Command & Conquer: Red Alert 3/Allied units

Allied units are fast and cheap like Guardian Tanks, which cost $950. Their Naval Power is the weakest but in numbers the Allies are quite a foe. The Allies are a good all-around balanced force.

Attack Dog
Costs 200. Anti-infantry. 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 bark that effectively paralyses enemy infantry in a considerable radius.

Peacekeeper
Costs 200. Anti-infantry, Anti-garrison. The standard shotgun-wielding Allied infantry is effective against other infantry units. Their attacks knock back infantry at close range and deal damage in a small radius. Their special ability is to use Riot Shields that increases their defenses significantly, even against Tesla and Wave Force weaponry, although they are slowed down. They can enter structures in this state, knocking out infantry from within.

Javelin Soldier
Costs 400. Anti-armor, Anti-air. Javelin Soldiers are effective against enemy armor, and are deadly to enemy aircraft. Their special ability is to Lock On their targets, which, after a short delay, they are able to unleash a barrage of attacks which deal significantly more damage than their regular attacks.

Engineer
Costs 500. Support. Amphibious. Engineers can capture neutral or enemy structures, as well as repair allied structures. They are unarmed and defenseless. Their special ability is to deploy a make-shift medical hut which heals nearby allied infantry units.

Spy
Costs 1000. Support. Amphibious. Spies can disguise themselves as enemy infantry units, which can only be detected by enemy scouts. They are defenseless otherwise. Spies can enter enemy structures causing various effects such as shutting down radar, planting explosive charges, and powering down bases. Their special ability is to Bribe nearby targets at the cost of 1000 credits, turning enemies against their former commander permanently.

Tanya
Costs 2000. Commando. Amphibious. Tanya is the ultimate special agent for the Allied forces, her rapid-fire twin pistols can dispatch infantry in a single shot, effectively allowing her to take down incoming mobs. She can enter structures and vehicles to plant C4 charges, which destroys targets in one shot. Her special ability is a Time Belt which allows her to travel back to her previous location and status 10 seconds in time.

Riptide ACV
Costs 900. Anti-infantry. Amphibious. Riptide ACVs are the primary transport units for Allied infantry. They are able to carry up to 5 infantry units, while their attacks are effective against enemy infantry. At sea, they are able to periodically use small torpedoes which are more effective against armor and structures.

Multigunner IFV
Costs 800. Anti-armor, Anti-air. Multigunner IFVs are the most versatile vehicles; their attacks deal considerable damage to all types of units and structures, while their speed on the ground is unmatched. An infantry unit is able to garrison inside a Multigunner IFV, effectively altering the vehicles mode of attack, depending on the infantry inside.

Guardian Tank
Costs 950. Anti-armor. The main Allied Battle Tank is an anti-armor aggressor, lighter but faster than its Soviet and Empire counterparts. Their special ability is a Focus Beam, which pin-points weaknesses, increasing the damage taken by their targets significantly.

Mirage Tank
Costs 1600. Anti-infantry, Anti-armor. Mirage Tanks are essentially ambush vehicles, dealing lethal damage to all types of armor on the ground. Their attacks splash onto nearby enemy targets. While not moving, they are able to blend in their surroundings. Their special ability is projecting a Gap Field, cloaking nearby allied units that are not attacking. They are unable to attack or camoflage while using this ability.

Athena Cannon
Costs 1400. Anti-armor, Anti-infantry. Support. Athena Cannons are long range bombardment vehicles that pin-point enemies for an orbital strike. They are slow moving and are lightly armored. Their special ability is the Aegis Shield, which renders allied ground forces in the vicinity invulnerable to most attacks. They are unable to attack while projecting the shield, and the shields radius decreases over time.

Prospector
Costs 1200. Support. Amphibious. The Prospector collects Ore from Ore Mines to fund the Allied cause. Their special ability is to deploy into Command Hubs.

Mobile Construction Vehicle
Costs 5000. 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.

Vindicator Bomber
Costs 1200. Anti-armor. Air. Vindicator Bombers are tactical strike aircraft best suited at dispatching enemy ground armor. They must re-arm at an Airfield as they have limited ammunition. Their special ability is an RTB order, allowing them to retreat to an Airfield at rapid speeds.

Apollo Fighter Jet
Costs 1000. Anti-air. Air. Apollo Fighter Jets are fast, air-to-air combatants. Their shredder guns are effective against all types of aircraft. They must re-arm at an Airfield as they have limited ammunition. Their special ability is an RTB order, allowing them to retreat to an Airfield at rapid speeds.

Cryocopter
Costs 1600. Support. Air. Cryocopters are experimental aircraft that can freeze enemy units, eventually forcing them to a halt. Targets are unable to perform any action, and are brittle enough that they can be shattered when any form of damage is sustained. Multiple Cryocopters focusing on one target will decrease the time needed to freeze them. Stronger units tend to be more resistant, and will take longer to succumb, while special structures including Superweapons are not affected by the vulnerability but they will cease to function. Their special ability is a S.H.R.I.N.K. ray which reduces a target's size, significantly increasing its movement speed, while reducing its attack potential. Larger units that are shrunk can be crushed.

Century Bomber
Costs 2000. Anti-armor. Air. Century Bombers are large durable aircraft best suited at carrying a payload of bombs and a score of 5 infantry units. They are best suited at base assaults. They must re-arm at an Airfield as they have limited ammunition. Their special ability is to paradrop the infantry they are carrying onto the battlefield.

Dolphin
Costs 750. Anti-armor. Dolphins are fast-moving combat-bred mammals capable of shaking apart enemy naval units and structures. They are succeptible to most attacks including anti-infantry. Their special ability is to jump a considerable distance, even over ground permitting that there is water where they land.

Hydrofoil
Costs 850. Anti-air. Hydrofoils are fast-moving surface-to-air ships that deal significant damage to enemy aircraft. Their special ability is a Weapon Jammer that can target ground and naval forces, rendering them unable to attack.

Assault Destroyer
Costs 1400. Anti-armor. Amphibious. Assault Destroyers are tough amphibious units, able to withstand sustained damage for a period of time. They are more effective as tanks, absorbing damage for other less durable units. Their special ability is projecting a Black Hole Armor, which draws in all incoming enemy fire in a radius around the Assault Destroyer.

Aircraft Carrier
Costs 2000. Heavy Bombardment Ship. Serving as capital ships to the Allied fleet, the Aircraft Carrier is a long range bombardment ship lethal against all ground and sea forces caught in its sight. Carriers launch 5 aircraft to strike at their targets. They are able to move as soon as the aircraft are launched. Their special ability is a Blackout Missile, which disables the movement and attack of all mechanical units caught in its radius.