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1[[foldercontrol]]
2[[folder:All Games]]
3!!Spy
4[floatboxright:
5'''Type''': Infantry\
6'''Role''': Infiltration & Sabotage\
7'''Weapons''': None\
8'''Trained at:''' Barracks]
9-->"Ready to infiltrate."
10
11The 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.
12----
13* BanditMook: In ''Red Alert 2'' and ''Red Alert 3'', when a spy infiltrates an enemy Refinery, you'll steal money from its owner.
14* BearsAreBadNews: 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.
15* BondOneLiner: Ironically, the Spy, who is a ShoutOut to Film/JamesBond ''himself'', doesn't use them except in ''Red Alert 3'' when bribing enemy units.
16--> ''"Come on, fight for the winning team!"''.
17* CastFromMoney: 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.
18* CompositeCharacter: In ''Red Alert 2'', they gain the Thief's ability to steal money if they infiltrate into an Ore Refinery. In ''Red Alert 3'', Their bribe ability also gives them a form of the Yuri Clone's mind control, limited by your cash reserves, and placing them into [=IFVs=] lets them take on the role of the now-absent British Sniper.
19* DefogOfWar: [[ZigZaggedTrope Zig-zagged]] depending on the game.
20** In ''Red Alert 1'', infiltrating an enemy Radar Dome will allow you to see all enemy units and what they see (including stealth units like submarines), basically revealing the shroud for you over time. This can be handy in the earlier single-player missions before you access the Tech Center with Spy Satellite.
21** In ''Red Alert 2'', they actually subvert this for your enemy. Infiltrating an enemy Radar Tower, Psychic Radar, or Air Force Command will sabotage their radar and reset the shroud. It's more of a nuisance for human players, if anything. [[TheAllSeeingAI Obviously, the A.I is never fazed by this]] and the Allied Spy Satellite Uplink can nullify this anyway.
22** In ''Red Alert 3'', there is no more "shroud" anymore covering the map. However, infiltrating an enemy Construction Yard will permanently reveal the fog of war around the structure and keep it revealed until it is destroyed or sold.
23* DifficultButAwesome: Infiltration consistently gives a great advantage to the player, whether it be temporarily disabling the power by infiltrating a power structure, giving permanent initial veterancy to friendly units and unlocking special units in ''Red Alert 2'' or disabling enemy production or tier 3 units (causing flying ones to instantly crash) in ''Red Alert 3''. The problem with this is that it is very easy to counter Spies just by using scout units, which are incredibly cheap, or using walls, which are also incredibly cheap, to block off any structure, whether it be a power structure, a Construction Yard, or a production or tech structure as well.
24* DressingAsTheEnemy: 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.
25* EveryManHasHisPrice: In ''Red Alert 3'', they can buy the loyalty of enemy units, who switch sides permanently. He even quote the trope word for word.
26* ImposterForgotOneDetail: Two humorous examples depending on the game:
27** In ''Red Alert 2'', spies can disguise themselves as Rocketeers, Chrono Ivan, Chrono Commandos, and Chrono Legionnaires. Thing is, these units do not walk (Rocketeers fly, the Chrono units do a FlashStep). However, [[DevelopersForesight the game includes walking animations for these units just in case a spy should choose them for a disguise]]. While an A.I opponent won't notice this unless it trains attack dogs, it's ''very'' unlikely a human opponent will fall for this. If you see Rocketeers or Legionnaires ''walking'' around, it's definitely a spy.
28** In ''Red Alert 3'', the Spy is now an amphibious unit and can swim across water. However, this means that he can also disguise himself as units that don't swim (like conscripts) and yet swim in the water anyway. Again, [[DevelopersForesight the game has swimming animations for these units just in case a spy chooses them for a disguise]]. And again, a human opponent will likely be smart enough to identify and neutralize the spy based on this crucial detail.
29* LatexPerfection: They can disguise as any infantry unit to the point the enemy can't distinguish them from their own units. This includes ''dogs and bears''.
30* NoCelebritiesWereHarmed: Their voice is pretty clearly modeled after Creator/SeanConnery.
31* NonCombatEXP: 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.
32* PowerNullifier: 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 Kill}}ed.
33* SniperRifle: Their weapons when garrisoned in a multigunner turret or an IFV in ''Red Alert 3''.
34* TuxedoAndMartini: 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 [[EvilDetectingDog guard dog]].
35* WeaksauceWeakness:
36** In all games, attack dogs and their equivalents, as they are the only units that will attack a disguised Spy on their own.
37** In ''Yuri's Revenge'' they are completely useless against a Yuri player because all their psychic units and buildings can see through disguises and mind control a disguised Spy as soon as he gets into their range.
38** Futhermore, spies can be crushed by enemy vehicles even when disguised.[[note]]You cannot crush your own infantry; even with the force-move command. This has always been a game rule since ''Tiberian Dawn''.[[/note]] This means that spies can be vulnerable to tanks or resource gatherers that simply and inadvertently run them over.
39[[/folder]]
40[[folder:Red Alert 1]]
41
42!!Rocket Soldier
43[floatboxright:
44'''Type''': Infantry\
45'''Role''': Ant-Armor/Anti-Air\
46'''Weapons''': Dragon TOW Rockets & FIM-43 Redeye Missiles\
47'''Trained at:''' Barracks]
48
49Capable 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.
50----
51* AntiAir[=/=]AntiVehicle: Their role is to pull double duty as anti-air and anti-vehicle units with their rocket launchers.
52* BoringButPractical: 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.
53* GlassCannon: 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.
54
55!!Thief
56[floatboxright:
57'''Type''': Infantry\
58'''Role''': Resource Acquisition\
59'''Weapons''': None\
60'''Trained at:''' Barracks]
61
62Any 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.
63----
64* AwesomeButImpractical: 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.
65* BanditMook: Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.
66* BlackCloak: Thieves' in-game renders with somehow bear resemblances to Zorro or Tuxedo Mask.
67* SupportPartyMember: 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.
68
69!!Medic
70[floatboxright:
71'''Type''': Infantry\
72'''Role''': Medical Support\
73'''Weapons''': None\
74'''Trained at:''' Barracks]
75
76The 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.
77----
78* TheMedic: Their main purpose is to heal other infantry.
79* MookMedic: It's job is to heal allied infantry.
80* NoExperiencePointsForMedic: As they cannot kill enemies, Medics never gain veterancy.
81* SupportPartyMember: Has no means of attacking but can heal friendly infantry.
82
83!!Field Mechanic
84[floatboxright:
85'''Type''': Infantry\
86'''Role''': Field Repair\
87'''Weapons''': None\
88'''Trained at:''' Barracks]
89-->''I'll get my wrench!''
90
91The 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.
92----
93* DeepSouth: Talks like a stereotypical redneck.
94* TheEngineer: The Mechanic type.
95* MookMedic: 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.
96* SupportPartyMember: Has no means of attacking, but can repair friendly vehicles.
97
98!!Ranger
99[floatboxright:
100'''Type''': Vehicle\
101'''Role''': Light Combat\
102'''Weapons''': Light Machine Gun\
103'''Trained at:''' War Factory]
104
105The 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.
106----
107* CoolCar: 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.
108* FragileSpeedster: 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.
109
110!!Light Tank
111[floatboxright:
112'''Type''': Vehicle\
113'''Role''': Armored Escort\
114'''Weapons''': 75mm Cannon\
115'''Trained at:''' War Factory]
116The 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.
117----
118* FragileSpeedster: The weakest of all the main battle tanks in the game, but it's also the fastest and cheapest. The Light Tank excels at kiting enemies, [[CarFu running over infantry]], and overwhelming with sheer numbers.
119* TankGoodness: 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.
120* ZergRush: The only way they can do in direct confrontation against Soviet tanks.
121
122!!Medium Tank
123[floatboxright:
124'''Type''': Vehicle\
125'''Role''': Armored Assault\
126'''Weapons''': 105mm Cannon\
127'''Trained at:''' War Factory]
128
129The higher-grade Allied tank, this unit is just as well armored, faster, and less costly than the Soviet Heavy Tank, though armed with only a single barrel. Used in groups with Light Tanks, the Medium Tank can draw fire while the Light Tanks destroy the threat.
130----
131* AnachronismStew: The Medium Tank is similar to its ''[[VideoGame/CommandAndConquerTiberianDawn Tiberian Dawn]]'' equivalent, down to having the exact same cameo image, which means the Allied Nations can somehow build M1 Abrams tanks during the [=1950's=].
132* GameplayAndStorySegregation: While the manual states that the Medium Tank has a 105mm cannon, in-game, the Medium Tank's cannon is programmed to fire 90mm shells.
133* JackOfAllStats: The Medium Tank has fine armor, firepower and speed, making it the most versatile tank in the game. It is not particularly good at anything without a numerical advantage, however.
134* TankGoodness: Despite the Heavy Tank's advantage of two main guns, allowing it to produce almost twice as much raw firepower during initial contact as its Allied counterpart, the Medium Tank is faster, less expensive and quicker to build.
135
136!!Anti-tank Minelayer
137[floatboxright:
138'''Type''': Vehicle\
139'''Role''': Minelayer\
140'''Weapons''': Anti-Tank Mines\
141'''Trained at:''' War Factory]
142
143A 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.
144----
145* SupportPartyMember: Has no weapons to directly combat enemy units (apart from [[CarFu crushing infantry under its treads]]) but capable of laying mines to deter or destroy approaching enemy vehicles.
146* TrapMaster: The Anti-tank Minelayer lays anti-vehicle mines that can badly damage a Heavy Tank, destroy a V2 rocket launcher and do moderate damage to a Mammoth Tank.
147
148!!Artillery
149[floatboxright:
150'''Type''': Vehicle\
151'''Role''': Bombardment\
152'''Weapons''': 155mm Cannon\
153'''Trained at:''' War Factory]
154
155Very effective, if somewhat inaccurate, Artillery can devastate infantry and structures from afar.
156----
157* AreaOfEffect: Against infantry, is able to mortally wound, if not kill, large groups of them with one shot.
158* {{BFG}}: An 155mm gun.
159* FixedForwardFacingWeapon: It does not have a turret, as it's essentially a big cannon on wheels.
160* GlassCannon: A near-textbook example. It deals a lot of damage with its projectiles, but it's slow and fragile. Without protection from other units, the Artillery won't get anywhere.
161* SiegeEngines: The Artillery is Allied's primary long range building buster. Tesla coils however had even greater range than artillery pieces, and enough power to melt them to scrap in one blast.
162
163!!APC
164[floatboxright:
165'''Type''': Vehicle\
166'''Role''': Armored Transport\
167'''Weapons''': Light Machine Gun\
168'''Trained at:''' War Factory]
169
170The 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.
171----
172* AwesomePersonnelCarrier: 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.
173* StoneWall: 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.
174
175!!Radar Jammer
176[floatboxright:
177'''Type''': Vehicle\
178'''Role''': Electronic Countermeasures (ECM)\
179'''Weapons''': None\
180'''Trained at:''' War Factory]
181It 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.
182----
183* FogOfWar: It would temporarily stop the opponent's Radar Dome from working if it got within range. Unsurprisingly its range is pathetically short.
184* SupportPartyMember: Has no means of attacking but can disable enemy radar and anti-air defense.
185
186!!Chrono Tank
187[floatboxright:
188'''Type''': Vehicle\
189'''Role''': Chronoshift Attack\
190'''Weapons''': Missiles\
191'''Trained at:''' War Factory]
192
193This 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.
194----
195* GlassCannon: 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.
196* {{Teleportation}}: In addition to conventional movement, it can also instantly 'Chronoshift' to any location on the map.
197
198!!Mobile Gap Generator
199[floatboxright:
200'''Type''': Vehicle\
201'''Role''': ECM\
202'''Weapons''': None\
203'''Trained at:''' War Factory]
204
205The 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.
206----
207* AwesomeButImpractical: 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.
208* FogOfWar: 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.
209
210!!Phase Transport
211[floatboxright:
212'''Type''': Vehicle\
213'''Role''': Stealth Transport\
214'''Weapons''': Missiles\
215'''Trained at:''' N/A]
216
217This 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.
218----
219* AwesomePersonnelCarrier: 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.
220* GrandTheftPrototype: 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.
221* InvisibilityCloak: It can bend light in the visible part of the spectrum around it, rendering it effectively invisible to the naked eye.
222
223!!Longbow
224[floatboxright:
225'''Type''': Aircraft\
226'''Role''': Close Air Support\
227'''Weapons''': Hellfire Missiles\
228'''Trained at:''' Helipad]
229
230The 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
231----
232* CoolPlane: 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.
233* MacrossMissileMassacre: It's capable of firing a barrage of 10 missiles against ground target before reload at an Helipad.
234
235!!Gunboat
236[floatboxright:
237'''Type''': Naval\
238'''Role''': Naval Escort & Anti-Submarine Warfare (ASW)\
239'''Weapons''': 2in Gun & Depth Charges\
240'''Trained at:''' Shipyard]
241
242The 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.
243----
244* CoolBoat: 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.
245* ZergRush: Only costs 500 credit, it easy to spam them with large number.
246
247!!Destroyer
248[floatboxright:
249'''Type''': Naval\
250'''Role''': ASW & Anti-Air/Anti-Armor\
251'''Weapons''': Missiles & Depth Charges\
252'''Trained at:''' Shipyard]
253
254The 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.
255----
256* AntiAir: The only naval unit in ''Red Alert 1'' that can attack aircraft.
257* CoolShip: 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.
258* JackOfAllStats: 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.
259* UnitsNotToScale: It's a warship, which in this game doesn't appear all that bigger than a tank.
260
261!!Cruiser
262[floatboxright:
263'''Type''': Naval\
264'''Role''': Long-Range Shore Bombardment\
265'''Weapons''': 8in Guns\
266'''Trained at:''' Shipyard]
267
268What the Cruiser lacks in speed, it makes up for in firepower and range. Able to lob destruction onto targets incredible distances away, this siege Cruiser can decimate an enemy base in minutes, has a good radius of splash damage, and with proper mircomanagement, can even be reasonably accurate. The Cruiser proved so successful, that the Soviets developed their own Missile Sub to catch up with the Allied naval siege prowess.
269----
270* {{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.
271* CoolShip: Ultra long-range siege Cruisers who can batter enemy fortifications with 8-inch explosive shells. Their firepower is great enough to reduce many structures to rubble with direct hits; even Construction Yards can't withstand Cruiser fire for long.
272* LongRangeFighter: 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.
273* MightyGlacier: Cruiser hit hard and are durable, but are very sluggish due to their mass, making them vulnerable to other ships or enemy aircraft.
274* NonIndicativeName: These engines of destruction are merely classified as Cruisers but by gameplay standards, they're more like battleships due to the absence of any heavier ships or subs. The sequel introduced the Aircraft Carrier to the Allies, while the Aegis Cruiser would fill the cruiser role, but only for aerial targets.
275* PowerfulButInaccurate: Directly selecting targets tends to make the 8 inch guns unable to hit the broadside of a barn. Thus it is necessary to learn where to force-fire to strike reliably, so you can take advantage of the Cruiser's extreme range.
276* SiegeEngines: Armed with two 8-inch guns in two twin turrets capable of delivering their shell over huge distances with devastate power, the Cruiser is capable of leveling any enemy base to the ground with ease with proper micromanagement by the player to overcome their accuracy quirks.
277[[/folder]]
278[[folder:Red Alert 2]]
279!!GI
280[floatboxright:
281'''Type''': Infantry\
282'''Role''': Ground Combat\
283'''Weapons''': Spectre M4/M60\
284'''Trained at:''' Barracks]
285-->"How 'bout some action?"
286
287The 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.
288----
289* CannonFodder: ''Really expensive'' cannon fodder, but fulfills the same role.
290* DeployableCover: Can deploy sandbags which gives them increased resistance and also allows them to use their machine guns, but makes them immobile.
291* HotBlooded: Their EnemyChatter always has them craving combat.
292* ItsRainingMen: 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.
293* NoIndoorVoice: [=GIs=] never drop below an enthused shout, contrasting with the [[CasualDangerDialogue utterly bored]] sounding Soviet Conscripts.
294* StartingUnits: For the Allies, although unlike the Soviet Conscript they serve a dedicated anti-infantry role.
295
296!!Sniper
297[floatboxright:
298'''Type''': Infantry\
299'''Role''': Anti-Infantry\
300'''Weapons''': Sniper Rifle\
301'''Trained at:''' Barracks]
302-->"He's a dead man!"
303
304This 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.
305----
306* BoringButPractical: 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.
307* CripplingOverspecialization: They can one-shot most infantry, but they'll be dead if you send in vehicles or air units.
308* {{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.
309* LongRangeFighter: They can fire from very far but once you get close to them there isn't much that they can do.
310* OneHitKill: They can one-shot almost every infantry unit.
311* SniperRifle: Their weapon is a sniper rifle.
312
313!!Guardian GI
314[floatboxright:
315'''Type''': Infantry\
316'''Role''': Heavy Ground Combat\
317'''Weapons''': M60/Javelin Missile\
318'''Trained at:''' Barracks]
319-->"Tanks are no match!"
320
321Like 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.
322----
323* AntiVehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
324* BoringButPractical: 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.
325* DeployableCover: Same with GI, but using metal plates instead which makes them impervious from getting roadkilled by vehicles, except the Allied Battle Fortress.
326* ObviousRulePatch: 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.
327
328!!Rocketeer
329[floatboxright:
330'''Type''': Infantry\
331'''Role''': Close Air Support\
332'''Weapons''': 20mm Assault Rifle\
333'''Trained at:''' Barracks]
334-->"They won't see us comin'!"
335
336The Rocketeer is the aerial assault version of the simple Allied GI. Armed with a powerful weapon and strapped into an equally powerful jetpack, the Rocketeer hovers over the battlefield. Rocketeers are excellent in providing anti-air defense and air-to-ground attacks on weaker targets.
337----
338* AntiAir: 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.
339* AirborneMook: They’re constantly flying.
340* {{Expy}}: Of a [[ComicBook/TheRocketeer 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.
341* FragileSpeedster: Though their high speed and maneuverability makes them excellent scouts, they are very vulnerable to anti-air emplacements.
342* {{Jetpack}}: Naturally, they fly with one.
343* MidairBobbing: Their idle animation features them bobbing mid-air. When they are moving or attacking they stay perfectly still.
344
345!!Navy SEAL
346[floatboxright:
347'''Type''': Infantry\
348'''Role''': Special Forces\
349'''Weapons''': H&K MP-5, C4 Charges\
350'''Trained at:''' Barracks]
351-->"How 'bout a swim?'
352
353Equipped with a high-powered machine gun, [=SEALs=] are excellent against enemy infantry and can defend themselves against naval vessels as well. Like Tanya, Seals use C4 charges to detonate enemy structures and vessels, but are unable to do the same with land vehicles.
354----
355* AscendedExtra: In the vanilla ''Red Alert 2'' Allied campaign, the Navy [=SEALs=] were only available in certain single player missions. However, in the ''Yuri's Revenge'' expansion they become a standard Allied unit and are available for campaign, skirmish, and multiplayer matches.
356* BadassBoast
357-->"A lil' C4 knockin' at your door"
358-->"Who's your daddy?"
359* BondOneLiner
360-->"This is too easy"
361-->"Goin' down!"
362-->"Special Delivery!"
363* FunWithAcronyms: Navy '''S'''p'''e'''cial W'''a'''rfare Deve'''l'''opment Group (The real force is named after "Sea, Air, Land Teams".)
364* OneManArmy: A single SEAL can decimate an entire army of basic infantry.
365* StuffBlowingUp: They can use their [=C4=] charges to quickly demolish enemy structures.
366* SuperSwimmingSkills: Can swim the entire length of the English Channel.
367
368!!Chrono Legionnaire
369[floatboxright:
370'''Type''': Infantry\
371'''Role''': Combat Support\
372'''Weapons''': Chronoblaster\
373'''Trained at:''' Barracks]
374-->"I'm gone!"
375
376The 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.
377----
378* FlashStep: The recommended way of moving, as longer jumps require longer recharges.
379* GlassCannon: 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.
380* MundaneUtility: Targets under the effect of the Chrono Legionnaire's weapon are invulnerable until either they are erased, or the Legionnaire switches targets. This means that Chrono Legionnaires can be used to protect valuable targets, such as Construction Yards, from a single, devastating attack without using Force Shield. It has to be timed correctly, however, to ensure the target you're asking them to shield is not erased in the process.
381* OneWayVisor: Artwork depicts them as having one.
382* PowerupLetdown: Due to an oversight in ''Yuri's Revenge'', when promoted to Elite, the Chrono Legionnaire loses his ability to fire over walls.
383* PreAsskickingOneLiner:
384--> "They're history."
385* RetGone: 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.
386* {{Teleportation}}: Their only form of movement, they can't actually walk to a location.
387
388!!Chrono Commando
389[floatboxright:
390'''Type''': Infantry\
391'''Role''': Special Forces\
392'''Weapons''': Rifle, Instant C4 Charges\
393'''Trained at:''' Barracks]
394-->"How 'bout a swim?'
395
396If 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.
397----
398* BadassBoast
399-->"A lil' C4 knockin' at your door"
400-->"Who's your daddy?"
401* BondOneLiner
402-->"This is too easy"
403-->"Goin' down!"
404-->"Special Delivery!"
405* CompositeCharacter: 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).
406* DifficultButAwesome: They're very hard to get, requiring you to infiltrate an Allied Battle Lab, something that requires you to stage a massive distraction just to get a Spy inside, but once you actually manage to unlock them, you've literally already won as long as you have enough credits, as they're capable to doing everything a Navy [=SEAL=] can do as well as having instantly detonating [=C4=] charges and the ability to teleport like a Chrono Legionnaire. Once you have enough of them, combined with the Spy Sattelite, you can defeat the enemy in just a few seconds.
407* HoistByTheirOwnPetard: 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.
408* OneManArmy: A single Chrono Commando can decimate an entire army of basic infantry or instantly destroy any building of their choice.
409* PurposelyOverpowered: They're one of the best infantry units in the entire game due to their wide array of overpowered abilities, which is why it's safe to say why they're aren't regularly available and require the Commander to infiltrate an Allied Battle Lab.
410* StuffBlowingUp: They can use their [=C4=] charges to instantly demolish enemy structures.
411
412!!IFV
413[floatboxright:
414'''Type''': Vehicle\
415'''Role''': Variable Combat Support\
416'''Weapons''': Missiles/Variable\
417'''Trained at:''' War Factory]
418-->"Takin' 'em down!"
419
420An incredibly versatile vehicle, this transport alters its weapon depending on what type of infantry unit is placed inside it
421----
422* ActionBomb: When carrying a Crazy Ivan, Chrono Ivan, or Terrorist, IFV becomes a variant of the Demolition Truck which blows up and spread radiation.
423* AdaptiveArmor: IFV is an adaptive vehicle that would power up any infantry put inside (including the other factions).
424* AntiAir: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
425* AntiVehicle: When carrying a Guardian GI, IFV missile is more effect again tank but weak agains infantry and buildings. But when it reaches Elite veterancy, however, its weapons become extremely powerful that a group of them can destroy tanks and structures in seconds.
426* AwesomePersonnelCarrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's specialty and it can even gain weapons from troops of other factions.
427* BoringButPractical:
428** Overall, the IFV is cheap and quick to build, which makes it easy to spam. Plus, their default attack is a missile that's capable of engaging aircraft and ground units. These two facts make the IFV a good counter to Soviet Kirovs or Yuri's Floating Discs.
429** 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.
430** Putting an Engineer within the IFV takes away its ability to attack entirely, but, in exchange, makes it into the only unit in the game capable of field repairs outside of your base.
431* DualModeUnit: The IFV can carry a single infantryman, and swaps out its missiles for a different weapon depending on which trooper is in it.
432* ExperienceBooster: One of the easiest ways to promote an IFV into Elite rank is to send in a Sniper and let it dispatch enemy infantry while quickly gaining up veterancy.
433* FragileSpeedster: 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.
434* GlassCannon: 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.
435* JackOfAllStats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently. It is generally not better than an equivalent vehicle with the same role.
436* KillItWithFire: When carrying an Initiate, IFV turret fire an enhanced version of Initiate pyrokinesis.
437* LightningGun: When carrying Tesla Trooper, IFV turret changes to one similar to the Tesla Tank only fire faster and has a longer range.
438* MacrossMissileMassacre: Is quite capable of triple-M'ing when it's fully promoted. Rack up as many elite Rocket [=IFVs=] and you can guarantee that you'll have a real triple-M show.
439* MindOverMatter: When carrying any Yuri unit variant, IFV turret uses the anti-infantry psi-blast ability of these infantry, killing a group of enemy troops.
440* MookMedic: When carrying Engineers it can repair other vehicles, allowing Allied vehicles to live longer on the battlefield.
441* PowerupLetdown: 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.
442* RetGone: When carrying a Chrono Legionnaire, the IFV turret has the same weapon but with more speed and range.
443* SniperRifle: When carrying a Spy, Sniper, or Virus, the IFV turret has the same weapon but with more speed and range
444* SplashDamage: When carrying a Flak Trooper, the IFV turret fires flak shells that can damage multiple units at once provided they're close together.
445* ViolationOfCommonSense:
446** 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.
447** Both [=IFVs=] and Flak Troopers can attack air units. An IFV with a Flak Trooper loaded inside cannot attack air units.
448
449!!Grizzly Tank
450[floatboxright:
451'''Type''': Vehicle\
452'''Role''': Armored Assault\
453'''Weapons''': 105mm Cannon\
454'''Trained at:''' War Factory]
455-->"Commencing assault!"
456
457The 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.
458----
459* HitAndRunTactics: Because the Grizzly is cheaper and faster than the Rhino Heavy Tank, it can be used for this strategy.
460* StartingUnits: For the Allies, they are basic, unremarkable and available to build right away.
461* TankGoodness: The Grizzly is one of the fastest tanks in RA2, 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.
462* ZergRush: 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.
463
464!!Chrono Miner
465[floatboxright:
466'''Type''': Vehicle\
467'''Role''': Resource Gathering\
468'''Weapons''': None\
469'''Trained at:''' War Factory]
470-->You'll get the cash in a flash!"
471
472The 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.
473----
474* RegeneratingHealth: Chrono Miners self-repair slowly, up to 50% health.
475* StoneWall: Though unarmed, it's very durable as is the standard for miners.
476* {{Teleportation}}: The Chrono Miner can instantly teleport to any Ore Refinery, which also ejects any Terror Drone infecting it.
477* WorkerUnit: Gathers ore and gem to facilitate the player's economy.
478
479!!Mirage Tank
480[floatboxright:
481'''Type''': Vehicle\
482'''Role''': Stealth \
483'''Weapons''': HEAT Incendiary Cannon\
484'''Trained at:''' War Factory]
485-->Mean, green and unseen."
486
487In 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.
488----
489* AIBreaker: As long as the Mirage Tank does not turn, the enemy will not try to attack them.
490* FixedForwardFacingWeapon: Is turret is in a fixed position, so the whole vehicle must turn in order to engage a target. This is because of gameplay limitations for its disguise ability.
491* {{Foil}}: To the Prism Tank. They are experimental GlassCannon 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.
492* GlassCannon: A group consisting of 3 to 4 Mirage Tanks can quickly destroy an Apocalypse tank, but its armor is paper-thin.
493* MobileShrubbery: The Mirage Tank has the unique ability to camouflage itself as a tree or rock as long as the tank is stationary.
494* NobodyHereButUsStatues: Mirage Tank has the ability to disguise itself as a tree when not moving. One of his quotes? "Nobody here but us trees!"
495* PlayingWithFire: Armed with an infrared laser cannon, it can ignite infantry with a maximum of two shots and is highly effective against vehicle armor.
496* PungeonMaster: The radio operator has a habit of making tree-related puns.
497
498!!Robot Tank
499[floatboxright:
500'''Type''': Drone\
501'''Role''': Automated Support\
502'''Weapons''': 105mm APDS Cannon\
503'''Trained at:''' War Factory]
504The 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.
505----
506* FragileSpeedster: The Robot Tank is very fast, but not particularly powerful and can't take too many hits.
507* HoverTank: Robot Tank can traverse any body of water with ease, allowing it to attack unsuspecting enemies from almost any direction.
508* MechaMooks: 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.
509* ThisLooksLikeAJobForAquaman: It's difficult to consider the Robot Tank over the very statistically-similar Grizzly Tank as it's further on the tech tree, cannot gain promotions, and is disabled if the owner runs out of power or loses the Robot Control Center. There are two circumstances, however, in which the Robot Tank excels on - against Yuri enemies, thanks to its immunity to mind-control, and maps with large bodies of water, which Robot Tanks can use to attack from often-unprotected spots (something the AI tends to do when playing as an Allied nation).
510* WeaksauceWeakness: Unlike the self-sustaining Terror Drone (their Soviet counterpart), Robot Tanks are dependent on both the Robot Control Center being intact ''and'' a sustainable level of power. If the Control Center is destroyed or the base runs low on power, the Robot Tank will be disabled and become completely helpless and harmless. And if they're hovering over the water at the moment, they will [[OneHitKill deactivate and instantly sink to the bottom]].
511
512!!Battle Fortress
513[floatboxright:
514'''Type''': Vehicle\
515'''Role''': Heavy Assault\
516'''Weapons''': Heavy Machine Gun & Infantry Gunports\
517'''Trained at:''' War Factory]
518-->"Nothing can stop us!"
519
520This 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.
521----
522* AwesomePersonnelCarrier: 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 [=MCV=]s, Slave Miners and other Battle Fortresses). Up to five infantry units can be housed inside it and fire their weapons from inside.
523* BadassBoast
524-->"We will trample our enemies!"
525-->"Nothing can stop us!"
526-->"Let's make a warpath!"
527* BraveScot: Their pilots are all HotBlooded scots with thick accents.
528* CarFu: Its size makes it one of the few vehicles that can crush other vehicles.
529* MasterOfAll: 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.
530* MightyGlacier: The Battle Fortress is very tough and can easily outgun actual tanks when garrisoned, but it's extremely slow.
531* MyMasterRightOrWrong: If a Battle Fortress gets mind-controlled, any infantry inside will also obey the pilot's orders (as the pilot is obeying the player that controls ''them''). However, they will go back to their original commander if they are released from the Fortress itself.
532* StoneWall: The Battle Fortress is one of the most heavily-armored ground vehicles in the game that isn't a Miner or MCV, but it's also one of the most lightly armed vehicles, only carrying a weak machine gun and the ability to crush other vehicles. It only moves into MightyGlacier territory upon having units garrisoned into it.
533-->"ROLLING THUNDER!!"
534
535!!Prism Tank
536[floatboxright:
537'''Type''': Vehicle\
538'''Role''': Combat Support\
539'''Weapons''': Prism Weapon\
540'''Trained at:''' War Factory]
541-->"Intensifying light trajectory!"
542
543This 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.
544----
545* AIBreaker: 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 [[ArtificialStupidity the armored units of the defender sit idle by on the other corner of the base]].
546* BeamSpam: Attacks by rapidly firing beams.
547* EnergyWeapon: A mobile version of the Prism Tower.
548* {{Foil}}: To the Mirage Tank. They are experimental GlassCannon 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.
549* GlassCannon: While it fires long-range [[EnergyWeapon 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.
550* LongRangeFighter: Prism Tanks can outrange most base defenses, but are weak in a direct fight with their slow rate of fire and weak armour.
551* RecursiveAmmo: Since they're not equipped to combine their beams into one super-powered beam like the larger Prism Towers, they instead have their lasers [[ReflectingLaser 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.
552* ReflectingLaser: Its Prism beams can diffracts off of targets, causing secondary beams that fly out in all directions, but with an extremely short range.
553* SiegeEngines: For the Allied, their Prism beams can hit targets at long range.
554* SplashDamage: 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.
555* TanksButNoTanks: 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.
556* {{Technobabble}}: In the ''Yuri's Revenge'' expansion, the Prism Tank gets its own unique quotes. And while not overly complicated, some of the words are kind of fancy and scientific.
557-->"Dioptic manifolds clear."
558-->"Compensating for terrain flux."
559-->"Intensifying light trajectory."
560-->"Estimating distortion error."
561* WaveMotionGun: Prism Cannon has a flap on the rear which animates when the Cannon is shooting.
562
563!!Tank Destroyer
564[floatboxright:
565'''Type''': Vehicle\
566'''Role''': Anti-Armor\
567'''Weapons''': Armor Piercing Cannon\
568'''Trained at:''' War Factory.]
569-->"You call THAT armor?"
570
571German 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.
572----
573* AntiVehicle: It has a large anti-tank cannon mounted on a flexible, tracked platform, which is capable of easily destroying enemy tanks, even punching through the heavy armor of the Apocalypse Tank and ore miners.
574* BadassBoast:
575-->"No armor's too tough"
576-->"They gotta get through me first!"
577-->"Not a tank I can't break!"
578-->"You call THAT armor?"
579-->"Let's see who's tougher"
580* CoolButInefficient: 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.
581* CripplingOverspecialization: The Tank Destroyer does ExactlyWhatItSaysOnTheTin, with a unique attack type that does very heavy damage to vehicles, but hardly does a scratch on buildings and infantry (although it can still run over them). Even against tanks, it's vulnerable to flanking thanks to its fixed turret. There are also some vehicles it actually loses against, such as Apocalypse Tanks, Battle Fortresses (depends on the composition) and, surprisingly enough, Slave Miners.
582* FixedForwardFacingWeapon: Is turret is in a fixed position, so the whole vehicle must turn in order to engage a target.
583* {{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.
584* GermanicEfficiency:
585-->"Deutschland's finest"
586
587!![=NightHawk=] Transport
588[floatboxright:
589'''Type''': Aircraft\
590'''Role''': Aerial Transport\
591'''Weapons''': Machine Gun\
592'''Trained at:''' War Factory ]
593-->"LZ is hot!"
594
595This 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.
596----
597* AwesomePersonnelCarrier: 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.
598* {{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'.
599
600!!Harrier
601[floatboxright:
602'''Type''': Aircraft\
603'''Role''': Aerial Attack\
604'''Weapons''': Maverick Missiles\
605'''Trained at:''' Airforce Command ]
606-->"Like the wind"
607
608This 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.
609----
610* DangerDeadpan: 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.
611* DeathFromAbove: Harrier sometimes says this when ordering it to attack something.
612* EjectEjectEject: One of the Harrier quotes when shot down.
613* GlassCannon: 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.
614
615!!Black Eagle
616[floatboxright:
617'''Type''': Aircraft\
618'''Role''': Aerial Attack\
619'''Weapons''': Maverick II Missiles\
620'''Trained at:''' Airforce Command ]
621-->"Korea's finest!"
622
623The special unit of Korea, Effectively, this aircraft is a stronger Harrier, offering increased ability to both take and dish out damage.
624----
625* BoringButPractical: They're just a replacement for the Harrier that has better health and damage. But they work very well.
626* EjectEjectEject: One of the Black Eagle quotes when shot down.
627* LightningBruiser: Even stronger and sturdier than a Harrier, just five Black Eagles can destroy any building, possibly with some of them returning.
628* SimpleYetAwesome: Black Eagles don't have any fancy abilities. They are just an upgrade over Harriers that hit harder and are more durable while costing the same amount.
629
630!!Dolphin
631[floatboxright:
632'''Type''': Naval\
633'''Role''': Naval Support\
634'''Weapons''': Sonar Pulse\
635'''Trained at:''' Allied Shipyard]
636Dolphins 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.
637----
638* AttackAnimal: Dolphins which are specially trained to assist the military.
639* CripplingOverspecialization: The Dolphin is a dedicated anti-naval unit and cannot attack land unit and aircraft.
640* FragileSpeedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
641* HeroicDolphin: That can bring down submarines and large warships.
642* SapientCetaceans: The Dolphin is the only non-human unit that can be mind-controlled, implying this trope is in effect.
643* SuperScream: The Dolphin is armed with a sonar amplification device that can sink ships.
644* WeaponizedAnimal: Dolphins are equipped with sonar weaponry.
645
646!!Destroyer
647[floatboxright:
648'''Type''': Naval\
649'''Role''': Naval Escort & ASW\
650'''Weapons''': 155mm Cannon & ASW Osprey VTOL\
651'''Trained at:''' Allied Shipyard]
652-->"Allied ship reporting!"
653
654The 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.
655----
656* {{BFG}}: It's 155 mm.
657* CoolPlane: The Osprey.
658* CoolShip: 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.
659* FixedForwardFacingWeapon: Its cannon is in a fixed position, so the whole ship must turn in order to engage a target.
660* GlassCannon: The Osprey can take out submarines in two volleys, but it's extremely frail.
661* JackOfAllStats: 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.
662* MilitaryMashupMachine: Beside main cannon with which Destroyer can attack most of targets, they also have landing pad for Ospreys, specialized anti-submarine aircraft.
663* {{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.
664* TrueSight: They can detect stealthed and submerged units in big radius around them.
665
666!!Aegis Cruiser
667[floatboxright:
668'''Type''': Naval\
669'''Role''': Anti-Air\
670'''Weapons''': Medusa Missiles\
671'''Trained at:''' Allie Shipyard]
672-->"Rockets red glare."
673
674Another 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.
675----
676* AntiAir: The Aegis is the main Allied anti-air naval unit.
677* BadassBoast:
678-->"Protector of the Allied fleet"
679-->"Let loose the Allied fury"
680* CripplingOverspecialization: The Aegis is a very powerful anti-air unit, but is useless against everything else.
681* HomingProjectile: Like most AntiAir 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.
682* MacrossMissileMassacre: It's starts off as a powerful anti-air unit that fires damaging missiles at targets. However, as it begins to rack up kills and gain promotions (which isn't too hard as it's pretty good at its job) it gets becomes even more powerful and fires missiles nonstop. To elaborate: An Elite Aegis Cruiser is easily capable of taking down a group of 3 Kirov Airships (and maybe more) in 2 seconds, make it become the most powerful AA unit in game.
683
684!!Aircraft Carrier
685[floatboxright:
686'''Type''': Naval\
687'''Role''': Long-Range Attack\
688'''Weapons''': Hornet Fighters\
689'''Trained at:''' Allied Shipyard]
690-->"The largest ship in the fleet!"
691
692Exactly 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.
693----
694* CoolPlane: Its Hornet fighters.
695* DroneDeployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Hornet to bombard enemy units from afar.
696* GlassCannon: Hornets are ''extremely'' frail, but they deal enough damage for Aircraft Carriers to essentially work as naval SiegeEngines. Against strong defenses, however, Aircraft Carriers will spend more time replacing Hornets than dealing damage with them.
697* MookMaker: The ship carries a contingent of three Hornet VTOL attack jets armed with homing missiles and capable of repairing, rearming and rebuilding the jets.
698* SiegeEngines: 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.
699* UnitsNotToScale: Not only the carrier itself, but its Hornets are also much smaller than they should be.
700[[/folder]]
701[[folder:Red Alert 3]]
702!!Peacekeeper
703[floatboxright:
704'''Type''': Infantry\
705'''Role''': Ground Combat\
706'''Weapons''': Grummond-6 Shotgun\
707'''Trained at:''' Barracks]
708-->"Keeping the peace is our personal business."
709
710Though 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.
711----
712* BlownAcrossTheRoom: A close shotgun shot sends flying and knocks down nearby infantry for a few seconds. It even works on commandos.
713* CannonFodder: ''Really expensive'' cannon fodder, but fulfills the same role.
714* CloseRangeCombatant: Peacekeepers need to get close and personal to do max damage with their shotguns. Attacking at max range deals decent damage against most infantry. A point blank shot is a OneHitKill against most infantry, and knocks down any that survive for a follow up kill shot.
715* DifficultButAwesome: 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.
716* LuckilyMyShieldWillProtectMe: Peacekeepers look more like riot police then front-line soldiers. Their primary weapon is a ShortRangeShotgun, but they also have a metal shield that they can deploy to protect against bullets, while they slowly walk towards the target in order to unleash their weapon. It even prevents them from getting 1-hit killed by the Shinobi and Tesla Troopers. They are still vulnerable to sniper attacks such as Spies in Multigunner [=IFVs=] and Turrets, as well as Natasha, however it will take several shots to bring down a shield-protected Peacekeeper.
717* MeaningfulAppearance: Their SWAT officer-esque uniforms aren't just for show. They serve a dual purpose as soldiers and as military police.
718* ShapedLikeItself:
719-->"Peacekeeper, keeping the peace."
720* ShortRangeShotgun: 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 BlownAcrossTheRoom.
721* ShotgunsAreJustBetter: 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 CycleOfHurting.
722* SplashDamage: Their shotguns can hit multiple infantry and do severe damage to groups of enemy troops.
723
724!!Javelin Soldier
725[floatboxright:
726'''Type''': Infantry\
727'''Role''': Anti-Armor/Anti-Air\
728'''Weapons''': Missiles\
729'''Trained at:''' Barracks]
730-->"What's up, coach?"
731
732Armed 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.
733----
734* LaserSight: 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.
735* LovableJock: His personality is more college-football-player than infantryman, using sports terms and referring to the Commander as "coach".
736* MacrossMissileMassacre: 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.
737* SleevesAreForWimps: Being a soldier, Javelin Soldiers almost completely covers their body, but still leaves their sculpted arms on display.
738* TokenMinority: They're all African-American men. Although it should be noted that the Allied Forces are incredibly diverse anyways, due to being a coalition between the USA and the European Union.
739
740!!Allied Engineer
741[floatboxright:
742'''Type''': Infantry\
743'''Role''': Field Support\
744'''Weapons''': None\
745'''Trained at:''' Barracks]
746-->"On time as always!"
747The Allied version of the engineer. Their special ability is to deploy a tent capable of healing surrounding infantry within the radius of it's effect, making them the only unit in the entire game to be capable of doing such a thing.
748----
749* ButtMonkey: Like the rest of the engineers, they have unflattering descriptions and undignified lines.
750* CallBack: They have the exact same voice actor and redone lines as the previous Allied Engineer in Red Alert 2.
751* DivergentCharacterEvolution: Unlike in ''Red Alert 2'' where the only difference between them and the Soviet Engineers aside from graphics was their voicelines, the Allied Engineers now have the ability to deploy a tent that lets them heal friendly infantry within its radius.
752* TheMedic: The only unit in the game capable of healing friendly infantry.
753* NoCelebritiesWereHarmed: They sound very similar to Creator/JeffBennett.
754
755!!Cryo Legionnaire
756[floatboxright:
757'''Type''': Infantry\
758'''Role''': Combat Support\
759'''Weapons''': Frostbite Cryo-Cannon\
760'''Trained at:''' Barracks ]
761-->"When we say freeze, we mean it!"
762
763The 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.
764----
765* AbsurdlyExclusiveRecruitingStandards: Cryo Legionnaires are taken from the ranks of the Peacekeepers (the Allies' basic infantry, essentially SWAT teams with military-grade training), taking only the best of the best, and then ''those'' best of the best are further tested in arctic conditions for years until they can be deployed. However, [=FutureTech=] wants only the kind of SociopathicSoldier who can freeze enemies helpless and then deliberately jump into them to kill them, so the physical aspect might not be as important as the mental.
766* TheAhnold: The Cryo Legionnaire's voice is a parody of Arnold Schwarzenegger as [[Film/BatmanAndRobin Mr. Freeze]].
767* {{Expy}}:
768** Of Mr. Freeze in ''Film/BatmanAndRobin'', and to a lesser extent, Creator/ArnoldSchwarzenegger.
769** Their function as elite infantry of their respective factions who wear PoweredArmor and wield element-breathing weapons also make them this towards the Black Hand from ''[[VideoGame/CommandAndConquer3TiberiumWars Tiberium Wars]]'', with the exception of them not being able to damage infantry outside of their Boost Kick.
770* {{Foil}}: They're the Allied equivalent of Tesla Troopers, as they both are equipped with PoweredArmor, wield elemental weapons, and constantly make puns based off of their respective element, with the Tesla Trooper making electricity puns and the Cryo Legionnare making puns relating to ice and cold temperatures.
771* FreezeRay: 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.
772* HurricaneOfPuns: Everything he says are cold-related puns of commonly used terms and {{Bond One Liner}}s such as "It's snow time!" and "Let's kick some ice!", this said imitating Schwarzenegger's voice, who acted as Mr. Freeze in ''Film/BatmanAndRobin''. The name of the unit itself is a pun of an Allied unit from ''[=RA2=]''.
773* AnIcePerson: Cryo Legionnaire can not only freeze whole groups of ground units [[HarmlessFreezing for capture]] ([[LiterallyShatteredLives or for shatter]]), but they can [[WalkOnWater 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 [[PungeonMaster hammy, cryohydrous-related dialogue]].
774* {{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.
775* LightningBruiser: Surprisingly faster than regular infantrymen while on foot, and their overall mobility is probably the best out of all infantry, next to the Empire's Rocket Angels, as not only can they walk on water, but their Boost Kick can also be used to jump up & down cliffs like the Soviet Sickles can.
776* MechanicallyUnusualFighter: To a degree (no pun intended). They're unique in that while their primary attack doesn't damage things, their Boost Kick allows them to destroy anything that they freeze, and are the only unit in the game to function like this.
777* PoweredArmor: 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.
778* PungeonMaster:
779-->"I'm cool with that!"
780-->"Crystal clear!"
781* ShoutOut: 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").
782* WalkOnWater: The unit's profile in the official website say this:
783-->They may look like they'd sink like a rock, yet Cryo Legionnaires are quite literally capable of skating across watery surfaces. By flash-freezing the water under their feet (thanks to [=FutureTech=]'s innovative Tundralest leggings), Cryo Legionnaires are always on solid footing even at sea.
784
785!!Prospector
786[floatboxright:
787'''Type''': Vehicle\
788'''Role''': Resource Gathering & Forward Base Expansion\
789'''Weapons''': None\
790'''Trained at:''' Armor Facility/Seaport ]
791-->"Prospector on duty."
792
793The 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.
794----
795* AmphibiousAutomobile: Prospectors can traverse land and water with equal ease, because of their automated aqua-sensitive air cushions.
796* BaseOnWheels: 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.
797* BoringButPractical: Their special ability is that they're simultaneously the Resource Gatherer and Forward Base Expansion unit for the Allies, meaning that they're built by two different buildings instead of one, meaning that the Allies don't even ''need'' a War Factory to expand their base, unlike the Soviets, who have to rely on Sputniks.
798* EndearinglyDorky: They have a goofy southern accent and a LOT of their quotes are downright adorable due to their wholesome personalities and enthusiasm.
799--> (Moving to water) "Golly, look at all that water!"
800* NiceGuy: They probably have the most pleasant and friendly dialogue out of all the Allied units.
801* {{Prospector}}: [[ExactlyWhatItSaysOnTheTin Well]], duh.
802* SweetHomeAlabama: The pilots of these units all have thick southern accents and are all ''incredibly'' polite in a way that's void of any pretenses or learned behavior; they all come across as being people who are genuinely polite simply because that's who they are by nature!
803* WorkerUnit: The Prospector gathers ore and can deploy into a Command Hub, allowing its commander to expand beyond the starting position.
804
805!!Multigunner IFV
806[floatboxright:
807'''Type''': Vehicle\
808'''Role''': Variable Combat Support\
809'''Weapons''': Missiles/Various\
810'''Trained at:''' Barracks ]
811-->"Multigunner at your service."
812
813The 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.
814----
815* AdaptiveArmor: Multigunner IFV is an adaptive jeep that would power up any infantry put inside (including the other factions).
816* AntiAir: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
817* AntiVehicle: When carrying a Javelin soldier, it has improved effectiveness against enemy vehicles, but less effective against infantry and aircraft.
818* AwesomePersonnelCarrier: 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 [[AnIcePerson Cryo Legionnaire]] gives it an ice beam) -- it can even gain weapons from troops of other factions.
819* AwesomeAussie: The drivers have Australian accents. In fact, the [=IFVs=] themselves were designed by an unknown Australian company.
820* BeamSpam: When carrying Imperial Warriors, the Multigunner IFV gains a beam gun that is reasonably powerful against not only infantry, but to light vehicles too.
821* DualModeUnit: The Multigunner IFV can carry a single infantryman, and swap out its missiles for a different weapon depending on which trooper was in it.
822* EnergyBow: When carrying an Archer Maiden, the Multigunner IFV turret has the same weapon as these infantry, only stronger and with longer range.
823* FixedForwardFacingWeapon: 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.
824* FreezeRay: When carrying Cryo Legionnaires, the Multigunner IFV gains a cryo cannon that can even freeze enemy aircraft, instantly killing it.
825* GatlingGood: When carrying a Conscript, the Multigunner IFV gains anti-infantry gatling guns.
826* JackOfAllStats: 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.
827* LightningGun: 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.
828* MacrossMissileMassacre: When Javelins enter a Multigunner IFV, it doubles the amount of missiles launched, but takes longer to fire.
829* MindOverMatter: A Multigunner IFV carrying Yuriko gain her standard attack but with longer attack range.
830* MookMedic: When carrying an Engineer, it can repair other vehicles, allowing Allied vehicles to live longer on the battlefield.
831* OneHitPolykill: A Multigunner IFV carrying Natasha gains the ability to shoot through multiple infantry.
832* PlasmaCannon: When carrying a Tankbuster, the Multigunner IFV turret has the same weapon as these infantry, only firing much faster and at longer range.
833* PoisonedWeapons: When carrying a Desolator, the vehicle gains an enhanced toxin spray.
834* ShotgunsAreJustBetter: When carrying a Peacekeeper, the vehicle gains anti-personnel shotguns, with knocked back any infantry caught at close to point-blank range.
835* ShoutOut: One of their lines has them exclaim "Keen as mustard!" which is likely to be a reference to Keen's Mustard, an Australian brand of Mustard. Fitting, given that their pilots are all Aussies.
836* SniperRifle: 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.
837* SuperScream: 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.
838
839!!Riptide ACV
840[floatboxright:
841'''Type''': Amphibious\
842'''Role''': Amphibious Transport/Assault\
843'''Weapons''': Machine Guns & Torpedoes\
844'''Trained at:''' Armor Facility/Seaport]
845-->"Alright, who's our first pickup?"
846
847Mainly 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.
848----
849* AmphibiousAutomobile: Its entire purpose is to serve as an amphibious transport for infantry.
850* AwesomePersonnelCarrier: 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''.
851* BoringButPractical: They're not the most impressive transport, but they're able to transport infantry across water without the risk of anti-air attacks unlike the Century Bomber, and you can teleport a blob of them filled with infantry into an enemy base using the Chronosphere for a surprise attack.
852
853!!MBT-X8 Guardian Tank
854[floatboxright:
855'''Type''': Vehicle\
856'''Role''': Armored Assault\
857'''Weapons''': 90mm Gun, Laser Sight\
858'''Trained at:''' Armor Facility ]
859-->"Guardian Tank awaiting deployment!"
860
861The 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.
862----
863* DamageIncreasingDebuff: The Guardian Tank's laser sight greatly increases damage taken by a targeted enemy.
864* FootballHooligans: Guardian Tanks are crewed by them. Given that Allied base soldiers are upgunned riot police...
865* GlassCannon: As far as MBT's are concerned, they have the most powerful gun out of the 3 factions' tanks. However they are less armored than the Hammer tank and cannot deploy a DeflectorShield like the Tsunami.
866* LaserSight: 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.
867* OnlySaneMan: Of the three tanks in the Tutorial, while the Hammer Tank is stupid and the Tsunami Tank spends most of its time abusing said Hammer Tank, the Guardian mostly tries to focus on teaching the player.
868* NotSoAboveItAll: During the tutorials, while he tries to play the role of the sane man, he still has his moments of firing at the Hammer Tank at moments.
869* StiffUpperLip: They all have very thick Cockney accents, and remain calm and collected even when under attack.
870* TankGoodness: 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.
871
872!!Athena Cannon
873[floatboxright:
874'''Type''': Vehicle\
875'''Role''': Long-Range Bombardment\
876'''Weapons''': Athena Orbital Laser Cannon\
877'''Trained at:''' Armor Facility ]
878-->"Athena Cannon, how may I assist you?"
879
880The Athena Cannon is the Allies' long range bombardment unit, utilizing laser painters to designate targets for destruction by orbital satellites. It is extremely effective against stationary targets though less so against mobile targets. In critical situations the Athena Cannon can also project an Aegis Shield around itself.
881----
882* AmazonBrigade: All Athena Cannon pilots are female, who quotes are based on phrases said by telephone operators.
883* ConvergingStreamWeapon: 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.
884* DeathFromAbove: The Athena Cannon is technically unarmed, with the destruction being done by the orbital satellites.
885* DeflectorShield: 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.
886* KillSat: In the form of a truck-mounted LaserSight 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, [[FridgeLogic leading some players to wonder why, if they have all these satellites up there, they can't just use them]] ''[[FridgeLogic 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), [[FridgeBrilliance it does make a kind of sense]] for them not to give you too many at once.
887* MeaningfulName: The Athena Cannon is named for the Greek goddess of wisdom and war, and it is a technologically advanced weapons system operated by a woman.
888* MundaneMadeAwesome: Their lines are all phrased as if their pilots are telephone operators. It's a ''lot'' cooler than it sounds.
889* SiegeEngines: Serves this role for the Allies due to its long range and effectiveness against structures.
890* SplashDamage: Athema Cannon beam causes "splash" damage and can take valuable health off of groups of enemy units.
891
892!!Mirage Tank
893[floatboxright:
894'''Type''': Vehicle\
895'''Role''': Stealth Combat & Ambush Attack\
896'''Weapons''': Spectrum-Dispersion Cannon\
897'''Trained at:''' Armor Facility ]
898-->"Bonjour, Commander!"
899
900The 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.
901----
902* CheeseEatingSurrenderMonkeys: *Snort* Inverted HARD. They're all piloted by Frenchmen, but they're one of the most powerful Allied units in the game.
903* CompositeCharacter: The Mirage Tank inherits the name and capacity to disguise as an ordinary object when immobile from the Mirage Tank in ''Red Alert 2'' and the ability to cloak nearby allied units from the Mobile Gap Generator from the first game, while its spectrum cannon (which is effective against all ground targets) is basically a short-ranged version of the Prism Tank's weapon.
904* FixedForwardFacingWeapon: It's Spectrum Cannon in a fixed position, so the whole vehicle must turn in order to engage a target.
905* GlassCannon: 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.
906* InvisibilityCloak: 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.
907* MobileShrubbery: 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.
908* PintsizedPowerhouse: Downplayed. In comparison to the Apocalypse Tank or the King Oni, it's positively tiny, but it's Spectrum Cannon is nothing to scoff at, as it'll deal the same amount of damage on infantry as it'll do on vehicles and structures, which is a lot.
909* SimpleYetAwesome: Not a fortress on treads like the Apocalypse Tank, or a flashy HumongousMecha like the King Oni, but this incarnation of the Mirage Tank is less expensive to build than the former two, and improves on the Guardian Tank with a weapon that is equally effective against infantry and vehicles. The Gap Generator cloaking field along with its own Mirage camouflage adds to their utility.
910* TankGoodness: 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.
911* WaveMotionGun: Short range version of the spectrum tower's gun, it will still fry anything it hits.
912
913!!Pacifier FAV
914[floatboxright:
915'''Type''': Vehicle\
916'''Role''': Long-Range Bombardment\
917'''Weapons''': 2 150mm Grand Cannon/7.62mm Minigun\
918'''Trained at:''' Armor Facility ]
919-->"Our preparations are complete"
920
921The Pacifier FAV is a self-propelled artillery hovercraft.
922----
923* AchillesHeel: The only unit they're not good against are aircraft, as they're completely unable to fire at them.
924* AreaOfEffect
925-->"Pacify Them!"
926* {{BFG}}: Two 150mm Twin-Barled Long-Range Artilery Grand Cannons, that required the Pacifer entrench using the lifts as stabilizers.
927* CrosshairAware: Before shooting its slow-traveling but long-ranged and [[ImpressivePyrotechnics EXTREMELY]] explosive shell, it marks the target area with crosshairs. Getting inside the crosshairs may be hazardous to your health.
928* FluffyTheTerrible: Their name isn't the most threatening for what's essentially a self-propelled hovercraft that transforms into a weapon platform.
929* {{Foil}}: To the Apocalypse Tank. They're both some of the largest armored vehicles in their respective factions which both have alternate modes, and they also both are distinctive for their twin weapons, with the main differences being that the Pacifier FAV wields anti-infantry miniguns, immobilizes itself to attack from a distance in it's weapons platform form, while the Apocalypse Tank has two anti-armor cannons, and it's Magnetic Harpoon let's it retain it's mobility as it immobilizes other units and drags them towards it to crush them with it's grinders. The personalities of their pilots are also opposites, as the Pacifier pilots are dead serious and exist in a constant state of TranquilFury, while the Apocalypse Tank pilots are sadistically cruel and often laugh and mock their enemies. [[ArsonMurderAndJaywalking They also quote two well known political figures, in the form of]] UsefulNotes/RichardNixon and UsefulNotes/NikitaKhrushchev.
930* GatlingGood: When not deployed.
931* HoverTank: 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.
932* MasterOfAll: It's able to quickly shred infantry into a red goo with it's twin miniguns, and fire explosive shells from a distance that can absolutely wreck structures and armored vehicles in it's platform mode. Plus, it can also float above water as well. It's only notable downside is that it doesn't have a way to deal with anti-surface aerial units and it can't deploy into it's mobile platform mode when on water.
933* MoreDakka: When undeployed, the Pacifier FAV uses a minigun, which can be a nasty surprise to any commando that decides to try and take them down.
934* MultiformBalance: It can either be an anti-infantry hovercraft or a anti-vehicle and structure weapon platform.
935* PoorMansSubstitute[[invoked]]: They're meant to be this to the Athena Cannon lorewise, as detailed in their profile on the now-defunct website for the game, but gameplay wise, they're even more effective than the Athena Cannon, due to being able to transport across water and having a very effective pair of miniguns.
936* TookALevelInBadass: They use the same Grand Cannons exclusive to France in ''Red Alert 2'', except they have a much higher rate of fire now and are also mobile, as the Pacifiers can freely deploy from any position that allows them to.
937* TranquilFury: They speak in a constant dead serious tone filled with a subdued anger.
938--> (Getting attacked) ''Little brats!''
939--> (Attacking when deployed) ''They had their chance!''
940* ShoutOut:
941** 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.
942** They also reference UsefulNotes/RichardNixon and his list of enemies in one of their lines. "They're on the list!"
943* SiegeEngines: 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.
944
945!![=FutureTank=] X-1
946[floatboxright:
947'''Type''': Drone\
948'''Role''': Automated Anti-Armor\
949'''Weapons''': Neutron Scrambler & Riot Beam Cannon\
950'''Trained at:''' Armor Facility ]
951-->"[=FutureTank=] operational"
952
953The [=FutureTank=] X-1 is a humanoid-esque, computer-operated drone vehicle available to the Allies in ''Red Alert 3: Uprising''. Far and away one of the most powerful and deadly units in the game, a single [=FutureTank=] is more than capable of going toe-to-toe with most opposing forces and emerging victorious, if not seriously damaging or outright crippling entire columns of vehicles and infantry.
954----
955* AreaOfEffect: Outfitted with a pair of arm-mounted ''Neutron Scramblers'', [=FutureTanks=] could fire concentrated bursts of explosive energy at a target which would detonate and expand outward in a wide radius, including air units even though the [=FutureTank=] can't actually target them, dealing significant damage to any enemy unit within the sphere of effect. Utilized in groups, successive blasts from this weapon had the ability to obliterate entire divisions of enemy forces in mere seconds.
956* CurbStompBattle: In a preview clip showcasing various units and their abilities, a [=FutureTank=] is shown using its Riot Beam special weapon to tear apart two '''''Apocalypse Tanks'''''. Moreso, a group of [=FutureTanks=] teleported into an enemy base can easily spell disaster in a matter of seconds.
957* EnergyWeapons: Both their Neutron Scramblers and their Riot Beams.
958* FriendlyFireproof: Despite the [=FutureTank=] dealing wide SplashDamage with their attacks, friendly units come out unscathed from it.
959* GameplayAndStorySegregation: Despite being described as completely robotic, Natasha can still pilot snipe it, and you can then steal it with a Conscript just like any other vehicle.
960* HerdHittingAttack: The Neutron Scramblers - the [=FutureTank=]'s pair of primary weapons, unleash explosive energy that expands in a huge area-of-effect, damaging multiple vehicles and structures stacked together. It even damages '''''aircraft''''' caught in its blast.
961* MechaMooks: A completely robotic and autonomous tank.
962* MightyGlacier: It has a HerdHittingAttack 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.
963* OneHitKO: Its Riot Beam. An accurate Riot Beam can turn into an OneHitPolykill, 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.
964* TankTreadMecha: A huge, vaguely humanoid mech that has a pair of tank treads instead of legs.
965* RegeneratingHealth: While very slow, [=FutureTanks=] can repair themselves in the field. Considering how fast paced the game is, it usually doesn't come in to play, but can help alleviate the need to return for repairs.
966* ShoutOut
967** To T-1 Terminators from the third Terminator movie, Rise of the Machines.
968** The Riot Beam's firing animation bears great similarity to the attack of the Starcraft 2 Protoss Collosus, who fires two searing hot "thermal lances" across enemy lines.
969* SphereOfDestruction: It's attacks take the form of a transpheric, expanding sphere that deals constant damage to everything in it, easily large enough to engulf entire tank columns. It becomes especially noticable if they're fired en masse against lighter enemies, in which case the ensuing simply ''annihilates'' anything that comes in contact with it.
970* SplashDamage: It does more damage per shot than an Apocalypse Tank or King Oni, and it has a huge area of effect that even hits aerial units, at the cost of a slower rate of fire, even though it can't actually target them. As a result, while it will come out heavily damaged against the Apocalypse Tank and King Oni one-on-one, it will do better in massed assaults, as each [=FutureTank=] hits the entire enemy formation at once.
971
972!!Vindicator
973[floatboxright:
974'''Type''': Aircraft\
975'''Role''': Aerial Attack\
976'''Weapons''': BD8 Bombs\
977'''Trained at:''' Airbase ]
978-->"You're in good hands, my friend!"
979
980The 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.
981----
982* AcePilot: 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.
983* BoringButPractical: Not as flashy as other ground attack aircraft but arguably the most useful. Its ability to attack while moving also makes them less vulnerable to opposing anti-air fire. Also, one of ''the'' best attack combinations that the Allies have is simply using the Cryocopters together with the Vindicators, as they're cheap, relatively fast, and their bombs instantly destroy whatever the Cryocopters have completely frozen.
984* CoolPlane: 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.
985* DashingHispanic: The pilots all have thick Spanish accents and have laid-back and suave sounding voices incredibly similar to Creator/AntonioBanderas.
986* DifficultButAwesome: Compared to the Twinblade and the Chopper VX, the Vindicator requires the most micromanagement and is less versatile. On the other hand, the Vindicator is part of some of the most powerful attack combinations the Allies have, such as freezing a target and then sending a Vindicator for a very quick OneHitKill.
987* GratuitousSpanish:
988-->"¡Por supuesto!"
989-->"Siesta? Already?"
990-->"Vamonos!"
991
992!!Apollo Fighter
993[floatboxright:
994'''Type''': Aircraft\
995'''Role''': Air Superiority\
996'''Weapons''': 2 20mm Autocannon\
997'''Trained at:''' Airbase ]
998-->"Kick the tires and light the fires!"
999
1000The 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.
1001----
1002* CoolPlane: 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.
1003* DangerDeadpan: The Apollo pilots sometimes shout "Where's the eject?" when you shoot them down.
1004
1005!!Cryocopter
1006[floatboxright:
1007'''Type''': Aircraft\
1008'''Role''': Close Air Support\
1009'''Weapons''': Cryobeam & S.H.R.I.N.K. Beam\
1010'''Trained at:''' Airbase ]
1011-->"Lets run some field tests!"
1012
1013The 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.
1014----
1015* FragileSpeedster: Any unit hit by the S.H.R.I.N.K. Ray, even Apocalypse Tanks, is turned into one of these.
1016* FreezeRay: The Cryocopter's main weapon is capable of freezing targets to sub-zero temperatures.
1017* FunWithAcronyms: '''S'''trong '''H'''omogenous '''R'''esidual-'''I'''nteractive '''N'''eutron '''K'''inetic.
1018* HarmlessFreezing: The unit's profile in the official website lampshades this:
1019-->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.
1020** Though shooting one soldier with more than one cryobeam will make him explode.
1021* HeliumSpeech: Anything that gets shrunk.
1022* NoExperiencePointsForMedic: As they cannot kill enemies on their own, they will never get any veterancy points.
1023* NotTheIntendedUse: Their shrink ray can be used to speed up Prospectors and [=MCVs=] due to anything shrunk by it getting a boost in speed.
1024* OneHitPointWonder: 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.
1025* ShrinkRay: Their S.H.R.I.N.K. Ray can causes an increase in speed, but a decrease in range, damage and armor to its target. Due to smaller size, any affected vehicle can be run over by any other enemy vehicle.
1026* SimpleYetAwesome: Their only two abilities are to freeze things solid, which causes everything but prism weaponry to destroy them in one hit, giving them synergy with just about everything in the game that's able to deal damage, and the other is to shrink things, which can be used to speed up Prospectors, Sputniks, and [=MCVs=] while also letting your units crush even Apocalypse Tanks while reducing their attack power to nothing.
1027* SquishyWizard: It is extremely vulnerable to anti-air fire, and it can't defend itself, but its support abilities combined with effective micro-management make it utterly deadly.
1028* SupportPartyMember: Cryocopters cannot directly damage enemy units and buildings, however they can make them extremely fragile.
1029
1030!!Century Bomber
1031[floatboxright:
1032'''Type''': Aircraft\
1033'''Role''': Heavy Bomber/Aerial Transport\
1034'''Weapons''': 500lb bombs\
1035'''Trained at:''' Airbase ]
1036-->"Just give us a target and we're on our way."
1037
1038The 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.
1039----
1040* BombardierMook: Century Bombers can only drop their 500lb bombs on targets directly underneath them.
1041* CoolPlane: Made in the U.S.A., these sturdy planes can carpet-bomb fortified enemy compounds into dust, then deploy paratroopers to mop up.
1042* {{Foil}}: They're the Allied equivalent of the Soviet Kirovs. Both are incredibly slow, and use powerful bombs best used on groups of units and structures, as well as being reduced to a destructive husk that'll destroy, or at least severely damage, whatever's unfortunate enough to be underneath it in it's path. The main difference is that the Century Bombers take up space in the Allied Airfields, while the Kirov can essentially be produced indefinitely as long as you have the cash to do so due to not occupying space in the Soviet Airfields.
1043* FlyingBrick: Sufficient to say they can take much, much more punishment than the average aircraft.
1044* ItsRainingMen: Not only an effective bomber, it can also transport infantry. Air-dropping [[OneManArmy Tanya]] and some Engineers into a base was once an extremely viable tactic.
1045* LightningBruiser: At least in comparison to their Kirov counterparts. Their mobility is naturally far superior to the Kirovs thanks to them being able to strafe and circle around in the air.
1046* MightyGlacier: For an aircraft, it's pretty slow.
1047* MythologyGag: They're essentially the Airborne support power exclusive to the Americans in ''[[VideoGame/CommandAndConquerRedAlert2 Yuri's Revenge]]'' but as a unit instead.
1048* OldSoldier: They seem to be piloted by older men, given that their pilots all have raspy, aged voices.
1049* ShoutOut:
1050** Its quotes' are taken from Major Kong's lines in ''Film/DrStrangelove''.
1051** "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.
1052* SouthernFriedPrivate: The Century Bomber pilots all have thick southern accents and use various southernisms in their dialogue, such as exclaiming "Fine as cream gravy" when returning to base and yelling "Aw. Horse Feathers!" when attacked.
1053* TakingYouWithMe: 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.
1054
1055!!Harbinger Gunship
1056[floatboxright:
1057'''Type''': Aircraft\
1058'''Role''': Heavy Air Support\
1059'''Weapons''': 120mm Collider Cannon & 25mm Eliminator Chaingun\
1060'''Trained at:''' Airbase ]
1061-->"Y'ever wonder what they're thinkin' down there?"
1062
1063The 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.
1064----
1065
1066* CoolPlane: It's more or less the Real Life American AC-130H Spectre on steroids... and the Harbringer's very much based on it.
1067* DeathFromAbove: Harbinger is a heavy air support bombardment unit with huge ass cannons.
1068* EnergyWeapon: 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).
1069* FlyingBrick: 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.
1070* ForceAndFinesse: 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.
1071* GatlingGood: Its minigun.
1072* LightningBruiser: If comparing each of the faction's heavy bombardment air units is taken into consideration, the Harbinger Gunship is easily the fastest in terms of speed and mobility, with no less of the punishing firepower it provides along with its rugged durability to last long in heavily contested offensives. Without Advanced Aeronautics, the Harbinger is noticably less durable than the Kirov, but upgraded, it'll actually have ''more'' health than it's Soviet Counterpart, if still less than the monstrously excessive Giga Fortress.
1073* SimpleYetAwesome: They're decently fast even though they're the slowest aircraft in the Allies airforce, and they have a LOT of health and tough armor which is augumented even further by it's ability to repair itself, and their Collider Cannons and Chainguns are both extremely powerful, with the Collider Cannon being great for hordes of infantry & tank blobs a-like, as well as demolishing enemy bases, and their chainguns are excellent for faster targets as well as mowing down infantry.
1074* RegeneratingHealth: Harbingers self-repair, which can be speed up when near the vicinity of an Airfield.
1075* WaveMotionGun: 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.
1076* WeaksauceWeakness: Cannot attack air units, and, with proper micro, most AntiAir units can kite it thanks to the collider cannon being inaccurate. Good luck taking it down, though.
1077
1078!!Dolphin
1079[floatboxright:
1080'''Type''': Naval\
1081'''Role''': Naval Support\
1082'''Weapons''': Sonar Pulse\
1083'''Trained at:''' Seaport]
1084Specially-trained dolphins are an integral part of the Allied Navy, which used them as scouts and cheap defense against enemy ships. The dolphin can also leap out of the water to avoid enemy attacks or bypass some obstacles.
1085----
1086* AttackAnimal: Dolphins which are specially trained to assist the military.
1087* CripplingOverspecialization: Dolphin is a dedicated anti-naval unit and cannot attack land units and aircraft.
1088* FragileSpeedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
1089* HeroicDolphin: That can bring down submarines and large warships.
1090* JumpingFish: 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.
1091* SuperScream: The Dolphin is armed with a sonar amplification device that can sink ships.
1092* WeaponizedAnimal: Dolphins are equipped with sonar weaponry.
1093
1094!!Hydrofoil
1095[floatboxright:
1096'''Type''': Naval\
1097'''Role''': Anti-Air/ECM\
1098'''Weapons''': 20mm AA Gun/Weapon Scrambler\
1099'''Trained at:''' Seaport ]
1100-->"Hey man, you're scratching my boat!"
1101
1102The Hydrofoil is the Allies' main anti-aircraft naval vessel, extremely fast, and highly effective against all aircraft.
1103----
1104* AntiAir: Hydrofoil is the main Allied anti-air naval unit.
1105* CoolBoat: A light skiff made for surveillance and defense, but carrying two nasty stings: a 20mm Icarus cannon and a weapon jamming system.
1106* CripplingOverspecialization: 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 [[DualModeUnit second weapon]]. The hydrofoil's primary is an anti-aircraft gun.
1107* PowerNullifier: 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.
1108* TokenMinority: Alongside the Javelin Troopers, they're the only Allied units to be black.
1109
1110!!Assault Destroyer
1111[floatboxright:
1112'''Type''': Naval\
1113'''Role''': Amphibious Assault\
1114'''Weapons''': 120mm Cannon\
1115'''Trained at:''' Seaport ]
1116-->"Assault Destroyer, proud to serve!"
1117
1118The Assault Destroyer is a fearsome amphibious vehicle, capable of crushing smaller vehicles and absorbing large amounts of damage.
1119----
1120* CoolBoat: 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).
1121* MasterOfNone: 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.
1122* ShipOutOfWater: The Assault Destroyer is an ''amphibious destroyer''. Not a destroyer-sized tank on treads, but a literal [[https://static.wikia.nocookie.net/cnc_gamepedia_en/images/2/21/Assault_Destroyer_land.png destroyer on treads]].
1123* StoneWall: The Assault Destroyer is heavy, slow, and packs a not-terribly-impressive gun for its cost. However, it has impressive armor to begin with, and its special ability both increases its durability and redirects projectiles from nearby allied units to the destroyer, at the cost of not being able to shoot at all (it can, however, [[CarFu still crush things]], including many light vehicles). The Assault Destroyer's intended role is to draw in incoming fire to let the frailer, threatening Allied units deal damage with little risk.
1124* UnrealisticBlackHole: 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.
1125
1126!!Aircraft Carrier
1127[floatboxright:
1128'''Type''': Naval\
1129'''Role''': Long-Range Attack\
1130'''Weapons''': Sky Knight Attack Aircraft & Blackout Missile\
1131'''Trained at:''' Seaport ]
1132-->"Aircraft Carrier leaving port!"
1133
1134The Aircraft Carrier is a powerful naval vessel that launches squadrons of drones easily capable of destroying any enemy ground units and structures.
1135----
1136* CoolPlane: Its Sky Knight fighters.
1137* CoolShip: A floating fortress capable of deploying squadrons of short-range Sky Knight fighter drones and devastating Blackout missiles that fry all electrics in the blast radius. While not as necessarily as powerful as Shogun Battleships or Dreadnoughts, the [[{{EMP}} Blackout Missile]] ability can give them an edge when engaging enemy fleets or sieging bases due to its [=EMP=] effect.
1138* DroneDeployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Sky Knight drones to bombard enemy units from afar.
1139* {{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.
1140* MookMaker: The ship carries a contingent of five Sky Knight UCAV and capable of repairing, rearming and rebuilding the jets.
1141* NonIndicativeName: It doesn't actually carry aircraft, and instead deploys a squadron of five drones to level structures and destroy your enemies.
1142* SiegeEngines: 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.
1143[[/folder]]

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