Command & Conquer: Red Alert 3/Soviet units

Infantry

 * War Bear: Scout unit for the Soviets. These Bears can kill enemy infantry in one hit. Their secondary ability is to temporarily stun enemy infantry with their roar.
 * Combat Engineer: Similar to other factions' engineers, they can repair friendly structures and capture enemy or neutral structures. They also have an ability that allows them to create Bunkers which can be garrisoned by 5 infantry units. They also are armed with a weak sidearm, which is not very useful.
 * Conscript: The basic infantry of the Soviets; although they are weaker than the Allied Peacekeeper and the Empire's Imperial Warriors, they are strong when in numbers. They also have an ability that allows them to throw molotov cocktails, which are very effective against enemy buildings and vehicles.
 * Flak Trooper: Anti-Armor and Air infantry. Powerful in large numbers against air, however extremely weak to anti-infantry fire. The secondary ability is to throw magnetic mines to land armor.
 * Tesla Trooper: A favorite Soviet infantry. They are effective against enemy infantry and vehicles. They can kill infantry in one shot, and their secondary ability will disable enemy vehicles, however this will disable the trooper.
 * Natasha: Arguably the most powerful hero unit amongst the entire factions. Her armor piercing bullets from her sniper rifle can kill several infantry at once. She also has a laser targeter to call in an air strike to destroy vehicles and buildings in one strike. Her secondary ability is to snipe a driver/pilot from a vehicle, which can then be occupied by a single infantry to capture it.

Vehicles

 * Terror Drone: Fast moving robotic drones that infest enemy vehicles and damage them over time. They can also leap onto infantry to kill them with one hit. Their secondary ability is an EMP ray, which disables a single targeted vehicle. Best used in pairs to destroy Ore Collectors early in the game with one disabling the collector, whilst one infests it.
 * Sickle: Anti-Infantry vehicle. Their guns are fast firing and can kill infantry quickly. Their secondary leap ability allows them to traverse difficult terrain, small bodies of water and is useful in ambushing. This ability is also helpful in crushing infantry if carefully targeted.
 * Hammer Tank: The main tank of the Soviets. They are much stronger than the Tsunami tanks, destroying them in seconds, however vulnerable to anti-armor and aircraft. Their secondary ability allows them to siphon armor and weaponry from a target vehicle, increasing their versatility and longevity.
 * Apocalypse Tank: The heaviest and the toughest tank in the Soviet arsenal. They can kill some vehicles in one volley. They have a secondary ability that allows them to pull enemy vehicles toward grinders on their front. This can also be used to pull the tank toward a building. These behemoths are extremely vulnerable to air strikes, succumbing to attack from 4 Allied Vindicator bombers.
 * V4 Rocket Launcher: Long-range, unguided rocket artillery. These have one of the longest ranges and highest damage available, and can destroy some structures and units in one hit. They are slow moving and with limited armor, so are vulnerable to fast moving vehicles that can attack from short ranges.
 * Sputnik: Soviet area expander that turns into an Outpost. When they have been placed, they cannot be moved.
 * Ore Collector: Soviet Ore Collector. The secondary ability is ceramic armor plating. Whilst armor is deployed they become more resilient but cannot collect ore.
 * Mobile Construction Vehicle: The heart of the Soviet base and like the other factions it is amphibious.

Aircraft

 * Twinblade: The Soviet's main attack aircraft. These helicopters, armed with both cannons and rockets, are effective against infantry and vehicles, but are vulnerable from the air. They can also transport 5 infantry units, or 1 vehicle quickly across the map.
 * MiG Fighter: Soviet anti-air aircraft that can reduce other aircraft to pieces in seconds. The secondary ability is to quickly be recalled to their airfield.
 * Kirov Airship: A favorite Soviet aircraft. These airships are expensive, heavily armored and powerful. They travel slowly through the air dropping powerful bombs directly below them. They are vulnerable to fast moving anti-air vehicles and to aircraft and their slow speed means they take time to get into action. Their secondary ability increases their speed in exchange for health.

Navy

 * Stingray: Soviet first tier amphibious ships. They can kill infantry in one hit and can significantly damage vehicles. Their special ability, which only works in water, radiates electricity in an area around them, causing severe damage to surrounding enemies, but disables the Stingray temporarily.
 * Bullfrog: The Soviet's primary amphibious transport. They can transport 5 infantry units, whilst offering effective, mobile anti-air support on sea or land. The secondary ability is the Man-Cannon, which launches the infantry on board to the destination, who then parachute to the ground. These infantry are vulnerable to anti-air fire whilst parachuting. The Bullfrog cannot attack any land or sea units, and so is vulnerable to all but air attack.
 * Akula Sub: The most powerful submarine in the game. They can destroy any naval units in a few hits and have a special ability that fires two unguided, deadly torpedoes directly in front of them. These torpedoes can also hit your own forces in their path.
 * Dreadnought: The second most destructive battleship in the game. They can destroy buildings, infantry and tanks in seconds from long range with their 3 V4 rockets. These rockets are slow moving and can be fired faster with the Dreadnought's secondary ability, at the expense of health. Dreadnoughts are vulnerable to air and submersible attack and have a minimum range, making them vulnerable to short range, fast moving units.

Structures

 * Construction yard: The Soviet's main construction hub. It can be redeployed and moved to another location.
 * Barracks: Produces Soviet infantry.
 * Reactor: The Soviet's basic power-producing structure.
 * War Factory: Produces land vehicles, as well as amphibious units such as Ore Collectors, Bullfrogs, MCVs and Sputniks.
 * Naval Yard: Produces the Soviet's ships, as well as amphibious units such as Bullfrogs, MCVs and Sputniks
 * Airfield: Produces Twinblades, MiGs and Kirov Airships
 * Ore Refinery: Used to turn ore into funds with the aid of an Ore Collector. It can also build further Ore Collectors directly.
 * Outpost: Obtained only from deploying Sputniks. Extends the build radius, but cannot be redeployed and can't build structures itself.
 * Super Reactor: Provides a huge power boost at a risk. If this reactor is destroyed, it explodes with a large radius, destroying and damaging all units within a large radius. Best placed away from rally points and vital structures, especially other power generating structures to prevent further loss.
 * Battle Lab: Soviet Tech building required to allow the production of more advanced units.
 * Crusher Crane: Extends the build radius, produces buildings, repairs vehicles within their radius and can "crush" units to recycle them into funds. The only way for the Soviets to repair their air, land and sea vehicles.

Support Structures

 * Sentry Gun: Basic ground defense machine-gun nest.
 * Tesla Coil: Best land defense structure. Zaps any units within range with a powerful electric attack. If Stingrays, Tesla Troopers or other coils are nearby, they will charge the structure making for a very powerful attack. Note: the Tesla Coil provides no anti-air defense.
 * Flak Cannon: Basic anti-air structure.
 * Iron Curtain: Support Superweapon. Makes troops and buildings indestructible for a short time, even if the units leave the initial blast zone
 * Vacuum Imploder: Offensive Superweapon. Pretty much the same as the nuclear missile from Red Alert 2.
 * Wall: Basic blocking wall.