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Empire
Command & Conquer: Red Alert 3

Empire

Explore the Empire's units in Command & Conquer: Red Alert 3, from the Imperial Warrior to Yuriko Omega. Learn costs, abilities, and requirements.

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Explore the Empire's units in Command & Conquer: Red Alert 3, from the Imperial Warrior to Yuriko Omega. Learn costs, abilities, and requirements.

Imperial Warrior

Class: Infantry. Purpose: Anti-Infantry, Anti-Garrison. Role: Main Infantry. Weapon Type: Bullet, Melee. Range: Medium/Melee. Good Versus: Infantry. Bad Versus: Armour, Aircraft. Armour: Medium. Speed: Medium/Fast. Amphibious?: No. Special Ability: Banzai Charge (Instant). Produced At: Instant Dojo. Cost: $150. Requires: Available at Start. Games: Both.

The Imperial Warrior is the basic Soldier in the Japanese military. Along with their pulse rifles, they are also armed with Katanas. When they use these powerful swords, their speed drastically increases, and they can kill Infantry instantly when they get close enough. They can use the Katana speed to rush into a Garrisoned building and clear it out.

Burst Drone

Class: Infantry/Aircraft. Purpose: Anti-Armour, Anti-Air. Role: Scout. Weapon Type: Melee. Range: Melee. Good Versus: Armour, Aircraft. Bad Versus: Infantry, Defences. Armour: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Self-Destruct (Instant). Produced At: Instant Dojo. Cost: $300. Requires: Available at Start. Games: Both.

Instead of using animals, the Empire uses robots resembling dragonflies to detect disguises and scout out new lands. The Burst Drone is unable to harm Infantry, but can attach itself to any Vehicle or Aircraft. A Unit with a Burst Drone on it is slowed down, and the Drone can blow itself up to deal damage to that Unit.

Engineer

Class: Infantry. Purpose: Base Repair, Base Capture. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armour: Low. Speed: Medium/Fast. Amphibious?: Yes. Special Ability: Sprint (Instant). Produced At: Instant Dojo. Cost: $500. Requires: Available at Start. Games: Both.

The Command and Conquer Series has always featured Engineer-type Units for every faction (except in Generals). All Engineers were capable of Capturing enemy Buildings, and Repairing Friendly Buildings. In Red Alert 3, Engineers can cross water as well as land. The Japanese Engineers are faster than other Engineers, and can run even faster by Sprinting. Although Sprinting may force the Engineer to catch his breath, it can make the difference between a Captured Structure or a dead Engineer.

Tank Buster

Class: Infantry. Purpose: Anti-Armour. Role: Support Infantry. Weapon Type: Wave-Force. Range: Medium. Good Versus: Armour. Bad Versus: Infantry, Aircraft. Armour: Medium. Speed: Slow. Amphibious?: No. Special Ability: Spider Burrow/Leave Burrow (Toggle). Produced At: Instant Dojo. Cost: $300. Requires: Available at Start. Games: Both.

Unlike most Support Infantry Units, Tank Busters cannot attack Air Units. They only fare best against Armour. They can hide in a Spider-Hole to go unnoticed by the enemy, and can pop back up as an ambush. The Spider-Hole gives them a bit more protection against enemy arms.

Archer Maiden

Class: Infantry. Purpose: Anti-Infantry, Anti-Air. Role: Support Infantry. Weapon Type: Arrow. Range: Medium. Good Versus: Infantry, Aircraft. Bad Versus: Armour, Defences. Armour: Medium. Speed: Medium. Amphibious?: No. Special Ability: Barrage Shot (Target). Produced At: Instant Dojo. Cost: $500. Requires: Available at Start. Games: Uprising Only.

The Archer Maiden is a deadly Anti-Air and Anti-Infantry Unit. While it seems that their bows may be ineffective against Aircraft, the bolts they launch cut right through planes. They can also launch a bombardment of arrows, which is effective against clusters of Infantry.

Shinobi

Class: Infantry. Purpose: Anti-Infantry, Base Infiltration. Role: Infiltrator. Weapon Type: Dart, Blade. Range: Medium/Melee. Good Versus: Infantry. Bad Versus: Armour. Armour: Low. Speed: Fast. Amphibious?: Yes. Special Ability: Smoke Bomb (Instant). Produced At: Instant Dojo. Cost: $1000. Requires: Dojo Upgrade. Games: Both.

The Shinobi are much like Ninjas. They prowl around, assassinating any victims with ancient weaponry, and can sneak into enemy bases. If the Shinobi finds himself in any trouble, he can use the Smoke Cloud to get out safely.

Rocket Angel

Class: Infantry/Aircraft. Purpose: Anti-Armour, Anti-Air. Role: Special Infantry. Weapon Type: Rocket. Range: Medium. Good Versus: Armour, Aircraft. Bad Versus: Defences. Armour: Medium. Speed: Fast. Amphibious?: Yes. Special Ability: Paralysis Whip/Combat Mode (Toggle). Produced At: Instant Dojo. Cost: $900. Requires: Dojo Breakthrough. Games: Both.

Hovering armoured female soldiers, Rocket Angels can let loose barrages of rockets on any target! They can use the Paralysis Whip to disable a ground unit.

Yuriko Omega

Class: Infantry. Purpose: Anti-Armour, Anti-Air. Role: Commando. Weapon Type: Psionic. Range: Medium. Good Versus: Armour, Aircraft. Bad Versus: Defences, Infantry. Armour: Medium. Speed: Medium. Amphibious?: Yes. Special Ability: Psychokinetic Burst (Instant). Produced At: Instant Dojo. Cost: $2000. Requires: Dojo Breakthrough. Games: Both.

Yuriko may appear as a teenage schoolgirl, but she's really a ruthless woman who pretty much annihilates everything in her path with her Psionic abilities. She can lift Armour and smack down Aircraft. If she gets surrounded by Infantry, she can use her Psychokinetic Burst to send them flying! Her targets are helpless upon being attacked by her Psychic abilities, but it still takes a bit of time. She can only attack one target at a time (although she can switch targets in between). No wonder she hates crowds!

Nanocore

Class: Armour. Purpose: Base Construction. Role: Worker. Weapon Type: None. Range: N/A. Good Versus: None. Bad Versus: Everything. Armour: Low. Speed: Medium. Amphibious?: Yes. Special Ability: Unfurl (Target). Produced At: Construction Yard, Imperial Docks. Cost: Varies.

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