An expansion/overhaul mod of epic proportions, with entirely rebalanced gameplay, expanded factions, new gametypes, graphical overhauls, and five new factions; stealth-based Confederate Revolutionaries, tower defense-inspired Atomic Kingdom of China, economy-focused Mediterranean Syndicate, DotA-esque Order of the Talon and spammy Electrical Protectorate.

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The skinny on all things Allied in Red Alert 3 Paradox

Posted by open_sketchbook on Jan 15th, 2009



The Allies have lost much since the Third World War. Much of Eastern Europe is held by the Soviets, and the entire Pacific, short Australia and New Zealand, is now controlled by the Japanese. Battered and weary, the Allies have turned in desperation to the universities, research centers and the near-bankrupt remains of Futuretech to craft the next generation of fighting tools, struggling to regain the technological edge it lost when the Empire of the Rising Son entered the war. Though it's massively expanded military force is untested, time will tell if the investments made in weaponizing science will pay off.

At a Glance
Faction Colour : Blue
Gameplay Style : Fast-moving and high-powered, but fragile
Favorite Theater : Air Power
Strengths : Extreme speed, absurd aerial dominance, great support technology
Weaknesses : Wussy in a straight fight, pathetic land compared to other factions

Barricade: Stops vehicles, but not infantry or projectiles.
Wall : Cheaper but weaker, as it is pre-fabricated.
GAP Wall : A warp in the Space-Time continuum, the GAP Wall allows friendly units through, but not enemies. The wall itself is invincible, you must attack the posts to destroy the wall.
Muligunner Turret : Cheaper and quicker build time.
Cyro Tower : Quickly and effectively freezes enemy units for you.
Spectrum Tower : Much the same.

Infantry (Trained at Barracks)

Attack Dog : Unchanged.
Peacekeeper : Unchanged.
Heavy Defender : Armed with a pistol and a deployable machine gun, Heavy Defenders are heavily armed but normally useless in a fight. Deploy with secondary fire, they become powerful turrets, highly effective against infantry. This state also occurs while garrisoned.
Javelin Trooper : Unchanged.
Engineer : Unchanged.
Rifleman : Allied sniper unit. Armed with a heavy rifle, he can call in precision cyrostrikes, which can freeze lighter tanks and slower units, allowing him a one-shot anti-vehicle kill. Stealthed when not moving.
Riot Agent : Non-lethal unit armed with flash-bang and GOOP grenades. Flash-bangs stun infantry like dog barks, GOOP grenades lock vehicles in place.
Rockeeter : A jetpack-equipped soldier with a proton rifle (don't cross the streams!), the Rocketeer can take off and fly in a similar manner to the Rocket Angel, though can run on the ground like an infantryman as well. The Rocketeer is effective against vehicles while on the ground, and air and vehicles in the air.
Tanya : Unchanged.

Spy : Now produced at the Defense Bureau. No change otherwise.

Vehicles (Produced at War Factory)

Riptide APC : Unchanged.
Multigunner IFV : Unchanged, but new units have new functions when inside.
® Heavy Defender : Heavy Anti-Infantry machinegun
® Riot Agent : GOOP grenade launcher.
® Rocketeer : Proton Cannon.
® Rifleman : Sniper cannon.
Pavlov Handler Tank : This specialized little amphibious vehicle utilizes sonic stimulus to boost the effectiveness of nearby Attack Dogs, and is crewed by trained veterinarians that can heal both Attack Dogs and Dolphins. It can also use a low-frequency noise to fool enemy animal scouts and convert them to the Allied cause; though it must carefully regulate the use of this power to prevent the enemy from learning the frequency and employing countermeasures. Though as fast as the dogs it accompanies, the Pavlov is unarmed and unarmoured.
Guardian Tank : The Guardian Tank now has a noticeably longer range.
Icarus AA Gun : Deployable gattling AA gun. Towed on lightly armoured chassis, it deploys into an extremely powerful turret that can easily knock enemy aircraft out of action.
Horizon Artillery Tank : Rapid fire, low caliber artillery cannon on a half-track chassis, the Horizon has little health, but moves fairly quickly and is an effective support weapon against all ground-based targets.
Athena Cannon : The Athena Cannon has an improved lock-on rate, but does drastically less damage to defensive structures as part of the defensive rebalancing.
Mirage Tank : The Mirage Tank now benefits from a longer range and far more damage, but has lost a great deal of resistance to damage; we recommend the Guardian or Assault Destroyer fill the role of Main Battle Tank in it's place.
MCV : Unchanged.

Tech Vehicles (Produced at Tech Workshop)

Particle Expeller : Long-ranged burst shot direct-fire anti-armour artillery. Is amphibious. Toggle to splash damage mode.
Fusion Torchtank : Extremely short ranged, good against all ground units, capable of destroying anything within a second. Toggle mode to slow, sluggish flight.
Barkhausen Projecter : Anti-air microwave. Fires splash damage bursts into the air for a short time, then stops to recharge. Overcharge allows it to fire past the recharge point but takes damage.
Planck Compressor : Toggle between "Red Shift" and "Blue Shift" modes. In Red Shift, units being fired upon by the Compressor are slowed down. In Blue Shift, they are sped up. Units are effected in a radius around the target unit.
Rosen Bridging Tank : Creates a portal that moves the tank and surrounding units to a new location. Armed with a Space Folding gun that causes heavy damage to buildings.
Pion Isospin Array : Kills all enemy infantry in a radius around it, or uses a Disrupt ray to empty garrisoned buildings.

Aircraft (Produced at the Airbase)
Multigunner Copter : A flying version of the Multigunner IFV, pretty much identical to it's ground-based counterpart. Unarmed without a passenger.
Cardinal Transport Copter : A reasonably tough, speedy transport for five infantry, the Cardinal can lock onto enemy units, surface and air with it's laser targeting system, which decreases it's armour in the same manner as the Guardian Tank. This effect stacks with that of the Guardian.
Vindicator : The Vindicator's bomb loadout has been altered significantly, with the new explosives doing heavier damage to vehicles, but much less damage to buildings.
Apollo : The Apollo is now much more mobile in combat, sweeping around the enemy while firing to make itself harder to hit.
Cyro Copter : Unchanged.
Carryall Crane Copter : This large helicopter is capable of carrying a single vehicle of literately any type; the machine is capable of carrying anything up-to and including Aircraft Carriers!
Heisenberg Assault Copter : Aggressive ambush copter that is invincible when moving. Fires missiles that infect enemy units and slowly damage them over time. Secondary fire pulls the Copter into superstring dimensions, which locks it down and gives it a massive defensive boost, while reflecting enemy attacks back at the firer! (it still take damage though)
Century Bomber : When soldiers are placed in the Century, it loses it's bomb-load and must drop them before it can reload. However, it now carries 8 soldiers.

Heavy Aircraft (Produced at the Aeronautics Complex)
Claymoore Drone Missile : One shot drone-guided missile capable of taking out buildings and large numbers of structures, the Claymoore flies slowly and deliberately towards the target, then launches it's Singularity Missile once it gets in range. After firing, the Claymoore gains a speed boost and steath, turning it into a highly effective sentry drone.
Mesofortress : A massive superheavy bomber with a huge load of small, anti-everything proton bombs. Secondary fire launches a pair of parasite drone fighters that can defend it.
Sub-Unit - Lamprey Parasite Fighters : Quick, low damage drones, these miniature fighters swarm enemy fighters and kills them with swarms of "Buzzer" seeking rockets.
Achilles Superiority Fighter : An absurdly expensive but insanely effective air superiority fighter armed with quad spectrum guns, the Achilles will punch anything out of the sky in short order, travels blindingly fast, turns on a dime and can take a fair number of hits.

Sea Units (Produced at the Shipyards)
Dolphin : Unchanged.
Hydrofoil : Unchanged
Assault Lander : A large craft that can carry 3 of any ground vehicle, and crawl onto land. It is armed with a Black Hole gun that draws away a portion of enemy firepower from multiple enemy units while damaging them.
Swan Amphibious Plane : A cross between a strafing attack aircraft and a light boat, the Swan is equipped with a heavy multiple rocket launcher. When in the air it launches them in a constant stream at targets as it closes, while on the sea it fires them all nearly simultaneously over long ranges at enemy targets.
Assault Destroyer : Unchanged.
Subhunter Frigate: A specialized anti-sub torpedo boat. Secondary fire is a depth charge torpedo that slows enemies and forces subs to surface.
Alert Icebreaker : A tough, dependable frigate armed with a heavy Cyro gun and it's armoured prow, the Alert Icebreaker freezes enemy targets, then rams them to finish them off. Targets are not completely frozen by its beam, merely immobilized as it freezes the water. By using its secondary function, one can create walls of ice on the water that will block surface ships.
Aircraft Carrier : Unchanged.

Post comment Comments
Rabboticus Feb 8 2009, 2:49am says:

If there is a new sniper unit that means it would be combine with IFV to make Sniper IFV correct? so what will the spy + ifv combine be?

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Feb 8 2009, 6:47pm replied:

Not exactly sure. Might give it the ability to disguise as a vehicle like the Sudden, or it might bribe enemies. I didn't put anything down because I didn't know yet.

+1 vote   reply to comment
cloakeddk Apr 2 2009, 2:47pm replied:

Idea to the IFV+spy:

Target enemy vehicles: disguise.

Target enemy infantry: Drive up close and shoot a very weak soundproof shot, if disguised it won't blow its own cover, but can actually kill infantry (over a long time) in a base if not seen by a scout!

+1 vote     reply to comment
Kerensky287 May 29 2009, 11:37pm replied:

Doesn't the Spy-FV already have a weapon setup? Like a Golden Gun?

+2 votes     reply to comment
Arcterran Dec 21 2009, 4:59pm replied:

yeah it gets a little sniper laser...practicaly 1-shot one kill against infantry

+1 vote     reply to comment
OverlordTanker Dec 23 2010, 8:35am replied:

in ra3 it had a pistol cannon. same with the turret

+1 vote     reply to comment
Magmafusion Mar 8 2010, 9:28am replied:

it alredy changed into an anti personel vehicle in ra3
(if i remember correctly)

+1 vote     reply to comment
Rabboticus Mar 7 2009, 5:31pm says:

shouldn't the Heavy Defender be tech 2? it seem like it probably would be cause its ability and the pistol should be a uzi :P

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Mar 8 2009, 12:32pm replied:

The heavy defender is basically a mobile light turret. It's great on the defense or garrison, but useless in an infantry rush. It's basically a manspam counter.

+1 vote   reply to comment
8ft_Robot Mar 18 2009, 5:11am says:

Heisenberg Assault Copter : Aggressive ambush copter that is invincible when moving. Fires missiles that infect enemy units and slowly damage them over time. Secondary fire pulls the Copter into superstring dimensions where it recovers health and takes very little damage.

im kinda confused. the Heisenberg is INVINCIBLE while moving? so its vulnerable when it stops or is it supposed to be Invisible?
and the missiles are like the terror drone infections?
and also in superstring mode, it cannot attack, Right?

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Mar 18 2009, 3:41pm replied:

Yes, it is invincible when in motion. To compensate, it cannot fire unless it is standing still. The missiles do no damage, but function much like terror drone infections. It cannot fire in superstring mode.

+1 vote   reply to comment
cloakeddk Mar 26 2009, 4:47pm says:

Is the Cryo Tower capable of hitting air units?

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Mar 26 2009, 11:45pm replied:

More than likely not, but as it seems to be highly requested we'll test it out for balance purposes.

+1 vote   reply to comment
cloakeddk Mar 27 2009, 4:50am replied:

Ok.. I just think that the Allies should have more cryo units as the cryo weapons is their thing :D In Uprising for example i love using multigunner turrets/IFV's with a Cryo Legionnaie inside as they in even a small pack can make short work of especially air targets.. BTW what about the Alert Icebreaker, will that one be capable of hitting air units?

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Mar 27 2009, 5:12pm says:

No. The Alert is pure anti-sea.

+1 vote   reply to comment
cloakeddk Mar 27 2009, 6:15pm replied:

The Alert Icebreakers secondary ability, how will you be able to use it? I've got a cool idea to make the frozen surface as regular ground, making non-amphibious ground units able to cross over the water without the need of transporters.. That would make a great base rush attack :D

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Mar 27 2009, 9:59pm replied:

Well, if I figured that could be done I'd have written it... if it can be done, it totally will!

+2 votes   reply to comment
cloakeddk Mar 28 2009, 5:50am replied:

Hmm, i hope so :D

+1 vote     reply to comment
cloakeddk Apr 2 2009, 2:54pm says:

What is the Achilles Superiority Fighter's secondary ability?

Afterburners like the Apollo?

+1 vote     reply to comment
Kerensky287 Apr 2 2009, 6:35pm replied:

Yep. The ability to have your air units return to refuel is essential, which is why (in general) only helicopters can have secondary abilities.

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Apr 2 2009, 9:06pm replied:

Note that while using said afterburners the Achilles is more or less capable of outrunning bullets.

+1 vote   reply to comment
Admiral_FCS Apr 21 2009, 8:28pm replied:

AKA, ZH Aurora, but the other way around?

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Apr 21 2009, 11:46pm replied:


+1 vote   reply to comment
cloakeddk Apr 7 2009, 6:05pm says:

Will you make Multigunner weapons for the other factions infantry, like if you capture a chinese con yard, make a watchman and puts him into the multigunner, it will gain a spear in front which it plows down enemy infantry with, or the Protectorates Aggressors, if you put a unit (like all 6) into a MG. it will gain 6 tiny machine guns which shoots in every direction??

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Apr 8 2009, 1:24pm replied:

Of course, though I can't promise it'll be those exactly. However, I'm not telling you what they are; half the fun is finding out!

+1 vote   reply to comment
Keanan Apr 11 2009, 5:49pm says:

needs more cyro units!

+1 vote     reply to comment
cloakeddk Apr 15 2009, 5:27am replied:

I agree.. :D

+1 vote     reply to comment
videogmer314 Apr 22 2009, 11:52pm replied:

We want cryo legionnaires!

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Apr 23 2009, 12:18am replied:

Not a chance. In Paradox, the Legionary program was a money-sink that eventually lost Allied backing. Elements of it may have ended up elsewhere...

Honestly, the Alert and Cryotower should more than satisfy your craving for cryo. Their heavy cryoblasters freeze much faster than the cyrobeam on the copter, making it very effective against opponents like the Dreadnought. Early versions of this list had units like the Cryotank, a Cryoteer (flying cryo trooper) and so forth but I cut them for a very important reason; the Cryocopter has a right to be unique in it's abilities. Would anyone use the Cryocopter if it was also available in infantry or tank form? Likely not; it can't even run over or into frozen targets! And that's the point.

+1 vote   reply to comment
ipodtripod May 25 2009, 12:56am replied:

Not even as a stolen tech unit?

+1 vote     reply to comment
ManimalR Jul 18 2009, 9:44pm replied:

what about the Uprising units that were made before the war but not used such as Steel Ronin, Archer Maidens, Reapers and Mortar Cycles

+1 vote     reply to comment
Admiral_FCS Apr 25 2009, 1:56am says:

Would there be more proton weapons?

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook Apr 25 2009, 2:49am replied:

Lets see. We got the Particle Expeller, the Rocketeer, the Mesofortress and by extension, the Assault Lander and the Multigunner Turret, IFV and Copter.

+1 vote   reply to comment
Admiral_FCS Apr 27 2009, 7:12pm replied:


Sorry, I guess I wasn't reading serious enough, and forgot a couple.

+1 vote     reply to comment
cloakeddk May 14 2009, 3:42am says:

Will you be making a guard order function for aircraft like in generals? Something that makes them attack units near them, return to base to refuel and reload and then return to the guarded area again by them selves..

+1 vote     reply to comment
ipodtripod May 19 2009, 2:35pm says:

Can a multigunner IFV use a Protectorate weapon module?

+1 vote     reply to comment
open_sketchbook Author
open_sketchbook May 19 2009, 4:51pm replied:

That's a damn good question. The answer is... maybe.

+1 vote   reply to comment
cloakeddk May 20 2009, 8:40pm replied:

And mine? ^^

+1 vote     reply to comment
ipodtripod May 27 2009, 3:08pm says:

i got an idea for the whole spy/sniper IFV thing

spy:shorter range
faster ROF
can't clear(snipe)garrisoned unites
can disguise as a vehicle/air unit/defence
useless against buildings and can be detected by animals
main use:infiltration and sabotage aka.omg the power is down and there are mesofortresse's coming to our powerless base..

sniper:longer range
slower ROF
can clear(sniper)garrisoned unites
useless against vehicles
needs support of other vehicles to be helpful(in base assault)
better than most IFV combos LOS
main use:kill infantry aka.look an a spy IFV lets sent yuriko oh wait its a sniper oh no she is dead and the power is out and are does mesofortress's comming to our base.

+2 votes     reply to comment
open_sketchbook Author
open_sketchbook May 30 2009, 11:08am replied:

I like that.

+1 vote   reply to comment
robbymac Jun 11 2009, 8:56pm says:

Will the multigunner recieve a dedicated anti air weapon?

+1 vote     reply to comment
Kerensky287 Jul 11 2009, 10:49pm replied:

If a dedicated AA infantry unit gets inside, yeah.

+1 vote     reply to comment
general_john Jul 8 2009, 12:09am says:

No cryo legionnaire? so does this work both on uprising and red alert3?

+1 vote     reply to comment
Kerensky287 Jul 11 2009, 10:48pm replied:

This mod is completely separate from Uprising - while a few of the team members have it and love it (myself included) Paradox's timeline contradicts Uprising's. Thus, the story is different, none of the new units appear (though a few effects and ideas are modified to suit our purposes), and... well, NO mods work on Uprising.

Works on RA3, though.

+1 vote     reply to comment
Haggetti Aug 28 2009, 5:25am replied:

Will the Chrono Tank be making an appearance

+1 vote     reply to comment
CommanderDG Nov 29 2010, 11:41am replied:

what will happen to the future tank x-1?

+1 vote     reply to comment
RRR88 Sep 16 2009, 12:30pm says:

the Allies seem so much more under powered compared tot he other factions, even in air....

+1 vote     reply to comment
Magmafusion Mar 8 2010, 9:36am says:

can yuriko destroy vehicles with her special ability(in this mod)?
since u cut her aa ability?

+1 vote     reply to comment
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