The Allies have always been at the forefront of technological innovation, thanks to the efforts of Einstein and his fellow scientists at the Millenia Institute for Research and Development that Einstein had founded during the Second Great War against the Soviets. Through his research on chrono manipulation and advanced precision weaponry, as well as other innovations such as advanced robotics, microprocessors and cutting-edge (literally) laser weapons, Einstein has given the Allies a significant punch in their armed forces. Though their units are not as tough as their Soviet counterparts, the sheer firepower each unit can unleash gives pause to even the most brutal of Soviet generals.

G.I.
Role: Basic ranged combatant
Armaments: M3C Grease Gun, Browning .30 LMG
Health: 120
Movement Speed: 5
Range: Undeployed, 4; deployed, 7
Special Ability: Dig In deploys the G.I.'s Browning LMG, granting the unit increased damage, range and slight damage resistance to small arms fire; the unit cannot move while deployed

"How about some action?"

Government Issue troopers make up the ranks of the Allied forces. G.I.s are given some of the best training that can be offered by the Allied military, making them adept at offensive action versus enemy infantry as well as defensive duty by hunkering down and deploying their Browning .30 LMG to engage enemies at a farther range. The fact G.I.s can easily bring such heavy firepower to bear makes them feared by any squad of soldiers, knowing it is suicide to charge a well-fortified position held by G.I.s.

Initially, during the course of the Second Great War, G.I.s were only supplemented with standard issue combat vests to protect them from enemy fire. However, Allied generals concerned over their troops decided to give G.I.s a portable entrenchment system designed by Einstein. This tool greatly increases the G.I.s survivability in harsh combat situations and offers them better protection from small arms fire, while also providing a stable platform for them to fire their LMGs. Unfortunately, deployed G.I.s are still susceptible to being crushed under the treads of enemy vehicles and tanks. Despite that, Allied commanders continue to rely on the awesome firepower brought to the battlefield by these valiant soldiers.

Attack Dog
Role: Recon and anti-infiltration/personnel
Armaments: Sharp teeth and claws
Health: 80
Movement Speed: 8
Range: Melee
Special Ability: Stuns any enemy infantry close to the unit for 5 seconds; does not affect Cyborg units
Other Abilities: Amphibious; immune to mind control and chaos

Attack Dogs take the term "Man's best friend" to a higher level. Trained to hunt down enemy infantry with no mercy, and to also sniff out enemy infiltrators who sneak into important Allied installations, Attack Dogs are easily the most feared animal to roam the battlefield. Unfortunately while these dogs are dangerous to all kinds of infantry, they are unarmored and thus easily killed. Moreover, Attack Dogs are unable to take down cyborg units due to their brute strength and their capability to resist the deadly bites of these combat canines.

Engineer
Role: Repair and capture structures
Armaments: None
Equipment: Tech kit, bomb defusal kit, schematics viewer
Health: 100
Movement Speed: 5
Special Ability: Unfurls a triage tent that the Engineer takes shelter in while dispensing first aid kits to nearby allied infantry, healing them; the Engineer cannot move while deployed
Other Abilities: Amphibious

"I've got the knowledge."

Engineers are the key ingredient to any military operation. Their technical expertise enables them to defuse bombs, capture enemy structures and quickly repair damaged allied structures - all without breaking a sweat. However, Engineers are unarmed and care must be exercised when issuing orders to them as they are considered high priority targets to any commander.

Field Medic
Role: Combat triage
Armaments: None
Equipment: First aid kit, decontamination kit
Health: 100
Movement Speed: 5
Special Ability: Stimulant Paks grant a temporary movement and attack speed bonus to nearby friendly infantry
Other Abilities: Immune to chaos and all forms of poison & chemical attacks; takes less damage over time from radiation and chemical poisoning

"Don't die on me now!"

Medics are the backbone to any infantry-based military operation, providing troops with healing and treatment of diseases and infections of almost any kind. Through miniaturization technology, Medics are capable of carrying a great deal of cures and medical instruments needed to treat troops while on the field. In any conflict, Medics supporting their fellow soldiers are the difference between victory and defeat.

Enforcer
Role: Mid-range anti-armor support
Armaments: Spectra-II portable beam discharger
Health: 145
Movement Speed: 5
Range: 8
Special Ability: Charged Beam supercharges the Enforcer's weapon to fire a more powerful beam, dealing 150% extra damage; once fired, the Enforcer needs 3 seconds to cool the weapon down, making him vulnerable in that time
Other Abilities: Immune to attack dogs; resistant to chemical poisoning

"The weapon of the future."

Enforcers are a recent breakthrough, following the success of the impossibly powerful Prism Tank designed in the Second Great War. Efforts to miniaturize the Prism Tank's beam weapon had begun even before Yuri's invasion, and now with Alastor's forces on the march, the Millenia institute has finally succeeded in creating a portable beam cannon that is still devastating in the right hands. Enforcers are the only ones issued with these deadly precision weapons, utilizing them to great effect to strike hardened targets at a good distance. Not only is the Spectra-II devastating against infantry and armored units, against harder targets an Enforcer can choose to overload the focusing coils of his weapon to discharge a high-intensity laser beam that can melt even the thickest of armor. The only drawback is that the weapon needs time for the coils to cool before being able to fire again.

Due to the heat generated by the Spectra-II, Enforcers are required to wear special suits that protect the wearer from the intense heat of the weapon; at the same time, the armor grants Enforcers higher durability than other infantry to enemy fire and to chemical exposure, and also immunity from attack dogs hoping to rip their throats out.

Guardian G.I.
Role: Anti-armor/air foot support
Armaments: Vanquisher missile launcher
Health: 125
Movement Speed: 5
Range: Undeployed, 6.5; deployed, 7.5
Minimum Range: 2 (VS ground only)
Special Ability: Dig In to increase weapon range and become immune to crushing at the cost of mobility and attack speed; also grants resistance to small arms fire

"Tanks are no match!"

Guardian G.I.s are G.I.s tasked with bringing down vehicles and heavy armor with their powerful Vanquisher missile launchers. The missile launcher fires deadly heat-seeking, homing missiles that can cripple enemy tanks with ease. The homing nature of the missiles make the Guardian G.I.s a powerful force to be reckoned with, especially when combined with the anti-personnel capability of the G.I.; however, the missiles still do have a tendency to miss their targets. When ordered to dig in, Guardian G.I.s deploy a similar entrenchment system used by the G.I.s, but their portable shields are made up of durable, collapsible steel plates that give greater protection from enemy fire and immunity from the crushing treads of tanks, while also giving them increased range to strike farther targets with better accuracy.

As they are meant to supplement infantry lines with their powerful missile launchers, Guardian G.I.s can garrison structures alongside other G.I.s, giving a tremendous boost to the defensive capabilities of the units inside.

Rocketeer
Role: Aerial reconnaisance and fast attack
Armaments: Twin Ulysses autoguns, dumbfire rocket launcher
Health: 120
Movement Speed: 11
Range: 6
Special Ability: Gain a temporary burst of speed, increasing movement speed by 50%
Other Abilities: 20% chance to evade incoming attacks (except laser-based weaponry)

"Rockets in the sky."

Rocketeers are elite soldiers trained to use powerful jumpjets that let them traverse the skies with ease. Though primarily employed for rapid reconnaisance, since they are the fastest unit in the Allied arsenal, Rocketeers can also engage enemy forces with their autoguns to deal with infantry, or the Pikeman rocket launcher to take out harder targets. Despite their performance and their maneuverability, Rocketeers are extremely vulnerable to anti-air attacks, and can easily be torn to shreds if targeted by such weapons. In such instances where danger needs to be avoided, a Rocketeer can throttle the afterburners on his jumpjet pack to give him a quick burst of speed to escape.

SOG Operative
Role: Special operations and demolitions
Armaments: Silenced Thompson K-2 SMG, flashbangs, C4 charges
Health: 135
Movement Speed: 6
Range: 6; C4, melee
Special Ability: Switch between the Thompson SMG and flashbangs that can stun clustered enemy infantry
Other Abilities: Can swim and can counterkill attack dogs

"I've got a present for ya!"

These soldiers work for the Special Operations Group, responsible for directing and handling clandestine military operations for the Allies. Extensively trained in all manner of firearms, covert ops and amphibious assaults, the Operatives are perfectly capable of dealing maximum damage to unaware ground forces and even well-defended bases, if the opportunity presents itself. They can plant C4 in enemy buildings to level them to the ground, and can even place them on warships to sink them effortlessly. Given their underwater training, they are also competent at minor naval operations and thus can detect submerged units and deal with them appropriately.

Spy
Role: Infiltration and sabotage
Armaments: None
Equipment: Disguise kit, bribery packages
Health: 90
Movement Speed: 5
Special Ability: Instantly convert the alliegance of any enemy units around the Spy; this ability automatically breaks the Spy's disguise

"Mission, sir?"

Allied spies have been essential to the intelligence operations of Allied High Command, giving the Allies a significant advantage over their enemies in any battleground. Spies are capable of disguising themselves to blend in with the enemy, sneaking into installations and conducting covert actions that greatly benefit the Allies. Spies can steal sensitive information, sabotage power and even radar, as well as a number of other covert activities. Spies can even bribe enemy units into working for the winning side. Though a potent unit, spies are vulnerable to attack dogs and cyborgs, who can see (or smell) past a spy's diguise.

Chrono Legionnaire
Role: Specialist support
Armaments: Temporal displacement cannon
Equipment: Chrono suit, Chronoshifter pack
Health: 160
Movement Speed: ~ (teleports)
Range: 8
Special Ability: Casts a temporary Time Bubble around the unit, reducing enemy movement and attack speed by 75%
Other Abilities: Phases in and out of any location; instant timeshifting is prohibited

"Without a trace."

The Chrono Legionnaire is a frightening weapon on his own. Carrying portable chrono devices that allow them to teleport to anywhere they wish, these specialists carry a deadly temporal displacement cannon that can literally erase enemies from the time continuum, effectively removing the poor soul from existence. The cannon fires an energy ray that freezes the target unit in time as he/she is slowly removed from the very fabric of time itself; this makes the target invulnerable to all forms of attack, since it is not present in any time stream.

Despite their awesome power, Chrono Legionnaires are limited by the smaller-scale Chronoshift packs they carry. The generators powering the device are incapable of instantaneous teleportation like the Chrono Miner and the now-obsolete Chrono Tank used in the Second Great War. It takes time for a Legionnaire to fully reform themselves in time, thus making them vulnerable to attacks while they are unable to retaliate. Moreover, the further the Legionnaire teleports, the longer time it will take for the Legionnaire to be temporally reconstituted.

TANYA
Role: Hero unit
Armaments: Dual Colt .45 pistols, C5 demolition packs
Equipment: Prototype time belt
Health: 200
Movement Speed: 7
Range: 8
Special Ability: Rewinds time for Tanya by 10 seconds, enabling her to avoid dangerous situations
Other Abilities: Can swim; can counterkill attack dogs; immune to mind control and chaos; can detect spies

"No fear; Tanya's here!"

There have been a number of allegations over who Tanya really is. Though she has played an extremely important part in fighting the Soviet Union since the Second Great War, and against Yuri during the Psychic Dominator Disaster, rumor has it that Tanya is not who she really is; in fact, the name 'Tanya' itself is but a codename given to some of the most elite special operations agents that serve in a secretive Allied black ops division that no one but the President knows of. Whatever other rumors that may persist, Tanya's excellent service record and her formidable kill count has made her a household name among the Allies and their enemies. When enemy commanders hear even the slightest rumor that she is present, they will redouble their defenses and tighten security, hoping to be spared of her wrath. But everyone knows rarely anyone has escaped from Tanya.

Airborne
US special unit
Role: Airdropped rapid assault
Armaments: M3A1 assault carbine, sticky bombs, C4 charges
Health: 135
Movement Speed: 6
Range: 7; C4, melee
Special Abilitiy: Switch between the M3A1 and anti-vehicle sticky bombs
Other Abilities: Deployed as a squad of 5 via paradrop

"Drop in, roll out!"

The US Airborne has made a name for itself since the Second Great War, where these brave souls paradropped behind enemy lines to deal maximum damage to enemy forces and bases, striking quickly and with no remorse. While not as highly trained as their SOG counterparts, Airborne troopers are still a deadly force on their own terms. Armed with new M3A1 assault carbines that can hit targets from a considerable distance, as well as Composition B sticky bombs that make short work of vehicles and tanks, the Airborne can dish out a surprising amount of damage to anyone unprepared to deal with these elite paratroopers.

SAS Commando
British special unit
Role: Special operations and demolitions
Armaments: Moseley .338 marksman rifle, flashbangs, Kellogg T-2 charges
Health: 135
Movement Speed: 6
Range: 11
Special Ability: Switch between flashbangs and the Moseley rifle
Other Abilities: Can swim and can counterkill attack dogs

"He's in my scope."

The British Special Air Service (SAS) is one of the foremost special operations units in the entire world. Undergoing a harsh training regime that rivals even that of the US' SOG division, the SAS Commandos are well prepared for any kind of combat situation thrown at them. These commandos can use their Moseley rifles to take down enemy infantry from a great distance, as well as toss flashbangs to debilitate massed groups of infantry before taking them out one by one. It is these brave men and women who are the stuff of nightmares for many a high ranking officer on the opposing side.

Mounted Trooper
Canadian special unit
Role: Fast attack specialist
Armaments: M3A1 assault carbine, bayonet
Health: 165
Movement Speed: 9
Range: 7
Special Ability: Charge headlong into enemy infantry, knocking them back
Other Abilities: Movement unrestricted by most impassable terrain; can fire on the move; immune to crushing

"Here comes the cavalry!"

Canada's Mounted Troopers (affectionately referred to as the 'Mounties') have been important in safeguarding Canada's internal security since the division's inception. With the fate of the world in the balance, the Mounties have decided to offer their services to the Allied military, giving the Allies an edge by providing a rapid response solution in the absence of Rocketeers. Though incapable of dealing with vehicles and tanks, Mounted Troopers are best used to deal with enemy infantry, as they are well trained in horseback combat to accurately fire at enemies even when on the move. This advantage is more than enough for the Allies to quickly deal with infantry formations while minimzing their own losses.

Scout
French special unit
Role: Forward observer and artillery spotter
Armaments: LN-6 sniper rifle
Equipment: Rangefinder, laser designator
Health: 100
Movement Speed: 7
Range: 11
Special Ability: Switch between Spotter role to designate targets for artillery strikes, which deal 25% more damage; or Sniper role to silently take out infantry)
Other Abilities: Camouflaged when immobile

"Where's the target?"

Scouts are an essential addition for Allied commanders who rely on precise artillery strikes to devastate enemy positions. Favoring a more patient approach, Scouts move silently across the battlefield, using camouflage to conceal himself from enemies should they get too close, and also dealing with exposed infantry with the deathly LN-6 sniper rifle that can easily put a hole through an enemy's head. Once in a strategic position, the Scout can then use his rangefinder and laser designator in tandem to mark targets for Allied artillery pieces, such as the French Grand Cannon. Scouts are highly vulnerable units and should be protected at all costs, though their camouflage is rendered useless should an attack dog or cyborg unit get too close.

Stormtrooper
German special unit
Role: Shock tactics
Armaments: Gewehr 44R semiautomatic rifle, Panzerfaust LAW, stielhardgranates
Health: 125
Movement Speed: 6
Range: 7
Special Ability: Sprint to gain 100% increased movement speed for a short duration; once the ability ends, Stormtroopers have 33% reduced movement speed for 5 seconds
Other Abilities: Combined arms use versus different enemy types (Gewehr & grenades VS infantry, Panzerfaust VS vehicles, tanks, buildings); chance to suppress enemy infantry, reducing their movement speed by 50%

"Ja, Stormtrooper reporting."

German Stormtroopers are well known for their discipline and their patriotism; each soldier is willing to sacrifice his life to defend their homeland from their enemies. Stormtroopers live by a doctrine of rapid deployment and assault, using their Gewehr rifles' rapid fire rate to suppress enemy infantry while tossing grenades to flush them out of their positions. Should the enemy bring up armor to reinforce their crumbling lines, Stormtroopers will use their Panzerfausts to knock out the tank before it can dish out damage to Allied forces. The lightning fast tactics of the Stormtroopers make them quite a force of nature on the battlefield. Should the situation turn grim, Stormtroopers can quickly sprint to safety and prepare themselves for another day of combat.

Conquistador
Spanish special unit
Role: Crowd control and rapid response
Armaments: Salba RL-12 flechette
Health: 175
Movement Speed: 9
Range: 6.5
Special Ability: Throw a frag grenade that damages multiple units in a target area
Other Abilities: Movement unrestricted by most impassable terrain; attacks knock infantry back; immune to crushing

"This will knock their socks off..."

The Spanish Conquistadors are not the same as their historical counterparts. Rather, these soldiers on horseback took up the name in a different light: to conquer those who dare threaten the security of the Allied nations. Armed with powerful flechettes, whose shots can hit multiple infantry, the Conquistadors make use of their speed to deliver literal stopping power to infantry units, whittling their numbers down thanks to the splash damage offered by their flechettes. Conquistadors are also well armored to protect them from incoming fire, an important element due to their inability to fire on the move, hindered by the flechette's high recoil. Conquistadors may also toss fragmentation grenades to deliver even more hurt to these massed infantry formations.

Cryo Trooper
Secret unit; infiltrate an Allied Strategics Center
Role: Cryo weapons support
Armaments: Thermal inversion blaster
Health: 200
Movement Speed: 6
Range: 8
Special Ability: Blasts a cold wave that freezes units in a 50° arc in front of the Cryo Trooper; frozen units take more damage; larger units take longer to freeze
Other Abilities: Can walk over water; immune to attack dogs and chaos; attacks slow down enemies by 30% and increase damage taken by 25% for 2 seconds; can only be omni-crushed

"Feel a chill in the air?"

The Cryo Trooper is a whole new development based on South Korea's weaponization of cryogenics technology. These tough units carry a thermal inversion weapon that easily freezes units in a matter of moments. This thermal inversion blaster fires ice-cold bolts at subzero temperatures with incredible speed; the shock of every frosty hit debilitates enemies, be they infantry or vehicular, slowing them down temporarily. This brief slowdown gives Allied forces ample opportunity to destroy the enemy unit from a safe range before it can even fire a shot. An interesting secondary ability of the thermal inversion blaster is to quickly absorb all heat in a small arc from the weapon's muzzle; this rapid negation of heat happens so fast that units are almost immediately left frozen solid by the thermal inversion ray. Of course, larger targets will take longer to freeze unless multiple Cryo Troopers cast this ability simultaneously.

The Cryo Troopers therefore have a profound importance to the Allied arsenal for its offensive abilities. Besides its potent weapon, Cryo Troopers are well equipped to absorb a good portion of enemy fire thanks to the reinforced suits they wear that also makes them immune to cryo-based weaponry. To top off its already impressive abilities, Cryo Troopers may use the thermal inversion blaster to rapidly freeze water, allowing them to literally walk on water.

Exoskeleton Mk I
Secret unit; infiltrate a Soviet Battle Lab
Role: Armored infantry support
Armaments: Vulcan cannon, 40mm grenade machinegun
Health: 300
Movement Speed: 6
Range: 7
Special Ability: Leap into a crowd of enemy infantry, damaging and stunning them for a short while; may squash an infantry in the target area
Other Abilities: Immune to attack dogs; can move over most impassable terrain; immune to crushing, mind control and chaos

"Ready for the fight!"

Allied research in appropriated Soviet cybernetics technology has allowed them to create a working prototype of an advanced exoskeletal combat suit that can absorb significant punishment from incoming enemy fire. Initial designs originally planned for an unmanned battlesuit, but due to the shift of funds into other more 'crucial' areas of research and development - including the secretive Project Silver Tower - the prototype became a manned one instead. After undergoing months of rigorous training and psychological conditioning so as to prevent the technology from falling into Legion hands, pilots are given the green light to pilot their own exoskeleton.

Though still a prototype, the Exoskeleton Mk I has far exceeded the expectations of the development team and the Allies themselves. With a powerful Vulcan cannon on one hand to tear up infantry, and the other hand firing 40mm grenades at an alarming speed, these battlesuits have become instrumental in providing a formidable offensive unit that can support infantry formations which do not have proper fire support. Unfortunately, the hefty price tag that comes with these power suits make them quite a costly investment, especially if they are destroyed.

Savant
Secret unit; infiltrate a Legion Operations Hub
Role: Anti-psychic support
Armaments: Psi-bolts
Health: 160
Movement Speed: 7
Range: 6
Special Ability: Psi Purge that removes all mind control effects affecting friendly units around the Savant, and also grants these units 8 seconds of mind control immunity
Other Abilities: Can float over water; immune to mind control and chaos; immune to crushing

"I know exactly what you need."

Studying Yuri's methods of inducing psychic prowess among the gifted have both fascinated and frightened the Allies. Now aware of the power that a mind could possess, the Allies secretly delved into new research on the nature of psionic powers and have gained much insight into how the mind truly works and how one could unlock his/her latent psionic potential. Though it is still not as far-reaching as Yuri's own knowledge of the subject matter, Allied research and reverse-engineering have enabled them to create a powerful new tool in the fight against Yuri's forces: the Savant.

Relatively no information has been declassified regarding these anti-psychic units. From what eyewitnesses report, the Savants are a dangerous force on the battlefield, capable of hurling bolts of psionic energy at both land and air targets that get within range. They are also immune to the mind control of Yuri's adepts, and some have reported Savants freeing mind controlled victims of their trance. Savants are also said to be able to levitate, allowing them to traverse water without any loss of speed.

Chrono Miner
Role: Ore collector
Armaments: None
Equipment: Chronoshifter device
Health: 1200
Movement Speed: 5
Special Ability: Chrono Swap switches its position with a targeted friendly vehicle or tank
Other Abilities: Immune to radiation & chemical poisoning; immune to hijacking, mind control and chaos; passively self-repairs

"You'll get the cash in a flash!"

Chrono Miners are automated, armored ore collectors that are essential to keep funding the Allied war machine. Compared to older versions of the ore harvester, the Chrono Miner comes installed with a state-of-the-art chronosphere device that instantly teleports the Chrono Miner back to the refinery once its storage bays are full or when given an order to do so. This allows the Chrono Miner to quickly deposit its ore reserves into the refinery, and at the same time helps it avoid combat situations and escape encroaching enemies including Soviet Terror Drones. Unfortunately, due to the large size of the Chronoshifter device, the Chrono Miner has a smaller carrying capacity compared to its Soviet and Legion counterparts.

Grizzly Battle Tank
Role: Medium battle tank
Armaments: 105mm cannon
Health: 425
Movement Speed: 6.5
Range: 6
Special Ability: Switch between a laser pointer that reduces a target's armor by 25%, and the 105mm main gun

"Closing in!"

Serving the Allies well in the course of the Third Great War and the Psychic Dominator Disaster, the Grizzly medium tank has exceeded the Allies' expectations on its performance as the Allied main battle tank, even in the face of the tougher Soviet Rhino. Following Yuri's defeat, the Grizzly has undergone a few changes in its design. For one, the 105mm cannon has been upgunned with newer armor piercing rounds to replace the older HE shells it has been using, as well as receiving a brand new auto loading system that dramatically improves its firing speed. Grizzlies now also come with an integrated laser designator that it can switch to, thus rendering it incapable of firing at enemies, but provides nearby Allied forces much better accuracy to hit laser designated targets.

Whitman APC
Role: Armored personnel transport
Armaments: Automated Browning .50 turret
Health: 355
Movement Speed: 6
Range: 5
Special Ability: Transport capacity of 6
Other Abilities: Amphibious; can fire on the move

"Transport armed and ready."

Lacking a dedicated land transport in the previous conflicts since retiring the old APC in the Second Great War, the new Whitman APC uses the chassis of the older APC and improves on its armor and speed, as well upgrading its main armament to include an automated targeting system. Capable of holding up to 6 infantry, the Whitman is an essential addition to any Allied commander's arsenal, providing troops a safer way to move to different locations when Nighthawks are unavailable. Whitmans are also amphibious, making them highly maneuverable through different kinds of terrain. Unfortunately, the APC is highly susceptible to EMP attacks; should it be immobilized while traversing water, the APC will sink like a stone, taking its crew and its occupants down to a watery grave. This particular design flaw has been pointed out, and improvements will soon be made to address this.

Multigunner IFV
Role: Adaptive infantry fighting vehicle
Armaments: Blade 122mm rockets, adaptive weapons system
Health: 295
Movement Speed: 8
Range: 6; VS air units, 8
Special Ability: Transport capacity of 1
Other Abilities: Cannot crush infantry; can fire on the move; high passenger survivability rate

"High speed, low drag."

While the older IFV model was an astonishing success, Allied generals felt that much more could be done to improve its design. A complete overhaul was soon undertaken to rebuild the IFV, and eventually the Allies settled on a lighter, faster IFV variant that could rapidly move across the battlefield and strike targets of opportunity before scooting away to safety when enemy forces converge. Most importantly is the decision to retain the adaptive weapons system that made the original IFV so popular among Allied commanders. A variety of other enhancements were made to each module available to the IFV, thanks to cooperation with their former enemies in the Soviet Union. The onboard targeting systems have also been tweaked to improve the accuracy of the IFV's weapon even when it is on the move.

Robot Scout
Role: Reconnaisance, anti-infiltration, anti-personnel support
Armaments: Twin Scimitar machineguns
Equipment: Sensor array
Health: 235
Movement Speed: 8
Range: 6
Special Ability: Sensor Pulse reveals cloaked and/or disguised units in a target area
Other Abilities: Amphibious; immune to hijacking, mind control and chaos; detects cloaked and disguised units; cannot crush infantry; can fire on the move

With the success of the Robot Tank, Allied scientists decided to branch out with its robotics research and develop newer types of combat robots to fill different roles in the Allied army while simultaneously providing a new avenue into developing new weapons to counter Yuri's psionic forces. The Robot Scout serves the simple role of rapid reconnaisance and detecting hidden enemy units. It may not be as tough as its other robotic counterparts, but it is still capable of putting up a fight with its Scimitar machineguns. Its sensor array is a highly sophisticated device that enables the Robot Scout to reveal cloaked or disguised enemy units so that other Allied units may deal with them immediately.

Robot Hunter
Role: Anti-armor fast attack
Armaments: 90mm rapid-fire gun
Equipment: Detector apparatus
Health: 330
Movement Speed: 7
Range: 7
Special Ability: Switch between Offensive and Defensive mode; Offensive increases damage by 20% but reduces armor by 25%; Defensive increases armor by 30% but reduces movement speed by 40%
Other Abilities: Amphibious; immune to hijacking, mind control and chaos; detects cloaked and disguised units; can fire on the move

The successor of the Robot Tank, the Robot Hunter is a fast moving amphibious attack drone that is built to seek and destroy enemy armor. Though not as armored as thr Grizzly, the Robot Hunter makes up for it with its versatility and its ability to fire on the move. The 90mm rapid-fire smoothbore gun it uses has a good attack rate and fires a potent armor-piercing kinetic energy projectile that can quickly turn the toughest of vehicles into burning metal. To complement its abilities, Robot Hunters can also detect hidden units and deal with them with extreme prejudice.

An essential addition to the Hunter is the incorporation of two different combat modes that it or its handler can choose from based on current circumstances. If the advantage is in favor for the Hunter, it will reroute power from its main powerplant to improve the anti-armor capability of its 90mm gun; this however comes at the cost of reducing the power distribution to its defensive systems and thus increasing the damage it takes from enemy fire. On the other hand, when a defensive position is prioritized, the Hunter will redirect power to bolster its hull with a stronger kinetic barrier that shields it from incoming attacks; however by doing so the Hunter will move much slower than it does, since powering the Hunter's kinetic barrier is quite taxing to the robot's generator.

Robot Phalanx
Role: Long-ranged fire support
Armaments: Twin laser cannons, point defense lasers
Health: 350
Movement Speed: 7
Range: 7; VS air units, 6.5
Minimum Range: 2 (VS ground only)
Special Ability: Laser Storm barrages a target area with withering laser fire
Other Abilities: Immune to hijacking, mind control and chaos; detects cloaked and disguised units; can fire on the move

A tougher variant of the Robot Hunter, the Phalanx's purpose is to bring to bear powerful laser weapons to tear up enemy infantry and vehicles with relative ease. While similar to the Hunter, the Phalanx lacks the hover propulsion systems and dual mode options that were present in the Robot Hunter due to the large size of the generators needed to power the Phalanx's laser weapons. The Phalanx can also shoot down incoming missiles thanks to its point defense lasers; these point defense lasers can also be used to shoot at enemy aircraft, though the damage they deal is considerably low due to the low intensity of their laser beams.

Mirage Tank
Role: Camouflaged anti-armor tank
Armaments: T-C10 Prism blaster
Health: 415
Movement Speed: 6
Range: 7.5
Special Ability: Toggle between camouflaging itself only, or camouflaging only friendly units around itself (except itself)
Other Abilities: Invisible to radar; cannot be hijacked

"Nobody here but us trees..."

The original Mirage Tank proved to be a devastating weapon to the Soviets and even to Yuri's forces. Its ability to camouflage itself as part of the scenery proved to be a strategic asset, leading to deadly ambushes and surprise strikes from nowhere. However, Allied commanders felt that its main weapon was rather underpowered to deal with other armored units. After numerous trials with experimental weapon designs, Allied high command approved the production of the new Prism blaster, a smaller version of the Prism Tank's fearsome weapon, capable of firing medium-ranged beams of light that can easily melt the thickest of tank plating.

Another recent upgrade to the vaunted Mirage Tank was to improve the mirage field generator that masked the Mirage Tank from its enemies. Now, Mirage Tank commanders can choose to camouflage friendly units surrounding itself as trees, thus creating a whole new plan for ambushes. When an enemy commander thinks he has got the jump on a lone, damaged Mirage Tank, he and his forces will be in for a nasty surprise!

Prism Tank
Role: Heavy precision artillery
Armaments: Prism refractor cannon
Health: 300
Movement Speed: 5
Range: 13.5
Minimum Range: 3
Special Ability: Charged Beam similar to the Enforcer's; after using the ability, the weapon cannot fire for 5 seconds

"Panels charged."

The Prism Tank is undoubtedly one of the most superior weapons the Allies have ever developed. Bending light into a solid beam of pure destruction, the Prism Tank brings a whole new level of accurate firepower to the battlefield, making older artillery pieces completely obsolete. While a formidable engine of destruction against structures and exposed infantry, the Prism Tank can no longer bring this sheer amount of firepower against enemy tanks due to the removal of its focusing chargers in order to improve mobility; this however was not completely welcomed by many Allied commanders, as they believed the firepower the Prism Tanks possessed was its sole asset in dealing with Soviet armored columns.

Battle Fortress
Role: Multipurpose siege engine
Armaments: 30mm autocannon, Blitz STA missile launcher, adaptive weapons sponsons
Health: 1080
Movement Speed: 4
Range: 30mm, 6.5; Blitz, 8; sponsons, varies
Special Ability: Transport capacity of 5
Other Abilities: Capable of omni-crush; high passenger survivability rate; immune to hijacking, radiation and chemical poisoning; infantry garrisoned inside gain increased range

"Let's make a warpath!"

The Battle Fortress was truly a veritable engine of war when it was first introduced: with superior armor plating, adaptive weapons systems and the ability to smash through almost anything in its path, the Battle Fortress lived up to its daunting reputation. New improvements made to it add up to its impressive strengths. It is now better at destroying air units thanks to an integrated surface-to-air missile launcher; its armor now greatly improved to withstand enemy attacks as well as greatly enhancing mobility thanks to its light yet durable frame; and the adaptive weapons sponsons can now better hit targets from various angles. Though many commanders believe there is little need to retain the Battle Fortress in Allied service, especially since they are not immune to mind control, no one can doubt that the Battle Fortress still remains the pinnacle of Allied armored might in the face of the Soviets' waning military strength.

MCV
Role: Base construction
Armaments: None
Health: 2400
Movement Speed: 3
Special Ability: Unpacks into a Construction Yard
Other Abilities: Capable of omni-crush; immune to hijacking, crushing, mind control, chaos, radiation & chemical poisoning; amphibious

"Let's set up shop!"

The MCV needs no introduction; it is the most important component needed for any commander, able to unpack into the Construction Yard that serves as the central hub of any Allied base. Massive in size and slow in speed, MCVs need to be protected at all times.

Abrams Tank
US special unit
Role: Heavy battle tank
Armaments: 125mm HV cannon, coaxial laser blaster
Health: 525
Movement Speed: 6
Range: Cannon, 6.5; laser, 6
Special Ability: Fires a powerful Sabot Round that deals high damage to enemy vehicles and tanks, as well as stun it for a short while
Other Abilities: Immune to hijacking and omni-crush

"Proud to serve."

The M1A1 Abrams tank is America's own version of the Rhino. Packing a punch with its 125mm cannon, and complemented by a laser blaster to deal with infantry as well as sturdy reactive armor that help it withstand sustained tank fire while in conflict, the Abrams is a formidable asset for any US commander to possess. A column of Abrams and Grizzly tanks on the move is truly a sight to behold. The Abrams provides the Allies with an effective counter to heavier combat vehicles fielded by the Legion.

Dune Runner
Australian special unit
Role: Reconnaisance and lightning strike
Armaments: Meltdown ray
Health: 240
Movement Speed: 9
Range: 6
Special Ability: Dust Devil temporarily boosts movement speed by 150%
Other Abilities: Can fire on the move

"Can't take the heat, huh?"

Dune Runners were previously used by Australian authorities to patrol its large expanse of territory, hunting down illegal poachers and ensuring the wild deserts were kept safe. Now incorporated into the Allied war effort, Dune Runners are armed with weapons that discharge beams of intense heat that literally melt soldiers and armor like a hot knife cuts through butter. Added to this potent weapon is the Dune Runners' ability to fire on the move, making it hard for enemies to engage them while they are being hit by bursts of super-intense heat.

Wave Rider
Australian special unit
Role: Reconnaisance and amphibious assault
Armaments: Browning .30 HMG, torpedo tubes
Health: 265
Movement Speed: 9
Range: 6.5; torpedos, 7
Special Ability: Power Thrust temporarily boosts movement speed by 100%
Other Abilities: Amphibious; can detect submerged units

"Just chillin'."

Wave Riders are amphibious attack vehicles extensively used by the Australian Coast Guard for patrols in hard-to-reach areas that patrol ships cannot access. Wave Riders are normally armed with a Browning MG, but new upgrades to its frame have enabled it to carry mini torpedoes to engage ships and submarines at no cost to its speed. While not meant to directly attack warships, Wave Riders supplemented by other Allied warships can easily take on an enemy fleet with quick reflexes and a focused mind.

Vindicator Tank
British special unit
Role: Light tank destroyer
Armaments: 120mm Broadsword APHV cannon
Health: 385
Movement Speed: 6
Range: 7
Special Ability: Smoke Screen covers the unit in a defensive smoke field, reducing damage taken by 25%; also affects nearby allied units
Other Abilities: Can fire on the move

"Vindicator, good to go."

Vindicator tanks were built as the UK's alternative to the Abrams tank. Where the Abrams is meant to go toe-to-toe against enemy armor, Vindicators make use of a powerful engine and a dedicated anti-armor cannon that can be fired on the move to destroy tanks effortlessly. Though its main gun cannot match the firepower of the German Jagdpanzer II, Vindicators still prove themselves to be redoubtable and maneuverable anti-armor units and their crews have earned the respect of other tank commanders, even those on the opposing side.

Jagdpanzer II
German special unit
Role: Tank destroyer
Armaments: 155mm L/45 PaK heavy cannon
Health: 400
Movement Speed: 5
Range: 8
Minimum Range: 2
Special Ability: Hunker Down increases the unit's fire rate by 40% but at the cost of mobility
Other Abilities: Cannot be omni-crushed; immune to hijacking

"Not a tank I can't break!"

The Jagdpanzer II is proof of infallible German engineering, a combination of armor and firepower in one unrivalled package. Though it is not meant to combat enemy tanks directly, the amount of damage that each round carries is enough to reduce enemy tanks into a burning wreckage with one or two well-placed shots. Its only weakness is its relatively slow reload speed, but this is usually rectified by grinding the vehicle to a complete halt and diverting all crew members to help out with the tank's bulky reload system. Its large, imposing size makes it immune from being crushed by larger vehicles, but the downside is its low speed due to the thick armor plating that protects the Jagdpanzer II.

Lancer Tank
Japanese special unit
Role: Precision strike tank
Armaments: Nobunaga laser cannon
Health: 390
Movement Speed: 6
Range: 8
Minimum Range: 2
Special Ability: Focused Fire discharges a concentrated beam of energy at a target unit
Other Abilities: Immune to hijacking, mind control and chaos

"Need an incision?"

The Japanese Lancer was built before the inception of the Robot Phalanx, but nevertheless remains a potent weapon to use. The large difference between the Lancer and the Phalanx - apart from the fact the Phalanx is unmanned - is that the Lancer houses a larger generator with which to power its Nobunaga laser cannon, thus granting the tank more damage with each shot as well as possessing significantly farther range as well. Moreover, Japanese innovation has led to the development of a more efficient cooling system for the tank's laser weapon, giving the Lancer improved weapon cooldown to fire its powerful laser and also to recover quickly when supercharging the laser cannon for a more powerful shot.

Yamato Mech
Japanese special unit
Role: Heavy assault walker
Armaments: Sonic arm cannons
Health: 825
Movement Speed: 4
Range: 6.5
Special Ability: Bull Rush directs the mech to smash through anything that gets in its way for a considerable distance; note that Bull Rush is an omni-crush ability
Other Abilities: Cannot be omni-crushed; immune to hijacking, EMP, mind control and chaos

"Who summons me?"

The Yamato Mech was initially meant to be a joke. At an undisclosed meeting during the Third Great War, one Japanese scientist cheerily suggested that the Allies would never consider building an army of walkers with which to combat the Soviet threat. With the arrival of the Legion, however, things quickly changed. Japan approved the development of a walker unit that would be immune from mind control and would be capable of dealing untold destruction to its enemies. The result was the Yamato Mech, the fifth iteration of Japan's walker project. Armed with sonic cannons on both its arms, the Yamato can effortlessly ravage enemy armored columns, either by dealing heavy splash damage with its sonic cannons or by charging headlong into the enemy, smashing vehicles underfoot as though they were nothing. The only downside to the Yamato is its lack of anti-air weapons to protect it from aerial attacks.

Bison AAPC
Spanish special unit
Role: Amphibious combat transport
Armaments: Twin Ikara heavy repeaters
Health: 400
Movement Speed: 6
Range: 6; VS air units, 7
Special Ability: Transport capacity of 10
Other Abilities: Amphibious; does not sink when hit by EMP; can fire on the move; immune to chaos

"You're safe and sound with me."

Bison Amphibious APCs are the Spanish government's own efforts to improve the design of the new Whitman APCs. While it still retains its amphibious mobility, the Bison gains a significant increase in armor by rectifying existing hull integrity issues without sacrificing any measure of its impressive speed; the armor enhancements also give Bisons the benefit of being immune to the effects of Yuri's chaos gas attacks. Apart from that, Bison also boasts an improved weapons system in the roof-mounted Ikaras to deter enemy troops from getting too close to the transport; the Ikaras also give the AAPC limited anti-air coverage.

Atlas Mech
Secret unit; infiltrate all key Allied structures
Role: Armored siege combatant
Armaments: Prometheus particle cannons
Health: 920
Movement Speed: 3
Range: 8
Special Ability: Scything Beams fires off two lances of intense energy that cut a fiery swath through enemy forces in front of the unit
Other Abilities: Immune to EMP, hijacking, chaos, radiation, chemicals and mind control; can detect hidden/disguised enemies; passively self-repairs

"Weapons online."

Plans for the development of the imposing Atlas heavy assault robot tank came after the success of the Yamato Mech's development. With Japan's significant contribution to the Allied war effort, thanks to brilliant minds such as Dr Shihiro Makuri of the Japanese War Research Division, Allied top brass decided to call for a joint collaboration between the JWRD and Einstein's Millenia group to develop a prototype of the Atlas. The mech's role was simple: to fill in the Battle Fortress' role as a mobile assault platform, minus the need for troops to manually mount its weapons systems, while remaining immune to any effects of psionic manipulation, chemical or radiation poisoning, EMP strikes from hostile forces, as well as being capable of dealing enormous amounts of damage to enemy forces in the midst of overwhelming weapons fire.

The Atlas mech still remains a prototype weapon that still requires much time to iron out its flaws. Nevertheless, even at its current stage, the Atlas remains to be a potent force of annihilation as it trundles slowly across the battlefield, its twin experimental beam cannons easily tearing armor to shreds in mere moments. When the need is dire, the Atlas can engage its main weapons to discharge an even more powerful beam from each cannon to burn through enemy units that may bar its path forward. Due to the sheer brute strength it possesses, and its extremely high cost to produce such devastating weapons, only high-ranking commanders granted full clearance to the Allied arsenal may employ these death machines when the situation desperately requires such heavy firepower to be brought down upon the enemy.

Apollo Fighter
Role: Air superiority fighter
Armaments: Triple-barrel Firebolt gatling cannon
Health: 260
Movement Speed: 20
Range: 6.5
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: 20% chance to avoid incoming fire

"Clearing the skies."

When the Third Great War began, the Allies realized it could not solely depend on its squadrons of Harrier VTOL fighters only to strike at the Soviets from up high. When Kirov airships began their terror campaign to bomb cities into submission, Allied command realized that they needed a dedicated anti-aircraft fighter that could quickly find its targets and deal with them at lightning speeds to prevent greater loss of life. The Apollo came into development shortly after the end of the Third Great War, its chassis based on a redesigned Harrier frame. Later iterations employed a new delta-wing design that improved overall speed and maneuverability.

Replacing its anti-armor missile loadout is a rapid-firing three-barreled gatling cannon on the underside of the fighter's nose. This Firebolt gatling cannon is specially designed to fire small cylindrical, metallic projectiles at astonishing rates, the velocity at which these bullets are fired being strong enough to rip through aircraft plating in a matter of seconds. The small calibre used by the weapon also grants Apollos a huge magazine loadout with which to use to shoot down multiple airborne targets before the Apollo must return to base to rearm.

Joint Strike Fighter
Role: Ground attack fighter
Armaments: Hellstrike ATS heat-seeking missiles
Health: 275
Movement Speed: 18
Range: 6
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: Countermeasures grant the unit a 50% chance to evade incoming missile fire

"Watch my six."

Harrier jets have served the Allied air force for a long time. When the decision to revamp the ageing ground attack fighter was made, Germany's Heinkel Aerospace Corp. stepped up to develop the Harrier's successor. Establishing a joint collaboration with other well-known aircraft construction companies such as Lockheed-Martin and Lancaster Industries, their combined efforts led to the birth of the versatile Joint Strike Fighter. Better armored than the Harrier and armed with four Hellstrike missiles that can devastate enemy armored columns, the JSF has given the Allies' enemies a whole new level of fear for Allied pilots and their propensity for precise, death-dealing air strikes that come out of nowhere. An essential addition to the JSF is aerial countermeasures that can be quickly jettisoned from the aircraft if missiles acquire a lock-on to the fighter; the countermeasures emit minimal heat but intense light that can scramble the heat-seeking aspects of missiles in flight, greatly increasing the survivability of the JSF as it escapes from retaliatory fire.

Aurora I Stratobomber
Role: Tactical bomber
Armaments: Helios strategic heavy ordnance
Health: 315
Movement Speed: 8 (with payload)
Range: 5.5
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: Gains +100% movement speed after dropping its payload; invisible on radar

"Aurora in flight."

Aurora I's are a recent development that came from advanced bomber tech research by the Millenia Institute. These subsonic bomber aircraft provide Allies with an aerial means of launching surgical air bombardments of crucial enemy targets, the Helios ordnance the Auroras use easily making short work of structures. Helios bombs consist of a volatile chemical mixture that reacts in a similar fashion to napalm. Once it drops its payload, the Aurora's pilot can push the aircraft's engine to a much faster speed, allowing it to make a speedy departure from enemy airspace as its bombs effortlessly annihilate bases with well-planned bombing runs. To improve its odds when flying over hostile skies, Auroras are also built with a low-profile cross-section that makes the bomber invisible to radar.

Nighthawk Transport
Role: Aerial troop transport
Armaments: Side-mounted Browning .50 HMG
Health: 240
Movement Speed: 13
Range: 6
Special Ability: Transport capacity of 6 infantry
Other Abilities: Slowly heals infantry inside the Nighthawk

"Pick 'em up, set 'em down."

Nighthawks have also been part of the Allies for a very long time. Unlike the Harrier, however, Nighthawks have been undergoing continuous upgrading programs that have helped extend the lifespan of the venerable transport copter, giving it a host of new improvements such as to its flight controls, inclusion of an auto-pilot feature, a built-in medical station and so much more. Nighthawks have thus far received extensive upgrades that enable it to remain in active service for another 20 years or so.

Apache Gunship
Role: Aerial anti-armor support
Armaments: 37mm chaingun, Hellfire rockets
Health: 460
Movement Speed: 11
Range: 8
Special Ability: Fires a Rocket Barrage that saturates a target area with rocket fire; temporarily disables rocket use for 10 seconds
Other Abilities: Reloads its rockets 100% faster when landed at a Helipad; can fire its 37mm on the move

"Tank killers, reading you loud and clear."

Most pilots who get the opportunity to fly an AH-64 Apache would call it a 'flying tank', and it truly lives up to that reputation. Apaches were built with one sole consideration on the minds of Allied airforce commanders: highly mobile anti-tank support. With a powerful 37mm chaingun that fires armor piercing rounds to cut through infantry lines, and multiple Hellfire rockets stored in its vast rocket pods to rip tanks asunder, the sight of even a sole Apache is enough to make veteran tank commanders tremble in fear before the Apache unleashes its ordnance against its unfortunate targets. Despite its resilience, Apaches must still take caution when hostile anti-air units make their presence felt.

Gryphon VTOL
Canadian special unit
Role: Light aerial support
Armaments: Three 37mm chainguns
Health: 395
Movement Speed: 11
Range: 8
Special Ability: Protects the designated area from enemy ground targets, unleashing a hail of bullets at targets of opportunity
Other Abilities: Must rearm at a Helipad

"Gryphon in flight."

Gryphons are an interesting concept in aircraft design, combining the versatility of a VTOL jet with the maneuverability of a helicopter gunship. While the Gryphon is not as sturdy as the Apache, it nevertheless is well armed to deal with vast swaths of infantry and light vehicles thanks to the trio of 37mm chainguns that flank its frame. Gryphons were specifically designed to move in for the kill at surprising speeds before unleashing a storm of high velocity bullets at unsuspecting targets before making a quick getaway and preparing for another run. The speed of the Gryphon and its fuel efficiency thus makes it an ideal unit to conduct air patrols over contested territories; even though they do minimal damage to enemy tanks, a squadron of Gryphons can still prove to be a worthy foe to deal with - especially when the enemies have no way to deal with the pesky Gryphons.

Mangusta
Spanish special unit
Role: Medium fire support gunship
Armaments: 40mm rapid-fire gun, Heat-seeker rockets, Sidewinder ATA missiles
Health: 420
Movement Speed: 11
Range: 8
Special Ability: Fires two Heat-seekers that fly towards a target enemy vehicle or tank, dealing high damage
Other Abilities: Must rearm its Heat-seekers and Sidewinders at a Helipad

"Swift as the wind!"

Mangustas are medium attack versions of the Apache, used extensively by Spain to combat aerial threats that come from Alastor's base on the island of Sicily. Where Apaches bring to bear Hellfire rockets to quickly annihilate armored units, Mangustas are equipped with a 40mm rapid-fire gun to deal with most ground targets as well as a complement of 6 Sidewinder missiles to strike at enemy helicopters, Legion Discs or other low-flying aircraft. The Mangusta also carries 6 Heat-seekers in order to destroy tougher tanks that cannot be effectively dealt with via the chopper's 40mm gun. In spite of the adaptability of the Mangusta in any combat situation, its low missile rack capacity prevents it from engaging in lengthy military operations for sustained fire support, and thus are relegated to more defensive duties unless circumstances demand the need for Mangustas.

Black Eagle
South Korean special unit
Role: Anti-armor strike fighter
Armaments: Frostbite cryo missiles
Health: 290
Movement Speed: 17
Range: 6
Special Ability: Engage afterburners to allow the unit to quickly return to base
Other Abilities: Enemies hit by Frostbite missiles take 30% increase in damage taken as well as suffer a 30% movement speed reduction for 3 seconds

"Let's take them out."

South Korea's Black Eagle fighters have made a name as the best tank killers to dominate the skies. Like the Nighthawk, South Korea has come up with numerous modules that continue to extend the lifespan of the Black Eagle, with each enhancement increasing the deadly potential of this infamous jet fighter. Now utilizing a new thermic reactor that gives it a substantial improvement in speed and armed with powerful laser-guided cryogenic missiles that temporarily makes enemy armor substantially slower and weaker with each strike, Black Eagles continue to provide the Allies with the most effective precision tankhunting option available to Allied officers. The sight of Black Eagles in the sky are always a welcome sight for Allied ground troops, and enough reason for enemy tanks to turn tail and make a quick retreat before being bombarded to dust by these formidable fighters.

Voyager
Role: Amphibious transport
Armaments: Swift P-2 missile pods
Health: 550
Movement Speed: 7
Range: 6; VS air units, 7
Special Ability: Transport capacity of 20: maximum is 20 infantry/5 small vehicles/4 vehicles or tanks/3-4 large tanks/1 MCV
Other Abilities: Amphibious; immune to EMP and chaos

"How about an adventure?"

The Voyager amphibious transport is built to provide comfort for troops who occupy its spacious hold as it makes its way to the frontlines. Knowing all too well how vulnerable these transports are to enemy fire, Allied tacticians suggested that the transport be incorporated with a small-scale weapon that can still provide it with some means of self-defense should it find itself targeted by enemy units. Despite that and its well-armored hull, Voyagers were not built to take continuous fire from enemy fire and thus make use of their mobility to escape sticky situations.

Pacifier
Role: Naval patrol and anti-air support
Armaments: Defender multi-target deck gun, weapon jammer
Health: 485
Movement Speed: 9
Range: 6; VS air units, 8; weapon jammer, 8
Special Ability: Switch between its deck gun to engage sea- and airborne targets, or its weapon jammer to prevent enemy warships from firing their main guns
Other Abilities: Can detect submerged units, but cannot engage them; can fire on the move

"Ready for you, sir."

Pacifiers filled in the role as lightning fast naval attack units, utilizing their speed and advanced targeting systems as an advantage against larger vessels at sea. The Pacifier was meant to provide Allied commanders with a fast attack option that could strike enemy targets, both in the air and at sea, from a good distance while maintaining evasive maneuvers to avoid enemy fire. This allows them to continue dealing damage to hostile ships that are busy engaging Allied Destroyers, making them an invaluable asset to the Allied navy. For more tactical operations where heightened caution is advised, Pacifiers can deploy a potent weapon jamming ray that disables the firing mechanisms of a warship's weaponry, making it extremely vulnerable to Assault Destroyers and their 155mm guns.

Dolphin
Role: Naval reconnaisance and hit-and-run tactics
Armaments: Sonic pulse discharger
Health: 165
Movement Speed: 12
Range: 5
Special Ability: Leap into the air to avoid enemy fire or overcome obstacles; immune to mind control and chaos gas
Other Abilities: Submerged

Dolphins have been used in Allied military operations since the middle of the Third Great War, mostly for reconnaisance of hostile waters to mark out the locations of enemy submarines and sea mines. It wasn't long before animal activists decried Allied command's decision to employ them for extremely high-risk naval ops, calling for a review of their continual employment in Allied naval tactics. With the program slowly being phased out thanks to American public opinion, Dolphin deployments are now becoming very rare today. With the reemergence of a new psychic threat, though, Allied naval commanders are calling for another review to keep Dolphins in active service until the war's end due to their invaluable service record and their immunity to mind control and chaos gas.

Assault Destroyer
Role: Ship-to-ship combat
Armaments: 155mm Majoris gun, Osprey VTOL subhunter
Health: 875
Movement Speed: 7
Range: 7.5; Osprey, 13
Special Ability: Switch between Assault mode to engage warships, or Subhunter mode that employs the Osprey to hunt submarines; Subhunter mode gives the Destroyer a significant increase to submarine detection range
Other Abilities: Can detect submerged/cloaked units

"Finest in the fleet."

The workhorse of the Allied navy, Assault Destroyers serve at the forefront of any naval conflict. Boasting superior modular ship plating that can be replaced in moments, and armed with potent 155mm guns that can sink ships and deal massive damage to shore-based installations. The Destroyer is also the Allies' answer to deal with enemy submarines via the Osprey mounted on its back, loaded with depthcharges that can punch a hole through even the toughest of submarine plating. In spite of the ship's firepower, it must toggle between combat modes in order to deal with multiple threats in a conflict situation, thus requiring Destroyers to operate in fleet units of 4-5 ships to complement their firepower.

AEGIS Cruiser
Role: Naval anti-air support
Armaments: Pegasus guided SAM array
Health: 760
Movement Speed: 6
Range: 12.5
Special Ability: Switch between Scattershot warheads to deal splash damage to massed air units, and Homing Warheads that deal high damage to single air targets
Other Abilities: Can fire on the move

"Protector of the Allied fleet."

The Aircraft Enhanced Guided Missile Interception System (AEGIS) Cruiser has a reputation as the finest anti-air warship ever built. With its vast payload of guided missiles to deal with different types of aircraft, the AEGIS Cruiser truly is a fearsome sight to behold. To complement its fearsome Harpoon guided missiles the AEGIS is now equipped with Scattershot cluster warheads that enabled the AEGIS Cruiser to hit multiple targets at once with a storm of specialized warheads carrying airburst cluster munitions. In spite of its firepower against air targets, the Cruiser is virtually defenseless against other naval units.

Aircraft Carrier
Role: Naval strategic bombardment
Armaments: Hornet UACVs
Health: 1050
Movement Speed: 4
Range: 17.5
Minimum Range: 3
Special Ability: Deploy an AWACS high-altitude surveillance craft to reveal the shroud and any cloaked units in a target area for a brief duration
Other Abilities: Passively self-repairs; immune to chaos; replenishes lost Hornets

"Hornets in the air!"

Kitty Hawk-class Aircraft Carriers succeeded the previous Forrestal-class at the end of the Psychic Dominator Disaster, marking a significant number of improvements to the vessel. The new Aircraft Carriers were far larger than their predecessors, allowing Allied engineers to incorporate a far larger Hornet drone assembly line inside the ship to enable it to replenish its lost UACVs on the field. The Hornets themselves are now in their fourth iteration, being much faster and better armored with minimal sacrifice to its speed, as well as enjoying a newer energy efficient VTOL system similar to the JSF's that allowed drones to be launched from their carrier at a much faster rate.

The upgrades the Kitty Hawks enjoy have made the Allied navy's greatest assets far more important in coordinating successful long-ranged, sea-based bombardment missions to utterly devastate hostile installations. Due to their ponderous speed and their lack of anti-ship weapons to deter enemy warships, Allied command has made it mandatory for all Aircraft Carriers to be escorted by a fleet of other naval units.

Poseidon SSN
South Korean special unit
Role: Attack submarine
Armaments: Orca anti-ship torpedos
Health: 810
Movement Speed: 8
Range: 7
Special Ability: Fire two Whirlpool high-yield pulse torpedos that damage and stun enemy naval units caught in its blast; also forces submarines to emerge from the depths
Other Abilities: Submerged; does not sink when affected by EMP; immune to chaos

"Silent hunters."

In a bid to counter the Soviets' submarine superiority, the South Koreans decided to develop a submarine of their own - codenamed the Poseidon - that could effectively tackle the Soviet Typhoons on similar ground in a bid for revenge after their humiliating defeat in the Third Great War. When the Allies ratified peace with the Soviets, the Koreans were taken aback but nevertheless begrudglingly accepted the treaty. The Poseidon's development continued uninterrupted, but with Yuri's Boomers becoming a major threat the need for the Poseidon to complement the Allied Destroyer's role in submarine hunting and anti-ship operations. While the Poseidon may not be as sturdy as the Typhoon or the Boomer, its speed and maneuverability coupled with its arsenal of Orca torpedos make it a worthwhile investment for any Allied fleet commander. The Koreans were also quick to incorporate a special type of torpedo, designated the Whirlpool, that can debilitate enemy warships and even submarines, making them highly vulnerable to attack from Allied fleet elements while taking substantially less damage at the same time. This has helped reduce Allied naval losses by about 23 percent.