Command & Conquer: Red Alert 3 – Allied Units

ra3

 

faction_allies

As in previous titles, the Allied forces make use of high-tech weaponry. They maintain air dominance, and compensate the high cost and low variety of heavy vehicles and ships with great support units that can disable enemy units from firing or even moving. Their support powers allow them to quickly turn the tide of the battle.

 

Infantry

a_attack_dogAttack Dog
Cost:
$200 | Prerequisites: none
Secondary ability:
Amplified Bark
Specially trained German Shepherds, Attack Dogs excel in sniffing out ambushes during field recon, guarding important locations, and light combat. Allied sonic technologies have amplified their bark to stun enemy soldiers. Additionally, they are able to swim.

a_peacekeeperPeacekeeper
Cost:
$200 | Prerequisites: none
Secondary ability:
Shotgun/Riot Shield weapon switch
The front-line soldiers of the Allied military, Peacekeepers are equipped for defensive postures first, but don’t lack for aggressive moves. Their combination of shotguns and riot shields often prove decisive in combat. Their Riot Shields are able to clear garrisoned buildings, but slow them down considerably.

a_engineerEngineer
Cost:
$500 | Prerequisites: none
Secondary ability:
Pack/Unpack First Aid Tent switch
Engineers look unarmed, but their briefcase are full of gadgets perfect for fixing or commandeering various technologies, and building medic tents to triage wounded troops. Top Engineers can take over an enemy factory single handedly in seconds, but they rarely get far without armed escort. When traversing water, the Engineer uses a jet ski.

a_javelin_soldierJavelin Soldier
Cost:
$300 | Prerequisites: none
Secondary ability:
Laser Lock switch
Heavy support troopers operating Specially designed missile systems good for surface to air and anti-vehicle use. Devastating as their weapons are, Javelin Soldiers can “paint” enemy targets for even more damage, but which causes a delay before firing.

a_spySpy
Cost:
$1000 | Prerequisites: Heightened Clearance
Secondary ability:
Bribe
The Spy is tuxedo-clad master of disguise, able to camouflage himself as any enemy infantry unit and infiltrate their bases of operations with ease. Spies go into the field unarmed, but their abilities to steal enemy intel, sabotage bases and bribe enemy troops into changing sides are invaluable. Scout units (War Bears, Attack Dogs, Burst Drones) can detect them. They are able to swim.

a_tanyaTanya Adams
Cost:
$2000 | Prerequisites: Maximum Clearance
Secondary ability:
Time Belt
When it absolutely, positively has to be destroyed, the Allies send Tanya. Her liberal use of machine pistols and C4 explosives makes her more than match for nearly any opponent. Tanya also has a time belt that allows her to jump back 10 seconds in time… in case of accidents. Additionally, she is able to swim.
Note: Only one Tanya can be trained at a time per player.

 

 

Vehicles

a_prospectorProspector
Cost:
$1000 | Prerequisites: Ore Refinery
Secondary ability:
Unpack into Command Hub
This unassuming, unarmed workhorse keeps the Allied forces functional. Prospectors endlessly gather ore and deliver it for processing. They can also deploy into a self-sufficient outpost for base expansion. When a Prospector is deployed into a Command Hub, it cannot be packed back into its mobile form. They are amphibious, and can be produced from the Armour Facility, the Seaport, and the Ore Refinery.

a_riptide_acvRiptide Amphibious Combat Vehicle (ACV)
Cost:
$750 | Prerequisites: none
Secondary ability:
Load/Evacuate Passengers
A small and manoeuvrable hovercraft good for troop transport and fire support, thanks to a mounted machine gun and dual torpedo tubes. They are amphibious, and can be produced from both the Armour Facility and the Seaport.

a_multigunner_ifvMultigunner Infantry Fighting Vehicle (IFV)
Cost:
$800 | Prerequisites: none
Secondary ability:
Load/Evacuate Passengers
The Multigunner IFV is a robust armoured car featuring variable weaponry, its standard rocket launcher adapts to whatever weaponry its passengers are carrying.

a_guardian_tankMBT-X8 Guardian Tank
Cost:
$950 | Prerequisites: Heightened Clearance
Secondary ability:
Smoothbore Cannon/Target Painter switch
The backbone of Allied armoured units. If its 90mm cannon can’t solve a problem, the Guardian can easily designate targets targets for bigger Allied weapon platforms to obliterate.

a_mirage_tankMirage Tank
Cost:
$1600 | Prerequisites: Maximum Clearance
Secondary ability:
Strike Mode/Gap Generator switch
A scalpel to the Guardian’s club, the Mirage is a stealth-active tank sporting a spectrum-dispersion cannon that boils metal. Its active camouflage can be redirected to hide nearby forces.

a_athena_cannonAthena Cannon
Cost:
$1400 | Prerequisites: Maximum Clearance
Secondary ability:
Aegis Shield
Linking to orbital laser satellites, the Athena can paint targets and rain down fire to spectacular and devastating effects. The satellites can also temporarily shield the Athena from attack.

a_mcvMobile Construction Vehicle (MCV)
Cost:
$5000 | Prerequisites: none
Secondary ability:
Unpack into Construction Yard
Tough, amphibious and versatile, the MCV is vital to setting up forward bases, gathering resources, manufacturing support craft and training Allied forces. Protecting their MCV is always a commanders highest priority. It is amphibious and can be produced from both the Armour Facility and the Seaport.

 

 

Aircraft

a_vindicatorVindicator
Cost:
$1200 | Prerequisites: none
Secondary ability:
Return to Airbase
Medium-range bombers specializing in tactical strikes on ground forces using two laser guided bombs.

a_apollo_fighterF-11X Apollo Fighter
Cost:
$1000 | Prerequisites: none
Secondary ability:
Return to Airbase
A superior air-to-air fighter armed with beam weaponry, Mach-3 capabilities, and piloted by the best hotshots in the Allied nations. Once an Apollo Fighter depletes its ammo, it must return to an Airfield. If one is not present at the time, the Apollo Fighter will slowly lose health until either an Airbase is built or the Apollo Fighter crashes.

a_cyrocopterCryocopter
Cost:
$1600 | Prerequisites: Heightened Clearance
Secondary ability:
S.H.R.I.N.K. Beam
An experimental light helicopter armed with the latest in non-lethal weaponry: a freeze ray as its primary option, a highly impressive S.H.R.I.N.K. beam for special occasions.

a_century_bomberB2-X Century Bomber
Cost:
$2000 | Prerequisites: Maximum Clearance
Secondary ability:
Load/Paradrop Passengers
Made in the USA, these sturdy planes can carpet-bomb fortified enemy compounds into dust, then deploy paratroopers to mop up.

 

 

Ships

a_dolphinDolphin
Cost:
$750 | Prerequisites: none
Secondary ability:
Jump
Trained, weaponized dolphins capable of scouting enemy fleets or engaging them with anti-ship sonic disruptors. They are able to jump great distances to quickly enter or leave battles.

a_hydrofoilHydrofoil
Cost:
$900 | Prerequisites: none
Secondary ability:
Chain Gun/Weapon Jammer weapon switch
A light skiff made for surveillance and anti-air defence but carrying two nasty stings: a 20mm Icarus cannon and weapon jamming system.

a_assault_destroyerAssault Destroyer
Cost:
$1500 | Prerequisites: Heightened Clearance
Secondary ability:
Main Cannon/Black Hole Armour switch
The Allies’ fearsome amphibious warship, featuring a powerful gauss cannon, depth charges, and magnetic armour for drawing fire away from unprotected friendlies.

a_aircraft_carrierAircraft Carrier
Cost:
$2000 | Prerequisites: Maximum Clearance
Secondary ability:
Blackout Missile
A floating fortress capable of deploying squadrons of short range Sky Knight fighter drones and devastating Blackout missiles that fry all electronics in the blast radius.

 

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