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3%% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
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5%%
6This page is a listing of units from the ''VideoGame/CommandAndConquerRedAlertSeries''.
7----
8!Units
9
10[[foldercontrol]]
11
12[[folder:Shared Units]]
13!!All Games
14!!!Engineer
15[floatboxright:
16'''Type''': Infantry\
17'''Role''': Base Capture & Repair\
18'''Weapons''': None\
19'''Trained at:''' Barracks]
20-->''Ah-firmative.''
21Although (usually) unarmed, the engineer is a important asset on the battlefield since they can capture enemy and tech structures or instantly repair your own.
22
23* AllYourBaseAreBelongToUs: An engineer raid in any of the games can easily see half your enemy's base fall to you in one fell swoop.
24* AsianAndNerdy: Imperial Engineers in ''Red Alert 3''. Just watch them do their little power strut.
25* BombDisposal: In ''Red Alert 2'', engineers can defuse bombs planted by Crazy Ivans.
26* ButtMonkey: Both the Imperial and Allied Engineers have very unflattering descriptions in ''Red Alert 3'', except for the Soviet Combat Engineer, whose description describes them as "grizzled men of action", but they also have the most comedic lines out of all the Engineers.
27* DeployableCover: The Soviet engineer in ''Red Alert 3'' can build Battle Bunkers with room for five soldiers.
28* DivergentCharacterEvolution: The Engineers for each faction have gradually became their own units over the course of the series, as they first started out as the exact same unit who used the exact same, gruff, American-accented voice, even if the player was playing as the Soviets, while they gained unique sprites and voicelines in ''Red Alert 2''. Come ''Red Alert 3'', all three Engineers are different enough to be able to classify as seperate units thanks to the new feature of every unit having their own unique special ability, as the Allied Engineer could deploy a tent that healed whoever was near, the Soviet Combat Engineer had a revolver and could create Battle Bunkers that can hold five different soldiers, and the Imperial Engineers could break into a temporary sprint to either flee or to capture a structure faster.
29* EnemyExchangeProgram:
30** Standard for ''VideoGame/CommandAndConquer'' games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
31** Like all infantry units, Engineers can capture depiloted vehicles in ''Red Alert 3''. Being the only human, non-Commando, non-Infiltrator infantry unit that can swim in that game, they are the only infantry that can capture depiloted ships.
32* TheEngineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside an IFV.
33* JapanesePoliteness: The Imperial Engineers. They're nothing but wholeheartedly enthusiastic about being polite, too.
34* LeaningOnTheFourthWall: One of the 'affirmative' lines spoken by Yuri's Engineers is "Needs a paint job", noting how buildings change colour when captured.
35* TheMedic: In ''Red Alert 3'', the Allied Engineer can deploy a first aid tent to heal infantry.
36* NotEvenBotheringWithTheAccent: In ''Red Alert 1'' the Engineers will always speak with a gruff, English voice even if you're playing as the Soviets.
37* RevolversAreJustBetter: The Soviet Combat Engineer in ''[=RA3=]'' is armed with one. It's not very strong, but it can help against other engineers.
38* {{Salaryman}}: The Imperial Engineers from ''Red Alert 3'' are this personified, wearing office suits, glasses, and headphones with built-in mics, including refrences to quirky office fitness programs for wage-slaves (it's the given excuse for the Japanese engineer's ability to sprint). In keeping with the imperialistic nature of Japan in the game, fluff describes them as being looked down upon for being just regular workaholics rather than battle-ready combat workaholics. Their dialogue mostly features them toadying up to you, and when they're being shot at, their response is to ''ask if they can be temporarily excused''.
39* SupportPartyMember: Though an Engineer has many uses, he is unarmed.
40* YesMan: Imperial Engineers can't go five seconds without praising the Commander's genius.
41
42!!!Attack Dog
43[floatboxright:
44'''Type''': K-9\
45'''Role''': Anti-Infiltration\
46'''Weapons''': Dog Bite\
47'''Trained at:''' Kennel/Barracks]
48-->"Grrrrr--rowf!"
49
50Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks. They are also immune to mind control.
51
52* AngryGuardDog: They are excellent scouts and able to maul most infantry to death.
53* AttackAnimal: Specially trained attack dogs.
54* CripplingOverspecialization: They are able to instantly kill other dogs and unarmoured human infantry, but are utterly useless against everything else.
55* EvilDetectingDog: Can detect spies that other units and your base defenses wouldn't.
56* FragileSpeedster: To make sure the dogs are able to remain agile, they are equipped with only the lightest armour.
57* HypnosisProofDogs: Mind control do not affect dogs, making them a good counter to Psi-Corps Trooper or Yuri Clone.
58* MakeMeWannaShout: In ''Red Alert 3'', Attack dog have stun abilities based on their roar with the help of amplifier.
59* NoSell: Being beasts, dogs are completely immune to mind control and chaos.
60* OneHitKill: Any infantry attacked by a dog is killed instantly.
61* WeaponizedAnimal: Attack Dogs in ''Red Alert 3'' are equipped with sonar amplifiers that can paralyze attackers.
62
63!!!MCV
64[floatboxright:
65'''Type''': Vehicle\
66'''Role''': Base Deployment\
67'''Weapons''': None\
68'''Trained at:''' War Factory]
69
70The MCV allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured.
71
72* BaseOnWheels: Basically a vehicle that can build other buildings.
73* BigBadassRig: Both MCV's in ''Red Alert 1'', the Allied MCV in ''Red Alert 2''.
74* GermanicEfficiency: In ''Red Alert 3'', the Allied MCV was design by Strauss-Fuhrmann Autowerks of Germany, although their pilots all have upperclass British accents.
75* LargeHam: The Soviet [=MCVs=] in ''Red Alert 3'' speak in a literal theatrical way, referring to everything as if it were a theatre play.
76--> (Upon being created) ''I present to you, the MCV!
77--> (Selected) ''This is my show!''
78--> (Moving to water) ''The waters will be our stage!''
79--> (Depolying) ''Okay, show time!''
80--> (Deploying) ''The stage is set!''
81--> (Retreating) ''The show must go on!''
82--> (Retreating) ''A more friendly audience!''
83* MobileFactory: Their purpose is to build other structures, although the Imperial one builds Nano Core that unpack into structures instead.
84* QuintessentialBritishGentleman: The pilots of the Allied [=MCVs=] in ''Red Alert 3'' all have notable upperclass British accents and speak in a polite and refined way.
85* StartingUnits: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction. In the first game, it could only be built in the last missions (or in multiplayer, with the tech level set to the highest value) and required the most advanced structures of the game to be built. Later Red Alert games lowered the requirement, such as only requiring a repair depot in ''Red Alert 2'', and by ''Red Alert 3'', a new MCV can be built from the start.
86* WorkerUnit: It is needed to build structures and losing the MCV without being able to replace it usually means losing the game.
87
88!!Red Alert 1
89!!!Rifle Infantry
90[floatboxright:
91'''Type''': Infantry\
92'''Role''': Ground Combat\
93'''Weapons''': M-16/AK-47\
94'''Trained at:''' Barracks]
95
96This unit is basic infantry of both sides. With its cheap cost they can be massively built without using much of your money. They are effective for combat against other infantry and dogs.
97
98* CannonFodder: Their role usually comes down to escorting and taking hits for the sake of protecting the more valuable Grenadiers and Rocket Soldiers.
99* GoodGunsBadGuns: ''Red Alert 1'' manual says Rifle infantry use M-16 (Allied) or AK-47 (Soviet).
100* ZergRush: Rifle Infantry are pretty much designed for this tactic; Whilst weak individually, when used in groups they can pose a threat to other infantry (especially Rocket Soldiers) and some light vehicles.
101
102!!!Demolition Truck
103[floatboxright:
104'''Type''': Vehicle\
105'''Role''': Suicide Attack\
106'''Weapons''': Nuclear Device\
107'''Trained at:''' War Factory]
108The demolition truck is a modified Supply Truck armed with a tactical nuclear warhead. It is quite fast, but incredibly poor armored so great care must be taken, otherwise it could just explode inside its own base without even having reached its target destination.
109
110* ActionBomb: The purpose of the Demolition Truck is to detonate its nuclear warhead, taking enemies along with it.
111* AwesomeButImpractical: It's Exactly What It Says on the Tin, a truck with a suicide bombing capability on the in-game nuke proportions. Only problem was it was made out of dry wood; one or two bullets was enough to set it off prematurely.
112* GlassCannon: Its nuclear weapons can take out large numbers of enemy infantry and seriously damage well armored vehicles and structures but one or two bullets was enough to make the truck explode prematurely.
113* MechaMooks: They are stated by be driven by computers in the manuals but have normal human move sounds (arguable the manuals had that thrown in for censorship).
114* MolotovTruck: They contain ''nukes'', which tend to get blown up before getting near their targets.
115* PlayingWithFire: Get these suicide bombing trucks out of your base right when you can, because once it explodes, the explosion is of a massive size.
116* SuicideAttack: The whole purpose of the Demolition Truck is to blow itself up and destroy any enemy buildings and units nearby.
117* TakingYouWithMe: As mentioned above, the Demolition Truck's [[SuicideAttack suicide nuke]] causes widespread damage, meaning that any units or buildings nearby will likely get killed/destroyed along with it.
118
119!!!Ore Truck
120[floatboxright:
121'''Type''': Vehicle\
122'''Role''': Resource Gathering\
123'''Weapons''': None\
124'''Trained at:''' War Factory]
125Used in the collection of raw ore, the Ore Truck is an indispensable piece of equipment. Although slow, it is heavily armored, able to withstand a hammering.
126
127* RegeneratingHealth: Can self heal to half health.
128* WorkerUnit: Gathers ore and gem to facilitate the player's economy.
129
130!!!Chinook
131[floatboxright:
132'''Type''': Aircraft\
133'''Role''': Aerial Transport\
134'''Weapons''': None\
135'''Trained at:''' N/A]
136Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base
137
138* AwesomePersonnelCarrier: The Chinook can carry up to 5 infantry to travel directly over any terrain and undetectable by enemy radar until landing.
139* DefenselessTransports: The Chinook serves as a dedicated transport and has no weapon.
140
141!!!Transport
142[floatboxright:
143'''Type''': Naval\
144'''Role''': Sea Transport\
145'''Weapons''': None\
146'''Trained at:''' Shipyard/Sub Pen]
147The Landing Ship Transport allows transportation of up to 5 ground-based units across the water, which can be a mix of either infantry or vehicles. This transport unit moves fast, but is unarmed and vulnerable to submarines.
148
149* DefenselessTransports: The transport serves as a dedicated transport and has no weapon.
150* UnitsNotToScale: It's only half the size of a Soviet Mammoth Tanks, but being able to carry 5 of them.
151
152!!Red Alert 2
153!!!Amphibious Transport
154[floatboxright:
155'''Type''': Naval\
156'''Role''': Amphibious Transport\
157'''Weapons''': None\
158'''Trained at:''' Shipyard/Submarine Pen]
159-->"Welcome aboard!"
160-->-- '''Allied Transport'''
161
162-->"I am not armed, you know."
163-->-- '''Soviet Transport'''
164
165-->"I obey."
166-->-- '''Yuri Transport'''
167
168Amphibious transports, or Hover transports in Yuri's case, can carry ground units across the water. They can't attack, however, so make sure you clear a landing for them first.
169
170* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
171* {{Brainwashed}}: The Yuri Transport's quotes imply that the driver has been mind-controlled by Yuri.
172* DefenselessTransports: Played straight as these massive amphibious transports have no defense against anything. The Soviet transport makes note of this.
173
174[[/folder]]
175!!Faction Units
176[[index]]
177* [[Characters/CommandAndConquerRedAlertSeriesAlliedUnits Allied Units]]
178* [[Characters/CommandAndConquerRedAlertSeriesSovietUnits Soviet Units]]
179* [[Characters/CommandAndConquerRedAlertSeriesEmpireOfTheRisingSunUnits Empire of the Rising Sun Units]]
180* [[Characters/CommandAndConquerRedAlertSeriesYuriUnits Yuri Units]]

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