troperville

tools

toys


main index

Narrative

Genre

Media

Topical Tropes

Other Categories

TV Tropes Org
random
Characters: Command And Conquer Red Alert Series Units
This page is a listing of units from the Command & Conquer: Red Alert Series.

Units

    open/close all folders 

    Shared Units 

All Games

Engineer

Type: Infantry
Role: Base Capture & Repair
Weapons: None
Trained at: Barracks
Engineering.
Although unarmed, the engineer is a important asset on the battlefield since they can capture enemy and tech structures or instantly repair your own.

  • All Your Base Are Belong to Us: An engineer raid in any of the games can easily see half your enemy's base fall to you in one fell swoop.
  • Asian and Nerdy: Imperial engineers in Red Alert 3. Just watch them do their little power strut.
  • Bomb Disposal: In Red Alert 2, engineers can deactivate Crazy Ivan's bombs.
  • Deployable Cover: The Soviet engineer in Red Alert 3 can build bunkers with room for five soldiers.
  • The Engineer
  • The Medic: In Red Alert 3, the Allied Engineer can deploy a first aid tent to heal infantry.
  • Revolvers Are Just Better: The Soviet Combat Engineer in RA3 is armed with one. It's not very strong, but it can help against other engineers.
  • Yes-Man: Imperial Engineers can't go five seconds without praising the Commander's genius.

Attack Dog

Type: K-9
Role: Anti-Infiltration
Weapons: Dog Bite
Trained at: Kennel/Barracks
"Grrrrr—rowf!"

Attack 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.

MCV

Type: Vehicle
Role: Base Deployment
Weapons: None
Trained at: War Factory
The 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.

Red Alert 1

Rifle Infantry

Type: Infantry
Role: Ground Combat
Weapons: M-16/AK-47
Trained at: Barracks
This unit is basic infantry of both side. 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.

Demolition Truck

Type: Vehicle
Role: Suicide Attack
Weapons: Nuclear Device
Trained at: War Factory
The 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.

  • Action Bomb / Suicide Attack
  • Awesome, but Impractical: t'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.
  • Glass Cannon
  • Mecha-Mooks: 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).
  • Molotov Truck
  • Playing with Fire: Get these suicide bombing trucks out of your base right when you can, because once it explodes, the explosion is of a massive size.

Ore Truck

Type: Vehicle
Role: Resource Gathering
Weapons: None
Trained at: War Factory
Used 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.

Chinook

Type: Aircraft
Role: Aerial Transport
Weapons: None
Trained at: N/A
Able 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

Transport

Type: Naval
Role: Sea Transport
Weapons: None
Trained at: Shipyard/Sub Pen
The 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.

Red Alert 2

Amphibious Transport

Type: Naval
Role: Amphibious Transport
Weapons: None
Trained at: Shipyard/Submarine Pen
"Welcome aboard!"
Allied Transport

"I am un-armed, you know."
Soviet Transport

"I obey."
Yuri Transport

Amphibious transports can carry ground units across the water. They can't attack, however, so make sure you clear a landing for them first.

    Allied Units 

All Games

Spy

Type: Infantry
Role: Infiltration & Sabotage
Weapons: None
Trained at: Barracks
"Ready to infiltrate."

The Spy is an infantry unit that is disguised as a light infantry unit, which can move past most enemy units undetected. Be careful as enemy vehicles can run over the spy and Attack Dogs can are the only units with the ability to detect spies.

  • Bears Are Bad News: In Command & Conquer: Red Alert 3, one of the Spy's responses is "I don't like bears...", which is justified by the Soviet War Bear's ability to sniff out and maul spies.
  • Bond One-Liner: Ironically, the Spy, who is a Shout-Out to James Bond himself, doesn't use them except in Red Alert 3 when bribing enemy units
    "Come on, fight for the winning team!".
  • Dummied Out: In Red Alert 1, despite being unarmed in the actual game, the spy still has a few animation frames which show him shooting a gun. The funny thing is, those frames are actually tied into the game, which gives you an opportunity to modify rules.ini so your spies can shoot and experience no graphical goofs with that.
  • Every Man Has His Price: In Red Alert 3, they can buy the loyalty of enemy units, who switch sides permanently. He even quote the trope word for word.
  • Master of Disguise: In Command & Conquer Red Alert 2 and 3, they can disguise into any infantry, even dog and bear.
  • Non-Combat EXP: Since Red Alert 2, sneaking an Allied Spy to the enemy Barracks or War Factory allows any units produced from your equivalent production structure to start off with one level of veterancy. However, taking one spy to said point is quite difficult though, and it only works once per building.
  • Sharp-Dressed Man: In Red Alert 1 at least.
  • Sniper Rifle: Their weapons when garrisoned in a multigunner turret or an IFV in Red Alert 3.

Red Alert 1

Rocket Soldier

Type: Infantry
Role: Ant-Armor/Anti-Air
Weapons: Dragon TOW Rockets
Trained at: Barracks
Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers. However, these men must be guarded from other infantry and anti-infantry vehicles.

Thief

Type: Infantry
Role: Resource Acquisition
Weapons: None
Trained at: Barracks
Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure. These units have no defenses against enemy units and should be used when enemy refineries are unguarded.

  • Bandit Mook
  • Black Cloak
  • Nice Hat
  • Support Party Member: Being unarmed, thieves are very vulnerable on the battlefield and easily killed. Unlike spies, they can't cloak either, so the player has to rely on his skills in distraction to allow a thief to enter the target building. If he manages it, then half of the credits are routed into the player's credit pool.

Medic

Type: Infantry
Role: Medical Support
Weapons: None
Trained at: Barracks

The medic heals nearby Allied infantry and can be placed in guard mode to heal any injured infantry. However, the medic has no defense against enemy units.

Field Mechanic

Type: Infantry
Role: Field Repair
Weapons: None
Trained at: Barracks
I'll get my wrench!

The mechanic heals friendly vehicles that are near by. Just like the medic he has no defense against enemy units. These units are useful in groups.

Ranger

Type: Vehicle
Role: Light Combat
Weapons: Light Machine Gun
Trained at: War Factory

The ranger is a recon unit that is armed with a M60 machine gun. Although unable to crush units, it is fast and ideal against infantry able to mow them down in 2-4 bursts. However its light armor make it weak against tanks and aircraft.

Light Tank

Type: Vehicle
Role: Armored Escort
Weapons: 75mm Cannon
Trained at: War Factory
The standard Allied tank. Fast, with decent armor, the Light Tank works well in mixed groups, and also in large divisions. What it lacks in firepower, it makes up for in speed and rapid fire.

Medium Tank

Type: Vehicle
Role: Armored Assault
Weapons: 150mm Cannon
Trained at: War Factory

The higher-grade Allied tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Lighter Tanks destroy the threat.

Anti-tank Minelayer

Type: Vehicle
Role: Minelayer
Weapons: Anti-Tank Mines
Trained at: War Factory

A fast vehicle Allies use it to lay anti-vehicle mines. It is fast which makes it ideal for crushing infantry, but has no weapons to directly combat enemy units.

Artillery

Type: Vehicle
Role: Bombardment
Weapons: 155mm Cannon
Trained at: War Factory

Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar. Its slow speed and light armor require that it be protected.

APC

Type: Vehicle
Role: Armored Transport
Weapons: Light Machine Gun
Trained at: War Factory

The Armoured personnel carrier is a unit armed with an M60 machine gun and is able to carry up to five men. It is heavily armored making it an ideal unit to supply infantry transport quickly across the battlefield.

Radar Jammer

Type: Vehicle
Role: Electronic Countermeasures (ECM)
Weapons: None
Trained at: War Factory
It disrupts enemy radar functions, shutting down enemy radar transmissions and display. Its long range allows it to hide from enemy units while other units attack during the blackout.

  • Dummied Out: It's was dentified as a Soviet unit in the manual, while in the final game it's an Allied one.
  • Fog of War: It's would temporarily stop the opponent's Radar Dome from working if it got within range. Unsurprisingly its range is pathetically short.

Chrono Tank

Type: Vehicle
Role: Chronoshift Attack
Weapons: Missiles
Trained at: War Factory

This lightly-armored unit has the same ability as the Chronosphere but is also armed with rockets. The tank can be shifted from one location to another every few minutes, and then teleport again after some time.

Mobile Gap Generator

Type: Vehicle
Role: ECM
Weapons: None
Trained at: War Factory

The mobile version of the Gap Generator functions in much the same way the stationary one does. Although it projects a smaller gap field, you can hide several units under its cover, blocking the enemy from seeing what you're sending against them.

  • Awesome, but Impractical: The stationary building version is useful enough, but the mobile ones' range is so contracted that they're practically worthless.
    • There's also the fact that the Mobile Gap Generator leaves a trail of fresh revealed terrain behind it, meaning you're generally not too effective at sneaking.

Phase Transport

Type: Vehicle
Role: Stealth Transport
Weapons: Missiles
Trained at: N/A

This is a non-buildable unit that can cloak itself while on the move. The Phase Transport it can be detected by defenses and infantry if they come too close to it. However, they have dual missiles that can destroy them safely out of range. It is quite lightly armored and is moderately fast.

  • Awesome Personnel Carrier: It shows up in a single mission in the Aftermath expansion, and 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.
  • Grand Theft Prototype: By Soviet cyborg Volkov, who stole destroying its production facility and later use to disable communications in Allied control area, cleared the way for reinforcements to complete the elimination of Allied forces in the area.
  • Invisibility Cloak

Longbow

Type: Aircraft
Role: Close Air Support
Weapons: Hellfire Missiles
Trained at: Helipad

The Allies attack helicopter is loaded with hellfire missiles, allowing it to destroy armored targets with ease. Used in conjunction with naval or ground attacks, the Longbow is an ideal support aircraft, able to rapidly inflict additional damage to a target usually with little or no return fire

Gunboat

Type: Naval
Role: Naval Escort & Anti-Submarine Warfare (ASW)
Weapons: 2in Gun & Depth Charges
Trained at: Shipyard

The fastest and lightest of the Allied naval vessels, the Gunboat have a short range anti-tank cannon, which is effective against land vehicles and enemy ships. It also can shoot out single shots of depth charges at enemy subs.

Destroyer

Type: Naval
Role: ASW & Anti-Air/Anti-Armor
Weapons: Missiles & Depth Charges
Trained at: Shipyard

The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. I It also has a depth charge launcher that shoots out two depth charges at submarines.

  • Cool Ship
  • Jack of All Stats: The missiles are effective against tanks, air units, and structures, but ineffective against infantry. It also has longer range than tesla coils and most other soviet units. Its dual depth-charge launcher can do significant damage to opposing submarines (and dollar for dollar will beat them), and can sink them more quickly than Gunboats.
  • Macross Missile Massacre

Cruiser

Type: Naval
Role: Long-Range Shore Bombardment
Weapons: 8in Guns
Trained at: Shipyard

What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets incredible distances away, this ship can decimate an enemy base in minutes, and has a good radius of splash damage.

Red Alert 2

GI

Type: Infantry
Role: Ground Combat
Weapons: Spectre M4/M60
Trained at: Barracks
"How 'bout some action?"

The GI is the basic Allied infantry unit. Slow and capable of only light damage, GIs are nonetheless necessary because of their low cost and ability to set up sandbags around them like a bunker and are capable of garrisoning buildings.

  • Cannon Fodder
  • Machine Guns
  • Submachine Guns
  • Deployable Cover: Can deploy sandbags which gives them increased resistance and also allows them to use their machine guns, but makes them immobile.
  • Fake Balance: Sandbagged GI. They may be immobile, but they easily overcome this when they settle down near an enemy base, pulling out their absurdly powerful machine guns that can destroy tanks in good numbers.
  • Hot-Blooded: Their Enemy Chatter always has them craving combat.
  • It's Raining Men: The USA subfaction had a different paratrooper ability, which meant that they could conceivably drop fourteen GIs (pretty formidable), anywhere on the map, for free, every few minutes.
  • No Indoor Voice: GIs never drop below an enthused shout, contrasting with the utterly bored sounding Soviet Conscripts.

Sniper

Type: Infantry
Role: Anti-Infantry
Weapons: Sniper Rifle
Trained at: Barracks
"He's a dead man!"

This British infantry unit is equipped with a special long-range rifle useful in taking out enemy infantry units. Much better than regular GIs, the sniper gains tremendous range and power, killing off enemy infantry units with a single shot from well out of their range. However, the Sniper has a slow rate of fire and is ineffective against vehicles and structures.

Guardian GI

Type: Infantry
Role: Heavy Ground Combat
Weapons: M-16/Javelin Missile
Trained at: Barracks
"Tanks are no match!"

Like a normal GI, the Guardian GI fires a powerful machine gun from a standing position. When deployed, the Guardian GI can not be crushed and switches to a powerful anti-tank weapon that is effective against vehicles and aircraft.

  • Anti-Air
  • Boring, but Practical: Is simply an GI on steroids but a small group of these soldiers could neutralize a tank rush in no time flat. However, they are even more versatile when placed in a Battle Fortress, inside this heavy vehicle they are completely immune to anti-personnel weaponry and can fire on the move. Coupled with this method, they are excellent counters not only against tanks but also slow-moving aircraft such as Kirov Airships and Yuri's Floating Discs.
  • Machine Guns
  • Deployable Cover: Same with GI, but using metal plates instead which makes them impervious from getting roadkilled by vehicles, except the Allied Battle Fortress.
  • Fake Balance: Guardian GIs might not be much for killing infantry but when deployed, there's simply no way to force them out of their holes because while the massive firepower of massed GIs could be offset by suicide-rushing tanks at them in order to crush the immobile soldiers, deployed Guardian GIs are uncrushable and have anti-tank weapons.
  • Macross Missile Massacre

Rocketeer

Type: Infantry
Role: Close Air Support
Weapons: 20mm Assault Rifle
Trained at: Barracks
"They won't see us comin'!"

The Rocketeer is the aerial assault version of the simple Allied GI. Armed with a powerful weapon and strapped into an equally powerful jetpack, the Rocketeer hovers over the battlefield. Rocketeers are excellent in providing anti-air defence and air-to-ground attacks on weaker targets.

  • Anti-Air
  • Assault Rifles: Though in game their weapon fire more resembles missiles.
  • Expy: Of a superhero of the same name. Some similarities exist between the two:
    • They are both used in a world war (WWII and Third World War);
    • They both have the same name (the only difference being capitalisation);
    • They are both sided with the Allies and are using hit and run tactics;
    • The design of the jetpack used in Red Alert 2 resembles the one used by The Rocketeer. Whether the rocketeer appearing in Red Alert 2 was a reference to the superhero or the concept was just based on it, has not been clarified.
  • Danger Deadpan
  • Fragile Speedster
  • Jetpack
  • Midair Bobbing

Navy SEAL

Type: Infantry
Role: Special Forces
Weapons: MP 5 Rifle & C4 Charges
Trained at:
"How 'bout a swim?'

Equipped with a high-powered machine gun, Seals are excellent against enemy infantry and can defend themselves against vehicles as well. Like Tanya, Seals use C4 charges to detonate enemy structures.

Chrono Legionnaire

Type: Infantry
Role: Combat Support
Weapons: Chronoblaster
Trained at: Barracks
"I'm gone!"

The Chrono Legionnaire is a high tech allied unit who uses chrono technology both as a weapon and as a means of transportation. The weapon which he is armed with is unique as it does no actual damage, and that it simply erases the target from history.

  • One-Way Visor
  • Teleporters and Transporters: Their only form a movement, they can't actually walk to a location.
  • Ret Gone: The fate of Chrono Legionnaire target. This can happen instantly, or over the course of about a minute, pending what is being phased out, how many legionnaires are engaging the target and the rank of the legionnaires. While being phased out, they're left utterly helpless and untouchable.

IFV

Type: Vehicle
Role: Variable Combat Support
Weapons: Missiles/Variable
Trained at: War Factory
"Takin' 'em down!"

An incredibly versatile vehicle, this transport alters its weapon depending on what type of infantry unit is placed inside it

  • Action Bomb / Suicide Attack: When carrying Crazy Ivan, Chrono Ivan, or Terrorist
  • Anti-Air
  • Awesome Personnel Carrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's specialty and it can even gain weapons from troops of other factions.
  • Machine Guns: When carry GI or Conscript, Spy, Boris, Tanya, Navy SEAL
  • Macross Missile Massacre: Is quite capable of triple-M'ing when it's fully promoted. Rack up as many elite Rocket IF Vs and you can guarantee that you'll have a real triple-M show.
  • Mook Medic: When carry Engineer, it can repair other vehicle, allow Allied vehice live longer on the battlefield.
  • Fragile Speedster
  • Shock and Awe: When carrying Tesla Trooper
  • Sniper Rifle: When carrying Sniper and Virus

Grizzly Tank

Type: Vehicle
Role: Armored Assault
Weapons: 105mm Cannon
Trained at: War Factory
"Commencing assault!"

The Grizzly is a standard Allied tank. Useful for base assaults, Grizzly Battle Tanks are also capable of grinding enemy infantry units under their powerful treads. This all-purpose vehicle is useful both in defense and attack. Grizzly tanks are faster than their Soviet counterparts, but have less armor and less firepower than Rhino tanks.

  • BFG
  • Hit-and-Run Tactics: Because Grizzly is cheaper and faster than Rhino Heavy Tank, it can be used for this strategy.
  • Tank Goodness
  • Reporting Name
  • Zerg Rush: Being light on armor and low on hit points, a lone Grizzly is easy prey for most offensive units, even infantry. Grizzlies should always travel in groups of five or more for maximum efficiency, and if those numbers can be bolstered with more exotic tanks like Mirage Tanks or Robot Tanks, such additions should be made immediately. In fact, late game Grizzlies are perfect escorts for more vulnerable Allied armor like Prism Tanks; few things in Red Alert 2 are as potent as a Prism Tank bombardment with Grizzly protection.

Chrono Miner

Type: Vehicle
Role: Resource Gathering
Weapons: None
Trained at: War Factory
You'll get the cash in a flash!"

The Chrono Miner can mine gems and ores on the ground and convert it into money for construction and training. Chrono Miners have the ability to teleport back to their Ore Refineries.

Mirage Tank

Type: Vehicle
Role: Stealth
Weapons: HEAT Incendiary Cannon
Trained at: War Factory
Mean, green and unseen."

In most ways, the Mirage Tank is similar to the Grizzly Battle Tank, a bit with a much stronger gun. However, when not moving, this unit changes in appearance to look like a tree. It can fire on enemy units from this camouflaged state, making it difficult for the enemy to discover where the fire is coming from. They do, however, appear for a brief moment when firing. Used carefully (for instance, stopping Mirage Tanks in or near a forested area), these units can provide a devastating surprise attack.

Robot Tank

Type: Drone
Role: Automated Support
Weapons: 105mm APDS Cannon
Trained at: War Factory
The main strength of the Robot Tank is that it cannot be mind controlled, because there is no human driver onboard this assault vehicle. Robot Tanks hover, allowing them to cross water. The ability to create Robot Tanks is granted with the construction of a Robot Control Center. These cease to function if they have low/no power.

  • Hover Tank
  • Mecha-Mooks: They are the bane of the Yuri faction's existence. They are faster than the land-bound Grizzly Tank and can cross water with their hover-jets. The worst part, however, is that it is completely immune to the Mind Control units and structures that Yuri loves to use.
  • Tanks, But No Tanks

Battle Fortress

Type: Vehicle
Role: Heavy Assault
Weapons: Heavy Machine Gun & Infantry Gunports
Trained at: War Factory
"Nothing can stop us!"

This massive construction grinds over the battlefield, crushing infantry, vehicles (even tanks) and walls with equal ease. Up to five infantry units can be placed inside the Battle Fortress. These infantry units can shoot out of the many ports, adding to the carnage.

  • Awesome Personnel Carrier: It can effectively crush any unit and any vehicle, even enemy Apocalypse Tanks, walls and Commandos, who ordinarily can't be crushed.
  • Badass Boast
    "We will trample our enemies!"
    "Nothing can stop us!"
    "Let's make a warpath!"
  • Machine Guns

Prism Tank

Type: Vehicle
Role: Combat Support
Weapons: Prism Weapon
Trained at: War Factory
"Intensifying light trajectory!"

This powerful Allied tank uses a weapon similar to the Allied Prism Tower. The powerful and deadly beam of light launched from the Prism Tanks cannon radiates from the target to hit other nearby enemies, allowing this vehicle to single-handedly destroy entire groups of enemy units. The range of dispersal depends on how close the Prism Tank is to its initial target.

Tank Destroyer

Type: Vehicle
Role: Anti-Armor
Weapons: Armor Piercing Cannon
Trained at: War Factory.
"You call THAT armor?"

German scientists have developed the Tank Destroyer, a unit designed specifically to give German forces an edge against enemy armor. While very weak against structures or infantry, Tank Destroyers are extremely powerful against enemy vehicles, packing as much firepower against them as an Apocalypse Tank, and can be used either to clear the way for your own attacks or to blunt incoming columns of enemy armor.

Harrier

Type: Aircraft
Role: Aerial Attack
Weapons: Maverick Missiles
Trained at: Airforce Command
"Like the wind"

This fast jet-aircraft is used for ground attacks against enemy positions. Useful for strafing enemy structures or incoming columns of enemy units, the Harrier is vulnerable to Soviet anti-aircraft fire.

  • Cool Plane
  • Danger Deadpan: It apparently have pilots that sound like your typical Chuck Yeager-type pilots when clicked on. The only time they sound panicky is when they get shot down.
  • Death from Above: Harrier sometimes says this when ordering it to attack something.
  • Eject...Eject...Eject...: One of the Harrier quotes when shot down.

Night Hawk Transport

Type: Aircraft
Role: Aerial Transport
Weapons: Machine Gun
Trained at: War Factory
"LZ is hot!"

This massive transport helicopter is used to move infantry units across the map quickly and efficiently, without regard to terrain. The Night Hawk Transport is also completely invisible to enemy radar, making it even more effective at shuttling units back and forth. It is vulnerable to anti-aircraft fire, however.

  • Awesome Personnel Carrier
  • Machine Guns
  • Danger Deadpan
  • Expy: The Nighthawk resembles a fusion of the CH-46 Sea Knight and the CH-53E Super Stallion helicopters. Both are used by the United States Marine Helicopter Squadron One (HMX-1), a squadron responsible of transportation of the United States President. The Nighthawk in-game has the same role, at the end of Operation: Hail to the Chief, when secret servicemen escorted Dugan to a Nighthawk. HMX-1 is also nicknamed 'The Nighthawks'.

Black Eagle

Type: Aircraft
Role: Aerial Attack
Weapons: Maverick II Missiles
Trained at: Airforce Command
"Korea's finest!"

The special unit of Korea, Effectively, this aircraft is a stronger Harrier, offering increased ability to both take and dish out damage.

Dolphin

Type: Naval
Role: Naval Support
Weapons: Sonar Pulse
Trained at: Allied Shipyard
Dolphins are an important naval unit for the Allied forces. Cloaked and invisible to enemy radar, Dolphins attack with a sonar amplification device. They are effective against any Soviet naval units, particularly Giant Squids and Subs.

Destroyer

Type: Naval
Role: Naval Escort & ASW
Weapons: 155mm Cannon & ASW Osprey VTOL
Trained at: Allied Shipyard
"Allied ship reporting!"

The main battleship of the Allied Navy. It is armed with a cannon to hit all above water ships and land targets. On its back is the Osprey aircraft, which disengages to fire at any underwater enemy units that are detected.

Aegis Cruiser

Type: Naval
Role: Anti-Air
Weapons: Medusa Missiles
Trained at: Allie Shipyard
"Rockets red glare."

Another important Allied ship, the Aegis Cruiser is used to defend against aerial attacks. In addition to standard anti-aircraft defenses, Aegis Cruisers are also equipped with anti-missile defenses that can protect vital installations against missile attacks.

  • Badass Boast
    "Protector of the Allied fleet"
    "Let loose the Allied fury"
  • Cool Ship
  • Crippling Overspecialization: Cannot attack anything beside aircraft
  • Macross Missile Massacre: It's 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. To elaborate: An elite (fully promoted) Aegis Cruiser can capable of completely destroying a group of 3 Kirov (and maybe more) in 2 seconds, make it become the most powerfull AA unit in game.

Aircraft carrier

Type: Naval
Role: Long-Range Attack
Weapons: Hornet Fighters
Trained at: Allied Shipyard
"The largest ship in the fleet!"

Exactly as you might guess, the Aircraft Carrier is a large ship that attacks by sending its aircraft to launch an assault on the target. Planes from an Aircraft Carrier land, reload and continue attacking until the selected target is destroyed. Even better, any aircraft lost by the Aircraft Carrier are automatically replaced without any cost.

Red Alert 3

Peacekeeper

Type: Infantry
Role: Ground Combat
Weapons: Grummond-6 Shotgun
Trained at: Barracks
"Keeping the peace is our personal business."

Though they nominally police war-torn regions in times of peace, Peacekeepers are at the front lines of any conflict. They are well-trained and heavily-armoured, armed with Grummond-8 Shotguns that can send a man flying backwards at close range. Peacekeepers excel in urban combat, and their training allows even a single Peacekeeper to storm a civilian building and eliminate its hostile occupants. Peacekeepers are by far the most powerful basic infantry in the game, as they are both heavily armed and armored, and through clever use of their Riot Shields, are capable of reaching an enemy unit with very little health loss, allowing them to then draw their shotguns and deal the maximum damage possible to their opponent.

  • Cannon Fodder
  • Luckily My Shield Will Protect Me: Peacekeepers' special ability will prevent them from getting 1-hit killed by dogs, bears, ninjas and Tesla troopers, while they slowly walk towards the target in order to unleash their weapon. They are still vulnerable to sniper attacks such as Spies and Natasha, however it will take several shots to bring down a shield-protected Peacekeeper.
  • Shaped Like Itself
    "Peacekeeper, keeping the peace."
  • Cool Guns/Shotguns
  • Shotguns Are Just Better: They are the most expensive of the three sides' basic infantry units but can kill regular enemy infantry in two shots. They can knockdown even ninjas and commandos who gets too close, and with proper micromanagement can lock them in a Cycle of Hurting.
  • Short Range Shotgun
  • Splash Damage

Javelin Soldier

Type: Infantry
Role: Anti-Armor/Anti-Air
Weapons: Missiles
Trained at: Barracks
"What's up, coach?"

Armed with the rapid-firing Javelin Missile Launcher, they are capable of bringing down even the most heavily armoured enemy vehicles under repeated fire. If additional firepower is required, they can activate their laser-lock capability. Though the system requires a few seconds before it can acquire its target, it will then subsequently fire a stream of missiles which can bring down even the most heavily armoured targets. Javelin Soldiers work best in cooperation with Peacekeepers, who can shield them from fire. The Javelin is an extremely powerful anti-vehicle unit, and has proven to be one of the best counters in the game to a Kirov Airship, with their laser lock dealing extreme amounts of damage to the Kirov in seconds.

Cryo Legionnaire

Type: Infantry
Role: Combat Support
Weapons: Frostbite Cryo-Cannon
Trained at: Barracks
"When we say freeze, we mean it!"

The Cryo Legionnaire is the infantry version of the Cryocopter deployed by the Allies during the Uprising. They were armed with cryo-ray freeze weapon which freezes and immobilizes enemies with cold.

Prospector

Type: Vehicle
Role: Resource Gathering & Forward Base Expansion
Weapons: None
Trained at: Armor Facility/Seaport
"Prospector on duty."

The Allies' primary ore collection vehicle. Capable of traveling on land as well as water, as with all ore collectors, they are absolutely vital for any Allied base. Without it, Allied resource pools would quickly dry up, leaving them unable to produce more units or structures. The Prospector also functions as the Allied expansion unit, allowing them to set up bases in remote locations. Due to its relative frailty and sheer importance, it must be guarded at all times.

  • Base on Wheels
  • Prospector
  • Worker Unit: It's also doubles as a constructor, since it can transform into a Command Hub and allow new buildings to be built nearby.

Multigunner IFV

Type: Vehicle
Role: Variable Combat Support
Weapons: Missiles/Various
Trained at: Barracks
"Multigunner at your service."

The Multigunner Infantry Fighting Vehicle is a fast and versatile combat vehicle that can house one infantry unit. Although normally armed with guided missiles that are modestly effective against enemy vehicles and aircraft, the Multigunner can change or upgrade its weapons depending on whatever infantry unit is inside of it at the time. For this reason, it is a highly adaptable unit that can change depending on circumstances into combat unit effective against different targets or a support unit. Despite whatever configuration it is in however, it remains a lightly armoured vehicle, and lacks effectiveness against heavier targets.

Riptide ACV

Type: Amphibious
Role: Amphibious Transport/Assault
Weapons: Machine Guns & Torpedoes
Trained at: Armor Facility/Seaport
"Alright who's our first pickup?"

Mainly a personnel transport, the Riptide ACV is also a versatile combat unit that can fight effectively on either land or sea. Its primary weapon is a .50 calibre machine gun, which is highly effective against enemy infantry, and can be used on either land or sea with some effectiveness against lightly armoured vehicles as well. At sea, it can also make use of a pair of torpedo tubes to engage naval targets. Although lightly armoured and somewhat lacking in firepower against stronger enemy units, the Riptide is highly mobile on all forms of terrain, and very cheap to produce.

MBT-X8 Guardian Tank

Type: Vehicle
Role: Armored Assault
Weapons: 90mm Gun
Trained at: Armor Facility
"Guardian Tank awaiting deployment!"

The Guardian Tank is the Allies main battle tank. Though lacking the sheer strength and firepower of the Soviet Hammer Tank or the mobility of the Imperial Tsunami Tank, it is a highly effective unit in its own right. It is fast, heavily armoured, and well-armed, outperforming its enemy counterparts in several respects. Its 90 mm smoothbore cannon is a highly effective weapon against vehicles, and is more powerful than either Soviet or Imperial equivalents. In addition, the Guardian Tank can activate a special targeting laser which increases the accuracy and firepower of friendly units against designated targets.

Athena Cannon

Type: Vehicle
Role: Long-Range Bombardment
Weapons: Athena Orbital Laser Cannon
Trained at: Armor Facility
"Athena Cannon. How may I assist you?"

The Athena Cannon is the Allies' long range bombardment unit, utilizing laser painters to designate targets for destruction by orbital satellites. It is extremely effective against stationary targets though less so against mobile targets. In critical situations the Athena Cannon can also project around itself an Aegis Shield.

Mirage Tank

Type: Vehicle
Role: Stealth Combat & Ambush Attack
Weapons: Spectrum-Dispersion Cannon
Trained at: Armor Facility
"Bonjour, Commander!"

The Mirage Tank is the Allies advanced strike tank, capable of using its advanced weapon systems and personal Gap Generator to cause havoc on the battlefield. With its combination of stealth and powerful weaponry, the Mirage Tank is a direct threat to anything that moves on the ground. While it possesses incredible firepower, it lacks armour, and has an extremely short attack range. Skillful usage however, can overcome these disadvantages easily.

  • Cheese-Eating Surrender Monkeys: *Snort* Averted.
  • Composite Character: Combines elements of the Prism Tank and Mirage Tank.
  • Frickin' Laser Beams
  • Glass Cannon: Does more damage per shot than Apocalypse Tanks and King Onis, and unlike them does the same amount of damage against infantry as it does vehicles, but doesn't have much more health than a Guardian Tank.
  • Invisibility Cloak: By re-routing power from its main weapon to its Personal Gap Generator, the Mirage Tank can deploy a cloaking field that shrouds all targets within its radius from the enemy's view. The downside to this ability is that the Mirage Tank cannot use its main weapon due to the power requirements, and that the Mirage Tank cannot conceal itself as well.
  • Mobile Shrubbery: turns into a Lamppost and Milk Truck when on roads preventing the issues of RA 2's Tank turning into a Tree on a street...
  • Tank Goodness: Its spectrum cannon is highly effective against all surface targets, capable of reducing structures and even the most heavily armoured vehicles to scrap in a few seconds.
  • Wave Motion Gun: Short range version of the spectrum tower's gun, it will still fry anything it hits.

Pacifier FAV

Type: Vehicle
Role: Long-Range Bombardment
Weapons: 2 150mm Grand Cannon/7.62mm Minigun
Trained at: Armor Facility
"Our preparations are complete"

Pacifier FAV was a self-propelled artillery hovercraft.

  • Area of Effect
    "Pacify Them!"
  • BFG: Two 150mm Twin-Barled Long-Range Artilery Grand Cannons, that required the Pacifer entrench using the lifts as stabilizers.
  • Crosshair Aware: Before shooting its slow-traveling but long-ranged and EXTREMELY explosive shell, it marks the target area with crosshairs. Getting inside the crosshairs may be hazardous to your health.
  • Machine Guns: It's secondary weapons
  • Gatling Good: When not deployed.
  • More Dakka
  • Shout-Out: 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.

Future Tank X-1

Type: Drone
Role: Automated Anti-Armor
Weapons: Neutron Scrambler & Riot Beam Cannon
Trained at: Armor Facility
"Future Tank operational"

The Future Tank X-1 is a humanoid-esque, remote-operated drone vehicle available to the Allies in Red Alert 3: Uprising. Far and away one of the most powerful and deadly units in the game, a single Future Tank is more than capable of going toe-to-toe with most opposing forces and emerging victorious, if not seriously damaging or outright crippling entire columns of vehicles and infantry.

  • Area of Effect: Outfitted with a pair of arm-mounted 'Neutron Scramblers,' Future Tanks could fire concentrated bursts of explosive energy at a target which would detonate and expand outward in a wide radius, including air units even though the Future Tank can't actually target them, dealing significant damage to any enemy unit within the sphere of effect. Utilized in groups, successive blasts from this weapon had the ability to obliterate entire divisions of enemy forces in mere seconds.
  • Badass Baritone
  • Gameplay and Story Segregation: Despite it is described as completely robotic, Natasha can still pilot snipe it, and you can then steal it with a conscript just like any other vehicles.
  • Mighty Glacier: It has a Herd Hitting Attack that has superweapon-level blast radius, and its special "Riot Beam" is instant death for anything that's not a conyard or superweapon. Naturally they cost almost twice as much as the apocalypse tank, is a tier 3 Allied vehicle (With allies taking the longest to tech up), and is slow as they get.
  • One-Hit KO: Its Riot Beam.
  • Tanks, But No Tanks
  • Tank Goodness
  • Robo Speak
  • Shout-Out: To T-1 Terminators from the third Terminator movie, Rise of the Machines.
    • The tanks ability "Riot Beam" firing animation bears great similarity to the attack of the Starcraft 2 Protoss Collosus, who fires two searing hot "thermal lances" across enemy lines.
  • Splash Damage
  • Wave Motion Gun: The special ability the Riot beam, it fires a pair of continuous beams from its cannons.

Vindicator

Type: Aircraft
Role: Aerial Attack
Weapons: BD 8 Bombs
Trained at: Airbase
"You're in good hands, my friend!"

The basic Allied aircraft, the Vindicator is fast and relatively well-armoured, armed with guided bombs which it can drop on targets with great accuracy. This attack is extremely powerful, and can be used to great effect throughout the game, killing early units singlehandedly, while later in the game several can be used to take out strong enemy units, as they have the accuracy required, whereas the heavy Century Bomber, while more powerful, is inaccurate and can often miss moving units, leaving that niche to be filled by the Vindicator. It is however, very vulnerable to anti-air fire, and can be downed by fighters and anti-aircraft ground units with ease.

  • Ace Pilot: Marcos "Toreador" de la Concepcion, a Vindicator pilot who during the Battle of Hill 227, he flew continuously for over 29 hours, helping repel an attacking Soviet armored regiment, until he was finally shot down by a patrolling MIG. Armed with only a pistol, he made his way through enemy held territory to the 3rd Battalion perimeter. He refused evacuation and remained with the troops, coordinating strikes by his fellow Vindicator pilots over the next three days until a wave of Sickles finally overran his position.
  • Cool Plane: 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 consistantly 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.
  • Dashing Hispanic
  • Danger Deadpan
  • Death from Above
  • Gratuitous Spanish
    "¡Por supuesto!"
    "Siesta? Already?"
    "Vamonos!"

Apollo Fighter

Type: Aircraft
Role: Air Superiority
Weapons: 2 20mm Autocannon
Trained at: Airbase
"Kick the tires and light the fires!"

The primary Allied aerial anti-aircraft unit, the Apollo Fighter is a fast and agile unit armed with two autocannons for use against enemy aircraft. The Apollo Fighter is fast and extremely effective against all airborne targets, and thanks to its vertical take-off and landing capabilities, can hover in one area for an extended period of time.

  • Cool Plane: It arguably the most powerful air superiority fighter available in all since a newly trained Apollo will almost certainly destroy a Jet Tengu or MIG Fighter in a one-on-one fight. Defeating a Jet Tengu will be easy for the Apollo, a MIG, however, is slightly a closer call. When fighting each other, the Apollo tends to emerge victorious as its firing rate is constant while the MIG's weapons are more damaging, has intervals between salvos.
  • Danger Deadpan: The Apollo pilots sometimes shout "Where's the eject?" when you shoot them down.
  • Death from Above

Cryocopter

Type: Aircraft
Role: Close Air Support
Weapons: Cryobeam & S.H.R.I.N.K. Beam
Trained at: Airbase
"Lets run some field tests!"

The Cryocopter is a civilian helicopter armed with experimental Cryo Beam, which is capable of freezing targets to sub-zero temperatures. This makes the Cryocopter an extremely valuable support unit, capable of helping Allied forces dispatch many other units with ease, even allowing far weaker units to deal with some of the strongest units in the opposing arsenal.

  • Fun with Acronyms: Strong Homogenous Residual-Interactive Neutron 'Kinetic
  • Harmless Freezing: The unit's profile in 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.
    • Though shooting one soldier with more than one cryobeam will make him explode.
  • Shrink Ray: Their S.H.R.I.N.K. Ray, that causes an increase in speed, but a decrease in range, damage and armor. Due to smaller size, any affected vehicle can be run over by any other enemy vehicle.
  • Support Party Member
  • Squishy Wizard: It is extremely vulnerable to anti-air fire, and it can't defend itself, but it's support abilities combined with effective micro-management make it utterly deadly.

Century Bomber

Type: Aircraft
Role: Heavy Bomber/Aerial Transport
Weapons: 500lb bombs
Trained at: Airbase
"Just give us a target and we're on our way."

The B-2X Century Bomber evolved out of a need to maintain in the air at all times a powerful response force to Soviet aggression. It is capable of absorbing tremendous amounts of punishment, and carries a large payload of bombs. Thanks to its large crew cabin, the Century Bomber can carry up up to five infantry, which can be paradropped behind enemy lines. The most powerful aircraft in the Allied Air Force, the Century Bomber is devastating to enemy structures and large groups. Best used against buildings or masses of units, the Century Bomber inflicts great deals of damage to the enemy. The Century bomber can be shot down however, and is especially weak against fighter aircraft.

  • Cool Plane
  • It's Raining Men: As well as being an effective bomber, it can also transport infantry. Air-dropping Tanya and some Engineers into a base was once an extremely viable tactic.
  • Shout-Out:
    • It's quotes' are taken from Major Kong's lines in Dr. Strangelove.
    • "Norwell-Hucks", the company whose products Century Bomber is probably based on Rockwell, an aviation company in real-life that produced the B-1 bomber.

Harbinger Gunship

Type: Aircraft
Role: Heavy Air Support
Weapons: 120mm Collider Cannon & 25mm Eliminator Chaingun
Trained at: Airbase
"Y'ever wonder what they're thinkin' down there?"

The Harbinger gunship was one of Future Tech's additions to the Allied arsenal in Red Alert 3 Uprising. It is a massive 4-engined bomber, mounted with an on-board Collider core and heavy machine guns and cannons for ground attack.

Hydrofoil

Type: Naval
Role: Anti-Air/ECM
Weapons: 20mm AA Gun/Weapon Scrambler
Trained at: Seaport
"Hey man, you're scratching my boat!"

The Hydrofoil is the Allies' main anti-aircraft naval vessel, extremely fast, and highly effective against all aircraft.

  • Cool Boat
  • Crippling Overspecialization: Lampshaded with the background information 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.
  • Fragile Speedster
  • More Dakka
  • Power Nullifier: Hydrofoil's weapon jammer prevents enemies from attacking as long as it keeps targeting them.

Assault Destroyer

Type: Naval
Role: Amphibious Assault
Weapons: 120mm Cannon
Trained at: Seaport
"Assault Destroyer, proud to serve!"

The Assault Destroyer is a fearsome amphibious vehicle, capable of crushing smaller vehicles and absorbing large amounts of damage.

  • BFG
  • Cool Boat
  • Military Mash Up Machine
  • Master of None: It can move on land and water, but other tier 2 ships and tier 3 armor will beat, though its less expansive than the other ship killers.
  • Stone Wall: Can traverse in land and water, has average attack power, and its secondary ability is the "black hole armor", which draws all fire towards it and can soak up a lot of damage (more so than tier 3 ships).
  • Unrealistic Black Hole

Aircraft Carrier

Type: Naval
Role: Long-Range Attack
Weapons: Sky Knight Attack Aircraft & Blackout Missile
Trained at: Seaport
"Aircraft Carrier leaving port!"

The Aircraft Carrier is a powerful naval vessel that launches squadrons of drones easily capable of destroying any enemy ground units and structures.

  • Cool Plane: It's Sky Night fighters
  • Cool Ship
  • EMP: By launching a Blackout missile, Aircraft Carriers can create an EMP surge in a targeted area, temporarily shutting down all vehicles and structures in the area.
  • Mook Maker

    Soviet Units 

All Games

Tesla Tank

Type: Vehicle
Role: Combat Support
Weapons: Tesla Coils
Trained at: War Factory
"Like my new treads?!"

These are tanks that are fitted with powerful built-in tesla coils that can destroy units and structures easily. They are lightly armored and expensive.

  • Awesome, but Impractical: In Red Alert 2, they inflict a ton of damage against all surface targets, but their weak armor and cost keeps most people from using them.
  • Chain Lightning: Gains this after promoted to heroic level in Command & Conquer: Red Alert 2.
  • Dummied Out: A particularly weird one is that the Tesla Tank in The Aftermath expansion pack is based on the sprite for the Radar Jammer, and still works as a radar jammer, the original code having apparently been left in.
  • EMP: In Red Alert 3, their can switch to using EM Disruptors same as a Tesla Trooper
  • Glass Cannon
  • Lightning Gun
  • National Weapon: Of Russia in Red Alert 2.
  • Palette Swap: Tesla Tanks first feature in the Counterstrike expansion pack to the first game, not buildable but usable in a specific mission. In that they are portrayed by Radar Jammers that just fire Tesla lightning. In the second Aftermath expansion pack where they become buildable their sprite at least gets a Tesla dome, but is still clearly based off a Radar Jammer (see above).
  • Tank Goodness
  • Shock and Awe

Red Alert 1

Grenadier

Type: Infantry
Role: Base Assault
Weapons: Grenades
Trained at: Barracks
The Grenadier has a longer range and more destructive power than regular infantry. In groups, Grenadiers are effective against heavily armored units and structures.

  • Action Bomb: When one grenadier dies, he explodes and may injure other soldiers in his squad.
  • Boring, but Practical: Capable of superior AoE damage against infantry than minigunners and decent damage against structures and vehicles, the Grenader could also be built both early and cheap, allowing a Soviet player to just spam them to victory. Though the minigunners were cheaper, the grenader could hit all of them with a single grenade, allowing him to wipe out many times his own number.
  • Chain Lightning: Gains this after promoted to heroic level in Command & Conquer: Red Alert 2.
  • Glass Cannon
  • Playing with Fire
  • Splash Damage

Flamethrower Infantry

Type: Infantry
Role: Combat Support
Weapons: Flamethrower
Trained at: Barracks
These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decimate structures and infantry in seconds with his flamethrower.

Shock Trooper

Type: Infantry
Role: Heavy Combat
Weapons: Portable Tesla Coil
Trained at: Barracks
"Extra crispy!"

Armed with a mini Tesla Coil, Shock Troopers provide a significant amount of damage against tanks and infantry. However, their firing rate is very slow. Shock Troopers are also uncrushable.

Volkov

Type: Infantry
Role: Special Forces
Weapons: Sniper Rifle, pistols, & C4
Trained at: N/A
Volkov is a Soviet cyborg supersoldier appearing in Red Alert expansion packs, along with his trusty companion, Chitzkoi. He is the most powerful unit in the game (as of his Counterstrike appearance) and is the greatest commando in Stalin's army.

  • Arm Cannon: Depending on the level, he may use a silenced pistol instead.
  • Cyborg
  • One-Man Army: 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...
  • Sniper Rifle: His weapons in one of the Counterstrike mission
  • Super Soldier: He have enough firepower and durability to take on a battleship (this being one of his missions!).

Chitzkoi

Type: K-9
Role: Anti-Infantry
Weapons: Bite
Trained at: N/A
Chitzkoi is Volkov's Cybernetic Dog. Like the normal attack dogs he is able to kill infantry very fast, but he is also more armored, can take much more damage, and can and jump very high.

Heavy Tank

Type: Vehicle
Role: Armored Assault
Weapons: 2 105mm Cannon
Trained at: War Factory
The basic tank of the Soviet Empire, this beast is equipped with twin 105mm cannons, giving it twice the punch of the nearest Allied equivalent, the Medium Tank. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield.

  • BFG
  • Fake Balance: Its cost and lower speed were supposed to be drawbacks, but giving the Soviets a basic tank that was stronger than the Allies advanced tank just proved to be a stupid idea.
  • Lightning Gun: In one of the expansion missions a malfunctioning Chronosphere altered the weapons of units, causing its guns to discharge lightning instead.
  • Tank Goodness

Anti-personnel Minelayer

A fast Soviet vehicle useed it to lay anti-personnel mines. Its speed makes it ideal for crushing infantry, but it has no weapons to directly combat enemy units.

V2 Rocket

Type: Vehicle
Role: Long-Range Bombardment
Weapons: V2 Rocket
Trained at: War Factory
The V2 Launcher can destroy most buildings with just two rockets. Factor in its incredible range, and it is easy to see why the Allies fear this weapons platform. Its drawbacks are its light armor, long reload time, and inability to hit fast-moving targets.

  • Glass Cannon: Their missile shots can wipe out a medium tank, not to mention its splash damage can kill infantry nearby, but also one of the rare units that can be damaged by Technicians' absurdly useless pistols.
  • Splash Damage

Mammoth Tank

Type: Vehicle
Role: Heavy Assault
Weapons: 2 120mm Cannon & Missiles
Trained at: War Factory
The largest landbased weapons platform, the Mammoth Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry and air units as well.

MAD Tank

Type: Vehicle
Role: Suicide Unit
Weapons: Seismic Wave Generator
Trained at: War Factory
The MAD Tank (Mutually Assured Destruction, a real abbreviation used for the nuclear deterrent on both sides during the Cold War) is a fierce weapon can destroy any base if given the chance. By deploying this tank near any structure, it will build up energy and explode resulting in about 44% damage to all buildings in the surrounding area.

  • Action Bomb / Suicide Attack: The MAD Tank is a special case, in that the pilot actually gets out before it explodes, and the MAD tank only harms vehicles and buildings, not infantry.
  • Area of Effect: The effects of the explosion do not vary: any vehicles, ships, and aircraft (even flying aircraft - probably due to engine limitations) in a large area around the MAD Tank (approximately the same area as a nuclear blast, a 10-tile radius) take damage equivalent to 45% of their maximum hitpoints, while structures in the same area take 40% damage. As a result, provided no time for significant repairs between detonations, just three MAD Tanks can destroy absolutely any non-infantry unit or structure outright.
  • Awesome, but Impractical: It had to deploy for several seconds, more than enough time for any enemy units nearby to simply flee the vicinity, not to mention it cost quite a lot to deploy in the first place.
    • Another (more fun) strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it.

Yak

Type: Aircraft
Role: Low-Altitude Attack
Weapons: Twin Chainguns
Trained at: Airfield
A lightly armored plane that shoots machine guns in a straight line to attack. It is effective against base structures and infantry. These aircraft need to return to airfields to reload.

MIG

Type: Aircraft
Role: Fast Attack
Weapons: Heat-Seeking Missiles
Trained at: Airfield
This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hitand-run tactics, the MIG can remove armored craft before they can become a threat.

  • Cool Plane
  • Super Prototype: In mission The Legacy Of Tesla, The Allies stole vital data on the design of the Soviet Mig and began using the information to build their own prototype. The prototype was designed to drop nuclear payloads and in addition it could take a lot of punishment so it was very unlikely to get shot down; the prototype was superior to the standard Soviet version.

Spy Plane

Type: Aircraft
Role: Aerial Reconnaissance
Weapons: Camera
Trained at: N/A
When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud. It is fast and cannot be destroyed. Not buildable by the player.

Hind

Type: Aircraft
Role: Close Air Support
Weapons: Vulcan Chaingun
Trained at: Helipad
Large and armored, the Hind uses its highvelocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses.

Submarine

Type: Naval
Role: Anti-Shipping
Weapons: Torpedoes
Trained at: Sub Pen
Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them. The sub is completely useless against any land or air units.

  • Cool Boat
  • Crippling Over Specialization: All it's good for is attacking Allied ships, and its less cost effective as a ship killer than the Destroyer.
  • Invisibility Flicker: Never mind that in Real Life, the first submarines did the perfect opposite: As they weren't equipped for prolonged periods underwater, they usually stayed afloat out of battle.
  • Nuke 'em: In the Playstation version of Red Alert 1, there is a mission where submarine fleets are authorized to be armed with nuclear torpedoes. This greatly increase their firepower but with a risk of getting caught in the blast zone. This measure is taken against Allied's cruiser deployment.

Missile Submarine

Type: Naval
Role: Long-Range Shore Bombardment
Weapons: Ballistic Missiles
Trained at: Sub Pen
Available in the Red Alert expansion, the missile sub is the counterpart to the Allied Cruiser. It can fire far and its missiles are effective against enemy structures.

Red Alert 2

Conscript

Type: Infantry
Role: Ground Combat
Weapons: PP Sh-41
Trained at: Barracks
"For Mother Russia!"

The counterpart to the Allied GI. Not able to deploy into a fortified position, Conscripts are cheaper to build than the Allied GI.

  • Cannon Fodder: Against Tesla Coils and Psychic Towers or other psychic units they serve as a very useful, expendable meat shield for your tanks. Send them ahead as a bullet magnet: its better for a few conscripts to fry or become mind-controlled, than for your tank crews to suffer such a fate.
  • Conscription: They were mildly patriotic but mostly unwilling basic soldiers.
  • Gas Mask Mooks: Even though the game doesn't feature any chemical warfare until Yuri's Revenge.
  • Momma's Boy: When the Conscripts are attacked, often they mentioned "Mommy!!"
  • Submachine Guns
  • We Have Reserves: It's established early on the Soviets are not philanthropists. This trope is invoked by name in the first level of Red Alert 2's Soviet campaign when you build 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.
  • Zerg Rush: Conscripts are pretty much designed for this tactic; Very weak, very cheap, easily spammable.

Flak Trooper

Type: Infantry
Role: Anti-Air
Weapons: Flak Gun
Trained at: Barracks
"At least I have job..."

This advanced infantry unit is useful against both ground and air targets. The Flak Trooper attacks with explosive flak, allowing him to damage aircraft as well as seriously wound enemy infanty units.

Crazy Ivan

Type: Infantry
Role: Demolition Support
Weapons: Dynamite
Trained at: Barracks
"Don't play with matches!"

A codename used for Soviet demolitions experts, a Crazy Ivan attacks by placing dynamite around the map. Virtually anything can be wired to explode, from enemy structures to individual Conscripts�even wandering cows. Once placed on enemies or neutral units and structures, the bombs will count down to detonation and then explode.

  • Action Bomb / Suicide Attack: When packed into Allied IF Vs, they turn them into a mini nuke truck. He also explode when death
  • Bald of Evil: His in-game unit icon
  • Die, Chair! Die!
  • Evil Laugh
  • Eyepatch of Power: His in-game unit icon
  • Mad Bomber: Full of one-liners to match. "I lost a bomb... do you have it?", "Here, hold this!"
    • To put it in perspective, the Crazy Ivan is the only unit in the game that has the pretty descriptive Attack Cursor On Friendlies attribute in the game files.
  • Shout-Out: Crazy Ivan itself is a naval designation referring to a particular submarine maneuver. As Red Alert is a parody of the Cold War, it is likely the developers appropriated the phrase to suit their needs.
  • Why Am I Ticking?: They can cause a case of this to any unit or building they touch, whether it's the enemy, neutral or your own. (Those poor, poor mind-controlled cows!)

Tesla Trooper

Type: Infantry
Role: Heavy Combat/Base Defense
Weapons: Portable Tesla Coil
Trained at: Barracks
"Commencing shock therapy."

This specialised infantry unit attacks with a powerful electrical charge generated from his portable Tesla coil. Tesla Troopers are valuable for a number of reasons, not the least of which is their immunity to being steam-rolled by enemy tanks. In times of emergency power shortages, Tesla Troopers can charge up the Tesla Coils defending your base to keep them operating against enemy units. Charging up a Tesla Coil will also increase its range and power.

Psi-Corps Trooper

Type: Infantry
Role: Psychic Operations
Weapons: Mind Control
Trained at: Barracks
"The mind is quicker than the eye."

These are the first Yuri clones that are able to be used in the missions. They have the ability to mind control units and also deploy to use a psychic blast attack to kill infantry.

Boris

Type: Infantry
Role: Special Forces/Airstrike Spotting
Weapons: AKM Assault Rifle
Trained at: Barracks
"Boris has arrived!"

Boris is highly effective against infantry, thanks to his rapid rate of fire. Rather than using C4 charges to eliminate structures, Boris is able to call in an airstrike of MIG fighters to bombard any structure he targets with his laser designator.

  • A.K.A.-47: he is stated to be armed with an AK-47. However, since the third game suffers from yet another case of Alternate Universe, it is possible that a similar assault rifle was developed by someone else 2 years earlier than in our universe.
  • Badass
  • Badass Boast
    "Boris has arrived!"
    "There's nothing I cannot do!"
    "Fools! You can't touch me!"
  • Bond One-Liner
    "Eat lead!"
    "Who is next?"
  • Crippling Overspecialization: Aversion. he was allowed to call in an airstrike to whatever targets his AK-47 couldn't kill (namely, buildings and tanks) which made him alot more effective than Tanya, as he did not need to close the distance, though his air strikes take time to occur.
  • Death of a Thousand Cuts: When powered up, he can killing heavy tanks in two or three bursts of his AK-47.
  • Hero Unit
  • One-Man Army: Immune to mind control, regenerates health, kills tanks and infantry alike with his gun and calls in Death from Above on buildings from quite far away.
  • One Name Only
  • The Dev Team Thinks of Everything: There are additional lines of in-game dialogue if Boris is killed in the first Soviet mission of the expansion, as he later reappears thanks to the time travel scheme. He finds the welcome odd, since from his point of view he was never gone in the first place.
    "Have I been gone somewhere, Comrade Zofia?"

Desolator

Type: Infantry
Role:
Weapons:
Trained at:
"There goes the neighborhood!"

Iraqi scientists have created the Desolator, a soldier that creates large areas of scorched, impassable earth. When deployed, the Desolator uses a radiation cannon to irradiate the ground around him, making it completely impassable to both infantry and light vehicles. They are also equipped with radiation suits to protect themselves from radiation.

  • Area of Effect: Their secondary fire, that in large numbers, desolators can create a contamination zone more deadly than a nuclear missiles, and destroy nearly anything that comes through in a matter of moments.
  • Bond One-Liner
  • Lyrical Dissonance: Desolator subverts a cheery Beatles song title for one of his taunts, referencing his radioactive fire weapon: "HERE COMES THE SUN!"
  • Guttural Growler
  • I Love Nuclear Power
  • Made of Iron: A heroic desolator can survive a nuke.
  • National Weapon: Of Iraq
  • Names to Run Away From Really Fast
  • Secondary Fire: Deploy to poison its entire surroundings and kill many more infantry and even other ground units like tanks.
  • Suicide Attack: Desolators can be combined with captured Allied IFV's to make "poor man's Demolition Trucks"; essentially a smaller version of the Libyan Demolition Truck's blast damage and radius, but which will result in radioactive fallout, damaging infantry that passes within (only in Yuri's Revenge - in RA2 he has an upgraded rad-cannon).
  • Super Soldier: 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.
  • Video Game Cruelty Potential

Terrorist

Type: Infantry
Role: Advanced Combat Support
Weapons: Rad-Cannon
Trained at: Barracks
"Here's a hot papaya!"

The Cubans have developed the Terrorist unit to attack enemy bases. The Terrorist carries C4 charges taped to his body and kamikazes enemies, blowing them up quickly and efficiently

Rhino Tank

Type: Vehicle
Role: Armored Assault
Weapons: 120mm Cannon
Trained at: War Factory
"We will bury them!"

The Rhino Tank is the Soviet equivalent to the Grizzly, while being slower they have much more firepower, armor and slightly longer range.

  • Badass Boast: The quote above.
  • BFG: A 120 mm U-5TS smoothbore gun
  • Lightning Bruiser: Despite the fact that it was slower than its two counterparts, it was still quite speedy for a heavy tank, being able to mobilize quickly from one location to another
  • Tank Goodness: he Rhino tanks are very useful in early PVP (player versus player) online games due to its cheap production cost and medium-high power aganist vehicles and structures. The Rhino tanks are especially useful in a Soviet vs Allied PVP match: during very early gameplays, the player controlling the Soviet faction could easily build few of these tanks and defeat the Allied player if these tanks are focused on destroying enemy structures; as the Allied player spent much time in early game to develop his/her base. This tactic is called 'rushes' and are usually used by Soviet players early in game.
  • Reporting Name
  • Shout-Out: The aforementioned quote is a reference to Khrushchev's threat at the United Nations in Real Life.

Flak Track

Type: Vehicle
Role: Armored Transport/Anti-Air
Weapons: Flak Gun
Trained at: War Factory
"Armoured personnel carrier ready!"

This light Soviet vehicle is designed to defend against both air- and light ground-assaults. It attacks by expelling flak, much like the Flak Trooper. This vehicle can also operate as a troop transport, carrying infantry units over-ground. It is decent versus infantry but useless against armored vehicles.

  • Anti-Air
  • Awesome Personnel Carrier: The Flak Track moves around quickly but lacks the ability to transform like the IFV. Instead, the lightly-armored Flak Track can transport up to five soldiers inside, which is useful for capturing enemy bases. Leave the Flak Track behind as your main tanks destroy base defenses and walls. After that, send in the Flak Track with five engineers to capture the base.
  • Fragile Speedster
  • Splash Damage
  • Taking You with Me: The venerable strategy of loading one up with Suicide Bombers and charging buildings with it, like a demolition truck except faster and cheaper.

V3 Rocket

Type: Vehicle
Role: Long-Range Bombardment
Weapons: V3 Rocket
Trained at: War Factory
"Sending air mail!"

The V3 Rocket Launcher is the closest thing the Soviet army has to artillery. While physically weak and easily destroyed, the V3 is capable of tremendous devastation. It launches very powerful, long-range rockets that can cause huge amounts of damage to whatever they hit, though they can be shot down. A great support weapon, the V3 Rocket Launcher is too vulnerable to lead an assault.

  • Glass Cannon: Of all the main siege units, the V3 has by far the longest range and damage per shot. An elite V3 can obliterate most structures in one to four shots, and mass groups of them can overwhelm all but the most overtly paranoid of base defenses, especially since they are the only primary land based siege unit capable of firing upon the Grand Cannon from outside it's range. However, it has little ability to protect itself at close range and with no real armor can be destroyed very quickly by pretty much anything that can fire on it.
  • Long-Range Fighter: Lampshade by few of V3 quotes
    "Let's keep up distance"
    "Not too close, please!"
  • Painfully Slow Projectile: Their missiles are slow and can easy be shot down by AA defenses
  • Splash Damage

Terror Drone

Type: Drone
Role: Anti-Vehicle/Anti-Infantry
Weapons: Bladed Limbs
Trained at: War Factory
These small, mechanical spiders scuttle across the battlefield looking for enemy vehicles. When a vehicle comes within range, the Terror Drone leaps into action, jumping inside the vehicle and dismantling it from the inside. Only a Service Depot or Outpost can remove a Terror Drone once it attacks.

  • Achilles' Heel: Defense structures, as they can't attack buildings
  • Attack Drone: Even more advanced then their Allied counterpart, the Robot Tank, due to their individual, self sufficient AI systems (Robot tanks require an outside signal to function) and complex motion controls (Robot Tanks merely hovered about, while Terror Drones could quickly coordinate on multiple limbs.)
  • Fragile Speedster: They more faster than a player is likely to be able to move the cursor across the screen, but any precise hits destroy them.
  • Mecha-Mooks
  • Names to Run Away From Really Fast
  • Spider Tank
  • What Could Have Been: Was planned as an Allied unit, but given the Soviets for balancing purposes.

War Miner

Type: Vehicle
Role: Resource Gathering
Weapons: Heavy Machine Gun
Trained at: War Factory
"Building Soviet economy!"

The War Miner is the basic Soviet miner, which are more effective than than the Chrono miner but lack their speed. It has a powerful Heavy machinegun mounted to defend itself against any land attack.

  • Machine Guns: That when elite, is upgrades into a powerful auto-cannon which is effective against tanks, infantry, and structures, and can easily ward off a squadron of GIs or Initiates, especially if it finds the firepower, armour and speed upgrade crates.
  • Regenerating Health: Can self heal to half health.
  • Stone Wall: Though mainly a resource harvester, is armed with a small machine gun, but has enough armor to defeat tanks on a one on one battle.
  • Worker Unit

Apocalypse Tank

Type: Vehicle
Role: Heavy Assault
Weapons: 2 120mm Cannon & Missiles
Trained at: War Factory
"It is day of judgement!"

The ultimate Soviet tank, the Apocalypse Assault Tank has a massive gun. A huge vehicle, the Apocalypse can take large amounts of damage before succumbing. This vehicle can be used to attack both ground and air targets.

  • Artistic License - Nuclear Physics: When level up, it fire nuclear ammunition, causing small mushroom clouds about the size of a tank but not necessarily killing anything in the vicinity. Infantry are notorious for surviving direct hits from tank shells. This is about as realistic as Tesla bombs dropped from the veteran Kirov airship that produce an electrical explosion. Oh wait, this is Red Alert we are talking about here, the universe where reality takes a backseat to coolness.
  • Awesome, but Impractical: They're extremely powerful and can do at least decent amount of damage against anything, but most Soviet players found that its better to try and win the game early, especially against Allied players since the Allies' late game tech will usually win against Apocalypse Tanks, unless the player manages to amass an army of them, which is nearly unstoppable.
  • Badass Baritone
  • Badass Boast
    "The instrument of doom"
    "It is day of judgement!"
    "Armageddon is here"
    "It will soon be a wasteland"
    "The Apocalypse has begun"
  • BFG

Demolition Truck

Type: Vehicle
Role: Suicide Attack
Weapons: Nuclear Device
Trained at: War Factory
"Let's make a delivery!"

The Libyan Demolition Truck is a suicide vehicle designed to create maximum mayhem and carnage in the enemy base. This truck carries a small nuclear charge. When the truck is attacked, the charge detonates, destroying everything in a wide radius.

  • Action Bomb / Suicide Attack: Rare case of Game Breaker lampshaded in-game: Demolition Truck + Iron Curtain combo. Let's recount: Demolition Truck is a suicide unit carrying a mini-nuke that explodes if the unit is killed or if the unit is commanded to attack something. Iron Curtain is a minor superweapon that makes the targeted nine units invincible and immune to mind-control for a short time. Do the math. At least the original Red Alert had the courtesy of causing iron curtain to wear off very quickly from demo trucks... Lampshaded in Yuri's Revenge in the Soviet campaign where one mission requires you to either use this tactic or spam a metric fuckton of V3 Launchers to crack the enemy base. On the other hand, if an Allied commander was to obtain demolition trucks, a Chronosphere could be used to transport up to 9 trucks right inside an enemy's base.
  • Battle Cry
    "AH KAKAKAKAKAKA!!!"
  • Glass Cannon
  • Molotov Truck
  • National Weapon: Of Lybia
  • One-Way Trip: It has this trope as one of its lines. Justified because it's a nuke on wheels, which if used right, could cause nuclear fallout on a part of an enemy base.
  • Stuff Blowing Up

Kirov Airship

Type: Aircraft
Role: Aerial Assault
Weapons: Bombs
Trained at: War Factory
"Kirov reporting"

These huge Soviet zeppelins are a true force to contend with in the air. Able to withstand tremendous amounts of damage, a Kirov attacks with massive payloads of heavy bombs. These can devastate an area. Slow speed is the main weakness of this unit.

Siege Chopper

Type: Aircraft
Role: Close Air Support
Weapons: Machine Gun & 160mm Cannon
Trained at: War Factory
"Load up the belt!"

With the creation of the Siege Chopper, the Soviets now have quick strike capabilities from the air. When flying, this vehicle is mobile and effective against enemy infantry units. When deployed, the Siege Chopper lands and reveals a massive weapon capable of quickly destroying buildings and stationary targets from long range.

Typhoon Attack Submarine

Type: Naval
Role: Anti-Shipping
Weapons: Torpedoes
Trained at: Naval Shipyard
"Good under pressure"

This naval vessel attacks from below the waves, launching powerful torpedoes at its foes. Not capable of attacking land-based targets, the Typhoon is nonetheless a powerful unit for naval conflicts, and in large numbers conflicts and, in large numbers, can take complete control of waterways. Typhoon Attack Subs are stealth units and do not appear on enemy radar.

Dreadnought

Type: Naval
Role: Long-Range Shore Bombardment
Weapons: V3 Missiles
Trained at: Naval Shipyard
"Cruise and fire!"

This large ship is useful in attacking both enemy ships and ground installations. It hits with powerful long-range missiles, making it difficult for enemy units to approach within range to destroy it.

  • Roboteching: When they were facing away from their target. It would make more sense if they tracked...

Sea Scorpion

Type: Naval
Role: Anti-Air Support
Weapons: Flak Gun
Trained at: Naval Shipyard
"You want some flak, eh?!"

Anti-air flak boat. Unlike the Aegis, the Sea Scorpion is a bit lighter in armor as it is built for speed, and the advantage to hit other land and sea unit's unlike the Aegis which is only able to target Air.

Giant Squid

Type: Naval
Role: Anti-Shipping
Weapons: Tentacles
Trained at: Naval Shipyard
Captured and trained by Soviet scientists, these huge creatures are capable of grasping enemy ships and crushing them with their huge, powerful tentacles. Giant Squids are stealth units and do not appear on enemy radar.

Red Alert 3

War Bear

"Mrrroooo"

Born in captivity, trained in combat and reconnaissance, and brought to heel with Tesla shock devices, many enemies have fallen to the sharpened claws, teeth and technologically amplified roars of the Soviet War Bear. The War Bear project had its origins as a terror weapon, and although initially there were problems, most of these were sorted out over time. The War Bear is heavily armoured, and quite resistant to attack, although completely useless against enemy vehicles and structures. In groups, these Bears can dispatch far larger groups of infantry, and if one gets amongst the infantry, the effective use of their Roar can help them dispatch many infantry in a matter of seconds, with no retaliation.

Conscript

Type: Infantry
Role: Ground Combat
Weapons: ADK-45 assault rifle & Molotov Cocktail
Trained at: Barracks
"For Mother Russia!!!"

Poorly trained, yet highly enthusiastic due to mental conditioning, healthy propaganda, and a prevalence of alcoholic beverages, Conscripts compose the bulk of the Soviet armies. They are very cheap to field in battle, clothed in nothing more than furs for protection, and given mostly used equipment. In some cases, Conscripts have been trained on the spot and sent into the fray. They have the highest casualty rates out of the entire Soviet military, and any veterans that make it back are generally put under surveillance. A single Conscript can often be described as useless. They play a useful supporting role, however, and are useful in clearing garrisons and drawing fire from more important units, if only for a few seconds.

  • A.K.A.-47: They are armed with ADK-45 assault rifles, which look an awful lot like AK-47s. Makes sense, as this is an Alternate Universe.
    • It is quite plausible that Mikhail Kalashnikov was still involved (note the A for Avtomat, while D and K stand for designer's surnames), although he got into armament design after being wounded in World War Two - he had been a tank driver. The placard with a bayonet also depicts a barrel attachment characteristic of later AK models.
  • Assault Rifles
  • Cannon Fodder: The epitome of it, they cost half as much as Peacekeeper and need more than a 2 to 1 advantage to beat one.
  • Conscription: They became incredibly jingoistic morons, eager to throw themselves at anything declared an enemy. They will eagerly attack an Apocalypse tank while yelling, "Field promotion, here I come!"
  • Cossack Dance: Conscript does it as an Idle Animation.
  • Molotov Cocktail: Conscripts can switch between AK's and Molotovs to alternate between anti-infantry and anti-garrison warfare.
  • Not So Bad Ass Longcoat: They may have longcoats, but they are definitely not badass.
  • The Alcoholic: If you examine a conscript (shifted in defense forces) sitting behind the machine gun in a sentry gun, and the structure is not selected, conscript will snuggle down and will be drinking unknown drink, possibly Vodka, or maybe his Molotov cocktail.
  • The Pollyanna: They basically are the cannon fodder of the Soviet forces, and are not even good at that since is ridiculously easy to kill them, still they will always salute you with phrases as "I make Premier proud!" and "Haven't we won yet?", now that's to have spirit.
    • Oh, and yeah, they are also Keets and Ditzes, I mean, you won't expect someone to say "We march to victory" when facing an entire batallion of far better enemy soldiers or "They have television in there?" when garrisoning a building in the middle of a warzone.
  • Red Shirt Army
  • Stealth-Based Mission: In the first part of the seventh Soviet mission has you sneak into the Japanese Emperor's palace with a single conscript.
  • We Have Reserves/Zerg Rush: They're much weaker than Peacekeepers or Warriors, but they're much cheaper too. Throw enough of them at an attack force and they'll eventually win. Most of 'em will be dead, but they'll win.

Flak Trooper

Type: Infantry
Role: Anti Vehicle & Anti Air
Weapons: Vorona Steelshot Flak Cannon & Magnetic Mines
Trained at: Barracks
"So this is what they call community service."

Their Flak cannon is quite effective against most targets, and Flak Troopers are relatively inexpensive to train and equip and so find prevalent usage among Soviet forces. With the Flak Trooper, a fine anti-armor unit is found, capable of pummeling even the strongest of enemy vehicles, whether on the ground, or in the air. Due to their weaponry, however, they are slow and ineffective against infantry, meaning that a single rifleman or attack animal can deal significant damage against a group of Flak Troopers.

  • Anti-Air
  • BFG: Guess?
  • Boxed Crook: Unlike their Red Alert 2 counterparts, this generation of Flak troopers are convicts, forced to carry out the remainder of their sentence as a heavily armed flak-cannon operator instead of rotting in a gulag (Soviet forced labor camp).
  • Hell Hole Prison: They're forced under pain of death to spend their days lugging heavy cannons around, fighting tanks and giant robots... but it's still better than being back in the gulag.
  • Sticky Bomb: Their Magnetic Mines that can be placed on vehicles and buildings. When in this mode, if the Flak Trooper is run over, these mines will detonate, damaging the vehicle.

Tesla Trooper

"Here's your electric bill!"
Type: Infantry
Role: Advanced Anti-Infantry & Anti-Armor
Weapons: Tesla Discharge Device & EMP Discharger
Trained at: Barracks

With their heavy armour and powerful Tesla coil weapons, Soviet Tesla Troopers form a specialized but elite cadre within the armed forces. Tesla Troopers can destroy either vehicles or structures with ease, and electrocute infantry in one shot, and can resist anti-infantry weapons better than the average Conscript. The Tesla Trooper may be the most expensive infantry aside from the Shinobi, but it is still a mighty unit, capable of dealing with infantry and vehicles alike, as well as being able to withstand severe amounts of punishment. It is best to deal with these monstrosities from the air, or from long range, to avoid being fried.

Desolator

Type: Infantry
Role: Advanced Anti-Infantry
Weapons: Deathspray Hose & Splattershot Cannon
Trained at: Barracks
"Rinse, and repeat!"

Being an offshoot of Tesla suit technology, the Desolator is armed with sprayed concoction that kills infantry directly, which can also clear garrisons

Ore Collector

Type: Vehicle
Role: Collector
Weapons: None
Trained at: War Factory and Ore Refinery
"Ready for the Collection!"

Heavily armoured beasts of burden, the Ore Collectors aren't fancy when it comes to finding and transporting ore to processing, but do get the job done.

Sputnik

Type: Vehicle
Role: Base Expansion
Weapons: None
Trained at: War Factory and Naval Yard

"I'm all packed up!"

The smaller, cheaper answer to the MCV, the Sputnik spun out of a failed orbital probe project. Now it specializes in deploying listening posts that can be upgraded into fully realized forward bases.

Terror Drone

Type: Robotic
Role: Anti-Vehicle, Anti Infantry
Weapons: Cutting Device, Electric EMP discharge
Trained at: War Factory

A nasty, spider-like robot that attacks infantry and vehicles with equal viciousness. It likes to bore in and dismantle targets from the inside, but can also disable vehicles with it's stasis ray.

Sickle

Type: Vehicle
Role: Anti-Infantry
Weapons: 12.7mm PKX Machine guns x3
Trained at: War Factory
"Let's mow some people down!"

The Sickle was originally designed for crowd control, but now fulfils it's anti-infantry purpose in the Soviet military, utilising it's three gun turrets on multiple targets at any time. The Sickle can leap over cliffs or buildings, and causes damage to infantry if it lands on them.

Bullfrog

Type: Vehicle
Role: APC, Anti-Air
Weapons: PVS 5-7 Tucha 23mm Cannon
Trained at: War Factory and Naval Yard
"Bullfrog Transport open for business!"

Amphibious transports with an unusual troop deployment system; infantry are launched out of a fairly accurate man-cannon, allowing for fast and strategic enemy engagements supported by the 'frog's AA gun.

Reaper

Type: Vehicle
Role: Anti-Surface, Anti-Air
Weapons: PKX 40 Grenade Launcher x3, Katyusha Missile Launcher
Trained at: War Factory

"Let's see if this thing works..."

The predecessor of the Sickle, the Reaper features three independently-articulated grenade launchers and a swivel-mounted rocket launcher is mounted to the top.

  • Jack-of-All-Trades: Because it is available in relatively short supply and packs so much firepower, the Reaper is fairly expensive to produce, even more so than a Soviet main battle tank. While most Soviet forces are considered to be specialized and efficient, the Reaper can be seen as something of a jack-of-all-trades, but while being a jack-of-all-trades, it is very effective in doing it's job.
  • Rockets Missiles And Grenade Launchers
  • Spider Tank
  • Super Prototype: Of the Sickle. So heavy, in fact, that their legs break beneath them if they jump, which can crush almost anything they land on, making the benefits of the jump potentially outweigh the consequences... and making it the ultimate MCV killer.

Hammer Tank

Type: Vehicle
Role: Main Battle Tank
Weapons: 85mm Autoloading Cannon, TS-1 Leech Beam, Stolen Weapon
Trained at: War Factory
"Who's looking for a good pounding?"

Long the symbol of Soviet might, this bruiser's 85mm smoothbore gun packs a brutal punch, while the Leech Beam leaches enemy health and weapon strength to boost the Hammer's own aggressive ends.

  • Butt Monkey: Hammer Tank instructor during the tutorial is the one who is 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 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.
  • Crippling Overspecialization: Played with it, since its special ability is an absorption beam which in addition of draining the HP of the enemy while repairing itself, but is also able to steal the weapon of enemy vehicles destroyed while it is targetting them, effectively giving the Hammer Tank a second primary weapon, and possibly an ability to engage air targets.
  • Double Entendre: "Who needs a good pounding?"
  • Life Drain / Cannibalism Super Power: It's Leech Beam can be used to siphon metal armor off enemy vehicles/buildings which will immediately be applied to the Hammer Tank for extra health. If the Hammer Tank manages to kill an enemy vehicle using the beam (Or if the enemy under the effects of the Leech Beam dies), it's weapon will be mounted onto the Hammer Tank's auxiliary weapon hardpoint.
  • Tank Goodness: The Hammer Tank deals somewhat less damage and is slower than the Guardian, it's Allied equivalent, but makes up for this with better armour, a somewhat higher rate of fire and much greater versatility thanks to the Leech Beam, which can grant it anti-aircraft or anti-infantry capabilities; something the Guardian lacks.
  • Reporting Name

Grinder

"We here to crush!"

The Grinder is reportedly a huge, slow tank equipped with devastating tungsten-coated grinders which can grind...anything, from infantry to structures.

  • Car Fu
  • Expy Of Yuri's Brutes. They have similar personalities: a crazed manchild who looks on crushing their enemies as "playing" (to the point where the Grinder has several of the Brute's quotes) as well as their role as an all-purpose ground unit destroyer.
  • Hover Tank: It's Amphibious!
  • Psychopathic Manchild
    Who wants to play?
    We here to crush!
    Go tank! Go tank!
    He go bye-bye...
    Here I coo-oome!
    Make him look funny.
    I break all my toys!
    CRUSH THEM!
    Ouch! That hurts!
    They're picking on me!
    I just wanted to play...
  • Tanks, But No Tanks

V4 Rocket Launcher

Type: Vehicle
Role: Long Range Artillery
Weapons: V4 Rockets
Trained at: War Factory

"Hurry, before we end up like the V3!!"

A mobile rocket launcher, the V4 fires huge, longrange ballistic missiles that can demolish nearly any target, or splinter into multiple mortar shells for area damage. The V4 must be stationary to fire, making it a poor frontline weapon.

Apocalypse Tank

Type: Vehicle
Role: Heavy Tank
Weapons: 125mm Drakon Cannon x2, Shchucka Magnetic Harpoon
Trained at: War Factory
"Armageddon is here!"

The Soviet harbinger of death. The massive (and slow) Apocalypse would live up to it's name thanks to the two 125mm cannons alone, but then added a magnetic grapple to catch faster adversaries and drag them under it's chain treads.

  • Badass Baritone
  • Badass Boast: Nearly every sentence they utter.
    The instrument of doom.
    It is day of judgement!
    We cannot be stopped.
    Armaggeddon is here.
    It will soon be a wasteland.
    The Apocalypse cannot be stopped.
  • BFG
  • Car Fu: Takes this to new levels, being able to crush smaller tanks. Its secondary weapon is a Magnetic Harpoon that pulls helpless tanks towards it.
  • Crippling Overspecialization: Unlike Red Alert 2, the Apocalypse Tank has lost its anti-aircraft missiles in favor of a big magnet that pulls enemy vehicles towards its circular saw. Basically, the tank has been redesigned to be more effective against vehicles, something it was already good at, while leaving it vulnerable against airstrikes.
  • Evil Laugh
    Muahahahaha!!!
  • Evil Sounds Deep
  • Husky Russkie: Given their dialogue the Apocalypse Tank would seem to be of this type.

Mortar Cycle

Type: Mechanized Infantry
Role: Light Bombardment
Weapons: Portable Mortar, Molotov Cocktail
Trained at: War Factory

"Mortar Cycle looking good!"

The Mortar Cycle is an anti-structure and anti-infantry support motorbike, which is a old Krasny Motory messenger motorbike repurposed by the Soviet Resistance in Uprising.

Twinblade

Type: Helicopter
Role: Gunship, Air Transport
Weapons: 12.7mm PKX Machine Gun x2, Oduvanchik Rocket Pods
Trained at: Airfield
"Twinblade inspection complete!"

A dual-bladed attack chopper armed with quadmounted rocket launchers and twin machine guns, and doubles as a transport for infantry or tanks. the machine gun are an effective weapon against any enemy infantry, but when encountering an anti-air infantry unit, it is likely to lose a significant portion of health. The rockets make short work of any unit on the ground, with multiple Twinblades tearing through any unit in a matter of seconds. Once the salvo has been fired, a reload delay comes into effect, making the Twinblade vulnerable to vehicles during these periods.

MIG Fighter

Type: Aircraft
Role: Air Superiority
Weapons: M-Type Matryoshka Anti-air Missiles
Trained at: Airfield
"MIG, ready to rule the skies!"

Synonymous with Soviet air power, the MIG is a fast-attack air-to-air fighter that can boast a remarkable survival rate, thanks to it's armament of M-type burst missiles. MIGs have earned a reputation for owning the skies. An extremely agile VTOL fighter, the MIG can swiftly dispatch any enemy air units, and is known for being stronger than the Allied Apollo Fighter.

Kirov airship

Type: Airship
Role: Bomber
Weapons: 800 kg BOR-850 bombs
Trained at: Airfield

"I don't think we've met!"

The pride of the Soviet military, these war zeppelins are capable of carrying hundreds of heavy bombs to any target in the world, and blowing it out of existence. Kirovs are slow, but can achieve a quick burst of speed at the expense of hull integrity. Should a Kirov be allowed to reach it's target, the target will be doomed, as the bomb from the Kirov can quickly destroy even the strongest of buildings, and should it be shot down, the Kirov's husk will land on the building, causing even more damage to it.

Stingray

Type: Amphibious Walker
Role: Light Anti-Ship, Amphibious Assault
Weapons: Portable Tesla Coils, Tesla Surge
Trained at: Naval Yard
"Batteries, fully charged."

Mixing a fast-attack strike ship with Soviet Tesla weaponry (and crews who don't know how dangerous that combination is), the Stingray is a thing of sick ingenuity, able to fire underwater to electrocute everything in it's attack radius.

  • Area of Effect: The Stingray can make a one-time surgewave of Tesla in the waters surrounding it, heavily damaging/killing anything foolish enough to stick around after having seen it's overloading sequence.
  • Cool Boat
  • Lightning Gun
  • Military Mash Up Machine
  • Transformationsequence: Extending six legs and climbing ashore, Spider Tank style.
  • Shock and Awe
  • Spider Tank: Become this when they move from sea to land. Though, weirdly enough, it must be built at naval docks. Apparently land-mode "movers" are just a bonus.

Akula Sub

Type: Submarine
Role: Anti-Ship
Weapons: RU-7 Morena Lightweight Torpedoes, RU-20 Skhval Supercavitating Torpedoes
Trained at: Naval Yard
"Akula Sub ready for the deep."

The venerable hunter/killer attack sub specializes in locating and destroying enemy ships, then vanishing into the deep. Akulas have multiple torpedo payloads at their disposal, for use on a variety of targets.

  • Cool Boat: The Akula Submarine is more capable of dispatching naval enemies than the Allied assault destroyer on a one-on-one basis, and it can defeat a Naginata cruiser if it uses its Ultra-torpedoes, though must be wary of the Naginata's more powerful version of the Ultra-torpedoes; the Type- S Torpedoes. On the other hand, they are great for taking out important ships and for scouting. While submerged, they are invulnerable to most weapons except advanced base defenses, torpedoes and the Assault Destroyer's main gun.
  • Crippling Overspecialization: Can't attack anything other than naval units and buildings.
  • Nervous Wreck: They come across as paranoid and jittery at the best of times, which only gets worse when they actually are under attack.
    What's that dripping sound?!
    What's that noise?
    Do you see somthing?
    They're on our trail!
    They're still out there...
    So much pressure...
    We've been hit, haven't we?!
    Mayday! MAYDAY!
  • Threatening Shark: Invoked by the Soviet Akula attack sub. Whether or not his is the case depends on how savvy the player using them is, however.
    • Akula means 'Shark' in Russian.

Dreadnought

Type: Battleship
Role: Long Range Bombardment
Weapons: V4 Rocket Launchers x3
Trained at: Naval Yard
"If Lenin could see us now..."

Built specifically to accommodate and fire endless barrages of Molot V4 Rockets on land or sea-based targets, Dreadnoughts are vulnerable in close quarters, but few things on Earth can withstand its devestating bombardments for long. Unlike in Red Alert 2, its missiles can't be shoot down.

  • Badass Boast
    The seas will run RED!
    The seas tremble beneath us!
    Enemies of the Union shall BURN!
  • Cast from Hit Points / Explosive Overclocking: The Dreadnought's special ability allows it to fire twice as fast, but this damages it in the process.
  • Cool Ship
  • Graceful Loser
    The Union demands our return!
    Our noble voyage must end!
    It was a glorious battle!
  • Large Ham
  • Macross Missile Massacre: Dreadnoughts that can utterly spam targets with missiles, really, really huge missiles (these are full battleships after all, and unlike in Red Alert 2), but at the expense of the unit's health.

    Empire of the Rising Sun Units 

Imperial Warrior

Type: Infantry
Role: Ground Combat
Weapons: Kinetic Carbine & Imperial Beam Katana
Trained at: Dojo
"Death is deserved!"

Imperial Warriors compose the bulk of the Imperial infantry forces. Compared to the Soviet Conscripts, they are much better trained and equipped and are a formidable adversary for even the heavily armoured and armed Allied Peacekeepers. While expendable, they are well-equipped and trained soldiers armed with kinetic carbines which easily out-range conventional firearms. Alternately can charge up their beam katana for close range combat with their foes, whom they can slay in one strike. If necessary, they are willing to lay down their lives for the Emperor and charge into occupied structures, clearing them of enemy infantry but also sustaining fatal injuries in the process.

Tankbuster

Type: Infantry
Role: Anti-Armor
Weapons: Plasma Cutter Cannon
Trained at: Dojo
"There is no metal which we cannot melt!"

Tankbusters are a highly specialized elite corps of the Imperial Army charged with destroying enemy vehicles. They are equipped with portable plasma cutters, formerly used in industrial manufacturing. While they are too heavy and short-ranged to be used against aerial targets, they are highly effective against all manner of enemy vehicles and structures, as well as being reasonably capable of dealing with enemy infantry. In addition, they have the unusual ability to burrow into the ground at a moment's notice, allowing them to avoid being crushed by enemy vehicles as well as greatly increasing their resilience against attacks. While the Tankbusters and their tactics are considered highly dishonourable within the Imperial military, they are considered necessary for dealing with equally dishonourable opponents.

  • Cool Mask: In the RA3 Intro Cinematics, the Tankbuster is seen wearing a face mask when it comes out of the ground. But in the game it does not wear a mask.
  • Nice Hat
  • Plasma Cannon: The MX-19 "Muramasa" plasma-cutter cannon
  • Strong Flesh, Weak Steel: Their energy weapon is "calibrated to leave only light burns on flesh", reportedly for security purposes. But strangely, that doesn't make it able to blast through an Allied Peacekeeper's bulletproof shield...
    • They do much greater damage against ground targets, including infantry than the other anti-vehicle units. The trade-off is that they have no anti-air capability. They are cheaper, however.

Archer Maiden

Type: Infantry
Role: Anti-Air/Anti-Infantry
Weapons: Greatbow
Trained at: Dojo
"Our bows are drawn as foes draw near."

The Archer Maiden, was available during our research into Uprising-era arsenals. Though the Archer is female, like her airborne counterpart, the Rocket Angel, the Archer Maiden prefers to engage targets with a Greatbow which, surprisingly are capable of targeting and even following aircraft, as well as being a mean anti-infantry weapon.

Shinobi

Type: Infantry
Role: Infiltration
Weapons: Ninjato blade, Shiruken, and smoke bombs
Trained at: Dojo
"We tend the Emperor's Garden!"

Master assassins and spies, Shinobi are legendary for their ability to kill silently and escape into thin air. The Emperor's killer elite resolutely cling to the old ways: the shuriken, the smoke bomb, and the sword.

Rocket Angel

Type: Infantry
Role: Close Air Support
Weapons: Photon Rockets & Paralysis Whip
Trained at: Dojo
"Do not underestimate us, for we bear the wrath of heaven."

Women are not allowed the honor of combat, unless they are insanely hyper girls in state-of-the-art combat suits, armed with paralysis whips, firing volleys of missiles, demolishing all in their path. The name taken from a famous anime show watched weekly by the imperial population, they are dubbed Rocket Angels.

Imperial Ore Collector

Type: Vehicle
Role: Resource Gathering
Weapons: Kinetic Burst
Trained at: Refinery/Mecha Bay/Docks
"The Ore is in good hands."

An armored harvester tasked with rapidly gathering the massive resources needed to produce the Empire's top of the line forces. As an added precaution, it has been fitted with a small but effective collapsible cannon.

Sudden Transport

Type: Vehicle
Role: Stealth/Infiltration Transport
Weapons: None
Trained at: Mecha Bay
"I am but a humble transport!"

To position their limited forces swiftly and safely, Imperial scientists developed this amphibious transport, able to camouflage itself as other objects or enemy vehicles.

Mecha Tengu / Jet Tengu

Type: Transforming Aircraft
Role: Anti-Infantry/Air Superiority
Weapons: Kinetic Autocannon
Trained at: Mecha Bay
"Mecha Tengu, let's go!"

A dual purpose interceptor, the Mecha Tengu can fluidly change to a Jet Tengu and back, allowing pilots to easily engage air or ground units with it's 20mm autocannon.

Tsunami Tank

Type: Vehicle
Role: Amphibious Assault
Weapons: 8.8cm AP Cannon
Trained at: Mecha Bay
"The Tsunami rises!"

The Emperor's mainline tanks, Tsunamis transform into amphibious units as needed. It's armor-piercing cannon is weaker than the other faction's tanks but they have a higher rate of fire and their special nanodeflectors can nullify most incoming attacks.

  • Hover Tank
  • Military Mashup Machine
  • Nanomachines: The Tsunami Tank can use it's nanobots, which are usually used to fire it's shells, to form a nanodeflector around the tank. This will temporarily increase the Tsunami Tank defenses against enemy assault. The Tsunami Tank also will repair itself while the Nano Deflectors are engaged. This feature was removed from Uprising for unknown reasons.
  • Tank Goodness

Striker VX / Chopper VX

Type: Transforming Aircraft
Role: Anti-Air/Close Air Support
Weapons: Swarm Missiles
Trained at: Mecha Bay
"VX, all systems green."

A counterpart to the Tengu, the VX switches seamlessly between an anti-air mecha and an anti-ground helicopter, unleashing rocket swarms to obliterate the Emperor's enemies.

Steel Ronin

Type: Mecha Walker
Role: Armored Support
Weapons: Wave Force Glaive
Trained at: Mecha Bay
"My Blade hungers, bring them to me!"

The Empire of the Rising Sun's new Battle Mach in Red Alert 3 Uprising, the Steel Ronin, is as of yet unknown to us. What is known, however, is that it wields a Beam Naginata and is expected to possess a heavily armored design which looks like a mix between samurai armor and the face of an oni. Despite its size, the Steel Ronin is very fast.

Wave-Force Artillery

Type: Vehicle
Role: Long-Range Bombardment
Weapons: Particle Beam
Trained at: Mecha Bay
"We will take them by force!"

This mobile artillery unit forgoes ballistic shells in favor of a devastating particle beam, able to shred entire fortresses in a few well-placed shots. Less, if allowed to charge up to full power first.

King Oni

Type: Mecha Walker
Role: Heavy Assault
Weapons: Energy Cannon
Trained at: Mecha Bay
"To the slaughter!"

Few survive the Radiant Eyeblasters of the King Oni, the Empire's giant robot guardian. Whether crushing tanks with its massive arms or melting entire armies to slag, the King Oni more than lives up to its demonic name.

Shogun Executioner

Type: Assault Walker
Role: Ultra-heavy assault walker
Weapons: Wave-force blades x3, Omega Shockwave
Trained at: None
A campaign exclusive unit built for invading the Soviet Union. It's a gigantic robot even larger than the King Onis that wields three massive katanas that even destroy tier 3 armored units in a few hits, takes an incredible amount of damage, it's Omega Shockwave ability instantly destroys anything on the ground in a radius large enough to wipe out entire armies, and taking hits from tesla weapons fully restores its health.

Sunburst drone

Type: Drone
Role: Reconnaissance/Suicide Attack
Weapons: High Explosive
Trained at: Dojo
Burst Drones are cute, deceptive flying robotic scout units, capable of detecting concealed enemy units such as Spies or Mirage Tanks. While completely unable to defend itself, the Burst Drone can attach itself to enemy vehicles and aircraft, slowing them down. Generally however, Burst Drones are more of an annoyance rather than a serious threat.

Sea-Wing / Sky-Wing

Type: Naval/Aircraft
Role: Anti-Air/Close Air Support
Weapons: Rocket Array/Kinetic Pulse Shots
Trained at: Docks
"I've seen it all."

Swift and agile, the Sky-Wing is a dual-purpose submarine. Able to fire volleys of 'Aozora' missiles against enemy aerial threats while on the seas, it is also able to emerge from the seas and use it's swivel-mounted kinetic pulse-shot weapon to kill infantry with it's deadly accuracy and wear down enemies, raining death from the skies.

Giga Fortress

Type: Mobile Base
Role: Heavy Bombardment
Weapons: Pulser Missiles/God's Breath Cannon
Trained at: Docks
"Accessing viable targets."

Surveillance research into the Empire of the Rising Sun's new weapons of the Uprising revealed the disturbingly strange Giga Fortress: a massive, aerial and naval war machine that has the design of a demon's head from Japanese mythology. What possessed the Empire to create such a monstrosity as this is anyone's guess, but the Giga Fortress will certainly be a threat to any Commander, Allied, Soviet or Imperial.

  • Breath Weapon: The Giga Fortress uses this in air mode, that turns even Apocalypse Tanks to dust...
  • Humongous Mecha: Emphasis on "Humongous"!
  • The Juggernaut: Giga-fortress from is a floating battleship that mounts four photon rocket launchers, each equivalent to a Rocket Angel in firepower, plus four beam-cannon batteries.
  • Transformationsequence
  • Transforming Mecha: Much like several of the Empire of the Rising Sun's much smaller pilot-assisted robots, the Giga-Fortress has two completely different forms. As the sea-fortress, it is capable of defeating entire enemy armadas, shelling coastlines, or assaulting flight groups. As the sky-fortress, it can supposedly devastate anything on the ground with something called the God's Breath Device. Anything underneath the sky fortress would be crushed, were the sky fortress to revert back to its naval form overhead.
  • Wave Motion Gun: They use Shogun Battleship's cannons when on water and a huge long range beam when in the air.

Yari mini-sub

Type: Naval
Role: Reconnaissance/Anti-Shipping
Weapons: Mini-Torpedoes
Trained at: Docks
"Command?"

Light two-man subs made for skirmishing and reconnaissance, Yaris are armed with torpedoes, but their best weapon is the crew's willingness to kamikaze enemy ships.

Naginata cruiser

Type: Naval
Role: Naval Escort
Weapons: Torpedoes
Trained at: Docks
"The Seas belong to the Empire!"

The ship-hunters of the Imperial Navy, a Naginata typically closes with its victims at an incredible speed and launches a spread of torpedoes, taking out multiple targets before they have time to respond.

  • Area Attack: If it's special ability is used at medium range, it will hit multiple ships. Including your own if you aren't careful.
  • Cool Ship: It's the strongest combat ship in the game, and it will always beat an Akula or an Assault Destroyer 1-on-1.
  • Crippling Overspecialization: Same as the Soviet's Akula, they cannot fire at anything that isn't in the water. They're very good at what they can do though.
  • Macross Missile Massacre: Their special attack fires five unguided torpedoes at once.
  • Short Range Shotgun: A trick among many players is to move the Naginata right up close to a building or other target, then fire the special attack to deal ridiculously high damage, since all five torpedoes will hit.
  • Spread Shot: The special ability

Shogun battleship

Type: Naval
Role: Long-Range Bombardment
Weapons: 6 400mm Cannon
Trained at: Docks
"The Day of the Shogun has arrived!"

The majestic Imperial standard-bearer, both decorative and awe-inspiring, the Shogun is a weapon of mass destruction, bombarding coastlines with weaponry that leave nothing standing. Heavily defended, Shoguns have historically never needed even minor repairs after battle.

  • Names to Run Away From Really Fast
  • Old Soldier
  • Ramming Always Works: First is deploy an energy shield in the front of the hull. The ship then can then ram and kill another ship, or even Commandos like Natasha, Tanya however proves to be a pain to them up close.
    "As a crashing wave"
    • This is used to counteract the minimum range of the battleship's guns (same problem possessed by other tier 3 ships). The manual states that, during the initial attack of the Empire on the Soviet Pacific Fleet, several Soviet ships managed to make it inside the battleship's range and confidently start to fire at them. Cue the battleships accelerating and ramming them.

    Yuri Units 

Initiate

Type: Infantry
Role: Ground Combat
Weapons: Psychic Jab
Trained at: Barracks
"There is much to learn!"

These are Yuri's basic infantry and uses the power of their minds to fire a fiery beam that effective against infantry and vehicles. They are also capable of garrisoning buildings and the fastest to fire when garrisoned than Soviet Conscripts & Allied G.I.s.

  • Cannon Fodder: Really expensive cannon fodder, but fulfills the same role.
  • Kill It with Fire
  • Playing with Fire: Initiates are pyrokinetics who attack by igniting fires with their powers. Initiates are an unholy terror when garrisoned into buildings, wiping out entire tank battalions in seconds. Their only real flaws are that they are more fragile and shorter-ranged than the basic infantry of other factions.
  • Psychic Powers

Brute

Type: Infantry
Role: Assault
Weapons: Fists
Trained at: Barracks/Created by Genetic Mutator
"Give me your lunch money!"

The Brute is Yuri's anti-tank infantry. This unit is capable of clobbering both enemy infantry and vehicles at a close range with high attack power. Dogs will avoid Brutes and will not attack them.

I want to play!
I like big toys!'
Ouch! That hurts!
It's plaaaytiiime!
I WANNA GO HOME!!!
I was only playing!
  • The Brute
  • Shout-Out: Of The Incredible Hulk (in early appearances, the Hulk even had a gray skin personality named "Joe Fix It", like the Brutes). Additionally, their line "It is clobbering time, no?" is a reference to the "Joe Fix It," and The Thing, another comic book character of Marvel.

Virus

Type: Infantry
Role: Anti-Infantry
Weapons: Long-Range Dart Gun
Trained at: Barracks
"No cure for this!"

This deadly infantry unit is equipped with a long-range rifle, capable of slaughtering any infantry unit with a single strike. Worse, the victim is killed not with a bullet but with a powerful toxin that leaves a dangerous residue that damages other infantry units unfortunate enough to walk through the poisonous cloud left by a Virus in its victim

Yuri Clone

Type: Infantry
Role: Psychic Support
Weapons: Mind C Ontrol & Psychic Blast
Trained at: Barracks
"Their will is my will..."

Defenceless in the traditional sense, this unit is equipped with a powerfully altered brain that allows it to take control of almost any enemy unit. This unit is identical to the Psi-Corps trooper possessed by the Soviet Army in Command & Conquer Red Alert 2.

Yuri Prime

Type: Infantry
Role: Command & Control
Weapons: Mind C Ontrol & Psychic Blast
Trained at: Barracks
"There is only one true Yuri."

Yuri's answer to Tanya and Boris is Yuri himself. Seated on a massive flying chariot, Yuri Prime is a much more capable and deadly version of the Yuri Clone

  • Badass Boast
    "There is only one true Yuri"
    "I cannot be overcome"
    "I am my own master, always"
    "Your orders - my ideas"
  • Bald of Evil
  • Crippling Overspecialization: Yuri Prime averts this trope to hell as his psychic power was able to affect anything other than airborne targets (and only while they stay airborne).
  • Evil Sounds Deep
  • Hero Unit
  • Names to Run Away From Really Fast
  • Psychic Powers: Like his clones, Yuri Prime can control most vehicles and enemy infantry units, as well as most enemy structures, even turning enemy defences to his nefarious will. Additionally, Yuri is equipped with an improved Psi Wave attack that instantly kills infantry in its area of effect and even damages units outside of the immediate blast radius. Yuri Prime is in greater control of this effect than his clones are; when he uses his Psi Wave attack, he does not damage allies.

Lasher tank

Type: Vehicle
Role: Armored Assault
Weapons: Light Cannon
Trained at: War Factory
"Prepare for your lashes!"

The Lasher tank was the Main Battle tank of Yuri's faction. The trademark of this tank was it has a grinder in front of it and can crush units just like the other main battle tank.

Chaos Drone

Type: Drone
Role: Combat Support
Weapons: Hallucinogenic Gas
Trained at: War Factory
Chaos drones are unmanned vehicles that are capable of deploying hallucinogenic gases that will confuse affected enemy units, causing them to force friendly fires units or buildings with greater firepower and speed.

Gattling Tank

Type: Vehicle
Role: Anti-Air/Anti-Infantry
Weapons: Gatling Guns
Trained at: War Factory
"Let the bullets fly!"

The Gatling tanks was the anti-aircraft and anti-personnel vehicles of Yuri's faction. It attacks with twin gatling cannons which will speed up as they attack a target. The faster they fire, the more damage is dealt.

Magnetron

Type: Vehicle
Role: Anti-Vehicle
Weapons: Magnetic Beam
Trained at: War Factory
"Let's bring them closer to us!"

When deployed against vehicles, this unique weapon unleashes a powerful magnetic force that levitates the enemy vehicle, pulling it toward Yuri's forces where it can be mind controlled with impunity. Additionally, the Magnetron can deal significant damage to structures by firing an intense magnetic beam at buildings. The main drawback of the Magnetron is that it is virtually defenceless against enemy infantry, having no effective weapon against them and no way to drag them closer.

  • Difficult but Awesome: On the face of it they seem to have limited use, but can be used cleverly as very powerful weapons: pick up a ship and drop it on land (or pick up a vehicle and drop it in water) as an insta-kill, pick up an ore miner as it unloads in its refinery and then immediately drop it to destroy both miner and refinery, etc...
  • Stock Footage / Palette Swap: The Magnetron's beam appears to be a recolored version of the Distruptor tank's sonic beam in Tiberian Sun.
  • Support Party Member: The Magnetron is helpless against infantry and aircraft. Realistically, Magnetrons themselves cannot harm units. They may only attack one unit at a time, so swarming them with a group of tanks may also be effective. Guardian GIs and Tesla troopers are a particular threat to it, since they are both anti-tank specialists. Magnetrons are also incapable of squishing infantry. However, Magnetrons are effective in one other way: tanks and ships levitated by it are vulnerable to anti-air attack, so it is wise to accompany Magnetrons with Gatling tanks. Magnetrons can also be used, under certain circumstances, to move other vehicles over otherwise impassable gaps, such as cliffs, quickly.

Slave Miner

Type: Mobile Refinery
Role: Resource Gathering
Weapons: Machine Gun/Cannon
Trained at: War Factory/Construction Yard
"This ore belongs to Yuri!"

Slave miner was the ore collector of Yuri's faction, it collects ore with the use of its slaves. It can be moved anywhere and convenient to use. Armed with a sentry gun like War miner. Despite there size, they do appire to be quite fast, and since the ore refinery part travel's around with it, it is a nice way to gain those credit's without the need of the waste of more to build a new refinery.

  • Cool Guns / Machine Guns
  • Large Ham
    "DIG! DIG!"
    "WE NEED MORE!!"
    "DEFEND THE ORE!!!!"
  • Mobile Factory
  • Slave Mooks: Is a mobile ore refinery which travels to ore fields and has slaves come out and shovel ore into it. When the refinery is destroyed, the miners will defect to your side, but seeing as how they're emaciated, shirtless, and armed only with shovels, they're roughly on par with the Technician unit from the early Command & Conquer games (unless they somehow reach Elite).
    • Freed slaves have a couple of uses: they can't be mind-controlled, meaning they can quite easily take out Yuri Clones with their shovels, and another Yuri player can garrison them for free Bio Reactor boosts.
  • Stone Wall
  • We Will Use Manual Labor in the Future: Even though Yuri has genetic manipulation, mind control technology and a laser-armed UFO unit. However, consider that Yuri is a madman, and the "Slave Miner" vehicle's driver lampshades the act by saying "Slaves are cheap!". It also gives the other two nations even more reasons to fight Yuri, and freeing the slaves is actually possible.
  • Worker Unit

Mastermind

Type: Vehicle
Role: Psychic Support
Weapons: Mind Control
Trained at: War Factory
"Time for a brain storm!"

Another extension of Yuri's mind control technology, the Master Mind vehicle is capable of safely mind controlling a large group of enemy units at a time. However, this unit can't stop itself from mind controlling additional enemy units. Exceeding its unit limit causes the device to break down and selfdestruct, releasing all of its formerly captured units.

Floating Disc

Type: Aircraft
Role: Close Air Support/Resource Acquirement
Weapons: Laser & Transport Beam
Trained at: War Factory
"Yuri's collection agency"

The weirdest aircraft in Yuri's Revenge, it was inspired in Hollywood movies thanks to Yuri. This aircraft can wreak havoc from air, land and surface of the water.

Boomer

Type: Naval
Role: Anti-Shipping/Long-Range Shore Bombardment
Weapons: Torpedoes & Ballistic Missiles
Trained at: Submarine Pen
"Let the missiles fly!"

Like Soviet Typhoon Subs, the Boomer is a stealth unit, capable of closing in on an enemy position without being spotted. Against other naval foes, the Boomer is capable of launching deadly torpedoes. However, it is their ballistic missiles, which are used against land targets, that make the Boomer such a deadly foe.

  • Cool Boat
  • Disc One Nuke: It missiles have as much firepower as a Soviet dreadnaught's and it's available much earlier.
  • Mighty Glacier: It's slow, but in addition to being stealth artillery unit, it's also the strongest ship in the game.
  • Roboteching

  This page has not been indexed. Please choose a satisfying and delicious index page to put it on.  



random
TV Tropes by TV Tropes Foundation, LLC is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
Permissions beyond the scope of this license may be available from thestaff@tvtropes.org.
Privacy Policy
355505
41