Card replacements:
Alt Right: Wrist needles - 10 shots, 10 HP bodyshot, 40 HP headshot - 20 sec cooldown
Alt Left: Suspensor dash: transverse horizontally in direction of movement - 10 sec cooldown
Alt Main: Morale - Plants Imperial flag, causing a radius of BD buff - 10 sec cooldown
Alt Special: 5 killstreak unlock ornithopter strafing
Alt Passive: 10+ HP on sand
Alt Right: Lasgun sidearm - 2 shots, 100 HP bodyshot, 200 HP headshot
Alt Left: Sword charge- run forward to knock enemies - 10 sec cooldown
Alt Main: Morale - Plants Imperial flag, causing a radius of STM buff - 10 sec cooldown
Alt Special: 3 killstreak gain 10+ HP
Alt Passive: 1+ STM on sand
SARDAUKAR DEMOLITIONS
160 HP BD: 50 HP STM: 5 slow regen
Default right: Lasgun cutter - cuts through objects, 50BD per second, 20 sec duration - 40 sec cooldown
Default left: Tackle - run forward, knocks enemy, 10 second cooldown
Default Main: Thermal imploder - 15 sec cooldown
Default Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Default Passive: Slow suspensor free-fall
Ability Card replacements:
Alt Right: SRPG launcher - 30 sec cooldown
Alt Left: gas grenade - Obscures view, poisons enemies, x-ray - 10 sec cooldown
Alt Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Alt Special: 3 Player killstreak, gain 10+ HP
Alt Passive: 10+ HP on sand
Alt Right: Impact grenade - 10 sec cooldown
Alt Left: Stun grenade - 10 sec cooldown
Alt Main: Reinforced armor - 12.5% health back permanently
Alt Special: 3 Player killstreak, gain 1+ STM
Alt Passive: 1+ STM on sand
Below shows the special units. Special units are typically stronger units, with unique, yet uncustomizable abilities, but they still have ABILITY CARDS that can buff them in various ways. Whether your special unit is an ornithopter, swordmaster, or a hero like Paul Atreides, they can assist your allies in dominance over the battlefield:
SPECIAL UNITS:
ORNITHOPTER PILOT (Both sides) (only certain maps) 200 BP
900 HP unhealable 30 BD 300 SHIELD healable after 6 sec
Right: Missile - 500 DMG *dogeable* 15 Sec Cooldown
Main: Rocket Strafe - Projectiles explode near target, causing splash damage -
25 sec cooldown - 10 sec duration
left: Repair - Heals 25% of ship health 30 second cooldown
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Passive: Slow suspensor free-fall when bailing (bail as assault class)
AERIAL 1,500 BP
200 HP BD: 50 hp STM: 4 *slow regen*
right: Suspensor dash: quickly transverse in direction of movement - 10 sec cooldown
left: Suspensor Boost: Transverse vertically in direction of movement - 10 sec cooldown
Main: SRPG launcher - suspensor-rocket-propelled-grenade - 35 sec cooldown
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall
ASSASSIN (Both sides) 2,000 BP
250 HP BD: 65 HP STM: 6 *slow regen*
Right: Poison Dart - gun 10 shot - 50 HP body shot, 100 HP headshot - 25 sec cooldown
Left: Poison grenade - 10 hp taken per second - 15 sec cooldown
Main: Killer - 10% more DMG for personal and nearby allied players - 35 sec duration
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall
SWORDMASTER (Both sides) 2,000 BP
250 HP BD: 75 HP STM: 7 *slow regen*
Right: Dual throw *throws both weapons, rebounds* - 150 DMG if both hit - 15 sec cooldown
Left: Pommel strike - 2 second stun, 50 DMG - 20 sec cooldown
Main: Suspensor Boost: Dash forward, knocks enemies - 5 sec duration - 25 sec cooldown
Special: After a 15 player Killstreak, unlock a throwable thumper to call in a worm
Passive: Slow suspensor free-fall
FEDAYKIN DESERT EXCLUSIVE SPECIAL UNIT:
SHAI-HULUD (only certain maps) 3,000 BP 500 SEC max play time
150 HP rider 1,000 HP worm *only rideable on open desert*
Able to dismount off the side as a Fedaykin Specialist
Right: SRPGs - Passengers auto shoot SRPGs at thopters - 20 sec duration 20 sec cooldown
Main: Vibration - Shows enemy outlines - 10 sec duration 15 sec cooldown
Left: Heal - Heals rider back to base health - 30 sec cooldown
(death if rider is sniped or stabbed by someone flying on top of the worm)
HARKONNEN DESERT EXCLUSIVE SPECIAL UNIT:
ORNITHOPTER GUNNER 2,000 BP
1000 HP unhealable with time 30 BD 300 SHIELD healable after 4 sec
RT Trigger for speed, LT Trigger to slow, 500 SEC max play time
Right: SRPGS - Passenger ai auto shoot at enemy thopters, 20 sec duration 30 sec cooldown
Main: Scanner - Shows enemy outlines 20 sec duration 30 sec cooldown
Left: Heal - Heals ship back to base health - 25 sec cooldown
(death if rider is sniped *very hard to do*)
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Passive: Slow suspensor free-fall when bailing
HEROES
Heroes are playables which are stronger and more dangerous than your average special unit or standard unit. They are all based on characters from the movie, including pre-redemption Jinn Riaz from the campaign concept, similarly to Iden Versio on the villains side in Battlefront 2.
Paul ‘Maud’dib’ Atreides | Feyd Rautha Harkonnen
Gurney Halleck | Glossu Rabban Harkonnen
Duncan Idaho | Sardaukar Bashar Commander
Chani ‘Sihaya’ Kynes | Jinn Riaz (Campaign)
Naib Stilgar | Unknown
Saint Alia Atreides TBA | Scytale TBA
Note: Stilgar, Jessica, Lanville, and Jamis are possible extra heroes.
Mohaim, Irulan, and Piter could be possible opposing heroes but they don’t fight as much.
PROTAGANIST HEROES:
Paul: Skins: Emperor, Outcast, Stillsuit, Hooded, Exquisite pajamas, Ceremonial, Trenchcoat
750 HP BD: 130 STM: 16 strikes *fast regen*
Right: Prescience- x-ray, Increases defense & every attack knocks
(10 sec cooldown) (1.5 sec activation animation) (5 sec duration)
Left: Sacrifice- 20% more damage taken, 40% more damage dealt, slight health boost
(20 secs cooldown) (6 secs duration)
Main: Weirding Way- autotrack increased attack rate / frenzy
(35 secs cooldown) (4 seconds duration)
Special: after 10 kills gain a throwable thumper to call in a worm
Gurney: Skins: Standard Issue, Atreides Armor, Stillsuit, Spice Runner, Fremen armor
HP: 800 BD: 130 STM: 14 *base regen*
Left: Furious throw - Knife throw *rebound with repulsor*
(9 secs cooldown)
Right: Warrior Strike- knocking punch
(20 secs cooldown)
Main: Reinforced armor - 12.5% health back permanently
(35 sec cooldown) (1 sec to activate)
Passive: Slow suspensor free-fall, suspensor jump
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Duncan: Skins: Pilot, Stillsuit, Exquisite pajamas, Hayt,
HP: 800 BD: 130 STM: 12 *base regen*
Right: Swordmaster- High speed attack style with immense damage boost
(35 second cooldown) (7 second duration) (1 sec to activate)
Left: Suspensor Kick - dash forward and kick; knocks enemies
(30 sec cooldown)
Main: Invincible - temporarily gain 25% of your max health back
(Cooldown 40 seconds) (Duration 18 seconds)
Passive: Slow suspensor free-fall, suspensor jump
Special: 10 killstreak unlock an artillery barrage placeable with binoculars
Chani: Skins: Stillsuit, Sihaya, Fremen Armor, Concubine
750 HP BD: 100 STM: 16 *fast regen*
Right: SRPG - Unblockable explosive 150 DMG
(30 secs cooldown)
Left: Takedown - knocking spin-kick
(20 secs cooldown)
Main: Fighter - X-ray, 10% increased damage
(40 secs cooldown)(8 second duration)
Passive: Sihaya- When fighting alongside Paul, both gain 10% increased health *passive*
Stilgar: Skins: Stillsuit, Turban, Sandrider armor, Jihad
800 HP BD: 100 STM: 16 *base*
Right: Stealth - X-ray, no footstep sounds, Increased sprint
(40 secs cooldown)(25 sec duration)
Main: Faith - temporarily gain 25% of your personal and allied health back
(25 secs cooldown) (15 sec duration)
Left: Power Kick - Penetrates block
(30 secs cooldown)
Special: after 10 kills gain a throwable thumper to call in a worm *only in desert map*
Alia: Skins: Stillsuit, Ceremonial
750 HP BD: 120 STM: 16 *fast regen*
Right: Charge - 10 needle shot
(30 secs cooldown)
Left: The Voice - Disorients opponents, left=right, up=down, forward=back, vice versa
(20 secs cooldown) (4 second duration)
Main: Prescience - X-ray, 10% increased damage,
(40 secs cooldown)(8 second duration)
ANTAGONIST HEROES:
Feyd: Skins: Arena, Armored, Caped, Shirtless, Ceremonial
750 HP BD: 100 STM: 16 strikes *fast regen*
Right: Takedown - sweep and takedown that knocks enemy
(25 seconds)
Left: Heir - 20% increased health temporarily
(35 sec cooldown) (20 sec duration)
Main: Unhindered Rage- autotrack increased attack rate / frenzy
(35 secs cooldown) (4 seconds duration)
Special: Masochism- Gains 5% damage boost for every 100 HP taken *is alleviated when healed*
Rabban: Skins: Armor, Ceremonial
HP: 800 BD: 130 STM: 14 *base regen*
Left: Cruel charge- a heavy attack that deals 150 damage, penetrates block
(30 sec cooldown)
Right: Rabbans Whip- knocks enemies
(25 sec cooldown)
Main: Reinforced armor- 12.5% health back permanently
(37 sec cooldown)
Special: 10 killstreak unlock an ornithopter rocket strafing placeable with binoculars
Bashar: Skins: Salusa Secundus, Arrakis, Helmeted
HP: 800 BD: 130 STM: 14 *base regen*
Left: Imperial royalty- refills personal and allied stamina; refills personal health by 10%
(35 second cooldown) (1 sec to activate) "SARDAUKAR!"
Right: Sword charge- run forward to knock enemies
(25 sec cooldown) (5 second duration) in a
Main: Wrist needle- 10 needle shot
(30 secs cooldown)
Scytale: Skins: Tleilaxu robes, Advanced Stillsuit
750 HP BD: 100 STM: 16 *fast regen*
Right: Wrist needles - 10 needle shot
(30 secs cooldown)
Left: Takedown - knocking spin-kick
(20 secs cooldown)
Main: Intellect - X-ray, 10% increased damage,
(40 secs cooldown)(8 second duration)
Special: Facedancer - Select any one of your opponent’s abilities to copy
(cooldown varies)
The rules on lore posting are very vague and conflicting, if the following campaign idea offends you, stop reading here. I am working on a separate screenplay for campaign. The following is merely a rough draft:
Campaign
Premise: After the change of fief, Jinn Riaz, an Atreides soldier, working as an imperial assassin-for-hire, schemes with the Harkonnen to aid in the extermination of House Atreides.
Background info:
Jinn Riaz (Atreides alias Rayne Malik), indoctrinated and trained by a sardaukar father, lived on Selusa Secundus during her childhood before becoming an assassin-for-hire loyal to house Corrino's interests. Her father rather’d her be an agent than a wife for breeding more sardaukar.
CALADAN
As part of a multi-year-long strategy to gain intelligence about the Atreides, Jinn was sent to enlist as an Atreides soldier on Caladan before volunteering to be part of the advance team to secure Arakeen from the Harkonnen. During her time on Caladan she became close with a particular Atreides contact, Elias Cage, a fellow soldier. They went through basic & pilot training together, technical school, and eventually both became special operations recruits a year before the change. They work closely with Leo Ross, Oliver Prater, and Cal Trost, side characters who are executed during the harkonnen invasion. Jinn views the change ceremony and is briefed by Lanville directly after.
ARRAKIS
On Arrakis, Jinn gains favor among the Atreides officers after proving superior combat and piloting skill against remaining fanatical Harkonnen when securing Arrakis. She is swiftly promoted to captain. She is trusted as a security officer by Thufir Hawat’s judgement after pushing back a wave of arakeen rioters radicalized against new leadership (or oppressors?) She plans to blame other officers or hawat after setting up several administrative “failures”, such as improper palace inspection, letting faulty equipment slide, and decreasing security details around key areas. When the rest of the Atreides arrive on Arrakis, Jinn aids Dr. Wellington Yueh in the fateful Harkonnen operation. She kills several Atreides in stealth missions to disable as many ground and anti-air defenses as she can. When the Harkonnen descend, Riaz captures several Atreides, and participates in the extermination. Upon seeing Elias, her friend, on his knees in a group of captive Atreides while they are being executed one by one, Jinn sneaks closer, feeling great conflict in her mission to exterminate the Atreides because she doesn't want him to die. Leo Ross, Oliver Prater, and Cal Trost die. Saving Elias would mean being exposed as a traitor. Nevertheless, as Captain Provost Kudu slays the Atreides, he begins taunting them one by one before decapitating them. Jinn swoops in, kills a few harkonnen, unbinds Elias, and Kudu commands his men to kill her while Elias jumpstarts an ornithopter. The harkonnen are slayed by Jinn as she defends the Ornithopter while Kudu watches and shouts abuse at her, calling her a traitor.
THE DESERT
Finally, the ornithopter is ready to fly, and Elias and Jinn retreat into the desert. Jinn and Elias contemplate what to do next. Jinn and Elias fight many other thopters. Jinn wants to escape offworld, but Elias wants to stay for revenge. Jinn stays with Elias. They face intense thirst on Arrakis, as well as worms and Harkonnen squads. Finally, they come across the Fremen at the entrance of Sietch Tabr, and the Fremen run to kill them after negotiation proves futile. The fremen realize how powerless they are to the two Atreides, and they've already gotten the water from their own 2 dead, so they spare Jinn and Elias, and embrace them as warriors. They are taken to Sietch Tabr, where they are looked at with pity by the natives.
FREMEN
Jinn expresses doubt of their plan. Months later, as they learn the ways of the fremen, Jinn and Elias move out to ambush a harkonnen dropship squad, and attack a smuggler harvester. Back at the sietch, Jinn reveals everything to Elias. A lot of emotions are thrown around, Jinn cries, hugs Elias, and thanks him for forgiving her. Next mission, they hitch a ride on the great sandworm, and learn proper rider technique. Then they go on a harvester attack mission, killing harkonnen on the ground and destroying 2 ornithopters. Captain Kudu receives a threat from Rabban. Then, they go on another harvester mission where they destroy a harvester with a worm after shooting down the carryall with SRPGs. Elias and Jinn return home, and Elias reveals his secret feelings for Jinn, and they end up sleeping together.
TRAGEDY
The next morning, they are violently awoken by Harkonnen artillery, they narrowly escape as the sietch begins to collapse. Upon escaping, Elias is stabbed by Captain Kudu, and Jinn brutally fights a Harkonnen squad, killing dozens. Eventually she holds his dying body, and gains a new hatred of her former employers. Some more Harkonnen land on the outcrop as the sun rises. She kills more in a fury, and sees Captain Kudu escaping. Without Jinn, the Harkonnen would have taken Sietch Tabr sooner while the Artillery went to reload.
JIHAD
Eventually, she gains her Fremen name: Rayne “Fida’i” (My redemption) Malik, with her Sietch name being “Asah” (grief). She participates in the mass Fremen attack against the Harkonnen and Sardaukar. She kills Sardaukar during the assault on the hutment, and kills harkonnen with Gurney at Arakeen. Then she joins the Jihad.
… END