Follow TV Tropes

Following

Characters / Command & Conquer: Red Alert Series — Empire of the Rising Sun Units

Go To

Imperial Warrior

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

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


  • Cannon Fodder: That are stronger but more expensive than Conscripts, and weaker but cheaper than Peacekeepers.
  • Cool Mask: In the intro cinematic, the Warriors wear facemasks - a detail the ingame units lack.
  • Crippling Overspecialization: They are probably the most cost effective unit out of the 3 rifleman units when it comes to anti infantry and the only one that have the One-Hit Kill ability. However, they are useless against anything other than infantry while the Peacekeeper can deal good damage against buildings and the Conscript can switch to a Molotov Cocktail to deal with vehicles and buildings.
  • Everything's Better with Samurai: Imperial Warrior uniforms resemble samurai outfits. They also carry beam katanas as secondary weapons that One-Hit Kill infantry but can't hurt vehicles.
  • Fragile Speedster: When they use their special ability, they gain the ability to do a One-Hit Kill on infantry, and run much faster as well. They also cannot be suppressed while the mode is active. They're still vulnerable to gunfire, though.
  • Hot Blade: Linked to each warrior's rifle's power supply, their beam katana can be ignited to become incredibly hot and, in effect, sharper than any steel, rendering any chances of the weapon being ceremonial moot. This also allows them to enter garrisoned buildings and take out the infantry there.
    • The bullets from their carbines aren't energy bolts, they just appear that way because their rifles are designed to superheated them and then accelerate them at hypersonic speeds.
  • Katanas Are Just Better: They are armed with beam katanas that they use for banzai charges to instantly kill infantry. They're actually superheated regular katanas.
  • Kiai: When using their special ability (pulling out their beam katanas) they will scream UIYAAAAAAAH!
  • Large Ham: I SERVE THE EMPRAH.
  • Laser Blade: Imperial Warriors are armed with beam katanas that they use for banzai charges to instantly kill infantry. They're actually superheated regular katanas.
  • Magnetic Weapons: The Imperial Warrior's kinetic carbines are magnetic accelerators with a powerful heating element.
  • One-Hit Kill: This unit’s secondary ability is to switch to its katana, which can instantly kill enemy infantry at close range.
  • Samurai: High-tech Samurai, with rifles and beam katanas.

Tankbuster

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

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


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

Imperial Engineer

Type: Infantry
Role: Field support
Weapons: None
Trained at: Instant Dojo
"I am your engineer for today!"
The engineer unit for the Empire of the Rising Sun. They consist of Salarymen, complete with a snazzy suit who are also equipped with headsets. Unlike the Soviet Combat Engineer and the Allied Engineer, their special ability is to burst into a sprint, temporarily increasing their speed but leaving them exhausted afterwards.
  • Butt-Monkey: They have a very unflattering description, and even their profile has some very unflattering things to say about them, such as their physical inadequacy.
  • Japanese Politeness: Easily the politest unit in the entire game.
  • Salaryman: They're the archetypical overwhelmingly polite and sycophantic type.

Archer Maiden

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

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


  • Amazon Brigade: All Archer Maiden are female.
  • Anti-Air: Provide the Empire's early game anti-air infantry, something they sorely lacked in the vanilla version. Interestingly, Archer Maidens are apparently rejected from Rocket Angel recruits, presumably the Empire's take on the "If I don't get to fly, NOBODY get to fly!" joke.
  • Boring, but Practical: They aren't the flashiest units, but they have critical importance to the Empire due to finally being the readily available anti-air infantry in the vein of the Allies Javelin Troopers and the Soviets Flak Troopers.
  • Energy Bow And Arrows: They seem to use energy bows of some sort. They're physical bows, but they glow at the ends and the arrows they shoot glow too and are effective against tanks.
  • Mighty Glacier: In terms of attack speed, they count as this, as their arrows deal heavy damage, but fire much slower than the carbines used by the Imperial Warriors, making it a good idea to pair them together.
  • Recursive Ammo: They can also fire specially-charged arrows, capable of splitting into a rain of shrapnel, which can be deadly against clusters of enemy infantry.
  • The Straight and Arrow Path: They wield high-tech bows firing guided armor-piercing projectiles.
  • Stripperiffic: For 'optimal mobility', Archer Maidens wear a 'lightsuit' which covers little more than a bikini. An Allied Peacekeeper wishes there were more ladies in the infantry division upon seeing the Archer Maidens during the Allied assault on Shinzo's clan village. And yet they are more durable than Imperial Warriors.
    "Heh heh... I wish we had more ladies in our infantry divisions... heh heh."

Shinobi

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

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


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

Rocket Angel

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

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


  • Amazon Brigade: All Rocket Angels are female.
  • Anti-Air/Anti-Vehicle: Their role is to pull double duty as Anti-Air and Anti-Tank units with their photon rocket.
  • Boring, but Practical: Their Paralysis Whips. They literally, are only able to paralyze ground units with them, but this counts as any ground unit, letting them render a horde of Mirage or Apocalypse Tanks sitting ducks for any anti-armor units you have, as well as being able to render commando units useless too.
  • Bottomless Magazines
    "Unlimited ammo!"
  • Genki Girl: If her unit quotes are any indication.
    "No man can best me!"
    "I'm tougher than you!"
    "Awwww, did that hurt?"
  • Glass Cannon: They can deal a lot of damage in large groups to ground or air targets, but they die very easily if confronted by something that can attack them.
  • Jetpack: They have one so they can fly around.
  • Macross Missile Massacre: Rocket Angels en masse can produce this. There is even an upgrade to make missile-firing units spam even more.
  • The Paralyzer: Rocket Angels use laser whips to paralyse ground troops.
  • Shout-Out: Their armor is modeled after the Hardsuits from Bubblegum Crisis.
  • Simple, yet Awesome: Their function essentially. They're fairly agile and capable of dealing lots of damage in large groups, and their Paralysis Whip can be used for things such as paralyzing harvester units combined with Shinobi's to ruin an enemy economically.

Nanocore

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

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


  • Emergency Weapon: As it counts as a vehicle, a Nanocore can run over infantry.
  • Moving Buildings: Empire buildings come out of the Construction Yard in the form of Nanocores, which can move and unpack into functional buildings, allowed the Empire to build up their bases much faster than the Allies and, under certain circumstances, the Soviets.
  • Necessary Drawback: Because their buildings don't need to be built in a building's control area or take more than a few seconds to build, the Empire's Refinery costs an extra $500 compared to the Allied and Soviet versions (which require their commanders to send out a Prospector or Sputnik first if they want to expand).
  • Worker Unit: All of the Empire's buildings (except Construction Yards) are unpacked from Nanocores.

Ore Collector

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

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


  • Amphibious Automobile: Ore Collector can traverse land and water with equal ease because of it similar base design to the Tsunami tank.
  • Expy: Of the War Miners from Red Alert 2, as they're a mining unit also capable of defending themselves from enemy units, albeit with a solely anti-infantry weapon.
  • Worker Unit: Gathers ore to facilitate the player's economy.

Sudden Transport

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

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


  • Awesome Personnel Carrier: A hovering APC that can disguise itself as an enemy vehicle to sneak its troops past enemy lines. Completely unarmed, though.
  • Crippling Overspecialization: Aside from being able to disguise itself, it is completely and utterly defensless, unlike the other factions amphibious transports, as the Allied Riptide ACV has an anti-infantry machinegun and anti-ship torpedos, and the Soviet Bullfrog has anti-air cannons
  • Defenseless Transports: The Sudden Transport serves as a dedicated transport and has no weapon.
  • Dressing as the Enemy: The Sudden Transport is equipped with a unique stealth camouflage system that allows it to mimic the appearance of enemy vehicles.
  • Paper-Thin Disguise: Sudden Transports are amphibious but can disguise as vehicles that cannot traverse water as well as vehicles that can only transverse through water, which are very poor choices of disguise.

Mecha Tengu / Jet Tengu

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

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


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

Tsunami Tank

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

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


  • Amphibious Automobile: The Tsunami's treads can flip over to become floaters, allowing it to traverse any body of water with ease and attack unsuspecting enemies from almost any direction.
  • Jerkass: Insults and physically attacks the Hammer tank repeatedly throughout the Tutorial.
  • Nanomachines: The Tsunami Tank can use its nanobots, which are usually used to fire its shells, to form a nanodeflector around the tank. This will temporarily increase the Tsunami Tank's durability. The Tsunami Tank also will repair itself while the Nano Deflectors are engaged (this feature was removed from Uprising for unknown reasons).
  • Not Afraid to Die: Almost all of their quotes while being attacked have them show this
    "We do not fear death!"
    "There is honor in death!"
    "Hah! Give us a good death!"
  • Tank Goodness: The Tsunami Tank is one of the most versatile tier two tanks in the game. This tank can fire faster than regular tanks however it does not deal significantly more damage than the other tier two tanks. Not only can it fire faster than other tanks, it can also travel into the water making it a deadly foe. When the player activate the tank secondary ability, several small red drones come out of the Tsunami tank and create a shield which gives the tank a significant armor buff, though this disables the gun.
  • Undying Loyalty: Two of their quotes boast of this.
    "Loyal to the end!"
    "Loyal only to the emperor!"

Striker VX / Chopper VX

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

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


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

Steel Ronin

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

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


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

Wave-Force Artillery

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

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


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

King Oni

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

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


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

Shogun Executioner

Type: Assault Walker
Role: Ultra-heavy assault walker
Weapons: Wave-force blades x3, Omega Shockwave
Trained at: None
A campaign exclusive unit built for invading the Soviet Union. It's a gigantic robot even larger than the King Oni, which wields three massive katanas that destroy even tier 3 armored units in a few hits, as while as being able to take huge amounts of damage, on top of it's signature ability, the Omega Shockwave, essentially nuking everything in the radius of the attack out of existence. Just in case it wasn't subtle enough that this unit is Purposefully Overpowered, taking hits from Tesla weapons will fully restore it's health, and it's used exclusively on the Soviets.
  • Attack of the 50-Foot Whatever: Largest unit in the game. It's so big that it can destroy aircraft by walking into them.
  • BFS: It's weapon is a three large Wave-force blades matching its size.
  • Feed It with Fire: Not only is the Shogun Executioner completely immune to Tesla bolts, it actually gets healed by them.
  • Friendly Fireproof: Its Omega Shockwave does not inflict damage to allies.
  • Humongous Mecha: A giant mech which has three legs, three torsos, 6 arms, three heads, 3 lightning katanas, and heals itself when attacked with Tesla weaponry!
  • Kaiju: Essentially what it is, due to being absolutely massive and completely unstoppable.
  • Katanas Are Just Better: They are when they're as tall as a house.
  • Mighty Glacier: While extremely slow, it is so good at absorbing damage that bases don't stand a chance (and if that base happens to be a Soviet one with lots of Tesla Coils...).
  • Not So Invincible After All: Despite being the tankiest unit in RA3, it isn't completely invincible, as the Soviets sends TONS of V4s and Kirovs after it if you order it to lead the charge, and as the Executioner has no AA-capability aside from touching any nearby enemy aircraft in its movement pattern, it can quickly get decimated, as it's not a joke at just how much V4s the Soviets will send after it in the semi-final Empire mission, and if it gets destroyed it's instant game over.
  • One-Hit Kill: Can instantly kill almost any unit except Apocalypse Tanks and Future Tanks X-1.
  • One-Man Army: In both gameplay and story, the campaign making a note that it went all the way from Odessa to Moscow, and nothing was able to stop it.
  • Purposely Overpowered:
    • You can basically just rely on this for the mission you get it in.
    • In the appropriately-titled King of the Monsters challenge, it's entirely possible for the enemy AI to unintentionally kite it into their own base due to sending out streams of units.
  • Ramming Always Works: It does on aircraft, which it can instantly destroy by walking into them.
  • Shock and Awe: By driving all three of its massive Wave-force Katanas into the ground, the Executioner can unleash a devastating shockwave the utterly destroys everything around itself, both ground units and structures.
  • Situational Sword: The likely reason it is never used against the Allies. This mechanical monstrosity is constructed specifically to annihilate the Soviets, due to its innate ability to heal itself upon being struck with Tesla weaponry. Had they used it on the Allies too, it would require assistance from other Imperial units since it cannot heal from Prism weaponry.
  • Tripod Terror: A Humongous Mecha with three legs and three torsos, with each torso shaped like a samurai complete with a Laser Blade. The thing is so big it can destroy aircraft just by walking at them. It's especially effective against the Soviets, as their Tesla weaponry only serve to heal it.

Burst Drone

Type: Drone
Role: Reconnaissance/Suicide Attack
Weapons: High Explosive
Trained at: Instant Dojo
Burst Drones are cute, deceptive flying robotic scout units, capable of detecting concealed enemy units such as Spies or Mirage Tanks. While completely unable to defend itself, the Burst Drone can attach itself to enemy vehicles and aircraft, slowing them down. Generally however, Burst Drones are more of an annoyance rather than a serious threat.
  • Action Bomb: Can self-destruct in an EMP explosion, hopefully damaging anything around it. May cause grief, best used when attached to vehicles.
  • EMP: Release EMP when self destruct.
  • Mecha-Mooks: Burst Drones are AI-controlled.
  • Mechanical Insects: The Burst Drone is made in the shape of a damselfly.
  • Spy Bot: The Burst Drone's role is scout the enemy, latch on to slow vehicles, or simply self-detonate, releasing an EMP blast to disrupt all electrical systems.
  • True Sight: The Burst Drones are able to detect stealthed and disguised enemy units in the vicinity.

Sea-Wing / Sky-Wing

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

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


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

Yari Minisub

Type: Naval
Role: Reconnaissance/Anti-Shipping
Weapons: Mini-Torpedoes
Trained at: Imperial Docks
"Command?"

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


  • Cool Boat: These are relatively inexpensive, fast-moving scout vessels ill-suited for mainline combat on the seas. However, mini-subs can still be extremely dangerous, especially in large numbers.
  • Crippling Overspecialization: Same as the Soviet's Akula, they cannot fire at anything that isn't in the water.
  • Nervous Wreck: To a lesser extent than the Akula, but they're not hapy being underwater.
    "I think we're losing pressure!"
    "I see water coming in!"
  • Ramming Always Works: In a pinch, the Yari can activate its "Last Voyage" protocols and accelerate towards an enemy. The end result is inherently fatal to the Yari but also usually equally detrimental to the target. No points for guessing that these were based on the historical Japanese Kaiten submarine.
  • Suicide Attack: While not a pure suicide unit, the Yari can be commanded to ram at an enemy ship, inflicting massive damage at the cost of the Yari itself.
    "FOR THE EMPIRE!!"
  • Taking You with Me: When activated Last Voyage, the pilot rams the Yari into a naval target, destroying the submarine and causing significant damage to the target.

Naginata Cruiser

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

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


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

Shogun Battleship

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

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


  • BFG: Each battleship carries two turrets, each armed with three 400mm Shirada cannons, mounted back-to back.
  • Cool Ship: The Shogun Battleship has very few weaknesses: it is a heavily armored vessel and has the greatest firepower of the tier 3 ships, coupled with excellent range. Should an enemy unit manage to get close, however, the Shogun is perfectly capable of defending itself at close quarters by simply ramming into them.
  • Gratuitous Japanese: Ute! (Japanese for "Fire!" or "Fire at Will!") when ordered to attack.
  • Mighty Glacier: Shogun Battleships hit hard and are durable, but are very sluggish due to their mass, making them perfect prey for Terror drones and aircraft. All the commando units from all faction can easily devastate fleets of these monsters with excellent micromanagement, though a pre-ramming command may deter from such attacks.
  • Ramming Always Works: They're able to deploy an energy shield and accelerate rapidly, crushing anything unfortunate enough to be in their path. This also counteracts the minimum range that it's Allied and Soviet Equivalents, the Aircraft Carrier and the Dreadnought suffer from.
    "As a crashing wave!"
  • Siege Engines: The Shogun Battleships are extremely effective anti-surface and are best used for leveling even a heavily defended enemy base near the shore due to its long firing range.

Giga Fortress

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

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


  • Awesome, but Impractical: Barring the Shogun Executioner, the Giga-Fortress is considered as one of the most powerful units in the entire game. In their sea form, wields an array of multiple cannons and rocket launchers that can overpower most naval and air units. What's even more intimidating is their aerial form that comes with giant lasers in their mouths that can annihilate anything in a ridiculously long range. However to be able to build these transforming behemoths, you have to reach the highest tech level in your Imperial Docks and a whopping 6300 credits to spare (the most expensive unit in the game more so than the MCVs and superweapons of the three factions). And not only that, you have to secure their deployment as they are built through Nanocores (and they are so fragile that even losing one is already an economic disaster). In combat it is far from being invincible as there are a myriad of hard counters to render them useless due to their super slow speed and the side-effects of their transforming abilities. There's also the fact that it cannot be used at all in maps that don't have large enough bodies of water for the Imperial Docks to be constructed.
  • Boring, but Practical: For the given value of "Boring", given that they're giant, mechanical, floating fortresses that can turn into giant flying heads, but their fortress mode is less specialized and thus, in need of less support than its sky mode, as the sky mode is restricted to exclusively attacking the surface with it's powerful, but sluggish God's Breath that takes a take to fire, and is vulnerable to both a Shinobi or a Spy infiltrating the Nanocore Mainframe, which causes them to be instantly destroyed as they're locked up in the air, and plummet to their demise, and they're also vulnerable to Yuriko Omega, as she can instantly kill them when they're in their Sky Mode as well.
  • Breath Weapon: The Giga Fortress uses this in air mode, that turns even Apocalypse Tanks to dust...
  • Dual Mode Unit: Much like several of the Empire of the Rising Sun's much smaller pilot-assisted robots, the Giga-Fortress has two completely different forms. In Sea-Fortress mode, it is capable of defeating entire enemy armadas, shelling coastlines, or assaulting flight groups. In Sky-Fortress mode, it can use the God's Breath Device to slice through anything on the ground. Anything underneath the sky fortress would be crushed, were the sky fortress to revert back to its naval form overhead.
  • Informed Attribute: Their profile states that they have a bridge, bunks, and a mess hall inside them, but they aren't able to be garrisoned, likely because they'd be even more overpowered.
  • Humongous Mecha: Emphasis on "Humongous" since they're far too big to be built out of the Imperial Docks and have to be built from the very same types of Nanocore machines that unfurl into Imperial structures.
  • The Juggernaut: The Sea-Fortress mode is a floating battleship that mounts four photon rocket launchers, each equivalent to a Rocket Angel in firepower, plus four beam-cannon batteries.
  • Machine Monotone: Always talks in a calm, near-monotone voice despite being a destructive war machine. Even when under attack.
    Are you aware of them attacking me?
  • Master of All: The Sea-Fortress mode has the right weaponry to attack every possible kind of target in the game.
  • Mecha-Mooks: Giga Fortresses are AI-controlled.
  • Mighty Glacier: In both their Sea Forms and Sky Forms, with the latter being a particular example given that it's agonizingly and it's "God's Breath" laser has a charging animation before it can fire the beam, but it also makes up for it's sluggishness by how it's "God's Breath" outranges defensive turrets and is durable enough for four fighter jets to be unable to destroy it in one volley.
  • One-Man Army: Even a single Sky Fortress showing up can be a headache, because unlike a Kirov, they outrange defensive turrets, and even four jets unloading their entire ammo supply into it won't kill it. The skirmish AI has a tendency to mass-produce them.
  • Shout-Out: The "flying head" form that they have resembles the head of a Gundam.
  • Splash Damage: The God's Breath Device causes damage in a long line extending both in front and behind the target. It also damages friendly units, which can be used to your advantage in Yuriko's campaign.
  • Tactical Superweapon Unit: The Giga Fortress is a massive war machine that can attack all units and transforms into a giant flying demon head that outranges all static Anti-Air but can't attack air units. It's the single most expensive unit in the game, costing more than an MCV and taking the same amount of time to build, but is not capped at one per player like most Command & Conquer epic units.
  • Wave-Motion Gun: They use Shogun Battleship's cannons when on water and a huge long range beam when in the air.
  • Weaksauce Weakness: If an infiltrator gets into the Nanocore Mainframe, all fortresses in the air die immediately. It also remains fully vulnerable to all sorts of esoteric technology, such as the Magnetic Satelite, SHRINK beam, Paralysis Whip, and Weapons Jammer, not to mention that Yuriko Omega can instantly destroy these and probably get promoted to heroic status while doing so and how it's a sitting duck against any anti-air aircraft like the MiG's, Apollo Fighters, and Jet Tengus if it's above dry land, as it doesn't have any anti-air capabilities in that mode.
  • Wetware CPU: Depending on how you interpret its "Where is... my body?" line.

Top