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Command & Conquer: Red Alert 3

Soviet

Explore the Soviet Union's powerful abilities and upgrades in Command & Conquer: Red Alert 3, including Magnetic Satellite, Orbital Drop, Desolator Airstrike, and more.

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Explore the Soviet Union's powerful abilities and upgrades in Command & Conquer: Red Alert 3, including Magnetic Satellite, Orbital Drop, Desolator Airstrike, and more.

This section details the various abilities and upgrades available to the Soviet Union in Command & Conquer: Red Alert 3.

Magnetic Satellite Series
Type: Ability.
Purpose: Lifts up all Armour and Navals up into the Sky within target area. No Armoured Unit can be able to stay calm when the Magnetic Satellite is activated. It can lift up any Armoured Unit, and it can also be moved (like the Particle Cannon in Generals). Simply click on the Green Arrows in the middle of the Gravitational Field and move it like any other Unit. Stronger Magnetic Satellites will last longer and will have bigger Fields. In some cases, the Magnetic Satellite will delay when first used, so be sure to trap any Armour that's intended to be picked up. In Multiplayer modes, the Magnetic Satellite is only able to lift up heavier units when upgraded. Weaker Magnetic Satellites cannot lift up an MCV, for example.

Orbital Drop Series
Type: Ability.
Purpose: Drops space junk onto target area. The best Ability that goes with the Magnetic Satellite is the Orbital Drop. It drops lots of space junk onto the area ordered. What makes it go with the Magnetic Satellite is the fact that some of the space garbage thrown down is the Units brought up by the Magnetic Satellite! Bigger and better Orbital Drops drops more and more space junk!

Terror Drone Surprise
Type: Upgrade.
Purpose: Allows Terror Drones to pop up from the remains of destroyed friendly Armour.

Desolator Airstrike Series
Type: Ability.
Purpose: Infects target area with biohazardous waste. The Desolator Airstrike is VERY effective versus Infantry and light Armour, and it can prevent most of everything from passing through the terrain for a short period. It is also capable of flushing out Garrisons.

Grinder Treads
Type: Upgrade.
Purpose: Allows Armour to repair themselves after running over Infantry or Armour. Much like what the Purpose describes, this Upgrade makes the wheels of Armour more resourceful. Crushed Armour (through Shrinkage or Apocalypse Tanks) also provide health.

Cash Bounty
Type: Ability.
Purpose: Makes target Units give up cash when destroyed. The Cash Bounty helps the Soviet Union be able to take some victory bonds for kills in battle. Use this Ability on enemy Units guaranteed to be destroyed.

Toxic Corrosion
Type: Ability.
Purpose: Makes a friendly Unit leak acid and take damage overtime. The Toxic Corrosion is best used on cheap Units. The Unit infected will leak out some bad stuff, lethal against all Infantry.

Mass Production
Type: Upgrade.
Purpose: Makes all Units and Structures 25% cheaper to build. Good for making large armies and bases.

Magnetic Singularity
Type: Ability.
Purpose: Prevents Armour from moving from target area. The Magnetic Singularity Ability acts like a giant Tesla Trooper's EMP attack; it can prevent enemy Armour from going anywhere! Just be sure to have Aircraft and Artillery to crush the enemy in the Singularity. Don't worry about enemy Infantry though, they will be electrocuted.

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