GAMES: Command & Conquer Red Alert 3: Uprising – Allied Units

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faction_allies

With the additions in Uprising, the Allies gain considerable firepower that they lacked in the base game. All of their additions may be high-tier and expensive, but they are more efficient than their earlier equivalents, marking the end of their days with weak ground units. Their air dominance has been expanded further with a massive gunship, just to be sure all enemies die when they kill them.

 

New units

a_cryo_legionnaireCryo Legionnaire
Cost:
$1500 | Prerequisites: Heightened Clearance, Defence Bureau
Secondary ability:
Boost Kick
Specialists armed with the Allies’ unique cryo technology, Cryo Legionnaires arc their freeze rays to immobilize multiple enemies, then use their cryo-propulsion packs to leap up and shatter them on impact, or just leave the battlefield quickly.

a_pacifier_favFTC X-3 Pacifier Field Artillery Vehicle (FAV)
Cost:
$2000 | Prerequisites: Heightened Clearance, Defence Bureau
Secondary ability:
Pack/Unpack Artillery switch
The Pacifier FAV doesn’t move very fast, but twin anti-infantry guns take care of business until it’s ready to deploy into a stationary siege unit, hitting entire areas with artillery barrages. While amphibious, it cannot deploy its artillery weapon over water.

a_future_tank_x1Future Tank X-1
Cost:
$3000 | Prerequisites: Maximum Clearance, Defence Bureau
Secondary ability:
Riot Beam
FutureTech’s crowning achievement is a stone killer sporting neutron scramblers that annihilates the targeted unit and everything around it, and a death ray that more than lives up to the name. The Riot Beam special ability launches a devastating and concentrated attack with far more power than any conventional round.

a_harbinger_gunshipHarbinger Gunship
Cost:
$3600 | Prerequisites: Maximum Clearance, Defence Bureau
Secondary ability:
Chain Gun/Collider Cannon weapon switch
When called into action, the Harbinger Gunship does only two things: circles the designated target and bombards it with artillery shells and an unending stream of bullets until either the Harbinger or the target dies. It can switch back-and-forth between an anti-infantry and an anti-armour/anti-structure weapon, and does not need to return to an Airbase to refill.

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