Command & Conquer: Red Alert 3/Allied units

Infantry

 * Attack Dog: The Allies' main scout unit. Dogs that are trained to swim to scout water-based expansions. In addition, they can use a biting attack that is lethal to enemy infantry. Their special ability is an amplified bark that paralyzes enemies.
 * Engineer: Like the other faction's engineers, the Allied engineer can capture enemy or neutral tech structures. Its special ability is to temporarily transform into a tent that heals nearby infantry.
 * Peacekeeper: Peacekeepers are the Allies' tough main front-line infantry unit. Their main armament is a powerful shotgun, which can knock enemies back at close range. They can use a riot shield that increases defense and allows the unit to get closer to the enemy. To clear a garrison order your peacekeepers to activate the riot shield and order them to enter a garrison. This kills the peacekeeper but they clear 1 per peacekeeper enter the structure.
 * Javelin Soldier: Javelin soldiers are the anti-air and anti-armor unit of the Allied Army. They can use a laser that takes longer to find a target, but gives the soldier a much faster firing speed.
 * Spy: Allied spies can infiltrate enemy structures to cause a variety of consequences. They can swim and can disguise themselves as other units. Allied spies under disguise will lose their disguise if detected by a Burst Drone, War Bear or Attack Dog. Their special ability is to spend 1000 credits to convert nearby units to the Allied side but it can't bribe naval, air or star ranked foes..
 * Tanya: The Allies' main commando unit. She carries 2 pistols that can easily remove an infantry threat. If faced with a vehicle or garrison, she can enter the target and destroy it using C4. She can use a time belt that restores her back to the location she was at a few seconds ago, and undoes any damage she has undertaken within that time.

Vehicles

 * Riptide ACV: A transport hovercraft that can traverse both land and sea. At sea they can use both their main machine gun and torpedoes while on land only the machine gun is used. Should you loose this unit you also will loose all infantry inside it as well.
 * Multigunner IFV: Powerful AA Vehicles whose weapons change depending on what infantry unit is garrisoned inside.
 * Guardian Tank: The main battle tank of the Allied army. It can switch to using a laser that weakens health points of enemy vehicles, however it cannot fire in this state. It has a powerful main gun and it cost 950 dollars and must have Tier 2 available to build.
 * Mirage Tank: Allied tanks that disguise themselves as innocuous objects while immobile (rocks, trees, etc.) Their special ability is a camouflage field that hides adjacent units but not the tank itself. The tank cannot fire or hide in this state. These Mirage Tanks are armed with powerful Spectrum Cannons that can kill infantry and some vehicles in one hit. To build Mirage Tanks tier 3 must be unlocked.
 * Athena Cannon: Satellite assisted artillery vehicles. They can target anything. The special ability is a force field that protects units in its radius for a very short period of time. Only use this thing against things that don't fight back or can't move.
 * Prospector: The Ore Collector for this faction, these vehicles are amphibious and unarmed and must be protected. They can deploy into command hubs to allow base expansion.
 * Mobile Construction Vehicle: Vehicles that either deploy into construction yards, or pack up into MCVs and move. These vehicles can deploy on water as well. Cost 5000 Dollars and rumored to crush some tanks.

Aircraft

 * Vindicator: A close support bomber effective against vehicles, less effective against structures.
 * Cyrocopter: An experimental helicopter that can freeze enemy units and structures. Frozen objects can be destroyed easily. Its special ability is the S.H.R.I.N.K beam which makes a target much smaller and easily crushed. The SHRINK beam cannot be used on infantry, but can be used on MCVs while in packed state. The same applies for Nanocores.
 * Apollo Fighter: The Allied Air Force's air superiority jet.
 * Century Bomber: The Allied heavy-duty bomber-transport. It can carpet bomb enemy bases to dust and can paradrop units behind enemy lines or onto the front line.

Navy

 * Dolphin: Specially trained dolphins armed with sonic weapons. These dolphins can jump high out of water to avoid a dangerous situation.
 * Hydrofoil: Allied Hydrofoils slice through enemy aircraft with their AA guns. They can switch to using a weapon jammer that prevents a target from firing but not moving.
 * Assault Destroyer: Amphibious, sturdy warships that can travel onto land. They can activate their Black Hole Armor which supercharges defensive strength and draws incoming fire onto the Assault Destroyer.
 * Aircraft Carrier: Essentially naval artillery platforms, these ships can destroy a target from a safe distance using their attack drones. The Aircraft Carrier can fire the "Blackout Missile" which deactivates everything in its blast radius.

Structures

 * Construction Yard: Unpacks from an MCV and is used to construct buildings. Buildings are constructed internally over time, and then placed on the map (within the MCV's ground control zone) where they deploy almost instantly. Unlike the Soviets, ground control is not expanded with new buildings. Researching clearances at the Allied Construction Yard unlocks 2nd and then 3rd tier units for all production structures within the MCV's ground control zone. This has no effect on structures outside the ground control zone. They can also typically be re-packed back into an MCV.
 * Boot Camp: Barracks, trains infantry.
 * Power Plant: Provides power for the base. If the power requirements of the base exceed available power, production structures will operate more slowly and base defenses/super weapons will go offline.
 * Armor Facility: War Factory, constructs vehicle units.
 * Seaport: Constructs naval units.
 * Airbase: Constructs aircraft. The Airbase has 4 landing pads, so each airfield can only build up to 4 aircraft (excluding the Cryocopter, which does not require a landing pad).
 * Ore Refinery: Converts ore harvested by Prospectors into credits. Can also construct new Prospectors. These are typically built directly in front of ore mines.
 * Command Hub: Provides ground control. Rather than being constructed by the Construction Yard, Command Hubs unpack from a Prospector - and can do so anywhere in the map. Unlike a Construction Yard, Command Hubs cannot repack back into Prospectors. As with the Construction Yard, clearances can be researched to unlock 2nd and 3rd tier units from production structures within its ground control zone.
 * Defense Bureau: Unlocks high level structures once tier one clearance has been unlocked.

Support Structures

 * Multigunner Turret: 1st tier base defense; it is essentially a fixed version of the Multigunner IFV. The weapon changes according to the infantry unit garrisoned in it, and the default is an anti-air/anti-ground missile launcher.
 * Spectrum Tower: Top tier base defense, functionally identical to the Prism Tower from Red Alert 2. Shoots a powerful beam of light at enemy units. Several Spectrum Towers in close proximity to each other can combine their fire into a single beam for greater damage.
 * Chronosphere: Support Superweapon. Teleports units within the area of effect to a specified location. It can also be used to destroy some enemy units, by teleporting land units onto water (or vice versa).
 * Proton Collider: Offensive Superweapon. Essentially a high-powered artillery cannon that delivers multiple extremely damaging explosions to the specified location. Can cause extreme damage to enemy bases.
 * Wall: Walls can be used to provide protective barriers around structures. A common tactic is to use the wall to fence in an Ore Mine and Ore Refinery to protect the ore harvester within from attack (especially from Soviet Terror Drones, which have no way to destroy the wall to gain access). Walls of all faction can be crushed by Assault Destroyers and Apocalypse tanks however.