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Characters / Command & Conquer: Red Alert Series — Allied Units

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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.


  • Bandit Mook: In Red Alert 2 and Red Alert 3, when a spy infiltrates an enemy Refinery, you'll steal money from its owner.
  • Bears Are Bad News: In 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!".
  • Cast from Money: In Red Alert 3, Spies have a skill that converts a nearby enemy unit to his side, for a price. It's the only money-draining skill in the game.
  • Composite Character: In Red Alert 2, they gain the Thief's ability to steal money if they infiltrate into an Ore Refinery. In Red Alert 3, Their bribe ability also gives them a form of the Yuri Clone's mind control, limited by your cash reserves, and placing them into IFVs lets them take on the role of the now-absent British Sniper.
  • Defog of War: Zig-zagged depending on the game.
    • In Red Alert 1, infiltrating an enemy Radar Dome will allow you to see all enemy units and what they see (including stealth units like submarines), basically revealing the shroud for you over time. This can be handy in the earlier single-player missions before you access the Tech Center with Spy Satellite.
    • In Red Alert 2, they actually subvert this for your enemy. Infiltrating an enemy Radar Tower, Psychic Radar, or Air Force Command will sabotage their radar and reset the shroud. It's more of a nuisance for human players, if anything. Obviously, the A.I is never fazed by this and the Allied Spy Satellite Uplink can nullify this anyway.
    • In Red Alert 3, there is no more "shroud" anymore covering the map. However, infiltrating an enemy Construction Yard will permanently reveal the fog of war around the structure and keep it revealed until it is destroyed or sold.
  • Difficult, but Awesome: Infiltration consistently gives a great advantage to the player, whether it be temporarily disabling the power by infiltrating a power structure, giving permanent initial veterancy to friendly units and unlocking special units in Red Alert 2 or disabling enemy production or tier 3 units (causing flying ones to instantly crash) in Red Alert 3. The problem with this is that it is very easy to counter Spies just by using scout units, which are incredibly cheap, or using walls, which are also incredibly cheap, to block off any structure, whether it be a power structure, a Construction Yard, or a production or tech structure as well.
  • Dressing as the Enemy: In Red Alert 2 and Red Alert 3, they can disguise into any infantry, even dog and bear. In Red Alert 1, Spy appear as rifle infantry wearing enemy house colours.
  • 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.
  • Imposter Forgot One Detail: Two humorous examples depending on the game:
  • Latex Perfection: They can disguise as any infantry unit to the point the enemy can't distinguish them from their own units. This includes dogs and bears.
  • No Celebrities Were Harmed: Their voice is pretty clearly modeled after Sean Connery.
  • Non-Combat EXP: In Red Alert 2, sneaking an 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.
  • Power Nullifier: In Red Alert 3, a Spy infiltrating a Tech Structure required for Tier 3 (Allied Defense Bureau, Soviet Battle Lab, or Empire Nanotech Mainframe) will temporarily disable all Tier 3 units owned by the target structure's owner. In case of Tier 3 airborne units (Harbinger Gunship, Century Bomber, Kirov Airship, Giga-Fortress on Sky Mode), they are all One Hit Killed.
  • Sniper Rifle: Their weapons when garrisoned in a multigunner turret or an IFV in Red Alert 3.
  • Tuxedo and Martini: Spy appears at least to the Allies, as a man in a dapper (if combat-inappropriate) tuxedo-and-bowtie; selecting him or giving him an order causes him to reply in a Connery-ish voice. Of course, to opponents (i.e., the Soviets) he looks like one of their own units, unless discovered by a guard dog.
  • Weaksauce Weakness:
    • In all games, attack dogs and their equivalents, as they are the only units that will attack a disguised Spy on their own.
    • In Yuri's Revenge they are completely useless against a Yuri player because all their psychic units and buildings can see through disguises and mind control a disguised Spy as soon as he gets into their range.
    • Futhermore, spies can be crushed by enemy vehicles even when disguised.note  This means that spies can be vulnerable to tanks or resource gatherers that simply and inadvertently run them over.
    Red Alert 1 

Rocket Soldier

Type: Infantry
Role: Ant-Armor/Anti-Air
Weapons: Dragon TOW Rockets & FIM-43 Redeye Missiles
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.


  • Anti-Air/Anti-Vehicle: Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.
  • Boring, but Practical: Very few units in the game can beat Rocket Soldiers in bang-for-buck value and when spammed, they can often beat out most vehicle spams in terms of damage output, but require protection from other units. They're also very useful in base defense as they can attack against ground, sea and air targets and don't require any power.
  • Glass Cannon: They have a high damage output against vehicles and buildings, but they are still just squishy infantry and need protection from other units to avoid getting run over or gunned down by rifle and machine gun fire.

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.


  • Awesome, but Impractical: While the Thief can steal a large amount of money, not being able to cloak meant getting one to building was more trouble than it was worth. Hence in later games the Thief was removed and the Spy instead could steal money depending on what building he infiltrated.
  • Bandit Mook: Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.
  • Black Cloak: Thieves' in-game renders with somehow bear resemblances to Zorro or Tuxedo Mask.
  • 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.


  • Deep South: Talks like a stereotypical redneck.
  • The Engineer: The Mechanic type.
  • Mook Medic: The Mechanic functions like a Medic, but it works on vehicles and not on infantry. If a mechanic was to enter a transport such as an APC, he had to repair it before entering, probably due to engine limitations.
  • Support Party Member: Has no means of attacking, but can repair friendly vehicles.

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.


  • Cool Car: The Ranger is cheap and easy to produce. It can be used as a scout to explore the battlefield and to harass enemy bases especially when in conjunction with Light Tanks.
  • Fragile Speedster: The Ranger is quick enough to out-maneuver most vehicles, but its armour is less than stellar, so it should avoid direct hits from anti-tank weaponry.

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.
  • Fragile Speedster: The weakest of all the main battle tanks in the game, but it's also the fastest and cheapest. The Light Tank excels at kiting enemies, running over infantry, and overwhelming with sheer numbers.
  • Tank Goodness: The Light Tank is the smallest and quickest tank in the game; its footprint and speed allows it to dodge enemy tank shells if directed properly. It is among the fastest armored tracked vehicles in the game, only beaten by the APC and the Minelayers. Like other armored tracked vehicles, it can run over infantry and it is well suited to this due to its speed.
  • Zerg Rush: The only way they can do in direct confrontation against Soviet tanks.

Medium Tank

Type: Vehicle
Role: Armored Assault
Weapons: 105mm 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 Light Tanks destroy the threat.


  • Anachronism Stew: The Medium Tank is similar to its Tiberian Dawn equivalent, down to having the exact same cameo image, which means the Allied Nations can somehow build M1 Abrams tanks during the 1950's.
  • Gameplay and Story Segregation: While the manual states that the Medium Tank has a 105mm cannon, in-game, the Medium Tank's cannon is programmed to fire 90mm shells.
  • Jack of All Stats: The Medium Tank has fine armor, firepower and speed, making it the most versatile tank in the game. It is not particularly good at anything without a numerical advantage, however.
  • Tank Goodness: Despite the Heavy Tank's advantage of two main guns, allowing it to produce almost twice as much raw firepower during initial contact as its Allied counterpart, the Medium Tank is faster, less expensive and quicker to build.

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.


  • Support Party Member: Has no weapons to directly combat enemy units (apart from crushing infantry under its treads) but capable of laying mines to deter or destroy approaching enemy vehicles.
  • Trap Master: The Anti-tank Minelayer lays anti-vehicle mines that can badly damage a Heavy Tank, destroy a V2 rocket launcher and do moderate damage to a Mammoth Tank.

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.


  • Area of Effect: Against infantry, is able to mortally wound, if not kill, large groups of them with one shot.
  • BFG: An 155mm gun.
  • Fixed Forward-Facing Weapon: It does not have a turret, as it's essentially a big cannon on wheels.
  • Glass Cannon: A near-textbook example. It deals a lot of damage with its projectiles, but it's slow and fragile. Without protection from other units, the Artillery won't get anywhere.
  • Siege Engines: The Artillery is Allied's primary long range building buster. Tesla coils however had even greater range than artillery pieces, and enough power to melt them to scrap in one blast.

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.


  • Awesome Personnel Carrier: The APC is small, heavily armoured and fast. Mounting a small machine gun, it is effective against all infantry. Its speed and ability to crush infantry make it highly effective against soldiers of all types, with the exception of the shock troopers, whose armoured suits prevented crushing.
  • Stone Wall: The APC has heavy armor, but only a light machine gun. Though it is meant to carry troops around the field, it is almost always used as a stone wall unit.

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.
  • Fog of War: It would temporarily stop the opponent's Radar Dome from working if it got within range. Unsurprisingly its range is pathetically short.
  • Support Party Member: Has no means of attacking but can disable enemy radar and anti-air defense.

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.


  • Glass Cannon: Its mobility is unmatched among vehicles thanks to its ability to chronoshift to any location in a map, and while it does not attack very quickly, but it packs the most firepower among Allied tanks in Red Alert 1 (and it's second only to the Mammoth Tank overall). The same cannot be said about their armor, though, being the most fragile tank in the game, especially considering it's the most expensive tank, costing a hefty $2400 to build.
  • Teleportation: In addition to conventional movement, it can also instantly 'Chronoshift' to any location on the map.

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 freshly revealed terrain behind it, meaning you're generally not too effective at sneaking.
  • Fog of War: The unit is literally a gap generator on wheels, deploying gap effect continuously while on the move. When the unit mobilizes, the gap field follows its path accordingly.

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: It can bend light in the visible part of the spectrum around it, rendering it effectively invisible to the naked eye.

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


  • Cool Plane: It is equipped with heavy armour, sophisticated targeting equipment and several missile launchers. Its powerful missiles and great speed enable it to hunt enemy vehicles, particularly fragile V-2 missile launchers. Other units, such as Heavy tanks, are equally vulnerable because of their lack of anti-aircraft armament. The Longbow's heavy armour means that they could withstand at least a few volleys of missiles, and could even engage Mammoth Tanks for limited durations with a decent chance of survival.
  • Macross Missile Massacre: It's capable of firing a barrage of 10 missiles against ground target before reload at an Helipad.

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.


  • Cool Boat: The fastest and lightest of the Allied naval vessels, the Gunboat is good at scouting naval routes, and detecting Submarines before they can cause any mischief.
  • Zerg Rush: Only costs 500 credit, it easy to spam them with large number.

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. It also has a depth charge launcher that shoots out two depth charges at submarines.


  • Anti-Air: The only naval unit in Red Alert 1 that can attack aircraft.
  • Cool Ship: 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. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission.
  • 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.
  • Units Not to Scale: It's a warship, which in this game doesn't appear all that bigger than a tank.

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 siege Cruiser can decimate an enemy base in minutes, has a good radius of splash damage, and with proper mircomanagement, can even be reasonably accurate. The Cruiser proved so successful, that the Soviets developed their own Missile Sub to catch up with the Allied naval siege prowess.


  • BFG: The Cruiser is armed with two 8-inch guns in two twin turrets which fires long-range explosive shells that can devastate enemy bases.
  • Cool Ship: Ultra long-range siege Cruisers who can batter enemy fortifications with 8-inch explosive shells. Their firepower is great enough to reduce many structures to rubble with direct hits; even Construction Yards can't withstand Cruiser fire for long.
  • Long-Range Fighter: The firing range of the Cruiser is the longest in the game, being able to reach targets several screens away which gives it considerable coverage on maps.
  • Mighty Glacier: Cruiser hit hard and are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.
  • Non-Indicative Name: These engines of destruction are merely classified as Cruisers but by gameplay standards, they're more like battleships due to the absence of any heavier ships or subs. The sequel introduced the Aircraft Carrier to the Allies, while the Aegis Cruiser would fill the cruiser role, but only for aerial targets.
  • Powerful, but Inaccurate: Directly selecting targets tends to make the 8 inch guns unable to hit the broadside of a barn. Thus it is necessary to learn where to force-fire to strike reliably, so you can take advantage of the Cruiser's extreme range.
  • Siege Engines: Armed with two 8-inch guns in two twin turrets capable of delivering their shell over huge distances with devastate power, the Cruiser is capable of leveling any enemy base to the ground with ease with proper micromanagement by the player to overcome their accuracy quirks.
    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: Really expensive cannon fodder, but fulfills the same role.
  • Deployable Cover: Can deploy sandbags which gives them increased resistance and also allows them to use their machine guns, but makes them immobile.
  • 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.
  • Starting Units: For the Allies, although unlike the Soviet Conscript they serve a dedicated anti-infantry role.

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.


  • Boring, but Practical: Sniper insta-kills all enemy infantry, can hide in buildings and parachute assault. A few of these guys, a couple of Grizzlies and an anti-air unit, and you're laughing.
  • Crippling Overspecialization: They can one-shot most infantry, but they'll be dead if you send in vehicles or air units.
  • Foil: To the Tank Destroyer - both are country-specific units for the Allies that deal very high damage to only one kind of unit (infantry for Snipers, vehicles for the Tank Destroyer) but are completely useless against everything else.
  • Long-Range Fighter: They can fire from very far but once you get close to them there isn't much that they can do.
  • One-Hit Kill: They can one-shot almost every infantry unit.
  • Sniper Rifle: Their weapon is a sniper rifle.

Guardian GI

Type: Infantry
Role: Heavy Ground Combat
Weapons: M60/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-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
  • 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.
  • Deployable Cover: Same with GI, but using metal plates instead which makes them impervious from getting roadkilled by vehicles, except the Allied Battle Fortress.
  • Obvious Rule Patch: Guardian GI is purpose-built to counter armor, seems to have been introduced solely to undercut the power of the Soviet Rhino tank rush strategy.

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 defense and air-to-ground attacks on weaker targets.


  • Anti-Air: One of the few air units in the series that can attack other air units. This makes them especially effective against V3 rockets or slow aircraft.
  • Airborne Mook: They’re constantly flying.
  • 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, and the design of the jetpack used in Red Alert 2 resembles the one used by The Rocketeer.
  • Fragile Speedster: Though their high speed and maneuverability makes them excellent scouts, they are very vulnerable to anti-air emplacements.
  • Jetpack: Naturally, they fly with one.
  • Midair Bobbing: Their idle animation features them bobbing mid-air. When they are moving or attacking they stay perfectly still.

Navy SEAL

Type: Infantry
Role: Special Forces
Weapons: H&K MP-5, C4 Charges
Trained at: Barracks
"How 'bout a swim?'

Equipped with a high-powered machine gun, SEALs are excellent against enemy infantry and can defend themselves against naval vessels as well. Like Tanya, Seals use C4 charges to detonate enemy structures and vessels, but are unable to do the same with land vehicles.


  • Ascended Extra: In the vanilla Red Alert 2 Allied campaign, the Navy SEALs were only available in certain single player missions. However, in the Yuri's Revenge expansion they become a standard Allied unit and are available for campaign, skirmish, and multiplayer matches.
  • Badass Boast
    "A lil' C4 knockin' at your door"
    "Who's your daddy?"
  • Bond One-Liner
    "This is too easy"
    "Goin' down!"
    "Special Delivery!"
  • Fun with Acronyms: Navy Special Warfare Development Group (The real force is named after "Sea, Air, Land Teams".)
  • One-Man Army: A single SEAL can decimate an entire army of basic infantry.
  • Stuff Blowing Up: They can use their C4 charges to quickly demolish enemy structures.
  • Super Swimming Skills: Can swim the entire length of the English Channel.

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.


  • Flash Step: The recommended way of moving, as longer jumps require longer recharges.
  • Glass Cannon: They can erase practically any ground unit one-on-one thanks to their weapons disabling the target. In the end, however, Chrono Legionnaires are infantry, and fragile infantry at that given their cost and high tech requirements, and unless multiple Legionnaires are used on the same target, it can take a very long time to erase them.
  • Mundane Utility: Targets under the effect of the Chrono Legionnaire's weapon are invulnerable until either they are erased, or the Legionnaire switches targets. This means that Chrono Legionnaires can be used to protect valuable targets, such as Construction Yards, from a single, devastating attack without using Force Shield. It has to be timed correctly, however, to ensure the target you're asking them to shield is not erased in the process.
  • One-Way Visor: Artwork depicts them as having one.
  • Power-Up Letdown: Due to an oversight in Yuri's Revenge, when promoted to Elite, the Chrono Legionnaire loses his ability to fire over walls.
  • Pre-Asskicking One-Liner:
    "They're history."
  • 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. Oddly enough, it has absolutely no noticeable side effects on the rest of the world.
  • Teleportation: Their only form of movement, they can't actually walk to a location.

Chrono Commando

Type: Infantry
Role: Special Forces
Weapons: Rifle, Instant C4 Charges
Trained at: Barracks
"How 'bout a swim?'

If a Spy manages to infiltrate an Allied Battle Lab, Chrono Commandos can be trained in the barracks (Allied Barracks only in the base games). These improved NAVY SEALs are equipped with the same chrono shift technology that allows Chrono Legionnaires to teleport across the battlefield, as well as improved C4 charges that instantly destroy a building after being planted.


  • Badass Boast
    "A lil' C4 knockin' at your door"
    "Who's your daddy?"
  • Bond One-Liner
    "This is too easy"
    "Goin' down!"
    "Special Delivery!"
  • Composite Character: A combination between the NAVY SEALs's ability to decimate infantry and blow up buildings with the Chrono Legionnaire's method of transportation (replacing the SEAL's ability to swim).
  • Difficult, but Awesome: They're very hard to get, requiring you to infiltrate an Allied Battle Lab, something that requires you to stage a massive distraction just to get a Spy inside, but once you actually manage to unlock them, you've literally already won as long as you have enough credits, as they're capable to doing everything a Navy SEAL can do as well as having instantly detonating C4 charges and the ability to teleport like a Chrono Legionnaire. Once you have enough of them, combined with the Spy Sattelite, you can defeat the enemy in just a few seconds.
  • Hoist by Their Own Petard: Instant-detonation C4 charges sound great until you try to use them on Nuclear Reactors or Oil Derricks. The Chrono Commando is instantly killed by the blast, whereas other demolition units can find time to escape.
  • One-Man Army: A single Chrono Commando can decimate an entire army of basic infantry or instantly destroy any building of their choice.
  • Purposely Overpowered: They're one of the best infantry units in the entire game due to their wide array of overpowered abilities, which is why it's safe to say why they're aren't regularly available and require the Commander to infiltrate an Allied Battle Lab.
  • Stuff Blowing Up: They can use their C4 charges to instantly demolish enemy structures.

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: When carrying a Crazy Ivan, Chrono Ivan, or Terrorist, IFV becomes a variant of the Demolition Truck which blows up and spread radiation.
  • Adaptive Armor: IFV is an adaptive vehicle that would power up any infantry put inside (including the other factions).
  • Anti-Air: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Anti-Vehicle: When carrying a Guardian GI, IFV missile is more effect again tank but weak agains infantry and buildings. But when it reaches Elite veterancy, however, its weapons become extremely powerful that a group of them can destroy tanks and structures in seconds.
  • 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.
  • Boring, but Practical:
    • Overall, the IFV is cheap and quick to build, which makes it easy to spam. Plus, their default attack is a missile that's capable of engaging aircraft and ground units. These two facts make the IFV a good counter to Soviet Kirovs or Yuri's Floating Discs.
    • Putting an Attack Dog in an IFV doesn't change its weapon, but it DOES give the IFV the spy detection range of the dog.
    • Putting an Engineer within the IFV takes away its ability to attack entirely, but, in exchange, makes it into the only unit in the game capable of field repairs outside of your base.
  • Dual Mode Unit: The IFV can carry a single infantryman, and swaps out its missiles for a different weapon depending on which trooper is in it.
  • Experience Booster: One of the easiest ways to promote an IFV into Elite rank is to send in a Sniper and let it dispatch enemy infantry while quickly gaining up veterancy.
  • Fragile Speedster: When not Elite and unmanned, the IFV is very fast and has weapons that deal with all units fairly well, but it's frail and does not deal much damage.
  • Glass Cannon: An unmanned Elite IFV is one of the best vehicles in the game in terms of damage output and still has the speed to back it up, but it can be taken down in a few tank shells.
  • Jack of All Stats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently. It is generally not better than an equivalent vehicle with the same role.
  • Kill It with Fire: When carrying an Initiate, IFV turret fire an enhanced version of Initiate pyrokinesis.
  • Lightning Gun: When carrying Tesla Trooper, IFV turret changes to one similar to the Tesla Tank only fire faster and has a longer range.
  • Macross Missile Massacre: Is quite capable of triple-M'ing when it's fully promoted. Rack up as many elite Rocket IFVs and you can guarantee that you'll have a real triple-M show.
  • Mind over Matter: When carrying any Yuri unit variant, IFV turret uses the anti-infantry psi-blast ability of these infantry, killing a group of enemy troops.
  • Mook Medic: When carrying Engineers it can repair other vehicles, allowing Allied vehicles to live longer on the battlefield.
  • Power-Up Letdown: When Elite, the IFV tends to fare worse when it's carrying infantry as they are only barely faster-attacking than a Veteran IFV, and get none of the dramatic attacking boosts from the Elite rank. Only very specific units, such as Attack Dogs, Navy SEALs or Snipers can be sent into an Elite IFV without making it look useless.
  • Ret-Gone: When carrying a Chrono Legionnaire, the IFV turret has the same weapon but with more speed and range.
  • Sniper Rifle: When carrying a Spy, Sniper, or Virus, the IFV turret has the same weapon but with more speed and range
  • Splash Damage: When carrying a Flak Trooper, the IFV turret fires flak shells that can damage multiple units at once provided they're close together.
  • Violation of Common Sense:
    • An IFV manned by a Crazy Ivan or a Terrorist becomes a suicide attacker that leaves a little area filled with radiation upon blowing up, pretty much becoming a mini-Demolition Truck. Neither Crazy Ivans nor Terrorists leave radiation with their bombs when outside of an IFV.
    • Both IFVs and Flak Troopers can attack air units. An IFV with a Flak Trooper loaded inside cannot attack air units.

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.


  • Hit-and-Run Tactics: Because the Grizzly is cheaper and faster than the Rhino Heavy Tank, it can be used for this strategy.
  • Starting Units: For the Allies, they are basic, unremarkable and available to build right away.
  • Tank Goodness: The Grizzly is one of the fastest tanks in RA 2, easily outpacing its Soviet counterpart, the Rhino. It is also an inexpensive unit to build, making it easy to mass produce quickly. These attributes combine to make a unit that is tailor built for swarming hit-and-run tactics, with an above decent damage rating that makes the Grizzly a potent threat to enemy structures and vehicles.
  • 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.


  • Regenerating Health: Chrono Miners self-repair slowly, up to 50% health.
  • Stone Wall: Though unarmed, it's very durable as is the standard for miners.
  • Teleportation: The Chrono Miner can instantly teleport to any Ore Refinery, which also ejects any Terror Drone infecting it.
  • Worker Unit: Gathers ore and gem to facilitate the player's economy.

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.


  • A.I. Breaker: As long as the Mirage Tank does not turn, the enemy will not try to attack them.
  • Fixed Forward-Facing Weapon: Is turret is in a fixed position, so the whole vehicle must turn in order to engage a target. This is because of gameplay limitations for its disguise ability.
  • Foil: To the Prism Tank. They are experimental Glass Cannon tanks designed by Albert Einstein, both are very good against infantry, but while the Mirage Tank is much stronger against vehicles than against buildings, the Prism Tank is much stronger against buildings than against vehicles.
  • Glass Cannon: A group consisting of 3 to 4 Mirage Tanks can quickly destroy an Apocalypse tank, but its armor is paper-thin.
  • Mobile Shrubbery: The Mirage Tank has the unique ability to camouflage itself as a tree or rock as long as the tank is stationary.
  • Nobody Here but Us Statues: Mirage Tank has the ability to disguise itself as a tree when not moving. One of his quotes? "Nobody here but us trees!"
  • Playing with Fire: Armed with an infrared laser cannon, it can ignite infantry with a maximum of two shots and is highly effective against vehicle armor.
  • Pungeon Master: The radio operator has a habit of making tree-related puns.

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.
  • Fragile Speedster: The Robot Tank is very fast, but not particularly powerful and can't take too many hits.
  • Hover Tank: Robot Tank can traverse any body of water with ease, allowing it to attack unsuspecting enemies from almost any direction.
  • Mecha-Mooks: They are AI controlled and 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.
  • This Looks Like a Job for Aquaman: It's difficult to consider the Robot Tank over the very statistically-similar Grizzly Tank as it's further on the tech tree, cannot gain promotions, and is disabled if the owner runs out of power or loses the Robot Control Center. There are two circumstances, however, in which the Robot Tank excels on - against Yuri enemies, thanks to its immunity to mind-control, and maps with large bodies of water, which Robot Tanks can use to attack from often-unprotected spots (something the AI tends to do when playing as an Allied nation).
  • Weaksauce Weakness: Unlike the self-sustaining Terror Drone (their Soviet counterpart), Robot Tanks are dependent on both the Robot Control Center being intact and a sustainable level of power. If the Control Center is destroyed or the base runs low on power, the Robot Tank will be disabled and become completely helpless and harmless. And if they're hovering over the water at the moment, they will deactivate and instantly sink to the bottom.

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 almost any vehicle, even enemy Apocalypse Tanks, walls and Commandos, who ordinarily can't be crushed (the only vehicles it cannot crush are MCVs, Slave Miners and other Battle Fortresses). Up to five infantry units can be housed inside it and fire their weapons from inside.
  • Badass Boast
    "We will trample our enemies!"
    "Nothing can stop us!"
    "Let's make a warpath!"
  • Brave Scot: Their pilots are all Hot-Blooded scots with thick accents.
  • Car Fu: Its size makes it one of the few vehicles that can crush other vehicles.
  • Master of All: With five infantry slots in which garrisoned units can shoot from, Battle Fortresses can be tweaked to deal with practically every threat. The most common composition is a majority of Guardian GIs and a Sniper or a Navy SEAL to deal with most infantry, vehicles or airships, but the possibilities are almost endless - you can use multiple Chrono Legionnaiers to quickly disable and erase every unit, or send multiple Yuri Clones to have a poor man's Mastermind. Base defenses are the only opposition Battle Fortresses cannot garrison units to deal with; everything else can be countered in some way.
  • Mighty Glacier: The Battle Fortress is very tough and can easily outgun actual tanks when garrisoned, but it's extremely slow.
  • My Master, Right or Wrong: If a Battle Fortress gets mind-controlled, any infantry inside will also obey the pilot's orders (as the pilot is obeying the player that controls them). However, they will go back to their original commander if they are released from the Fortress itself.
  • Stone Wall: The Battle Fortress is one of the most heavily-armored ground vehicles in the game that isn't a Miner or MCV, but it's also one of the most lightly armed vehicles, only carrying a weak machine gun and the ability to crush other vehicles. It only moves into Mighty Glacier territory upon having units garrisoned into it.
    "ROLLING THUNDER!!"

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.


  • A.I. Breaker: Prism Tanks outrange every static defense except one and their attacks leap to nearer enemies so the tanks easily and quickly level up when properly micromanaged. The AI doesn't realize the deadly threat and sieges against CPU bases often turn into a massacre while the armored units of the defender sit idle by on the other corner of the base.
  • Beam Spam: Attacks by rapidly firing beams.
  • Energy Weapon: A mobile version of the Prism Tower.
  • Foil: To the Mirage Tank. They are experimental Glass Cannon tanks designed by Albert Einstein, both are very good against infantry, but while the Prism Tank is much stronger against buildings than against vehicles, the Mirage Tank is much stronger against vehicles than against buildings.
  • Glass Cannon: While it fires long-range Frickin' Laser Beams that can hit multiple units (Three or four could destroy an Apocalypse Tank, six will destroy any structure in the game. A group of nine or more prism tanks can overcome just about any land opposition), but two-three shots from the basic Soviet Rhino Tank will take it out.
  • Long-Range Fighter: Prism Tanks can outrange most base defenses, but are weak in a direct fight with their slow rate of fire and weak armour.
  • Recursive Ammo: Since they're not equipped to combine their beams into one super-powered beam like the larger Prism Towers, they instead have their lasers scatter on impact. With sufficient experience, a single one of them can attack a lone tank or sentry gun in an enemy base and end up destroying or severely crippling half of that base.
  • Reflecting Laser: Its Prism beams can diffracts off of targets, causing secondary beams that fly out in all directions, but with an extremely short range.
  • Siege Engines: For the Allied, their Prism beams can hit targets at long range.
  • Splash Damage: Prism Tanks shoot a long-range explosive beam of light every 1 1/2 seconds which deals devastating splash damage to every unit within a small radius of the impact point. This makes it especially powerful as a building destroyer bigger targets like Construction Yards and superweapons take all this damage.
  • Tanks, but No Tanks: The Prism Tank actually bears more resemblance to artillery than tanks, being too lightly armoured to survive on the front line and more suited to attacking bases from afar.
  • Technobabble: In the Yuri's Revenge expansion, the Prism Tank gets its own unique quotes. And while not overly complicated, some of the words are kind of fancy and scientific.
    "Dioptic manifolds clear."
    "Compensating for terrain flux."
    "Intensifying light trajectory."
    "Estimating distortion error."
  • Wave-Motion Gun: Prism Cannon has a flap on the rear which animates when the Cannon is shooting.

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.


  • Anti-Vehicle: It has a large anti-tank cannon mounted on a flexible, tracked platform, which is capable of easily destroying enemy tanks, even punching through the heavy armor of the Apocalypse Tank and ore miners.
  • Badass Boast:
    "No armor's too tough"
    "They gotta get through me first!"
    "Not a tank I can't break!"
    "You call THAT armor?"
    "Let's see who's tougher"
  • Cool, but Inefficient: On paper it is a good a good counter to an early game take rush. In practice, not so much. It can defeat a Rhino Tank on one on, but it's damage is terrible against anything other tanks. Having a fixed turret actually makes it vulnerable to flanking attacks against the type of unit it is supposed to counter.
  • Crippling Overspecialization: The Tank Destroyer does Exactly What It Says on the Tin, with a unique attack type that does very heavy damage to vehicles, but hardly does a scratch on buildings and infantry (although it can still run over them). Even against tanks, it's vulnerable to flanking thanks to its fixed turret. There are also some vehicles it actually loses against, such as Apocalypse Tanks, Battle Fortresses (depends on the composition) and, surprisingly enough, Slave Miners.
  • Fixed Forward-Facing Weapon: Is turret is in a fixed position, so the whole vehicle must turn in order to engage a target.
  • Foil: To the Sniper - both are country-specific units for the Allies that deal very high damage to only one kind of unit (infantry for Snipers, vehicles for the Tank Destroyer) but are completely useless against everything else.
  • Germanic Efficiency:
    "Deutschland's finest"

NightHawk 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: The only airbone transport unit, the Nighthawk Transport helicopter was used by as a method of quickly deploying special forces units wherever they were needed on the battlefield. As it is stealthed against radar, the Nighthawk can be used to transport units undetected through a gap in the anti-air defenses of an enemy base, then deliver them into the heart of the base.
  • 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'.

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.


  • 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.
  • Glass Cannon: Harriers are fast and deal noticeable damage to practically any ground target - for example, three Harrier missiles destroy a single Rhino Tank. The problem Harriers have is actually reaching the target, for they tend to drop like flies to anti-aircraft fire.

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.


  • Boring, but Practical: They're just a replacement for the Harrier that has better health and damage. But they work very well.
  • Eject... Eject... Eject...: One of the Black Eagle quotes when shot down.
  • Lightning Bruiser: Even stronger and sturdier than a Harrier, just five Black Eagles can destroy any building, possibly with some of them returning.
  • Simple, yet Awesome: Black Eagles don't have any fancy abilities. They are just an upgrade over Harriers that hit harder and are more durable while costing the same amount.

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.
  • Attack Animal: Dolphins which are specially trained to assist the military.
  • Crippling Overspecialization: The Dolphin is a dedicated anti-naval unit and cannot attack land unit and aircraft.
  • Fragile Speedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
  • Heroic Dolphin: That can bring down submarines and large warships.
  • Sapient Cetaceans: The Dolphin is the only non-human unit that can be mind-controlled, implying this trope is in effect.
  • Super-Scream: The Dolphin is armed with a sonar amplification device that can sink ships.
  • Weaponized Animal: Dolphins are equipped with sonar weaponry.

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.


  • BFG: It's 155 mm.
  • Cool Plane: The Osprey.
  • Cool Ship: It was not too expensive and could be deployed in large groups. Their cannon was effective against other ships, like Dreadnoughts, and the Ospreys were effective against submarines. They were excellent in defending Aircraft carriers against Soviet and Yuri submarines, and they were also effective in attacking coast-based enemies, clearing the way for Amphibious transports.
  • Fixed Forward-Facing Weapon: Its cannon is in a fixed position, so the whole ship must turn in order to engage a target.
  • Glass Cannon: The Osprey can take out submarines in two volleys, but it's extremely frail.
  • Jack of All Stats: Outside of air enemies, which Destroyers cannot target, they are good units in all fronts, with respectable damage, speed and armor. They are not powerful enough to take down a main battle tank or a submarine one-on-one, but Destroyers make it up in versatility and range.
  • Military Mashup Machine: Beside main cannon with which Destroyer can attack most of targets, they also have landing pad for Ospreys, specialized anti-submarine aircraft.
  • Nerf: It's main gun doesn't have near the range and damage of the Destroyer in the original Red Alert, since the Allies being buffed in Red Alert 2 means they don't need to have overpowered naval units to compensate for the Soviets having better land and air units.
  • True Sight: They can detect stealthed and submerged units in big radius around them.

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.


  • Anti-Air: The Aegis is the main Allied anti-air naval unit.
  • Badass Boast:
    "Protector of the Allied fleet"
    "Let loose the Allied fury"
  • Crippling Overspecialization: The Aegis is a very powerful anti-air unit, but is useless against everything else.
  • Homing Projectile: Like most Anti-Air units in the game that fire missiles, the Aegis Cruiser's home towards their target, so that not even fast units like Black Eagles or Boris's MiGs survive a salvo.
  • 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 Aegis Cruiser is easily capable of taking down a group of 3 Kirov Airships (and maybe more) in 2 seconds, make it become the most powerful 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.


  • Cool Plane: Its Hornet fighters.
  • Drone Deployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Hornet to bombard enemy units from afar.
  • Glass Cannon: Hornets are extremely frail, but they deal enough damage for Aircraft Carriers to essentially work as naval Siege Engines. Against strong defenses, however, Aircraft Carriers will spend more time replacing Hornets than dealing damage with them.
  • Mook Maker: The ship carries a contingent of three Hornet VTOL attack jets armed with homing missiles and capable of repairing, rearming and rebuilding the jets.
  • Siege Engines: Packing several UAV capable of delivering their payload over huge distances with deadly accuracy, the Aircraft Carrier is capable of leveling any enemy base to the ground with ease.
  • Units Not to Scale: Not only the carrier itself, but its Hornets are also much smaller than they should be.
    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.


  • Blown Across the Room: A close shotgun shot sends flying and knocks down nearby infantry for a few seconds. It even works on commandos.
  • Cannon Fodder: Really expensive cannon fodder, but fulfills the same role.
  • Difficult, but Awesome: Unlike the more straightforward Conscripts and Imperial Warriors, Peacekeepers require proper management of their Riot Shield ability as well as getting as close to the enemy as possible to maximize their damage. Done well, however, makes them well worth their cost.
  • Luckily, My Shield Will Protect Me: Peacekeepers look more like riot police then front-line soldiers. Their primary weapon is a Short-Range Shotgun, but they also have a metal shield that they can deploy to protect against bullets, while they slowly walk towards the target in order to unleash their weapon. It even prevents them from getting 1-hit killed by the Shinobi and Tesla Troopers. They are still vulnerable to sniper attacks such as Spies in Multigunner IFVs and Turrets, as well as Natasha, however it will take several shots to bring down a shield-protected Peacekeeper.
  • Meaningful Appearance: Their SWAT officer-esque uniforms aren't just for show. They serve a dual purpose as soldiers and as military police.
  • Shaped Like Itself:
    "Peacekeeper, keeping the peace."
  • Short-Range Shotgun: While their shotguns have similar effective range to Conscripts' and Imperial Warriors' assault rifles, they deal more damage in close range. In addition, any enemy who gets too close will be Blown Across the Room.
  • 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, and when very close to their target, even vehicles might be in trouble. They can knockdown even ninjas and commandos who gets too close, and with proper micromanagement can lock them in a Cycle of Hurting.
  • Splash Damage: Their shotguns can hit multiple infantry and do severe damage to groups of enemy troops.

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.


  • Laser Sight: The Javelin soldiers' launchers can also paint targets with a laser, increasing the troopers' lethality, assuming that they have the time to charge their laser, the target doesn't leave their range or forcing them on the move while "painting" the target. If the lock-on process is complete, the Javelin soldier can activate the missile auto fire that launch near infinite rapid missile fire.
  • Lovable Jock: His personality is more college-football-player than infantryman, using sports terms and referring to the Commander as "coach".
  • Macross Missile Massacre: Their special ability allows them to do this. They require a few seconds of start-up time, but once they get started, they fire a crapton of missiles at a target.
  • Sleeves Are for Wimps: Being a soldier, Javelin Soldiers almost completely covers their body, but still leaves their sculpted arms on display.
  • Token Minority: They're all African-American men. Although it should be noted that the Allied Forces are incredibly diverse anyways, due to being a coalition between the USA and the European Union.

Allied Engineer

Type: Infantry
Role: Field Support
Weapons: None
Trained at: Barracks
"On time as always!"
The Allied version of the engineer. Their special ability is to deploy a tent capable of healing surrounding infantry within the radius of it's effect, making them the only unit in the entire game to be capable of doing such a thing.
  • Butt-Monkey: Like the rest of the engineers, they have unflattering descriptions and undignified lines.
  • Call-Back: They have the exact same voice actor and redone lines as the previous Allied Engineer in Red Alert 2.
  • Divergent Character Evolution: Unlike in Red Alert 2 where the only difference between them and the Soviet Engineers aside from graphics was their voicelines, the Allied Engineers now have the ability to deploy a tent that lets them heal friendly infantry within its radius.
  • The Medic: The only unit in the game capable of healing friendly infantry.
  • No Celebrities Were Harmed: They sound very similar to Jeff Bennett.

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 Red Alert 3: Uprising. They were armed with a cryo-ray freeze weapon which freezes and immobilizes enemies with cold.


  • Absurdly Exclusive Recruiting Standards: Cryo Legionnaires are taken from the ranks of the Peacekeepers (the Allies' basic infantry, essentially SWAT teams with military-grade training), taking only the best of the best, and then those best of the best are further tested in arctic conditions for years until they can be deployed. However, FutureTech wants only the kind of Sociopathic Soldier who can freeze enemies helpless and then deliberately jump into them to kill them, so the physical aspect might not be as important as the mental.
  • The Ahnold: The Cryo Legionnaire's voice is a parody of Arnold Schwarzenegger as Mr. Freeze.
  • Expy:
    • Of Mr. Freeze in Batman & Robin, and to a lesser extent, Arnold Schwarzenegger.
    • Their function as elite infantry of their respective factions who wear Powered Armor and wield element-breathing weapons also make them this towards the Black Hand from Tiberium Wars, with the exception of them not being able to damage infantry outside of their Boost Kick.
  • Foil: They're the Allied equivalent of Tesla Troopers, as they both are equipped with Powered Armor, wield elemental weapons, and constantly make puns based off of their respective element, with the Tesla Trooper making electricity puns and the Cryo Legionnare making puns relating to ice and cold temperatures.
  • Freeze Ray: Cryo Legionnaires can stop entire enemy squads dead in their tracks using their cryo cannons, which quickly freeze surface targets, including unprotected infantry all the way up to entire facilities or armor divisions.
  • Hurricane of Puns: Everything he says are cold-related puns of commonly used terms and Bond One Liners such as "It's snow time!" and "Let's kick some ice!", this said imitating Schwarzenegger's voice, who acted as Mr. Freeze in Batman & Robin. The name of the unit itself is a pun of an Allied unit from RA2.
  • An Ice Person: Cryo Legionnaire can not only freeze whole groups of ground units for capture (or for shatter), but they can walk on (solid) water by flash-freezing the water beneath them, and create ice aircrafts from inside a turret. Being Red Alert, this is combined with a repertoire of hammy, cryohydrous-related dialogue.
  • Jetpack: Boost Kick ability enables Cryo Legionnaires to jump into the air and then crashes down to the ground, which can be useful for shattering frozen targets or leap into or out of battle.
  • Lightning Bruiser: Surprisingly faster than regular infantrymen while on foot, and their overall mobility is probably the best out of all infantry, next to the Empire's Rocket Angels, as not only can they walk on water, but their Boost Kick can also be used to jump up & down cliffs like the Soviet Sickles can.
  • Mechanically Unusual Fighter: To a degree (no pun intended). They're unique in that while their primary attack doesn't damage things, their Boost Kick allows them to destroy anything that they freeze, and are the only unit in the game to function like this.
  • Powered Armor: Their suits are noted as making Tesla Troopers' look downright primitive, and give them vastly increased speed and the ability to walk on water in addition to the usual protection.
  • Pungeon Master:
    "I'm cool with that!"
    "Crystal clear!"
  • Shout-Out: Cryo Legionnaire is a pun of Chrono Legionnaires in Red Alert 2 and also a shout out to Mr. Freeze. Many of the voiceovers are Mr. Freeze's lines ("Let's kick some ice!", "Cool Party", and "The Iceman Cometh").
  • Walk on Water: The unit's profile in the official website say this:
    They may look like they'd sink like a rock, yet Cryo Legionnaires are quite literally capable of skating across watery surfaces. By flash-freezing the water under their feet (thanks to FutureTech's innovative Tundralest leggings), Cryo Legionnaires are always on solid footing even at sea.

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.


  • Amphibious Automobile: Prospectors can traverse land and water with equal ease, because of their automated aqua-sensitive air cushions.
  • Base on Wheels: The Prospector can deploy into a Command Hub, allowing for base expansion beyond the original base radius. This process however, is permanent, and cannot be reverted once performed.
  • Boring, but Practical: Their special ability is that they're simultaneously the Resource Gatherer and Forward Base Expansion unit for the Allies, meaning that they're built by two different buildings instead of one, meaning that the Allies don't even need a War Factory to expand their base, unlike the Soviets, who have to rely on Sputniks.
  • Endearingly Dorky: They have a goofy southern accent and a LOT of their quotes are downright adorable due to their wholesome personalities and enthusiasm.
    (Moving to water) "Golly, look at all that water!"
  • Nice Guy: They probably have the most pleasant and friendly dialogue out of all the Allied units.
  • Prospector: Well, duh.
  • Sweet Home Alabama: The pilots of these units all have thick southern accents and are all incredibly polite in a way that's void of any pretenses or learned behavior; they all come across as being people who are genuinely polite simply because that's who they are by nature!
  • Worker Unit: The Prospector gathers ore and can deploy into a Command Hub, allowing its commander to expand beyond the starting position.

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.


  • Adaptive Armor: Multigunner IFV is an adaptive jeep that would power up any infantry put inside (including the other factions).
  • Anti-Air: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Anti-Vehicle: When carrying a Javelin soldier, it has improved effectiveness against enemy vehicles, but less effective against infantry and aircraft.
  • Awesome Personnel Carrier: Is billed as an IFV despite only carrying one soldier — but its weapon changes to match that unit's specialty (i.e., loading a rocket trooper gives it (more) rocket pods, loading a Cryo Legionnaire gives it an ice beam) — it can even gain weapons from troops of other factions.
  • Awesome Aussie: The drivers have Australian accents. In fact, the IFVs themselves were designed by an unknown Australian company.
  • Beam Spam: When carrying Imperial Warriors, the Multigunner IFV gains a beam gun that is reasonably powerful against not only infantry, but to light vehicles too.
  • Dual Mode Unit: The Multigunner IFV can carry a single infantryman, and swap out its missiles for a different weapon depending on which trooper was in it.
  • Energy Bow: When carrying an Archer Maiden, the Multigunner IFV turret has the same weapon as these infantry, only stronger and with longer range.
  • Fixed Forward-Facing Weapon: Unlike their Red Alert 2 predecessors, Multigunner IFV do not have a turret, which means the entire vehicle has to turn to fire at its target.
  • Freeze Ray: When carrying Cryo Legionnaires, the Multigunner IFV gains a cryo cannon that can even freeze enemy aircraft, instantly killing it.
  • Gatling Good: When carrying a Conscript, the Multigunner IFV gains anti-infantry gatling guns.
  • Jack of All Stats: The adaptation system allows the Multigunner IFV to quickly be equipped to handle almost any problem efficiently, but it retains its low health and armor.
  • Lightning Gun: When carrying a Tesla Trooper, the Multigunner IFV acquires a very powerful upgrade in the form of a one-shot kill against infantry and it does respectable damage to buildings, light vehicles and even some of the heavier units in the game. It fires a lot faster than a normal Tesla Trooper and, of course, its speed can open up more tactical opportunities.
  • Macross Missile Massacre: When Javelins enter a Multigunner IFV, it doubles the amount of missiles launched, but takes longer to fire.
  • Mind over Matter: A Multigunner IFV carrying Yuriko gain her standard attack but with longer attack range.
  • Mook Medic: When carrying an Engineer, it can repair other vehicles, allowing Allied vehicles to live longer on the battlefield.
  • One-Hit Polykill: A Multigunner IFV carrying Natasha gains the ability to shoot through multiple infantry.
  • Plasma Cannon: When carrying a Tankbuster, the Multigunner IFV turret has the same weapon as these infantry, only firing much faster and at longer range.
  • Poisoned Weapons: When carrying a Desolator, the vehicle gains an enhanced toxin spray.
  • Shotguns Are Just Better: When carrying a Peacekeeper, the vehicle gains anti-personnel shotguns, with knocked back any infantry caught at close to point-blank range.
  • Shout-Out: One of their lines has them exclaim "Keen as mustard!" which is likely to be a reference to Keen's Mustard, an Australian brand of Mustard. Fitting, given that their pilots are all Aussies.
  • Sniper Rifle: When carrying a Spy or Natasha, the Multigunner IFV is armed with an anti-personnel sniper gun that's good for destroying Terror Drones and killing infantry.
  • Super-Scream: When carrying an Attack Dog or War Bear, its default missile launcher converts to loudspeakers that amplify the dog's/bear's barks/roars and stun the targeted infantry when the vehicle is ordered to attack.

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.


  • Amphibious Automobile: Its entire purpose is to serve as an amphibious transport for infantry.
  • Awesome Personnel Carrier: Capable of carrying five infantry units, this hovercraft is also amphibious, allowing it to rapidly manoeuvre around the battlefield. The Riptide has two torpedo tubes to fend off assault during seaborne action, as well as a machine gun to hold enemy infantry at bay. In generally, due to its decent speed, variable weapons, and moderate cost, the Riptide is probably the most well-balanced APC in Red Alert 3.
  • Boring, but Practical: They're not the most impressive transport, but they're able to transport infantry across water without the risk of anti-air attacks unlike the Century Bomber, and you can teleport a blob of them filled with infantry into an enemy base using the Chronosphere for a surprise attack.

MBT-X8 Guardian Tank

Type: Vehicle
Role: Armored Assault
Weapons: 90mm Gun, Laser Sight
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.


  • Damage-Increasing Debuff: The Guardian Tank's laser sight greatly increases damage taken by a targeted enemy.
  • Football Hooligans: Guardian Tanks are crewed by them. Given that Allied base soldiers are upgunned riot police...
  • Glass Cannon: As far as MBT's are concerned, they have the most powerful gun out of the 3 factions' tanks. However they are less armored than the Hammer tank and cannot deploy a Deflector Shield like the Tsunami.
  • Laser Sight: Guardian Tank are equipped with Spyglass target designator (colloquially called the "target painter" in-game) as secondary fire, which gives all friendly units a 50% firepower bonus against a designated target.
  • Only Sane Man: Of the three tanks in the Tutorial, while the Hammer Tank is stupid and the Tsunami Tank spends most of its time abusing said Hammer Tank, the Guardian mostly tries to focus on teaching the player.
  • Not So Above It All: During the tutorials, while he tries to play the role of the sane man, he still has his moments of firing at the Hammer Tank at moments.
  • Stiff Upper Lip: They all have very thick Cockney accents, and remain calm and collected even when under attack.
  • Tank Goodness: It features an improved target designating system, allowing it to "paint" an enemy unit and relay targeting information to other Allied units, allowing them to rapidly fire upon the enemy unit. The Guardian has high speeds and quite powerful firepower because of its 90mm guns are more powerful than the Hammer Tank's own 85mm gun - but the Guardian has weaker armor.

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 an Aegis Shield around itself.


  • Amazon Brigade: All Athena Cannon pilots are female, who quotes are based on phrases said by telephone operators.
  • Converging-Stream Weapon: Unusually, they emerge from the same point on the Athena and "sweep" towards to the target from the left, right, and top. Also, they're the targeting lasers - once they converge, the real weapon shoots down from orbit.
  • Death from Above: The Athena Cannon is technically unarmed, with the destruction being done by the orbital satellites.
  • Deflector Shield: By changing its weapon configuration, the Athena Cannon can engage an Aegis shield which will protect all friendly units within. When the shield integrity falls, so does the size of the shield. A low integrity shield means it is too small to protect units around it.
  • Kill Sat: In the form of a truck-mounted Laser Sight and comms boom paired with a Kill Sat up in orbit — also less verbatim. Oddly, though, each truck purchased gives you control of a different satellite, leading some players to wonder why, if they have all these satellites up there, they can't just use them all at once. However, given that the Allies are clearly obsessed with data security ("clearance" must be purchased in order to deploy more advanced weapons), it does make a kind of sense for them not to give you too many at once.
  • Meaningful Name: The Athena Cannon is named for the Greek goddess of wisdom and war, and it is a technologically advanced weapons system operated by a woman.
  • Mundane Made Awesome: Their lines are all phrased as if their pilots are telephone operators. It's a lot cooler than it sounds.
  • Siege Engines: Serves this role for the Allies due to its long range and effectiveness against structures.
  • Splash Damage: Athema Cannon beam causes "splash" damage and can take valuable health off of groups of enemy units.

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* Inverted HARD. They're all piloted by Frenchmen, but they're one of the most powerful Allied units in the game.
  • Composite Character: The Mirage Tank inherits the name and capacity to disguise as an ordinary object when immobile from the Mirage Tank in Red Alert 2 and the ability to cloak nearby allied units from the Mobile Gap Generator from the first game, while its spectrum cannon (which is effective against all ground targets) is basically a short-ranged version of the Prism Tank's weapon.
  • Fixed Forward-Facing Weapon: It's Spectrum Cannon in a fixed position, so the whole vehicle must turn in order to engage a target.
  • 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 their Red Alert 2 predecessors turning into a tree on a street... When there is nothing around to mimic, the Mirage tank will turn invisible, and on rare occasions, the Mirage Tank will copy a unit.
  • Pintsized Powerhouse: Downplayed. In comparison to the Apocalypse Tank or the King Oni, it's positively tiny, but it's Spectrum Cannon is nothing to scoff at, as it'll deal the same amount of damage on infantry as it'll do on vehicles and structures, which is a lot.
  • Simple, yet Awesome: Not a fortress on treads like the Apocalypse Tank, or a flashy Humongous Mecha like the King Oni, but this incarnation of the Mirage Tank is less expensive to build than the former two, and improves on the Guardian Tank with a weapon that is equally effective against infantry and vehicles. The Gap Generator cloaking field along with its own Mirage camouflage adds to their utility.
  • 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. This, combined with its ability to camouflage itself while stationary, or not using its secondary ability, makes it perfect for ambushing enemy forces.
  • 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"

The Pacifier FAV is a self-propelled artillery hovercraft.


  • Achilles' Heel: The only unit they're not good against are aircraft, as they're completely unable to fire at them.
  • 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.
  • Fluffy the Terrible: Their name isn't the most threatening for what's essentially a self-propelled hovercraft that transforms into a weapon platform.
  • Foil: To the Apocalypse Tank. They're both some of the largest armored vehicles in their respective factions which both have alternate modes, and they also both are distinctive for their twin weapons, with the main differences being that the Pacifier FAV wields anti-infantry miniguns, immobilizes itself to attack from a distance in it's weapons platform form, while the Apocalypse Tank has two anti-armor cannons, and it's Magnetic Harpoon let's it retain it's mobility as it immobilizes other units and drags them towards it to crush them with it's grinders. The personalities of their pilots are also opposites, as the Pacifier pilots are dead serious and exist in a constant state of Tranquil Fury, while the Apocalypse Tank pilots are sadistically cruel and often laugh and mock their enemies. They also quote two well known political figures, in the form of Richard Nixon and Nikita Khrushchev.
  • Gatling Good: When not deployed.
  • Hover Tank: Specifically, the Pacifier is built on a streamlined, all-terrain chassis that uses four independently-articulated hoverlifts to carry the vehicle over land and sea.
  • Master of All: It's able to quickly shred infantry into a red goo with it's twin miniguns, and fire explosive shells from a distance that can absolutely wreck structures and armored vehicles in it's platform mode. Plus, it can also float above water as well. It's only notable downside is that it doesn't have a way to deal with anti-surface aerial units and it can't deploy into it's mobile platform mode when on water.
  • More Dakka: When undeployed, the Pacifier FAV uses a minigun, which can be a nasty surprise to any commando that decides to try and take them down.
  • Multiform Balance: It can either be an anti-infantry hovercraft or a anti-vehicle and structure weapon platform.
  • Poor Man's Substituteinvoked: They're meant to be this to the Athena Cannon lorewise, as detailed in their profile on the now-defunct website for the game, but gameplay wise, they're even more effective than the Athena Cannon, due to being able to transport across water and having a very effective pair of miniguns.
  • Took a Level in Badass: They use the same Grand Cannons exclusive to France in Red Alert 2, except they have a much higher rate of fire now and are also mobile, as the Pacifiers can freely deploy from any position that allows them to.
  • Tranquil Fury: They speak in a constant dead serious tone filled with a subdued anger.
    (Getting attacked) Little brats!
    (Attacking when deployed) They had their chance!
  • 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.
    • They also reference Richard Nixon and his list of enemies in one of their lines. "They're on the list!"
  • Siege Engines: The Pacifier was a self-propelled artillery hovercraft that entered limited service with Allied in Uprising and available with lower clearance levels than Athena Cannon.

FutureTank X-1

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

The FutureTank X-1 is a humanoid-esque, computer-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 FutureTank 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, FutureTanks 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 FutureTank 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.
  • Curb-Stomp Battle: In a preview clip showcasing various units and their abilities, a FutureTank is shown using its Riot Beam special weapon to tear apart two Apocalypse Tanks. Moreso, a group of FutureTanks teleported into an enemy base can easily spell disaster in a matter of seconds.
  • Energy Weapons: Both their Neutron Scramblers and their Riot Beams.
  • Friendly Fireproof: Despite the FutureTank dealing wide Splash Damage with their attacks, friendly units come out unscathed from it.
  • Gameplay and Story Segregation: Despite being described as completely robotic, Natasha can still pilot snipe it, and you can then steal it with a Conscript just like any other vehicle.
  • Herd-Hitting Attack: The Neutron Scramblers - the FutureTank's pair of primary weapons, unleash explosive energy that expands in a huge area-of-effect, damaging multiple vehicles and structures stacked together. It even damages aircraft caught in its blast.
  • Mecha-Mooks: A completely robotic and autonomous tank.
  • 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. An accurate Riot Beam can turn into an One-Hit Polykill, as said Riot Beam has a small (but still noticeable) area of effect roughly the size of a smaller tank. On infantry and when hitting between two tanks, it does enough damage to kill all of them.
  • Tank-Tread Mecha: A huge, vaguely humanoid mech that has a pair of tank treads instead of legs.
  • Shout-Out:
    • To T-1 Terminators from the third Terminator movie, Rise of the Machines.
    • The Riot Beam's firing animation bears great similarity to the attack of the Starcraft 2 Protoss Collosus, who fires two searing hot "thermal lances" across enemy lines.
  • Sphere of Destruction: It's attacks take the form of a transpheric, expanding sphere that deals constant damage to everything in it, easily large enough to engulf entire tank columns. It becomes especially noticable if they're fired en masse against lighter enemies, in which case the ensuing simply annihilates anything that comes in contact with it.
  • Splash Damage: It does more damage per shot than an Apocalypse Tank or King Oni, and it has a huge area of effect that even hits aerial units, at the cost of a slower rate of fire, even though it can't actually target them. As a result, while it will come out heavily damaged against the Apocalypse Tank and King Oni one-on-one, it will do better in massed assaults, as each FutureTank hits the entire enemy formation at once.

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.
  • Boring, but Practical: Not as flashy as other ground attack aircraft but arguably the most useful. Its ability to attack while moving also makes them less vulnerable to opposing anti-air fire. Also, one of the best attack combinations that the Allies have is simply using the Cryocopters together with the Vindicators, as they're cheap, relatively fast, and their bombs instantly destroy whatever the Cryocopters have completely frozen.
  • 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: The pilots all have thick Spanish accents and have laid-back and suave sounding voices incredibly similar to Antonio Banderas.
  • Difficult, but Awesome: Compared to the Twinblade and the Chopper VX, the Vindicator requires the most micromanagement and is less versatile. On the other hand, the Vindicator is part of some of the most powerful attack combinations the Allies have, such as freezing a target and then sending a Vindicator for a very quick One-Hit Kill.
  • 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.

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.


  • Fragile Speedster: Any unit hit by the S.H.R.I.N.K. Ray, even Apocalypse Tanks, is turned into one of these.
  • Freeze Ray: The Cryocopter's main weapon is capable of freezing targets to sub-zero temperatures.
  • 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.
  • Helium Speech: Anything that gets shrunk.
  • No Experience Points for Medic: As they cannot kill enemies on their own, they will never get any veterancy points.
  • Not the Intended Use: Their shrink ray can be used to speed up Prospectors and MCVs due to anything shrunk by it getting a boost in speed.
  • One-Hit-Point Wonder: If they manage to freeze their target, they are instantly destroyed when anything hits it. Even if it's a full-health Construction Yard and it gets attacked by a lone Conscript.
  • Shrink Ray: Their S.H.R.I.N.K. Ray can causes an increase in speed, but a decrease in range, damage and armor to its target. Due to smaller size, any affected vehicle can be run over by any other enemy vehicle.
  • Simple, yet Awesome: Their only two abilities are to freeze things solid, which causes everything but prism weaponry to destroy them in one hit, giving them synergy with just about everything in the game that's able to deal damage, and the other is to shrink things, which can be used to speed up Prospectors, Sputniks, and MCVs while also letting your units crush even Apocalypse Tanks while reducing their attack power to nothing.
  • Squishy Wizard: It is extremely vulnerable to anti-air fire, and it can't defend itself, but its support abilities combined with effective micro-management make it utterly deadly.
  • Support Party Member: Cryocopters cannot directly damage enemy units and buildings, however they can make them extremely fragile.

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.


  • Bombardier Mook: Century Bombers can only drop their 500lb bombs on targets directly underneath them.
  • Cool Plane: Made in the U.S.A., these sturdy planes can carpet-bomb fortified enemy compounds into dust, then deploy paratroopers to mop up.
  • Foil: They're the Allied equivalent of the Soviet Kirovs. Both are incredibly slow, and use powerful bombs best used on groups of units and structures, as well as being reduced to a destructive husk that'll destroy, or at least severely damage, whatever's unfortunate enough to be underneath it in it's path. The main difference is that the Century Bombers take up space in the Allied Airfields, while the Kirov can essentially be produced indefinitely as long as you have the cash to do so due to not occupying space in the Soviet Airfields.
  • Flying Brick: Sufficient to say they can take much, much more punishment than the average aircraft.
  • It's Raining Men: Not only an effective bomber, it can also transport infantry. Air-dropping Tanya and some Engineers into a base was once an extremely viable tactic.
  • Lightning Bruiser: At least in comparison to their Kirov counterparts. Their mobility is naturally far superior to the Kirovs thanks to them being able to strafe and circle around in the air.
  • Mighty Glacier: For an aircraft, it's pretty slow.
  • Mythology Gag: They're essentially the Airborne support power exclusive to the Americans in Yuri's Revenge but as a unit instead.
  • Old Soldier: They seem to be piloted by older men, given that their pilots all have raspy, aged voices.
  • Shout-Out:
    • Its 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.
  • Southern-Fried Private: The Century Bomber pilots all have thick southern accents and use various southernisms in their dialogue, such as exclaiming "Fine as cream gravy" when returning to base and yelling "Aw. Horse Feathers!" when attacked.
  • Taking You with Me: You think you're safe when you shoot down that Century Bomber? Think again: the wreckage will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage.

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 FutureTech'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.


  • Cool Plane: It's more or less the Real Life American AC-130H Spectre on steroids... and the Harbringer's very much based on it.
  • Death from Above: Harbinger is a heavy air support bombardment unit with huge ass cannons.
  • Energy Weapon: Packing the power of the Proton Collider, the Collider Cannon can decimate enemy armor divisions and facilities. The first shot from the Collider Cannon is almost always on target, though subsequent rounds tend to stray slightly due to overheating and recoil. Even still, the ensuing explosive blast makes pinpoint accuracy unimportant (and impossible).
  • Flying Brick: It's extremely durable, more so then the Kirov and less so then the Giga Fortress, and is faster than the other two heavy bombers, though aside from them it is the slowest aircraft.
  • Force and Finesse: The Collider Cannon is the force and the chaingun is the finesse. The Proton Collider inflicts heavy damage and has a good area of a effect, though it has difficulty it smaller, faster targets. The chaingun is the finesse, it has pin point accuracy, allowing it to hit the smaller, faster targets like infantry and light vehicles that the cannon isn't suited for.
  • Gatling Good: Its minigun.
  • Lightning Bruiser: If comparing each of the faction's heavy bombardment air units is taken into consideration, the Harbinger Gunship is easily the fastest in terms of speed and mobility, with no less of the punishing firepower it provides along with its rugged durability to last long in heavily contested offensives. Without Advanced Aeronautics, the Harbinger is noticably less durable than the Kirov, but upgraded, it'll actually have more health than it's Soviet Counterpart, if still less than the monstrously excessive Giga Fortress.
  • Simple, yet Awesome: They're decently fast even though they're the slowest aircraft in the Allies airforce, and they have a LOT of health and tough armor which is augumented even further by it's ability to repair itself, and their Collider Cannons and Chainguns are both extremely powerful, with the Collider Cannon being great for hordes of infantry & tank blobs a-like, as well as demolishing enemy bases, and their chainguns are excellent for faster targets as well as mowing down infantry.
  • Regenerating Health: Harbingers self-repair, which can be speed up when near the vicinity of an Airfield.
  • Wave-Motion Gun: Does as much damage as Kirov's bombs. The Kirov does deal more damage since the Harbringer's attack has a cooldown between salvos, but the Harbinger's collider cannon has decent range so it doesn't have fly directly over a target to hit it.
  • Weaksauce Weakness: Cannot attack air units, and, with proper micro, most Anti-Air units can kite it thanks to the collider cannon being inaccurate. Good luck taking it down, though.

Dolphin

Type: Naval
Role: Naval Support
Weapons: Sonar Pulse
Trained at: Seaport
Specially-trained dolphins are an integral part of the Allied Navy, which used them as scouts and cheap defense against enemy ships. The dolphin can also leap out of the water to avoid enemy attacks or bypass some obstacles.
  • Attack Animal: Dolphins which are specially trained to assist the military.
  • Crippling Overspecialization: Dolphin is a dedicated anti-naval unit and cannot attack land units and aircraft.
  • Fragile Speedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
  • Heroic Dolphin: That can bring down submarines and large warships.
  • Jumping Fish: The Dolphin's secondary ability is to jump out of the water to avoid attacks from in the water. While the dolphin is in the air, it can be shot at by anti-air so you have to make sure that your opponent does not have any anti-air units in the area.
  • Super-Scream: The Dolphin is armed with a sonar amplification device that can sink ships.
  • Weaponized Animal: Dolphins are equipped with sonar weaponry.

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.


  • Anti-Air: Hydrofoil is the main Allied anti-air naval unit.
  • Cool Boat: A light skiff made for surveillance and defense, but carrying two nasty stings: a 20mm Icarus cannon and a weapon jamming system.
  • 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.
  • Power Nullifier: By alternating its weapon systems, the Hydrofoil can use a jammer that is capable of preventing any unit or defensive structure from using their weapons and weapon-related special abilities, rendering them useless.
  • Token Minority: Alongside the Javelin Troopers, they're the only Allied units to be black.

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.


  • Cool Boat: 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).
  • Master of None: It struggles to deal with both Tier 2 anti-ship units and Tier 2 tanks, as its mediocre firepower compensates its good armor. It has the perk of being the only Tier 2 naval unit that can attack ground units, however.
  • Ship Out of Water: The Assault Destroyer is an amphibious destroyer. Not a destroyer-sized tank on treads, but a literal destroyer on treads.
  • Stone Wall: The Assault Destroyer is heavy, slow, and packs a not-terribly-impressive gun for its cost. However, it has impressive armor to begin with, and its special ability both increases its durability and redirects projectiles from nearby allied units to the destroyer, at the cost of not being able to shoot at all (it can, however, still crush things, including many light vehicles). The Assault Destroyer's intended role is to draw in incoming fire to let the frailer, threatening Allied units deal damage with little risk.
  • Unrealistic Black Hole: The Assault Destroyer is equipped with black hole armor, a magnetic force field that alters the trajectory of nearby enemy fire toward the ship. This allows the destroyer to absorb fire that would otherwise impact less durable friendly units. The armor only works on material weapons such as bullets, shells, and missiles. It has no effect on beam-type weaponry such as lasers and tesla bolts.

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: Its Sky Knight fighters.
  • Cool Ship: A floating fortress capable of deploying squadrons of short-range Sky Knight fighter drones and devastating Blackout missiles that fry all electrics in the blast radius. While not as necessarily as powerful as Shogun Battleships or Dreadnoughts, the Blackout Missile ability can give them an edge when engaging enemy fleets or sieging bases due to its EMP effect.
  • Drone Deployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Sky Knight drones to bombard enemy units from afar.
  • 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: The ship carries a contingent of five Sky Knight UCAV and capable of repairing, rearming and rebuilding the jets.
  • Non-Indicative Name: It doesn't actually carry aircraft, and instead deploys a squadron of five drones to level structures and destroy your enemies.
  • Siege Engines: Packing several UAV capable of delivering their payload over huge distances with deadly accuracy, the Aircraft Carrier is capable of leveling any enemy base to the ground with ease.

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