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Characters / Command & Conquer: Red Alert Series - Units

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


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All Games


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

  • All Your Base Are Belong to Us: An engineer raid in any of the games can easily see half your enemy's base fall to you in one fell swoop.
  • Asian and Nerdy: Imperial engineers in Red Alert 3. Just watch them do their little power strut.
  • Bomb Disposal: In Red Alert 2, engineers can defuse bombs planted by Crazy Ivans.
  • Deployable Cover: The Soviet engineer in Red Alert 3 can build bunkers with room for five soldiers.
  • Enemy Exchange Program: Standard for Command & Conquer games, Engineers can capture enemy buildings and partially or fully make use of the enemy arsenal.
  • Leaning on the Fourth Wall: One of the 'affirmative' lines spoken by Yuri's Engineers is "Needs a paint job", noting how buildings change colour when captured.
  • The Engineer: Engineers can defuse bombs, repair bridges and your buildings, capture enemy buildings, or repair vehicles when put inside an IFV.
  • The Medic: In Red Alert 3, the Allied Engineer can deploy a first aid tent to heal infantry.
  • Revolvers Are Just Better: The Soviet Combat Engineer in RA3 is armed with one. It's not very strong, but it can help against other engineers.
  • Support Party Member: Though an Engineer has many uses, he is unarmed.
  • Yes-Man: Imperial Engineers can't go five seconds without praising the Commander's genius.

Attack Dog

Type: K-9
Role: Anti-Infiltration
Weapons: Dog Bite
Trained at: Kennel/Barracks

Attack Dogs are the only unit that can detect Spies that are trying to infiltrate the base. Although unarmored and easy to kill, Dogs make the perfect in-base guard unit against sneak attacks. They are also immune to mind control.

  • Angry Guard Dog: They are excellent scouts and able to maul most infantry to death.
  • Attack Animal: Specially trained attack dogs.
  • Crippling Overspecialization: They are able to instantly kill other dogs and unarmoured human infantry, but are utterly useless against everything else.
  • Evil-Detecting Dog: Can detect spies that other units and your base defenses wouldn't.
  • Fragile Speedster: To make sure the dogs are able to remain agile, they are equipped with only the lightest armour.
  • Hypnosis-Proof Dogs: Mind control do not affect dogs, making them a good counter to Psi-Corps Trooper or Yuri Clone.
  • No-Sell: Being beasts, dogs are completely immune to mind control and chaos.
  • Make Me Wanna Shout: In Red Alert 3, Attack dog have stun abilities based on their roar with the help of amplifier.
  • Olympic Swimmer: In Red Alert 3, they can move on water as if it was open ground.
  • One-Hit Kill: Any infantry attacked by a dog is killed instantly.
  • Weaponized Animal: Attack Dogs in Red Alert 3 are equipped with sonar amplifiers that can paralyze attackers.


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

The MCV allows creation or expansion of a base. Although expensive, the MCV is useful to have around if the original Construction Yard (a favorite target of the enemy) is destroyed or captured.

  • Base on Wheels: Basically a vehicle that can build other buildings.
  • Big Badass Rig: Both MCV's in Red Alert 1, the Allied MCV in Red Alert 2.
  • Germanic Efficiency: In Red Alert 3, the Allied MCV was design by Strauss-Fuhrmann Autowerks of Germany.
  • Mobile Factory: Their purpose is to build other structures, although the Imperial one builds Nano Core that unpack into structures instead.
  • Starting Units: Everyone starts with an MCV except in baseless modes, they are necessary to facilitate base construction. In the first game, it could only be built in the last missions (or in multiplayer, with the tech level set to the highest value) and required the most advanced structures of the game to be built. Later Red Alert games lowered the requirement, such as only requiring a repair depot in Red Alert 2, and by Red Alert 3, a new MCV can be built from the start.
  • Worker Unit: It is needed to build structures and losing the MCV without being able to replace it usually means losing the game.

Red Alert 1

Rifle Infantry

Type: Infantry
Role: Ground Combat
Weapons: M-16/AK-47
Trained at: Barracks

This unit is basic infantry of both sides. With its cheap cost they can be massively built without using much of your money. They are effective for combat against other infantry and dogs.

  • Cannon Fodder: Their role usually comes down to escorting and taking hits for the sake of protecting the more valuable Grenadiers and Rocket Soldiers.
  • Good Guns, Bad Guns: Red Alert 1 manual says Rifle infantry use M-16 (Allied) or AK-47 (Soviet).
  • Zerg Rush: Rifle Infantry are pretty much designed for this tactic; Whilst weak individually, when used in groups they can pose a threat to other infantry (especially Rocket Soldiers) and some light vehicles.

Demolition Truck

Type: Vehicle
Role: Suicide Attack
Weapons: Nuclear Device
Trained at: War Factory
The demolition truck is a modified Supply Truck armed with a tactical nuclear warhead. It is quite fast, but incredibly poor armored so great care must be taken, otherwise it could just explode inside its own base without even having reached its target destination.

  • Action Bomb: The purpose of the Demolition Truck is to detonate its nuclear warhead, taking enemies along with it.
  • Awesome, but Impractical: It's Exactly What It Says on the Tin, a truck with a suicide bombing capability on the in-game nuke proportions. Only problem was it was made out of dry wood; one or two bullets was enough to set it off prematurely.
  • Glass Cannon: 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.
  • Mecha-Mooks: They are stated by be driven by computers in the manuals but have normal human move sounds (arguable the manuals had that thrown in for censorship).
  • Molotov Truck: They contain nukes, which tend to get blown up before getting near their targets.
  • Playing with Fire: Get these suicide bombing trucks out of your base right when you can, because once it explodes, the explosion is of a massive size.

Ore Truck

Type: Vehicle
Role: Resource Gathering
Weapons: None
Trained at: War Factory
Used in the collection of raw ore, the Ore Truck is an indispensable piece of equipment. Although slow, it is heavily armored, able to withstand a hammering.


Type: Aircraft
Role: Aerial Transport
Weapons: None
Trained at: N/A
Able to transport 5 infantry-type units through the air, the Transport Helicopter is ideal for landing engineers and other assault squads in an enemy base

  • Awesome Personnel Carrier: The Chinook can carry up to 5 infantry to travel directly over any terrain and undetectable by enemy radar until landing.
  • Defenseless Transports: The Chinook serves as a dedicated transport and has no weapon.


Type: Naval
Role: Sea Transport
Weapons: None
Trained at: Shipyard/Sub Pen
The Landing Ship Transport allows transportation of up to 5 ground-based units across the water, which can be a mix of either infantry or vehicles. This transport unit moves fast, but is unarmed and vulnerable to submarines.

Red Alert 2

Amphibious Transport

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

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

"I obey."
Yuri Transport

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


    Allied Units 

All Games


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

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

  • Bandit Mook: In Red Alert 2 and Red Alert 3, when a spy infiltrates an enemy Refinery, you'll steal money from its owner.
  • Bears Are Bad News: In Red Alert 3, one of the Spy's responses is "I don't like bears...", which is justified by the Soviet War Bear's ability to sniff out and maul spies.
  • Bond One-Liner: Ironically, the Spy, who is a Shout-Out to James Bond himself, doesn't use them except in Red Alert 3 when bribing enemy units.
    "Come on, fight for the winning team!".
  • Cast from Money: In Red Alert 3, Spies have a skill that converts a nearby enemy unit to his side, for a price. It's the only money-draining skill in the game.
  • Composite Character: In Red Alert 2, they gain the Thief's ability to steal money if they infiltrate into an Ore Refinery.
  • Dressing as the Enemy: In Red Alert 2 and Red Alert 3, they can disguise into any infantry, even dog and bear. In Red Alert 1, Spy appear as rifle infantry wearing enemy house colours.
  • Dummied Out: In Red Alert 1, despite being unarmed in the actual game, the spy still has a few animation frames which show him shooting a gun. The funny thing is, those frames are actually tied into the game, which gives you an opportunity to modify rules.ini so your spies can shoot and experience no graphical goofs with that.
  • Every Man Has His Price: In Red Alert 3, they can buy the loyalty of enemy units, who switch sides permanently. He even quote the trope word for word.
  • No Celebrities Were Harmed: Their voice is pretty clearly modeled after Sean Connery.
  • Non-Combat EXP: In Red Alert 2, sneaking an Spy to the enemy Barracks or War Factory allows any units produced from your equivalent production structure to start off with one level of veterancy. However, taking one spy to said point is quite difficult though, and it only works once per building.
  • Olympic Swimmer: In Red Alert 3, they can move on water as if it was open ground.
  • Power Nullifier: In Red Alert 3, a Spy infiltrating a Tech Structure required for Tier 3 (Allied Defense Bureau, Soviet Battle Lab, or Empire Nanotech Mainframe) will temporarily disable all Tier 3 units owned by the target structure's owner. In case of Tier 3 airborne units (Harbinger Gunship, Century Bomber, Kirov Airship, Giga-Fortress on Sky Mode), they are all One-Hit Killed.
  • Tuxedo and Martini: Spy appears at least to the Allies, as a man in a dapper (if combat-inappropriate) tuxedo-and-bowtie; selecting him or giving him an order causes him to reply in a Connery-ish voice. Of course, to opponents (i.e., the Soviets) he looks like one of their own units, unless discovered by a guard dog.
  • Sniper Rifle: Their weapons when garrisoned in a multigunner turret or an IFV in Red Alert 3.
  • Weaksauce Weakness: In all games, attack dogs and their equivalents, as they are the only units that will attack a disguised Spy on their own. In Yuri's Revenge they are completely useless against a Yuri player because all their psychic units and buildings can mind control a disguised Spy as soon as he gets into their range.

Red Alert 1

Rocket Soldier

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

Capable of rapidly damaging armored units, these infantry make up for their lack of speed with a powerful punch. In addition to dealing with ground targets, their missiles are also effective against airborne attackers. However, these men must be guarded from other infantry and anti-infantry vehicles.

  • Anti-Air/Anti-Vehicle: Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.
  • Boring, but Practical: Very few units in the game can beat Rocket Soldiers in bang-for-buck value and when spammed, they can often beat out most vehicle spams in terms of damage output, but require protection from other units. They're also very useful in base defense as they can attack against ground, sea and air targets and don't require any power.
  • Cool Guns: The sidebar icon in-game depicts Rocket soldier armed with M72 LAW, while according to manuals side materials, they use M47 Dragons and FIM-43 Redeyes.
  • Glass Cannon: They have a high damage output against vehicles and buildings, but they are still just squishy infantry and need protection from other units to avoid getting run over or gunned down by rifle and machine gun fire.


Type: Infantry
Role: Resource Acquisition
Weapons: None
Trained at: Barracks

Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure. These units have no defenses against enemy units and should be used when enemy refineries are unguarded.

  • Awesome, but Impractical: While the Thief can steal a large amount of money, not being able to cloak meant getting one to building was more trouble than it was worth. Hence in later games the Thief was removed and the Spy instead could steal money depending on what building he infiltrated.
  • Bandit Mook: Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.
  • Black Cloak: Thieves' in-game renders with somehow bear resemblances to Zorro or Tuxedo Mask.
  • Support Party Member: Being unarmed, thieves are very vulnerable on the battlefield and easily killed. Unlike spies, they can't cloak either, so the player has to rely on his skills in distraction to allow a thief to enter the target building. If he manages it, then half of the credits are routed into the player's credit pool.


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

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

Field Mechanic

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

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

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


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

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

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

Light Tank

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

  • Tank Goodness: The Light Tank is the smallest and quickest tank in the game; its footprint and speed allows it to dodge enemy tank shells if directed properly. It is among the fastest armored tracked vehicles in the game, only beaten by the APC and the Minelayers. Like other armored tracked vehicles, it can run over infantry and it is well suited to this due to its speed.
  • Zerg Rush: The only way they can do in direct confrontation against Soviet tanks.

Medium Tank

Type: Vehicle
Role: Armored Assault
Weapons: 105mm Cannon
Trained at: War Factory

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

  • Anachronism Stew: The Medium Tank is similar to its Tiberian Dawn equivalent, which means the Allied Nations can somehow build M1 Abrams tanks during the 1950's.
  • Tank Goodness: Despite the Heavy tank's advantage of two main guns, allowing it to produce almost twice as much raw firepower during initial contact as its Allied counterpart, the Medium tank however is faster, less expensive and quicker to build.

Anti-tank Minelayer

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

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

  • Land Mine Goes "Click!": Its mines are very dangerous and powerful. One can badly damage a heavy tank, destroy a V2 rocket launcher and do moderate damage to a Mammoth tank.
  • Support Party Member: Has no weapons to directly combat enemy units but capable of laying mines to deter or destroy approaching enemies vehicles.


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

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

  • Area of Effect: Against infantry, is able to mortally wound, if not kill, large groups of them with one shot.
  • BFG: An 155mm gun.
  • Fixed Forward-Facing Weapon: It's essentially a big cannon on wheels.
  • Siege Engines: The Artillery is Allied's primary long range building buster. Tesla coils howerer had even greater range than artillery pieces, and enough power to melt them to scrap in one blast.


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

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

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

Radar Jammer

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

  • Dummied Out: It was identified as a Soviet unit in the manual, while in the final game it's an Allied one.
  • Fog of War: It would temporarily stop the opponent's Radar Dome from working if it got within range. Unsurprisingly its range is pathetically short.
  • Support Party Member: Has no means of attacking but can disable enemy radar and anti-air defense.

Chrono Tank

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

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

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

Mobile Gap Generator

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

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

  • Awesome, but Impractical: The stationary building version is useful enough, but the mobile ones' range is so contracted that they're practically worthless. There's also the fact that the Mobile Gap Generator leaves a trail of freshly revealed terrain behind it, meaning you're generally not too effective at sneaking.
  • Fog of War: The unit is literally a gap generator on wheels, deploying gap effect continuously while on the move. When the unit mobilizes, the gap field follows its path accordingly.

Phase Transport

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

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

  • Awesome Personnel Carrier: It shows up in a single mission in the Aftermath expansion, and it can only carry one infantry unit... but on the other hand, the machine gun is replaced with high-powered missile launchers, and it cloaks.
  • Grand Theft Prototype: By Soviet cyborg Volkov, who stole destroying its production facility and later use to disable communications in Allied control area, cleared the way for reinforcements to complete the elimination of Allied forces in the area.
  • Invisibility Cloak: It can bend light in the visible part of the spectrum around it, rendering it effectively invisible to the naked eye.


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

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

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


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

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

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


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

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

  • Anti-Air: The only naval unit in Red Alert 1 that can attack aircraft.
  • Cool Ship: The mid-level naval vessel, the Destroyer is effective against land, air, and sea-based threats. Its fast-firing stinger missiles can hit air targets easily, and can also decimate nearby ground targets. If it detects a Submarine, its dual depth-charge launcher ensures that the Sub will be rapidly taken out of commission.
  • Jack-of-All-Stats: The missiles are effective against tanks, air units, and structures, but ineffective against infantry. It also has longer range than tesla coils and most other Soviet units. Its dual depth-charge launcher can do significant damage to opposing submarines (and dollar for dollar will beat them), and can sink them more quickly than Gunboats.
  • Units Not to Scale: It's a warship, which in this game doesn't appear all that bigger than a tank.


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

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

  • BFG: The Cruiser is armed with two 8-inch guns in two twin turrets which fires long-range explosive shells that can devastate enemy bases.
  • Long-Range Fighter: The firing range of the Cruiser is the longest in the game, being able to reach targets several screens away which gives it considerable coverage on maps.
  • Mighty Glacier: Cruiser hit hard and are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.
  • Siege Engines: Armed with two 8-inch guns in two twin turrets capable of delivering their shell over huge distances with devastate power, the Cruiser is capable of leveling any enemy base to the ground with ease.

Red Alert 2


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

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

  • Cannon Fodder: Really expensive cannon fodder, but fulfills the same role.
  • Deployable Cover: Can deploy sandbags which gives them increased resistance and also allows them to use their machine guns, but makes them immobile.
  • Cool Guns: Each of the GIs is equipped with what appears to be a Spectre submachine gun which they used on foot.
  • Fake Balance: Sandbagged GI. They may be immobile, but they easily overcome this when they settle down near an enemy base, pulling out their absurdly powerful machine guns, that can destroy tanks in good numbers. A bunch of them trained well can stop any enemy player's assault because once a unit is constructed, it is already destroyed.
  • Hot-Blooded: Their Enemy Chatter always has them craving combat.
  • It's Raining Men: The USA subfaction had a different paratrooper ability, which meant that they could conceivably drop fourteen GIs (pretty formidable), anywhere on the map, for free, every few minutes.
  • Cool Guns: Each of the GIs is equipped with an M60 general-purpose machine gun which they used in entrenched positions.
  • No Indoor Voice: GIs never drop below an enthused shout, contrasting with the utterly bored sounding Soviet Conscripts.
  • Rare Guns: Hard to tell given the isometric view from far away, but GIs are noted in some supplementary material to use the Spectre as their primary unmounted weapon.
  • Starting Units: For the Allies, although unlike the Soviet Conscript they serve a dedicated anti-infantry role.


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

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

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

Guardian GI

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

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

  • Anti-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
  • Boring, but Practical: Is simply an GI on steroids but a small group of these soldiers could neutralize a tank rush in no time flat. However, they are even more versatile when placed in a Battle Fortress, inside this heavy vehicle they are completely immune to anti-personnel weaponry and can fire on the move. Coupled with this method, they are excellent counters not only against tanks but also slow-moving aircraft such as Kirov Airships and Yuri's Floating Discs.
  • Deployable Cover: Same with GI, but using metal plates instead which makes them impervious from getting roadkilled by vehicles, except the Allied Battle Fortress.
  • Fake Balance: Guardian GIs might not be much for killing infantry but when deployed, there's simply no way to force them out of their holes because while the massive firepower of massed GIs could be offset by suicide-rushing tanks at them in order to crush the immobile soldiers, deployed Guardian GIs are uncrushable and have anti-tank weapons.
  • Machine Guns: Each of the Guardian G Is is equipped with an M60 general-purpose machine gun which they used on foot.
  • Obvious Rule Patch: Guardian GI is purpose-built to counter armor, seems to have been introduced solely to undercut the power of the Soviet Rhino tank rush strategy.
  • Rockets, Missiles and Grenade Launchers: The sidebar icon in-game depicts Rocket soldier armed with Javelin RPG, which they used in entrenched positions.


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

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

  • Anti-Air: One of the few air units in the series that can attack other air units. This makes them especially effective against V3 rockets or slow aircraft.
  • Assault Rifles: Though in game their weapon fire more resembles missiles.
  • Expy: Of a superhero of the same name. Some similarities exist between the two. They are both used in a world war (WWII and Third World War), they both have the same name (the only difference being capitalisation), they are both sided with the Allies and are using hit and run tactics, and the design of the jetpack used in Red Alert 2 resembles the one used by The Rocketeer.
  • Fragile Speedster: Though their high speed and maneuverability makes them excellent scouts, they are very vulnerable to anti-air emplacements.
  • Jetpack: Naturally, they fly with one.
  • Midair Bobbing: Their idle animation features them bobbing mid-air. When they are moving or attacking they stay perfectly still.


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

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

  • Badass Boast
    "A lil' C4 knockin' at your door"
    "Who's your daddy?"
  • Bond One-Liner
    "This is too easy"
    "Goin' down!"
    "Special Delivery!"
  • Fake Balance: In Yuri's Revenge. You basically get the ability to use mass-produced Tanya as soon as you build the Airforce HQ. The only perks Tanya has over them is being Immune to Mind Control and being able to blow up vehicles with her C4.
  • Fun with Acronyms: Navy Special Warfare Development Group (The real force is named after "Sea, Air, Land Teams".)
  • Olympic Swimmer: Can swim the entire length of the English Channel.
  • One-Man Army: A single SEAL can decimate an entire army of basic infantry.
  • Stuff Blowing Up: They can use their C4 charges to quickly demolish enemy structures.
  • Submachine Guns: Their weapon is a high-powered machine gun.

Chrono Legionnaire

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

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

  • Flash Step: The recommended way of moving, as longer jumps require longer recharges.
  • Glass Cannon: They can erase practically any ground unit one-on-one thanks to their weapons disabling the target. In the end, however, Chrono Legionnaires are infantry, and fragile infantry at that given their cost and high tech requirements, and unless multiple Legionnaires are used on the same target, it can take a very long time to erase them.
  • One-Way Visor: Artwork depicts them as having one.
  • Pre-Asskicking One-Liner:
    "They're history."
  • Ret-Gone: The fate of Chrono Legionnaire target. This can happen instantly, or over the course of about a minute, pending what is being phased out, how many legionnaires are engaging the target and the rank of the legionnaires. While being phased out, they're left utterly helpless and untouchable. Oddly enough, it has absolutely no noticeable side effects on the rest of the world.
  • Teleporters and Transporters: Their only form of movement, they can't actually walk to a location.

Chrono Commando

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

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

  • Badass Boast
    "A lil' C4 knockin' at your door"
    "Who's your daddy?"
  • Bond One-Liner
    "This is too easy"
    "Goin' down!"
    "Special Delivery!"
  • Composite Character: A combination between the NAVY SEALs's ability to decimate infantry and blow up buildings with the Chrono Legionnaire's method of transportation (replacing the SEAL's ability to swim).
  • Fake Balance: While retaining the NAVY SEAL's vulnerability to vehicles and mind control, being difficult to acquire (requiring a Spy to infiltrate an Allied Battle Lab, a building that is zealously protected) and being the most expensive infantry unit in the game (at $2000), Chrono Commandos are one of the most dangerous infantry units in the entire game. Their chrono shifting movement gives them unparalelled mobility to decimate infantry and deploy C4 charges on buildings, and not even anti-infantry defensive structures are safe as they are instantly destroyed, unlike regular NAVY SEALs or Tanya. Also, they can be mass-produced: a group of Chrono Commandos can disable an entire base before you can even notice.
  • Hoist by Their Own Petard: Instant-detonation C4 charges sound great until you try to use them on Nuclear Reactors or Oil Derricks. The Chrono Commando is instantly killed by the blast, whereas other demolition units can find time to escape.
  • One-Man Army: A single Chrono Commando can decimate an entire army of basic infantry or instantly destroy any building of their choice.
  • Stuff Blowing Up: They can use their C4 charges to instantly demolish enemy structures.
  • Submachine Guns: Their weapon is a high-powered machine gun.


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

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

  • Adaptive Armor: IFV is an adaptive vehicle that would power up any infantry put inside (including the other factions).
  • Action Bomb: When carrying a Crazy Ivan, Chrono Ivan, or Terrorist, IFV become a variant of the Demolition Truck which blows up and spread radiation.
  • Anti-Air: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Anti-Vehicle: When carrying a Guardian GI, IFV missile is more effect again tank but weak agains infantry and buildings.
  • Awesome Personnel Carrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's specialty and it can even gain weapons from troops of other factions.
  • Boring, but Practical: Putting an Attack Dog in an IFV doesn't change its weapon, but it DOES give the IFV the spy detection range of the dog.
  • Dual Mode Unit: The IFV could carry a single infantryman, and swapped out i's missiles for a different weapon depending on which trooper was in it.
  • Fragile Speedster: When not Elite and unmanned, the IFV is very fast and has weapons that deal with all units fairly well, but it's frail and does not deal much damage.
  • Glass Cannon: An unmanned Elite IFV is one of the best vehicles in the game in terms of damage output and still has the speed to back it up, but it can be taken down in a few tank shells.
  • I Love Nuclear Power: When carrying a Desolator, IFV turret turn into anti-infantry rad-cannon with improved range and rate of fire.
  • Jack-of-All-Stats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently.
  • Kill It with Fire: When carrying an Initiate, IFV turret fire a enhanced version of Initiate pyrokinesis.
  • Lightning Gun: When carrying Tesla Trooper, IFV turret changes to one similair to the Tesla Tank only fire faster and has a longer range.
  • Machine Guns:
    • When carrying a GI, Conscript or Spy, IFV turret changes to a high caliber machine gun wich is effective against infantry and ligh vehicles.
    • When carrying Tanya, Navy SEAL, Chrono Commando or Boris, IFV turret changes to a high rate of fire machine gun that one shot kills infantry and barely does any damage to vehicle and building.
  • Macross Missile Massacre: Is quite capable of triple-M'ing when it's fully promoted. Rack up as many elite Rocket IF Vs and you can guarantee that you'll have a real triple-M show.
  • Mind over Matter: When carrying any Yuri unit variant, IFV turret uses the anti-infantry psi-blast ability of these infantry, killing a group of enemy troops.
  • Mook Medic: When carrying Engineers it can repair other vehicles, allowing Allied vehicles to live longer on the battlefield.
  • Powerup Letdown: When Elite, the IFV tends to fare worse when it's carrying infantry as they are only barely faster-attacking than a Veteran IFV, and get none of the dramatic attacking boosts from the Elite rank. Only very specific units, such as Attack Dogs, Navy SEALs or Snipers can be sent into an Elite IFV without making it look useless.
  • Ret-Gone: When carrying a Chrono Legionnaire, the IFV turret has the same weapon but with more speed and range.
  • Sniper Rifle: When carrying a Spy, Sniper, or Virus, the IFV turret has the same weapon but with more speed and range
  • Splash Damage: When carrying a Flak Trooper, the IFV turret fires flak shells that can damage multiple units at once provided they're close together.
  • Violation of Common Sense:
    • An IFV manned by a Crazy Ivan or a Terrorist becomes a suicide attacker that leaves a little area filled with radiation upon blowing up, pretty much becoming a mini-Demolition Truck. Neither Crazy Ivans nor Terrorists leave radiation with their bombs when outside of an IFV.
    • Flak Troppers cannot attack air units when inside an IFV.

Grizzly Tank

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

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

  • Hit-and-Run Tactics: Because the Grizzly is cheaper and faster than the Rhino Heavy Tank, it can be used for this strategy.
  • Tank Goodness: The Grizzly is one of the fastest tanks in RA 2, easily outpacing its Soviet counterpart, the Rhino. It is also an inexpensive unit to build, making it easy to mass produce quickly. These attributes combine to make a unit that is tailor built for swarming hit-and-run tactics, with an above decent damage rating that makes the Grizzly a potent threat to enemy structures and vehicles.
  • Starting Units: For the Allies, they are basic, unremarkable and available to build right away.
  • Zerg Rush: Being light on armor and low on hit points, a lone Grizzly is easy prey for most offensive units, even infantry. Grizzlies should always travel in groups of five or more for maximum efficiency, and if those numbers can be bolstered with more exotic tanks like Mirage Tanks or Robot Tanks, such additions should be made immediately. In fact, late game Grizzlies are perfect escorts for more vulnerable Allied armor like Prism Tanks; few things in Red Alert 2 are as potent as a Prism Tank bombardment with Grizzly protection.

Chrono Miner

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

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

  • Stone Wall: Though unarmed, it's very durable as is the standard for miners.
  • Teleporters and Transporters: It's teleport ability is useful when an enemy starts attacking it. When a Terror Drone attacks a Chrono Miner, it will be left behind when the Miner teleports back to base.
  • Regenerating Health: Chrono Miners self-repair slowly, up to 50% health.
  • Worker Unit: Gathers ore and gem to facilitate the player's economy.

Mirage Tank

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

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

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

Robot Tank

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

  • Fragile Speedster: The Robot Tank is very fast, but not particularly powerful and can't take too many hits.
  • Hover Tank: Robot Tank can traverse any body of water with ease, allowing it to attack unsuspecting enemies from almost any direction.
  • Mecha-Mooks: They are AI controlled and the bane of the Yuri faction's existence. They are faster than the land-bound Grizzly Tank and can cross water with their hover-jets. The worst part, however, is that it is completely immune to the Mind Control units and structures that Yuri loves to use.
  • This Looks Like a Job for Aquaman: It's difficult to consider the Robot Tank over the very statistically-similar Grizzly Tank as it's further on the tech tree, cannot gain promotions, and is disabled if the owner runs out of power or loses the Robot Control Center. There are two circumnstances, however, in which the Robot Tank excels on - against Yuri enemies, thanks to its immunity to mind-control, and maps with large bodies of water, which Robot Tanks can use to attack from often-unprotected spots (something the AI tends to do when playing as an Allied nation).

Battle Fortress

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

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

  • Awesome Personnel Carrier: It can effectively crush any unit and almost any vehicle, even enemy Apocalypse Tanks, walls and Commandos, who ordinarily can't be crushed (the only vehicles it cannot crush are MCVs, Slave Miners and other Battle Fortresses). Up to five infantry units can be housed inside it and fire their weapons from inside.
  • Badass Boast
    "We will trample our enemies!"
    "Nothing can stop us!"
    "Let's make a warpath!"
  • Car Fu: Its size makes it one of the few vehicles that can crush other vehicles.
  • Master of All: With five infantry slots in which garrisoned units can shoot from, Battle Fortresses can be tweaked to deal with practically every threat. The most common composition is a majority of Guardian GIs and a Sniper or a Navy SEAL to deal with most infantry, vehicles or airships, but the possibilities are almost endless - you can use multiple Chrono Legionnaiers to quickly disable and erase every unit, or send multiple Yuri Clones to have a poor man's Mastermind. Base defenses are the only opposition Battle Fortresses cannot garrison units to deal with; everything else can be countered in some way.
  • Mighty Glacier: Heavily armored, and garrisoning means it can easily out gun actual tanks, but it's extremely slow.
  • Stone Wall: The Battle Fortress is the most heavily-armored unit in the game, but it's also one of the most lightly armed vehicles, only carrying a weak machine gun and the ability to crush other vehicles. It only moves into Mighty Glacier territory upon having units garrisoned into it.
  • Violent Glaswegian: It's certainly qualifies, though the accent is pretty bad.

Prism Tank

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

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

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

Tank Destroyer

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

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

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

NightHawk Transport

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

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

  • Awesome Personnel Carrier: The only airbone transport unit, the Nighthawk Transport helicopter was used by as a method of quickly deploying special forces units wherever they were needed on the battlefield. As it is stealthed against radar, the Nighthawk can be used to transport units undetected through a gap in the anti-air defenses of an enemy base, then deliver them into the heart of the base.
  • Expy: The Nighthawk resembles a fusion of the CH-46 Sea Knight and the CH-53E Super Stallion helicopters. Both are used by the United States Marine Helicopter Squadron One (HMX-1), a squadron responsible of transportation of the United States President. The Nighthawk in-game has the same role, at the end of Operation: Hail to the Chief, when secret servicemen escorted Dugan to a Nighthawk. HMX-1 is also nicknamed 'The Nighthawks'.


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

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

  • Danger Deadpan: It apparently have pilots that sound like your typical Chuck Yeager-type pilots when clicked on. The only time they sound panicky is when they get shot down.
  • Death from Above: Harrier sometimes says this when ordering it to attack something.
  • Eject... Eject... Eject...: One of the Harrier quotes when shot down.
  • Glass Cannon: Harriers are fast and deal noticeable damage to practically any ground target - for example, three Harrier missiles destroy a single Rhino Tank. The problem Harriers have is actually reaching the target, for they tend to drop like flies to anti-aircraft fire.

Black Eagle

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

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


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

  • Attack Animal: Dolphins which are specially trained to assist the military.
  • Crippling Overspecialization: The Dolphin is a dedicated anti-naval unit and cannot attack land unit and aircraft.
  • Fragile Speedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
  • Heroic Dolphin: That can bring down submarines and large warships.
  • Make Me Wanna Shout: The Dolphin has an amplified sonic weapon as an actual damaging attack that can take out boats if they attack in groups.
  • Weaponized Animal: Dolphins are equipped with sonar weaponry.


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

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

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

Aegis Cruiser

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

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

  • Anti-Air: The Aegis is the main Allied anti-air naval unit.
  • Badass Boast:
    "Protector of the Allied fleet"
    "Let loose the Allied fury"
  • Crippling Overspecialization: The Aegis is a very powerful anti-air unit, but is useless against everything else.
  • Homing Projectile: Like most Anti-Air units in the game that fire missiles, the Aegis Cruiser's home towards their target, so that not even fast units like Black Eagles or Boris's MiGs survive a salvo.
  • Macross Missile Massacre: It's starts off as a powerful anti-air unit that fires damaging missiles at targets. However, as it begins to rack up kills and gain promotions (which isn't too hard as it's pretty good at its job) it gets becomes even more powerful and fires missiles nonstop. To elaborate: An elite (fully promoted) Aegis Cruiser can capable of completely destroying a group of 3 Kirov (and maybe more) in 2 seconds, make it become the most powerfull AA unit in game.

Aircraft carrier

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

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

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

Red Alert 3


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

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

  • Blown Across the Room: A close shotgun shot sends flying and knocks down nearby infantry for a few seconds. It even works on commandos.
  • Cannon Fodder: Really expensive cannon fodder, but fulfills the same role.
  • Difficult, but Awesome: Unlike the more straightforward Conscripts and Imperial Warriors, Peacekeepers require proper management of their Riot Shield ability as well as getting as close to the enemy as possible to maximize their damage. Done well, however, makes them well worth their cost.
  • Luckily, My Shield Will Protect Me: Peacekeepers look more like riot police then front-line soldiers. Their primary weapon is a Short-Range Shotgun, but they also have a metal shield that they can deploy to protect against bullets, while they slowly walk towards the target in order to unleash their weapon. It evene prevent them from getting 1-hit killed by ninjas and Tesla troopers. They are still vulnerable to sniper attacks such as Spies and Natasha, however it will take several shots to bring down a shield-protected Peacekeeper.
  • Shaped Like Itself:
    "Peacekeeper, keeping the peace."
  • Shotguns Are Just Better: They are the most expensive of the three sides' basic infantry units but can kill regular enemy infantry in two shots, and when very close to their target, even vehicles might be in trouble. They can knockdown even ninjas and commandos who gets too close, and with proper micromanagement can lock them in a Cycle of Hurting.
  • Short-Range Shotgun: While their shotguns have similar effective range to Conscripts' and Imperial Warriors' assault rifles, they deal more damage in close range. In addition, any enemy who gets too close will be Blown Across the Room.
  • Splash Damage: Their shotguns can hit multiple infantry and do severe damage to groups of enemy troops.

Javelin Soldier

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

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

  • Macross Missile Massacre: Their special ability allows them to do this. They require a few seconds of start-up time, but once they get started, they fire a crapton of missiles at a target.
  • Laser Sight: The Javelin soldiers' launchers can also paint targets with a laser, increasing the troopers' lethality, assuming that they have the time to charge their laser, the target doesn't leave their range or forcing them on the move while "painting" the target. If the lock-on process is complete, the Javelin soldier can activate the missile auto fire that launch near infinite rapid missile fire.
  • Lovable Jock: His personality is more college-football-player than infantryman, using sports terms and referring to the Commander as "coach".
  • Rockets, Missiles and Grenade Launchers Their weapon is a rocket launcher, which looks similar to a Stinger missile launcher.
  • Sleeves Are for Wimps: Being a soldier, Javelin soldiers almost completely covers their body, but still leaves their sculpted arms on display.

Cryo Legionnaire

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

The Cryo Legionnaire is the infantry version of the Cryocopter deployed by the Allies during the Red Alert 3: Uprising. They were armed with a cryo-ray freeze weapon which freezes and immobilizes enemies with cold.

  • The Ahnold: The Cryo Legionnaire's voice is a parody of Arnold Schwarzenegger as Mr. Freeze.
  • An Ice Person: Cryo Legionnaire can not only freeze whole groups of ground units for capture (or for shatter), but they can walk on (solid) water by flash-freezing the water beneath them, and create ice aircrafts from inside a turret. Being Red Alert, this is combined with a repertoire of hammy, cryohydrous-related dialogue.
  • Expy: Of Mr. Freeze in Batman & Robin, and to a lesser extent, Arnold Schwarzenegger.
  • Freeze Ray: Cryo Legionnaires can stop entire enemy squads dead in their tracks using their cryo cannons, which quickly freeze surface targets, including unprotected infantry all the way up to entire facilities or armor divisions.
  • Hurricane of Puns: Everything he says are cold-related puns of commonly used terms and Bond One Liners such as "It's snow time!" and "Let's kick some ice!", this said imitating Schwarzenegger's voice, who acted as Mr. Freeze in Batman & Robin. The name of the unit itself is a pun of an Allied unit from RA2.
  • Jetpack: Boost Kick ability enables Cryo Legionnaires to jump into the air and then crashes down to the ground, which can be useful for shattering frozen targets or leap into or out of battle.
  • Lightning Bruiser: Surprisingly faster than regular infantrymen while on foot.
  • Powered Armor: Their suits are noted as making Tesla Troopers' look downright primitive, and give them vastly increased speed and the ability to walk on water in addition to the usual protection.
  • Pungeon Master:
    "I'm cool with that!"
    "Crystal clear!"
  • Shout-Out: Cryo Legionnaire is a pun of Chrono Legionnaires in Red Alert 2 and also a shout out to Mr. Freeze. Many of the voiceovers are Mr. Freeze's lines ("Let's kick some ice!", "Cool Party", and "The Iceman Cometh").
  • Spiritual Successor: To the Chrono Legionnaires in Red Alert 2. Both are elite Allied infantry armed with experimental weapons and suits with advanced mobility capabilities.
  • Walk on Water: The unit's profile in the official website say this:
    They may look like they'd sink like a rock, yet Cryo Legionnaires are quite literally capable of skating across watery surfaces. By flash-freezing the water under their feet (thanks to Future Tech's innovative Tundralest leggings), Cryo Legionnaires are always on solid footing even at sea.


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

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

  • Amphibious Automobile: Prospectors can traverse land and water with equal ease, because of their automated aqua-sensitive air cushions.
  • Base on Wheels: The Prospector can deploy into a Command Hub, allowing for base expansion beyond the original base radius. This process however, is permanent, and cannot be reverted once performed.
  • Prospector: Well, duh.
  • Worker Unit: Gathers ore to facilitate the player's economy. It's also doubles as a constructor, since it can transform into a Command Hub and allow new buildings to be built nearby.

Multigunner IFV

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

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

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

Riptide ACV

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

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

  • Amphibious Automobile: Its entire purpose is to serve as an amphibious transport for infantry.
  • Awesome Personnel Carrier: Capable of carrying five infantry units, this hovercraft is also amphibious, allowing it to rapidly manoeuvre around the battlefield. The Riptide has two torpedo tubes to fend off assault during seaborne action, as well as a machine gun to hold enemy infantry at bay. In generally, due to its decent speed, variable weapons, and moderate cost, the Riptide is probably the most well-balanced APC in Red Alert 3.

MBT-X8 Guardian Tank

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

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

  • Glass Cannon: As far as MBT is concerned, they have the most powerful gun out of the 3 factions' tanks. However they are less armored than the Hammer tank and cannot deploy a Deflector Shield like the Tsunami.
  • Football Hooligans: Guardian Tank was crewed by them. Given that Allied base soldiers are upgunned riot police...
  • Laser Sight: Guardian Tank are equipped with Spyglass target designator (colloquially called the "target painter" in-game) as secondary fire, which gives all friendly units a 50% firepower bonus against a designated target.
  • Only Sane Man: Of the three tanks in the Tutorial, while the Hammer tank is stupid and the Tsunami tank spends most of it's time abusing said Hammer tank, the Guardian mostly tries to focus on teaching the player.
  • Tank Goodness: It features an improved target designating system, allowing it to "paint" an enemy unit and relay targeting information to other Allied units, allowing them to rapidly fire upon the enemy unit. The Guardian has high speeds and quite powerful firepower because of its 90mm guns are more powerful than the Hammer Tank's own 85mm gun - but the Guardian has weaker armor.

Athena Cannon

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

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

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

Mirage Tank

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

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

  • Composite Character: Combines elements from several elements of the Allied arsenal in Red Alert 2. It uses the same weaponry as the advanced anti-ground defense, like the Prism Tank, can disguise as an ordinary object when immobile as that game's Mirage Tank (and has a fixed turret too), its weapon is effective against all ground targets like both combined, and its ability to cloak nearby allied units is named after the Gap Generator. It does, however, lack the range of either unit, being fairly short in comparison.
  • Fixed Forward-Facing Weapon: Is turret is in a fixed position, so the whole vehicle must turn in order to engage a target.
  • Glass Cannon: Does more damage per shot than Apocalypse Tanks and King Onis, and unlike them does the same amount of damage against infantry as it does vehicles, but doesn't have much more health than a Guardian Tank.
  • Invisibility Cloak: By re-routing power from its main weapon to its Personal Gap Generator, the Mirage Tank can deploy a cloaking field that shrouds all targets within its radius from the enemy's view. The downside to this ability is that the Mirage Tank cannot use its main weapon due to the power requirements, and that the Mirage Tank cannot conceal itself as well.
  • Mobile Shrubbery: Turns into a lamppost and milk truck when on roads preventing the issues of their Red Alert 2 predecessors turning into a tree on a street... When there is nothing around to mimic, the Mirage tank will turn invisible, and on rare occasions, the Mirage Tank will copy a unit.
  • Tank Goodness: Its spectrum cannon is highly effective against all surface targets, capable of reducing structures and even the most heavily armoured vehicles to scrap in a few seconds. This, combined with its ability to camouflage itself while stationary, or not using its secondary ability, makes it perfect for ambushing enemy forces.
  • Wave-Motion Gun: Short range version of the spectrum tower's gun, it will still fry anything it hits.

Pacifier FAV

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

The Pacifier FAV is a self-propelled artillery hovercraft.

  • Area of Effect
    "Pacify Them!"
  • BFG: Two 150mm Twin-Barled Long-Range Artilery Grand Cannons, that required the Pacifer entrench using the lifts as stabilizers.
  • Crosshair Aware: Before shooting its slow-traveling but long-ranged and EXTREMELY explosive shell, it marks the target area with crosshairs. Getting inside the crosshairs may be hazardous to your health.
  • Machine Guns: Its secondary weapons.
  • Fake Balance: While it costs more than the Athena Cannon, it's nowhere near as fragile, it's amphibious (which lets them bombard bases from unsuspecting locations), deals Splash Damage with its attack, and can even use twin miniguns to deal with infantry if needed. And, despite all of this, it's available as soon as Tier 2, earlier than the Athena Cannon.
  • Gatling Good: When not deployed.
  • Glass Cannon: Nope. The Pacifier is quite durable, and it's twin miniguns mulch any infantry that try to take it down like a common artillery piece.
  • Hover Tank: Specifically, the Pacifier is built on a streamlined, all-terrain chassis that uses four independently-articulated hoverlifts to carry the vehicle over land and sea.
  • More Dakka: A nasty surprise to any commando that decides to try and take them down.
  • Shout-Out: To the Siege Tank in Starcraft, made even more obvious that the title of the mission to unlock it in challenge mode is called "Ready to Roll Out", which is the Siege Tank's creation line.
  • Siege Engines: The Pacifier was a self-propelled artillery hovercraft that entered limited service with Allied in Uprising and available with lower clearance levels than Athena Cannon.

Future Tank X-1

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

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

  • Area of Effect: Outfitted with a pair of arm-mounted 'Neutron Scramblers,' Future Tanks could fire concentrated bursts of explosive energy at a target which would detonate and expand outward in a wide radius, including air units even though the Future Tank can't actually target them, dealing significant damage to any enemy unit within the sphere of effect. Utilized in groups, successive blasts from this weapon had the ability to obliterate entire divisions of enemy forces in mere seconds.
  • Fake Balance: It costs more than the other Tier 3 armor units, and will only barely emerge the victor in a direct fight. This would make it Awesome, but Impractical, if not for the massive splash damage radious that allows it hit masses of enemies at once. This allows a single Future Tank to lay waste to Tier 2 armor units by the half dozen, and for groups of them to easily win against groups of Tier 3 armor units even when outnumbered. This attack even hits air units despite the Future Tank not being able to target them. On top of this it has a fast recharging One-Hit KO ability.
  • Friendly Fireproof: Despite the Future Tank dealing wide Splash Damage with their attacks, friendly units come out unscathed from it.
  • Gameplay and Story Segregation: Despite it is described as completely robotic, Natasha can still pilot snipe it, and you can then steal it with a conscript just like any other vehicle.
  • Mighty Glacier: It has a Herd-Hitting Attack that has superweapon-level blast radius, and its special "Riot Beam" is instant death for anything that's not a conyard or superweapon. Naturally they cost almost twice as much as the apocalypse tank, is a tier 3 Allied vehicle (With allies taking the longest to tech up), and is slow as they get.
  • Mecha-Mooks: A completely robotic and autonomous tank.
  • One-Hit KO: Its Riot Beam. An accurate Riot Beam can turn into an One-Hit Polykill, as said Riot Beam has a small (but still noticeable) area of effect roughly the size of a smaller tank. On infantry and when hitting between two tanks, it does enough damage to kill all of them.
  • Shout-Out:
    • To T-1 Terminators from the third Terminator movie, Rise of the Machines.
    • The tank's ability "Riot Beam" firing animation bears great similarity to the attack of the Starcraft 2 Protoss Collosus, who fires two searing hot "thermal lances" across enemy lines.
  • Splash Damage: It does more damage per shot than an Apocalypse Tank or King Oni, and its have a huge area of effect that even hits aerial units, even though it can't actually target them. As a result, while it will come out heavily damaged against the Apocalypse Tank and King Oni one-on-one, it will do better in massed assaults, as each Future Tank hits the entire enemy formation at once.
  • Wave-Motion Gun: The special ability the Riot beam, it fires a pair of continuous beams from its cannons.


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

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

  • Ace Pilot: Marcos "Toreador" de la Concepcion, a Vindicator pilot who during the Battle of Hill 227, he flew continuously for over 29 hours, helping repel an attacking Soviet armored regiment, until he was finally shot down by a patrolling MiG. Armed with only a pistol, he made his way through enemy held territory to the 3rd Battalion perimeter. He refused evacuation and remained with the troops, coordinating strikes by his fellow Vindicator pilots over the next three days until a wave of Sickles finally overran his position.
  • Boring Yet Practical: Not as flashy as other ground attack aircraft but arguably the most useful. Its ability to attack while moving also makes them less vulnerable to opposing anti-air fire.
  • Cool Plane: It's stubby, not terribly fast, carries just two little bombs, and can't even kill other aircraft. What it can and will do is consistantly and constantly knock out enemy resource collectors, vehicles, buildings and just about anything else. It's like a little sniper rifle you point at whatever you want dead and let fly. Entire strategies were built around the reliable little guy, and it pretty much entirely defined Allied strategy throughout the patch cycle.
  • Difficult, but Awesome: Compared to the Twinblade and the Chopper VX, the Vindicator requires the most micromanagement and is less versatile.
  • Gratuitous Spanish:
    "¡Por supuesto!"
    "Siesta? Already?"

Apollo Fighter

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

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

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


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

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

  • Fragile Speedster: Any unit hit by the S.H.R.I.N.K. Ray, even Apocalypse Tanks, is turned into one of these.
  • Freeze Ray: The Cryocopter's main weapon is capable of freezing targets to sub-zero temperatures.
  • Fun with Acronyms: Strong Homogenous Residual-Interactive Neutron Kinetic.
  • Harmless Freezing: The unit's profile in the official website lampshades this:
    Frozen targets are effectively thrust into a state of suspended animation. The effects of the freezing gradually wear off and the target snaps out of the effect all at once, with no recollection of the passage of time, as though waking from slumber. In fact, a majority of test subjects reported feeling unusually relaxed after this fugue state. Although research findings concerning the long-term effects of the freezing are inconclusive as of yet, the cryobeam has provisionally been deemed "perfectly safe" by manufacturer FutureTech Corporation.
    • Though shooting one soldier with more than one cryobeam will make him explode.
  • Helium Speech: Anything that gets shrunk.
  • No Experience Points for Medic: As they cannot kill enemies on their own, they will never get any veterancy points.
  • One-Hit Point Wonder: If they manage to freeze their target, they are instantly destroyed when anything hits it. Even if it's a full-health Construction Yard and it gets attacked by a lone Conscript.
  • Support Party Member: Cryocopters cannot directly damage enemy units and buildings, however they can make them extremely fragile.
  • Shrink Ray: Their S.H.R.I.N.K. Ray can causes an increase in speed, but a decrease in range, damage and armor to it's target. Due to smaller size, any affected vehicle can be run over by any other enemy vehicle.
  • Squishy Wizard: It is extremely vulnerable to anti-air fire, and it can't defend itself, but it's support abilities combined with effective micro-management make it utterly deadly.

Century Bomber

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

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

  • Cool Plane: Made in the U.S.A., these sturdy planes can carpet-bomb fortified enemy compounds into dust, then deploy paratroopers to mop up.
  • Flying Brick: Sufficient to say they can take much, much more punishment than the average aircraft.
  • It's Raining Men: Not only an effective bomber, it can also transport infantry. Air-dropping Tanya and some Engineers into a base was once an extremely viable tactic.
  • Mighty Glacier: For an aircraft, it's pretty slow.
  • Shout-Out:
    • It's quotes' are taken from Major Kong's lines in Dr. Strangelove.
    • "Norwell-Hucks", the company whose products Century Bomber is probably based on Rockwell, an aviation company in real-life that produced the B-1 bomber.
  • Taking You with Me: You think you're safe when you shoot down that Century Bomber? Think again: the wreckage will fall to the ground (possibly on whatever killed it) and explode, dealing heavy damage.

Harbinger Gunship

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

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

  • Cool Plane: It's more or less the Real Life American AC-130H Spectre on steroids... and the Harbringer's very much based on it.
  • Death from Above: Harbinger is a heavy air support bombardment unit with huge ass cannons.
  • Energy Weapon: Packing the power of the Proton Collider, the Collider Cannon can decimate enemy armor divisions and facilities. The first shot from the Collider Cannon is almost always on target, though subsequent rounds tend to stray slightly due to overheating and recoil. Even still, the ensuing explosive blast makes pinpoint accuracy unimportant (and impossible).
  • Fake Balance: The Harbinger may be extremely expensive, far away in the tech tree and somewhat slow, but that hardly matters. It is basically a flying fortress that tanks even the strongest anti-air attacks as if they were nothing. Infantry divisions die like flies to its chain guns, and is even effective against light vehicles. The Harbinger has collider cannons that destroy armored units in usually no more than two hits - only the Giga Fortress could survive a second attack (Which is out of the question if there is a second Harbinger), and even then the Giga Fortress needs to hit at least four times to down a Harbinger, so it loses one-on-one anyways. The best part of all of this? The Harbinger does not have to refuel. It just stays in the air for as long as it wants, decimating anything of a different colour. The best way to defend against a Harbinger attack is preventing them from being built. While slow, it's still faster than the Kirov, so it's not much of a weakness, and it has decent range for both its guns so it doesn't have to get nearly as close to its targets as other air units.
  • Force and Finesse: The Collider Cannon is the force and the chaingun is the finesse. The Proton Collider inflicts heavy damage and has a good area of a effect, though it has difficulty it smaller, faster targets. The chaingun is the finesse, it has pin point accuracy, allowing it to hit the smaller, faster targets like infantry and light vehicles that the cannon isn't suited for.
  • Flying Brick: It's extremely durable, more so then the Kirov and less so then the Giga Fortress, and is faster than the other two heavy bombers, though aside from them it is the slowest aircraft.
  • Gatling Good: It's minigun.
  • Mighty Glacier: It's slow (though still faster than a Kirov and Giga Fortress), but it's ungodly tough (Only augmented by its Regenerating Health and the Allies being able to enhance it with Advanced aeronautics), and practically no unit can take a hit and survive to tell the tale.
  • Regenerating Health: Harbingers self-repair, which can be speed up when near the vicinity of an Airfield.
  • Wave-Motion Gun: Does as much damage as Kirov's bombs. The Kirov does deal more damage since the Harbringer's attack has a cooldown between salvos, but the Harbinger's collider cannon has decent range so it doesn't have fly directly over a target to hit it.
  • Weaksauce Weakness: Cannot attack air units, and, with proper micro, most Anti-Air units can kite it thanks to the collider cannon being inaccurate. Good luck taking it down, though.


Type: Naval
Role: Naval Support
Weapons: Sonar Pulse
Trained at: Seaport
Specially-trained dolphins are an integral part of the Allied Navy, which used them as scouts and cheap defence against enemy ships. The dolphin can also leap out of the water to avoid enemy attacks or bypass some obstacles.

  • Attack Animal: Dolphins which are specially trained to assist the military.
  • Crippling Overspecialization: Dolphin is a dedicated anti-naval unit and cannot attack land unit and aircraft.
  • Fragile Speedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
  • Heroic Dolphin: That can bring down submarines and large warships.
  • Jumping Fish: The Dolphin's secondary ability is to jump out of the water to avoid attacks from in the water. While the dolphin is in the air, it can be shot at by anti-air so you have to make sure that your opponent does not have any anti-air units in the area.
  • Make Me Wanna Shout: Dolphin has an amplified sonic weapon that fire rapidly and are effective against all type of ships and damage multiple targets at once.
  • Weaponized Animal: Dolphins are equipped with sonar weaponry.


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

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

  • Anti-Air: Hydrofoil is the main Allied anti-air naval unit.
  • Cool Boat: A light skiff made for surveillance and defense, but carrying two nasty stings: a 20mm Icarus cannon and a weapon jamming system.
  • Crippling Overspecialization: Lampshaded with the background information Hydrofoil, which has a weapon jammer device. The background states that Allied tank crewmen and fighter pilots asked why their units could not also be equipped with jammers, but engineers the world over have encountered unspecified technical difficulties designing vehicles with multiple weapons. Red Alert 3 actually changed the whole model on this one, given that all units in that game have a special ability of some type, and for about half those units that ability is a second weapon. The hydrofoil's primary is an anti-aircraft gun.
  • Power Nullifier: By alternating its weapon systems, the Hydrofoil can use a jammer that is capable of preventing any unit or defensive structure from using their weapons and weapon-related special abilities, rendering them useless.

Assault Destroyer

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

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

  • Cool Boat: Can traverse in land and water, has average attack power, and its secondary ability is the "black hole armor", which draws all fire towards it and can soak up a lot of damage (more so than tier 3 ships).
  • Military Mash Up Machine: The Assault Destroyer is a amphibious battleships. Not a battleship-sized tank on treads, but a literal battleship on treads.
  • Master of None: It struggles to deal with both Tier 2 anti-ship units and Tier 2 tanks, as its mediocre firepower compensates its good armor. It has the perk of being the only Tier 2 naval unit that can attack ground units, however.
  • Stone Wall: Assault Destroyer is heavy, slow, and packs a not-terribly-impressive gun for its cost. However, it has impressive armor to begin with, and its special ability both increases its durability and redirects projectiles from nearby allied units to the destroyer, at the cost of not being able to shoot at all. (It can, however, still crush things, including many light vehicles.)
  • Unrealistic Black Hole: The Assault Destroyer is equipped with black hole armor, a magnetic force field that alters the trajectory of nearby enemy fire toward the ship. This allows the destroyer to absorb fire that would otherwise impact less durable friendly units. The armor only works on material weapons such as bullets, shells, and missiles. It has no effect on beam-type weaponry such as lasers and tesla-bolts.

Aircraft Carrier

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

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

  • Cool Plane: Its Sky Night fighters.
  • Cool Ship: A floating fortress capable of deploying squadrons of short-range Sky Knight fighter drones and devastating Blackout missiles that fry all electrics in the blast radius.
  • EMP: By launching a Blackout missile, Aircraft Carriers can create an EMP surge in a targeted area, temporarily shutting down all vehicles and structures in the area.
  • Drone Deployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Sky Knight to bombard enemy units from afar.
  • Mook Maker: The ship carries a contingent of five Sky Knight UCAV and capable of repairing, rearming and rebuilding the jets.
  • Siege Engines: Packing several UAV capable of delivering their payload over huge distances with deadly accuracy, the Aircraft Carrier is capable of leveling any enemy base to the ground with ease.

    Soviet Units 

All Games

Tesla Tank

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

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

  • Awesome, but Impractical: In Red Alert 2, they inflict a ton of damage against all surface targets, but their weak armor and cost keeps most people from using them.
  • Chain Lightning: Gains this after promoted to heroic level in Red Alert 2.
  • Dummied Out: A particularly weird one is that the Tesla Tank in The Aftermath expansion pack is based on the sprite for the Radar Jammer, and still works as a radar jammer, the original code having apparently been left in.
  • EMP: In Red Alert 3, 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's out.
  • 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.
  • National Weapon: Tesla Tank are unique vehicles for the Russia in Red Alert 2.
  • Palette Swap: Tesla Tanks first feature in the Counterstrike expansion pack to the first game, not buildable but usable in a specific mission. In that they are portrayed by Radar Jammers that just fire Tesla lightning. In the second Aftermath expansion pack where they become buildable their sprite at least gets a Tesla dome, but is still clearly based off a Radar Jammer (see above).
  • Pre-Asskicking One-Liner:
    "Free hookup."
    "Prepare for rolling blackout."
  • Pungeon Master: It just can't resist the electricity puns.
    "That sparks my curiosity."

Red Alert 1


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.
  • Flamethrower Backfire: Flamethrowers explode when shot, likely killing other nearby infantry. They can also explode in a chain reaction from other exploding flamethrowers.
  • Fire-Breathing Weapon: Their flamethrower.
  • 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.

  • 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.


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.


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.

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

  • Land Mine Goes "Click!": Its mines packed less explosives than the Allied anti-tank counterpart, but it can detect and target both infantry and vehicles that run over it.
  • 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 enemies infantry.

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: Is 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 defences, 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 and air units as well.

  • Macross Missile Massacre: When attack infantry and aircraft.
  • Mighty Glacier: The slowest and toughest unit in the game.
  • One-Man Army: While not as powerful as its Tiberian Dawn incarnation, the Mammoth is the most powerful tank in the series. It eclipses even its successor, the Apocalypse Tank, as it uses its anti-air missiles to kill infantry quickly, whereas the Apocalypse Tank needs to be at elite rank to kill infantry in one salvo. There are also far less ways to punish the Mammoth Tank's very poor speed, as well.
  • 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. The rockets are incredibly effective against infantry, structures, and enemy aircraft.
  • Regenerating Health: Mammoth Tanks self-repair slowly, up to 50% health.

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: MAD Tank sole purpose is to detonate itself, unleashes its powerful seismic waves in all directions. The MAD Tank also is a special case, in that the pilot actually gets out before it explodes, and the MAD tank only harms vehicles and buildings, not infantry.
  • Area of Effect: The effects of the explosion do not vary: any vehicles, ships, and aircraft (even flying aircraft - probably due to engine limitations) in a large area around the MAD Tank (approximately the same area as a nuclear blast, a 10-tile radius) take damage equivalent to 45% of their maximum hitpoints, while structures in the same area take 40% damage. As a result, provided no time for significant repairs between detonations, just three MAD Tanks can destroy absolutely any non-infantry unit or structure outright.
  • Awesome, but Impractical: It had to deploy for several seconds, more than enough time for any enemy units nearby to simply flee the vicinity, not to mention it cost quite a lot to deploy in the first place.
    • Another 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.
  • 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.


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.


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

  • Cool Plane: 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.


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.


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

Missile Submarine

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

  • 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


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

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

  • Cannon Fodder: Against Tesla Coils and Psychic Towers or other psychic units they serve as a very useful, expendable meat shield for your tanks. Send them ahead as a bullet magnet: its better for a few conscripts to fry or become mind-controlled, than for your tank crews to suffer such a fate.
  • Conscription: They were mildly patriotic but mostly unwilling basic soldiers.
  • Gas Mask Mooks: Even though the game doesn't feature any chemical warfare until Yuri's Revenge.
  • I Want My Mommy!: One of the quotes when the Conscripts are attacked.
  • Submachine Guns: Conscripts are issued with the PP Sh, the drum magazines distinctive even with the isometric, sprite-based view.
  • Starting Units: For the Soviets and a very useful bullet shield for important units.
  • 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 Dialog 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

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

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

  • Action Bomb: When packed into Allied IFVs, they turn them into a mini nuke truck. They also explode on death. Crazy Ivan 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.
  • Bald of Evil: His in-game unit icon.
  • 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.
  • Eyepatch of Power: His in-game unit icon, it's unknown if they all have it in-game.
  • 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 Crazy Ivan 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)
  • Shout-Out: Crazy Ivan itself is a naval designation referring to a particular submarine maneuver. As Red Alert is a parody of the Cold War, it is likely the developers appropriated the phrase to suit their needs.
  • Time Bomb: Crazy Ivan bombs looks like large chunks of dynamite with flickering fuse, accompanied with ticking sound. It takes short time before they explode, and with right timing they can be defused by 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. (Those poor, poor mind-controlled cows!)

Tesla Trooper

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

This 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.

  • Area of Effect: Can release a Psychic blast which kills all nearby enemy infantry units.
  • Charm Person: Psi-Corps Troopers are capable of mind controlling enemy units.
  • Cloning Blues: In missions "Chrono Storm" and in multiplayer, this unit is referred to as simply Yuri, implying that later members of this corps were in fact Yuri's clones.
  • Psychic Powers: Mostly Mind Control type, though it also utilizes some form of Mind over Matter for its anti-infantry psi-blast ability.

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, yet 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 are capable of mind controlling enemy units and most enemy structures.
  • Hero Unit: Only one Yuri Prime can be built at a time (although a second one appears with a Cloning Vats). This is notable as both Tanya and regular Yuri can be mass-produced in Red Alert 2.
  • 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.


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?"
  • Crippling Overspecialization: Aversion. he was allowed to call in an airstrike to whatever targets his AK-47 couldn't kill (namely, buildings) which made him alot more effective than Tanya, as he did not need to close the distance, though his air strikes take time to occur.
  • Death of a Thousand Cuts: When powered up, he can killing heavy tanks in two or three bursts of his AK-47.
  • Developers' 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.


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

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

  • Area of Effect: Their secondary fire, that in large numbers, desolators can create a contamination zone more deadly than a nuclear missiles, and destroy nearly anything that comes through in a matter of moments.
  • Cruel and Unusual Death: Infantry attacked by Desolators melt into a puddle of residue in seconds.
  • Lyrical Dissonance: Desolator subverts a cheery Beatles song title for one of his taunts, referencing his radioactive fire weapon: "HERE COMES THE SUN!"
  • Guttural Growler: Desolator speaks in a raspy, tired voice.
  • Hazmat Suit: He wears a protective suit to keep him safe from the radiation.
  • I Love Nuclear Power: Their Rad Cannons shoot radiation.
  • National Weapon: Desolator are unique infantry for the Iraq.
  • 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.
  • Suicide Attack: Desolators can be combined with captured Allied IFV's to make "poor man's Demolition Trucks"; essentially a smaller version of the Libyan Demolition Truck's blast damage and radius, but which will result in radioactive fallout, damaging infantry that passes within (only in Yuri's Revenge - in RA2 he has an upgraded rad-cannon).
  • Super Soldier: They are heavy armoured elite soldiers armed with radioactive cannons which meltdown infantry and light vehicles with ease, their secondary is the ability to contaminate an entire area with nuclear radiation powerful enough to keep killing units even after the desolators have moved out.
  • Super Toughness: A heroic desolator can survive a nuke.
  • 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 missiles, and destroy nearly anything that comes through in a matter of moments.


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

Chrono Ivan

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

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. Chrono Ivans 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.
  • 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.
  • 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.
  • Exactly What It Says on the Tin: Crazy Ivans that chrono shift.
  • Eyepatch of Power: His in-game unit icon, it's unknown if they all have it in-game.
  • 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 Chrono Ivan 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)
  • Teleporters and Transporters: Their only form of movement, they can't actually walk to a location.
  • Time Bomb: Chrono Ivan bombs looks like large chunks of dynamite with flickering fuse, accompanied with ticking sound. It takes short time before they explode, and with right timing they can be defused by 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. (Those poor, poor mind-controlled cows!)

Rhino Tank

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

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

  • Badass Boast: The quote above.
  • BFG: A 120 mm U-5TS smoothbore gun.
  • Lightning Bruiser: Despite the fact that it was slower than its two counterparts, it was still quite speedy for a heavy tank, being able to mobilize quickly from one location to another.
  • Tank Goodness: The Rhino tanks are very useful in early PVP (player versus player) online games due to its cheap production cost and medium-high power aganist vehicles and structures. The Rhino tanks are especially useful in a Soviet vs Allied PVP match: during very early 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.
  • 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.

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.
  • 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 Suicide Bombers and charging buildings with it, like a demolition truck except faster and cheaper.

V3 Rocket

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

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

  • 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.
  • Fixed Forward-Facing Weapon: It's 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 easy 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: Defense structures, as they can't attack buildings.
  • Attack Drone: Even more advanced then their Allied counterpart, the Robot Tank, due to their individual, self sufficient AI systems (Robot tanks require an outside signal to function) and complex motion controls (Robot Tanks merely hovered about, while Terror Drones could quickly coordinate on multiple limbs.) 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.
  • 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.

  • Machine Guns: That when elite, is upgraded into a powerful auto-cannon which is effective against tanks, infantry, and structures, and can easily ward off a squadron of GIs or Initiates, especially if it finds the firepower, armour and speed upgrade crates.
  • Regenerating Health: War Miner self-repair slowly, up to 50% health.
  • Stone Wall: Though mainly a resource harvester, is armed with a small machine gun, but has enough armor to defeat tanks on a one on one battle.
  • Worker Unit: Its main use is to collect ore and gem but in a pinch it could serve as a heavily armored anti-infantry vehicle thanks to its gun turret.

Apocalypse Tank

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

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

  • Artistic License – Nuclear Physics: When level up, it fire nuclear ammunition, causing small mushroom clouds about the size of a tank but not necessarily killing anything in the vicinity. Infantry are notorious for surviving direct hits from tank shells. This is about as realistic as Tesla bombs dropped from the veteran Kirov airship that produce an electrical explosion. Oh wait, this is Red Alert we are talking about here, the universe where reality takes a backseat to coolness.
  • Awesome, but Impractical: They're extremely powerful and can do at least decent amount of damage against anything, but most Soviet players found that its better to try and win the game early, especially against Allied players since the Allies' late game tech will usually win against Apocalypse Tanks, unless the player manages to amass an army of them, which is nearly unstoppable.
  • Badass Baritone: In Yuri's Revenge, when it got a new voice rather than just using the same quotes as the Rhino tank.
  • 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 in Red Alert 2, half health in Yuri's Revenge.
  • Super Toughness: The second most-armored ground vehicle in the game, the first being the Battle Fortress.
  • 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.
  • 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.
  • Battlecry:
  • Glass Cannon: It's 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.
  • Molotov Truck: They contain nukes, which tend to get blown up before getting near their targets.
  • National Weapon: Demolition Truck are unique vehicles for the Libya.
  • 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.
  • 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.
  • 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.
  • 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.
  • Threatening Shark: Shark imagery is painted on it.
  • 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.
  • 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. While the Soviets do get additional aircraft in Yuri's Revenge, this takes place after the main storyline, giving the Soviets more time to build fast-strike MIGs.

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.
  • 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.
  • Powerup 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.


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.

  • 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 would attack a ship from beneath by wrapping their tentacles around it and crushing it.
  • 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.

Red Alert 3

War Bear


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 Bear: : 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.
    • In Command & Conquer: Red Alert 3, 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.
  • 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.
  • Evil Detecting Bear: Can detect spies that can fool any other unit and your base defenses.
  • Make Me Wanna Shout: War Bear have stun abilities based on their roar with the help of amplifier.
  • Olympic Swimmer: They can move on water as if it was open ground.
  • 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.)
  • Weaponized Animal: War Bears are equipped with sonar amplifiers that can paralyze attackers.


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, conscript will snuggle down and will be drinking unknown drink, possibly Vodka, or maybe his Molotov cocktail.
  • Assault Rifles: Conscripts were armed with ADK-45 assault rifle, a decent burst-fire weapon that is best used in mass fire.
  • Cannon Fodder: The epitome of it, they cost half as much as Peacekeeper and need more than a 2 to 1 advantage to beat one.
  • Conscription: They became incredibly jingoistic morons, eager to throw themselves at anything declared an enemy. They will eagerly attack an Apocalypse tank while yelling, "Field promotion, here I come!"
  • Cossack Dance: Conscript does it as an Idle Animation.
  • Lampshade Hanging: In the mission March of the Red Army, which takes place near Lake Geneva, Conscript can be heard to comment on unrealistic aspects of the mission, namely the appearance of Dolphins and Aircraft carriers in the middle of the lake.
  • Molotov Cocktail: Conscripts can switch between AK's and Molotovs to alternate between anti-infantry and anti-garrison warfare.
  • Not So Bad Ass Longcoat: They may have longcoats, but they are definitely not badass.
  • One-Hit Kill: Can kill a shielded Peacekeeper in one shot with his Molotov Cocktail.
  • The Pollyanna: They basically are the cannon fodder of the Soviet forces, and are not even good at that since is ridiculously easy to kill them, still they will always salute you with phrases as "I make Premier proud!" and "Haven't we won yet?", now that's to have spirit.
    • Oh, and yeah, they are also Keets and Ditzes, I mean, you won't expect someone to say "We march to victory" when facing an entire batallion of far better enemy soldiers or "They have television in there?" when garrisoning a building in the middle of a warzone.
  • Stealth-Based Mission: The first part of the seventh Soviet mission has you sneak into the Japanese Emperor's palace with a single conscript.
  • Zerg Rush: They're much weaker than Peacekeepers or Warriors, but they're much cheaper too. Throw enough of them at an attack force and they'll eventually win. Most of 'em will be dead, but they'll win.

Flak Trooper

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

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

  • Anti-Air/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 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.
  • 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".

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.
  • Pungeon Master: They rival the Cryo Legionnaires in this department.
  • Powered Armor: That allow them to immune to the biting teeth of Attack Dogs and War Bears, but strangely not ninja shurikens.


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 is armed with sprayed concoction that kills infantry directly, which can also clear garrisons

Ore Collector

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

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

  • 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!"
  • Regenerating Health: By activating it's full body ceramic armor, the Collector will also auto-repair itself.
  • 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?!
    Is this necessary?
  • Worker Unit: Gathers ore and gem to facilitate the player's economy.


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.

Terror Drone

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

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

  • Achilles' Heel: Defense structures, as they can't attack buildings.
  • Attack Drone: Can One-Hit Kill infantry and slowly tear apart vehicles with no effort on its part.
  • Fragile Speedster: While almost insanely quick, they have little in the way of armour and easily succumb to any kind of opposition that has proper anti-armour weapon. Not as fragile as in Red Alert 2 though.
  • 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.
  • The Paralyzer: The Terror Drone can employ a stasis ray to stop ground units 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's also as the ability to swim in water and therefore the ability to attack ships.


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

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

  • 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!"
  • 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.


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: 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.
  • Anti-Air: Serves as cheap and effective anti-air vehicle for the Soviet.
  • Amphibious Automobile: Bullfrog can traverse land and water with equal ease.
  • Awesome Personnel Carrier: One particularly hilarious example. The Bullfrog is an otherwise-normal APC armed with an anti-air gun Its only outstanding feature is its method of delivery: instead of unloading the troops, it fires them out of a cannon on its back. 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: "Bullfrog" can launches infantry with its 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 launch by it's Man Cannon will automatically parachute down from the apex of the launch.
  • Splash Damage: Can do splash damage to nearby enemy aircraft units.


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-Trades: Because it is available in relatively short supply and packs so much firepower, the Reaper is fairly expensive to produce, even more so than a Soviet main battle tank. While most Soviet forces are considered to be specialized and efficient, the Reaper can be seen as something of a jack-of-all-trades, but while being a jack-of-all-trades, it is very effective in doing it's job.
  • 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.
  • Rockets, Missiles and Grenade Launchers: It's loaded down with so many explosive weapons. Its three fast-firing grenade launchers and top-mounted rocket rack are almost excessive in their stopping power, and let the Reaper attack both surface and air targets.
  • 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: It's Leech Beam can be used to siphon metal armor off enemy vehicles/buildings which will immediately be applied to the Hammer Tank for extra health. If the Hammer Tank manages to kill an enemy vehicle using the beam (Or if the enemy under the effects of the Leech Beam dies), it's weapon will be mounted onto the Hammer Tank's auxiliary weapon hardpoint.
  • Tank Goodness: The Hammer Tank deals somewhat less damage and is slower than the Guardian, it's Allied equivalent, but makes up for this with better armour, a somewhat higher rate of fire and much greater versatility thanks to the Leech Beam, which can grant it anti-aircraft or anti-infantry capabilities; something the Guardian lacks.


"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.
  • Expy Of Yuri's Brutes. They have similar personalities: a crazed manchild who looks on crushing their enemies as "playing" (to the point where the Grinder has several of the Brute's quotes) as well as their role as an all-purpose ground unit destroyer. They also resemble an upgunned Lasher Tank, given that both have a frontal grinder.
  • Fake Balance: Very durable, fast, high damage, disables the target it damages, and heals like crazy while attacking.
  • Hover Tank: It's Amphibious!
  • Lightning Bruiser: Very fast, high damage, and the same health bar as an Apocalypse Tank.
  • Nitro Boost: The Grinder's special ability allows it rush enemy forces by temporary burst of speed that gives the Grinder an opportunity to chased and crush them.
  • Psychopathic Manchild:
    Who wants to play?
    We here to crush!
    Go tank! Go tank!
    He go bye-bye...
    Here I coo-oome!
    Make him look funny.
    I break all my toys!
    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, longrange ballistic missiles that can demolish nearly any target, or splinter into multiple mortar shells for area damage. The V4 must be stationary to fire, making it a poor frontline weapon.

  • Amazon Brigade: All V4 pilot are female.
  • 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: It's 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: It's missile splash damage can hit many enemies in the area.

Apocalypse Tank

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

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

  • Badass Boast: Literally every sentence they utter.
    The instrument of doom.
    It is day of judgement!
    We cannot be stopped.
    Armaggeddon is here.
    It will soon be a wasteland.
    The Apocalypse cannot be stopped.
  • 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
  • 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.
  • Super Toughness: Much heavier armor than it's 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 shreds 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.

  • 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.
  • Cool Bike: The Mortar Cycle is a fast vehicle optimized for hit and run tactic. They are equipped with either mortar that superb in long range engagement and supplies of Molotov cocktail to handle building clearing.
  • Do Not Run with a Gun: Mortar Cycles can attack and move when using molotovs, but not with mortars.
  • Expy: Of the Rocket Buggy, both are stupidly fast Artillery vehicles, but while the Buggy is balanced by it's relatively high poistion 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.
  • Fake Balance: The Mortar Cycle is an artillery unit that is available in Tier 1. The only counter to a Mortar Cycle rush is a bigger Mortar Cycle rush.
  • Molotov Cocktail: Mortar cycle anti-garrision.
  • Pun: On Motor Cycle.
  • Shout-Out: Its death screams are the Stock Screams of Tiberian Dawn.


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: The Twinblade's secondary ability is evacuate, which puts any unit, be it a vehicle or men, on the ground.
  • 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...
  • Bottomless Magazines: They never run out of missile and bullet.
  • Expy: Of the GDI Hammerhead from C&C 3.
  • Macross Missile Massacre: Twinblade would fire a salvo of rockets, wait a bit to reload, and then fire another salvo of rockets. Endlessly.
  • 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.

MiG Fighter

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

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

  • Amazon Brigade: All MiG pilot are female.
  • Bland-Name Product: The MiG aircraft in the game is called "Mikevich-Guroyan", instead of the real life "Mikoyan-Gurevich".
  • 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...
  • 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 it's target, the target will be doomed, as the bomb from the Kirov can quickly destroy even the strongest of buildings, and should it be shot down, the Kirov's husk will land on the building, causing even more damage to it.

  • 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.
  • 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 it's 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.
  • Logical Weakness: Being aircraft, Kirov Airships cannot survive being hit by any object falling from an Orbital Drop.
  • 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.
  • Mighty Glacier: Is slow enough that infantry can outrun it; fortunately, it can obliterate an enemy base single-handedly.
  • Nitro Boost: The special ability, significantly increasing its speed at the expense of being Cast from Hit Points.
  • Threatening Shark: Shark imagery painted on it.
  • 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.


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

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

  • Amphibious Automobile: It is also amphibious, deploying six mechanical legs when it climbs ashore.
  • Area of Effect: The Stingray can make a one-time surgewave of Tesla in the waters surrounding it, heavily damaging/killing anything foolish enough to stick around after having seen it's overloading sequence.
  • Cool Boat: The Stingray is a powerful, but lightly armoured, anti-surface strike vessel. It's 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 defences. 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 they are lacking in defensive countermeasures. On land, this is made worse as they are much slower than on water.
  • Lightning Gun: Its twin Tesla coilguns.
  • Military Mash Up Machine: A boat that sprouts legs when moving on land.
  • Transformation Sequence: Extending six legs and climbing ashore, Spider Tank style.
  • Spider Tank: Become this when they move from sea to land. Though, weirdly enough, it must be built at naval docks. Apparently land-mode "movers" are just a bonus.

Akula Sub

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

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

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


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.

    Empire of the Rising Sun Units 

Imperial Warrior

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

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

  • Cannon Fodder: That are stronger but more expensive than Conscripts, and weaker but cheaper than Peacekeepers.
  • Cool Mask: In the intro cinematic, the Warriors wear facemasks - a detail the ingame units lack.
  • Crippling Overspecialization: They are probably the most cost effective unit out of the 3 rifleman units when it comes to anti infantry and the only one that have the One-Hit Kill ability. However, they are useless against anything other than infantry while the Peacekeeper can deal good damage against buildings and the Conscript can switch to Molotov Cocktail to deal with vehicles and buildings.
  • Everything's Better with Samurai: Imperial Warrior uniforms resemble samurai outfits. They also carry beam katanas as secondary weapons that One-Hit Kill infantry but can't hurt vehicles.
  • Fragile Speedster: When they use their special ability, they gain the ability to do a One-Hit Kill on infantry, and run much faster as well. They also cannot be suppressed while the mode is active. They're still vulnerable to gunfire, though.
  • Hot Blade: Linked to each warrior's rifle's power supply, their beam katana can be ignited to become incredibly hot and, in effect, sharper than any steel, rendering any chances of the weapon being ceremonial moot.
  • Katanas Are Just Better: They are armed with beam katanas that they use for banzai charges to instantly kill infantry. They're actually superheated regular katanas.
  • Kiai: When using their special ability (pulling out their beam katanas) they will scream UIYAAAAAAAH!
  • Large Ham: I SERVE THE EMPRAH.
  • Laser Blade: Imperial Warriors are armed with beam katanas that they use for banzai charges to instantly kill infantry. They're actually superheated regular katanas.
  • One-Hit Kill: This unit’s secondary ability is to switch to its sword mode and melee enemy infantry, instantly killing the target.
  • Samurai: High-tech Samurai, with rifles and beam katanas.
  • Shout-Out: Their banzai charge ability is a direct reference to the Japanese soldiers' suicide charges against the Allied forces in the Pacific theatre of Second World War.


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

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

  • All Asians Wear Conical Straw Hats: Tankbusters wear large, high-tech electronic versions of these hats. They're more than just decorative—they fire a cylindrical wall of lasers straight down, which allow Tankbusters to instantly burrow into the ground to hide from enemies.
  • Anti-Vehicle: Tankbuster is the Empire's anti-tank infantry. Unlike the anti-tank infantry of the Allies and the Soviets, they cannot attack aircraft.
  • Cool Mask: In the RA3 Intro Cinematics, the Tankbuster is seen wearing a face mask when it comes out of the ground. But in the game it does not wear a mask.
  • Crippling Overspecialization: On theme with Imperial's basic infantry, the Tankbuster shoots fast and has longer range than the Javelin Soldier and Flak Trooper, and when garrisoned inside buildings the range increase they gain is insane which allow them to outrange some defensive structures. However they are unable to attack aircraft.
  • Expy: They somewhat resemble the Scrin's Disintegrators, as both are anti-armor units that possess beam weapons and cannot attack aircraft.
  • Fast Tunnelling: The Tank Buster is capable of burrowing into the ground, making him uncrushable as well as greatly increasing his durability. This however, makes the Tank Buster immobile, and unable to attack.
  • Nice Hat: A high-tech conical hat that allow Tankbusters to instantly burrow into the ground.
  • Plasma Cannon: Each of the Tankbusters is equipped with MX-19 "Muramasa" plasma-cutter cannon.
  • Strong Flesh, Weak Steel: Their energy weapon is "calibrated to leave only light burns on flesh", reportedly for security purposes. But strangely, that doesn't make it able to blast through an Allied Peacekeeper's bulletproof shield. They do much greater damage against ground targets, including infantry than the other anti-vehicle units. The trade-off is that they have no anti-air capability. They are cheaper, however.

Archer Maiden

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

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

  • Amazon Brigade: All Archer Maiden are female.
  • Anti-Air: Provide the Empire's early game anti-air infantry, something they sorely lacked in the vanilla version. Interestingly, Archer Maidens are apparently rejected from Rocket Angel recruits, presumably the Empire's take on the "If I don't get to fly, NOBODY get to fly!" joke.
  • Bare Your Mid Riff: See this.
  • Energy Bow And Arrows: They seem to use energy bows of some sort. They're physical bows, but they glow at the ends and the arrows they shoot glow too and are effective against tanks.
  • Stripperiffic: An Allied Peacekeeper wishes there were more ladies in the infantry division when he upon seeing the Archer Maidens during the Allied assault on Shinzo's clan village. And yet they take more damage than Imperial Warriors before dying.
    "Heh heh... I wish we had more ladies in our infantry divisions... heh heh."
  • Recursive Ammo: They can also fire specially-charged arrows, capable of splitting into a rain of shrapnel, which can be deadly against clusters of enemy infantry.
  • The Straight and Arrow Path: They wield high-tech bows firing guided armor-piercing projectiles.


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

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

  • Bandit Mook: When a Shinobi infiltrates an enemy Refinery, you'll steal money from its owner.
  • Crippling Overspecialization: Can't attack vehicles. They can attack infantry just fine, though.
  • Gratuitous Ninja: Shinobi are the Rising Sun infiltration unit - equivalent to the Allied Spy, except armed with a giant sword and throwing stars. Despite having one of the least plausibly deadly weapons in a game full of implausible weaponsthrowing stars? — they could one-hit-kill any infantry and throw smoke bombs, although they were worthless against tanks.
  • Katanas Are Just Better: They use katanas and ninja-shuriken, but they're very effective with them.
  • Ninja: Throw Shurikens, smoke bombs and kill with a single sword blow.
  • One-Hit Kill: Instantly kills any infantry expect Tanya, Natasha and Yuriko Omega.
  • One-Man Army: Downplayed. Their one-hit-kill weapons mean that they can kill other infantry in good time, but they're still vulnerable to gunfire. They can take down more than their share of infantry if micromanaged properly.
  • Power Nullifier: In Red Alert 3, a Shinobi infiltrating a Tech Structure required for Tier 3 (Allied Defense Bureau, Soviet Battle Lab, or Empire Nanotech Mainframe) will temporarily disable all Tier 3 units owned by the target structure's owner. In case of Tier 3 airborne units (Harbinger Gunship, Century Bomber, Kirov Airship, Giga-Fortress on Sky Mode), they are all One-Hit Killed.
  • Smoke Bombs: He can use a smoke bomb to throw off enemy targeting.
  • Walk on Water: They can move on water as if it was open ground.

Rocket Angel

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

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

  • Amazon Brigade: All Rocket Angels are female.
  • Anti-Air/Anti-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their photon rocket.
  • Bottomless Magazines
    "Unlimited ammo!"
  • Genki Girl: If her unit quotes are any indication.
    "No man can best me!"
    "I'm tougher than you!"
    "Awwww, did that hurt?"
  • Glass Cannon: They can deal a lot of damage in large groups to ground or air targets, but they die very easily if confronted by something that can attack them.
  • Jetpack: They have one so they can fly around.
  • Macross Missile Massacre: Rocket Angels en masse can produce this. There is even an upgrade to make missile-firing units spam even more.
  • Shout-Out: Girls in flying suits should really remind people of certain shows.
  • Whip It Good: Rocket Angels use laser whips to paralyse ground troops.


Type: Vehicle
Role: Base Construction/Expansion
Weapons: None
Trained at: Construction Yard

Nanocores are amphibious vehicles built by the Empire of the Rising Sun which, when deployed, transform into a building. A commander can place the building wherever they want, but the deploying process takes time.

  • Base on Wheels: A hover vehicles that deployed into the other building, allowed the Empire to build up their bases much faster than the Allies and, under certain circumstances, the Soviets.
  • Boring, but Practical: Because their buildings don't need to be built in a building's control area, Imperials can send out Refineries at much lower cost, greatly boosting their economy in the early game.
  • Worker Unit: All of the Empire's buildings are unpacked from Nanocores.

Ore Collector

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

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

  • Amphibious Automobile: Ore Collector can traverse land and water with equal ease because of it similar base design to the Tsunami tank.
  • Defenseless Transports: Subverted, it can activate an anti-infantry gun (but this makes it unable to carry ore).
  • Worker Unit: Gathers ore to facilitate the player's economy.

Sudden Transport

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

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

  • Awesome Personnel Carrier: A hovering APC that can disguise itself as an enemy vehicle to sneak its troops past enemy lines. Completely unarmed, though.
  • Defenseless Transports: The Sudden Transport serves as a dedicated transport and has no weapon.
  • Dressing as the Enemy: Sudden Transport are equipped with a unique stealth camouflage system that allows it to mimic the appearance of enemy vehicles.

Mecha Tengu / Jet Tengu

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

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

  • Cool Plane: It's a jet fighter than can turn into a Mini-Mecha.
  • Dual Mode Unit: An anti-infantry mecha that can transform into an anti-air jet.
    "Mecha Tengu, GO!"
  • Fragile Speedster: Tengus are quite fast units, especially in Jet Mode, but their armor and damage output are not very good.
  • Hot-Blooded: Well, they are mecha pilots, after all...
  • Large Ham: The pilot never stops shouting.
  • Mini-Mecha: That can transform into a jet.
  • Transformation Sequence: Tengu launching into a backflip and transforming mid-air when switching between mecha and jet forms. In-game.
  • Shout-Out: One of the lines said by the Tengu pilots is "Who do they think they are?"
  • Simple, yet Awesome: Out of all the fighter jets, the Tengu is the weakest, being unable to beat the MiG or the Apollo Fighternote . However, Tengus are not constrained by the amount of slots in an Airport (thanks to the Empire not having them to begin with) and them not needing to reload. They can beat other fighter jets just with sheer numbers.
  • Tengu: Its long nose. The Command and Conquer wiki explicitly points the connection to the mythical beast, calling it a half-bird half-man with a long nose and a bad temper.

Tsunami Tank

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

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

  • Hover Tank: Tsunami Tank can traverse any body of water with ease, allowing it to attack unsuspecting enemies from almost any direction.
  • Jerkass: Insults and physically attacks the Hammer tank repeatedly throughout the Tutorial.
  • Nanomachines: The Tsunami Tank can use it's nanobots, which are usually used to fire it's shells, to form a nanodeflector around the tank. This will temporarily increase the Tsunami Tank defenses against enemy assault. The Tsunami Tank also will repair itself while the Nano Deflectors are engaged. This feature was removed from Uprising for unknown reasons.
  • Tank Goodness: Tsunami Tank is one of the most versatile tier two tanks in the game. This tank can fire faster than regular tanks however it does not deal significantly more damage than the other tier two tanks. Not only can it fire faster than other tanks, it can also travel into the water making it a deadly foe. When player activate the tank secondary ability, several small red drones come out of the Tsunami tank and create a shield which gives the tank a significant armor buff.

Striker VX / Chopper VX

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

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

  • Anti-Air: In its Striker-VX form, it can only fire at aircraft with its surface-to-air missiles.
  • Bottomless Magazines: It appears to have a bottomless supply of missiles to shoot at enemy in huge salvos.
  • Chicken Walker: In its Striker-VX form.
  • Dual Mode Unit: An anti-air missile platform that can transform into an anti-ground missile helicopter.
  • Mini-Mecha: That can turn into aircrafts and back.
  • Off-Model: In the intro, its missile pods in walker form are situated below the cockpit rather than above.
  • Transformation Sequence: The intro even shows it extending two spindly legs just prior to landing then folding back it's propeller before firing off-screen.

Steel Ronin

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

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

  • And I Must Scream: Their details say that Empire warriors refusing to follow orders to retreat are locked inside them as punishment, then forced to man them when necessary. No word on how they're kept alive, which is just as well.
  • Instant Runes: The Power Wave ability sends out a wave of force that also forms the kanji for "death".
  • Laser Blade On A Stick
  • Lightning Bruiser: Although the Steel Ronin is second only to the monstrous King Oni battlewalker in terms of sheer size, it is remarkably quick on its feet. It can also take quite a pounding, and its energy naginata can cleave through battletanks. In fluff, Allied armor divisions attempting to take it on are advised to take advantage of their superior range to make their first shots count. It's only weakness is that it has no ranged attack of any kind, and it's heavy, clumsy melee attacks are poorly-suited to taking on hordes of infantry.
  • Non-Standard Character Design: Compared to other Imperial units, its design appears more ancient and uses darker colors, especially in the concept art. It looks like an ancient samurai statue that has come to life.
  • Ronin: In Command & Conquer: Red Alert 3: Uprising, Steel Ronin are a kind of battlesuit unit. Specifically, they are in the suits as a form of punishment for not following orders or related crimes and hope to regain their freedom again by doing battle against the Empire's enemies. They're apparently in constant pain too.
  • Splash Damage: Their special ability lets them shoot a wave of damaging energy in a line. In Yuriko's campaign, it's used as a static defense, the Ronin going after Yuriko if she gets any closer.
  • Super Soldier: They are disgraced Imperial commanders in armored life support suits, although these guys are armed with energy-bladed naginatas that can cleave through tanks and entire ranks of infantry.

Wave-Force Artillery

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

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

  • Charged Attack: That can prematurely release, causing instant damage, even though it will not cause as much damage as it would if it had charged up to 100%.
  • Glass Cannon: Though a formidable foe at long range, the Wave-Force Artillery is lightly armoured.
  • Hitscan: Unlike other artillery units, attacks from the Wave-Force Artillery cannot be dodged. Target units can still get out of range while it's charging, however.
  • Long-Range Fighter: They outrange most other units and base defences but weak in a direct fight.
  • One-Hit Polykill: However every target past the first unit hit will suffer less damage.
  • Wave-Motion Gun: It is able to annihilate foes with high powered destructive blasts of particle beam energy.

King Oni

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

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

  • Cutscene Power to the Max: In 3, the King Oni is shown to be Kaiju-sized in the cutscenes, although it is much smaller in game. Also, in one scene, it is shown leaping up and punching a Kirov out of the sky, but in game, King Onis have no anti-air capabilities except the special ones piloted by Emperor Yoshiro and Kenji.
  • Evil Laugh: When using using Bull Rush ability.
  • Eye Beams: Their main weapon.
  • Foe-Tossing Charge: The King Oni can perform a bullrush for a short distance. Any enemy unit, be it a man or machine, will be crushed if in the King's way.
  • Humongous Mecha: The official website data does some Lampshade Hanging on the concept, noting that it "flies in the face of decades of conventional mechanized warfare".
  • Ornamental Weapon: Its fists. While its special ability allows it to bullrush enemies, in game it does not punch enemies as its basic attack (which would have been the logical method), instead using less powerful eyebeams.
  • Shout-Out: The King Oni is pretty much a Shout-Out to huge mecha in general. Also, the Emperor's special King Oni from the Soviet campaign is red with gold accents (which are normally white, but are gold colored due to the Empire's canonical faction color). You even see him in a Iron Man-like interface as he declares your imminent doom.
  • Super Prototype: The prototype King Oni is faster, stronger, nigh indestructible and equipped with a absolutely devastating anti-aircraft rocket battery. And it's piloted by George Takei. Apparently, the original King Oni is a super prototype, given to Emperor Yoshiro as a gift.
  • Youkai: Fittingly, they resemble giant hulking brutes, though their main form of attack are Eye Beams. They do however have a bull rush ability which causes them to rush forward and knock away anything unlucky enough to get in their way.

Shogun Executioner

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

  • Attack of the 50-Foot Whatever: Largest unit in the game. It's so big that it can destroy aircraft by walking into them.
  • BFS: Its weapon is a three large Wave-force blades matching its size.
  • Feed It with Fire: Not only is the Shogun Executioner completely immune to Tesla bolts, it actually gets healed by them.
  • Friendly Fireproof: Omega Shockwave does not inflict damage to allies.
  • Humongous Mecha: A giant mech which has three legs, three torsos, 6 arms, three heads, 3 lightning katanas, and heals itself when attacked with Tesla weaponry!
  • Katanas Are Just Better: They are when they're as tall as a house.
  • Mighty Glacier: While extremely slow, it is so good at absorbing damage that bases don't stand a chance (and if that base happens to be a Soviet one with lots of Tesla coils...).
  • One-Hit Kill: Can instantly kill almost any unit except Apocalypse and Future tanks.
  • One-Man Army: In both gameplay and story, the campaign making a note that it went all the way from Odessa to Moscow, and nothing was able to stop it.
  • Purposely Overpowered:
    • You can basically just rely on this for the mission you get it in.
    • In the appropriately-titled King of the Monsters challenge, it's entirely possible for the enemy AI to unintentionally kite it into their own base due to sending out streams of units.
  • Ramming Always Works: It does on aircraft, which it can instantly destroy by walking into them.
  • Shock and Awe: By driving all three of its massive Wave-force Katanas into the ground, the Executioner can unleash a devastating shockwave the utterly destroys everything around itself, both ground units and structures.
  • Tripod Terror: A Humongous Mecha with three legs and three torsos, with each torso shaped like a samurai complete with a Laser Blade. The thing is so big it can destroy aircraft just by walking at them. It's especially effective against the Soviets, as electrical attacks only serve to heal it.

Burst Drone

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

  • Action Bomb: Can self-destruct in an EMP explosion, hopefully damaging anything around it. May cause grief, best used when attached to vehicles.
  • EMP: Release EMP when self destruct.
  • Mecha-Mooks: Burst Drones are AI-controlled.
  • Spy Bot: The Burst Drone's role is scout the enemy, latch on to slow vehicles, or simply self-detonate, releasing an EMP blast to disrupt all electrical systems.
  • True Sight: The Burst Drones are able to detect stealthed and disguised enemy units in the vicinity.

Sea-Wing / Sky-Wing

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

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

  • Anti-Air: Sea-Wing form are armed with an anti-air rocket system specially designed to track and destroy aircraft.
  • Crippling Overspecialization: Played With: it can deal with most threats by transforming, and requires at least one anti-air and one anti-ship unit to make sure it dies. While it is devastating against aircraft when submerged, it has no anti-ship attacks, and while flying has no anti-air attacks.
  • Dual Mode Unit: An anti-aircraft submarine that can transform into an anti-infantry aircraft.
  • If It Swims, It Flies: Is a fast anti-air submarine that can transform into anti-infantry airplanes. And by "transform", we really just mean "take off"; the two forms are identical.
  • Military Mashup Machine: It's a close-air support flyer AND a submarine?
  • Transformation Sequence: The way in which the Sea-Wing transitions to the Sky-Wing and back is simply turns end over end like a coin-flip.

Giga Fortress

Type: Mobile Base
Role: Heavy Bombardment
Weapons: Pulser Missiles, 400mm Cannons /God's Breath Cannon
Trained at: Docks
"Accessing viable targets."

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

  • Breath Weapon: The Giga Fortress uses this in air mode, that turns even Apocalypse Tanks to dust...
  • Crippling Overspecialization: The Giga Fortress's Sky Mode is ridiculously powerful against ground targets but, unlike the Fortress mode, it cannot attack air units.
  • Dual Mode Unit: Much like several of the Empire of the Rising Sun's much smaller pilot-assisted robots, the Giga-Fortress has two completely different forms. As the sea-fortress, it is capable of defeating entire enemy armadas, shelling coastlines, or assaulting flight groups. As the sky-fortress, it can supposedly devastate anything on the ground with something called the God's Breath Device. Anything underneath the sky fortress would be crushed, were the sky fortress to revert back to its naval form overhead.
  • Fake Balance: It's an air unit that has the range of a tier 3 ship, meaning it greatly outranges anti-air and a decent number of them will make short work of a base of any size. Costing more than even superweapons won't drive any player away from building Giga Fortresses.
  • Humongous Mecha: Emphasis on "Humongous" since is far too big to be built out of the Imperial Docks and have to be built from the very same types of Nanocore machines that unfurl into Imperial structures.
  • The Juggernaut: Giga-fortress from is a floating battleship that mounts four photon rocket launchers, each equivalent to a Rocket Angel in firepower, plus four beam-cannon batteries.
  • Machine Monotone: Always talks in a calm, near-monotone voice despite being a destructive war machine. Even when under attack.
    Are you aware they are attacking me?
  • Master of All: The Giga Fortress's Fortress mode has the right weaponry to attack every possible kind of target in the game.
  • Mecha-Mooks: Giga Fortresses are AI-controlled.
  • Mighty Glacier: Giga Fortress is a warship that looks like a high-tech animesque fortress that transforms into a giant flying demon head with long range that inflicts massive damage. Thing is as slow as Kirov and costs more than anything else in the game (not counting buildings, it costs more than anything else in the entire series), but people still say it's a Gamebreaker for a reason.
  • Splash Damage: The God's Breath Device causes damage in a long line extending both in front and behind the target. It also damages friendly units, which can be used to your advantage in Yuriko's campaign.
  • Wave-Motion Gun: They use Shogun Battleship's cannons when on water and a huge long range beam when in the air.
  • Weaksauce Weakness: If an infiltrator gets into the Nanocore Mainframe, all fortresses in the air die immediately.
  • Wetware CPU: Depending on how you interpret its "Where is... my body?" line.

Yari Minisub

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

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

  • Action Bomb/Suicide Attack: These are manned though, while not a pure suicide units, it can be used as such with devastating effects. This brutally devastating attack will sink the strongest Capital Ships; even Dreadnoughts won't survive.
  • Cool Boat: These are relatively inexpensive, fast-moving scout vessels ill-suited for mainline combat on the seas. However, mini-subs can still be extremely dangerous, especially in large numbers.
  • Crippling Overspecialization: Same as the Soviet's Akula, they cannot fire at anything that isn't in the water.
  • Ramming Always Works: In a pinch, the Yari can activate its "Last Voyage" protocols and accelerate towards an enemy. The end result is inherently fatal to the Yari but also usually equally detrimental to the target. No points for guessing that these were based on the historical Japanese Kaiten submarine.
  • Taking You with Me: When activated Last Voyage, the pilot rams the Yari into a naval target, destroying the submarine and causing significant damage to the target.

Naginata Cruiser

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

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

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

Shogun Battleship

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

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

  • BFG: Each battleship carries two turrets, each armed with three 400mm Shirada cannons, mounted back-to back.
  • Cool Ship: The Shogun Battleship has very few weaknesses: it is a heavily armored vessel and has the greatest firepower of the tier 3 ships, coupled with excellent range. Should an enemy unit manage to get close, however, the Shogun is perfectly capable of defending itself at close quarters by simply ramming into them.
  • Gratuitous Japanese: Ute! (Japanese for "Fire!" or "Fire at Will!") when ordered to attack.
  • Mighty Glacier: Shogun Battleships hit hard and are durable, but are very sluggish due to their mass, making them perfect prey for Terror drones and aircraft. All the commando units from all faction can easily devastate fleets of these monsters with excellent micromanagement, though a pre-ramming command may deter from such attacks.
  • Ramming Always Works: First is deploy an energy shield in the front of the hull. The ship then can then ram and kill another ship, or even Commandos like Natasha, Tanya however proves to be a pain to them up close.
    "As a crashing wave"
    • This is used to counteract the minimum range of the battleship's guns (same problem possessed by other tier 3 ships). The manual states that, during the initial attack of the Empire on the Soviet Pacific Fleet, several Soviet ships managed to make it inside the battleship's range and confidently start to fire at them. Cue the battleships accelerating and ramming them.
  • Siege Engines: The Shogun Battleships are extremely effective anti-surface and are best used for leveling even a heavily defended enemy base near the shore due to its long firing range.

    Yuri Units 


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

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

  • Cannon Fodder: Really expensive cannon fodder, but fulfills the same role.
  • Glass Cannon: They are the most fragile basic infantry in the game, but they deal the highest damage (not counting deployed GIs), the latter point getting Up to Eleven when garrisoned - the Initiate's damage increases dramatically in there.
  • Kill It with Fire: Initiates are pyrokinetics who attack by igniting fires with their psychic powers.
  • Playing with Fire: Initiates are pyrokinetics who attack by igniting fires with their powers. Initiates are an unholy terror when garrisoned into buildings, wiping out entire tank battalions in seconds. Their only real flaws are that they are more fragile and shorter-ranged than the basic infantry of other factions.
  • Psychic Powers: Initiates are equipped with psychic apparatuses that allow them to create and manipulate fire with thought alone.
  • Starting Units: Yuri players start with Initiates but can't train more until they build a Barracks.


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

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

  • Awesome, but Impractical: Brutes are gigantic, heavily-muscled mutants that can cause heavy damage to vehicles and infantry. They're fairly quick, immune to mind control and unique among infantry for being immune to dogs. However they were melee-only so they're sitting ducks for aircraft and most ground vehicles could fire and move at the same time, those could often dance around to attack them from safety. Also they weren't that much tougher than standard infantry, so any weapon that cuts apart infantry would have a field day against them. About the only time you'll want any produced is if you use the Genetic Mutator on a group of enemy infantry to get free Brutes.
  • Dumb Muscle: The strongest but not the smartest of Yuri's creations.
  • Immune to Mind Control: Could not be mind controlled due to their now-minuscule brains.
  • Lightning Bruiser: Surprisingly quick for their size, and appropriately tough and high-damaging. That's where the advantages end, however.
  • Mutants: They are the result of Epsilon genetic engineering.
  • Psychopathic Manchild
I want to play!
I like big toys!'
Ouch! That hurts!
It's plaaaytiiime!
I was only playing!
  • The Brute: Well, duh.
  • Shout-Out: Of The Incredible Hulk (in early appearances, the Hulk even had a gray skin personality named "Joe Fix It", like the Brutes). Additionally, their line "It is clobbering time, no?" is a reference to the "Joe Fix It," and The Thing, another comic book character of Marvel.


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

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

  • Abnormal Ammo: The Virus fires a powerful toxin that leaves a dangerous residue that damages other infantry units unfortunate enough to walk through the poisonous cloud left by a Virus’s victim.
  • Amazon Brigade: All Viruses are female.
  • Crippling Overspecialization: Viruses are able to kill entire groups of infantry from a long range. In fact, an Elite Virus defeats an Elite Sniper one-on-one thanks to her superior range (Elite Snipers attack faster, however). However, they can't damage structures and vehicles directly - at best, the latter take minor damage from toxic clouds.
  • Cruel and Unusual Death: The fate of a soldier killed by a Virus. When killed by the virus, the victim instantly decomposes and violently explodes, releasing a cloud of fast acting bio-toxin that damages everything in its wake.
  • Long-Range Fighter: They can fire from very far but their slow reload speed makes them ill-suited for direct combat.
  • One-Hit Kill: They can one-shot almost every infantry unit.
  • Poisoned Weapons: The Virus' bullets are filled with bio-toxin.
  • Sniper Rifle: Their weapon is a sniper rifle that kills you and blows up your corpse into a cloud of poison. Any infantry killed by the cloud will undergo an identical process and release another cloud.

Yuri Clone

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

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

Yuri Prime

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

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

  • Area of Effect: Can release a more powerful version of Psychic blast that not only kills all nearby enemy infantry units but also strong against vehicles.
  • Badass Boast:
    "There is only one true Yuri"
    "I cannot be overcome"
    "I am my own master, always"
    "Your orders - my ideas"
  • Charm Person: Yuri Prime are capable of mind controlling enemy units and most enemy structures.
  • Crippling Overspecialization: Yuri Prime averts this trope to hell as his psychic power was able to affect anything other than airborne targets (and only while they stay airborne).
  • Hero Unit: Only one Yuri Prime can be built at a time (although a second one appears with a Cloning Vats).
  • Psychic Powers: Like his clones, Yuri Prime can control most vehicles and enemy infantry units, as well as most enemy structures, even turning enemy defences to his nefarious will. Additionally, Yuri is equipped with an improved Psi Wave attack that instantly kills infantry in its area of effect and even damages units outside of the immediate blast radius. Yuri Prime is in greater control of this effect than his clones are; when he uses his Psi Wave attack, he does not damage allies.

Psi Commando

Type: Infantry
Role: Psychic Operations
Weapons: Mind Control, C4 Charges
Trained at: Barracks
"The mind is quicker than the eye."

If a Spy manages to infiltrate one of Yuri's Battle Labs (a Soviet Battle Lab in the base game), Psi Commandos can be trained from the Barracks (Allied Barracks only in the base game). They are Yuri clones that have been equipped with C4 charges to destroy buildings, while also being able to mind control units or release psychic blasts.

  • Area of Effect: Can release a Psychic blast which kills all nearby enemy infantry units.
  • Awesome, yet Impractical: They are strictly better than Psi-Corps Troopers or Yuri clones due to their ability to destroy buildings, preventing them from being sitting ducks if they mind controlled an enemy unit, and become significantly better when Elite thanks to doubled range. However, to train Psi Commandos, you need to take a Spy to infiltrate a Battle Lab, a highly-protected building. In Yuri's Revenge this is accentuated as it's practically impossible to infiltrate a Yuri Battle Lab because all psychic units and buildings see through disguises. By the point you can infiltrate one, you've practically won the game.
  • Charm Person: Psi Commandos are capable of mind controlling enemy units.
  • Cloning Blues: Implied as regular Psi-Corps Troopers are Yuri clones, and the C4 charges are the only difference between both units.
  • Composite Character: Combines the mind-control ability of the Psi-Corps Trooper with the C4 charges of NAVY SEALs.
  • Psychic Powers: Mostly Mind Control type, though it also utilizes some form of Mind over Matter for its anti-infantry psi-blast ability.
  • Stuff Blowing Up: They can use their C4 charges to quickly demolish enemy structures.

Lasher tank

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

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

  • Fragile Speedster: Statistically identical to the Grizzly Tank (except for the Lasher's projectile travelling faster)
  • Ornamental Weapon: Zig-Zagged with their grinders. They can crush infantry with those grinders, but they crush the same units as other starter tanks, which lack said grinders.
  • Tank Goodness: The Lasher Tank specializes at speed, using a large group of lasher tanks, it is capable of ambushing enemies. It posses speed that it can travel to any terrain with ease.
  • Starting Units: Yuri players start with Lashers, though more can't be built without a War Factory.

Chaos Drone

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

Gatling Tank

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

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

  • Anti-Air: They serve as the only anti-air units for Yuri's army.
  • Dirty Coward: They certainly like to dish out punishment at long range but flee at the first whiff of a counterattack.
  • Gatling Good: A mobile version of the Gatling Gun emplacement. They fire a steady stream of bullets that sped up the longer the gun fires on a single target.
  • More Dakka: The longer a Gatling Tank fires, the faster the rattling guns spin. Eventually, the sheer number of bullets firing shred through almost anything, regardless of how durable it is. Veterancy makes their guns reach maximum speed much earlier.
  • Tanks, but No Tanks: The Gatling Tank actually bears more resemblance to light vehicles than tanks, being too lightly armoured to fight again heavy armour tank.


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

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

  • Car Fu: Magnetrons can lift vehicles and potentially drop them on top of another vehicle, or a building. This destroys the former vehicle, and deals great damage to the second target. It is particularly dangerous against Chrono and War Miners, as they can drop them on their refineries, destroying both the miner and the refinery.
  • Crippling Overspecialization: Magnetrons is excel against structures, and play a supporting role against vehicles with a kind of tractor beam (and are lethal against Naval units if the Magnetron manages to latch onto one, since it can drag it to dry land), but do not harm infantry at all and can't actually harm vehicles directly (unless they manage to drop them over water).
  • Difficult, but Awesome: On the face of it they seem to have limited use, but can be used cleverly as very powerful weapons: pick up a ship and drop it on land (or pick up a vehicle and drop it in water) as an insta-kill, pick up an ore miner as it unloads in its refinery and then immediately drop it to destroy both miner and refinery, etc...
  • Glass Cannon: The Magnetron outranges most base defenses, can One-Hit Kill vehicles by dropping them into the right location and has a particularly dangerous combination with Gatling Tanks (lifted vehicles count as airborne, and Gatling Tanks deal more damage to airbone units). However, even for artillery unit standards, the Magnetron is very frail, being destroyed by Tank Destroyers in one hit.
  • One-Hit Kill: Magnetrons can use the environment itself to destroy any non-flying vehicle in one hit. Lifting a ground vehicle into water will sink it; lifting a ship into ground will destroy it, and so will any vehicle that is dropped into a cliff.
  • Palette Swap: The Magnetron's beam appears to be a recolored version of the Distruptor tank's sonic beam in Tiberian Sun.
  • Siege Engines: The Magnetron's weapon outranges most base defences and is strong against buildings.
  • Support Party Member: The Magnetron is helpless against infantry and aircraft. Realistically, Magnetrons themselves cannot harm units. They may only attack one unit at a time, so swarming them with a group of tanks may also be effective. Guardian GIs and Tesla troopers are a particular threat to it, since they are both anti-tank specialists. Magnetrons are also incapable of squishing infantry. However, Magnetrons are effective in one other way: tanks and ships levitated by it are vulnerable to anti-air attack, so it is wise to accompany Magnetrons with Gatling tanks. Magnetrons can also be used, under certain circumstances, to move other vehicles over otherwise impassable gaps, such as cliffs, quickly.

Slave Miner

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

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

  • Base on Wheels: Basically a vehicle that - rather than gathering ore itself and returning it to a refinery like the other factions - deploys itself near a patch of ore and sends out slaves to mine it. The individual slaves carry much less ore than the other miners can, but the turnaround between heading out, mining, and returning their payload to the refinery to be processed is much shorter, especially since the refinery can just be relocated to a fresh patch of ore after mining an area clear, especially allowing for fast cash when they can find the more valuable gems.
  • Large Ham
    "DIG! DIG!"
    "WE NEED MORE!!"
    "DEFEND THE ORE!!!!"
  • Mobile Factory: Each slave miner carried five slaves to the nearest ore field where they started collecting ore and bringing it back to the miner where it was refined right away and turned into cash.
  • No-Sell: Can't be infected by Terror Drones.
  • Slave Mooks: Is a mobile ore refinery which travels to ore fields and has slaves come out and shovel ore into it. When the refinery is destroyed, the miners will defect to your side, but seeing as how they're emaciated, shirtless, and armed only with shovels, they're roughly on par with the Technician unit from the early Command & Conquer games (unless they somehow reach Elite).
    • Freed slaves have a couple of uses: they can't be mind-controlled, meaning they can quite easily take out Yuri Clones with their shovels, and another Yuri player can garrison them for free Bio Reactor boosts.
  • Regenerating Health: When mobile, damaged Slave Miners auto-repair.
  • Stone Wall: Slave Miners carry the same weapon as soviet War Miners, so they have minimal self-protection. On the other hand, Slave Miners are ridiculously tough, having twice the health of other miners. A Slave Miner can even defeat a Tank Destroyer one-on-one thanks to its massive durability.
  • Weaksauce Weakness: Being a mobile ore refinery does give the Slave Miner advantages such as not requiring power, being immune to Terror Drones, credits recollection not being slowed by distance from the base, or being able to be deployed faster (from both the Construction Yard and the War Factory) but this also carries some serious issues:
    • Being both a unit and a refinery gives the Slave Miner both of their flaws: as it's a unit, it can't be repaired even when deployed (and Yuri does not have even Service Depots to repair them, so it needs Engineers or mind-controlled IFVs to repair it) making it rely on its Regenerating Health; as it's a refinery, Spies can infiltrate them to steal credits when deployed (requiring the Yuri player to bring Clones to protect Miners from Spies), and Navy SEALs can blow them up with C4 Charges while deployed as well.
    • Since the actual ore gatherer is an infantry unit, specialized anti-infantry units such as Desolators, Navy SEALS, Snipers or Viruses can cripple a Yuri player's economy by preventing Slaves from every bringing the ore to a Slave Miner. Viruses are particularly dangerous as they can not only kill Slaves (and any other infantry support such as Yuri Clones) but the toxic clouds left by their victims can kill several Slaves in short order.
  • We Will Use Manual Labor in the Future: Even though Yuri has genetic manipulation, mind control technology and a laser-armed UFO unit. However, consider that Yuri is a madman, and the "Slave Miner"'s driver lampshades the act by saying "Slaves are cheap!". It also gives the other two nations even more reasons to fight Yuri, and freeing the slaves is actually possible.
  • Worker Unit: Gathers ore and gem to facilitate the player's economy.


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

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

  • Brain in a Jar: Or brain conglomerate in a vehicle, in this case.
  • Charm Person: Master Minds are capable of mind controlling enemy units.
  • Explosive Overclocking: If the Master Mind controls too many units at once, its health will steadily decrease until the controlled units or the Master Mind itself die.
  • Sapient Tank: Mastermind is this, just that it controls enemy units. It is mentioned that it is a brain on wheels.
  • Spiteful A.I.: Mastermind take damage if it mind controls too many units and when it's happen, it will happily push forward and Mind Rape as many units as it can regardless of this until it is destroyed.
  • Stone Wall: Slow and heavily-armored, able to drive through a group of Apocalypse Tanks and mind-control them before being destroyed, but can't attack units.
  • Tank Goodness: This is a giant brain in a tank that Brainwashes any enemy organic ground units that get too close. Which can backfire if it controls too many.
  • The Hypnotoad: A giant conglomerate of brains that can mind control enemies.
  • The Minion Master: A variation, as they do not create units but can mind control multiple enemy units at a time.
  • Weaksauce Weakness: Zerg Rush. With their heavy armor and love for mind-controlling anything that moves, it's easier to overload them than to destroy them.

Floating Disc

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

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

  • Bandit Mook: Floating Discs can can siphon credits from an opponent once it hovers above an enemy refinery.
  • Crippling Overspecialization: While they can shut down a base, they actually cannot damage it. Their lasers are not very effective against vehicles, as well. This requires any anti-air vehicle to be destroyed before even trying to attack with Floating Discs.
  • Energy Absorption: If placed over an enemy Power Plant, the Floating Disc immediately powers down the entire base. A Floating Disc placed over any defensive structure that requires power effectively shuts off that structure as well.
  • Flying Saucer: Yuri must love his sci-fi B-movies (as General Carville suggests) if he takes design cues from the flying saucers in them.
  • Frickin' Laser Beams: That can meltdown infantry like Desolator.


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

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

  • Cool Boat: Boomers is a Master of All submarine that was available from tier 1 and can both fight well in ship-to-ship engagements and serve as a heavy anti-ground artillery unit with its long-range ballistic missiles, all while costing the same as and being available much earlier than the artillery ships of the other factions.
  • Fake Balance: As strong as two Soviet Typhoon Subs. As strong as a Soviet Dreadnought, with the advantage it can sneak into enemy positions as it moves underwater. It is available at Tier 2, giving it the ability to dominate the seas before the enemy can send appropriate competition.
  • Master of All: They have all the advantages of a standard submarine and have torpedoes that are only a little less damaging individually than the Typhoon Attack Sub's, but the Boomer fires two of them compared to the Typhoon's one. In addition they fire ballistic missiles that are only a bit less effective than the ones on a Dreadnought, and Boomers had even more health. Yuri has a really tough unit that dominates the water, can only be affected by certain attacks unless detected, and launch devastating siege attacks on enemy units and buildings. The only thing it doesn't do is dealing with aircraft.
  • Mighty Glacier: It's slow, but in addition to being stealth artillery unit, it's also the strongest ship in the game.
  • Roboteching: When they were facing away from their target. It would make more sense if they tracked...
  • Siege Engines: Can launch ballistic missiles at land target from quite a big distance.


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