Command & Conquer: Red Alert 3/Soviet units

War Bear

 * Costs: 200.
 * Role: Scout.
 * Amphibious.

Fast moving amphibious scouts that can detect disguised or hidden enemies. They can also dispatch infantry in one melee strike. Their special ability is a roar that effectively paralyses enemy infantry in a considerable radius.

Conscript
The standard rifle-wielding Soviet infantry is effective against other infantry units. Although untrained, they are effective en-masse. Their special ability is to use Molotov Cocktails that deal more damage against armored units and structures than their rifles, as well as directly damaging enemy infantry inside garrisoned structures.
 * Costs: 100.
 * Role: Anti-infantry, Anti-garrison.

Flak Trooper

 * Costs: 300.
 * Role: Anti-armor, Anti-air.

Flak Troopers are effective against enemy armor, and are deadly to enemy aircraft en-masse. Their special ability is to plant mines at melee range against enemy vehicles and structures. If they are crushed, they will explode dealing damage.

Combat Engineer
Combat Engineers can capture neutral or enemy structures, as well as repair allied structures. They carry small arms fire which can damage infantry units. Their special ability is construct a make-shift bunker, which can be garrisoned by 5 infantry, at the cost of 500 credits.
 * Costs: 500.
 * Role: Support.
 * Amphibious.

Tesla Trooper

 * Costs: 800.
 * Type: Anti-infantry, Anti-armor.

Tesla Troopers are larger, armored infantry walkers. Their Tesla shots have a slow rate of fire, although deadly to enemy infantry and potent against enemy vehicles. They are too large to be crushed by medium sized vehicles. Their special ability is to create a disruption field that disables enemy vehicles in a small radius around the Tesla Trooper, although they cannot move or attack while using this ability.

Natasha

 * Costs: 2000.
 * Role: Commando.
 * Amphibious.

Natasha Volkova is a legend amongst Soviet forces, her custom made sniper rifle can pierce through infantry targets, effectively allowing her to kill several at once in a line. She can pin-point enemy vehicles and structures for airstrikes, destroying them in one shot. Her special ability is to snipe a pilot of a vehicle, effectively removing the vehicle from battle. The vehicle can be claimed by an infantry unit.

Weaknesses

Her general weakness includes fighting against 5 Riptide ACVs, slow rate of fire and cannot attack air unlike Yuriko.

Terror drone

 * Costs: 700.
 * Role: Anti-infantry, Anti-armor.
 * Amphibious.

Fast moving amphibious robotic drones that drill through and infest enemy vehicles, destroying them from within. They are lethal against infantry as well. They are weak against most attacks and special abilities, including Yuriko Omega's Psychic Scream. They are destroyed if the vehicle they are dismantling is sent to repair. Their special ability is to disrupt an enemy vehicle's movements with a ranged beam.

Sickle

 * Costs: 800.
 * Role: Anti-infantry.

Sickles are light, anti-infantry walkers that can shoot at multiple targets. Their special ability is to jump a considerable distance, even to or from an elevation, knocking down infantry where they land.

Hammer Tank
The main Soviet Battle Tank is an anti-armor aggressor, tougher than it's Empire and Allied counterparts. Their special ability is a leech beam, that draws weaponry from a enemy vehicle once it is destroyed.
 * Costs: 1100.
 * Role: Anti-armor.

Apocalypse Tank

 * Costs: 2000.
 * Role: Advanced Anti-armor.

The Apocalypse Tank is the largest and toughest ground vehicle in the game, sporting two main cannons that are lethal to all types of enemy armor. They can crush most vehicles under their grinder treads. Their special ability is a Magnetic Harpoon, which pulls enemy units towards the Apocalypse, grinding them once they reach melee range. Apocalypse Tanks are also able to self-repair even without a Machine Shop captured.

Weakness

These tanks are ineffective against aircraft and infantry. The Worst part is when facing the Allies these tanks are permanently bribable and shrinkable which turns out to be one of the most amazing weaknesses in the game.

V4 Rocket Launcher

 * Costs: 1400.
 * Role: Anti-armor, Anti-infantry. Support.

V4 Rocket Launchers are long range bombardment vehicles that launch V4 Rockets, lethal missiles that deal heavy damage against everything caught in its blast. They are slow moving and are lightly armored. Their special ability is to detonate their V4 Rockets in midair, causing shrapnels to rain down on a wider radius.

Weaknesses

Their weaknesses were they cannot attack things up close and must be protected from enemy Jets.

Sputnik

 * Costs: 1200.
 * Role: Support.
 * Amphibious.

Sputniks serve as base expansion vehicles, that project an area available for structure construction once deployed.

Ore Collector

 * Costs: 1400.
 * Role: Support.
 * Amphibious.

The Harvester collects Ore from Ore Mines to fund the Soviet War Machine. Their special ability is to protect themselves with a special ceramic armor which increases their defenses tenfold. This also protects them from Terror Drones.

Mobile Construction Vehicle

 * Costs: 3000.
 * Role: Construction vehicle
 * Amphibious.

Large defenseless vehicles that deploy into the Construction Yard, necessary for establishing a base. They can crush almost all vehicles in the game, save for Apocalypse Tanks and King Oni.

Twinblade

 * Costs: 1200.
 * Role: Anti-Surface/Transport
 * Type: Air.

The Soviets' main attack helicopter. They fire high-powered machine guns effective against infantry and light vehicles, and they can periodically fire rockets which are more effective against heavier vehicles and structures. They are able to transport up to 5 infantry, or carry a ground vehicle, including Apocalypse Tanks.

MiG Fighter

 * Costs: 1000.
 * Role:Anti-air.
 * Type:Air.

MiG Fighter Jets are fast, air-to-air combatants. Their rockets have a radius effect, damaging all aircraft caught in its blast. Their special ability is an RTB order which gives them very fast retreating speeds.

Kirov Airship

 * Costs: 2000.
 * Role: Heavy Bomber.
 * Type: Air.

Kirov Airships are slow moving, heavily fortified flying behemoths. They are able to decimate any ground target under their payloads of bombs. If they are destroyed, they deal severe damage upon landing on the ground. They have no defenses against air targets. Their special ability is an after-burner, which increases their speeds while slowly burning their armor up.

Stingray

 * Costs: 900.
 * Role: Anti-infantry, Anti-armor.
 * Amphibious.

Experimental Tesla boats that can walk slowly on land. Their Tesla shots are lethal against infantry, and can severely damage vehicles despite their recharge rates. Their special ability is to perform a Tesla discharge, which electrifies water around the Stingray, damaging all enemy units.

Bullfrog

 * Costs: 800.
 * Role: Anti-air. Support.
 * Amphibious.

Bullfrogs are amphibious vehicles with mounted flak cannons effective against air targets. Their special ability is to launch infantry with their man-cannons at a distance, allowing them to traverse behind enemy defenses or over unpassable terrain.

Akula Sub
Heavily armed submersibles that are hidden from enemy radar. Upon emerging, they are able to destroy most sea-based targets in a short amount of time. Their special ability is to launch two torpedoes dead-ahead which travel indefinitely until they find a target, dealing heavy damage to anything in contact.
 * Costs 1400.
 * Role: Anti-Ship Sub

Dreadnought

 * Costs: 2000.
 * Role: Heavy Bombardment Ship.

The Big Brothers of the Red Navy, the Dreadnought is a long range bombardment ship lethal against all ground and sea forces caught in its sight. Their special ability is to dramatically increase their rate of fire, at the cost of sustaining constant damage to their hulls.

Weakness

It will not be effective against Aircraft nor things that attack up close especially Yari or Riptide ACV.