Allied spies were masters of disguise, capable of impersonating any friendly or enemy infantry, granting them access to the most heavily guarded enemy bases. While inside, spies were able to sabotage infrastructure in a number of ways, such as disrupting a base's power supply, stealing resources from an enemy refinery, or disabling the enemy's high-tech units and production.
In addition, it was standard operating procedure for spies to carry large sums of cash for bribing enemy troops. The spy's innate knowledge of human psychology, coupled with a surplus of foreign currency, makes a persuasive combination that even the most powerful enemy units have difficulty resisting. In practice, spies may cause large numbers of enemy forces to suddenly turn on their former commanders.
However, spies were trained to operate without any conventional weapons and their only defense was to avoid detection. In addition, modern armies have specially-trained units that can detect spies even when disguised. Some of these, such as attack dogs and Sovietwar bears, were also trained to deal with spies in an efficient, if somewhat messy, fashion.
At the cost of $1000 credits, the player can use the spy's Bribe ability to convert all nearby enemy ground units to their cause. Will not work on commandos, heroic units and some other units such as certain naval units.
Production facility: Temporarily disables production
Power structure: Temporarily reduces power to zero, slowing down production and disabling all base defenses and super weapons
Ore refinery: Steal up to 2000 credits, cannot steal more than what the enemy owns
Construction Yard and expansion structure: Temporarily disables enemy radar and reveals what the enemy can see
Technology structure: Temporarily disables all tier 3 units, causes tier 3 aircraft (i.e. Kirov Airships) to crash
Super Weapon: Resets timer
Can disguise himself as an enemy infantry unit to sneak into the enemy base.
Can bribe enemy units for a fee of $1000
Can steal enemy resources and from them if a refinery is infiltrated
Can temporary sabotage enemy power supply if a power plant/reactor/super reactor/instant generator is infiltrated
Can infiltrate and temporary disable any form of enemy Production facilities
Can reset enemy Superweapon's timer if it is infiltrated
If a Construction Yard or outpost is infiltrated, the victims radar will go off-line for quite a while, and reveal a large amount of shroud nearby.
If a battle lab, nanotech mainframe or defense bureau is infiltrated certain high tech units will go off-line(I.E. Kirovs or Harbingers go crashing down).
Can deploy a powerful sniper rifle when stationed within a multigunner IFV (Although not as powerful as Natasha's since it can't shoot through multiple targets)
Requires heightened clearance (Tier 2)
War bears and rogue Attack dogs can detect and kill them easily.
If detected by enemy commander, he/she can use any unit to kill the Spy. (If an Imperial commander detects a Spy with a Burst Drone he can use other unit to kill him, since Burst drones can't attack infantry) Bears and Dogs attack spies without giving an order to them.
These spies can't steal technology or veterancy like their Red Alert 2 counterparts