Thieves are special Allied operatives tasked with breaking into enemy refineries and silos to reroute the funds (half of the affected player's money, to be precise). They appear in Red Alert.
Lacking the resources to face the Soviets in direct combat, the Allies began to resort to covert operations along with guerilla warfare. Pressed for resources and time, the Allied army decided to hire professional thieves to disrupt the Soviet economy.
Thieves are unarmed and wear cloaks with hats. They rely on their stealth and speed to succeed in their assignments.
Two were deployed alongside Tanya Adams during the final assault on Moscow.
|“||Any Thief that enters an enemy Ore Silo or Refinery will steal half the credits in that structure.
- Red Alert manual(src)
Being unarmed, thieves are very vulnerable on the battlefield and easily killed. Unlike spies, they can't cloak either, so the player has to rely on his skills in distraction to allow a thief to enter the target building. If he manages it, then, regardless of the amount of ore actually stored in the building, half of the affected player's total money reserve is routed into the credits pool of the player owning the thief.
Thieves' field renders somehow bear resemblances to Zorro or Tuxedo Mask.
The secretly Allied-aligned Molotov Brothers also used thieves, they were also fond of placing a couple in APCs to steal resources from the player.
When ordered to move
- Movin' out.
When ordered to infiltrate (cut, present in v0.09c)
- Let's pick 'em clean.
- Time for a little five-finger discount.
- Like candy from a baby.