Added harvesters, unit radio, and sandworms
A crawler hauls resources home, troopers answer on a helmet radio, and something under the sand can take the crawler.

The harvester is a unit with orders. It drives to a field, fills a hold, and docks at the processor. If the dock is blocked or the processor is gone, it waits with the cargo intact.
Troopers got a bank of short radio lines for select, move, attack, hold, and double-time. One speaker at a time, with a helmet filter, so the squad does not talk over itself.
“The economy became dangerous when the machine carrying it could be swallowed.”
The first sandworm hunts exposed ground. Dust warns before the strike, and there is a short window to get off the spot. The capture is the moment a harvester does not make it.
Enemies stay quiet until they are attacked or fired near. Parking a squad beside them no longer starts the battle by itself.