Characters / Command And Conquer Red Alert Series Factions And Characters

This page is a listing of factions and characters from the Command & Conquer: Red Alert Series.

See also:
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    Union of Soviet Socialist Republics

The original Commie Land. The Soviet Union's expansion was facilitated by Albert Einstein's attempting to prevent the horrors of World War 2. Without Nazi Germany to keep them in check, Josef Stalin took the Soviet Union to unprecedented heights, allowing him to launch an invasion of Western Europe. The Soviet Military Doctrine revolves around the concept of superior firepower, ground superiority and reliance on highly advanced but conventionally based technologies, based primarily on heavy armor divisions, but the Soviets are known for employing cheap infantry in the role of armor support. Generally Soviet forces are either equal in speed or slower than the Allies. The slow-moving nature of the juggernaut that is the Soviet military war machine is compensated by their raw strength and durability.
  • Action Bomb:
    • The M.A.D. Tank in Aftermath can self-destruct, creating a large shock wave that damages vehicles and structures in a large area.
    • Red Alert 2 sees the return of the Demolition Truck for the Soviets (for Libya at least), now driven by a human; as well as the Cuban Terrorist, who is a suicide bomber. Crazy Ivans can invoke this by planting bombs on friendly units. Doing this to Attack Dogs is a popular tactic online.
  • Awesome, but Impractical: Nuke trucks were introduced in Command and Conquer: Red Alert and reinstated in Red Alert 2. It's exactly what it sounds like, a truck that attacks by detonating the nuke it carries. The only problem is that it's apparently made of wood; one or two bullets are enough to set it off prematurely. In Red Alert 2, however, you can use the Iron Curtain to make them invulnerable and much more practical.
  • Awesome Personnel Carrier: In Red Alert 3, the Bullfrog is an otherwise-normal APC armed with an anti-air gun. Its only outstanding feature is its method of delivery: instead of unloading the troops, it fires them out of a cannon on its back. This lets you parachute armored war bears onto a group of infantry. And the bears have a stun ability and instant-kill attacks.
  • Bears Are Bad News: The Soviets in Red Alert 3 have armored war bears. They go down in a few hits, but can instantly kill any infantry in close combat and disable them with roars. One of the Allied Spy's unit responses is "I don't like bears...", which is justified by the War Bear's ability to sniff out and maul spies. In the expansion, there's one mission where you have to deal with bears the size of Apocalypse Tanks that can maul buildings to death.
  • Bland-Name Product: The MIG aircraft in the third game is called "Mikevich-Guroyan", instead of the real life "Mikoyan-Gurevich".
  • Blood Knight: Name one character that isn't. We're hourly so happy to wait.
  • Bond One-Liner: The Desolator from Red Alert 2 and the Shock Trooper from Red Alert: The Aftermath both love doing this.
  • Butt Monkey: The Soviet Hammer Tank instructor in Red Alert 3, during the tutorial. He is the one who gets shot at the most by the other instructors (Allied Guardian Tank and Rising Sun Tsunami Tank) in annoyance for dumb questions, getting on their nerves, etc. Also, it's usually the Soviet army that the Tsunami Tank's "training robots" are modeled after. In the last tutorial mission, however, he causes a Funny Background Event where he slinks away and comes back as an Apocalypse Tank, causing the Tsunami Tank, his main bully, to do a Double Take.
  • Car Fu:
    • The Apocalypse Tank in Red Alert 3 is able to crush smaller tanks. Its secondary weapon is a Magnetic Harpoon that pulls other vehicles toward it.
    • The Soviet Grinder that was introduced in the expansion takes this Up to Eleven, being able to crush any surface units - and it's amphibious.
    • While the Sickles mainly use their machine guns to take out infantry, they can also use their Flea Leap ability to land on and crush them. The expansion adds the Reaper, a bigger version of the Sickle that can only jump oncenote , but will instantly kill anything it lands on.
  • Cast from Hit Points: In Red Alert 3, the Dreadnought's special ability allows it to fire twice as fast, but this damages it in the process. The Kirov can temporarily boost their speed significantly, but this also burns its health up.
  • Crippling Overspecialization: In Red Alert 3, the Apocalypse Tank (a Mammoth Tank Expy) lost its anti-aircraft missiles in favor of a big magnet that pulls enemy vehicles towards its circular saw. It has been redesigned to be more effective against vehicles, something it was already good at, while leaving it vulnerable against airstrikes.
  • Civil Warcraft: The Soviet campaigns in Red Alert 2 and 3 necessitates the elimination of another Soviet general whom the Soviet leader has declared inconvenient to keep around. Of course it's only a matter of time before they try to do the same to you.
  • Colony Drop:
  • Color-Coded Armies: The Soviets are red.
  • Conscription: Red Alert 2 gives Soviet... Conscripts. In the two games the poor saps have appeared in, they're the cheapest basic infantry unit. Let's put it this way: The other factions have scouting units that cost more than the Conscript.
  • Cool Airship: Introduced in RA2, Kirov Airships have shark decals on the front and can do a lot of damage; they can even get a two-hit kill on Construction Yards. They're also quite tough, but take a while to get anywhere.
  • Day of the Jackboot: When the Soviets invade the United States in Red Alert 2 and 3. In RA2 alone, they destroy the Pentagon, bombard the Statue of Liberty into rubble, mind-control the US president, turn the Eiffel Tower into a giant tesla coil, shut down Wall Street (complete with infantry march), and start expanding into space.
  • Death from Above: The Soviets in Red Alert 3 have a satellite that can pull enemy vehicles into orbit, and drop them back down later. Then they can dump a satellite right on your head. There's also Kirov Airships.
  • Dirty Communists: To the extent that even when you're playing as them they still come across as jerks:
    Premier Cherdenko: We will sign this treaty, we will come together as brothers, and then... we will crush them!
  • Empathy Doll Shot: Right at the start of the original Soviet campaign, as the Soviet air force strafes fleeing villagers.
  • Establishing Character Moment: Using poison gas on civilians.
  • Evil Laugh: Their Crazy Ivan from Red Alert 2.
  • Evil Is Hammy: The cast playing the Soviet high command in all of the games (but especially 2 and 3) are very fond of over-acting.
  • Faction Calculus: Powerhouse. They have overall stronger units than anyone else, although they don't have much in the way of utility units like the Allied Cryocopter; most of their unit abilities focus on killing stuff faster.
  • Fastball Special: The "Bullfrog" in Red Alert 3 doesn't deploy troops normally. Instead, it launches them out of a "man-cannon." It can launch normal infantry, war bears, and Terror Drones.
  • Frickin' Laser Beams: One Soviet mission in Yuri's Revenge puts you on the moon of all places. As the lack of a breathable atmosphere poses a problem for your infantry; you instead get jetpack-cosmonauts with laser guns.
  • Gatling Good: Their Sentry Gun in Red Alert 2.
  • Glorious Mother Russia
  • Historical Villain Downgrade: After the first game. There, the Soviets are a pretty far-fetched bunch even compared to Stalin's government of the 1930s and 40s, but they're pretty intimidating. By contrast, in the later two games they mostly serve as a not-so-threatening comedy antagonist compared to a less-conventional enemy faction.
  • Hypocrite: They make claims about "the evils of capitalism" despite being extremely power hungry and corrupt.
  • Hurricane of Puns: Their special infantry units like to do this.
    • The Shock Troopers from the first game's add-on pack, The Aftermath, were the first Soviet units to do this. "Extra crispy!" "Fully charged!" "Shocking!"
    • Tesla Troopers love electricity puns such as "Here is your electric bill," "No resistance," and "Why so negative?". The Tesla Tanks also do this, with lines like "No charge for extra power," "Prepare for rolling blackout," and "Wired for destruction."
    • The RA2 Desolators spout nuclear and environmental puns, such as "Here Comes The Sun!" and "It will be a silent spring." Given the nature of the Desolator and the timeframe of the game, this could even be a Historical In-Joke.
  • I Love Nuclear Power: The Soviets want to marry it. Of particular note are the Desolators. In Red Alert 2, they come with a radiation beam that melts infantry, and have a secondary ability that can deny a sizeable tract of land to your enemies. In Uprising they have a chemical sprayer and an acid shotgun/cannon that reduces enemy armor. Heavily so.
  • It's Raining Men:
    • One of the Soviet Special powers gained from the Airfield in RA1 is "Paratroopers", which drops a bunch of infantrymen at the designated spot. Not particularly useful most of the time, but it allows for some interesting possibilities in the right tactical environments, not to mention the fact that you're getting around a dozen soldiers for free every couple of minutes.
    • The Bullfrog in RA3 is a ground transport that launches its units out of a cannon. See also Fastball Special.
  • Lightning Gun: The Soviets have a lot of weaponized Tesla coils.
  • Macross Missile Massacre: In Red Alert 3, Dreadnoughts can utterly spam targets with missiles—really, really huge missiles (these are full battleships after all), but at the expense of the unit's health. The Soviet Twinblade also attacks targets by unloading a ton of rockets.
  • More Dakka: The Sickle comes with three independently targeting machine guns. Granted, it can only bring two to bear on any one target, but the third will happily shoot at anything that crosses its field of fire.
  • Molotov Cocktail: Conscripts and Mortar Cycles both use them.
  • Mother Russia Makes You Strong: In the first game, the Soviet infantry was vastly superior to the Allied forces in terms of sheer strength, with only the Allies' ability to field more units at a cheaper rate allowing them to keep up. They also had much stronger tanks, could defend their bases with Tesla Coils, and had a number of advantages in the air as well. Their only weak spot was in the navy, as their only ship (Submarines) is useful only against ships and sinks after only a few hits.
  • Names to Run Away from Really Fast: From RA2 and RA3, many of the Soviet units. The Apocalypse Tank, Desolators, Reapers, Terror Drones...
  • National Weapon: Their the Apocalypse Tank and the Iron Curtain.
    • The Kirov has similarly been immortalized by the Soviets.
  • Nigh-Invulnerability: Their Iron Curtain in the second and third games temporarily makes a few buildings or vehicles immune to all damage. It kills infantry, though.
  • Nuke 'em:
    • Employed by the Soviets in the Allied campaign of the first game. As the Allies turn the tide of the war and are steadily advancing across Europe into the Soviet Union, Stalin decides to destroy the primary capitals and cities of the European Allies with the nuclear weapons his scientists have recently developed, while using his own forces as a sacrificial lamb to draw attention away from the missile sites. The player has to capture and then infiltrate the facility to safely dismantle the weapons.
    • In Red Alert 2 Chicago is destroyed by a nuclear bomb after the player destroys the psychic amplifier and the USSR has no further use for the city. A technical Fission Mailed too.
    • In Red Alert 3, Soviet General Krukov and Premier Cherdenko go back in time and kill Einstein to prevent him from granting the Allies technological superiority. On their return, they find that Japan has become the Empire of the Rising Sun and is invading Leningrad. Krukov orders the entire Soviet nuclear arsenal to be used in defense of Leningrad. Nuclear what now? Oops.
  • One-Man Army: In the expansions to the first Red Alert, the Soviets prototype a cybernetic soldier called Volkov. His first mission consists of wiping out dozens of Allied troops, buildings, tanks, and a battleship, finally ramming the point home by killing Tanya. Understandably, this worries the Allies...
  • Psychic Powers: In the vanilla Red Alert 2, the Soviet agent Yuri uses his psychic abilities, amplified with Psychic Beacons, to mind-control large parts of the USA. He performed a psychic possession via TELEPHONE. In the expansion pack Yuri's Revenge, he goes rogue and uses Psychic Dominators to take over the entire world (until a bit of Set Right What Once Went Wrong takes place) and commands pyrokinetic Initiate footsoldiers and mind-controlling clones of himself as well as giant mobile brains and towers with similar abilities.
  • Psycho Electro: The users of Tesla weapons. Especially the Shock Trooper from the original Red Alert, who would declaim deranged Bond One-Liner catchphrases such as "Extra crispy!", "Lights out!" and "Fully charged!".
    • Soviet commander Moskvin from Red Alert 3 is a former Tesla Trooper, and tends to be very aggressive and erratic, with unpredictable mood swings.
  • Power Creep, Power Seep: The Soviets have become progressively sillier, cartoonier villains as the series ran its course, going from fear-inspiring Nazi counterparts in Red Alert 1 to near laughable villains by Red Alert 3 - along with the rest of the universe, though. Uprising undoes it a bit, having a bit of seriousness (particularly the Soviet campaign). In-Game, Mammoth Tanks and their counterparts have become progressively less threatening over the series - while they were always vulnerable to good micro, by RA3 they were utterly helpless against aircraft and could be disabled with a freeze ray.
  • Recursive Ammo: The optional firing mode of V4 rockets.
  • Red Scare: They are the main villains of the series.
  • Selective Magnetism: In Red Alert 3 they use various magnetic weapons: from magnetic harpoons to magnetic weapons that strip armor and weapons off enemy vehicles to magnets that suck units into space.
  • Soviet Superscience:
    • Mind-controlled squids, cloning vats, weaponized Tesla coils, six-legged amphibious boats with double Tesla coils, armored war bears, huge Zeppelins with megaton bombs, nuclear vacuum ICBMs, weapon-stealing tanks, magnetic satellites AND MORE, the Iron Curtain, and Vacuum Imploder, among others..
    • A mention should also be made of the mind-control radio towers that drive the plot of Red Alert 2.
    • This is far less noticeable in the first Red Alert, without expansions, partially because it has far less superscience overall, and partly because the Allies aren't far behind in superscience, their teleporter balancing out a Soviet invincibility generator, leaving only the weaponized Tesla coil to shift the balance in the Soviets' favour (and even then, the Allied GPS system is arguably far enough into the future of the period for it to count as a sort of super-tech). The expansions added a lot more super-science, but on both sides, setting the trend for the future games: the Soviets have Superscience, but only slightly more than the Alliesnote .
  • Steampunk: More specifically, Tesla Punk, since they don't use steam power, though they certainly do use the steampunk style. This is especially noticeable in the second and third games.
  • Spider Tank:
    • The Sickle, the standard anti-infantry vehicle for the Soviets, and the electricity-spewing amphibious Stingray both have legs. Though, weirdly enough, the latter must be built at your naval docks. Apparently, the legs are just a bonus for the Stingray.
    • The Reaper is a failed prototype of the Sickle that was hastily put into mass-production.
    • Red Alert 2 has the Terror Drone, which is a small machine that kills infantry in one hit, and takes down tanks in seconds. And is very bloody fast. It returns in RA3. But now it swims.
  • Super Prototype: The Reapers from Uprising are a heavier prototype of the Sickle. So heavy, in fact, that their legs break beneath them if they jump.
  • Super Soldier:
    • The Desolators of Red Alert 2 and 3: Uprising, bonus points since they are uncrushable, in Red Alert 2 they are heavy armoured elite soldiers armed with radioactive cannons which meltdown infantry and light vehicles with ease, their secondary is the ability to contaminate an entire area with nuclear radiation powerful enough to keep killing units even after the Desolators have moved out, in Uprising they are portrayed as terminally ill sadists in armored life-support suits, capable of withstanding insane amounts of damage and pain as a byproduct of their wretched physical condition, they use as weapons sprayers which look like gas dispensers that release vile jets of chemical waste capable of melting any kind of infantry, including the female heroes in a very horrific way, their secondary attack launches a corrosive core which slows units and makes vehicles and structures highly vulnerable to their primary weapons.
    • The expansions to Red Alert featured Volkov, a 1950s Soviet Cyborg and his dog, Chitzkoi. Volkov had enough firepower and durability to take on a battleship (this being one of his missions!).
  • Take Over the World: They want this in all three games.
  • Tank Goodness: The most tank-heavy army in the series. Among other things, their main battle tank is always stronger than the Allied medium tank or the third faction's light tank.
    • The Mammoth Tank is a Soviet tank from Red Alert 1. In Red Alert 2 onward, this became the Apocalypse tank, and by Red Alert 3, the tank traded its Mammoth Tusk missiles for a magnetic harpoon and armor-eating grinder.
    • They also have had a Tesla Tank in each of the three major wars (not necessarily in every game, though). Much like their base defenses, they're all about Shock and Awe.
  • Unwitting Pawn: To the Brotherhood of Nod in the first game.
  • Useless Useful Spell: In Red Alert, the Iron Curtain is somewhat useless, as it can only make a single tank or building invincible for a short period of time. You can use some creative strategies with it and a MAD tank, or use it as a defensive superweapon, but it's not very powerful overall. It got a considerable buff in Red Alert 2, where it can protect up to 9 vehicles or terror drones, or you can kill up to 27 infantry units with it.
  • Villain Protagonist: Becomes this in Red Alert 3 as the Soviets kick off the plot by erasing Albert Einstein. They are also the first playable faction in the single player campaign.
  • Well-Intentioned Extremist: Stalin in Red Alert and his cronies try to pass themselves off as well-intentioned, particularly in his cronies' Starscream-esque moments. Likewise to Premier Cherdenko. They fail utterly since Cherdenko clearly only cares about himself.
  • Zeppelins from Another World: Their mighty Kirov, the slow-moving but devastating bomber zeppelin of the Soviets. If they're not scary enough, they gained a Nitro Boost in Red Alert 3.
  • Zerg Rush: In Command & Conquer: Red Alert 2, their Conscripts are pretty much designed for this tactic; Very weak, very cheap, easily spammable. This trope is even invoked in the first level of Red Alert 2's Soviet campaign when you train your first Conscript.
    Lt. Sofiya: Pay no heed to casualties Comrade Commander, for every Conscript that dies in this glorious crusade, there are a thousand more eager to replace him.

    The Allied Forces

The Allies, otherwise known as the Allied Forces, are a military alliance between the nations of Europe (mainly England, Germany, France, Greece, Spain, South Korea and Turkey) and the United States. The Allied Military Doctrine is centered on decisive action, mobility, subterfuge, aerial dominance and technological superiority. The Allied forces are exceptionally well-trained, guided by superior intelligence and has at their disposal some of the world's most advanced weaponry.
  • America Saves the Day: Averted. In the first game, European countries are the dominant players within the Allies, with America mostly working in the background (i.e. lending its industrial strength to make good of losses in materiel incurred by the European forces during the Soviet invasion); in later games, America is given mostly equal focus with the other Allied countries.
  • Awesome Personnel Carrier:
    • The Battle Fortress in Yuri's Revenge can hold five infantry units that can fire from it. It also has heavy armor and enough size to crush other vehicles and walls.
    • The IFV can only hold one infantry unit, but its weapon will change based on what infantry you put in; for example, if you put a Tesla Trooper in one, it becomes a mini-Tesla Tank.
    • In one mission in Red Alert 1's expansion, the Phase Transport shows up. It can only carry one infantry unit... but on the other hand, the machine gun is replaced with high-powered missile launchers, and it cloaks.
  • Awesome, but Impractical: Their Mobile Gap Generator — the stationary building version is useful enough, but the mobile ones' range is so contracted that they're practically worthless.
  • Badass Bystander:
  • Blood Knight: For the good guys they are rather...enthusiastic about killing the enemy, to the point where some characters would be happy to ignore peace.
  • Bond One-Liner: Ironically, the Spy, who is a Shout-Out to James Bond, doesn't use them except in Red Alert 3 when bribing enemy units.
    "Come on, fight for the winning team!".
  • Civil Warcraft: Surprisingly (at least to the players), the Allies also got one against President Ackerman in Red Alert 3.
  • Color-Coded Armies: The Allies are blue.
  • Cool Boat: The Allied Cruiser is one of the most powerful units in the first game. The Helicarrier of Red Alert 1 would be here, but for some reason it's just set to be available at tech level -1, thus preventing its construction, though the player is only one variable away from being able to use them.
  • Cool Plane:
    • Red Alert 3 gives the Allies the Vindicator. It's stubby, not terribly fast, carries just two little bombs, and can't even kill other aircraft. What it can and will do is consistently and constantly knock out enemy resource collectors, vehicles, buildings and just about anything else. It's like a little sniper rifle you point at whatever you want dead and let fly. Entire strategies were built around the reliable little guy, and it pretty much entirely defined Allied strategy throughout the patch cycle. It also benefits greatly from a tier one special power, which buffs its stats and gives it a third bomb.
    • And for something even bigger, get a load of the Allied Harbinger gunship. It's more or less the Real Life American AC-130H Spectre given giant proton collision cannons.
    • The Apollo jet fighter isn't too shabby either.
  • Crippling Overspecialization:
    • Several country-unique units in Red Alert 2, such as the Sniper and Tank Destroyer, the latter being most infamous in that it literally is only good against tanks. Even against buildings, which you'd expect them to be competent against (given that all other units effective against tanks usually do well against buildings too), they will only do chicken scratches to.
    • Lampshaded in Red Alert 3's background information on the Allied Hydrofoil, which has a weapon jammer device. The background states that Allied tank crewmen and fighter pilots asked why their units could not also be equipped with jammers, but engineers the world over have encountered unspecified technical difficulties designing vehicles with multiple weapons. Red Alert 3 actually changed the whole model on this one, given that all units in that game have a special ability of some type, and for about half those units that ability is a second weapon. The hydrofoil's primary is an anti-aircraft gun.
    • Tanya is very good against infantry and structures with her machine pistols and C4 charges. Her main weakness is an inability to effectively destroy vehicles and buildings without running up next to them.
  • Death from Above: One of the main strengths of the Allies is they have a large powerful air force (except for Red Alert 1). The Harrier from RA2 sometimes invokes this by name when ordering it to attack something.
  • Deployable Cover: Allied GI units in Red Alert 2 can deploy sandbags that give them increased defenses and the ability to use their machine guns, but makes them immobile. The Guardian GI in the expansion can do the same, but using metal plates instead which makes them impervious from getting roadkilled while allowing the use of their rocket launchers. How they carry sandbags and metal plates is anybody's guess, and worse, how they set them up in less than a second.
  • Faction Calculus: Subversive originally, but changed to Balanced in Red Alert 3.
  • The Federation: To the Rising Sun's Empire. And the Soviet Union, which despite its name was also The Empire.
  • Freeze Ray: The appropriately named Cryocopters and later Cryo Legionnaires in Red Alert 3. There is also a superweapon-sized version in the form of a support power. They're mostly harmless, but frozen objects will shatter if hit with the slightest damage, and for air units (done by cryo legionnaires garrisoned in a multigunner turret/IFV) the result is not something to laugh at since they will immediately come crashing down when frozen.
  • Frickin' Laser Beams: Their Prism and Spectrum laser technology in Red Alert 2 and 3 respectively.
  • Harmless Freezing: What Cryocopters, the Cryoshot support powers, and Cryo Legionnaires can do. The Cryocopter's profile on the official website lampshades this:
    Frozen targets are effectively thrust into a state of suspended animation. The effects of the freezing gradually wear off and the target snaps out of the effect all at once, with no recollection of the passage of time, as though waking from slumber. In fact, a majority of test subjects reported feeling unusually relaxed after this fugue state. Although research findings concerning the long-term effects of the freezing are inconclusive as of yet, the cryobeam has provisionally been deemed "perfectly safe" by manufacturer FutureTech Corporation.
    • Literally Shattered Lives: Frozen units will shatter when hit with the slightest damage, making freezing lethal. Frozen air units (IF Vs or Multigunner Turrets loaded with Cryo Legionnaires can target air units) will immediately come crashing down.
  • Heroic Dolphin: Used by the Allies in the second and third games.
  • Hurricane of Puns: In RA3 Uprising, everything their Cryo Legionnaire says are cold-related puns of commonly used terms and Bond One Liners such as "It's snow time!" and "Let's kick some ice!", this said imitating Schwarzenegger's voice, who acted as Mr. Freeze in Batman & Robin. The name of the unit itself is a pun of an Allied unit from RA2.
  • It's Raining Men: The USA subfaction in Red Alert 2 had a paratrooper ability, which meant that they could conceivably drop fourteen GIs (pretty formidable), anywhere on the map, for free, every few minutes. Red Alert 3 gives the Allies the Century Bomber, which can load a group of infantry and then drop them at a selected location.
  • Kill Sat: Their Athena Cannon in Red Alert 3, in the form of a truck-mounted Laser Sight and comms boom paired with a Kill Sat up in orbit — also less verbatim. Oddly, though, each truck purchased gives you control of a different satellite, leading some players to wonder why, if they have all these satellites up there, they can't just use them all at once. However, given that the Allies are clearly obsessed with data security ("clearance" must be purchased in order to deploy more advanced weapons), it does make a kind of sense for them not to give you too many at once.
  • Luckily, My Shield Will Protect Me: Their Peacekeepers (basic soldiers) from Red Alert 3 look more like riot police then front-line soldiers. Their primary weapon is a Short-Range Shotgun, but they also have a metal shield that they can deploy to protect against bullets, while they slowly walk towards the target in order to unleash their weapon. It evene prevent them from getting 1-hit killed by ninjas and Tesla troopers.
  • Macross Missile Massacre:
    • Their Aegis Missile Cruiser starts off as a powerful anti-air unit that fires damaging missiles at targets. However, as it begins to rack up kills and gain promotions (which isn't too hard as it's pretty good at its job) it gets becomes even more powerful and fires missiles nonstop. A fully promoted Aegis Cruiser can destroy a Kirov Airship in three seconds, and that thing is the most durable unit in the game.
    • Red Alert 2's Rocket IFV is quite capable of doing this when it's fully promoted. Rack up as many elite Rocket IF Vs and you can guarantee that you'll have a real show.
  • National Weapon: The Allies have Tanya and the Chronosphere.
  • Power Nullifier: The Hydrofoil's weapon jammer prevents enemies from attacking as long as it keeps targeting them.
  • Ret Gone: Their Chrono Legionnaire from Red Alert 2 had a gun that would erase people from the space-time continuum. Oddly enough, it has absolutely no noticeable side effects on the rest of the world.
  • Shout-Out:
    • The Harbinger Gunship is based on the Spectre Gunship in Generals (and real life for that matter). It is also a clear reference to the nuclear aircraft proposed during the Cold War.
    • The Pacifier FAV is a reference to the Siege Tank in Starcraft, made even more obvious that the title of the mission to unlock it in challenge mode is called "Ready to Roll Out", which is the Siege Tank's creation line.
    • The Cryo Legionnaire in Uprising is a reference to Mr. Freeze and the Chrono Legionnaire unit from Red Alert 2.
    • The Korean Black Eagle aircraft in RA2 is probably named on the real Black Eagle air force aerobatic team of South Korea. Too bad the real Black Eagle planes are painted white, though. [1]
    • Red Alert 2 had a shout out to the Orca Aircraft in the Tiberium series when Eva comments on the absurdity of the Attack Dolphins.
    Intelligence informed me that effective countermeasures involves specially-trained dolphins which are now at your disposal. What's next, killer whales?
    • A British commander called Giles Price
    • The Proton Collider superweapon is a clever crack at the LHC. And just in case you didn't get it the first time, the Sigma Harmonizer from Uprising is a giant particle accelerator with a similar configuration to the LHC, complete with (justified, in this case) public concerns over its actual function.
  • Shotguns Are Just Better: Played straight with Peacekeepers, not only they are the strongest of the basic rifleman unit, they can knockdown even ninjas and commandos who gets too close, and with proper micromanagement can lock them in a Cycle of Hurting.
  • Strange Bedfellows: The Allies and the Soviets join forces in Yuri's Revenge to take down Yuri, and again in Red Alert 3 to deal with the Empire.
  • Take Over the World: Depending on how you interpret what the Vice President says in the Allied ending of Red Alert 3, maybe the Allies too.
  • Tank Goodness: Have an analogue in the Mirage Tank, which uses Heat Cannons in RA2 and Prism Cannons in RA3—but in both games, it disguises itself as nearby objects (trees in RA2) and can fire even when disguised!
  • The Alliance: It's right there in the name, although they become increasingly American-centric in the second game. Things go back to normal in the third.
  • Time Master: Thanks to the Chronosphere and assorted technology. Red Alert 2 introduces the Chrono Legionnaires, who can teleport around and erase other units from history. In the original manual, it's implied that the chronoshift teleportation is actually a case of Time Stands Still while the unit travels across the map the normal way.
  • Useless Useful Spell: In Command A& Conquer: Red Alert, a few missions from the end the allies acquire the ability to use the Chronosphere, a teleportation device. However, in game (more powerful in Cutscene Power to the Max), you can only teleport a single tank at once, and cannot teleport air units or APCs with people without killing the passengers, which really doesn't make sense because the tanks have to have people in them (and a known cheat can disable it). This is largely corrected in Red Alert 2, where the Chronosphere has the power to teleport up to 9 small tanks, including vehicles with people in them, as well as some air units. In fact, you're able to teleport land units into the sea and sea units onto the land, and it still kills unshielded infantry, making it somewhat of an offensive weapon too.

    The Empire of the Rising Sun

The Empire of the Rising Sun is the Imperial regime of Japan, led by the Emperor and the Shogunate, that seek its "divine destiny" to subjugate mankind to serve the Emperor and create a world under their rule - a world minus capitalism and communism. Influenced by nationalism, militarism and imperialism, the Empire has adopted aggressive policies, viewing the Allies and Soviets nothing more than "barbaric oppressors". The Imperial military is a unique blend of Japanese tradition and technology. The Empire maintains its well known discipline and loyalty through the philosophy of bushido and reverence for the ancient samurai. The Imperial order of battle includes high tech, highly versatile transforming units, more traditional ones and a living weapon - namely a young female commando with psychic powers, Yuriko Omega.

Pretty much, the entire faction is a Shout-Out to what nerds love about Japan.
  • Action Bomb: Their Yari Minisubs can kamikaze into other ships and Burst Drones that attach to enemy vehicles and explode. The Empire has the Honorable Discharge Top Secret Protocol which makes units explode when destroyed. The Empire also has the Final Squadron (X/Omega) Protocols that call in planes to kamikaze targets.
  • Amazon Brigade: Rocket Angels, Archer Maidens, and Yuriko.
    Rocket Angel: Nothing a girl can't handle!
  • Awesome Personnel Carrier: Their Sudden Transport, a hovering APC that can disguise itself as an enemy vehicle to sneak its troops past enemy lines. Completely unarmed, though.
  • And I Must Scream: The Steel Ronin from the expansion pack. Criminals are locked inside them as punishment, then forced to man them when necessary. No word on how they're kept alive, which is just as well.
  • Animeland: Their military units include psychic Magical Girls in Sailor Fuku and Humongous Mecha. Their superweapon is a psychic explosion, and the engineer is a salaryman. The Emperor's video briefings help tick any other boxes in the Big Book Of Japanese Clichés: his son wears a kind of samurai armour, he's seen practising sword forms, contemplating a bonsai tree, practising calligraphy, taking tea a lot, mentions a revival of Bushido, tells you to slice through the enemy "like the blade of a katana" and finally declares you "Supreme Shogun".
  • Asian and Nerdy: Imperial engineers. Just watch them do their little power strut.
  • Base on Wheels: The Empire's base building is completely based on this - each building comes as a "nanocore" vehicle and unpacks at a designated position into a building.
  • Beehive Barrier: Their Nanoswarm superweapon, which fades away towards the top, but is still present. It functions as a sort of domed room with no exit, with stuff going in but not coming out until it dissipates. Great for waiting out a Soviet superweapon attack.
  • Blood Knight: To the point where Yuriko who is driven by completely justified revenge appears as the sanest of the lot.
  • Bottomless Magazines:
    Rocket Angel: "Unlimited ammo!"
  • Breath Weapon: Their Giga Fortress uses this in air mode.
  • Cloning Blues: Yuriko is cloned several times to power the Empire's ultimate weapon. In Uprising, she heads out to destroy a facility which has the sole purpose of mass cloning her.
  • Civil Warcraft: Red Alert 3: Uprising has former Crown Prince of Japan Tatsu, now cooperating with the victorious Allies, going against the Japanese generals. And once you've got rid of the rogue Japanese generals, he then goes and betrays you and uses all the stuff stolen from those generals to attack you!
  • Color-Coded Armies: The Empire of The Rising Sun (Japan) is orange (red and white were already handed out).
  • Cutscene Power to the Max: In 3, the King Oni is shown to be Kaiju-sized in the cutscenes, although it is much smaller in game. Also, in one scene, it is shown leaping up and punching a Kirov out of the sky, but in game, King Onis have no anti-air capabilities except the special ones piloted by Emperor Yoshiro and Kenji.
  • Do Not Adjust Your Set: The Empire did this in the Allies and Soviet campaigns.
  • The Empire: To The Federation that is the Allies.
  • Everything's Better with Samurai: Imperial Warrior uniforms resemble samurai outfits. They also carry beam katanas as secondary weapons that One-Hit Kill infantry but can't hurt vehicles.
  • Fake Nationality: Everyone in the Empire of the Rising Sun appears to be Chinese, save for the Emperor himself.
  • Frickin' Laser Beams: Technically, they use particle accelerators and superheated slugs, but it looks like they use lasers.
  • Gratuitous Ninja: The Shinobi can mow down infantry, swim, and shut down enemy structures.
  • Historical Villain Downgrade: They are clearly modeled after Imperial Japan, which in real life was infamous for its war crimes, including pointless mass murder by the hundreds of thousands, enslavement of tens of thousands of women as sex slaves, and performing medical experiments on prisoners from their colonies that killed thousands of people. Even the whole honor aspect that's presented as a joke in the game was a scary thing in real life; they considered surrender dishonorable and would execute or enslave surrendering enemies, and fed their civilians propaganda about the Allies that drove them to commit suicide by the tens of thousands when America invaded the Japanese home islands. All of these thing are of course never brought up in the game and the Empire is simply presented as an over-the-top comedic organization.
  • Humongous Mecha : The official website data for the King Oni does some Lampshade Hanging on the concept, noting that it "flies in the face of decades of conventional mechanized warfare". They also have the Shogun Executioner, which has three legs, three torsos, 6 arms, three heads, 3 lightning katanas, and heals itself when attacked with Tesla weaponry.
  • Instant Awesome, Just Add Mecha: The King Oni, Mecha Tengu, Striker-VX, and Shogun Executioner.
  • Kiai: Imperial Warriors, when pulling out their beam katanas, will scream UIYAAAAAAAH!
  • Light Is Not Good: They're villainous faction in RA3, despite the rising sun on their flags.
  • Macross Missile Massacre: Rocket Angels and Striker/Chopper-VXs en masse can produce this. There's even an upgrade to make missile-firing units spam even more. The Naginata cruisers fires many torpedoes at once in their special attack. The Giga Fortress from Uprising is a floating battleship that mounts four photon rocket launchers, each equivalent to a Rocket Angel in firepower, plus four beam-cannon batteries.
  • Me's a Crowd: Clones of Yuriko are used to power their superweapon, the Psionic Decimator. Also, if you are facing multiple Rising Sun commanders in a mission, expect to see a handful of Yurikos.
  • Mini-Mecha: Mecha Tengus, which can transform into a jet.
  • Psychic Powers: Their hero unit, Yuriko Omega, can lift up ground objects like soldiers and tanks, destroy buildings by ripping them apart, pull aircraft out of the sky and send a shockwave to kill infantry around her. In the expansion's campaign for her, she learns psychic possession, how to throw enemies at each other and energy shielding. Clones of her are used to power the Empire's superweapon.
  • Ramming Always Works: The Shogun Battleship and King Oni can do this, often result in an instant kill. The smaller Yari Minisubs are also capable, but they won't survive doing so. "BANZAIII!"
  • Roboteching: Rocket Angels and Striker/Chopper-VXs both fire missiles with a curved trajectory.
  • Robo Speak: Nanocores, being robots, naturally do this.
  • Shout-Out: Name an anime trope, and the Empire probably uses it.
  • Super Prototype: The prototype King Oni is faster, stronger, nigh indestructible and equipped with a absolutely devastating anti-aircraft rocket battery. And it's piloted by Emperor Yoshiro.
  • Super Soldier: Uprising give the Empire Steel Ronin, who are disgraced Imperial commanders in life support armored suits, although these guys are armed with energy-bladed naginatas that can cleave through tanks and entire ranks of infantry.
  • Stripperiffic: Archer Maidens in Uprising, making an Allied soldier wish there were more ladies in the infantry division.
  • Transforming Mecha: Anti-ground helicopters become anti-air missile walkers, anti-infantry mechas become air-to-air jet fighters, submarine Sea-Wings become flying Sky Wings, the Giga Fortress in the expansion can switch between air and sea modes... Even their basic tanks are amphibious; "flexibility" is the main focus of their gameplay.
  • Wave Motion Gun: Their artillery in Red Alert 3. They're even flat-out simply called Wave Force Cannons, and their floating fortresses use tri-barreled versions.
  • Whip It Good: Rocket Angels can use laser whips to paralyze ground troops.

    Yuri's Army

"My life for Yuri!"

Yuri is the leader of a very versatile and efficient army. Yuri and his mad scientists conducted secret research which resulted in great scientific advances, which Yuri exploited to the full. Yuri's army relies on mind-control, cloning, advanced magnetic weapons, and laser technology, as well as speed, maneuverability and flexibility to bring him victory on the battlefield.
  • Cartoonish Supervillainy: Pretty much the entire premise of Yuri and his faction, which ups the somewhat ridiculous RA arsenal Up to Eleven with the addition of genetically mutated Hulk look-a-likes, psychically powered infantry, UFOs, and so on. Then there's the expansion campaign, which features such gems as weaponized Moai statues, bases in Antarctica and on the moon, and a gothic Transylvanian mansion headquarters. Regardless of which campaign, all of Yuri's plans end up failing spectacularly and then Yuri himself is eventually submitted to some humiliating fate.
  • Cutscene Power to the Max: The Psychic Dominators shown in the opening cutscene are able to mind control entire sections of continents. To prevent it from being an enormous Game Breaker by giving Yuri's faction the ability to instantly control every unit and structure on the map if one is activated even once, in the game it can take over 9 units at most and cause a lot of base damage.invoked
  • Dirty Coward: Yuri's gattling tanks and Magnetrons: they certainly like to dish out punishment at long range but flee at the first whiff of a counterattack.
  • Genetic Engineering Is the New Nuke: Literally; Yuri's "Genetic Mutator" superweapon instantly converts a bunch of people into massive musclemen.
  • Human Resources:
    • Bio-Reactors. They don't generate much power on their own, but "garrison" infantry in them and they become some of the best power plants in the game.
    • Yuri's grinders take this literally; any infantry can be sent in and "recycled" for their bio-matter, which for the sake of simplicity is converted directly into credits, your main resource.
  • More Dakka: Yuri's army comes equipped with Gatling turrets that spin faster the longer they fire.
  • Playing with Fire: Yuri's Initiates are psychics who attack by burning things with their powers.
  • Psychic Powers: Yuri is capable of mind control. Yuri pulls a psychic possession over a telephone at the beginning of Red Alert 2, and over a video link in the Allied campaign of the expansion. With the aid of a special building, he can mind control an entire hemisphere!
  • Psychic Radar: Thanks to Yuri, you too can employ psychics to monitor your battlefield and predict the movement of enemy troops!
  • Spiteful A.I.: Their mind control tanks take damage if it mind controls too many units. It will happily push forward and Mind Rape as many units as it can regardless of this until it is destroyed.
  • Supervillain Lair:
    • In Yuri's Revenge, Yuri has a secret island, a family castle in Transylvania, and even a moonbase.
    • Lampshaded with Yuri's castle when Premier Romanov makes fun of it briefly ("He is like monster from movies") before he gave the Soviet commander the order to destroy it.
  • Tank Goodness: The Mastermind, a giant brain in a tank that brainwashes any enemy organic ground units that get too close. Which can backfire if it controls too many.
  • Useless Useful Spell: The Genetic Mutator (Yuri's secondary superweapon) sounds good on paper, turning all infantry on a large area into brutes at your command, but since it's rare your enemy will ever have a large collection of infantry in one spot, the only use it can ever be is to turn your own or other players' slaves into usable soldiers, since slaves are free. The most common use for it is to mutate slaves and then send them into the Grinder for free money.
  • Video Game Cruelty Potential: Yuri's faction has the Grinder, which you can send your obedient soldiers (or hypnotized enemies/civilians) into to be shredded into valuable scrap bits. One Allied mission sees you trying to destroy a network of such devices Yuri's built in Los Angeles. There's no time limit on the mission, though, so you're free to watch brainwashed civilians walk into them for as long as you like while you build up your forces.

Characters appearing in all games

    Professor Albert Einstein 

Professor Albert Einstein
Played by: John Milford (Red Alert); Larry Gellman (Red Alert 2); Smokey Miles (Red Alert 3)

Affiliation: Allies
Rank: N/A
Role: Scientist

"Time will tell... sooner or later, time will tell."

Shortly after the close of World War II, Professor Einstein began working on a way to change history so the terrible conflict would not occur. He began researching time travel and in 1946 completed a machine that allowed him to travel back to 1924 where he found Adolf Hitler and eliminated him. Returning to his own time, he reflected that the true ramifications of his actions would only be seen with time. Rather than preventing the war, he had merely changed the sides. Soviet Russia, now without Hitler between him and Western Europe, became the belligerent. Realizing he had failed in his ultimate objective, he offered his services to Allied Command to help produce new technologies for the war effort.

    Tanya Adams 

Tanya Adams
Played by: Lynne Litteer (Red Alert), Kari Wuhrer (Red Alert 2), Jenny McCarthy (Red Alert 3)

Affiliation: Allies
Rank: N/A
Role: Commando

"Shake it, baby!"

When Professor Albert Einstein was captured by Soviet forces, General Von Esling called for a specialist. Tanya Adams was flown in for the purpose of extracting Einstein, and continued to serve through the remainder of the war. She (or other women who shared her name and role) also served in the other conflicts between the Allies and the Soviets.
  • Action Girl
  • Badass: She can annihilate whole armies of infantry using nothing but a pair of handguns.
  • Bare Your Midriff: In all three games, and it gets increasingly more exposed.
  • Betty and Veronica: In RA3, she is the Veronica to Eva's Betty for Commander's Archie.
  • Boom, Headshot: One of her unit quotes.
  • Buxom Is Better: Second and third games again.
  • Badass in Distress: One of the missions in the first game is rescuing her from Soviet forces. You have to get a spy into the prison, then she destroys it and shoots her way out.
  • Chainmail Bikini: An armored bra.
  • Crippling Overspecialization: Tanya's absolutely devastating to infantry and can instantly destroy any building she gets close to, but was utterly useless against vehicles. Yuri's Revenge averted this by giving her the ability to blow up vehicles as well, an ability she kept in Red Alert 3, but she still had to get close enough to plant charges, whereas they moved faster and could usually fire while moving.
  • Dual Wielding
  • Establishing Character Moment: Barging in unannounced in a top secret military meeting.
  • Guns Akimbo
  • Hero Unit
  • Hired Guns / Private Military Contractors: In the first game, Van Esling introduces Tanya as a "professional volunteer" and Stavros expresses concern over the fact that she's a civilian and not military. She's never directly referred to as a mercenary, but that's clearly what she is.
  • Jack Bauer Interrogation Technique: One of the RA3 cutscenes shows her interrogating a Soviet soldier. She herself is also on the receiving end of one in the first game.
  • Legacy Character: The original Tanya was an American mercenary employed by the Allies during the second Great War. The Red Alert 2 version just seems to be coincidentally named Tanya. By the third game, it's clear that the name "Tanya" is now a codename for all of the badass female commandos under the employ of the Allies.
  • Little Black Dress: At the end of the Allied campaigns of Red Alert 2, Yuri's Revenge, and Red Alert 3.
  • Olympic Swimmer: In RA2 and RA3 she can swim across any sized body of water without slowing down to sink a dreadnought with C4.
  • One-Man Army: Though in Command & Conquer: Red Alert 1 she can only blow up buildings and kill infantry, and only if you specifically order her to kill that infantry, in Red Alert 2, she automatically fires on advancing infantry (with pistols, but long before she's in range of their assault rifles), she can swim even in nearly frozen rivers, and use C4 on ships, buildings, and tanks (in RA2, as with many games, tanks have no machine guns, making them weak against infantry). The only thing that can stop her besides air power and overwhelming force are base defenses like sentry guns and Tesla coils. There are several missions where she takes out entire bases with little backup.
  • Stripperiffic: Not so much in the first game, but in Red Alert 2 and Red Alert 3 she definitely seems to favor outfits that are sexy rather than practical for combat.