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Tesla Tank

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

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


  • Awesome, but Impractical: In Red Alert 2, they inflict a ton of damage against all surface targets, but their weak armor and cost keeps most people from using them.
  • Chain Lightning: Gains this after promoted to heroic level in Red Alert 2.
  • Demoted to Extra: The Tesla Tank goes from a regular buildable unit in Aftermath and Red Alert 2, to a very scarsely seen unit that is almost never buildable in Red Alert 3.
  • EMP: In Red Alert 3, they can switch to using EM Disruptors same as a Tesla Trooper.
  • Glass Cannon: In Red Alert 2, their attack was quite strong, had a very short reload and ignores line of sight requirements, but two-three shots from the basic Soviet Rhino Tank will take it out.
  • Informed Ability: The loading screen for Russia in Red Alert 2 mentions that the Tesla Tank can shortcircuit vehicles, but it has no such ability in gameplay.
  • Lightning Gun: Its dual Tesla Coils.
  • Master of None: Tesla Tank unfortunately falls into this trope in Red Alert 2 - its weapon is effective against both infantry and vehicles, but not impressively so compared to the Rhino Tank workhorse or the Flak Track APC. The electric bolts can arc over walls though.
  • Palette Swap: Tesla Tanks first feature in the Counterstrike expansion pack to the first game, not buildable but usable in a specific mission. In that they are portrayed by Radar Jammers that just fire Tesla lightning. In the second Aftermath expansion pack where they become buildable their sprite at least gets a Tesla dome, but is still clearly based off a Radar Jammer (see above).
  • Pre-Asskicking One-Liner:
    "Free hookup."
    "Prepare for rolling blackout."
  • Pungeon Master: It just can't resist the electricity puns.
    "That sparks my curiosity."

Soviet MCV

Type: Vehicle
Role:Base Deployment
Weapons:None (But can crush nearly every surface unit)
Trained at: War Factory
"Building the Soviet empire."]
The Soviet's version of the Mobile Construction Vehicles. At first, it shared its appearance with the Allied ones, but later on in Red Alert 2 and, continuing from it, 3, it slowly become more distinctive personalityand appearance-wise.
  • Divergent Character Evolution: Severely Downplayed. They're functionally the same, but the Soviet MCV became distinctive from it's Allied counterpart starting from Red Alert 2, due to the Soviets themselves gaining a distinctive aesthetic to distinguish themselves from the Allies, unlike the first Red Alert, where the only difference between the Allies and the Soviets aside from their units and structures being that they used different colors.
  • Large Ham: The pilots in 3 literally talk in a theatrical fashion, using related terminology, such as calling the wartime scenario they're in as a show, the battlefield as a stage, and even calling both friendly and hostile forces as an audience.
    (Being created) "I present to you, the MCV!"
    (Moving to the water) "The waters will be our stage!"
    (Deploying) "The stage is set!"
    (Retreating) "A more friendly audience!"
  • Mundane Utility: Their Red Alert 3 profile reveals that, when not in battle, the Soviet MCVs are used for rebuilding villages in emergency scenarios on top of building things like schools and houses. Bonus points for it specifically being stated so in the first place, as nothing about being used for non-wartime scenarios is mentioned in the profiles of the Allied and Imperial MCVs
  • Pet the Dog: It's detailed in the profile in Red Alert 3 that they're used in non-wartime scenarios to help the people of the Soviet Union, such as rebuilding villages in emergency scenarios and providing homes for the homeless.

    Red Alert 1 

Grenadier

Type: Infantry
Role: Base Assault
Weapons: Grenades
Trained at: Barracks
The Grenadier has a longer range and more destructive power than regular infantry. In groups, Grenadiers are effective against heavily armored units and structures.
  • Action Bomb: When one grenadier dies, he explodes and may injure other soldiers in his squad.
  • Boring, but Practical: Capable of superior AoE damage against infantry than minigunners and decent damage against structures and vehicles, the Grenader could also be built both early and cheap, allowing a Soviet player to just spam them to victory. Though the minigunners were cheaper, the grenadier could hit all of them with a single grenade, allowing him to wipe out many times his own number.
  • Splash Damage: Their grenades can damage, even kill multiple infantry at once provided they're close together.

Flamethrower Infantry

Type: Infantry
Role: Combat Support
Weapons: Flamethrower
Trained at: Barracks
These soldiers are slower and more susceptible to damage than other infantry (due to the large tanks of flammable chemicals they carry). The Flame Soldier can decimate structures and infantry in seconds with his flamethrower.
  • Area of Effect: Their flamers cover a wide area, making it easy to eliminate entire infantry squads.
  • Fire-Breathing Weapon: Their flamethrower.
  • Flamethrower Backfire: Flamethrowers explode when shot, likely killing other nearby infantry. They can also explode in a chain reaction from other exploding flamethrowers.
  • Kill It with Fire: A lot of fire, as flamethrowers can make a lot of it.
  • Videogame Flamethrowers Suck: They are remarkably more effective at their jobs, if still heavy on the friendly-fire. However, the cheaper and faster Grenadiers serve much the same purpose, and Flamethrowers inexplicably cannot be built until you've constructed a Tech Center and rendered the poor fellow completely obsolete.

Shock Trooper

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

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


  • Art Evolution: In Remastered, they have been redrawn as a gas mask trooper in a large trenchcoat wielding their guns, rather than their original palette swapped appearance (see below). This is also reflected in their icon, which has been updated to show their new look. They're the only infantry units without a unique sprite in the original game to be updated this way.
  • Awesome, but Impractical: Shock troopers are another cool unit that is very expensive and can easily be overwhelmed by cheap basic infantry.
  • Bond One-Liner:
    "Extra crispy!"
    "Lights out."
  • Early-Bird Cameo: Clearly one for the Tesla Trooper from Red Alert 2, most noticeably in how they are similarly uncrushable despite there being no in-universe reason why that would be (they don't have the armoured suits of the Tesla Trooper due to their Palette Swap sprite).
  • Hurricane of Puns: "Extra crispy!" "Fully charged!" "Shocking!"
  • Lightning Gun: The Shock trooper is equipped with a portable Tesla coil, essentially a backpack generator with a lightning rod.
  • Palette Swap: Their sprite is the same as the Flamethrower infantry, but with their weapon coloured yellow instead of white.
  • Pungeon Master: They just can't resist the electricity puns.

Volkov

Type: Infantry
Role: Special Forces
Weapons: Sniper Rifle, pistols, & C4
Trained at: N/A
Volkov is a Soviet cyborg supersoldier appearing in Red Alert expansion packs, along with his trusty companion, Chitzkoi. He is the most powerful unit in the game (as of his Counterstrike appearance) and is the greatest commando in Stalin's army.
  • Arm Cannon: Depending on the level, he may use a silenced pistol instead.
  • Cyborg: Volkov is cybernetically enhanced.
  • One-Man Army: His first mission consists of wiping out dozens of Allied troops, buildings, tanks, and a battleship, finally ramming the point home by killing Tanya. Understandably, this worries the Allies...
  • Sniper Rifle: His weapons in one of the Counterstrike mission.
  • Super-Soldier: He have enough firepower and durability to take on a battleship (this being one of his missions!).
  • Super-Toughness: Volkov can withstand much more punishment than most units.
  • Too Powerful to Live: He's Purposely Overpowered, as such he appears in very few missions.

Chitzkoi

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

Heavy Tank

Type: Vehicle
Role: Armored Assault
Weapons: 2 105mm Cannon
Trained at: War Factory
The basic tank of the Soviet Empire, this beast is equipped with twin 105mm cannons, giving it twice the punch of the nearest Allied equivalent, the Medium Tank. It sacrifices speed for this bonus, but the net result still makes it a formidable opponent on the battlefield.
  • Lightning Gun: In one of the expansion missions a malfunctioning Chronosphere altered the weapons of units, causing its guns to discharge lightning instead.
  • Tank Goodness: Superior to almost all Allied armor, the Heavy Tank is incredibly durable, fast, powerful and cost-friendly for its class, outperforming Allied's heaviest combat vehicles, the Light Tank and the Medium Tank, in a one-on-one match.

Anti-personnel Minelayer

A fast Soviet vehicle used it to lay anti-personnel mines. Its speed makes it ideal for crushing infantry, but it has no weapons to directly combat enemy units.
  • Splash Damage: Its mine can destroy entire groups of infantry with one explosion.
  • Support Party Member: Has no weapons to directly combat enemy units but capable of laying mines kill approaching enemy infantry.
  • Trap Master: Their main purpose is to lay anti-personnel mines, which carry less explosives than the Allied anti-tank counterpart, but can explode in the faces of both infantry and vehicles that run over it.
  • Useless Useful Spell: The ability to lay down booby traps for infantry isn't all that helpful in an installment where vehicles largely steal the spotlight. Unlike the Allied anti-tank mines, these are virtually ineffective against vehicles and thus easily neutralized by them.

V2 Rocket

Type: Vehicle
Role: Long-Range Bombardment
Weapons: V2 Rocket
Trained at: War Factory
The V2 Launcher can destroy most buildings with just two rockets. Factor in its incredible range, and it is easy to see why the Allies fear this weapons platform. Its drawbacks are its light armor, long reload time, and inability to hit fast-moving targets.
  • Fixed Forward-Facing Weapon: Its missile is in a fixed position, so the whole vehicle must turn in order to engage a target.
  • Glass Cannon: Their missile shots can wipe out a medium tank, not to mention its splash damage can kill infantry nearby, but also one of the rare units that can be damaged by Technicians' absurdly useless pistols.
  • Long-Range Fighter: V2 can outrange most base defenses, but are weak in a direct fight with their slow rate of fire and weak armour.
  • Siege Engines: Can launch missiles at the enemy from quite a big distance.
  • Splash Damage: The missile has a large explosion radius, so can take out multiple infantry units.

Mammoth Tank

Type: Vehicle
Role: Heavy Assault
Weapons: 2 120mm Cannon & Missiles
Trained at: War Factory
The largest landbased weapons platform, the Mammoth Tank can take and dish out a lot of punishment. Its twin cannons are unmatched in power on land, and its missiles make it effective against infantry.
  • Awesome, but Impractical: They are at a major disadvantage with their slow speed and lack of impressive weaponry for their cost. The metagame favors Boring, but Practical main battle tanks over this super tank due to far better mobility for the former. Their successor, the Apocalypse Tank drastically improved upon their firepower.
  • Macross Missile Massacre: When attack infantry and aircraft.
  • Mighty Glacier: The slowest and toughest unit in the game.
  • Regenerating Health: Mammoth Tanks self-repair slowly, up to 50% health.
  • Tank Goodness: The biggest and the slowest tank in the game, the Mammoth is nonetheless one of the most dangerous units, as it can self-heal to 50% of its health and features double barreled cannons with Mammoth tusk rockets complementing them.

MAD Tank

Type: Vehicle
Role: Suicide Unit
Weapons: Seismic Wave Generator
Trained at: War Factory
The MAD Tank (Mutually Assured Destruction, a real abbreviation used for the nuclear deterrent on both sides during the Cold War) is a fierce weapon can destroy any base if given the chance. By deploying this tank near any structure, it will build up energy and explode resulting in about 44% damage to all buildings in the surrounding area.
  • Action Bomb: The MAD Tank's sole purpose is to detonate itself, unleashes its powerful seismic waves in all directions. Interestingly, the driver actually gets out before it explodes, and the MAD tank only harms vehicles and buildings, not infantry.
  • Area of Effect: The effects of the explosion do not vary: any vehicles, ships, and aircraft (even flying aircraft - probably due to engine limitations) in a large area around the MAD Tank (approximately the same area as a nuclear blast, a 10-tile radius) take damage equivalent to 45% of their maximum hitpoints, while structures in the same area take 40% damage. As a result, provided no time for significant repairs between detonations, just three MAD Tanks can destroy absolutely any non-infantry unit or structure outright.
  • Awesome, but Impractical: It had to deploy for several seconds, more than enough time for any enemy units nearby to simply flee the vicinity, not to mention it cost quite a lot to deploy in the first place. Also, MAD Tanks can be destroyed by enemy units during their detonation sequence. And, unlike the Demolition Truck, destorying a MAD Tank during its detonation will cancel the sequence and render it harmless.
    • Another strategy is to send a M.A.D. tank towards an enemy base or attack force, and just as it reaches firing range, use the Iron Curtain to keep it from being prematurely destroyed since it's too slow to reach a target on its own armor. Place it in the prime center of devastation and deploy it if it's still under the Curtain, it won't actually explode and damage everything until right after the effect fades, giving the enemy no chance to actually counter it and helping to soften up any vehicles by 45% and structures 40%.
    • The tripple M.A.D. Tank rush can cause an unaware opponent to lose most or all of their main base and any vehicles stationed nearby, but the only way to get the three tanks quickly to their rough destination is to send them via sea transport (if even possible). If your opponent gets wind of what you're doing then the tanks will be intercepted and you lose your chance to wipe out the base.
  • Delayed Explosion: Once deployed, the MAD Tank needs a few seconds to actually go off. If you're the enemy, throw everything you have at the MAD Tank to destroy it before it explodes.
  • Fun with Acronyms: Mutually Assured Destruction Tank.
  • Mighty Glacier: Being built on the same chassis as the Mammoth Tank will do that, although it's both slower and not quite as tough.
  • Suicide Attack: Activating and detonating the MAD Tank destroys the unit itself. And, it's also rather expensive for a suicide unit.

Yak

Type: Aircraft
Role: Low-Altitude Attack
Weapons: Twin Chainguns
Trained at: Airfield
A lightly armored plane that shoots machine guns in a straight line to attack. It is effective against base structures and infantry. These aircraft need to return to airfields to reload.
  • Anti-Infantry: Yak is a plane that strafed targets with machine guns and earned the nickname "Infantry Eraser".
  • In-Series Nickname: The Infantry Eraser.
  • Standard Hollywood Strafing Procedure: Yaks attacked like this. Players eventually learned to just target a spot right behind the target, so the Yak did more damage while "walking" its shots at it. Against massed infantry, though, the nickname "Infantry Eraser" is well earned, and it also chews up buildings and light vehicles with ease.

MiG

Type: Aircraft
Role: Fast Attack
Weapons: Heat-Seeking Missiles
Trained at: Airfield
This fast-attack craft carries a limited number of powerful and accurate missiles. Used in hitand-run tactics, the MiG can remove armored craft before they can become a threat.
  • Awesome, but Impractical: These jets do pack a punch against armor and have respectable speed, but each one costs $1200 and needs a $600 Airfield to resupply and each Airfield really eats into your build space. Even outside of that, Rocket Infantry are a major Achilles' Heel with their purpose-built seeker rockets.
  • Cool Plane: The MiG is a swept wing fighter-bomber that mounts numerous missiles. MiGs are equipped with at least 3 undercarriage mount missiles, which are optimized for use against armoured targets. The MiG's reload extremely quickly and fly to and from their targets with equal speed, allowing savvy player to make strike after strike against an opponent.
  • Super Prototype: In mission "The Legacy Of Tesla", The Allies stole vital data on the design of the Soviet MiG and began using the information to build their own prototype. The prototype was designed to drop nuclear payloads and in addition it could take a lot of punishment so it was very unlikely to get shot down; the prototype was superior to the standard Soviet version.

Spy Plane

Type: Aircraft
Role: Aerial Reconnaissance
Weapons: Camera
Trained at: N/A
When targeted, the Spy Plane will swoop in from off board and take a snapshot of the targeted area, removing the shroud. It is fast and cannot be destroyed. Not buildable by the player.
  • The Bus Came Back: Returns in Yuri's Revenge as a Support Power from the Soviet Radar Dish.
  • Defog of War: It flies over the targeted area in order to reveal what is located there.

Hind

Type: Aircraft
Role: Close Air Support
Weapons: Vulcan Chaingun
Trained at: Helipad
Large and armored, the Hind uses its highvelocity Vulcan chain-gun to tear apart enemy units and structure. Equipped with a large ammo supply, the Hind will follow its target for quite some time, all the while wearing away at its defenses.
  • Gatling Good: The Hind's main weapon is a chaingun, capable of mowing down infantry at an alarming rate and is surprisingly effective against vehicles and buildings.

Submarine

Type: Naval
Role: Anti-Shipping
Weapons: Torpedoes
Trained at: Sub Pen
Silent and stealthy, Submarines can attack ships from afar. Subs must surface to fire, giving away their position, and opening themselves up to any nearby units that can hit them. The sub is completely useless against any land or air units.
  • Crippling Over Specialization: All it's good for is attacking Allied ships, and it's less cost effective as a ship killer than the Destroyer.
  • Invisibility Flicker: Never mind that in Real Life, the first submarines did the perfect opposite: As they weren't equipped for prolonged periods underwater, they usually stayed afloat out of battle.
  • Nuke 'em: In the Playstation version of Red Alert 1, there is a mission where submarine fleets are authorized to be armed with nuclear torpedoes. This greatly increase their firepower but with a risk of getting caught in the blast zone. This measure is taken against Allied's cruiser deployment.

Missile Submarine

Type: Naval
Role: Long-Range Shore Bombardment
Weapons: Ballistic Missiles
Trained at: Sub Pen
Available in the Red Alert expansion, the missile sub is the counterpart to the Allied Cruiser. It can fire far and its missiles are effective against enemy structures.
  • Anti-Air: Its missile has the reach to hit aircraft, allowing the Missile Submarine to serve as both an artillery and an anti-air unit.
  • Long-Range Fighter: Like Allied Cruiser, the Missile Submarine can bombard enemy bases from extremely far away but do not carry any defensive measures and can do nothing but submerging and fleeing when confronted by smaller ships.
  • Mighty Glacier: Tied for the slowest unit in the game, but difficult to bring down and can launch powerful missiles from incredible distances to annihilate targets with barely any chance of retaliation.
  • Siege Engines: Serves this role for the Soviet due to its long range and effectiveness against structures.
  • Stealthy Colossus: This is kind of the point of being a big submarine.

    Red Alert 2 

Conscript

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

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


  • Boring, but Practical: Due to their low cost and training time, Conscripts are quite handy for garrisoning civilain buildings or your own Battle Bunkers (in the Yuri's Revenge expansion) to quickly fortify your position. And speaking of Yuri, a large number of Conscripts is ideal for overwhelming mind control units such as Psychic Towers and Masterminds. And since Conscripts deal minimal damage individually, getting them (briefly) mind-controled won't be as dangerous as, for example, an Apocalypse Tank. Furthermore, if you have your hands on Soviet and Yuri technology, Conscripts make a quick and cheap "fuel" for Bio Reactors to power up your base.
  • Cannon Fodder: Against Tesla Coils and Psychic Towers or other psychic units they serve as a very useful, expendable meat shield for your tanks. Send them ahead as a bullet magnet: its better for a few conscripts to fry or become mind-controlled, than for your tank crews to suffer such a fate.
  • Conscription: They were mildly patriotic but mostly unwilling basic soldiers.
  • Gas Mask Mooks: Even though the game doesn't feature any chemical warfare until Yuri's Revenge.
  • I Want My Mommy!: One of the quotes when the Conscripts are attacked.
  • Starting Units: A Soviet player starts off with Conscripts and cannot build more until a Barracks is up.
  • We Have Reserves: It's established early on the Soviets are not philanthropists. This trope is invoked by name in the first level of Red Alert 2 Soviet campaign when you build your first Conscript.
    Lt. Zofia: Pay no heed to casualties Comrade Commander, for every Conscript that dies in this glorious crusade, there are a thousand more eager to replace him.
  • Zerg Rush: Conscripts are pretty much designed for this tactic; Very weak, very cheap, easily spammable.

Flak Trooper

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

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


  • Anti-Air: They serve as basic anti-air infantry for the Soviets. Oddly, when the Flak Trooper is placed in an IFV he cannot target aircraft.
  • The Eeyore: While other units have Casual Danger Dialogue or assert their strength and dominance, these guys either complain that their gun is heavy or that the work at least pays.
  • Husky Russkie: They have a deeper accent than most of their countrymen. So Husky Russkie to Russkies, then?
  • Splash Damage: Their shells can damage multiple units at once provided they're close together.

Crazy Ivan and Chrono Ivan

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

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

If a Spy manages to infiltrate a Soviet Battle Lab (an Allied Battle Lab while owning a Soviet Barracks in the base game), Chrono Ivans can be trained in the barracks (Soviet Barracks only in the base games). These improved Crazy Ivans are equipped with the same chrono shift technology that allows Chrono Legionnaires to teleport across the battlefield.


  • Action Bomb: When packed into Allied IFVs, they turn them into a mini nuke truck. They can also attach time-bomb to virtually every unit, including friendly (or mind-controlled), thus it possible to make any unit to be a Suicide Bomber.
  • Ax-Crazy: They're way too enthusiastic when planting their trademark bombs, to the point even their own comrades aren't safe from them.
  • Awesome, yet Impractical: The chrono shifting ability allows Chrono Ivans to surprise enemies by setting bombs where they cannot expect, compared to the slow Crazy Ivan. However, to train Chrono Ivans, you need to take a Spy to infiltrate a Soviet Battle Lab, a highly-protected building. It's significantly more difficult in the base game, however, as you need to infiltrate an Allied Battle Lab and have a Soviet Barracks - without crates, you need to be a Soviet player, somehow gain a Spy and infiltrate a Allied Battle Lab, something practically impossible to achieve without at least two enemies or a careless Allied enemy.
  • Bald of Evil: His in-game unit icon and they are all crazed, explosives-happy, lunatics.
  • Composite Character: A combination between the Crazy Ivan's ability to set bombs on anything with the Chrono Legionnaire's method of transportation.
  • Delayed Explosion: It takes a bomb a few seconds after being planted to explode.
  • Die, Chair, Die!: They will plant their bombs on everything they can see.
  • Evil Laugh: One of their idle quotes is to laugh like a maniac.
  • Eyepatch of Power: His in-game unit icon, it's unknown if they all have it in-game.
  • Family-Unfriendly Death: While normally obscured by a skull-shaped explosion, their death animation is far gorier than even the most gruesome types of death; their bodies are torn apart on-screen.
  • Mad Bomber:
    • Ivans are a bit too enthusiastic to rid themselves of bombs. Full of one-liners to match.
      "I lost a bomb... do you have it?"
      "Here, hold this!"
    • To put it in perspective, the Ivans is the only unit in the game that has the pretty descriptive AttackCursorOnFriendlies attribute in the game files (While the force fire command, Ctrl by default, allows you to do this, AttackCursorOnFriendlies doesn't require the modifier key to be held down).
  • Teleportation: The Chrono Ivan's only form of movement, they can't actually walk to a location.
  • Time Bomb: Their bombs looks like large chunks of dynamite with a flickering fuse, accompanied with ticking sound. It takes short time before they explode, and with right timing they can be defused by a nearby Engineer.
  • Why Am I Ticking?: They can cause a case of this to any unit or building they touch, whether it's the enemy, neutral or your own.

Tesla Trooper

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

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


Psi-Corps Trooper

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

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


Yuri Prime

Type: Infantry
Role: Psychic Operations
Weapons: Mind Control & Psychic Blast
Trained at: Barracks

If a Spy manages to infiltrate a Soviet Battle Lab while his commander owns both a Soviet Barracks and a Soviet Battle Lab, they gain the ability to control none other than Yuri himself.

While he's technically the same unit as his Yuri's Revenge incarnation, they function in a very different way. This Yuri Prime can't hover over water or mind-control buildings, but he can mind-control units from an absurd distance.

This Yuri Prime is only available in Red Alert 2, and was replaced by a new Yuri Prime unit in Yuri's Revenge, serving as Yuri's commando unit.


  • Area of Effect: Can release a Psychic blast which kills all nearby enemy infantry units.
  • Awesome, but Impractical: The ability to mind-control units from really far away sounds great. Unfortunately, Yuri Prime is difficult to obtain as you need to infiltrate a Soviet Battle Lab while also owning a Soviet Barracks and a Soviet Battle Lab. This forces you to either capture a Barracks and a Battle Lab of the opposing faction (no need to say this is very difficult), or use mind control to get an enemy Spy and send him to an enemy Soviet Battle Lab. All of this is outright impossible in a 1v1 game as a Soviet player (Allied players can try to capture the enemy Soviet buildings). Yuri Prime is also the only unit in Red Alert 2 that can't be mass-produced - for his amazing range, he can still be defeated by swarms of enemy units.
  • Charm Person: Yuri Prime is capable of mind controlling enemy units and most enemy structures.
  • Hero Unit: This unit is meant to represent Yuri himself, and is the only one in vanilla Red Alert 2 to be limited to one in skirmish.
  • Power Floats: He levitates instead of walk unlike regular Psi-Corps Troopers. He can't cross over water, though.
  • Psychic Powers: Just like a regular Psi-Corps Trooper, Yuri Prime can mind-control units as well as unleash a psychic blast to kill infantry in an area. He differs from regular Psi-Corps Troopers in his ridiculous mind-control range (twice as that of Grand Cannons; this Yuri Prime can mind-control Snipers before they get into firing range) as well as a psychic blast with a lower cooldown.

Boris

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

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


  • A.K.A.-47: he is stated to be armed with an AK-47. However, since the third game suffers from yet another case of Alternate Universe, it is possible that a similar assault rifle was developed by someone else 2 years earlier than in our universe.
  • Badass Boast
    "Boris has arrived!"
    "There's nothing I cannot do!"
    "Fools! You can't touch me!"
  • Bond One-Liner
    "Eat lead!"
    "Who is next?"
  • Death of a Thousand Cuts: When powered up, he can killing heavy tanks in two or three bursts of his AK-47.
  • Developer's Foresight: There are additional lines of in-game dialogue if Boris is killed in the first Soviet mission of the expansion, as he later reappears thanks to the time travel scheme. He finds the welcome odd, since from his point of view he was never gone in the first place.
    "Have I been gone somewhere, Comrade Zofia?"
  • Hero Unit: Replaces Yuri as the Soviets' hero unit in Yuri's Revenge.
  • One-Man Army: Immune to mind control, regenerates health, kills tanks and infantry alike with his gun and calls in Death from Above on buildings from quite far away.
  • One Name Only: Similarly to other hero units in Red Alert 2, Boris's surname is not known.
  • Target Spotter: Boris can use his laser pointer to order an aistrike on buildings. Unlike Tanya, he does not need to close the distance, though the planes need time to arrive and strike.

Desolator

Type: Infantry
Role: Anti-Infantry/Light Vehicle, Area Control
Weapons:Shoulder-mounted Radiation Cannon
Trained at: Barracks
"There goes the neighborhood!"

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


  • Area of Effect: Their secondary fire, that in large numbers, desolators can create a contamination zone more deadly than what a nuclear missile leaves behind and destroy nearly anything that comes through in a matter of moments.
  • Ax-Crazy: They're incredibly unstable, and a lot of their lines are spoken with a tone of barely restrained glee.
  • Batman Can Breathe in Space: Played with. Their radiation suits and respirators apparently allow them to function in the empty air of space, such as the Soviet Yuri's Revenge campaign-exclusive Moon mission.
  • Cruel and Unusual Death: Infantry attacked by Desolators melt into a puddle of residue in seconds.
  • Friendly Fire: When Desolators irradiate the ground, the radiation (obviously) does not discern between friend or foe. This means that if you're not careful, you might accidentally end up damaging or killing your own units if they walk/drive through the radioactive ground. Oops.
  • Hazmat Suit: He wears a protective suit to keep him safe from the radiation.
  • Lyrical Dissonance: Desolator subverts a cheery Beatles song title for one of his taunts, referencing his radioactive fire weapon: "HERE COMES THE SUN!"
  • Names to Run Away from Really Fast: You don't want to be near something called a "desolator".
  • No-Sell: Desolators are completely immune to radiation, including from other Desolators.
  • Secondary Fire: When deployed, Desolators can irradiate their entire surroundings and kill many more infantry and even other ground units like tanks. On the downside, they cannot gain veterancy from units that die from crossing irradiated ground as the Desolator is killing indirectly through radiation rather than directly shooting them.
  • Suicide Attack: Desolators can be combined with captured Allied IFV's to make "poor man's Demolition Trucks"; essentially a smaller version of the Libyan Demolition Truck's blast damage and radius, but which will result in radioactive fallout, damaging infantry that passes within (only in Red Alert 2 - in Yuri's Revenge, this is changed to a more powerful rad-cannon).
  • Super-Soldier: They are heavy armoured elite soldiers armed with radioactive cannons which meltdown infantry and light vehicles with ease, their secondary is the ability to contaminate an entire area with nuclear radiation powerful enough to keep killing units even after the desolators have moved out.
  • Super-Toughness: A heroic desolator can survive a nuke.
  • True Sight: Downplayed, as they can only do this to spies and stealthed naval units. When a Desolator irradiates the ground, obviously an enemy spy with be melted anyway (as radiation cannot discern between friend or foe). Also, the Desolator's radiation range can cross into the water as well, allowing him to damage and reveal submarines, squids, and dolphins.
  • Video Game Cruelty Potential: Whenever you think that just shooting the enemy with bullets is too good for them, use the Desolator instead to melt them into a puddle on the ground.
  • Walking Wasteland: When they activate their AoE radiation ability, any non-Desolator ground unit in it takes damage. One of them won't do that much damage, but ~5 Desolators activating the ability at the same area can create a no-man's land which will kill anything that walks into it within moments.
  • Weaksauce Weakness: Desolators use radiation weapons. As such, they cannot damage robots, making them easy prey to Terror Drones.
  • You Shall Not Pass!: Desolators can create a contamination zone deadlier than a nuclear missile that melts any infantry or light vehicle that wanders in it's radius within a matter of second.

Terrorist

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

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


Rhino Tank

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

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


  • Badass Boast: The quote above.
  • BFG: A 120 mm U-5TS smoothbore gun.
  • Lightning Bruiser: Despite the fact that it was slower than its two counterparts, it was still quite speedy for a heavy tank, being able to mobilize quickly from one location to another.
  • Shout-Out: The aforementioned quote is a reference to Khrushchev's threat at the United Nations in Real Life.
  • Starting Units: For Soviet. A basic but unremarkable Tier 1 battle tank.
  • Tank Goodness: The Rhino tanks are very useful in early PVP (player versus player) online games due to its cheap production cost and medium-high power against vehicles and structures. The Rhino tanks are especially useful in a Soviet vs Allied PVP match: during very early gameplay, the player controlling the Soviet faction could easily build few of these tanks and defeat the Allied player if these tanks are focused on destroying enemy structures; as the Allied player spent much time in early game to develop his/her base. This tactic is called 'rushes' and are usually used by Soviet players early in game.

Flak Track

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

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


  • Anti-Air: Serves as the Soviet anti-air vehicle.
  • Awesome Personnel Carrier: The Flak Track moves around quickly but lacks the ability to transform like the IFV. Instead, the lightly-armored Flak Track can transport up to five soldiers inside, which is useful for capturing enemy bases. Leave the Flak Track behind as your main tanks destroy base defenses and walls. After that, send in the Flak Track with five engineers to capture the base.
  • Fragile Speedster: Flak Tracks are ridiculously fast and ridiculously frail.
  • Splash Damage: Their shells can damage multiple units at once provided they're close together.
  • Taking You with Me: The venerable strategy of loading one up with Terrorists or Crazy Ivans and charging buildings with it, like a demolition truck except faster and cheaper.

V3 Launcher

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

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


  • A.I. Breaker: V3 Rocket Launchers do much the same thing like Prism Tank, though they are much more vulnerable against enemy units. On the downside their slow rockets can be shot down by anti-air defenses, but on the plus side they arc over obstacles unlike Prism Tank beams.
  • Awesome, yet Impractical: It has the highest range and damage per shot of the siege units in Red Alert 2. Sadly, it fires a Painfully Slow Projectile that is extremely easy to avoid and easily shot down.
  • Crippling Overspecialization: Unlike other siege units, the V3 is only effective at attacking buildings, since its rocket is too slow to hit anything that isn’t standing still. And it’s only good for attacking buildings if there are no AA defenses nearby because otherwise, they will shoot down the rockets.
  • Destructible Projectiles: V3 rockets can be shot down by enemy anti-air on their way to the target.
  • Fixed Forward-Facing Weapon: Its missile is in a fixed position, so the whole vehicle must turn in order to engage a target.
  • Glass Cannon: Of all the main siege units, the V3 has by far the longest range and damage per shot. An elite V3 can obliterate most structures in one to four shots, and mass groups of them can overwhelm all but the most overtly paranoid of base defenses, especially since they are the only primary land based siege unit capable of firing upon the Grand Cannon from outside its range. However, it has little ability to protect itself at close range and with no real armor can be destroyed very quickly by pretty much anything that can fire on it.
  • Long-Range Fighter: Even moreso than most artillery. Can fire from a long distance, useless in direct fights. Lampshade by few of V3 quotes.
    "Let's keep up distance"
    "Not too close, please!"
  • Painfully Slow Projectile: Their missiles are slow and can easily be shot down by AA defenses.
  • Siege Engines: Can launch missiles at the enemy from quite a big distance.
  • Splash Damage: The missile has a large explosion radius, so can take out multiple infantry units.

Terror Drone

Type: Drone
Role: Anti-Vehicle/Anti-Infantry
Weapons: Bladed Limbs
Trained at: War Factory
These small, mechanical spiders scuttle across the battlefield looking for enemy vehicles. When a vehicle comes within range, the Terror Drone leaps into action, jumping inside the vehicle and dismantling it from the inside. Only a Service Depot or Outpost can remove a Terror Drone once it attacks.
  • Achilles' Heel: Defensive structures, as they can't attack buildings.
  • Attack Drone: Even more advanced then their Allied counterpart, the Robot Tank, due to their individual, self sufficient AI systems (Robot tanks require an outside signal to function) and complex motion controls (Robot Tanks merely hovered about, while Terror Drones could quickly coordinate on multiple limbs.) Can One-Hit Kill infantry and slowly tear apart vehicles with no effort on its part.
  • Fragile Speedster: They move faster than a player is likely to be able to move the cursor across the screen, but any precise hits destroy them. They are exceptionally weak against Gattling Tanks, which easily destroy Terror Drones the moment they get into their firing range.
  • Immune to Mind Control: Courtesy of being a robot. Terror Drones can be a terror for Yuri commanders as Yuri lacks Service Depots to reliably repair infected vehicles, and the Terror Drone's mechanical nature means Yuri Clones cannot deal with them with psychic blasts, unlike Attack Dogs. Gattling Tanks and Gattling Cannons can destroy Terror Drones quickly, and Slave Miners are immune to Terror Drones, but that's it.
  • Mecha-Mooks: Completely automated and do not require any kind of remote control.
  • One-Hit Kill: Any infantry bitten by a Terror Drone is instantly killed. Notably, and unlike Attack Dogs, Terror Drones can also kill Brutes.
  • Spider Tank: A small machine that kills infantry in one hit, and takes down tanks in seconds.

War Miner

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

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


  • Immune to Mind Control: For balancing purposes, War Miners cannot be mind-controlled. The fact that they are also heavily armored and come with a machine gun makes this a handy counter against mind-control units.
  • Regenerating Health: War Miner self-repair slowly, up to 50% health.
  • Stone Wall: The War Miner is armed with a weak machine gun, but has enough armor to defeat tanks on a one on one battle.
  • Worker Unit: The War Miner's main role is to collect ore and send it back to Refineries for procession into money.

Apocalypse Tank

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

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


  • Artistic License – Nuclear Physics: When leveled up, it fires nuclear ammunition, causing small mushroom clouds about the size of a tank but not necessarily killing anything in the vicinity. Infantry are notorious for surviving direct hits from tank shells. This is about as realistic as Tesla bombs dropped from the veteran Kirov airship that produce an electrical explosion.
  • Awesome, but Impractical: They're extremely powerful and can do at least decent amount of damage against anything, but most Soviet players found that its better to try and win the game early, especially against Allied players since the Allies' late game tech will usually win against Apocalypse Tanks, unless the player manages to amass an army of them, which is nearly unstoppable.
  • Badass Boast
    "The instrument of doom"
    "It is day of judgement!"
    "Armageddon is here"
    "It will soon be a wasteland"
    "The Apocalypse has begun"
  • BFG: The biggest tank in the game, and it has two barrels.
  • Crippling Overspecialization: For some reason, and unlike the Mammoth Tank it's based on, the Apocalypse Tank cannot use its anti-air rockets against infantry, relying on (Comparatively) weak tank shells. When promoted to Elite, however, it can One-Hit Kill most infantry with four shells.
  • Master of All: Apocalypse Tank starts off as a monster with regeneration, powerful twin cannons and medium strength anti-aircraft missiles. Every time an Apocalypse Tank gains a rank - its damage per shot, rate of fire and health level goes up. If it gets enough kills to reach Heroic, it gets a boost to its regeneration and its cannons change so that they do a four-round burst which causes a small Area of Effect explosion that does devastating damage against infantry (so now it'll mop the floor with infantry) and its anti-aircraft missiles will now be a heavy threat to aircraft instead of being somewhat of a hazard.
  • Mighty Glacier: It's the slowest vehicle in the game, as well as the most powerful. Outlasting an Apocalypse Tank in 1vs1 will require micromanaging. One of their movement quotes in Yuri's Revenge is even "Be patient."
  • Names to Run Away from Really Fast: You don't want to be near a tank that named "Apocalypse".
  • Regenerating Health: Can self-repair to full health.
  • Super-Toughness: One of the toughest vehicles on land in the game at 800 hit points, surprisingly more so than the Battle Fortress, which only has 600. The only tougher ground vehicles are the MC Vs and Chrono/War Miners at 1000 hit points, and the Slave Miner at 2000.
  • Suspiciously Similar Substitute: It's basically the Mammoth Tank from the original Red Alert with a different name. The only notably design difference on it are the rocket launchers.
  • Taking You with Me: When destroyed, the Apocalypse Tank causes a very small explosion. Most units are completely unaffected by it, but it does reduce a Terror Drone's health by half, preventing them from infecting an entire Apocalypse Tank columns unless there are twice as many drones as there are tanks. No other tank in the game has this trait.
  • Tank Goodness: The Apocalypse tank was the most powerful tank in the in-game. It possessed a pair of powerful cannons effective against both vehicles and structures, and was capable of eliminating light vehicles with a single volley. The Apocalypse also featured dual Mammoth Tusk missile launchers, effective against enemy aircraft. Lt. Zofia described them as "war in a can".
  • Weaksauce Weakness: Being so slow, it is easy prey to mind control units and Terror Drones, as it cannot escape from the former and it cannot reach a Service Depot quickly enough to get rid of the latter. Its extremely slow speed, coupled by the relatively low power of its tank shells against infantry, means that overwhelming it with infantry with anti-tank weapons before they can be run over does work. The fact most anti-tank infantry cannot be run over in some way or form, even more.

Demolition Truck

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

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


  • Action Bomb: Rare case of Game Breaker lampshaded in-game: Demolition Truck + Iron Curtain combo. Let's recount: the Demolition Truck is a suicide unit carrying a mini-nuke that explodes if the unit is killed or if the unit is commanded to attack something, but it's very frail and can set off prematurely without much issue. The Iron Curtain is a minor superweapon that makes the targeted nine units invincible and immune to mind-control for a short time. Do the math. At least the original Red Alert had the courtesy of causing iron curtain to wear off very quickly on demo trucks... Lampshaded in Yuri's Revenge in the Soviet campaign where one mission requires you to either use this tactic or spam a metric fuckton of V3 Launchers to crack the enemy base. On the other hand, if an Allied commander was to obtain demolition trucks, a Chronosphere could be used to transport up to 9 trucks right inside an enemy's base.
  • Battle Cry:
    "AH KAKAKAKAKAKA!!!"
  • Glass Cannon: Its nuclear weapons can take out large numbers of enemy infantry and seriously damage well armored vehicles and structures but one or two bullets was enough to make the truck explode prematurely.
  • Hoist by His Own Petard: Should you choose to build a Demolition Truck, it's not a good idea to leave one parked in the middle of your base. If you do, any premature destruction of the truck will also set off its nuclear payload and do big damage to your own base and troops. On a positive note, you can do this to an enemy Demo Truck if they are foolish enough to leave it parked in their base.
  • Molotov Truck: They contain nukes, which tend to get blown up before getting near their targets.
  • One-Way Trip: It has this trope as one of its lines. Justified because it's a nuke on wheels, which if used right, could cause nuclear fallout on a part of an enemy base.
  • Schmuck Bait: They can serve as this. Any enemy units nearby will automatically shoot at a Demolition Truck just like normal (as they are programed in-game to do so). Obviously, the nuclear payload and resulting fallout leads to a nasty surprise for any enemies that are too close to the truck when it blows up.
  • Suicide Attack: It explodes upon contact with the target.

Kirov Airship

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

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


  • Awesome, but Impractical: Typically this against human players (the AI is too stupid to build significant air defenses), as the Kirov's construction is announced to the enemies and its slow speed means they'll be able to prepare for them before they arrive unless a War Factory is built right on the doorstep.
  • Close-Range Combatant: The Kirov can only drop bombs on an enemy directly underneath it, which can be a problem when combined with its glacial speed.
  • Cool Airship: These huge Soviet zeppelins are a true force to contend with in the air. Able to withstand tremendous amounts of damage, a Kirov attacks with massive payloads of heavy bombs that can devastate an area.
  • Crippling Overspecialization: The Kirov has no equal in destroying buildings. Sadly, its slow speed and short attack range mean it’s terrible at attacking units, so it's helpless if it comes under attack.
  • Flying Brick: Sufficient to say they can take much, much more punishment than the average aircraft.
  • "Instant Death" Radius: Being under a Kirov and being dead are roughly the same thing.
  • Mighty Glacier: Is slow enough that infantry can outrun it; fortunately, it can obliterate an enemy base single-handedly.
  • Shock and Awe: It throws Tesla Bombs when it reaches heroic rank. Those bombs cause electric explosions.
  • Taking You with Me: You think you're safe when you shoot down that Kirov? Think again: the wreckage will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage.
  • Threatening Shark: Shark imagery is painted on it.
  • Zeppelins from Another World: Cutscenes and promo pictures show them looming ominously over US Cities. This is explained as an alternative approach to aircraft due to the Allies forbidding the Soviets from building a strong conventional air force. The Soviets only receive additional aircraft in Yuri's Revenge, which takes place after the main game.

Siege Chopper

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

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


  • BFG: A 160mm canon when deploy, which can kill any units and can raze buildings, even Allied Prism Tanks are no match with this big gun.
  • Big "NO!":
    "OH NOOOOO!!"
  • Bond One-Liner:
    "Give'em some pepper"
    "Time for the hellstorm!"
  • Dual Mode Unit: It goes from a helicopter armed with Vulcan cannon to a fixed artillery gun with a powerful, long range attack with Splash Damage.
  • Siege Engines: A Siege Chopper's real strength comes from its ability to deploy to either bombard static defenses from well outside retaliatory range or to act as static defenses themselves. Park a group of them outside an enemy base to deny ground unit movement, just watch out for inevitable aerial attacks.

Typhoon Attack Submarine

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

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


Sea Scorpion

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

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


  • Anti-Air: Their primary function is to protect naval units from aerial attacks.
  • Beware the Silly Ones: A lot of their lines are incredibly goofy and indicate that the pilots are rather lighthearted individuals, but a lot of their attack lines can get surprisingly sinister and threatening sounding.
    (Moving to Attack) "I HOPE THEY CAN SWIM!"
  • Cool Boat: Unlike Aegis cruiser of Allies, Sea Scorpion is smaller, cheaper, faster, and deals less damage, but makes up for that with the ability to attack ground and (non-submerged) sea targets as well as those in the air.
  • Power-Up Letdown: For some reason, Elite Sea Scorpions deal less damage than Veteran Sea Scorpions.
  • Splash Damage: Their shells can damage multiple units at once provided they're close together.

Dreadnought

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

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


  • Destructible Projectiles: The Dreadnought's rockets can be shot down by enemy anti-air on their way to the target.
  • Long-Range Fighter: Dreadnoughts have the longest range, but their missiles fire so slowly that they can't do anything in a direct fight with smaller ships like Destroyers or Typhoons.
  • Mighty Glacier: Dreadnoughts hit hard and are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.
  • Roboteching: When they were facing away from their target. It would make more sense if they tracked...
  • Siege Engines: Serves this role for the Soviet due to its long range and effectiveness against structures.

Giant Squid

Type: Naval
Role: Anti-Shipping
Weapons: Tentacles
Trained at: Naval Shipyard
Captured and trained by Soviet scientists, these huge creatures are capable of grasping enemy ships and crushing them with their huge, powerful tentacles. Giant Squids are stealth units and do not appear on enemy radar.
  • Attack Animal: These squids have been specially trained in military maneuvers.
  • Beast of Battle: They're mind controlled and specifically trained squid.
  • Combat Tentacles: These creatures attack a ship from beneath by wrapping their tentacles around it and crushing it.
  • Gameplay and Story Segregation: Even though they are mind-controlled units, when Yuri defects in Yuri's Revenge, Giant Squids remain part of the Soviet arsenal. It is implied that they are simply tamed now.
  • Giant Squid: Giant squid that can drag enemy ships down to the briny depths.
  • No-Sell: Like all beasts, squid are immune to mind control.
  • Use Your Head: Squids will use some kind of headbutting attack when their tentacles are not an option for certain naval units (such as Dolphins or Yuri's Boomers).
  • Weaksauce Weakness: They aren't too adept at fighting underwater units. They can only deal direct damage without stunning them, making them rather vulnerable to not only Dolphins, but various submarines.
    Red Alert 3 

War Bear

Type: Infantry
Role: Combat Scout
Weapons: Serrated Claws, Shumov-3 roar amplifier
Trained at: Barracks
"Mrrroooo"

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


  • Angry Guard Dog: Being the Soviet equivalent to the Attack Dog, they are excellent scouts and able to maul most infantry to death.
  • Attack Animal: A specially trained war bear.
  • Bears Are Bad News: Worse. Armoured attack bears with paralyzing sonic roars.
    • One of the Allied Spy's unit responses is "I don't like bears...", which is justified by the Soviet War Bear's ability to sniff out and maul spies.
      • On the DVD extras the actors cannot believe it. Watch as George Takei tries to get his head around it ("Battle Bears? B E A R S?") or Autumn Reeser laughing as she asks for an explanation.
    • In the challenge mode of the Uprising expansion, the mission where you unlock the War Bear's is called The Number One Threat to America, and features giant bears that can smash tanks. The bears are still present on the skirmish of the map, where it's entirely possible for the AI to kite the bears into their base and be defeated in minutes.
  • Beast of Battle: Like attack dogs, war bears were raised since they were cubs to be ferocious and obedient guard animals. With their size and strength, they can easily kill enemy infantry.
  • Crippling Overspecialization: They are able to instantly kill other bears/dogs and unarmoured human infantry, but are utterly useless against everything else. Still, they're critical if you're facing off against the Allies, due to their Spies being able to disguise themselves as your infantry.
  • Evil-Detecting Dog: Can detect spies that can fool any other unit and your base defenses.
  • Mighty Roar: The War Bear's special ability is an amplified roar capable of stunning enemies.
  • One-Hit Kill: Any infantry attacked by a bear is killed instantly.
  • Series Mascot: of Red Alert 3. They might not be much good against armored vehicles, but they came to represent the all-out-crazy nature of RA3's unit design, and even appear on the box art. (Natasha the sniper is front and centre, though.)
  • Underground Monkey: The Ursa Major is a mutated version of the War Bear that only appears as neutral units in the skirmish map Kodiak Lake and the Commander's Challenge mission Number One Threat To America. They are much bigger than standard War Bears and can easily maul vehicles and ships as well as infantry, but are only as durable as a standard bear and still helpless against aircraft.
  • Weaponized Animal: War Bears are equipped with sonic amplifiers that can paralyze enemy infantry.

Conscript

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

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


  • A.K.A.-47: They are armed with ADK-45 assault rifles, which look an awful lot like AK-47s. Makes sense, as this is an Alternate Universe. It is quite plausible that Mikhail Kalashnikov was still involved (note the A for Avtomat, while D and K stand for designer's surnames), although he got into armament design after being wounded in World War Two - he had been a tank driver. The placard with a bayonet also depicts a barrel attachment characteristic of later AK models.
  • The Alcoholic: If you examine a Conscript (shifted in defense forces) sitting behind the machine gun in a sentry gun, and the structure is not selected, they will snuggle down and will be drinking an unknown drink, possibly Vodka, or maybe his Molotov cocktail.
  • Anti-Structure: Their Molotov Cocktails are capable of clearing out garrisoned buildings.
  • Cannon Fodder: The epitome of it, they cost half as much as Peacekeeper and need more than a 2 to 1 advantage to beat one.
  • Conscription: They became incredibly jingoistic morons, eager to throw themselves at anything declared an enemy. They will eagerly attack an Apocalypse Tank while yelling, "Field promotion, here I come!"
  • Cossack Dance: They'll occasionally do this as an idle animation.
  • Irony: Depite being the worst of the three basic infantry, their anti-garrison weapon is ironically the best out of all of them, if not the best in the game due to both being a ranged weapon and not making them die in the process of clearing a garrison, unlike the Peacekeepers and Imperial Warriors, whose Riot Shields and Banzai Charge cause them to die in the process of clearing a garrison. They are also capable of instantly killing a Peacekeeper when their Riot Shields are up, regardless of their veterancy level.
  • Lampshade Hanging: In the mission March of the Red Army, which takes place near Lake Geneva, a Conscript can be heard commenting on unrealistic aspects of the mission, namely the appearance of Dolphins and Aircraft Carriers in the middle of the lake.
  • Lethal Joke Character: The Conscripts are explicitly described as being poorly trained in their profiles, which is reflected in their idle animations, as they'll do moronic things like look down the barrels of their rifles, and to add insult to injury, they don't even have proper armor, as they get ushankas and used longcoats while the Peacekeepers and Imperial Warriors get actual armor and far better equipment. Despite this, they're the most price efficent basic infantry in the game, on top of having the best anti-garrison ability in terms of damage, as their molotov cocktails don't require you to sacrifice them in order to clear a garrison on top of being effective against vehicles too, unlike the Imperial Warrior, whose beam katana can only be used on infantry.
  • Molotov Cocktail: Conscripts can switch between AK's and Molotovs to alternate between anti-infantry and anti-garrison warfare.
  • Not-So-Badass Longcoat: They may have longcoats, but they are definitely not badass.
  • One-Hit Kill: Their molotovs will kill a shielded Peacekeeper in one shot.
  • The Pollyanna: They basically are the cannon fodder of the Soviet forces, and are not even good at that since it is ridiculously easy to kill them, yet they will always salute you with phrases as "I make Premier proud!" and "Haven't we won yet?", now that's to have spirit.
    • Oh, and yeah, they are also Keets and Ditzes, I mean, you won't expect someone to say "We march to victory!" when facing an entire batallion of far better enemy soldiers or "They have television in there?" when garrisoning a building in the middle of a warzone.
  • Stealth-Based Mission: The first part of the seventh Soviet mission has you sneak into the Japanese Emperors palace with a single Conscript and a War Bear.
  • Took a Level in Cheerfulness: They are definitely a lot more happy and enthusiastic compared to their unwilling and utterly bored-sounding predecessors from Red Alert 2.
  • Zerg Rush: They're much weaker than Peacekeepers or Imperial Warriors, but they're much cheaper too. Throw enough of them at an attack force and they'll eventually win. Most of 'em will be dead, but they'll win.

Flak Trooper

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

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


  • Anti-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their heavy cannons.
  • BFG: Their flak cannons.
  • Boxed Crook: Unlike their Red Alert 2 counterparts, this generation of Flak troopers are convicts, forced to carry out the remainder of their sentence as a heavily armed flak-cannon operator instead of rotting in a gulag (Soviet forced labor camp).
  • Hell Hole Prison: They're forced under pain of death to spend their days lugging heavy cannons around, fighting tanks and giant robots... but it's still better than being back in the gulag.
  • Prisons Are Gymnasiums: It is implied that the reason why the convicts are the ones to carry the flak cannons is that the work in the Gulag has made them strong enough to carry them.
  • Sticky Bomb: Their Magnetic Mines that can be placed on vehicles and buildings. When in this mode, if the Flak Trooper is run over, these mines will detonate, damaging the vehicle.
  • The Only Believer: Inverted. They have no loyalty towards the Soviet Union or it's communist ideology, and nearly all of their lines make it clear how apathetic they are to the war and frustrated at their situation. One of their lines even has them threatening the commander.
    (When selected) "Just wait 'til I get these chains off!"
    (When selected) "You're gonna make me carry this?!"
  • Trading Bars for Stripes: Flak Troopers are convicted criminals still in their chains. They'll comment that their current situation "beats being in the Gulag".

Combat Engineer

"Somebody called for an engineer?"
Type: Infantry
Role:Field Support
Weapons:Mushkin SA Revolver
Trained at: Barracks
The Soviet's unique version of the Engineer. They consist of intellectuals who were forcibly conscripted, such as bookkeepers, professors, curators, symphony conductors, mechanics, shipwrights, and of course, civilian architects and engineers. They come equipped with a revolver, which deals average damage but has a lengthy amount of reload time, and are also capable of building a Battle Bunker, which can hold up to 5 infantry units.
  • Butt-Monkey: Like all of the Engineers in Red Alert 3, they have undignified and comedic lines and are pitifully weak. Ironically they're the only one to get a description that's flattering at all, as they're called "Grizzled, pistol-packing men of science".
  • Revolvers Are for Amateurs: Their armament of choice, which is an okay weapon aside from being slow as mollases.
  • The Pig-Pen: They'll get offended when you order them to move into the water, assuming you're telling them to take a bath. They'll also comment about how they forgot their soap too.
    (Moving to water) "What? You think I need a bath?!"
    (Moving to water) *sniffs* "Eesh, I forgot my soap!"
  • Smoking Is Not Cool: One of their lines when under attack has them freak out that they've got shot in the lung, referring to it as their "good one" implying this.
    (Under Attack) "I think that was my good lung!"

Tesla Trooper

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

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


  • Arm Cannon: The Tesla Trooper is armed with a pair of Tesla guns built directly into the arms of their armor, which are effective against both infantry and vehicles.
  • EMP: They are also equipped with electromagnetic disruptors, allowing them to disable all enemy vehicles within a short radius. However, activating the EM Disruptor also renders them immobile and unable to attack.
  • Lightning Gun: A miniaturized Tesla Coil.
  • Mighty Glacier: Due to their heavy mechanical suits, Tesla Troopers are less mobile than most other infantry.
  • One-Hit Kill: Can kill most infantry in one shot.
  • Powered Armor: The one they were makes them immune to the bites of Attack Dogs and War Bears, but strangely not the shuriken used by the Shinobi.
  • Pungeon Master: They rival the Cryo Legionnaires in this department.

Desolator Trooper

Type: Infantry
Role: Advanced Anti-Infantry
Weapons: Deathspray Hose & Splattershot Cannon
Trained at: Barracks
"It all comes out in the wash!"

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


  • Anti-Infantry: Their primary specialty. Their toxins will kill even a commando within seconds.
  • Ax-Crazy: They make their already unstable Red Alert 2 predecessors look completely calm and rational by comparison, as a lot of their lines related to attacking and moving to attack their opponent are about either killing their enemy or expressing their intent to make them suffer in a shaky, giddy tone of voice, with the worst offender out of all of them being them complaining that the enemy looks too happy in an audibly furious tone of voice. This has lead to their fellow Soviet soldiers staying far away from them.
    (When attacking with Deathspray) "Eradicate their kind!"
    (When moving to attack) "They look too happy!"
  • Damage-Increasing Debuff: Their Splattershot Cannon causes heavily armored vehicles and structures to temporarily become more susceptible to damage.
  • Elite Mooks: They're extremely durable and require a Battle Lab to produce. These guys can go toe to toe with most commandos.
  • Expy: They're essentially the Toxin Tractors from Generals but as infantry units.
  • Hoist by His Own Petard: A variant. They're immune to other toxin-based weaponry, even from other Desolator Troopers, and due to the logic for garrison-clearing being based off attacking the infantry one-by-one until they're all gone, they can be potentially undone by their fellow Desolator Troopers immunity to toxins if a garrisoned building has a Desolator Trooper as the first inhabitant.
  • In Name Only: They're nothing like the Desolators from Yuri's Revenge, unlike the returning Conscripts and Flak Troopers, as rather than using beams of nuclear energy from a laser cannon, they spray highly toxic chemicals. It's actually justified in-universe, as nuclear technology no longer exists thanks to the Soviets erasing Einstein from the timeline.
  • Names to Run Away from Really Fast: You don't want to be near something called a "Desolator Trooper".
  • Poisoned Weapons: The Desolator Trooper is a deadly unit against infantry, splashing his victims with toxins. If the enemy sends in vehicles in response, the Desolator can use his Splattershot Gun to make its armour more vulnerable to Toxins.
  • Powered Armor: It doubles as life support for their unlucky pilots.
  • Rule of Cool: Essentially the reason they exist, due to being terminally ill maniacs trapped in heavily armored life support units equipped with highly corrosive toxins that they shoot from sprayers that look like gas dispensers or cannons that fire globs of the stuff.
  • Sociopathic Soldier: In fact, the creators of Desolator troopers were also their first victims.
  • Super-Soldier: They are portrayed as terminally ill sadists in armored life-support suits capable of withstanding insane amounts of damage and pain, they use as weapons sprayers which look like gas dispensers, that release vile jets of chemical waste capable to meltdown any kind of infantry, including the female heroes, in the most horrific way, their secondary attack launches an corrosive core which slowdown units and make vehicles and structures highly vulnerable to their primary weapons, sounds cool eh?
  • Walking Wasteland: Emits toxic gasses wherever they walk.
    Nothing will grow there!

Ore Collector

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

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


  • Amphibious Automobile: Much like their cousins, the Sputnik exploration vehicles, ore collectors may transition to an aquatic mode on contact with water at least one meter deep.
  • Badass Bureaucrat: "Ready the paperwork!"
  • Boring, but Practical: Their special ability is to deploy armor unlike the Prospector, who can be used for base expansion or the Imperial Ore Collector, which uses a machine gun to fend off infantry. This greatly increases their survivability and buys time for friendly units to come to their rescue.
  • Heal Thyself: Its ceramic armor repairs the Ore Collector in addition to greatly increasing its durability.
  • Shut Up and Save Me!: "They're trying to stop me! DO SOMETHING BEFORE IT IS TOO LATE!"
  • Stone Wall: Unlike the Empire's Ore Collector, which can fend off enemies with its machine gun, or the Allied Prospector, which has no defensive abilities whatsoever, the Soviet Ore Collector can simply cover itself with armor to withstand more hits.
  • Workaholic: They display this attitude if asked to do anything other than ore collecting:
    Shouldn't we be working?
    Is this necessary?
    Laziness will not be tolerated!
    And what about the collection?
    A detour?!
  • Worker Unit: Gathers ore to facilitate the player's economy.

Sputnik

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

"I'm all packed up!"

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


  • Amphibious Automobile: Sputnik can traverse land and water with equal ease.
  • Base on Wheels: The Sputnik can deploy into a Outpost, allowing for base expansion beyond the original base radius. This process however, is permanent, and cannot be reverted once performed.
  • Cloud Cuckoolander: You get the impression that they aren't aware that they're in a war.
    (Moving to Land) Aww, no more bath time?
  • Shout-Out: Their tendency to say "Very nice!" is similar to the titular character of Borat's tendency to say the same thing.
  • Worker Unit: The Sputnik's sole purpose is to deploy into an Outpost, which provides build radius around itself so its commander can build forward bases.

Terror Drone

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

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


  • Achilles' Heel: Defense structures, as they can't attack buildings. Especially anti-infantry defenses, which tear them apart in seconds.
  • Attack Drone: Can One-Hit Kill infantry and slowly tear apart vehicles with no effort on its part.
  • Difficult, but Awesome: They're dangerous to all naval vessels and armor units, but need to be used in well thought-out plans and formations due to their fragility as well as the fact that they're only capable of infecting one armor unit or naval vessel, meaning if you want to destroy an entire swathe of AFVs you'll have to both bring more than one Terror Drone and plenty of back-up.
  • Fragile Speedster: While insanely quick, they have little in the way of armour and easily succumb to any kind of opposition that has proper anti-infantry weapon. Not as fragile as in Red Alert 2 though.
  • Mecha-Mooks: Completely automated and do not require any kind of remote control (the fluff hints that they're being controlled via brainwaves from a distance).
  • One-Hit Kill: Any infantry bitten by a Terror Drone is instantly killed.
  • The Paralyzer: The Terror Drone can employ a stasis ray to stop ground vehicles from moving and prevent landed aircraft from taking-off. Except Aircraft Carrier, however, the target can still fight back.
  • Spider Tank: A small machine that kills infantry in one hit, and takes down tanks in seconds. It also has the ability to swim in water and therefore the ability to attack ships.
  • Took a Level in Badass: These new Terror Drones are a lot more versitile and dangerous compared to their Red Alert 2 predecessors. For starters, they are now amphibious, which makes them a threat to naval units in addition to ground units. And they now have a Stasis Ray that can hold vehicles/ships in place.

Sickle

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

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


  • Bottomless Magazines:
    "Come on, we have lots of ammo."
  • Car Fu: While the Sickles mainly use their machine guns to take out infantry, they can also use their Flea Leap ability to land on and crush them.
  • Dirty Coward
    "I'm taking care of me!"
  • Fragile Speedster: It is notably fast, meaning it can catch up with almost any infantry. Being an IFV on legs, it will always be beaten up by tough bruisers such as tanks and other anti-vehicle units.
  • In a Single Bound: The Sickle's hydraulic systems can be overloaded to enable a "flea jump" which can be used to leap over obstacles, onto bluffs, hills and can even be used to jump straight into a horde of men, causing severe damage.
  • Jerkass
    "Aim for the injured!"
  • Magikarp Power: They aren't that good during the late game once the better units are available, and they're essentially rendered redundant by many units. Despite this, heroic Sickles are nothing to scoff at, as they wind up becoming Glass Cannons who can easily tear even armor units to shreds in mere seconds, especially when they're in groups.
  • More Dakka: It comes with three independently targeting machine guns. Granted, it can only bring two to bear on any one target, means it can engage up to 2 enemies at once, mostly from the rear and front but the third will happily shoot at anything that crosses its field of fire.
  • Spider Tank: Walk on four legs.

Bullfrog

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

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


  • Abnormal Ammo: The Bullfrog can only deploy the soldiers within it by launching them out of a cannon on its back. Much fun can be derived from bombarding the enemy with bears. Armoured War Bears.
  • Amphibious Automobile: Bullfrog can traverse land and water with equal ease.
  • Anti-Air: Serves as cheap and effective anti-air vehicle for the Soviet.
  • Awesome Personnel Carrier: One particularly hilarious example. The Bullfrog is an otherwise-normal APC armed with an anti-air gun that fires soldiers out of a cannon on its back. So we've got a scenario in which you can parachute armored war bears onto a group of infantry. And the bears have a stun ability and instant-kill attacks. The downside is that it's suicide to unload the troops in an area where the enemy has anti-air defenses.
  • Catapult to Glory: Its cannon allows it to shoot troops over considerable distances, bypassing enemy defenses.
  • Composite Character: It is a combination of the Flak Track and Sea Scorpion with the Man Cannon added.
  • Crippling Overspecialization: Since its primary weapon is designed only for anti-air defense, the Bullfrog has no answer to enemy ground combatants.
  • Fastball Special: The Bullfrog unloads troops through human cannonball launchers. (They are give parachutes for soft landings.)
  • Human Cannonball: The only way out of the Bullfrog. Though potrayed more realistically since the infantry descends with parachutes after being fired from the cannon. Other than people, it can also fire bears and terror drones for extra fun.
  • Improbable Weapon: Bullfrog's Man Cannon, which is not a weapon but a means of transport.
  • It's Raining Men: Infantry launched by its Man Cannon will automatically parachute down from the apex of the launch.
  • Splash Damage: Can do splash damage to nearby enemy aircraft units.

Reaper

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

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

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


  • In a Single Bound: Much like the Sickle, the Reaper is capable of leaping long distances. Unlike the Sickle, the Reaper only gets one shot at this before its legs inevitably break, turning the thing into a makeshift defensive turret. Being much heavier than Sickles, Reapers can crush almost anything they land on, making the benefits of the proto-jump potentially outweigh the consequences... and making it the ultimate MCV killer.
  • Jack of All Stats: Because it is available in relatively short supply and packs so much firepower, the Reaper is fairly expensive to produce, even more so than a Soviet main battle tank. While most Soviet forces are considered to be specialized and efficient, the Reaper can be seen as something of a jack-of-all-stats, but while being a jack-of-all-stats, it is very effective in doing its job.
  • Mythology Gag: The Reaper's design is a scaled-down version of the Centurion Siege Crawler, a Dummied Out unit from both Red Alert 2 and 3.
  • Not the Intended Use: The Reaper's jump ability causes its legs to break and render it immobile. On a positive note, it still retains its rockets and grenade launchers, making it a rather potent anti-air/ground defensive turret. As such, Reapers can serve as impromptu defenses for your base, holding the line, or even for protecting captured tech buildings out in the open (since Reapers can be "deployed" without a Sputnik for ground control). Another bonus is that Reaper turrets don't use power, either.
  • Spider Tank: Walks on four legs.
  • Super Prototype: Of the Sickle. So heavy, in fact, that their legs break beneath them if they jump, which can crush almost anything they land on, making the benefits of the jump potentially outweigh the consequences... and making it the ultimate MCV killer.

Hammer Tank

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

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


  • Butt-Monkey: The Hammer Tank instructor during the tutorial is the one who is shot at the most by the other instructors (Allied Guardian Tank and Rising Sun Tsunami Tank) in annoyance for dumb questions, getting on their nerves, etc. Also, it's usually the Soviet army that the Tsunami Tank's "training robots" are modeled after. In the last tutorial mission, however, he causes a Funny Background Event where he slinks away and comes back as an Apocalypse Tank, causing the Tsunami Tank, his main bully, to do a Double Take.
  • Cannibalism Superpower: If a Hammer Tank destroys an enemy vehicle with its Leech Beam, it gains said enemy's gun as a second turret.
  • Crippling Overspecialization: Played with it, since its special ability is an absorption beam which in addition of draining the HP of the enemy while repairing itself, but is also able to steal the weapon of enemy vehicles destroyed while it is targetting them, effectively giving the Hammer Tank a second primary weapon, and possibly an ability to engage air targets.
  • Double Entendre: "Who needs a good pounding?"
  • Life Drain: Its Leech Beam can be used to siphon metal armor off enemy vehicles/buildings which will immediately be applied to the Hammer Tank for extra health. If an enemy under the effects of the Leech Beam dies, its weapon will be mounted onto the Hammer Tank's auxiliary weapon hardpoint.
  • Tank Goodness: The Hammer Tank deals somewhat less damage and is slower than the Guardian, its Allied equivalent, but makes up for this with better armour, a somewhat higher rate of fire and much greater versatility thanks to the Leech Beam, which can grant it anti-aircraft or anti-infantry capabilities; something the Guardian lacks.

Grinder

"We here to crush!"

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


  • Amphibious Automobile: The Grinder incorporates spare parts from Soviet ore collectors, lending it amphibious capability in spite of its massive girth.
  • Close-Range Combatant: Grinders do not have any guns and can only attack at close range with their grinders.
  • Life Drain: The Grinder repairs itself while crushing an enemy.
  • Lightning Bruiser: Very fast, high damage, and has the same amount of health as an Apocalypse Tank.
  • Mythology Gag: The Grinder is comparable to a vehicular version of Yuri's Brutes—a tough, close-ranged unit effective against nearly everything on the ground. They even have similar personalities: a crazed manchild who looks on crushing their enemies as "playing" (even sharing a few quotes).
  • Nitro Boost: The Grinder's special ability temporarily increases its movement speed, allowing it to chase down foes.
  • One-Steve Limit: The Grinder shares its name (but very little else) with one of Yuri's buildings from Yuri's Revenge.
  • Psychopathic Manchild: Gives this impression from its quotes.
    Who wants to play?
    We here to crush!
    Go tank! Go tank!
    He go bye-bye...
    Here I coo-oome!
    Make him look funny.
    I break all my toys!
    CRUSH THEM!
    Ouch! That hurts!
    They're picking on me!
    I just wanted to play...

V4 Rocket Launcher

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

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

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


  • Boring, but Practical: Only relative to the (still useful) Allied Athena Cannon & Imperial Waveforce Artillery. It doesn't shoot energy like the Waveforce, a Satelite LASER like the Athenas, or have a Deflector Shield like the Athena, but it's less expensive than both at $1200 (vs $1400 & $1800 respectively), has cluster rockets that have much better splash damage than both rival artillery pieces, and their cruise missiles are not vulnerable to anti-air like the V3 was. Their main drawback is the travel time of the missiles, making them vulnerable to more mobile vehicles and even infantry. However, they shine the best when it comes to bypassing or even getting rid of an enemy's defenses, due to them specializing in attacking from a distance.
  • Composite Character: It is a combination of the missile trajectory of the V-3 and the V-2's characteristic of enemy AA being unable to shoot down the launched missile.
  • Glass Cannon: Their missiles can be fired from afar and can quickly destroy buildings, but don't expect them to survive in a fight against tanks.
  • Long-Range Fighter: Even moreso than most artillery. Can fire from a long distance, useless in direct fights.
  • Recursive Ammo: Its optional firing mode are to launch a missile armed with cluster warheads, that splits up in mid-flight upon reentry, causing widespread damage.
  • Siege Engines: Can launch V4 missiles at the enemy from quite a big distance.
  • Splash Damage: Its missile splash damage can hit many enemies in the area.
  • This Looks Like a Job for Aquaman: Downplayed. They aren't overly specialized, but they're a godsend when it comes to getting rid of a heavily fortified enemy base from a distance, especially when they're able to hide behind the indestructible natural walls of a map.

Apocalypse Tank

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

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


  • Awesome, but Impractical: Less pronounced than the Mammoth Tank, but in high level matches, the Boring, but Practical Hammer Tank is prefered due to lower tech requirements and faster speed, while still having respectable cannons. The Apocalypse also has to contend with devastating top secret protocols — such as cryo freezing — that can easily negate the cost efficiency of this super tank.
  • Badass Boast: Literally every sentence they utter, even while being attacked.
    The instrument of doom.
    It is day of judgement!
    We cannot be stopped.
    These will be their last moments!
    Armaggeddon is here.
    It will soon be a wasteland.
    The Apocalypse cannot be stopped.
    They have not accepted their fate!
  • Car Fu: Takes this to new levels, being able to crush smaller tanks. Its secondary weapon is a Magnetic Harpoon that pulls helpless tanks towards it.
  • Crippling Overspecialization: Unlike Red Alert 2, the Apocalypse Tank has lost its anti-aircraft missiles in favor of a big magnet that pulls enemy vehicles towards its circular saw. Basically, the tank has been redesigned to be more effective against vehicles, something it was already good at, while leaving it vulnerable against airstrikes.
  • Evil Laugh
    Muahahahaha!!!
  • Evil Sounds Deep: They all have deep, soulless sounding voices.
  • Husky Russkie: Given their dialogue, the Apocalypse Tank would seem to be of this type.
  • Mighty Glacier: They even tell the player to be patient.
  • Names to Run Away from Really Fast: You don't want to be near a tank that named "Apocalypse".
  • Regenerating Health: Can self-repair.
  • Sadist: They genuinely ENJOY killing and destroying, as they'll sadistically chuckle and mock their enemies when not making intimidating boasts.
  • Super-Toughness: Much heavier armor than its predecessor.
  • Tank Goodness: The Apocalypse Tank is the most powerful tank in the world. Its dual cannons already make it a force to be reckoned with, and its Magnetic Grapple can lure its targets towards its grinder, or makes the Tank approach structures and shred them.
  • Took a Level in Badass: Played With in Uprising. The buff it got to its Magnetic Harpoon, which now disables the targeted unit, is very powerful, making the Apocalypse Tank capable of beating any kind of ground enemy, no matter how powerful, if in equal numbers. However, this is the same expansion that brought extremely powerful units such as the Harbinger, the Pacifier FAV and the Giga Fortress, which demolish Apocalypse Tanks from a safe distance (Or are outright impossible to target). As a result, a much more powerful Apocalypse Tank ends up being completely Overshadowed by Awesome by the time it can be built.
  • Tractor Beam: Its special ability, a beam that pulls enemy vehicles into its front grinder. It can also be used on buildings, but instead of pulling the building apart, it will pull itself towards the building and rip it apart, brick by brick.
  • You Will Not Evade Me:
    You cannot escape!
    Get over here!
    Your turn!

Mortar Cycle

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

"Mortar Cycle looking good!"

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


  • Badass Biker: Their riders are all cool-headed and have casual dialogue.
  • Boring, but Practical: They only cost 600 credits and only require a Barracks and War Factory. However, they are armed with Molotov Cocktails and Mortar Cannons, and they move quickly. Bases do not stand up for long against them.
  • Call-Back: Their death screams are re-used from the very first game in the series, Tiberian Dawn.
  • Cool Bike: The Mortar Cycle is a fast vehicle optimized for hit and run tactics. Their pilots also have a level-headed and cool personality.
  • Do Not Run with a Gun: Mortar Cycles can attack and move when using molotovs, but not with mortars.
  • Expy: Of the Rocket Buggy from Generals, both are stupidly fast artillery vehicles, but while the Buggy is balanced by its relatively high position on the tech tree and long reload time where it's helpless in close range, the Mortar Cycle has rapid-fire molotovs and shoots a steady barrage of shells while being on the lowest rung of the tech tree.
  • Fragile Speedster: They're really good against structures and infantry, and are also able to handle their own against vehicles thanks to their superior speed and agility, but will go down in seconds once their actually caught.
  • Logical Weakness: Despite being small enough to be trained in the Barracks, they still count as vehicle units, and thus, are easily killed by anti-armor units like the Guardian Tank or Javelin Troopers.
  • Molotov Cocktail: Like Conscripts, they wield these, and also share the same garrison clearing ability that the ones wielded by the Conscripts do.
  • Pun: On Motor Cycle.
  • Zerg Rush: The best way to use them. While on their own, their damage is nothing to talk about, and their comparatively mediocre fire rate is also a downside, but they're a nightmare when massed together thanks to their incredibly high speed and numbers making up for the aformentioned subpar fire rate.

Twinblade

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

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


  • Awesome Personnel Carrier: They're capable of transporting infantry and even other land units.
  • Black Helicopter: One of them tries to assassinate Premier Cherdenko, although he faked it to frame Krukov in a cutscene.
    Yeees, let's look over there...
  • Boring, but Practical: As a transport, it's this when compared to the Bullfrog, as it doesn't use the flashy man-cannons that leave the infantry units (and Terror Drones) vulnerable to cannon fire and simply drops them off at the destination it was heading for. Bonus points for it being able to transport vehicles too.
  • Bottomless Magazines: They never run out of missiles and bullets, through the missiles are fired in salvos.
  • Expy: Of the GDI Hammerhead from C&C 3. To a lesser degree, they're this towards the Carryall, as while they're not defenseless like the Carryalls are, but share their role as the aerial vehicle transport that they do.
  • Macross Missile Massacre: It will periodically fire a salvo of missiles at its targets.
  • Not the Intended Use: The Twinblade's ability to transport units can be used to force them on the ground (even if said unit is nowhere near the Twinblade) and make them susceptible to a friendly Iron Curtain.
  • The Political Officer: Its co-pilots. While they don't serve this function in-game, the fluff mentions that their original purpose was to patrol the edges of battlefields and shoot any Soviet deserters.
  • This Cannot Be!: One of their death quotes is "But I'm a Romanov!"

MiG Fighter

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

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


  • Boring, but Practical: The only fighter jet that the Soviets have, and the only aircraft capable of taking on other aircraft, as her fellow Soviet aircraft units, the Twinblade and the Kirov lacking the ability to defend themselves against other aircraft.
  • Bland-Name Product: The MiG aircraft in the game is called "Mikevich-Guroyan", instead of the real life "Mikoyan-Gurevich".
  • The Bus Came Back: Played With. While the MiGs were a staple of the Soviets arsenal, this marks the first time since the first Red Alert that they were a controllable unit.
  • Cool Plane: Synonymous with Soviet air power, the MiG is a fast-attack air-to-air fighter that can boast a remarkable survival rate, largely thanks to its armament of M-type burst missiles.
  • Hot-Blooded: Not as much as Tengus, but still...
    (Selected) "You got a sucker for me?"
    (In Combat) "Gonna call your mommy?!"
    (Moving to Attack) "Come and get it!"
  • Splash Damage: Deals area damage, making it more effective against massed targets than Apollo fighters.

Kirov Airship

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

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

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


  • Bottomless Magazines: They never run out of bombs.
  • Cast from Hit Points: They have a Nitro Boost, but using it slowly eats away at their hull.
  • Close-Range Combatant: The Kirov can only drop bombs on an enemy directly underneath it. To alleviate its slow speed, its special ability allows it to reach its target faster in exchange for health.
  • Cool Airship: The Kirov is the Soviet's Heavy Bomber. The airship proves to be a devastating offensive weapon against infantry battalions and bases. Unlike the Allies' Century Bomber, the behemoth zeppelin doesn't need to reload thanks to its near-infinite bomb supply. When really close to a structure, the pilot begins unleashing a stream of iron bombs to turn a normal structure into nothing more than burning pieces.
  • Defog of War: For the opponent, that is. Kirov Airships are always visible, even for enemies, while they have their Gastroburner ability active, just in case you wanted a quick ambush...
  • Explosive Overclocking: The Kirov can temporarily boost their speed significantly, but this also burns its health up.
  • Flying Brick: Sufficient to say they can take much, much more punishment than the average aircraft.
  • I Can See My House from Here: Kirov Airships will sometimes remark, "Oh look, is that your house?" when ordered to attack.
  • "Instant Death" Radius: Being under the Kirov and being dead are roughly the same thing. Even if you manage to shoot it down, it's futile; its flaming wreckage will still crash and cause damage.
  • Kaizo Trap: Even if one is shot down, the flaming hull will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage.
  • Logical Weakness: Being aircraft, Kirov Airships cannot survive being hit by any object falling from an Orbital Drop.
  • Mighty Glacier: Is slow enough that infantry and most vehicles can outrun it; fortunately, it can obliterate an enemy base single-handedly.
  • One-Man Army: Unless a base has a lot of Anti-Air (and even then, turrets are prone to getting their power cut), a single Kirov can and will ravage it short order.
  • Nitro Boost: The special ability, significantly increasing its speed at the expense of revealing its position and being Cast from Hit Points.
  • Smug Super: A lot of their lines are incredibly smug, but they have the firepower to back it up.
    (Moving to Attack) "I don't think we've met!"
    (In Combat) "Aw... look, is that your house?"
  • Taking You with Me: You think you're safe when you shoot down that Kirov? Think again: the wreckage will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage.
  • Threatening Shark: Kirov's have shark imagery painted on their noses.

Stingray

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

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


  • Area of Effect: The Stingray can make a slowly-reloading surgewave of Tesla in the waters surrounding it, heavily damaging/killing anything foolish enough to stick around after having seen its overloading sequence.
  • Cool Boat: The Stingray is a powerful, but lightly armoured, anti-surface strike vessel. Its turret has two Tesla coil guns that fire medium-range bolts of electricity against the target, and can also be used to power up Tesla coil base defenses. It can also unleash a surge of electricity into the water, frying all enemy vessels around it.
  • Glass Cannon: Stingrays deal a lot of damage for a Tier 1 unit, but they are quite pricey, very lightly-armored and lacking in defensive countermeasures. On land, this is made worse as they are much slower than on water and can't use their Splash Damage attack.
  • Lightning Gun: Its twin Tesla coilguns.
  • Military Mash Up Machine: A boat that sprouts legs when moving on land.
  • Ship Out of Water: The Stingray is a boat that can only be built from the Naval Yard, but this doesn't stop it from walking onto land with its legs.
  • Spider Tank: On land, the Stingray walks on six mechanical legs.
  • Transformation Sequence: Extending six legs and climbing ashore, Spider Tank style.

Akula Sub

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

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


  • Cool Boat: The Akula Submarine is more capable of dispatching naval enemies than the Allied assault destroyer on a one-on-one basis, and it can defeat a Naginata cruiser if it uses its Ultra-torpedoes, though must be wary of the Naginata's more powerful version of the Ultra-torpedoes; the Type- S Torpedoes. On the other hand, they are great for taking out important ships and for scouting. While submerged, they are invulnerable to most weapons except advanced base defenses, torpedoes and the Assault Destroyer's main gun.
  • Crippling Overspecialization: Can't attack anything other than naval units and buildings.
  • Friendly Fire: Its Ultra-torpedo special attack will hit and damage anything that's in front of it, friend or foe.
  • Nervous Wreck: They come across as paranoid and jittery at the best of times, which only gets worse when they actually are under attack.
    What's that dripping sound?!
    What's that noise?
    Do you see something?
    They're on our trail!
    They're still out there...
    So much pressure...
    We've been hit, haven't we?!
    Mayday! MAYDAY!
  • Not the Intended Use: The Akula's Ultra-torpedo special ability allows it to fire a powerful torpedo straight ahead for quite a long distance. This means that if you have the Akula point at a target far away and activate the Ultra-torpedo, it will be able to damage/destroy targets from a much farther distance than its normal attack. This makes the Akula sort of an impromptu sniper and/or artillery unit.note 
  • Threatening Shark: Invoked by the Soviet Akula attack sub (Akula means 'Shark' in Russian). Whether or not his is the case depends on how savvy the player using them is, however.

Dreadnought

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

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


  • Badass Boast:
    The seas will run RED!
    The seas tremble beneath us!
    Enemies of the Union shall BURN!
  • Cast from Hit Points: The Dreadnought's special ability allows it to fire twice as fast, but this damages it in the process.
  • Graceful Loser:
    The Union demands our return!
    Our noble voyage must end!
    It was a glorious battle!
  • Large Ham:
    The seas will run RED!
    Enemies of the Union shall BURN!
  • Macross Missile Massacre: Dreadnoughts that can utterly spam targets with missiles, really, really huge missiles (these are full battleships after all, and unlike in Red Alert 2), but at the expense of the unit's health.
  • Mighty Glacier: Dreadnoughts hit hard and are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.
  • Patriotic Fervor: They're extremely vocal about the sheer awesomeness of the Soviet Union.
  • Siege Engines: Serves this role for the Soviet due to its long range and effectiveness against structures.
  • Simple, yet Awesome: In comparison to the Aircraft Carrier and the Shogun Battleship, which use drones shaped like miniature planes equipped with bombs and have an arsenal of lasers respectively, the Dreadnought simply fires array after array of missiles.

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