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An international military alliance of democratic nations with the goal of turning back the Soviet war machine and preserving liberalism.

    General Tropes 
  • The Alliance: They are sovereign nations allied out of necessity to defend themselves from the Soviets.
  • Blue Is Heroic: Their armies are colored in various shades of blue, and are (mostly) portrayed as the most heroic and sympathetic faction in the gamenote .
  • Faction Calculus: The Cannon (formerly Balanced before the introduction of Foehn) faction to Epsilon's Subversive and Soviet's Powerhouse.
  • Freeze Ray: Cryoshot is a support power capable of instantly immobilizing infantry and light vehicles, ground and naval alike for a few second. When upgraded to Cryospear, it can affect all vehicles.
  • Teleportation: The Allies make use of teleporting units like the Chrono Miner, Chrono Legionnaire and Quickshifter, and can teleport their vehicles with the Chronosphere and their buildings with Chronolift. Unfortunately, Epsilon exploits this tendency near the end of Act 2 which lead to The Allies' defeat in Antartica. By getting Infiltrators inside the Allied Construction Yards before they can teleport out, the Infiltrators Chronoshift aboard the Paradox Engine with them. Once inside they Sabotage the Paradox Engine's weapons allowing Libra an opening to severly damage it leading to its subsequent crash into the Mental Omega Device which doesn't stop the latter from activating.
  • Shoot the Dog: During the events of "Bad Apple" (Allied Mission 05) found themselves forced to gun down their own troops, and even civilians, who seemed to have lost their minds. Which they had; A psychic beacon had been set up in the city. It was the Allies first experience with Mind Control technology, and it taught them a harsh lesson: Mercy was no longer an option. It wouldn't be the last time the Allies found themselves having to resort to such measures when dealing with Yuri.
  • Weather-Control Machine: The Allies' superweapon, the Weather Controller, can manipulate weather patterns in order to form storm clouds.
  • We ARE Struggling Together: Throughout Act 1, the relationship between the Allied Nations is shaky at best. When the United States are on the verge of defeat at the hands of the Soviets, the European Alliance and Pacific Front lend some assistance... while also having the chance to take as much American technology as possible, and it's even worse with the Pacific Front, split into two factions, one allied with China, and the other conquered by them and mostly unable to act. Act 1 ends up with American commanders, European military, and Pacific Front scientists reluctantly holing up together in Great Britain despite their mutual animosity due to the lack of alternatives. By the time Act 2 happens, however, the Allied Nations are all working together against the Epsilon threat, finally averting this trope.

Subfactions

    United States of America 
The United States of America was the sole remaining superpower in the aftermath of the Second Great War, however the Soviets' surprise attack on the country has left its military crippled and forcing it to rely on speed, precision and its cutting edge laser technologies to gain an edge over its invaders.


  • Adaptation Expansion: They're basically a more robust and diverse version of the America faction from the Yuri's Revenge, with the Drop Control being an upgraded version of the Airborne support power from the vanilla version of the game.
  • Boring, but Practical: The Airborne and Bloodhounds powers may not be flashy, and the units they give aren't free like the equivalent power in the base game (the powers cost money to activate), but with proper economy these powers effectively become additional production queues for the American Commander. In particular they allow the American Commander to supplement his forces with basic infantry, Humveesnote  and Strykers without interfering with the production of more advanced Barracks and War Factory units. Being able to drop them anywhere on the map is just icing on the cake.
  • Color-Coded Armies: Dark Blue, just like on the ol' Stars n' Stripes.
  • Damage-Increasing Debuff: The US makes use of target painting, which is inflicted by the corresponding support power or Bulldog Tanks, and cause the target to take more damage as long as the debuff remains.
  • Expy: To a degree, they're this to the USA from Generals, due to their use of laser weaponry.
  • Faction Calculus: The Subversive sub-faction of the Allies, with its faster but weaker Fragile Speedster units.
  • Fragile Speedster: Has access to some of the fastest units in the game and most of them are pretty weak.
  • Invaded States of America: Invaded at the start of Act 1, all but completely conquered by the end, and, with the exception of one region of Alaska, completely under the control of the Epsilon at the end of Act 2.
  • It's Raining Men: The American Drop Control gives them access to paradropping GIs, Guardian GIs, Airborne Humvees and Stryker IFVs.
  • Kill Sat: The Mercury Weapon Satellite.
  • Loophole Abuse: The United States has the ability to paradrop two Stryker IFV anywhere they can see on the battlefield (provided the cargo plane isn't shot down in transit). These IFV can then be instantly loaded with Chrono Legionnaires from anywhere on the map. Normally a Chrono Legionnaire has to wait some time after teleporting before it can move or attack again with longer jumps enforcing a longer waiting time but loading it into an IFV effectively negates this weakness.note  This gives American commanders unique flexibility in using their Chrono Legionnaires.
  • Ray Gun: Their specialty, the Warhawk, Abrams Tank, Aeroblaze Mobile AA Gun, the Mercury Satellite and even Agent Tanya have lasers.
  • The Remnant: American remnants are still around fighting the Soviets and Epsilon long after the fall of the USA itself. Those holed up in Point Hope, Alaska eventually joined up with the Foehn Revolt after they were freed from Epsilon's control.

    Euro Alliance 
The former Allied Nations of the Second Great War, these European nations have once again united to drive back the Russian invasion of Europe. Relying on its technological superiority to give it an advantage over the Soviets, the Euro Alliance wields some of the most versatile war machines in this conflict.


  • Adaptational Jerkass: In the original, they are reluctant to help the USA, but that's because they're under the threat that the Soviets will launch nukes at them if they so much interfere, and once that's dealt with they gladly help out. Here? Not only are they Ungrateful Bastardsnote  but they colluded with the Pacific Front to pilfer America's technology instead of helping them out there and now. The briefing for Act 1's finale implies the Europeans initially refused to share info about the Gladius Defense Systems and only did so when it's made clear that they had no other choice.
  • Color-Coded Armies: Straight Blue, just like the old days.
  • Composite Character: They're a fusion between the UK, Germany, and France, having the vanilla British Snipers and German Tank Destroyers (reworked into the Paladin Tank Hunter), and their emphasis on superior base defences brings to mind France's Grand Cannon, one of THE best base defenses in vanilla Yuri's Revenge due to its obscene range and damage.
  • Cool, but Inefficient: The Comet Fence, predecessor to the Coordnode, existed in 3.0 as a wall consisting of wall posts that generate indestructible prism links between them. In theory, it's supposed to be a wall that is only vulnerable at the posts. In practice, it is a wall that consumes power and doesn't even block projectiles, and if a wall post is destroyed, then the entire prism link section it supported would be destroyed too. Most players considered it even worse than regular walls and its only use was to make bases look prettier until 3.3 got rid of it and replaced it with the Coordnode, which itself is replaced with the Ultra Dome in version 3.3.5.
  • Faction Calculus: The Balanced sub-faction of the Allies, with relatively slow units with strong firepower and focus on micromanagement.
  • Field Power Effect: The European Ultra Dome is a European Alliance increases the firepower of nearby friendly defensive structures by 50%.
  • Last Stand: The final Allied mission of Act 1 involves the combined remnants of the European forces defending the Gladius Anti-Ballistic Missile System from Soviet attacks as it is the only thing preventing the Russians from firing their MIDAS rocket and destroying London so they can drive the Euro Alliance out of the war and defeat the Allies once and for all.
  • Light 'em Up: The Prism Tank uses focused sunlight to make a devastating beam of energy.
  • Ret-Gone: The Charon Tank's Neutron Cannon, and the handheld version used by Chrono Legionnaires, removes infantry and tanks from this plane of existence. Exactly where the unfortunate victim goes is a matter of speculation in-universe; some believe that it tosses them into another dimension, others have suggested that it actually deletes them from Time. There's actually quite a bit of controversy regarding these weapons, but the Alliance keeps using them because A). No one can actually prove that it's unethical, and B). they scare the shit out of the poor bastards who actually have to face these things.

    Pacific Front 
An alliance of capitalist Pacific nations united under fear of Communist aggression. In reality, they are secretly allied with China with the purpose of assuming control over the Soviet Union.


  • Booby Trap: The Pacific Front-exclusive Cryomines temporarily reduce the speed and strength of units walking on it.
  • Color-Coded Armies: Cyan, fitting since the faction not only uses a lot of cryo weaponry, but are also (by necessity) Air and Sea power.
  • Evil All Along: Somewhat Downplayed. It is secretly an ally of China, although there are elements within the Pacific Front army that still aid the rest of the Allied forces (such as Kanegawa Industries). After PsiCorps' False Flag Operation broke their alliance with China, most of PF are accepted back in the Allies.
  • Expy: They're a more subdued version of the Empire of the Rising Sun from Red Alert 3, being Eastern Asian capitalists with an emphasis on advanced technology as well as the use of mecha.
  • Faction Calculus: The Powehouse sub-faction of the Allies, with its preference for turtling and steamrolling with an unstoppable blob of Battle Tortoises and Zephyrs.
  • Kill It with Ice: They rely on their advanced cryo weaponry and incorporate it into their Hyperion AA cannon, Blizzard tank's Thermal Inversion Cannon, Hailstorm siege engine's cryonic projectiles, the Black Eagle jet's missiles and Norio's Cryo rifle.
  • Token Evil Teammate: As the Evil All Along entry above would indicate, they don't have the Allies' best interest in mind for the most part, except for Norio and a few others, until their alliance with China is broken.
  • Weather Manipulation: In PF's challenge map Regenbogen, they make use of some kind of 'weather manipulation' technology to call in Future Tanks without the need of infiltration, send a storm of Hunter-Seekers towards the players' bases, reverse all units' firepower, etc...
  • Welcome Back, Traitor: Despite plotting and scheming with China behind the back of the USA and Euro Alliance, they were readily accepted back to the Allied Nations after PsiCorps broke their alliance with them. Granted, the Allies couldn't afford to be picky by that point.

Characters

    Allied Characters 

Allied Commander

The Player Character of the Allied Campaign.


  • Final Boss: Of the Epsilon Campaign in Act 2, sort of, since he's the overall Commander of the Allied forces in Antarctica and thus the final opponent you need to beat for the Mental Omega Device to be safely activated.
  • Fling a Light into the Future: Orders Siegfried and Tanya off the Paradox Engine near the end of Act 2 so they'll survive to carry on the fight.
    Allied Commander: "You are still needed on the battlefield."
  • The Hero: His actions save the Allies on multiple occasions, most directly in Sunlight (Allied 12) where it's his defense of the Gladius Nodes that stop the Soviet Union from nuking The Remnant of the Allied Nations into smithereens with a MIDAS.
  • Hero Antagonist: His exploits are mentioned in both the Soviet and Epsilon campaigns. Then finally, in Babel (Epsilon 24), you take him on directly.
  • The Hero Dies: At the end of the Act 2 campaign, he remains on board the crippled Paradox Engine as it crashes through the Mental Omega Device onto the Antarctic ice, killing everyone still on board after he sounded the evacuation order earlier.

US President Michael Dugan

The President of the United States of America and leader of the Allies at the start of the Soviet invasion.


  • Cruel and Unusual Death: Burns alive thanks to Morales' incendiary sniper ammo.
  • Decapitated Army: Downplayed. The President's death is certainly a severe blow to the United States' defense and morale, but the USA still holds on for a while.
  • Death by Adaptation: He survives the events of the vanilla RA2 campaign but in this mod he's killed in the third Soviet mission.
  • Man on Fire: Runs around on fire before collapsing dead after Morales shoots him.
  • Our Presidents Are Different: He's a President Target and gets eliminated by Morales early into the Soviet campaign.
  • Zero-Effort Boss: When the time comes to assassinate Dugan, you don't need to do anything, not even ordering Morales to fire on him (he'll do that automatically). The difficulty of the mission instead lies in luring Dugan to the spot where Morales can snipe him.

Tanya Adams

"Locked and loaded!"

Tanya Adams is easily one of the greatest commandos in US military history, wielding a prototype laser rifle and a large supply of explosives. She is always one of the greatest threats to her enemies on the battlefield.


  • Action Girl: The most prominent female hero in the game.
  • Damsel in Distress: Ends up captured by the Soviets with her laser rifle depowered some time between Act 1 and Act 2. Thankfully Siegfried's there to rescue her with the first ever Chrono Legionnaire suit.
  • Delayed Explosion: It takes a brief time for her C4 charges to explode after being planted, allowing her to safely bomb Nuclear Reactors and get out of the way before the explosion kills her.
  • Glass Cannon: Compared to other heroes, Tanya can deal a lot of damage from a decent range to all ground targets, can demolish buildings with a single C4 charge and moves fairly quickly while also being amphibious. However, she is not much tougher than standard infantry (and even some standard infantry units like the Riot Trooper can take more punishment).
  • Legacy Character: In-Universe it has been speculated that "Tanya Adams" is a codename passed on from one One-Woman Army to another.
  • One-Hit Kill: Tanya is capable of demolishing any building with a single C4 charge, except for Construction Yards or Plasmerizers protected by a Nanocoat Regulator.
  • One-Hit Polykill: She can close into an enemy garrisoned building and instantly kill all infantry units stationed inside.
  • One-Man Army: She has been trained to be one. Her laser rifle quickly deals high damage against all non-airborne targets and can instantly destroy almost any structure with her C4 charges.
  • Ray Gun: Tanya has traded her dual pistols for a laser rifle that is effective against both infantry and vehicles.
  • You Are in Command Now: When the Allied remnants flee to Point Hope after the Commander's death, it appears that she's the only one left to give orders to the Allied forces and assumes a position on the Foehn Council.

Siegfried

"Time waits for no man."

One of Germany's most brilliant scientists and a long time friend and protege to the late Albert Einstein, he heads SteinsTech Labs and is the creator of many of the Euro Alliance's military technologies. In the field he pilots the Zeitgeist weapons platform which can generate an unstable chrono vortex, dealing massive damage to any enemy units caught in it.


  • And This Is for...: Some of Siegfried's quotes mention his late mentor Albert Einstein.
    "Can you see this, Professor?"
  • Anti-Hero: Of the pragmatic variety. He goes against his late friend and mentor's wishes and begins weaponizing his chrono technology to help defend Europe against the Soviets.
  • Arbitrary Weapon Range: The Zeitgeist cannon cannot fire at very short distances.
  • Badass Boast: On occasion he would disinterestedly quip "Is this it?" even if he's ordered to face an entire column of tanks.
  • Badass Bookworm: He was smart enough to reconstruct the Chronosphere despite most of Einstein's research notes on it being either encrypted or destroyed (as well as removing the original's design flaw of killing the occupants of the vehicles it teleports), and he will not hesitate to destroy anything with Zeitgeist.
  • Barrier Warrior: He can briefly shield nearby units in a chrono bubble generated by the Zeitgeist, allowing outnumbered forces to survive long enough for reinforcements to arrive.
  • Big Damn Heroes: Goes all alone into Soviet-occupied Warsaw to rescue Tanya.
  • Double-Edged Buff: When ordered to deploy, Siegfried creates a large, stable chrono-field around himself and nearby friendly units, phasing them out of this plane of existence and rendering them unable to act and immune to all damage.
  • Germanic Depressives: He constantly speaks in a deadset serious, very unemotive tone of voice.
  • Heroic Sacrifice: He uses his Chrono Barrier to allow Tanya and the rest of the Allied survivors to teleport alongside the wrecked Paradox Engine to Alaska (ultimately allowing them, and the proto-Foehn Revolt, to shield themselves from the Mental Omega Device). This, however, came at the cost of him having to stay behind and get killed by Rahn.
  • Herr Doktor: A brilliant scientist from Germany, complete with a heavy accent.
  • Just a Stupid Accent: Has a heavy German accent to his English.
  • Killed Off for Real: In the Allied ending, he gets killed by Rahn when he stays behind to allow Paradox Engine to escape. We actually see his corpse in the cutscene, instead of his usual death animation (him teleporting away) for good measure.
  • Lightning Bruiser: When wearing his campaign-only Chrono Backpack, Siegfried is only slightly less tough than with his Zeitgeist craft, while being able to teleport much faster than a Chrono Legionnaire, and his neutron cannon is just as powerful as a Charon Tank's (except Siegfried can also target buildings) and with a much lower cooldown.
  • Locked Out of the Fight: Siegfried can encase himself and nearby units inside a chrono bubble, turning them invulnerable and unable to do anything.
  • Meaningful Name: He's a German hero named after a mythical Germanic hero.
  • Mighty Glacier: Siegfried is tough for an infantry unit and deals a lot of damage with his Zeitgeist cannon, but both his movement and attack speeds are very slow.
  • Mythology Gag: The Zeitgeist weapons platform is based on the Chrono-Legion turret, a unit that did not make the cut in Red Alert 2.
  • Power Floats: His Zeitgeist craft. That being said, it does not allow Siegfried to travel across water, unlike other floating units.
  • Pre-Asskicking / Pre-Mortem One-Liner:
  • Ret-Gone: He specializes in developing weapons that do this such as the Charon Tank and Chrono Legionnaire, and uses the first ever Chrono Legionnaire suit in The Mermaid (Allied 13), Parasomnia (Covert Op) and Hamartia (Allied 24).
  • Science Hero: As a scientist who sets out into the field to show that it is essential to weaponize Einstein's technology in order to protect the free world.
  • Screw This, I'm Outta Here: In campaign missions where Siegfried is not a critical unit, if he is 'killed', a message pops up saying that he actually managed to teleport to safety, but will not be available for the rest of the mission.
  • Siege Engines:
    • Siegfried outranges most static defenses, and his damage and durability are good enough to outlast those defenses he does not outrange.
    • With his campaign-only Chrono Backpack, Siegfried takes an unconventional approach in which he can simply teleport in front of base defenses and quickly erase them, one by one.
  • The Smart Guy: Siegfried's technologies are half the reason why the Euro Alliance managed to fight the Soviets so effectively, the other half being the Player Character.
  • Smart People Know Latin: As evidenced by the obligatory "tempus fugit" line.
  • The Social Darwinist: Implied by one of his quotes.
    "The weak shall die, and that is all."
  • The Stoic: He never gets excited about anything and is always speaking in soft whispers.
  • Swirly Energy Thingy: Siegfried's weapon fires a swirling chrono vortex that deals damage to everything inside it during its duration.
  • Teleportation: In The Mermaid (Allied 13), Parasomnia (Covert Op) and Hamartia (Allied 24), instead of the Zeitgeist craft, Siegfried wears the first Chrono Legionnaire suit, which can teleport like normal Chrono Legionnaires.

Norio Tomokawa

"Swift as a breeze, fierce as a gale"

Norio Tomokawa is a former Tokyo police officer that was drafted into service for the Pacific Front army's Rocketeer Division. In the field he is equipped with the "Garuda" power armor, a superior version of the standard rocketeer flight suit which is more resistant to AA fire and equipped with a rocket launching system and a cryo rifle.


  • Defector from Decadence: Once he found out that the Chinese and loyalist Pacific Front forces were allied with each other all along, and had planned to destroy a major Japanese city in order to keep it a secret, he sided with the Russian forces in the city in order to try and stop it.
  • Dying Moment of Awesome: In the traditions of his homeland, Norio goes out spectacularly. He throws EVERYTHING at Libra in an attempt to stop her, or at least slow her down. Though he ultimately fails, many of the men who served with him would escape with the Allied remnants to Alaska. There, the tale of his Last Stand would spread amongst the ranks, elevating him to one of the greatest heroes of the War, and an inspiration for the new Foehn Revolt. There's evidence to suggest that the Revolt's Assault force, Haihead, was created in his honor.
  • Enemy Mine: When he sides with the Soviet protagonist against Chinese and the PF forces loyal to them, he makes it clear that they are still enemies but he can't stand idle when innocents are being killed.
  • Flunky Boss: When fighting Libra in Reality Check (Epsilon 23), Norio (who is treated as a boss) is assisted by Rocketeers, Suppressors and Chrono Legionnaires.
  • Glass Cannon: He's the fastest hero in the game and the only hero besides Libra and Uragan that's effective against all types of units. And as with all air units, he's very vulnerable to anti-air weapons (although he can defeat most of them one-on-one thanks to his firepower).
  • Jetpack: His power armour is able to fly at incredible speeds.
  • Killed Off for Real: He dies fighting Libra in Reality Check (Epsilon 23). Lore for the Foehn Neonwasp states that his armour was later recovered and reverse-engineered, further nailing that he's not gonna return.
  • Kill It with Ice: His suit has a built-in cryo rifle, allowing him to freeze infantry effortlessly.
  • Macross Missile Massacre: He can launch salvo after salvo of missiles from his rocket pack launchers.
  • No Celebrities Were Harmed: His lore, mainly how it's detailed that he was once a member of the Tokyo Metropolitan Police Department's Anti-Riot Squad, as well as his surname being "Wakamoto" read backwards syllabically are references to the Japanese voice actor Norio Wakamoto. One of his lines ("Heaven's net is wide, but lets nothing through.") are from Soul Calibur's Yoshimitsu, voiced by him as well.
  • Redemption Demotion: Inverted in the Libra versus Norio fight in Reality Check (Epsilon 23), where Norio is treated as a boss. Norio boasts a dramatically higher amount of health, being able to tank several dozens of hits (from a Libra that can one-shot Tanya or Siegfried), fires more missiles that can also slow Libra down and reduce Libra's defense much like Blizzard Tanks and Cryocopters can, and can deploy Zephyrobots, Missile Strikes and even Lightning Storms that cover the entire map.
  • Super Prototype: Lorewise, the flying armor suits of Haihead's Neonwasps are based on his own, with the major difference that Neonwasps are mass-produced, more fragile, cannot attack air units, and are only good against vehicles.

General Ben Carville

A high ranking American officer, commanding what left of the American forces after the Soviet invasion. He is still fighting the Soviets despite the fall of United States.


  • Back for the Finale: In Vanishing Point (Foehn 5), it is revealed that he was hiding from the Soviets in Point Hope, only to be mind controlled by Epsilon. When Yunru's Revolt arrives there and cleansed Epsilon's presence, freeing him and his forces in the process, Carville forges an alliance with them and the rest of the Allied expedition in Antartica which included Tanya. By the end of the campaign, he is now one of the founders of the Foehn Revolt.
  • Demoted to Extra: In Red Alert 2, he's the main general of the U.S. Armed Forces and one of the Allied Commander's Mission Control (alongside Eva). Here, he just sporadically appears throughout the entire campaign and doesn't have a real role to play until the end of Act 2.
  • Mandatory Unretirement: He was retired before the start of the Third Great War, upon which he was called back into the military.
  • Rebel Leader: He is the commanding officer of the American forces still resisting the Soviets installed in the United States, now named the Soviet States of America by the invaders.
  • Spared by the Adaptation: Sort of. Carville never dies in the Mental Omega timeline, and he becomes one of the founders for the Foehn Revolt.

Units

NOTE: Due to heavy overlap, the Black Widow Alpha is listed under the Allied Units folder under Black Widow.
    Allied Units 

GI


  • Adaptational Wimp: Deployed GIs are still fairly strong for basic infantry, but they are nowhere near the tank-annihilating force they were in the vanilla game.
  • Dual Mode Unit: They can deploy sandbags around themselves to increase their durability and make use of a machine gun at the cost of mobility.
  • Starting Units: For the Allies, although unlike the Soviet Conscript they serve a dedicated anti-infantry role.
  • More Dakka: Can be deployed into a machine gun nest, allowing them to effortlessly mow down infantry in large numbers.

Guardian GI


  • Adaptational Wimp: They are still as effective against vehicles as they were in Yuri's Revenge, but they no longer use machine guns when undeployed, leaving them helpless against enemy infantry.
  • Anti-Air: Their role is to pull double duty as Anti-Air and Anti-Tank units with their rocket launchers.
  • Dual Mode Unit: They can deploy steel plates around themselves to increase their durability and protect them from Car Fu at the cost of mobility.

Field Medic


  • Big "NO!": Their death cries in a nutshell.
  • Boring, but Practical: While Allied Field Medics are far less fancy than the other factions' sources of healing (namely the Soviet Drakuv, the Foehn Huntress and Epsilon's Regen Drugs support power), they are available early in the game (only requiring an Arsenal Depot), cheap enough to be mass produced, and extremely straightforward to use (especially when compared to the Huntress).
  • Deadpan Snarker: Implied by some of their quotes. Their tone in general is pretty sarcastic.
    "I'm sure this is an ambush."
    "7 years training for this...?"
  • Doctor Jerk: Or more like Medic Jerk. They'll complain about people screaming "MEEEDIC!".
  • How Dare You Die on Me!:
    "Don't die on me now!"
  • Jerk with a Heart of Gold: They may be snarky, but they clearly care about saving lives.
  • The Medic: Their main purpose is to heal other infantry.
  • Mook Medic: Its job is to heal Allied infantry.
  • No Experience Points for Medic: As they cannot kill enemies, Medics never gain veterancy.
  • No Self-Buffs: Downplayed. While Medics cannot actively heal themselves with their medkits, they are one of the few infantry units with passive self-heal.
  • Shoot the Medic First: Their likely fate, since the Soviets and Epsilon don't really care about the Geneva Convention.
  • Shout-Out:
  • Support Party Member: Has no means of attacking but can heal friendly infantry.

Rocketeer


Siege Cadre


  • Crippling Overspecialization: While Siege Cadres are very good at destroying buildings and base defenses, they perform poorly against infantry (unless massed in large numbers) and they are even more inefficient against vehicles.
  • Pre-Asskicking One-Liner:
    "Show 'em the full spectrum of pain."
  • Ray Gun: A miniaturized prism cannon.
  • Shout-Out: One of their lines is a reference to the slogan used by Skittles.
    "Taste the rainbow."
  • Siege Engines: Siege Cadres outrange basic defensive structures. When inside an IFV or an equivalent unit, they function as a poor man's Prism Tank, with a considerably higher range (outranging Tier 2 defenses).

Navy SEAL

Navy SEALs are an advanced anti-infantry and structure unit available to the Allies. Armed with a sub-machine gun and C4 charges, they are trained in amphibious combat, allowing them to attack from unconventional angles.


  • Adaptational Wimp: They no longer effectively one-shot infantry and buildings although they are still miles better than GIs in the anti-infantry role.
  • Delayed Explosion: It takes a brief time for their C4 charges to explode after being planted.
  • Glass Cannon: They are very effective at taking down groups of infantry, but they are also very easy to take down. A single Geneburst can kill a SEAL from full health unless it's at Veteran level or above.
  • See the Invisible: They can detect stealthed units in big radius around them.
  • Splash Damage: Their machine guns deal damage to multiple units in a small area. Tightly-grouped infantry units don't stand a chance against a SEAL.
  • Super Swimming Skills: Can swim the entire length of the English Channel.
  • Stuff Blowing Up: They can use their C4 charges to quickly demolish enemy structures, and can even blow up enemy ships.

Spy


Chrono Legionnaire


  • Difficult, but Awesome: They're pretty fragile, cost a lot, can take a while to eliminate a target, are completely helpless against aircraft, are prime targets for mind control and if they teleport from too far they take a while to "phase in" (during which they are of course vulnerable). But if they're micromanaged well they can completely cripple an enemy.
  • Glass Cannon: They can easily destroy any unit or structure since whatever they attack become utterly helpless until one of them dies, or stop attacking, but being infantry, they die very easily for their cost.
  • No-Sell: They are immune to dog attacks.
  • Not the Intended Use: They can save an allied unit that's threatened (say a Construction Yard on its last hitpoint about to be hit by a nuke) by force-firing on it and partly phasing it out. This is risky though, since if it goes too long they'll erase their own ally units.
  • One-Way Visor: Artwork depicts them as having one.
  • Pre-Asskicking One-Liner:
    "They're history."
  • Ret-Gone: A Chrono Legionnaire's target is erased from the timeline entirely. This can happen instantly, or over the course of about a minute, pending on the hit points of 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.
  • Teleportation: Their only form of movement, they can't actually walk to a location. Interestingly they have walking sprites, but they're only used if an enemy spy disguises himself as one of them.

Chrono Miner


  • Simple, yet Awesome: Their special quirk of being able to teleport makes them a WHOLE lot better when it comes to mobilty next to the other mining units, as they are able to retrieve ore from very far away and then simply teleport back to their Ore Refinery in no less than a second after they're done mining, making them MUCH faster when it comes to amassing credits. Their teleportation also helps if they wind up getting attacked by an enemy when gathering ore from afar too.
  • Stone Wall: Though unarmed, it's very durable as is the standard for miners.
  • Teleportation: They have the ability to teleport back to their Ore Refineries, leaving any Terror Drones behind.
  • Worker Unit: Gathers ore to facilitate the player's economy.

Robot Tank


  • Adaptational Badass: They went from a rather lackluster unit whose only specialty was being immune to mind control to a practical anti-infantry unit also capable of detecting disguised and stealthed units, making them invaluable for thwarting base infiltrations.
  • Anti-Infantry: Its main role is to burn infantry with lasers.
  • Attack Drone: They are AI controlled, making them immune to mind control, and a good counter to Epsilon Adepts in conjunction with their anti-infantry laser.
  • Hover Tank: They can pass over water making them useful for an amphibious assault.
  • Ray Gun: Robot tanks are now armed with lasers, which are effective against infantry.
  • See the Invisible: They can detect stealthed and submerged units in big radius around them.
  • True Sight: Can detect disguised units and proceed to blast them with their laser turrets.

Stallion Transport


  • Adaptational Wimp: The Stallion Transport is the successor of the Nighthawk Transport in the vanilla game, although from the vanilla game to the mod, it lost its weapon and any fighting capabilities.
  • Defenseless Transports: The Stallion serves as a dedicated transport and has no weapon.

Barracuda


  • Crippling Overspecialization: While the Barracuda is one of the best snipers of important buildings (labs, Nuclear Reactors and superweapons), that's all they're good at. Using Barracudas instead of other jets against anything that is not a building is a waste of money.
  • Fragile Speedster: Equipped with advanced stealth technology, the Barracuda is completely invisible on radar, swooping in and annihilating enemy buildings before the opponent can react. However, the paper thin armour and high cost of this unit make it something you don't want to be careless with.
  • Stealthy Colossus: It's the largest Allied aircraft, but it's as invisible to enemy radar as the Stormchild.

Hummingbird


  • Fragile Speedster: It is THE fastest non-hero unit in the game but still comes with the durability of a jet aircraft.
  • Support Party Member: Hummingbirds cannot deal damage on their own, but are capable of slowing down attacked enemy units in large radius.

Cryocopter


  • Adaptational Wimp: Compared to its original incarnation in Red Alert 3, Cryocopters are more fragile, cannot shrink units, their Freeze Ray does not turn targets into a One-Hit-Point Wonder, and freezing speed does not stack if multiple Cryocopters are targeting the same object.
  • Damage-Increasing Debuff: Units frozen by the Cryocopter become extremely fragile.
  • Freeze Ray: The Cryocopter's main weapon is capable of freezing targets to sub-zero temperatures.
  • Literally Shattered Lives: Every unit can be quickly and literally shattered into pieces if fired upon when affected by the Cryocopter.
  • No Experience Points for Medic: As they cannot kill enemies on their own, they will never get any veterancy points.
  • Support Party Member: Cryocopters cannot directly damage enemy units and buildings, however they can make them extremely fragile.

Ultra Miner


  • Amphibious Automobile: Ultra Miners can carry ore over both land and water.
  • Stone Wall: The Ultra Miner is even tougher than the already durable Chrono Miner, and is armed with a negation field that doesn't deal any actual damage.
  • Teleportation: They have the ability to teleport back to their Ore Refineries, leaving any Terror Drones behind.
  • Worker Unit: The Ultra Miner is an advanced harvester deployed via support power (allowing Allied commanders to to steal from an enemy player's ore field) that can carry twice as much ore as a Chrono Miner can.

Black Widow and Black Widow Alpha


  • Flying Brick: Black Widows are designed to tank anti-air fire for a long time without problem.
  • Mecha-Mooks: The Black Widow is unmanned.
  • Stone Wall: The Black Widow is unarmed and designed to draw enemy anti-aircraft fire, which, thanks to its heavily customised armour, it is able to do for a long period of time.
  • Super Prototype: The Black Widow Alpha is the original version of the plane, only existing as a prototype by the time the Soviets invade the United States. It is, however, functionally-identical to the mass-produced Black Widows the Euro Alliance and Pacific Front have, with extra armor added on top.
  • Support Party Member: While unable to attack enemy units, it can significantly increase defense of any allied aircraft passing nearby. Not to mention annoying radar jamming.

Voyager


  • Amphibious Automobile: Its entire purpose is to serve as an amphibious transport for land units.
  • Stone Wall: Like all amphibious transports, Voyagers have a lot of health, but the damage of their twin rocket launchers leaves a lot to be desired.

Dolphin


  • Adaptational Badass: Compared to their vanilla version, Dolphins wield a comet laser cannon instead of sonic weaponry, which allows them to attack targets not only on water, but also on shores.
  • Attack Animal: Dolphins are specially trained to assist the military.
  • Fragile Speedster: Very fast swimmers and excellent naval harassers but also very weak and not likely to survive a prolonged fight.
  • Ray Gun: Dolphins are armed with a miniature prism cannon effective against buildings.

Horizon Destroyer


  • Counter-Attack: While not many players know about this, Horizons can automatically target any artillery submarine which attempts to fire on them, making them a perfect unit for defense against the Russian Akula Sub and Epsilon Resheph.
  • Fixed Forward-Facing Weapon: Its cannon is mounted on the bow, the whole ship must rotate to fire. PsiCorps Magnetrons can exploit this to prevent them to retaliate.
  • Military Mashup Machine: Beside a main cannon employed against surface targets, they also have a landing pad for Ospreys, specialized anti-submarine aircraft.
  • See the Invisible: They can detect stealthed and submerged units in big radius around them.
  • Splash Damage: Their projectiles sometimes split upon impact and deal damage to one other enemy nearby.

Aegis Cruiser


Siren Frigate


  • Dual Mode Unit: Can use the Deploy command to turn from a Mighty Glacier that can One-Hit Kill units with its Neutron Blaster, much like the Chrono Legionnaire, into a Stone Wall that is healed from enemy attacks.
  • Energy Absorption: When deployed, the Siren Frigate will set up a Negation Shield, which effectively inverts all attacks taken so that the Siren is healed instead. It's imperative that there are enemies attacking the Siren, however, as the Negation Shield damages it over time, punishing the Allied player if the opponent simply ignores the Siren.
  • Expy: To a degree, they're this to the Assault Destroyers from Red Alert 3, as they have two different modes, an offensive mode where they attack, and a defensive move where they absorb enemy fire. They also even use modified voice clips of the aformentioned unit.
  • Ret-Gone: Its neutron cannon has the ability to erase any unit targeted by it from this time and space.
  • Stone Wall: When the Negation Shield is deployed, the Siren Frigate cannot attack, but will tank any kind of attack by the enemies, no matter how powerful.

Enterprise Aircraft Carrier


  • Drone Deployer: The Aircraft Carrier doesn't attack by itself and serves as a platform for Hornet drones to bombard enemy units from afar.
  • Siege Engines: Packing several UAV capable of delivering their payload over huge distances with deadly accuracy, the Aircraft Carrier is capable of leveling any enemy base to the ground with ease.
  • Units Not to Scale: It's far, far smaller than real aircraft carriers.

Trident Battleship


    United States Units 

Riot Trooper


  • Cool Boat: They carry inflatable rafts that enable them to cross bodies of water.
  • Crippling Overspecialization: Riot Troopers are superb against infantry and garrisoned buildings but against everything else, they are basically useless.
  • Luckily, My Shield Will Protect Me: Their riot shields make them very durable for infantry, and especially resistant to bullets and radiation weapons. When taking damage, they can also hold the shield to take less damage.
  • Mythology Gag: They're based off of the Peacekeepers from Red Alert 3, and even wield shotguns and riot shields just like they do.
  • No-Sell: They are immune to dog attacks.
  • One-Hit Kill: Each flashbang grenade used by Riot Troopers instantly kills one of the occupants if used on a garrisoned building. The Riot Trooper is the only unit that can kill garrisoned infantry from afar.
  • Shotguns Are Just Better: Their riot guns (which are basically shotguns) are some of the most powerful anti-infantry weapons in the game, and have more range than the machine guns wielded by GIs and Navy SEALs.
  • Splash Damage: Their riot guns deal area damage, groups of infantry will be killed very quickly. They perform even better than Navy SEALs in this role.

Stryker IFV


  • Anti-Air: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Awesome Personnel Carrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's specialty and it can even gain weapons from troops of other factions.
  • Fragile Speedster: Faster than the Archon AMV but more fragile.
  • Jack of All Stats: The adaptation system allows the IFV to quickly be equipped to handle almost any problem efficiently.
  • Mook Medic: When carrying an Engineer or Medic, it can repair other vehicles.

Bulldog Light Tank


  • Closest Thing We Got: The Bulldog technically isn't an MBT; it's a light tank meant to be used for scouting and screening duties. However, with the USA getting hit from all sides they were forced to put the Bulldog into the MBT role since it could be deployed faster than the Abrams.
  • Damage-Increasing Debuff: The Bulldog's target painter decreases the target's armor by 10%.
  • Dual Mode Unit: The Bulldog can toggle between two weapons: a cannon and a target painter which causes foes to take more damage.
  • Fragile Speedster: The fastest and most lightly armored Allied MBT.
  • Superior Successor: Of the Light Tank used by the Allies in the Second Great War (Red Alert 1). The most distinguishing upgrade is its target painter which did not impair its great speed.

Airborne Humvee


  • Demoted to Extra: In the story. The Humvee was originally the premier anti-infantry vehicle for the United States (in the game, it is available to the Allies in place of the Robot Tank in the Act 1 campaign). The Robot Tank later replaced it in this role, but it still sees use as part of a Bloodhounds airdrop.
  • Overshadowed by Awesome: Why it ends up getting replaced by the Robot Tank as the Allied anti-infantry vehicle in Act II. While the Humvee is cheap, fast and effective against infantry, the Robot Tank also shares those qualities, while also being amphibious, immune to mind control and poison, and capable to detect disguised and cloaked enemies.

Warhawk


  • Cool Plane: The Warhawk is a fast helicopter armed with a heavy "Nova" laser cannon and "Uranus" missiles for dealing against all ground targets effectively. Additionnaly, it carries special first aid equipment which heals all friendly flying infantry (like Rocketeers and Norio) around them.
  • Combat Medic: The Warhawk slowly heals all friendly flying infantry in its vicinity.
  • Fragile Speedster: A fast helicopter, very well armed but it will not last long under heavy fire.
  • Macross Missile Massacre: After firing several salvos from its "Nova" laser cannon, the Warhawk will fires a volley of "Uranus" missiles at an area.
  • Ray Gun: The Warhawk is outfitted with a heavy laser cannon to light infantry ablaze and slice through tank armour.

Stormchild


Athena Cannon


  • Kill Sat: It connects to the Mercury Satellite to coordinate orbital laser strikes.
  • Siege Engines: Serves this role for the USA due to its long range and effectiveness against structures.

Abrams Tank


  • Boring, but Practical: The Abrams, the cheapest and least flashy tier 3 monster tank in the game, is little more than a bigger version of the MBT, is armed with relatively conventional weapons and does not have any special abilities whatsoever. And yet its cheap cost and effectiveness against all ground targets makes the Abrams consistently rank among the most useful monster tanks in the game, and it's often joked that when the only thing you'll need to do after reaching tier 3 as the USA is to click on the Abrams button as much as possible. There's actually a reason for this: The Abrams is supposed to be America's front-line tank, and was designed specifically to counter Soviet armor. However, the Tank's high performance means that it requires a substantial amount of logistics in order to be built/deployed. This wasn't seen as a problem since it was generally assumed by US planners that they'd be fighting overseas, so they could rely on the existing Sea/Air transport capability instead of the "Mobile Base" concept that the Soviets preferred. When the Reds actually managed to invade the mainland, The USA's fleet of Abrams were scattered across the country and took too long to set up by the "MCV" system, thus the Bulldog was set up on a hurry as the American MBT.
  • Jack of All Stats: Abrams Tanks are capable of dealing equally efficiently with infantry, tanks and buildings. They are not particularly good against them compared to other Tier 3 tanks, but it also gives the Abrams the ability to deal with anything that is not in the air with enough numbers.
  • Patriotic Fervor: Of the American-exclusive units, the crew of the Abrams tank is far by the most patriotic when it comes for their love towards their homeland. They believe that American firepower is all it needs to maintain peace, and doesn't believe in non-lethal solutions to achieve said peace.
    "Show them stars, so we can earn stripes."
    "Let freedom ring!"
  • Ray Gun: All Abrams models have been outfitted with dual 'Saturn' laser weapons, effective against almost all infantry.
  • Violence is the Only Option: They wholly believe that violence can solve all sort of problems, and dismiss anything that involves pacifistic means.
    "When words fail, I step in."
    "I don't believe in non-lethal force."

Aeroblaze


  • Anti-Air: A mobile anti-aircraft gun.
  • Crippling Overspecialization: The Aeroblaze has to keep its guns trained skyward to keep the advanced tracking systems from malfunctioning, making it vulnerable to everything on land.
  • Dual Mode Unit: The Aeroblaze has two modes for its AA lasers : a rapid-fire dual AA lasers and a longer range single AA laser with slower fire rate.
  • Ray Gun: The Aeroblaze is armed with AA laser cannons.

    Euro Alliance Units 

Sniper


  • Adaptational Wimp: They have been heavily nerfed, with reduced range and rate of fire (unless they're deployed), being raised to a tier 3 unit to accommodate their reintroduction to skirmish games in version 3.3. On a minor case, they can no longer damage vehicles or structures, whereas they at least could deal Scratch Damage in the base game.
  • Crippling Overspecialization: They can one-shot most infantry, but they'll be dead if you send in vehicles or air units.
  • Dual Mode Unit: Snipers can deploy sandbags around them to increase range and fire rate in exchange for mobility.
  • Long-Range Fighter: They can fire from very far but once you get close to them there isn't much that they can do.
  • One-Hit Kill: They can one-shot almost every infantry unit.
  • Sniper Rifle: Their weapon is a sniper rifle.

Archon AMC


  • Anti-Air: It comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Awesome Personnel Carrier: It can only carry one infantry unit... but on the other hand its weapon changes to match that unit's and it can even gain weapons from troops of other factions.
  • Drinking on Duty: A Dummied Out line has the driver ask for wine... and then realize he's talking to his commander and wise up.
  • Jack of All Stats: The adaptation system allows the Archon to quickly be equipped to handle almost any problem efficiently.
  • Mook Medic: When carrying an Engineer or Medic, it can repair other vehicles.

Cavalier Medium Tank


  • Adaptational Name Change: It was changed from Grizzly to Cavalier.
  • Gathering Steam: The Cavalier attacks faster the more time it engages on the same target.
  • Jack of All Stats: The Cavalier is by far the most 'basic' of all basic MBTs, its stats are in the middle and it doesn't have any distinguishing feature outside of its wind-up system.
  • Superior Successor: Of the old Medium Tank used by the Allies in the Second Great War (Red Alert 1). Despite being very similar to the old tank, even using the same 105mm cannon, it is faster and having a "wind-up" system which increase the tank's rate of fire.

Mirage Tank


  • Adaptational Wimp: The Mirage Tank is far less effective against infantry compared to the vanilla game, leaving it in a specialized anti-tank role.
  • Fixed Forward-Facing Weapon: The Mirage Tank has no turret and must turn the whole vehicle in order to engage a target. This can be a problem if the unit is immobilized by a PsiCorps Magnetron as it cannot turn to fire.
  • Interface Screw: They don't appear in enemy radars. Also, even if you know where a camouflaged Mirage Tree is, it can only be attacked with the focus-fire order, unless it is revealed.
  • Mobile Shrubbery: If you don't actually catch a Mirage Tank in the act of moving, the only tell is that there are suddenly trees here that maybe aren't supposed to be here.
  • Nobody Here but Us Statues: The Mirage Tank has the ability to disguise itself as a tree when not moving, and even says the line word-for-word sometimes.
  • Pungeon Master: Courtesy of using the same quotes from the vanilla game, the radio operator has a habit of making tree-related puns.

Harrier


  • Armor-Piercing Attack: When a missile hits an enemy, a large hole is blasted into the tank, exposing vulnerable systems for a short time.
  • Crippling Overspecialization: The Harrier is a very useful aircraft to use to soften armor battalions thanks to its decent damage against vehicles and the Damage-Increasing Debuff it causes. Infantry or structures, on the other hand, are better dealt with other aircraft.
  • Damage-Increasing Debuff: A Harrier's missile temporarily decreases the target's armor by 40% for the next hit.

Prism Tank


  • Anti-Structure: Their specialty. A blob of them spells certain doom even for a heavily defended building as long as their aren't any units alongside the base defenses.
  • Glass Cannon: The prism refractor can quickly demolish structures, but the 'tank' itself has paper-thin armour.
  • Long-Range Fighter: Prism Tanks can outrange most base defences, but are weak in a direct fight with their slow rate of fire and weak armour.
  • Ray Gun: A mobile version of the Prism Tower.
  • Reflecting Laser: The beams fired by Prism Tanks can refract off the primary target onto others.
  • Siege Engines: For the Euro Alliance, their Prism beams can hit targets at long range.
  • Tanks, but No Tanks: The Prism Tank is less of a tank and more of an artillery unit, being too lightly armoured to survive on the front line and more suited to attacking bases from afar.

Charon Tank


  • Art Evolution: The predecessor to the Charon Tank is the Chrono Prison, a high-level Allied vehicle originally cut from the vanilla game but was reintroduced to Mental Omega 2.0. In version 3.0, it received a complete redesign alongside a name change to Charon Tank.
  • Awesome, but Impractical: It can kill nearly every unit in the game in one hit, excluding epic units, but it suffers from a lengthy reload time, and an inability to target buildings or flying units, and it's also hampered further by being one of the slowest units in the Allies arsenal. This is mitigated somewhat by it's great durability and ability to hold it's fire, but it's still weak to masses of cheap, easily spammable units like Conscripts, and needs to be escorted by units capable of handling them, and even, it's usefulness is hampered to it being best against other "monster tanks" like the Nuwa Cannon or the Tesla Cruiser.
  • Crippling Overspecialization: The Charon Tank is almost unbeatable in one-on-one situations against ground units, but it's incapable of targeting buildings or flying units.
  • Difficult, but Awesome: They can instantly kill nearly every ground unit in the game short of the Epic Units, ranging from something as lowly as a Conscript to a heavyweight like an Apocalypse Tank, but they require use of micromanagement thanks to them having an incredibly long reload time, which is alleviated somewhat by it's extreme durability.
  • The Dreaded: Soldiers and tank pilots find the prospect of being flung into a completely different dimension a far more terrifying fate than mere death.
  • Dual Mode Unit: Has a "hold fire" mode that prevents the Charon Tank from automatically targeting units.
  • Fate Worse than Death: This is why the Charon Tank is so feared in-universe. Being flung in another universe is understandably seen as terrifying.
  • Mighty Glacier: The Charon is the slowest Allied vehicle (tied with the Battle Tortoise), more durable than many Soviet vehicles, and its weapon, though able to One-Hit Kill anything else, has a very long cooldown.
  • One-Hit Kill: It's neutron cannon can kill any enemy surface unit, sans any Epic Unit, as well as grounded aircraft as well in one hit.
  • Ret-Gone: The Charon's neutron cannon has the ability to instantly erase any unit targeted by it from this time and space.
  • Some Dexterity Required: Charons require a certain degree of micromanagement to use correctly since they tend to be a little eager to fire on any enemy that gets into their sight, even if it's already being erased by another Charon. Good micromanagement can be the difference between your six Charons all wasting their weapon on a lone Spook or correctly erasing the six big fat Masterminds or Scavengers.

Thor Gunship


  • Anti-Air: Can take out aircraft very easily with guided lightning bolts.
  • Anti-Infantry: Same for infantry squads.
  • Badass Boast: Several of its quotes.
    "I cannot die! "
    "Punish these mortals!"
    "The God of Thunder! "
  • Double-Edged Buff: The Thor Gunships' pilots have the authority to order Allied ground troops to assume defensive positions increasing their defensive stats but decreasing their movement.
  • Large Ham: He only has one volume: shouting.
  • Lightning Gun: The Thor's on-board miniaturised weather control device can create lightning bolts out of thin air.
  • Mighty Glacier: The single most powerful aerial unit that the Euro Alliance has, and also the most durable and slowest.
  • Splash Damage: Their bolts do area damage, this is why Thors are so effective against grouped infantry squads and air units.
  • Weather-Control Machine: The Thor Gunship's Mjölnir Beacon generates storm clouds and lightning strikes.

Paladin Tank Hunter


  • Adaptational Badass: The unit it's based on (and the unit it originally was named after, until it got a name change in Patch 3.3.5), the Tank Destroyer, was an incredibly one-dimensional unit in Yuri's Revenge, dealing great damage against vehicles but being completely useless against everything else. The Paladin Tank Hunter does away with practically every shortcoming the Tank Destroyer had, by virtue of stronger armor, a stronger cannon, a rotating turret, and a missile pod to heavily damage the few units the cannon is ineffective against.
  • Macross Missile Massacre: After a few attacks with its main cannon, the Tank Hunter will fire a barrage of missiles that are interestingly more powerful than the main cannon - even heavyweights that can easily tank the main cannon, like the Nuwa Cannon, will be quickly destroyed by the missile barrage.
  • Non-Indicative Name: It's a Tank Destroyer, but it's actually good against all ground units, not just tanks.

    Pacific Front Units 

Suppressor


  • Combat Medic: A very unusual kind: the Suppressor's Negation Field is capable of reverting the destructive nature of every projectile to the point attacking would simply heal the enemy - with reversed result for any repairing or healing tools.
  • Hover Board: Their hoverboards allow Suppressors to fight on both land and water.
  • Power Floats: Suppressors ride on personal hovercraft that allow them to float over water.
  • Stone Wall: Suppressors are very durable for infantry, but can't deal any damage whatsoever.
  • Support Party Member: Weakens enemy units allowing other friendly units to take them out more easily.

Tsurugi Powersuit


  • Anti-Air: By default it comes equipped with standard light anti-armour missiles capable of accurately taking down enemy aircraft.
  • Expy: Of ED-209.
  • Gameplay and Story Segregation: Zigzags this trope. In the fluff it's mentioned that originally it was supposed to be AI-controlled, but after accidentally killing a businessman during a demonstration it was redesigned to use a human pilot. However they still work fine even when not carrying any unit. In earlier versions it was planned to have them require an infantry unit to function, but due to engine limitations, this is only the case for the single Tsurugi in The Gardener (Allied 10).
  • Jack of All Stats: The adaptation system allows the Tsurugi to quickly be equipped to handle almost any problem efficiently. This is also the case in comparison with the other Allies' equivalents; the Tsurugi has middling health and speed compared to the Stryker or Archon, striking a balance between the two. Instead it's completey resistant to hazards, and has the highest pilot survivability rate when destroyed.
  • Mini-Mecha: The Tsurugi is a small walker with a cockpit for a soldier to occupy.
  • No-Sell: The Tsurugi is completely impervious to environmental hazards such as radiation and toxins, effectively acting as a Hazmat Suit.

Kappa Hover Tank


  • Art Evolution: The Kappa received a new voxel from 3.0 to 3.3 to reflect its speed buff and HP nerf.
  • Hover Tank: The Kappa can traverse any body of water with ease, allowing it to attack unsuspecting enemies from almost any direction. Combined with the above Robot Tank, they form a formidable amphibious force.

Zephyr Artillery


  • Arbitrary Weapon Range: Zephyrs have a rather large minimum range and require cover from tougher units like Kappa Tanks, Blizzard Tanks and Battle Tortoises.
  • Glass Cannon: Though a formidable foe at long range, the Zephyr is lightly armoured in order to incorporate the needed targeting mechanisms.
  • Long-Range Fighter: They outrange most other units and base defences, and the Zephyrobot support power allows them to temporarily fire at anything on the map, but due to their minimum range they're weak in a direct fight.
  • Siege Engines: Even though they mostly serve in a dedicated anti-tank role, they can function as this in a pinch.

Black Eagle


  • Fragile Speedster: Standard for all jet aircraft in Command & Conquer. They are the fastest unit in the game, but can't take a hit.
  • Jack of All Stats: The Black Eagle has above-average durability for a plane and is effective against all ground units, something all the other Allied aircraft units cannot boast, giving the Pacific Front a very versatile plane to target whatever they need to take out. On the other hand, it's not as fast or stealthy as the Stormchild, does not reduce the target's armor like the Harrier, is less damaging towards vehicles than the Lionheart, and cannot take out structures with the effectiveness of the Barracuda.
  • Kill It with Ice: With its devastating cryo-missiles, the Black Eagle is capable of taking out several targets at once in a single hit.

Hailstorm


  • Kill It with Ice: The Hailstorm makes use of a bomber aircraft that unleashes several payloads of high-yield cryogenic substances, turning buildings into brittle constructs which easily collapse under their own weight.
  • Siege Engines: Launches an aircraft which fires cryo projectiles at its target from long range.

Blizzard Tank


  • Anti-Air: Serves as the Pacific Front's tier 3 AA unit.
  • Anti-Infantry: Its Thermal Inversion cannon is very effective against infantry.
  • Freeze Ray: The Blizzard Tank's unique Thermal Inversion cannon can cool sub-atomic particles to temperatures which make movement almost impossible.
  • Kill It with Ice: The Blizzard Tank's cannon's effectiveness has been amplified to such a level that any organic material is instantly destroyed and armour reduced to fragile layers of ice under the stress of the absolute zero temperatures.

Battle Tortoise


  • Achilles' Heel: Mind control. A fully-kitted Tortoise (with Guardian GIs and SEALs) can cost somewhere around 4000 credits, but for that hefty cost they're still vulnerable to mind control. Beware of Adepts and Masterminds!
  • Awesome Personnel Carrier: The Battle Tortoise is a tough-as-nails IFV that can carry up to four infantry units, who can fire their weapons from inside.
  • Car Fu: Its size makes it one of the few vehicles that can crush other vehicles.
  • Master of All: In addition to its machine gun and missile launcher, the Battle Tortoise is capable of carrying several infantrymen and allowing them to fire from its many operable gun ports. Properly kitted with the correct soldiers, the Tortoise can be adapted against any kind of enemies.
  • Mighty Glacier: Due to the heavy layers of armour, the Battle Tortoise is not only capable of soaking up tons of damage, it can also simply crush smaller vehicles with its weight. Of course, the Tortoise has its drawbacks; the immense weight of the vehicle makes it quite cumbersome.
  • Race Lift: The Battle Tortoise lost its Scottish accent from the original game and traded it for a Japanese one, due to being a unit exclusive to the Pacific Front, who are based mostly in Eastern Asia as well as Oceania.

    Stolen Tech Units 

Quickshifter


  • Awesome Personnel Carrier: It is a vehicle that can chronoshift across the battlefield, fire volleys of missiles and carry soldiers.
  • Fragile Speedster: Teleportation aside, due to their paper-thin armour, Quickshifters will melt if the enemy focuses on them.
  • Macross Missile Massacre: Quickshifters can quickly fire volleys of missiles at enemy ground and air units alike.
  • Teleportation: Their only form of movement aside from them rolling out of War Factories.

Lionheart


  • EMP: The Lionheart's bombs induce EMP on all vehicles that they hit, immobilizing them for quite a long time and rendering them vulnerable to enemy attacks.

Chrono Prison


  • Awesome, but Impractical: The Chrono Prison, though fun to troll the AI with, isn't of much use in a serious match versus humans. Despite being a stolen tech unit from Epsilon, it does not counter Epsilon in any way outside of being immune to mind control: the Prison steals enemy vehicles with a long cooldown and cannot hurt infantry outside of crushing them, while Epsilon is an infantry-heavy, numerically-superior faction. Stealing a miner, Colossus or Scavenger is certainly useful but it's just that: HQ Stalkers laugh at Chrono Prisons, and Scorpion Cell wouldn't even care if you steal one single vehicle in their Mantis/Gatling/Oxidizer/Tyrant blob; PsiCorps is the only Epsilon subfaction that needs to care due to their ability to steal Masterminds. They are only less impractical if the Epsilon player is allied with the Soviets or Haihead, who actually have useful non-stolen tech vehicles that are vulnerable to Chrono Prisons.
  • Brainwashed: The Chrono Prison's weapon abducts a unit and imprisons it into a dimension to be brainwashed and ready to fight for your side.
  • Pocket Dimension: The Chrono Prison is home to a 'personal warp space' where time flows differently.

Future Tank Alpha


  • Attack Drone: A completely robotic and autonomous tank.
  • Dual Mode Unit: The Future Tank Alpha can switch between two weapon modes: lasers and grenades, or particle colliders.
  • Grenade Launcher: Future Tanks use these to launch HE grenades.
  • Mighty Glacier: It's even slower and more heavily armoured than its predecessor, the X-0.
  • Phlebotinum-Proof Robot: Like all robots, the Future Tank cannot be mind controlled.

    Campaign Units 

Longbow


  • Break Out the Museum Piece: The Longbow is a unit from the first Red Alert that has long become outdated and is still only deployed onto the battlefield in a few campaign missions.
    Rashidi: They're getting desperate deploying these relics, but the river is ours.

Stratofortress

The B-52 serves as a strategic bomber for the United States during the Battle of Chicago (Allied Mission 04). In-universe, it is eventually succeeded by the Harbinger.
  • Assist Character: The Stratofortress is not directly controllable by its commander; after being called to the battlefield via support power, it will bombard the targeted point, then leaves when it runs out of ammo.
  • Bombardier Mook: The Stratofortress can only drop bombs on targets directly underneath it.

Robo Tengu


  • Mythology Gag: They are clearly inspired on the Empire of the Rising Sun's Mecha Tengus from Red Alert 3, although they lack the ability to transform into a fighter jet, or the ability to cross water.
  • True Sight: Can detect disguised units.

Future Tank X-0


Shin Tsurugi Decimator


  • One-Man Army: It's very slow, but its weapons can deal with all kinds of enemies (including the Suppressor's Negation Field to provide some healing capabilities) and, when repaired by the Chinese forces in Digital Demon, it can take out several units before going down if the player isn't careful.
  • One-Shot Character: The only two Shin Tsurugi Decimators appear in the Special Ops mission Digital Demon, and are both destroyed there. As the blueprints were lost, they were never put into production.
  • Tactical Superweapon Unit: It was intended to be the Pacific Front's epic unit, but only one managed to become fully operational.

Paradox Engine


  • Achilles' Heel: The Paradox Engine is powered by a battery that is vulnerable to power interruptions while charging. While the Allies had the foresight to build a spare battery to keep it continuously operational, said spare battery was destroyed by Epsilon army just before the Allies discovered the Epsilon HQ in Antarctica.
  • Bigger on the Inside: Implied. The Paradox Engine can house a lot of soldiers, tanks and even its own Chronosphere - more than its size would suggest. It is eventually revealed that the Paradox Engine houses its own Pocket Dimension to be able to carry so many weapons and units.
  • Cutscene Power to the Max: Downplayed. While most campaign depicted its Time Freeze ability to last long enough to wipe out entire armies off the map, in the missions where the player can manually activate Time Freeze, it only lasts 2 minutes. Though there is a possible handwave to explain this the Allies had only one battery by that point, so it may have been a deliberate attempt to conserve power. This could also explain why there is a delay between uses, as the machine was presumably not designed to be switched on-and-off like a flashlight.
  • Establishing Character Moment: The moment it is activated in Godsend, it quickly freezes time and wipes out the entire Epsilon attack force, including the Irkalla, and then disappears without trace.
  • Final Boss: Of the Epsilon Campaign, more directly than the Allied Commander, since it's the most significant threat to the Mental Omega Device present by the war's end, able to sabotage the device's activation via the Time Freeze and serving as the remaining Allies' mobile headquarters. If Yuri's Mental Omega is to succeed, the Paradox Engine needs to be destroyed.
  • Flying Brick: For a flying unit, the Engine is extremely durable, being perhaps the toughest unit in the whole game.
  • Godzilla Threshold: Zig-zagged. Despite not causing an apocalyptic scenario, it's the only machine of its kind due to just how absurdly expensive in both materials and time that was required to create it and due to its IMMENSE advantage of temporarily freezing time completely for some time, leaving all non-friendly units completely helpless, it take a hefty amount of time to use the ability again after the effect expires and needs to recharge its core ability once again. When the battery is completely exhausted though, it's practically helpless as it requires landing to replace it, and that by itself is no small task due to just how large said battery is. As such, until it was at risk of being destroyed, the Allied Forces chose to keep it hidden until it was absolutely necessary to use it.
  • Hopeless Boss Fight: In Unthinkable (Epsilon 22) when it shows up. You will need to face off against it to protect the Old Chronosphere and Yuri in the final couple of minutes of the countdown, but thanks to its massively boosted health and wealth of escorts you're not going to be able to beat the Paradox Engine before it activates the Time Freeze and wipes out your base. Even managing to bring it down to critical health just prompts it to use the Time Freeze immediately, beating you anyway.
  • Not the Intended Use: During Insomina the Allies discover that they can activate the Time Circuits for short periods allowing them to squeeze more uses out of it without draining the batteries. However, since the machine was never designed to be switched on-and-off like a flashlight, there's a fair amount of cooldown between each use. Furthermore this rapid power fluctuation wasn't great for the ship's systems, and by the next mission (Withershins) the ship has to be shut down again not only to recharge, but also to repair the damage
  • One-Man Army: Its prism refractors can make short work on ground units and its built-in Chronosphere can teleport large amount of units. And that's saying nothing about its Time Freeze ability.
  • Ray Gun: The Paradox Engine is armed with three pairs of prism refractors.
  • Shout-Out: Two of them to characters of the Command & Conquer series in its quotes.
    "Are you picking this up? Good." (quote from General Sheppard)
    "TIME IS ON OUR SIDE." (quote from Premier Cherdenko)
  • Tactical Superweapon Unit: The Paradox Engine is more than just a one-of-a-kind and very powerful aircraft; for the Allies, it's a trump card to turn the tide of the conflict against the Soviets and Epsilon, and plays a central role in many late Act II Allied missions.
  • Time Stands Still: It is able to somehow freeze time.
    "TIME IS ON OUR SIDE."
  • Title Drop: Thanks to its new voiceset added with version 3.3.5, it gives one of the series in its quotes, but not completely directly.
    "Command, and we shall conquer."
  • Walking Spoiler: Sufficient to say it's not possible to reveal much about the Paradox Engine without veering into spoiler territory.
  • Worf Had the Flu: Gets heavily damaged and rendered inoperable by Libra in Hamartia to showcase on how truly powerful Yuri's apple of the eye is. However, its weapons systems were already sabotaged beforehand enabling Libra to easily pummel it. Had the weapon systems been operational it would've certainly been a different story, especially given that Babel (a Perspective Flip of the same battle with the player as the Epsilon Proselyte instead) shows it being able to kill Libra in just two shots with the Prism Cannons active.

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