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[[foldercontrol]]
!Allied Units
[[folder:Allied Units]]
* CombinationAttack: Prism Towers can link to each other. By focusing light onto other nearby towers in a series, the final damage output and range are increased with each connection made.
* EnemyExchangeProgram: Master Control allows the Allies to seize remote control of enemy vehicles.
* KillSat: The Master Control Satellite can hack into and seize control of enemy vehicles.
* MechanicallyUnusualFighter: Unlike other base defences (including their vanilla counterpart), Grand Cannons do not automatically fire on enemies. Instead, they have to be ordered to do so by a support power aptly named Skill Shot, which can only be used within range of a Grand Cannon and must be manually aimed by the player. As a result of this change, the Grand Cannon's reload time and firepower are vastly increased.
* RayGun: Prism Towers use their powerful reflectors to focus sunlight into an intense ray of energy.
* SuperSerum: The Combat Drugs support power increases the speed and damage output of basic infantry.
* {{Teleportation}}: The Allied secondary superweapon Chronosphere can teleport a group of vehicles to any point on the map.
* WeatherControlMachine: The Weather Controller creates a massive, highly damaging lightning storm over a given area when activated.

!!GI
----
* AdaptationalWimp: Deployed [=GIs=] are still fairly strong for basic infantry, but they are nowhere near the tank-annihilating force they were in the vanilla game.
* DualModeUnit: They can deploy sandbags around themselves to increase their durability and make use of a machine gun at the cost of mobility.
* MoreDakka: Can be deployed into a machine gun nest, allowing them to mow down infantry in large numbers.

!!Guardian GI
----
* AdaptationalWimp: They are still as effective against vehicles as they were in the vanilla game, but they no longer use machine guns when undeployed, leaving them helpless against enemy infantry.
* AntiAir: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
* DualModeUnit: They can deploy steel plates around themselves to increase their durability and attack range and protect them from CarFu at the cost of mobility.

!!Rocketeer
----
* FragileSpeedster: Though their high speed and maneuverability makes them excellent scouts, they are very vulnerable to anti-air emplacements.
* GunsAkimbo: A Rocketeer fights with dual chainguns.
* {{Jetpack}}: Rocketeers fly around with a jetpack.

!!Grenadier
----
* ThrowDownTheBomblet: Grenadiers are armed with conventional grenades effective against most ground enemies.

!!Navy SEAL
----
* AdaptationalWimp: They no longer effectively one-shot infantry and buildings although they are still miles better than [=GIs=] in the anti-infantry role.
* DelayedExplosion: It takes a brief time for their [=C4=] charges to explode after being planted.
* SeeTheInvisible: They can detect stealthed units in big radius around them.
* SuperSwimmingSkills: Can swim the entire length of the English Channel.
* StuffBlowingUp: They can use their [=C4=] charges to quickly demolish enemy structures.

!!Spy
----
* BoringButPractical: Whereas Soviet Saboteurs can hijack enemy and neutral vehicles, the Spy is cheaper but no less effective at infiltrating.
* DressingAsTheEnemy: [[RuleOfThree They can disguise as any enemy human infantry]].
* NonCombatEXP: Infiltrating an enemy Barracks or War Factory allows any units produced from your equivalent production structure to start off with one level of veterancy. However, it is quite difficult and it only works once per building.
* VideoGameStealing: When a Spy infiltrates an enemy Refinery or Slave Miner, you'll steal $5000 or $2000 (respectively) from them.

!!Chrono Miner
----
* AmphibiousAutomobile: The Chrono Miner can cross water to reach ore fields located on islands.
* StoneWall: Though unarmed, it's very durable as is the standard for miners.
* {{Teleportation}}: They have the ability to teleport back to their Ore Refineries, leaving any Terror Drones behind.
* WorkerUnit: Chrono Miners gather ore and transport it to Refineries for procession into money.

!!Robot Tank
----
* AntiInfantry: Its main role is to tear apart infantry with an autocannon.
* AmphibiousAutomobile: The Robot Tank can cross both land and water.
* AttackDrone: They are AI controlled, making them immune to mind control, and a good counter to Psi Corps Troopers in conjunction with their anti-infantry autocannon.
* SeeTheInvisible: They can detect stealthed and submerged units in big radius around them.
* TrueSight: Can detect disguised units and proceed to blast them with their autocannon.

!!IFV
----
* AntiAir: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
* AwesomePersonnelCarrier: 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.
* JackOfAllStats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently.
* MookMedic: The IFV can repair other vehicles when carrying an Engineer or heal infantry when carrying a Medic.
* NoSelfBuffs: When carrying an Engineer, an IFV can only repair other vehicles, not itself.

!!Liberty
----
* AdaptationNameChange: The Allies' MBT was renamed from Grizzly to Liberty.
* VanillaUnit: The Liberty is a very simple unit that doesn't have any distinguishing feature.

!!Scrambler
----
* HatePlague: Scramblers can send units beneath them into a state of confusion where they attack any target, friend or foe, for a short time.
* MythologyGag: The Scrambler is visually based on the ''VideoGame/CommandAndConquerRedAlert3'' Cryocopter, though functionally they're fairly different (other than being both support helicopters).
* PowerNullifier: Scramblers have the ability to jam enemy radars if close enough to an enemy Construction Yard, and disable base defences by hovering above them.
* VideoGameStealing: A Scrambler steals money from an enemy refinery for as long as it hovers overhead.

!!Spirit Bomber
----
* AntiStructure: The Spirit's guided bunker-buster bomb is especially effective against buildings.
* InvisibilityFlicker: Spirit Bombers can periodically become invisible for short intermittent periods.

!!Minisub
----
* InvisibilityFlicker: A Minisub must surface and reveal itself in order to use its cannon.

!!Aegis Cruiser
----
* AntiAir: The Aegis is the main Allied anti-air naval unit.
* CripplingOverspecialization: The Aegis is a very powerful anti-air unit, but is useless against everything else.
* MacrossMissileMassacre: The Aegis has a very fast rate of fire, able to launch salvos of missiles after air units.

!!Destroyer
----
* CounterAttack: While not many players know about this, Destroyers can automatically target any artillery submarine which attempts to fire on them, making them a perfect unit against the Russian Akula Sub.
* DroneDeployer: Beside a main cannon employed against surface targets, they also have a landing pad for a specialised anti-submarine Osprey aircraft.
* FixedForwardFacingWeapon: Its cannon is mounted on the bow, so the whole ship must rotate to fire.
* MythologyGag: The Destroyer's amphibious capability comes from the Assault Destroyer in ''VideoGame/CommandAndConquerRedAlert3''.
* SeeTheInvisible: They can detect stealthed and submerged units in big radius around them.
* ShipOutOfWater: The Destroyer is a naval unit that can move onto land. On maps without water, or if naval combat is disabled, Destroyers can still be built from the War Factory.
* SplashDamage: Their projectiles sometimes split upon impact and deal damage to one other enemy nearby.

!!Dolphin
----
* BeastOfBattle: Dolphins are specially trained to assist the military.
* FragileSpeedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.

!!Aircraft Carrier
----
* DroneDeployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Hornet drones to bombard enemy units from afar.
* SiegeEngines: Packing several [=UAVs=] capable of delivering their payload over huge distances with deadly accuracy, the Aircraft Carrier is capable of levelling any enemy base to the ground with ease.
* UnitsNotToScale: It's far, far smaller than real aircraft carriers.
[[/folder]]

[[folder:USA Units]]
* BoobyTrap: When enemies come near, Firestorm Walls will release jets of flame.
* {{EMP}}: The Equalizer UAV fires a missile which emits a burst of electromagnetic radiation over a wide area, temporarily shutting down the electronics of vehicles.
* FireBreathingWeapon: As soon as an enemy moves within a Firestorm Wall section, a valve will automatically open to let highly flammable petrol gush forth. An ignitor immediately causes it to combust, creating a fireball.

!!Field Medic
----
* MookMedic: The Medic's job is to heal American infantry.
* NoExperiencePointsForMedic: As they cannot kill enemies, Medics never gain veterancy.
* NoSelfBuffs: Medics cannot heal themselves and only have the same rate of HP regeneration as basic infantry.

!!Headhunter
----
* SniperRifle: A Headhunter is armed with an anti-materiel sniper rifle, which has a comparatively short range but can take apart armoured vehicles in addition to infantry.
* StealthExpert: Headhunters are cloaked at all times and can attack without being revealed.
* TargetSpotter: Every Headhunter is equipped with a special laser sight that designates a structure for aerial demolition at long range. Once a target is painted, a stealth aircraft will soon arrive and strike. The airstrike deals substantial damage but multiple runs will usually be required.

!!Tanya
----
* ActionGirl: The most prominent female hero in the game.
* DelayedExplosion: It takes a brief time for her [=C4=] charges to explode after being planted, allowing her to safely bomb Nuclear Reactors and get out of the way before the explosion kills her.
* GunsAkimbo: Tanya is still equipped with her iconic dual pistols.
* OneHitKill: Tanya is capable of destroying any vehicle or demolishing any building with a single [=C4=] charge.

!!Aroostook
----
* AirborneArtillery: The only flying artillery unit in the game, the Aroostook is a helicopter armed with rockets that knock down buildings with ease from outside retaliation range.
* RayGun: The Aroostook's secondary weapon is a nose-mounter laser cannon, useful for frying enemy infantry and chipping away at vehicles.

!!Mirage Tank
----
* FixedForwardFacingWeapon: The Mirage Tank has no turret and must turn the whole vehicle in order to engage a target.
* InterfaceScrew: They don't appear in enemy radars.
* NobodyHereButUsStatues: The Mirage Tank has the ability to disguise itself as a tree when not moving.
* PungeonMaster: Courtesy of using the same quotes from the vanilla game, the Mirage Tank has a habit of making tree-related puns.

!!Abrams Tank
----
* TheDreaded: The Abrams achieves its desired effect by instilling fear in those who stand in the way of American military might.
* ElementalWeapon: The Abrams' napalm munitions bathe enemy infantry formations in excruciatingly hot, flaming petroleum jelly.

!!Archangel
----
* BarrierWarrior: Archangels can cast a shield over ground vehicles, increasing their armour.
* MookCommander: Archangels double the armour of friendly vehicles in a 7x7 area.
* RayGun: The Archangel can rapidly unleash a salvo of laser beams which slice through enemy aircraft.

!!Lightning
----
* RayGun: Lightnings employ the new 'Aeroblaze' laser system designed to punch through aircraft armour.

!!Warthog
----
* RecursiveAmmo: The Warthog's submunitions are capable of coating an extraordinarily wide area with burning napalm.

!!Mercenaries
----
* AwesomePersonnelCarrier: The Mercenary Humvee can carry up to two infantry passengers who are able to fire from its gunports, making its true weapon highly customisable.
* ItsRainingMen: All mercenaries are called from the Regional Support Beacon via paradrop.
* PrivateMilitaryContractors: These units are recruited from a local pool of soldiers willing to fight for the highest bidder.
* WorkerUnit: Mercenaries serve as the a secondary source of income for the US, since they earn money with every kill.
[[/folder]]

[[folder:Europe Units]]
* DamageIncreasingDebuff: A Bastion reduces the armour of enemy infantry and vehicles within 10 cells by 25%.
* MookCommander: A Bastion increases the armour of friendly units within 10 cells by 25%.
* {{Teleportation}}: The Quantum Lab (which is available fairly early despite its advanced spatial manipulation tech) serves to expand European bases by teleporting structures near a Warp Node (which can be built very far from friendly structures) or Vortex Tank.
* TimeStandsStill: Within a Chrono Freeze bubble, all units are frozen in time, being unable to act but cannot take damage (attacks that bypass armour like mind control or the Terror Drone's instant kill affect them as normal).

!!Assault GI
----
* BlindedByTheLight: Enemy infantry hit by an Assault GI's flashbangs are blinded and cannot shoot back.
* LuckilyMyShieldWillProtectMe: Their riot shields make Assault [=GIs=] very durable by infantry standards.
* ShotgunsAreJustBetter: Assault [=GIs=] are fitted with shotguns that can tear apart groups of infantry at once, thanks to their wide-spreading scatter effect.

!!Chrono Legionnaire
----
* GlassCannon: They can easily destroy any unit or structure since whatever they attack become utterly helpless until one of them dies, or stop attacking, but being infantry, they die very easily for their cost.
* NotTheIntendedUse: They can save an allied unit that's threatened (say a Construction Yard about to be hit by a nuke) by force-firing on it and partly phasing it out. This is risky though, since if it goes too long they'll erase their own allies.
* RetGone: A Chrono Legionnaire's target is erased from the timeline entirely. This can happen instantly, or over the course of about a minute, pending on the hit points of 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.
* {{Teleportation}}: Their only form of movement is teleportation--they can't actually walk to a location.

!!Sonic Enforcer
----
* LoudOfWar: Sonic Enforcers' sound cannons emit a vibration that crushes and tears apart practically anything in its path.
* OneHitPolykill: The Sonic Enforcers' sound cannon deals damage to everything in its path (except other Sonic Enforcers).

!!Wojtek
----
* AbsurdlySharpClaws: Wojtek's claws can make short work of infantry and light vehicles.
* ActionPet: Wojtek has joined his master in numerous combat situations, being trained and uniquely armoured for combat.
* BearsAreBadNews: Wojtek is a trained war bear that can maul infantry and vehicles alike.
* EvilDetectingDog: Like any other hero, Wojtek can snuff out spies disguised as his allies.
* HistoricalBadassUpgrade: The real bear Wojtek was primarily a mascot and ammo carrier for his unit, while the Wojtek in this mod is more than capable of fighting by himself, even moreso than his master Brut (who serves in a more supportive role).
* HistoricalDomainCharacter: The bear Wojtek, one of the two European heroes, is based on a real life [[https://en.wikipedia.org/wiki/Wojtek_(bear) bear]] that served in the Polish army in UsefulNotes/WorldWarII.

!!Brut
----
* AllWebbedUp: Brut's experimental 'chrono-net' launcher freezes affected units in time.
* JetPack: Brut wears an experimental flight suit.

!!Bishop
----
* MeteorSummoningAttack: The Bishop relays coordinates of a location to an automated platform in low Earth orbit, which releases a small meteor, propelling it towards the surface.
* MythologyGag: The Bishop visually resembles the ''VideoGame/CommandAndConquerRedAlert3'' Athena Cannon, another Allied artilllery piece that attacks from orbit.
* SiegeEngines: Bishop strikes can be coordinated from afar and are tremendously devastating to infantry and structures alike.
* WeaponizedTeleportation: The Bishop relays target coordinates to an automated satellite which releases a small meteor, propelling it towards the Earth, then signals for a miniature chrono rift to swallow it, instantly teleporting the meteor to a position just a few hundred metres above the surface. This process drastically shortens its time to reach the target, while guaranteeing accuracy with pinpoint precision.

!!Prism Tank
----
* RayGun: The Prism Tank focuses light into a beam powerful enough to be used as a weapon.
* ReflectingLaser: The beam fired by Prism Tanks refracts off its primary target onto surrounding units.

!!Vortex Tank
----
* GatheringSteam: The Vortex Tank fires a beam which creates a wormhole, which grows in size as long as the Vortex continues to attack.
* MookMedic: A Vortex Tank repairs friendly vehicles nearby in a 4 cell radius.
* SwirlyEnergyThingy: The high-energy warp drive inside the Vortex Tank twists the Higgs field, distorting spacetime in order to slow down and destroy everything caught in the effect.
* TacticalSuperweaponUnit: The Vortex Tank, Europe's epic unit, has a high-energy 'warp drive' which twists the Higgs Field, creating a vortex which constantly grows in size and where spacetime is distorted, slowing down and destroying everything inside it. Like the other epic unit (Russia's Cataclysm), it is very tough and immune to most battlefield hazards but very expensive (at $3000), slow and limited to one per player.

!!Valkyrie
----
* PercentDamageAttack: Against vehicles, a Valkyrie's bomb inflicts 34% of the target's maximum HP as damage.
[[/folder]]

[[folder:UK Units]]
* GarrisonableStructures: The Pop Shell is a defensive structure that can house one turreted non-hovering, non-oversized vehicle. When the Pop Shell is garrisoned, its walls raise and protect the occupant from incoming fire.

!!SAS Commando
----
* DelayedExplosion: It takes a brief time for their [=C4=] charges to explode after being planted.
* SeeTheInvisible: They can detect stealthed units in big radius around them.
* SuperSwimmingSkills: Can swim the entire length of the English Channel.
* StuffBlowingUp: They can use their [=C4=] charges to quickly demolish enemy structures.
* ThrowDownTheBomblet: SAS Commandos can throw their plastic explosive charges a short distance, unlike normal [=SEALs=] who must get close to plant them.

!!Sniper
----
* {{EMP}}: Snipers carry advanced EM shells, which do no damage to vehicles but can disable their electronics, shutting down the vehicle entirely.
* LongRangeFighter: They can fire from very far but once you get close to them there isn't much that they can do.
* OneHitKill: They can one-shot almost every infantry unit.
* SniperRifle: Their weapon is a sniper rifle.

!!Spanner
----
* AceCustom: Spanner personally designed the Decimator Mech, and only she knows how to drive the damn thing.
* AntiAir: When Spanner is manning the Annihilator Turret, it is capable of rapidly firing highly damaging missiles at aircraft.
* HumongousMecha: The Decimator Mech is a huge walker that only works when piloted by Spanner.
* MacrossMissileMassacre: The Annihilator Turret can fire rapid salvos of missiles at enemy aircraft.
* PlasmaCannon: The Decimator is armed with multiple plasma launchers.
* RayGun: The Decimator is armed with a rapid-fire laser cannon.
* WrenchWench: The British heroine Spanner is a gifted engineer who fights by throwing spanners, can repair friendly vehicles, and is the only person capable of piloting the Decimator Mech and Annihilator Turret.

!!Penguin
----
* ElementalWeapon: The Penguin's cryo shells can freeze enemy troopers almost instantly and reduce the movement speed of armoured targets.
* SiegeEngines: The Penguin is a cheap, mobile, long-ranged (if somewhat weak in raw firepower) artillery piece for the UK.

!![=TeraHertz=] Tank
----
* DualModeUnit: The [=TeraHertz=] Tank can deploy and emit a disorienting spread of noise disallowing the use of most support powers within the area, at the cost of being unable to move.
* PowerNullifier: When deployed, a [=TeraHertz=] Tank emits a disorienting noise, preventing enemies from using most support powers within the area.

!!Battle Fortress
----
* AwesomePersonnelCarrier: The Battle Fortress, though unarmed, is a moving citadel that can carry up to six soldiers and buff the armour of all friendly infantry nearby.
* DefenselessTransports: Battle Fortresses have no weapons to defend themselves. While they can crush anything that is smaller than themselves or not a hero, their slow movement speed means this doesn't happen too often.
* MookCommander: Battle Fortresses boost the armour of nearby infantry by 25%.
* ViolentGlaswegian: The Battle Fortress has a rather comically over-the-top Scottish accent.

!!Harrier
----
* AntiVehicle: The Harrier sacrifices other jets' anti-air capabilities or exotic weapons in favour of an exceptionally large payload of guided anti-tank missiles.

!!Pintail
----
* PowerNullifier: The Pintail's missiles are designed to deliver an electronic device which jams the targeting capabilities of any ranged weaponry the victim and nearby enemies may possess.

!!Skitter
----
* AmphibiousAutomobile: The Skitter can hover over both land and water.
* DroneDeployer: Each Skitter comes with three Crab Mines, small robotic explosive carriers that will automatically detect and jump on nearby enemies.
* {{Expy}}: The Skitter, a fast harasser hovercraft armed with grenade launchers and three Crab Mines which can never be reloaded, is the Vulture from ''VideoGame/StarCraft''.
* GrenadeLauncher: Skitters are outfitted with light grenade launchers.

!!Gurkha
----
* MasterOfAll: Gurkhas are tough soldiers equipped with a machine gun effective against infantry and a missile launcher good against all other targets.

!!Wildcat
----
* DelayedExplosion: Wildcats fire rockets which embed on the ground and explode after a short delay.
* MacrossMissileMassacre: The Wildcat MLRS can fire its rockets in a wide spread.
[[/folder]]

[[folder:Japan Units]]
* DoubleEdgedBuff: The Glacial Shield forms an extremely durable crystal lattice over the target vehicles, multiplying their armour by 5 but preventing them from moving.
* LivingWeapon: Plague Strike launches a missile filled with the deadly [=BH392=] 'Plague', a biological weapon which saturates affected units with a life-sapping infection.

!!Rikishi
----
* GrenadeLauncher: Rikishi are armed with grenade launchers, instead of throwing them like Grenadiers.
* MightyGlacier: Though slow in movement, their strength makes them excellent at frontline combat.

!!Shinobi
----
* ArchaicWeaponForAnAdvancedAge: In the 20th century, Japanese Shinobi are still armed with simple steel throwing stars.
* {{Expy}}: The Shinobi is based on the same unit from ''VideoGame/CommandAndConquerRedAlert3'', a Japanese infiltrator armed with StockNinjaWeaponry capable of becoming invisible.
* {{Ninja}}: Shinobi serve as the Japanese's time-tested replacement for Spies. Instead of disguising like Spies, they can turn invisible and are also armed with throwing stars.
* SmokeOut: Shinobi turn invisible by using a smoke bomb.
* StockNinjaWeaponry: Shinobi have shurikens to throw at enemies and smoke bombs to temporarily turn invisible.
* VideoGameStealing: When a Shinobi infiltrates an enemy Refinery or Slave Miner, you'll steal $5000 or $2000 (respectively) from them.

!!Wasp
----
* JetPack: Wasps use jetpacks to fly around.
* MacrossMissileMassacre: Wasps are equipped with an array of extremely compact missiles, allowing them to carry a practically unlimited supply, to keep hostile armour and aircraft at bay.

!!Cryo Warrior
----
* ElementalWeapon: Cryo Warriors spray industrial-strength Heat Transfer Fluids that create lingering clouds where the temperature is lowered by tens of degrees in mere seconds.
* RaceLift: The original Cryo Legionnaire from ''Red Alert 3'' belonged to the Allies, which did not include Japan (and the Legionnaires themselves are all but stated to come from Austria, given that they're based off of Creator/ArnoldSchwarzenegger as Mr. Freeze from ''Film/BatmanAndRobin''). The Cryo Legionnaire in this mod (renamed Cryo Warrior) is a proud Japanese patriot.

!!Minamoto
----
* BadassBookworm: The Japanese hero Minamoto is a scientist on the cutting edge of Japanese weapons development, responsible for the weaponised weather control project, advanced jumpjet and amphibious technologies.
* HoverBoard: Minamoto uses one to float over land and water alike.
* MagneticWeapons: When activated, Minamoto's magnetosphere manipulates the magnetic field, protecting him from harm by deflecting enemy fire and slowing down vehicles caught in the area.
* RayGun: Minamoto's primary weapon is a high-powered laser blaster.

!!Iron Grunt
----
* {{Expy}}: The Iron Grunt, a heavy ore miner also capable of repairing vehicles deployed via airdrop, is based on the ''VideoGame/StarCraftII'' MULE, a heavy mineral harvester also capable of repairing vehicles deployed via airdrop. Unlike the MULE, the Iron Grunt is not free but doesn't have a timed life.
* ItsRainingMen: The Iron Grunt is deployed to the battlefield via paradrop.
* MookMedic: Iron Grunts can repair friendly vehicles, including each other, without interrupting their mining activities.
* NoSelfBuffs: An Iron Grunt can only repair other vehicles, not itself, though Iron Grunts are rarely encountered alone in practice.
* NoSell: Their ability to repair each other makes them virtually immune to Terror Drone attacks, as long as they aren't alone.
* StoneWall: Though unarmed, the Iron Grunt is one of the most durable units in the game, on top of their ability to repair vehicles, including each other.
* WorkerUnit: The Iron Grunt serves as a heavy-duty ore harvester for Japan. They are only available from tier 2 and cannot teleport or cross water like Chrono Miners but can carry much heavier loads and can also repair friendly vehicles.

!!Shogun Siege Tank
----
* DualModeUnit: An undeployed Shogun Siege Tank is mobile and can use its cannons in short range. While deployed it becomes a long-ranged immobile artillery piece.
* {{Expy}}: The Shogun Siege Tank, a mid-ranged unit that can temporarily sacrifice its mobility to bombard enemies from range with powerful cannon blasts, is quite obviously based on the ''VideoGame/StarCraft'' Siege Tank.
* SiegeEngines: While deployed, the Shogun boasts the greatest ranged artillery on the battlefield and can decimate stationary targets, no matter what they are, with ease.

!!Disruptor
----
* DeadlyGas: The Disruptor's weapon contaminates a vehicle with poison gas, dealing damage to nearby infantry.
* InvisibilityCloak: Disruptors can turn all friendly units and defences beneath them invisible.
* NoSelfBuffs: The Disruptor emits a field which renders friendly units beneath it, but not itself, completely invisible to the naked eye.

!!Tsunami Tank
----
* AmphibiousAutomobile: The Tsunami Tank can traverse water and land alike.
* {{Expy}}: The Tsunami Tank comes from ''VideoGame/CommandAndConquerRedAlert3'', but reimagined as a tier 4 unit.
* HitAndRunTactics: The Tsunami is designed for fast raids due to its speed and ability to rapidly unload its initial ammo reserve.

!!Black Eagle
----
* LesCollaborateurs: The Black Eagle (which originated as the Republic of Korea's unique unit in the vanilla game) was designed by Korean collaborators with Imperial Japan.
* InvisibilityFlicker: Black Eagles and Spirit Bombers can periodically become invisible for short intermittent periods.
* RayGun: The Black Eagle is armed with an 'Aeroblaze' laser system to ensure Imperial air superiority.

!!Sunburst Drone
----
* ActionBomb: The Sunburst Drone is a kamikaze drone that attaches itself to an enemy vehicle and can be detonated manually later on.
* {{Expy}}: The Sunburst Drone is very similar to the Burst Drone from ''VideoGame/CommandAndConquerRedAlert3'', a damselfly-shaped drone that attaches itself to an enemy vehicle before exploding, with two differences: the Sunburst Drone is much bigger and has to be stored in an Air Force Command HQ.
* MechanicalInsects: The Sunburst Drone is made in the shape of a damselfly.
[[/folder]]

[[folder:Stolen Tech Units]]
!!Legion Prime
----
* EnemySummoner: When ordered to deploy, Legion Prime creates a few Legion Spawn minions around himself, which have a limited lifespan due to their negative health regeneration.

!!Chrono Tank
----
* MacrossMissileMassacre: When attacking, a Chrono Tank quickly fires a barrage of missiles at the target. Though this takes a long time to reload, it means the Chrono Tank doesn't need to expose itself to enemy fire for too long before it could teleport away.
* {{Teleportation}}: Their only form of movement, aside from them rolling out of War Factories, is teleportation.

!!Stormfront
----
* SiegeEngines: The Stormfront's lightning bolts can be seeded from a very long range and are very effective against enemy buildings.
* WeatherControlMachine: The Stormfront creates stormclouds above enemies, which strike them with lightning after a short delay.
[[/folder]]

!Soviet Units
[[folder:Soviet Units]]
* CloneArmy: Their Cloning Vats can create near-perfect clones of already trained soldiers, doubling the Soviet army for only a 25% increase in cost.
* GarrisonableStructures: The Battle Bunker can be occupied by any infantry capable of garrisoning structures. Unlike civilian structures, it must be fully destroyed in order to force the occupants out.
* InstantArmor: Iron Curtain imbues vehicles and structures with seemingly impossible physical strength, turning them temporarily invulnerable.
* LightningGun: The Tesla Coil discharges pure electricity at the enemy.
* ReducedResourceCost: An Industrial Plant reduces the cost of vehicles produced at the War Factory and aircraft by 25%.
* YouNukeEm: The Soviet offensive superweapon is a tactical nuclear silo.

!!Conscript
----
* CannonFodder: They serve as a very useful, expendable meat shield for your tanks. Send them ahead as a bullet magnet: it's better for a few conscripts to fry or become mind-controlled than for your tanks to suffer such a fate.
* {{Conscription}}: Conscripts are the basic Soviet anti-infantry infantry.

!!Flak Trooper
----
* AntiAir: They serve as basic anti-air infantry for the Soviets.
* BoringButPractical: An army of Flak Troopers can destroy a squadron of tanks many times their cost.

!!Tesla Trooper
----
* ArmCannon: The Tesla Trooper's Shock Fist is integrated into the right arm of their armour.
* LightningGun: [[DepartmentOfRedundancyDepartment A portable Tesla Coil]].
* OneWayVisor: They can see your face but you can't see theirs.
* PowerArmor: Tesla Troopers wear a suit of insulative armour that protects from tank treads and dog bites as well.
* StatusBuff: Tesla Troopers can charge up friendly Tesla Coils. One makes the Tesla Coil deal more damage and apply a short EMP effect on the target; two allow the Tesla Coil to operate even without power.

!!Crazy Ivan
----
* AdaptationalBadass: Crazy Ivans are significantly faster than in the base game and gained the ability to swim.
* DefeatEqualsExplosion: When an Ivan is killed, his payload explodes, potentially taking out an enemy or two.
* DieChairDie: They will plant their bombs on everything they can see.
* EyepatchOfPower: In their portrait, it's unknown if they all have it in-game.
* GlassCannon: They are fast, and whatever gets a bomb attached to it will need an Engineer ASAP, lest it will take very heavy damage (or get outright destroyed). However, they are fragile and require getting to melee range to plant bombs, so strong infantry can take them down easily.
* MadBomber: Ivans are a bit too enthusiastic to rid themselves of bombs.
* TimeBomb: It takes a bomb a few seconds after being planted to explode.
* WhyAmITicking: They can cause this to any unit or building they touch with their bombs, whether it's the enemy, neutral or your own.

!!Saboteur
----
* DressingAsTheEnemy: They can disguise as any enemy human infantry.
* EnemyExchangeProgram: Saboteurs can hijack enemy or neutral vehicles simply by entering them. Once inside the vehicle, they kill the crew and commandeer it in the name of the Revolution.
* MasterOfDisguise: [[DepartmentOfRedundancyDepartment They can disguise as any enemy human infantry]].
* NonCombatEXP: Infiltrating an enemy Barracks or War Factory allows any units produced from your equivalent production structure to start off with one level of veterancy. However, it is quite difficult and it only works once per building.
* VideoGameStealing: When a Saboteur infiltrates an enemy Refinery or Slave Miner, you'll steal $5000 or $2000 (respectively) from them.

!!War Miner
----
* AmphibiousAutomobile: The War Miner can cross water to reach ore fields located on islands.
* MadeOfIron: Compared to other Tier 1 vehicles, the War Miner is very durable.
* StoneWall: Standard for miners, the War Miner is very durable, but the damage output of its machine gun is mediocre at best.
* WorkerUnit: The War Miner's main role is to collect ore and send it back to Refineries for procession into money.

!!Rykov
----
* AmphibiousAutomobile: The Rykov can be built from both War Factories and Shipyards, serving as the Soviet tier 1 anti-air vehicle and ship.
* AntiAir: Armed with flak cannons, the Rykov serves as the Soviet tier 1 anti-air vehicle and ship.

!!Scorcher
----
* FireBreathingWeapon: When not carrying an infantry unit capable of manning its turret, the Scorcher uses a flamethrower, frying enemy infantry quickly at short range.
* NoSelfBuffs: When carrying an Engineer, a Scorcher can only repair other vehicles, not itself.
* SiegeEngines: When carrying any human non-Engineer infantry, the Scorcher switches its flamethrower for a mid-long ranged rocket launcher effective against buildings.

!!Terror Drone
----
* AttackDrone: The robotic Terror Drones can OneHitKill infantry and slowly tear apart vehicles with no effort on its part.
* DualModeUnit: In its default mode, the Terror Drone is a melee unit that uses its claws to instantly kill infantry and infests vehicles to slowly destroy them from inside. When deployed, it becomes stationary, invisible and capable of decloaking to fire a missile at close range, good against infantry and light vehicles.
* InvisibilityFlicker: When deployed, a Terror Drone burrows into the ground and becomes invisible, but will briefly reveal its position when firing its missile.
* OneHitKill: Any infantry bitten by a Terror Drone is instantly killed. In turn, a Terror Drone inside a vehicle is vulnerable to being instantly destroyed if that vehicle is repaired by an IFV or Scorcher carrying an Engineer, or an Iron Grunt.
* SpiderTank: The Terror Drone is a robot that walks on four legs.

!!Hammer Tank
----
* AdaptationNameChange: The Soviet MBT was renamed from Rhino to Hammer Tank.
* VanillaUnit: The Hammer is a very simple unit that doesn't have any distinguishing feature.

!!Demolition Truck
----
* DefeatEqualsExplosion: When a Demolition Truck is destroyed, its payload will explode at the site of destruction.
* MolotovTruck: The purpose of the Demolition Truck is to detonate its nuclear warhead, taking enemies along with it.
* SuicideAttack: They explode upon contact with the target.

!!Grinder Tank
----
* AmphibiousAutomobile: Grinder Tanks are fully buoyant and can traverse both land and water.
* AwesomePersonnelCarrier: Grinder Tanks, in addition to possessing mincers which are capable of literally chewing through enemies, are fitted with four passenger slots allowing infantry to ride inside and deploy at the front lines.
* CloseRangeCombatant: Grinder Tanks do not have any guns and can only attack at close range with their grinders.
* LifeDrain: Grinder Tanks can repair themselves as they attack enemies.

!!Kirov Airship
----
* CloseRangeCombatant: Kirovs can only drop bombs on targets that are directly underneath them, which can be a problem when combined with their slow speed.
* DefeatEqualsExplosion: When a Kirov is shot down, its hydrogen-filled carcass will cause massive damage where it lands.
* TheDreaded: A meta example. Veteran players will know full well and will try to set up a decent anti-air defense before the blimps can close in.
* FlyingBrick: The Kirov is by far the most durable aircraft in the game.
* InstantDeathRadius: Being under a Kirov and being dead are roughly the same thing.
* MightyGlacier: Kirovs are slow, extremely durable, and hit like a truck.
* TakingYouWithMe: You think you're safe when you shoot down that Kirov? Think again: the wreckage will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage.

!!Sukhoi
----
* CloseRangeCombatant: Sukhoi can only drop their unguided bombs on targets directly underneath them.

!!Tupolev
----
* DeathOfAThousandCuts: The Tupolev's missile deals no direct damage but attaches a static charge that damages the target and adjacent units over time.

!!Zhaba
----
* ShipOutOfWater: The Zhaba is not strictly a seafaring vessel and can also move onto land, though unlike the Allied Destroyer it cannot be built from War Factories if naval combat is disabled.

!!Giant Squid
----
* BeastOfBattle: These squid have been mind controlled and trained for battle.
* CombatTentacles: Giant Squid use their tentacles to disable the movement of enemy ships.
* GiantSquid: Duh.
* MakingASplash: Giant Squid attack buildings and infantry by flinging water at them.
* NoSell: Like all beasts, squid are immune to mind control.
* SeaMonster: With the twist that it's actually controlled by humans and not just a dangerous beast.
* SeeTheInvisible: Squid can detect cloaked and submerged units.
* SlaveMooks: They were mind controlled to serve the Soviets.

!!Sea Dragon
----
* ElementalWeapon: The Sea Dragon burns structures and infantry with incendiary missiles.
* SiegeEngines: The Sea Dragon is effective against structures and can bombard targets from a safe distance due to its fairly long range.

!!Typhoon Attack Sub
----
* SeeTheInvisible: Typhoons can detect cloaked and submerged units.

!!Dreadnought
----
* DestructibleProjectiles: The Dreadnought's missiles can be shot down by enemy anti-air before they reach their target.
* LongRangeFighter: Dreadnoughts have the longest range of any Soviet unit, but their missiles travel so slowly that they can't do anything in a direct fight with smaller ships.
* MightyGlacier: Dreadnoughts are among the slowest units in the game, but difficult to bring down and can launch powerful missiles from incredible distances to annihilate targets with barely any chance of retaliation.
* PainfullySlowProjectile: Their missiles can be dodged with ease by smaller ships while they chip off the Dreadnought's health.
[[/folder]]

[[folder:Russia Units]]
* ReducedResourceCost: Means of Production reduces the cost of infantry & vehicles by 25% and buildings by 10% when active.

!!Kommissar
----
* CannedOrdersOverLoudspeaker: When put inside an IFV, a Kommissar uses a loudspeaker to broadcast inspiring propaganda to boost infantry morale.
* MookCommander: Kommissars boost the strength and speed of nearby basic infantry.
* OrnamentalWeapon: The Kommissar carries an officer's sabre which never actually gets used in combat.
* ThePoliticalOfficer: Screaming rousing slogans at the lower infantry classes, the Kommissar urges troops onwards against all odds and ensure that if they fear the guns in front of them, they'll succumb to the one at the back of their head. Not one step back!

!!Homosos Cyborg
----
* AllThereInTheScript: The full name of the unit created by the New Soviet Man support power is Homosos Cyborg, although you won't know it if you haven't looked at the pre-release PTR changelogs (mousing over them only displays ''Cyborg'').
* ArmCannon: The Homosos Cyborg's cannon appears to be part of their right arm.
* {{Cyborg}}: The Russian support power New Soviet Man transforms basic infantry into Homosos Cyborgs.
* JackOfAllStats: Homosos Cyborgs are relatively cheap and cost-efficient units (if you use New Soviet Man correctly) whose weapons can deal good damage (though not excel) against most targets on land.
* MachineMonotone: Homosos Cyborgs pronounce the same voice lines of the Conscript with a notable mechanical, monotonous voice.

!!Spetsnaz
----
* ItsRainingMen: Instead of being trained from the Barracks, Spetsnaz are deployed via paradrop from the Judas Corps support power, serving as Russia's tier 3 'aircraft' equivalent.
* ThrowDownTheBomblet: Spetsnaz primarily serve to disable enemy structures with thrown Blackout charges.

!!Psi Corps Trooper
----
* CharmPerson: Psi Corps Troopers can mind control enemy units.
* MilitaryMage: Trained within an impenetrable science cult, these soldiers are psychically gifted, being able to control the minds of others.
* PstandardPsychicPstance: The Psi Corps Trooper's cameo depicts him holding two fingers up to his forehead.
* PsychicPowers: Psi Corps Troopers' psychic abilities can turn enemies to their side.

!!Volkov and Chitzkoi
----
* {{Cyborg}}: Both of them are cybernetically enhanced.
* {{EMP}}: Vehicles infected by Chitzkoi are periodically affected by a brief EMP in addition to the damage.
* EyepatchOfPower: Volkov's cameo depicts him with a mechanical eyepatch.
* InvulnerableAttack: Chitzkoi cannot be attacked by anything when leaping at an enemy.
* OneHitKill: Chitzkoi can instantly kill ''any'' infantry unit in one bite.
* RobotDog: Chitzkoi is Volkov's eternally loyal cybernetic canine companion.
* ThrowDownTheBomblet: Volkov is equipped with tremor grenades to destroy buildings.

!!Buratino
----
* ElementalWeapon: The warheads that the Buratino fires contain a combustible liquid which produce a high temperature cloud of flame followed by a crushing shock wave.
* GlassCannon: Buratinos can wreak havoc against structures and infantry from afar but they are not very durable.
* SiegeEngines: Can shoot napalm missiles at the enemy from a long distance.

!!Tor
----
* CripplingOverspecialization: The Tor is a dedicated anti-air vehicle with no ways to engage ground enemies.
* MookCommander: The Tor's radar dish improves the accuracy of friendly Rykovs nearby.

!!Graveller
----
* CloseRangeCombatant: Gravellers fight by pounding the earth and creating earthquakes around themselves, which forces them to get close and personal with the enemy.
* EarthquakeMachine: Gravellers pound the earth beneath themselves in such a way as to cause localised quakes.

!!Cataclysm
----
* DelayedExplosion: After a Cataclysm shell hits, there's a brief but visible delay before it actually explodes.
* DoubleEdgedBuff: A Cataclysm boosts the firepower of nearby infantry and vehicles by 25% and make them slower by 30%.
* LongRangeFighter: The Cataclysm boasts one of the highest attack ranges in the game, as well as a very large minimum range.
* MightyGlacier: Although the Cataclysm is an extremely powerful weapon, it is also exceptionally slow.
* MookCommander: A Cataclysm boosts the firepower of nearby infantry and vehicles by 25% and make them slower by 30%.
* SiegeEngines: The Cataclysm is a very powerful artillery piece, dealing high damage to buildings while outranging static defences.
* TacticalSuperweaponUnit: The Russian Cataclysm is a gigantic artillery cannon on treads, which fires a ludicrously high-calibre shell, resulting in a nuclear blast to send enemies scattering. Like the other epic unit (Europe's Vortex Tank), it is very tough and immune to most battlefield hazards but very expensive (at $3000), slow and limited to one per player.
* YouNukeEm: The Cataclysm's shells explode in a small nuclear blast that does not leave behind fallout.

!!Hind Gunship
----
* AssistCharacter: The Hind Gunship is neither buildable nor directly controllable by its commander. Instead, the Hind Strike support power designates an area for four Hinds to swoop in from off-map, bombard the targeted point, then leave when they run out of ammo.
* ElementalWeapon: Once called into the battlefield, Hinds unload several volleys of thermobaric missiles to burn everything in the target area.

!!Akula Sub
----
* DestructibleProjectiles: The Akula's missiles can be shot down by enemy anti-air before they reach their target.
* InvisibilityFlicker: The Akula must surface and reveal itself in order to launch missiles at land targets.
* MightyGlacier: Akulas are among the slowest units in the game, but difficult to bring down and can launch powerful missiles from incredible distances to annihilate targets with barely any chance of retaliation.
* PainfullySlowProjectile: Their missiles can be dodged with ease by ground units due to their slow speed.
* SeeTheInvisible: Akulas can detect cloaked and submerged units.
* StealthyColossus: This is kind of the point of a big submarine like the Akula.
* YouNukeEm: Nuclear-tipped torpedoes serve as the Akula's primary anti-ship weapon.
[[/folder]]

[[folder:Yugoslav Units]]
* {{Hologram}}: Holographic Deception uses advanced optical illusion techniques to create an army of illusory infantry. They deal no damage and have little HP, so they're only useful to deceive your opponent.
* KillSat: The Solaris satellite fires a powerful energy beam incinerating all within the blast.
* LightningCanDoAnything: Yugoslavian scientists have taken Tesla's theories beyond his imagination and managed to advance the idea of wireless energy transfer across space-time to be able to teleport matter.
* {{Teleportation}}: Wireless Transfer encodes targeted objects into radiation, which is then beamed toward the other end and reassembled almost instantly. Due to the high energy requirements, this can only be done around Dr Dobrilo or a Perun.

!!Tesla Elite
----
* ArmCannon: The Tesla Elite's Shock Fist is integrated into the right arm of their armour.
* ChainLightning: Unlike the regular Shock Fist, the Tesla Elite's Hand of Nikola is able to focus enough energy to bounce from the primary target to surrounding units.
* LightningGun: [[DepartmentOfRedundancyDepartment A portable Tesla Coil]].
* OneWayVisor: They can see your face but you can't see theirs.
* PowerArmor: Tesla Elites wear a suit of insulative armour that protects from tank treads and dog bites as well.
* StatusBuff: Tesla Elites can charge up friendly Tesla Coils. One makes the Tesla Coil deal more damage and apply a short EMP effect on the target; two allow the Tesla Coil to operate even without power.

!!Ironsmith
----
* BarrierWarrior: The Ironsmith carries special charges that are designed to be planted on a friendly vehicle and then detonated, releasing a coating of resonating molecules that increases the armour of the recipient.
* OneHitKill: The Ironsmith's Iron Shell kills most infantry caught in the vicinity.

!!X-Soldier
----
* JumpJetPack: When on water, X-Soldiers apparently use a booster pack so they can hover over the water.
* ShoutOut: The X-Soldier's x-ray storm is based on the ''VideoGame/StarCraft'' High Templar's Psionic Storm ability: both deal high damage over time in a small area, must be manually used by the player and can only be used for a limited number of times before needing to be recharged (represented by how x-ray storms can be used up to three times in quick succession but need a whopping 50 seconds to reload each charge).

!!Dr Dobrilo
----
* AceCustom: Dr Dobrilo's suit of armour which he wears on the battlefield was custom made by himself.
* BadassBookworm: The Yugoslav hero Dr Dobrilo, as his name would indicate, is a scientist who developed much of the advanced technologies in use by Yugoslavia.
* {{EMP}}: Dr Dobrilo's lightning bolts induce a brief EMP on enemy vehicles. When ordered to deploy, he overcharges his suit, releasing a surge of energy that temporarily shuts down the electronics of surrounding objects.
* LightningGun: Dobrilo equips himself with a powerful Tesla glove capable of frying infantry instantly and electrifying tanks and structures.

!!Overseer
----
* DamageIncreasingDebuff: Enemy aircraft around an Overseer in a 14 cell radius take 50% extra damage.
* MagneticWeapons: The Overseer's primary weapon is a magnetic beam powerful enough to stop any vehicle in its tracks, though still allowing it to fire.
* PowerNullifier: Overseers can hover directly above a building to disable its electronics.

!!Tito
----
* DualModeUnit: The Tito can swap between using its heat rays, effective against infantry and light vehicles, or a long-range artillery cannon, effective against infantry and buildings, which will also slow it down.
* RayGun: When undeployed, the Tito fires heat rays effective against light targets.
* SiegeEngines: When deployed, the Tito's Solarshell artillery can take out structures in moments from afar.

!!Tesla Mammoth
----
* AdaptationNameChange: From Tesla Tank in the vanilla game to Tesla Mammoth in the mod.
* AsteroidsMonster: A destroyed Tesla Mammoth has the chance to release up to two Terror Drones.
* ChainLightning: Tesla Mammoths fire electric bolts that can bounce from target to target.
* {{EMP}}: The Tesla Mammoth's attacks briefly disable target vehicles.
* LightningGun: The Tesla Mammoth's weapon is a pair of Tesla Coils.

!!Perun
----
* FriendlyFireproof: Although the Perun's lightning strikes are random and cannot be controlled, they'll only strike at enemies, not friendly units, making it the only case where this trope applies to the game.
* MookCommander: Perun helicopters boost the speed and firepower of tesla units below.
* WeatherControlMachine: The Perun attracts random lightning strikes near itself.
[[/folder]]

[[folder:Libya Units]]
* DoubleEdgedBuff: Fusion Thrusters turns the fuel of targeted vehicles radioactive, massively increasing speed but also dealing radiation damage to themselves and nearby units for its duration.
* NitroBoost: Units affected by Fusion Thrusters gain a massive boost to movement speed.
* PoisonedWeapons: Death Hand missiles contain whatever deadly chemicals that might be lying around Libyan manufactories.
* RecursiveAmmo: Once over the impact site, the Death Hand missile breaks apart into smaller clusters, releasing a horrific mixture of chemicals.
* WhatAPieceOfJunk: Vehicles produced by a Duplication Facility, despite being described as cheap replicas, are no less effective than the originals produced from the War Factory.

!!Bazooka
----
* AntiAir: Bazooka projectiles can track aircraft and are devastatingly effective if they can get within firing distance.
* ImperialStormtrooperMarksmanshipAcademy: When targeting ground units, Bazookas are very inaccurate and only effective against structures.
* NewMeat: Libyan Bazookas are given little training before being kicked out of the door.

!!Desolator
----
* CruelAndUnusualDeath: Infantry attacked by Desolators melt into a puddle of residue in seconds.
* HazmatSuit: Desolators wear hazmat suits to protect themselves from their own radioactive weapons.
* NamesToRunAwayFromReallyFast: You don't want to be near something called a ''desolator''.
* NoSell: Desolators are completely immune to radiation, including from other Desolators.
* PoweredArmor: A heavy hazmat suit which protects them from radiation and dog attacks.
* RayGun: The Desolator's rad cannon fires a concentrated beam of radiation.
* SecondaryFire: When deployed, Desolators can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks.
* VideoGameCrueltyPotential: Whenever you think that just shooting the enemy with bullets is too good for them, use the Desolator instead to give the enemy radiation poisoning and melt them into a puddle on the ground, you won't be sorry.
* YouShallNotPass: Desolators can create a contamination zone deadlier than a nuclear missiles, and destroy nearly anything that comes through in a matter of moments.

!!Lamia
----
* DamageIncreasingDebuff: Lamia's corrosive grenades degrade the armour of targets by 30% upon impact.
* RayGun: Lamia's rad cannon fires a concentrated beam of radiation.
* ThrowDownTheBomblet: Lamia can lob chemical grenades which substantially degrade the armour of a target upon impact.

!!Slave Miner
----
* ArbitraryHeadcountLimit: Only three Slave Miners can be built at any time.
* MovingBuildings: The Slave Miner serves as both miner and refinery at the same time, deploying itself near a patch of ore and sending out slaves to mine it. The individual slaves carry much less ore than the other miners can, but the turnaround between heading out, mining, and returning their payload to the refinery to be processed is much shorter, especially since the refinery can just be relocated to a fresh patch of ore after mining an area clear, especially allowing for fast cash when they can find the more valuable gems.
* NoSell: Can't be infected by Terror Drones.
* ShovelStrike: Freed slaves fight with the same shovels with which they used to mine ore. Unsurprisingly, they aren't of much use in combat.
* SlaveLiberation: The Libya player can use Liberation to turn Slaves into Freedom Fighters, giving them freedom in exchange for military service. If the Slave Miner is destroyed, the slaves will be freed and join the side that did the deed.
* SlaveMooks: It's 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 of little use in combat.
* StoneWall: Slave Miners can only defend themselves with a fairly weak autocannon, but are ridiculously tough, having twice the health of other miners.
* WorkerUnit: The Slave Miner serves as a secondary ore harvester for Libya, sending up to eight slaves to harvest ore and gems, which they then process into money.

!!Blight
----
* {{Expy}}: The Blight, a fast air unit armed with bouncing projectiles designed to harass enemy workers, is based on the ''VideoGame/StarCraft'' Mutalisk.
* PoisonedWeapons: Blights fire large capsules containing toxins and acids over a small area.
* RecursiveAmmo: The Blight's toxic pills break up on impact, hitting other units nearby.

!!Devastator
----
* AttackSpeedBuff: Large weapons can disrupt the Devastator's reactor, causing internal radiation leaks that turn the driver insane, temporarily increasing movement and attack speed by 50%.
* {{Expy}}: The Devastator's role, cameo and voxel are based on the ''VideoGame/CommandAndConquerGeneralsShockWave'' unit of the same name.
* GoingCritical: A Devastator's destruction causes its nuclear reactor to violently explode.
* NitroBoost: Large weapons can disrupt the Devastator's reactor, causing internal radiation leaks that turn the driver insane, temporarily increasing movement and attack speed by 50%.
* NotAfraidToDie: Trained to charge headlong into combat, Devastator drivers do not fear to die for their country.
* TakingYouWithMe: You think you're safe when you destroy Devastator? Think again: the carcass will explode, dealing heavy damage and potentially taking out a few last victims.
* YouNukeEm: Devastators are armed with radiological weapons that melt through infantry and armour alike.

!!Vulture
----
* SnipingTheCockpit: The Vulture has a 50% chance to kill the crew of enemy non-tier 4 land vehicles if their HP is low enough and if they have drivers at the first place.
* YouNukeEm: The Vulture fires a single homing missile with a low-yield nuclear warhead.

!!Scourge
----
* DamageIncreasingDebuff: Units caught in a Scourge's explosion take 30% extra damage for several seconds.
* MolotovTruck: The Scourge is a small, cheap plane filled with toxins and radioactive material designed to fly directly into enemy planes or dive bomb towards the ground.
[[/folder]]

[[folder:Confederation Units]]
* GarrisonableStructures: Any infantry can garrison inside a Revolutionary Headquarters or a Resistance Tunnel entrance spawned by the Insurgency support power, which are all connected to each other, so units can enter and exit from any entrance. No one can fire from any of the tunnel entrances.
* SmokeOut: Dark Shroud calls in a plane to drop a cloud of black smoke that severely reduces the targeting capabilities of whatever inside.
* TemporaryBlindness: Any units standing in a Dark Shroud are blinded, losing firepower temporarily.

!!Flamethrower
----
* FireBreathingWeapon: Their flamethrower.
* FlamethrowerBackfire: When a Flamethrower is killed, their volatile ammunition violently explodes.
* HerdHittingAttack: Their flamers cover a wide area, making it easy to eliminate entire infantry squads.

!!Firebrand
----
* AntiStructure: Firebrands primarily serve to sneak past foes to burn down their base. Their bombs are also moderately effective against infantry, but they are hardly cost-effective in such a direct combat role.
* MolotovCocktail: The Firebrand serves to burn buildings down with a relentless hail of Molotov cocktails.

!!Dante
----
* DroneDeployer: Dante can carry up to 3 Fury Drones and deploy them to so they can jump on enemies and detonate.
* OneHitPolykill: Dante's sniper rifle deals damage to everything in their path (with a few exceptions).
* SniperRifle: Dante uses one to snipe enemy infantry from long ranges.
* SnipingTheCockpit: Dante can kill drivers of enemy non-tier 4 land vehicles if their HP is low enough and if they have drivers at the first place.

!!Siege Chopper
----
* DualModeUnit: When in flight, the Siege Chopper uses heavy machine guns to shred infantry and aircraft. When deployed, it takes to the ground and switches to a long-ranged artillery piece.
* SiegeEngines: A deployed Siege Chopper can bombard static defences from well outside retaliatory range or act as static defences themselves.

!!Blitzer
----
* GatheringSteam: The Blitzer's organ gun gains firing speed and range over several seconds, making it harder for enemies to escape.
* MoreDakka: The Blitzer's rotary cannon is capable of firing at a remarkably fast rate, which increases as the barrel spins up to full speed.

!!Vandal Scraptank
----
* AntiAir: Vandals gain anti-air missiles when promoted to veteran.
* MagikarpPower: When first called into battle, the Vandal is a hastily-constructed and not very strong tank, but it grows stronger from veterancy levels than other units do (notably, the game code treats the Vandal's veterancy levels as three distinct units, with significant improvements in armour and weapons from one level to the next, as well as visual differences).

!!Cazador
----
* CannedOrdersOverLoudspeaker: A Cazador has a loudspeaker that broadcasts inspiring propaganda to boost infantry morale.
* DamageIncreasingDebuff: The Cazador fires a flare that illuminates the area, reducing the armour of units by 50% and buildings by 25% (friend or foe).
* MookCommander: Cazadors boost the firepower of basic infantry beneath them by 35%.

!!Yak
----
* BreakOutTheMuseumPiece: The Yak is an outdated aircraft that has been phased out by all Soviet nations except the Confederation because they can't mass produce Sukhoi.
* ContinuityNod: The Yak is the same unit from the first ''[[VideoGame/CommandAndConquerRedAlert Red Alert]]''. Bonus points for being described as an outdated aircraft replaced by the Sukhoi that only the Confederation still uses.
* DefeatEqualsExplosion: When a Yak is shot down, the explosives inside it will set off where the falling carcass lands.
* NotEvenBotheringWithTheAccent: The Yak, a unit from Latin America, was voiced by a Hungarian voice actor who speaks in his native accent.
* WhatAPieceOfJunk: According to the manual, Yaks are outdated excuses of planes that can do little more than firing their inaccurate, obsolete machine guns at infantry and light vehicle masses. In the game itself, they are a cheap and fairly effective anti-infantry jet for the Confederation.
[[/folder]]

[[folder:Stolen Tech Units]]
!!Yuri Prime
----
* CharmPerson: Yuri Prime is capable of mind controlling enemy units.
* PowerFloats: Yuri Prime enters battle on a telekinetically-controlled floating chariot that allows him to hover over water.

!!Devilspawn
----
* DrillTank: A Devilspawn can tunnel and travel underground as if it was air.
* FireBreathingWeapon: The Devilspawn's main weapon is a flamethrower.

!!Stalin's Fist
----
* SiegeEngines: The Stalin's Fist's nuclear shells can deal devastating damage to buildings from beyond retaliation range.
* YouNukeEm: An artillery piece that fires tactical nuclear shells at the target.
[[/folder]]

!Others
[[folder:Shared Units]]
!!Attack Dog
----
* AngryGuardDog: They are excellent scouts and able to maul most infantry to death.
* BeastOfBattle: Specially trained attack dogs.
* CloseRangeCombatant: Attack Dogs are only armed with their own teeth and need to get close in order to bite enemy soldiers.
* CripplingOverspecialization: They are able to instantly kill most infantry, but are utterly useless against everything else.
* EvilDetectingDog: Can detect spies that most other units can't.
* FragileSpeedster: To make sure the dogs are able to remain agile, they are equipped with only the lightest armour.
* HypnosisProofDogs: Mind control do not affect dogs, making them a good counter to Psi Corps Troopers.
* NoSell: Being beasts, dogs are completely immune to mind control and confusion.
* OneHitKill: Any infantry attacked by a dog is killed instantly.

!!Engineer
----
* AllYourBaseAreBelongToUs: Engineers are able to capture neutral or enemy buildings.
* BombDisposal: They can defuse bombs planted by Crazy Ivans.
* EnemyExchangeProgram: Standard for ''VideoGame/CommandAndConquer'' games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
* TheEngineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside an IFV or Scorcher.
* MookMedic: An Engineer can enter an IFV or Scorcher to repair other vehicles.
* SupportPartyMember: Though an Engineer has many uses, he is unarmed.

!!Mobile Construction Vehicle
----
* BaseOnWheels: The MCV is a vehicle that can build other buildings.
* EnemyExchangeProgram: Infiltrating an enemy Construction Yard of the opposing faction unlocks a stolen version of their respective MCV, which is more expensive to build but is otherwise fully functional.
* MobileFactory: Their purpose is to build other structures.
* StartingUnits: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction, though more can't be built until you get a War Factory out, which will take some time.
* StoneWall: The MCV has great survivability, no weapons and no way to harm enemies except crushing them.
* WorkerUnit: It is needed to build structures and losing the MCV without being able to replace it usually means losing the game. It also provides a stready trickle of income in the form of a support power (called Secure Funding by the Allies and People's Tribute by the Soviets), which automatically provides 600 credits every 90 seconds.

!!Amphibious Transport
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* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for land units.
* DefenselessTransports: An Amphibious Transport has no weapons to defend itself.
* StoneWall: Standard for amphibious transports across the series, they are very durable and cannot defend themselves.

!!Lifeboat/Rig
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* MookMedic: The Lifeboat and Rig's sole role is to repair other ships.
* NoSelfBuffs: A Lifeboat or Rig can only repair other ships, not itself.

!!War Turtle/Crocodile
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* DroneDeployer: This unit is unarmed by itself and instead serves as a platform for a small helicopter to attack from afar.
[[/folder]]

[[folder:Secret Lab Units]]
* MercenaryUnits: These units can be trained by any player who captures a neutral Secret Lab, regardless of faction or subfaction.
* PrivateMilitaryContractors: These units are the result of a corporate-sponsored weapons testing program.
* WorkerUnit: Secret Lab units earn money with every kill and can serve as a secondary economy.

!!Initiate
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* PlayingWithFire: Initiates are pyrokinetics who attack by igniting fires with their psychic powers.
* PsychicPowers: Initiates are equipped with psychic apparatuses that allow them to create and manipulate fire with thought alone.

!!Virus
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* CripplingOverspecialization: Viruses are able to kill infantry from a long range, but can't even scratch vehicles.
* CruelAndUnusualDeath: The Virus' sniper rifle injects a lethal blend of neurotoxins and highly secret microbes into an enemy combatant, killing the victim immediately. Subsequently, the microorganisms will rapidly devour the body from the inside out, producing a cloud of gas that is quite hostile to human life.
* LivingWeapon: The Virus fires special darts filled with a biologically engineered pathogen, killing the host instantly and releasing a toxic gas cloud.
* LongRangeFighter: They can fire from very far but their slow reload speed makes them ill-suited for direct combat.
* PoisonedWeapons: The Virus' bullets are filled with a biologically engineered pathogen and neurotoxins.
* SniperRifle: Their weapon is a sniper rifle.

!!Lasher Tank
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* AscendedGlitch: Despite being a tier 1 vehicle, the Lasher cannot be copied by the Duplication Facility (which creates a copy of every created tier 1-2 non-miner, non-MCV vehicle). While initially reported as a bug, this was later kept in the game and deemed acceptable since Lashers can make money unlike Liberties or Hammers.

!!Magnetron
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* GlassCannon: Standard for all artillery. They can destroy buildings in seconds, and can be destroyed in seconds by most units as well.
* MagneticWeapons: The Magnetron uses incredibly powerful magnets to provide support on the battlefield, grouping enemy vehicles together and dealing damage to infantry and buildings.
* SiegeEngines: The Magnetron's cannon outranges most base defences and is strong against buildings.

!!Chaos Drone
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* DefeatEqualsExplosion: A destroyed Chaos Drone explodes, releasing one last chaos gas attack that affects both friend and foe.
* FriendlyFireproof: When the Chaos Drone releases chaos gas by itself, friendly units within the area are not affected, though when it's destroyed, both friend and foe will be hit by the explosion.
* HatePlague: Chaos Drones can send units around them into a state of confusion where they attack any target, friend or foe, for a short time.

!!Floating Disc
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* FlyingSaucer: The Floating Disc strongly resembles a classic UFO from the late 40's.
* RayGun: Floating Discs are armed with a unique beam weapon that dissolves organic material, causing flesh to deteriorate and armour to take substantial damage.
* VideoGameStealing: Equipped with what most commanders call a 'parasite pull', the Floating Disc can siphon credits from an opponent once it hovers above an enemy refinery.
[[/folder]]
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