Advance Wars: Mobian Battles

Advance Wars: Mobian Battles is a sonic-fanon themed fan game that is based primarily on the tactical turn-based strategy game; Advance Wars, mostly from the installments of Black Hole Rising (Gameboy Advance) and Dual Strike (Nintendo DS), with some influence from Days of Ruin (Nintendo DS).

## The Factions and COs

There are a total of ten factions within the game, each with their own COs. There are five primary factions that are included within the storyline, with five skirmish-exclusive factions being present as well.

### The Factions

#### Primary

Zarvok Star (Orange Star + Zarvok Federations)

Blue Federation (Blue Moon + United Federation)

Freedom Comet (Yellow Comet + Knothole Freedom Fighters)

Green Empyrdom (Green Earth + Empyrdom of Anticytheris)

Black Egg (Black Hole + Eggman Empire)

#### Skirmish-Exclusive

Boiled Heavies (Hard Boiled Heavies)

Royal Underground (Undertale {because f\*ck it, why not})

[Insert factions here] (contact User: Joshua the Hedgehog if you want to include a faction)

### The COs (Primary Factions)

A maximum of seven COs are applied for each faction within the series.

#### Zarvok Star

##### Joshua Sentrium Burns

The potential next heir to the Zarvok Star, Joshua Sentrium Burns is a strategic and tactical individual with a serious, but also casual mindset. Has a deep concern for close ones and has a hidden kindness for others, but has a short temper whenever things aren't going his way in battle. Older brother of Jayden and son of Adex, also Marilyn's boyfriend.

Whenever Joshua is in command, a 40% direct/indirect defense boost is given to all units, regardless of terrain. However, units are given a 20% firepower decrease as well. All units are also given a +2 max ammo capacity, but higher fuel consumption.

Hit: Close Friends/Relatives

Miss: Failing a Task

**Chaos Shield (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, a 40% direct and indirect defense boost is given to all units, regardless of terrain. All other outputs remain unchanged.

*Chaos Armageddon (Super CO Power)*

Requires seven stars to activate. Upon activation of his Super CO Power, all enemy units on terrain tiles with a defensive boost of two stars or below are given a -2 HP decrease, while units on terrain tiles with a defensive boost of three stars or above are given a -1 HP decrease.

***Tag Breaks***

* Jayden Sarah Burns: Enraged Bonds (30% Tag CO Power increase)
* Marilyn Bagley Regis: Romantic Offensive (30% Tag CO Power Increase)
* Adex Zarvok Burns: Tactical Combination (20% Tag CO Power increase)

##### Adex Zarvok Burns

The current leader of Zarvok Star, Adex Zarvok Burns is primarily a tactical individual with a sympathetic and kind, but serious mindset. Openly shows concern for basically anyone in general, and is quite the experienced commander. Father of Joshua and Jayden.

Whenever Adex is in command, all units get a 30% firepower and direct/indirect defense boost upon all terrain tiles, as well as fewer fuel consumption and +2 max ammo capacity. However, the cost for units when they are produced are increased.

Hit: Milkshakes

Miss: Unnecessary Hostilities

**Adex-01 Support Drones (CO Power)**

Requires five stars to activate. Upon activation of his CO Power, all units within a five tile square radius of your selection are given a 50% direct/indirect defense and 25% counterattack boost, as well as being healed +2 HP. Slight chance for the drone's programming to malfunction and will give hostile units in the radius the same benefits.

*Adex-02 Attack Drones (Super CO Power)*

Requires eight stars to activate. Upon activation of his Super CO Power, hostile units within a three tile square radius of random selection will be given a -3 HP decrease, as well as a -70% direct defense decrease. Slight chance for the drone's programming to malfunction and will damage friendly units within the radius.

***Tag Breaks***

* Joshua Sentrium Burns: Tactical Combination (20% Tag CO Power increase)
* Jayden Sarah Burns: Quick Assault (20% Tag CO Power increase)
* Sir Charles the Hedgehog: Fierce Peacekeeping (10% Tag CO Power increase)
* Sonic the Hedgehog (5% Tag CO Power increase)
* General Wade Lester (5% Tag CO Power increase)
* Commander Madison Sedvor (5% Tag CO Power increase)

##### Jayden Sarah Burns

Taking after her father as a somewhat caring individual, Jayden Sarah Burns is, although usually not tactical and strategic like her brother and father, does have some intelligence to go around about. Mainly clingy and playful towards her brother; Joshua, as they share a close bond.

Whenever Jayden is in command, all units have +2 mobility on roads and plains, and -1 mobility on mountains and forests, but has high fuel consumption, along with -1 ammo capacity.

Hit: Being around Joshua

Miss: Her brother sustaining injuries

**Speed Boost (CO Power)**

Requires three stars to activate. Upon activation of her CO power, all friendly units will gain a +2 mobility boost upon road and plain tiles, while +1 mobility on mountains and forests. A higher fuel consumption is active.

Velocity Assault *(Super CO Power)*

Requires six stars to activate. Upon activation of her Super CO power, all friendly units will gain a +2 mobility boost upon all terrain tiles [excluding reefs and ocean], as well as a 50% firepower boost. An even higher fuel consumption is active.

***Tag Breaks***

* Joshua Sentrium Burns: Enraged Bonds (30% Tag CO Power increase)
* Adex Zarvok Burns: Quick Assault (20% Tag CO Power increase)
* Sonic the Hedgehog (5% Tag CO Power increase)

##### Marilyn Bagley Regis

An emotional individual with a caring and concerned mindset, Marilyn Bagley Regis was a civilian living in Allerson Town before taking residence in Fort Jkirk, and is not very serious in battle unless she is needed to be. She is a rookie CO, and Joshua's girlfriend.

Whenever Marilyn is in command, all friendly units have a +2 vision range as well as having 30% direct defense in urban areas, along with a slightly cheaper cost to base units. However, all units have a -20% firepower output on all terrain tiles due to her inexperience.

Hit: Friendly Encounters

Miss: Innocent Casualties

**Blazing Flames (CO Power)**

Requires three stars to activate. Upon activation of her CO Power, all friendly units originating from bases get a 40% firepower and 15% counterattack boost for the next two turns.

*Metallic Fury (Super CO Power)*

Requires seven stars to activate. Upon activation of her Super CO Power, cost to base units (airports and ports are not affected) are tremendously decreased to little over half of their value (example; Infantry now costs 650 instead of 1000). Units from bases get a 50% firepower boost as well.

***Tag Breaks***

* Joshua Sentrium Burns: Romantic Offensive (30% Tag CO Power increase)
* Mark I Fulgore/Delta (5% Tag CO Power increase)
* Metal Sonic (5% Tag CO Power increase)

##### Commander Madison Sedvor

The well-known commander of the Madison Battalion, Commander Madison Sedvor is a commanding officer within Zarvok Star that prefers to get her objectives done as effectively as possible, by any ethical means in Zarvok's standards, even if it takes entire months to do so.

Whenever Madison is in command, any land vehicles within urban tiles are given 25% direct and indirect defense, with all aircraft receiving a 20% firepower boost. All non-infantry units however are given a -1 Mobility decrease, with naval units having a -30% firepower decrease.

Hit: Madison Battalion

Miss: Significant Causalities

**Ethical Engagement** **(CO Power)**

Requires three stars to activate. Upon activation of her CO Power, all land vehicles upon urban tiles are given a further 40% direct and indirect defense boost. Vehicles gain a mobility increase, as they are now able to travel without the penalties of terrain for two turns.

Power of Zarvok *(Super CO Power)*

Requires seven stars to activate. Upon activation of her Super CO Power, all vehicle units get partial fuel and ammo replenishment, as well with all units receiving a 70% firepower and 30% counterattack increase. Direct and Indirect defense is decreased by 10% however.

***Tag Breaks***

* General Wade Lester: Experienced Duo (20% Tag CO Power increase)
* Adex Zarvok Burns (5% Tag CO Power Increase)

##### General Wade Lester

The five-star general of Zarvok Star, General Wade Lester is a battle-hardened commander who has been involved in many conflicts in his lifetime. He usually puts his men over all else, usually keeping them well supplied and maintained. Known for calling in strikes from orbit.

Whenever Lester is in command, all units have less fuel consumption, as well as +3 ammo capacity. Indirect combat units get 30% direct defense boost but with a -20% indirect defense decrease, while direct combat units get 30% indirect defense boost but with a -20% direct defense decrease.

Hit: Orbital Strikes

Miss: Insubordination

**Orbital Strike (CO Power)**

Requires two stars to activate. Upon activation of his CO Power, a beam of Plasma will strike down from a satellite from orbit upon a random enemy unit, giving them -2 HP and -20% direct/indirect defense. Slight chance for the satellite's targeting systems to malfunction and hit a friendly unit instead.

*Xervedia Orbital Plasma Cannon (Super CO Power)*

Requires nine stars to activate. Upon activation of his Super CO Power, Zarvok Star's feared WMD, the Xervedia Orbital Plasma Cannon, will be used upon units within a three tile square radius of your selection. Units caught in the blast will receive a -4 HP decrease, as well as receive -60% direct and indirect defense decrease. Friendly units within blast radius will also receive the same effects.

***Tag Breaks***

* Commander Madison Sedvor: Experienced Duo (20% Tag CO Power increase)
* Adex Zarvok Burns (5% Tag CO Power increase)

##### Mark I Fulgore/Delta

The Mark I Fulgore is the second automaton within Project: Kilgore. Accompanied by a basic A.I by the name of Delta, this automaton is seen as the ultimate automaton that Zarvok Star has to offer within its ranks. While Fulgore is seen as the brawn of the two, Delta is seen as the brains.

Whenever Fulgore/Delta is in command, they are unique in the sense that two COs are present in one slot, each with their own CO abilities that can be switched via their CO Power. Fulgore provides a 40% firepower and 20% direct defense boost for direct combat units, however infantry require an additional turn to capture a property, and indirect combat units get a -20% firepower and direct defense decrease. Delta provides a 30% firepower increase for indirect combat units, as well as +1 Mobility for infantry. Infantry are able to capture properties normally, however direct combat units get a -30% firepower and indirect defense decrease.

Hit: Orders

Miss: System Breaches

**Protocol Switch (CO Power)**

Requires two stars to activate. Upon activation of their CO Power, the CO abilities are switched from Fulgore to Delta (Delta to Fulgore if Delta is already in play). CO Power Meter is unable to be filled for the next two turns.

*Devastation Beam (Super CO Power)*

Requires eight stars to activate. Upon activation of their Super CO Power, Fulgore will fire a powerful laser beam that will bring a -3 HP Decrease to any unit caught in it's range [this includes friendly and foe alike], with a -2 HP decrease if said units are in a terrain tile with three stars or higher. The beam has the range of one tile that stretches over across the entire map horizontally. If Fog of War is active, the beam will only affect units within visible sight.

***Tag Breaks***

* E-123 Omega: Robotic Prowess (10% Tag CO Power increase)
* Metal Sonic: Lethal Velocities (10% Tag CO Power increase)
* Nicole the Holo-Lynx: Artificial Mindset (10% Tag CO Power increase)
* Miles "Tails" Prower (5% Tag CO Power increase)
* Hope Kintobor (5% Tag CO Power increase)
* Marilyn Bagley Regis (5% Tag CO Power increase)

#### Blue Federation

##### Abraham Tower

The head of Blue Federation's military forces, Abraham Tower is a professional commanding officer who's mainly stoic and gruff in nature, while also having a sense of duty for his people, as well as a rarely shown soft-side. Usually takes orders from the President of Blue Federation.

Whenever Abraham is in command, all units are granted a 30% direct/indirect defense boost, as well as a 20% firepower and 10% counterattack boost. Units are 15% more expensive to produce however; they also burn three more fuel per day.

Hit: Duty

Miss: Space Colony ARK Incident

**Reinforcements (CO Power)**

Requires two stars to activate. Upon activation of his CO Power, all units get +1 HP, along with +10% direct/indirect defense and counterattack boost.

*Impenetrable Attack (Super CO Power)*

Requires seven stars to activate. Upon activation of his Super CO Power, all units get a 60% firepower boost, as well as a 60% indirect/direct defense and 30% counterattack boost. Units do not expend ammo while the power is active.

***Tag Breaks***

* Captain Andrews: Professional Troupe (10% Tag CO Power increase)
* Daniel Murer: Piercing Strike (20% Tag CO Power increase)

##### E-123 Omega

E-123 Omega is one of the automatons constructed by Dr. Eggman as part of his E-Series robots. Omega defected to the Blue Federation after Eggman forgot about Omega and left him to rust. Omega is now apart of Blue Federation's Team Dark to get revenge on Dr. Eggman, and is referred as a literal 'walking arsenal'.

Whenever Omega is in command, all indirect units gain a +1 range and mobility boost, as well as a 25% firepower boost. However, direct units [excluding infantry] get a -2 mobility boost, as well as a -20% firepower decrease. Units in urban tiles are given an additional 15% direct/indirect defensive boost, while suffering a -10% direct/indirect defensive decrease in other tiles.

Hit: Proving his capabilities

Miss: Dr. Eggman

**Heavy Firepower (CO Power)**

Requires three stars to activate. Upon activation of his CO power, units within urban terrain tiles are given an additional 30% firepower boost, with a 15% firepower boost if said units are within any other tile. Direct units [excluding infantry] are given a further 20% direct/indirect defense decrease.

*Mass Ordinance (Super CO Power)*

Requires seven stars to activate. All enemy units within visible sight are given a -50% direct/indirect defense decrease if they are on urban tiles, with only a 25% decrease if they're on any other tile. Indirect units are given a 50% firepower boost, with direct units given a 25% firepower increase.

***Tag Breaks***

* Mark I Fulgore/Delta: Robotic Prowess (10% Tag CO Power increase)
* Hope Kintobor: System Upgrades (20% Tag CO Power increase)
* Shadow the Hedgehog: Chaos Calibrations (20% Tag CO Power increase)
* Rouge the Bat (5% Tag CO Power increase)

##### Hope Kintobor

An overlander showing an impressive expertise as a mechanic, as well as being highly intelligent for her age, Hope Kintobor is the daughter of Colin Kintobor, and niece to Dr. Eggman. Hope vowed to bring honor back to her family name, joining up apart of the Blue Federation's military forces, specifically that of Team Dark.

Whenever Hope is in command, all units are given a -10% cost decrease to produce, as well as +1 HP replenishment whenever they are in the appropriate properties. Thanks to implemented Flame Shields, all units are immune from the effects of Heatwave, but obtain no additional defense boost.. instead, the shields cause an additional 20% fuel cost per movement tile.

Hit: Machinery

Miss: Dishonoring her family name

**Weapon Upgrades (CO Power)**

Requires three stars to activate. Upon activating her CO Power, all units get a 40% firepower boost for the next two turns. Ammo consumption is decreased by half (0.5 ammo consumption.. how the hell does that work) as well for the next two turns. Upgrades result in an additional 20% fuel cost per movement tile, and a 10% cost increase to produce units for the next two turns.

*Unit Configurations (Super CO Power)*

Requires eight stars to activate. Upon activating her Super CO Power, all units obtain a 70% firepower and direct/indirect defense boost, as well as a 35% counterattack boost 10% less fuel consumption for the next two turns. The configurations of the units however results in a 30% cost increase to produce units for the next two turns.

***Tag Break***

* Miles "Tails" Prower: Mechanical Geniuses (20% Tag CO Power increase)
* E-123 Omega: System Upgrades (20% Tag CO Power increase)
* Mark I Fulgore/Delta (5% Tag CO Power increase)

##### Shadow the Hedgehog

Sometimes referred to as the 'ultimate lifeform', Shadow was the end result of Project Shadow that took place aboard Space Colony: ARK. After being awoken from stasis fifty years later, and a series of complex events, Shadow joined the Blue Federation, becoming a member of Team Dark.

Whenever Shadow is in command, all units have a balanced output of firepower, mobility, defense, fuel and ammo consumption, etc. His forces will function normally with no special benefits, but no disadvantages either (well except having no benefits but eh).

Hit: Mobius

Miss: Silly Behavior

**Chaos Blast (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, a blast made entirely out of Chaos Energy will be used to inflict 3 HP of damage upon units that are in a three by three square radius of your choice. Friendly units are only inflicted 2 HP of damage.

*Chaos Control (Super CO Power)*

Requires nine stars to activate. Upon activation of his Super CO Power, Shadow will teleport units within a three by two square radius of your choosing, onto another area that is also of your choosing. You may only teleport units upon a valid surface, example being land units can only go on land terrain, and so on and so forth. Both friendlies and enemies can be affected by this, however upon teleportation they will lose their turn. You cannot teleport units within 4 tiles of the enemy Headquarters.

***Tag Break***

* E-123 Omega: Chaos Calibrations (20% Tag CO Power increase)
* Rouge the Bat: Dark Deception (20% Tag CO Power increase)

##### Rouge the Bat

Rouge the Bat is a strong-minded and fearless agent within the Blue Federation, as well as being a member of Team Dark, she is well-known for her skills in espionage and manipulation of others. Can get a bit greedy when it comes to gems and treasure.

Whenever Rouge is in command, all units get a 40% direct/indirect defense and 20% counterattack boost in forest and reef tiles, as well as receive an additional 250 funds from each property at the start of a turn, but have a 20% direct/indirect defense decrease on road and urban tiles.

Hit: Acquiring items of value

Miss: Giving up those items

*Greedy Espionage (Super CO Power)*

Requires six stars to activate. Upon activation of her Super CO Power, she will receive 300 funds for each enemy property upon the map, and 100 funds for each neutral territory upon the map. For the next two turns, all friendly properties will give out an additional 250 funds. Due to sudden inflation however, the cost of all units is increased by 10% for the next two turns.

***Tag Breaks***

* Shadow the Hedgehog: Dark Deception (20% Tag CO Power increase)

##### Captain Andrews

The commanding officer in charge of the Blue Federation's special operations unit; the Spider Troupe, Captain Andrews is a stubborn, headstrong leader with a sense of justice. Usually sees to it that his orders are followed as correctly as possible. Has a grudge against Shadow for unknown reasons.

Whenever Andrews is in command, all units get +1 terrain defense bonus on roads, oceans, reefs, and plains. Units are immune to the effects of rain in the sense that their vision is unhampered.. instead, they get +2 vision and can see into woods and reefs when rain is active.

Hit: Spider Troupe

Miss: Shadow

**Troupe Power (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, all units get a +1 mobility boost within forests, reefs, roads, and plains, while also given a 40% firepower boost and -0.5 fewer fuel consumption. Weather changes to rain for the entire duration of his CO Power.

*Troupe Senses (Super CO Power)*

Requires eight stars to activate. Upon activation of his Super CO Power, weather changes to rain for the next two days, with friendly units getting +2 mobility boost in forests, roads, and plains. Units are given a 40% firepower and direct/indirect defense boost as well as a 20% counterattack boost.

***Tag Breaks***

* Abraham Tower: Professional Troupe (10% Tag CO Power increase)

##### Daniel Murer

A high-ranking commanding officer within the Blue Federation, and captain of the air-force vessel; Sword of Michael, Daniel Murer is a calm, optimistic individual who cares for the sake of others.

Whenever Daniel is in command, the cost to produce Aerostats is lowered by 30%, with aircraft production lowered by 10%. Aerostats have +2 mobility and fewer fuel consumption as well, with aircraft having +1 mobility and slightly fewer fuel consumption. Land and Vessels however has +1 fuel consumption, 10% production cost, and have -1 mobility [mobility decrease excludes infantry].

Hit: Well-being of others

Miss: Suffering of others

*Sword of Michael (Super CO Power)*

Requires seven stars to activate. Upon activation of his Super CO Power, Daniel authorizes the deployment of aircraft stationed from the Sword of Michael, as well deploying the aerostat itself. A free Aerostat at 7 HP is deployed at the HQ, while Battle Helicopters at 5 HP are deployed in every friendly city, and VTOLs at 5 HP are deployed in every friendly airport. A free aerostat cannot be given again if the same aerostat is still present.. instead it will heal the aerostat by 2 HP and fully rearms/refuels it [effect does not apply to any other aerostat]. If the aerostat is taken down, the cost for aerostats are increased by 10%, but it may be replaced with another use of the Super CO Power.

***Tag Breaks***

* Abraham Tower: Piercing Strike (20% Tag CO Power increase)

#### Freedom Comet

##### Sonic the Hedgehog

Oftenly referred to as the 'fastest thing alive' or the 'blue blur', Sonic the Hedgehog is the well-known hero that has time and time again defeated the likes of Dr. Eggman. Usually confident in himself, and thrives for adventure.

Whenever Sonic is in command, infantry units have +2 mobility and a 50% firepower and 20% direct/indirect defense increase, along with all units being immune to the effects of Hurricanes. All non-infantry units however have a -20% firepower decrease. Naval units have a -1 mobility decrease as well as -40% firepower and a direct/indirect defense decrease.

Hit: Adventure

Miss: Water

**Sonic Boom (CO Power)**

Requires four stars to activate. Upon activation of his CO Power, all units [excluding infantry and naval units] have +2 mobility, as well as a 40% firepower increase. Terrain movement penalties for all land units are neglected for the entire duration of the CO Power.

*Super Sonic (Super CO Power)*

Requires nine stars to activate. Upon activation of his Super CO Power, all units are given a 100% firepower and direct/indirect boost, along with a 70% counterattack boost as well as a +3 mobility boost [Infantry and naval units are not given the mobility boost]. Terrain movement penalties are neglected for the next two turns.

***Tag Breaks***

* Miles "Tails" Prower: Close Brotherhood (30% Tag CO Power increase)
* Amy Rose: Lovely Couple (20% Tag CO Power increase)
* Knuckles the Echidna: Fighting Buddies (20% Tag CO Power increase)
* Adex Zarvok Burns (5% Tag CO Power increase)
* Jayden Sarah Burns (5% Tag CO Power increase)
* Sir Charles the Hedgehog (5% Tag CO Power increase)

##### Miles "Tails" Prower

Miles Prower, or as most refer to him by his nickname Tails, is a young, good-natured individual who comes off as very intelligent. Retains a childlike positivity and fun-loving demeanor, and is prideful to an extent. Sometimes intimidated by the many obstacles he faces, but usually pushes through. Is the best friend of Sonic.

Whenever Tails is in command, units will receive +1 HP from friendly properties, with Aircraft receiving a 30% firepower increase and 10% direct defense, while land units only receive 10% firepower increase, due to mechanical improvements. Improvements result in a 10% increased cost for all units however, as well as +1 fuel consumption.

Hit: Machines and Hardware

Miss: Dr. Eggman

**Mechanical Repairs (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, all friendly units get a +2 HP replenishment, as well as a 30% direct/indirect defense boost. Units on Bases, Ports, and Airports get +3 HP instead of two.

*Mechanical Prower (Super CO Power)*

Requires seven stars to activate. Upon activation of his Super CO Power, all friendly units get a +2 HP (essentially getting half their max health back) replenishment, as well as a 30% direct/indirect combat boost. Units on Bases, Ports, and Airports get +3 HP replenished instead of two. Aircraft get a temporary +2 max health boost for the next two turns (if units have 2/12 health or below when the CO Power ends, the unit will die, unless health is restored to 3/12 or above beforehand).

***Tag Breaks***

* Sonic the Hedgehog: Close Brotherhood (30% Tag CO Power increase)
* Hope Kintobor: Mechanical Geniuses (20% Tag CO Power increase)
* Mark I Fulgore/Delta (5% Tag CO Power increase)
* Sir Charles the Hedgehog (5% Tag CO Power increase)

##### Knuckles the Echidna

Usually known as the Guardian of the Master Emerald, Knuckles the Echidna is a self-driven individual with an almost single-minded focus of protecting Angel Island (which houses the Master Emerald), and has enough sense that a threat to the planet is a threat to his island, and has thus provided his assistance on multiple occasions. Has shown to be hot-tempered and quick to act without thinking. Can be quite gullible at times.

Whenever Knuckles is in command, all non-infantry direct combat units get a 40% firepower boost as well as a 20% direct defense boost, while indirect units have -20% firepower bonus and -1 Range. Infantry in mountains have 40% additional direct/indirect defense, as well as a 30% firepower and counterattack boost, however units have a -30% firepower and direct/indirect defense and -15% counterattack decrease on roads and rivers.

Hit: Protecting the Master Emerald

Miss: Being Tricked

**Beatdown (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, all non-infantry direct combat units get a 40% firepower boost, with infantry getting a 60% firepower boost. All infantry in mountains have a 30% direct/indirect defense boost as well.

*Knuckle Sandwich (Super CO Power)*

Requires seven stars to activate. Upon activation of his Super CO Power, all non-infantry direct combat units get a 80% firepower boost, with infantry getting a 100% firepower boost. All infantry in mountains have an 50% direct/indirect defense boost as well. Land Vehicles are able to traverse in mountains for the next two turns, at the expense of +3 fuel consumption and -1 mobility (-2 if they have wheels instead of treads) per tile. Any land vehicles that still remain on mountains after the effects of the Super CO Power are gone will be stuck on the tile and lose -1 HP for each turn they are on said tile, until the CO power is active again.

***Tag Breaks***

* Sonic the Hedgehog: Fighting Buddies (20% Tag CO Power increase)
* Sir Charles the Hedgehog (5% Tag CO Power increase)

##### Amy Rose

Amy is a cheerful individual that is a dedicated hero that assists Freedom Comet and her friends in the fight against Black Egg. She possesses a temper rivaling that of Knuckles (if not surpassing it), and her somewhat materialistic hobbies hide a deep concern for her friends. Self-proclaimed girlfriend of Sonic.

Whenever Amy is in command, unit costs for all units are decreased by 10%, with fuel consumption for aircraft and vehicles decreased by 1. Unit firepower remains the same, however all units receive a -20% direct/indirect defense and counterattack decrease.

Hit: Sonic

Miss: Believing him to be dead

**Shopping Spree (CO Power)**

Requires three stars to activate. Upon activation of her CO Power, all unit costs get an additional reduction of 10% for the next two turns. Units do not get any boosts or decreases however.

*Piko Justice (Super CO Power)*

Requires six stars to activate. Upon activation of her Super CO Power, all units get a 50% firepower and direct/indirect defense increase, with hostile units getting a 30% counterattack and direct/indirect defense decrease. Unit costs remain the same as before.

***Tag Breaks***

* Sonic the Hedgehog: Lovely Couple (20% Tag CO Power increase)
* Sir Charles the Hedgehog (5% Tag CO Power increase)

##### Sally Acorn

Known as the firm, but kind and caring leader of Freedom Comet, Sally Acorn is a strong-minded and logical individual who prefers to plan ahead in almost all situations. Can be somewhat insecure when it comes to her past failures/misjudgments, and is often protective of her friends.

Whenever Sally is in command, all units get a 10% firepower, counterattack, and direct/indirect boost, while hostile units get a -15% counterattack decrease. Units on plains and woods get an additional 20% firepower and direct/indirect defense boost as well, but lose 20% firepower and direct/indirect defense in city tiles.

Hit: Her Friends

Miss: Insecurities

**Tactical Power (CO Power)**

Requires four stars to activate. Upon activation of her CO Power, all hostile units get a -40% counterattack decrease and -20% direct/indirect defense decrease. In addition, units on plains and woods get an additional 30% firepower and direct/indirect boost, as well as a 10% counterattack boost.

*Tactical Superiority (Super CO Power)*

Requires seven stars to activate. Upon activation of her Super CO Power, all hostile units get -70% counterattack decrease and -40% direct/indirect defense decrease. In addition, units on plains and woods get an additional 60% firepower and direct/indirect boost, as well as a 30% counterattack boost.

***Tag Breaks***

* Nicole the Holo-Lynx: Digital Bond (20% Tag CO Power increase)
* Adex Zarvok Burns (5% Tag CO Power increase)
* Sir Charles the Hedgehog (5% Tag CO Power increase)

##### Nicole the Holo-Lynx

An artificial intelligence unit created by Dr. Ellidy, Nicole is unique in the sense that she possesses many traits of a living being, able to express concern for others, and is not without the ability to mock or express defiance, though at times she gets out of touch with this part of herself, reverting to the more logical thought processes of a machine. Despite this, she is capable of appreciating beauty and helping others in times of difficulty.

Whenever Nicole is in command, Radar tiles give +7 range instead of five when captured, and Com Towers provide 20% additional firepower instead of 10%. Enemy units get a -5% firepower decrease from Com Towers as well.

Hit: Her traits as a living being

Miss: Her traits as a machine

*System Hack (Super CO Power)*

Requires six stars to activate. Upon activation of her Super CO Power, the effects of enemy Com Towers are rendered nonexistent with a -10% firepower decrease, with enemy radar tiles only giving out four vision instead of five for the next two turns. Friendly units get 40% firepower from each Com Tower for the entire duration of the Super CO Power.

***Tag Breaks***

* Sally Acorn: Digital Bond (20% Tag CO Power increase)
* Mark I Fulgore/Delta: Artificial Mindset (10% Tag CO Power increase)
* Sir Charles the Hedgehog (5% Tag CO Power increase)

##### Sir Charles the Hedgehog

Sometimes referred to as 'Uncle Chuck' or 'Professor Charles', Sir Charles the Hedgehog is an intellectual individual that is usually quiet, but becomes outspoken when opposing to what he believes is wrong. Usually cares for his loved ones more than himself, and provides advice for the rest of Freedom Comet as he is bound by a high sense of duty. Uncle of Sonic the Hedgehog (which is probably how he got the nickname 'Uncle Chuck').

Whenever Charles is in command, units get one terrain star from rivers and oceans, as well as two stars from plains and reefs, with forests having three stars. Road tiles remain at zero stars, with urban tiles having only two stars, with headquarters having three.

Hit: Peace

Miss: Dr. Eggman

**Intellectual Strike (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, firepower and counterattack for all units is increased by 20% and gain +1 mobility.

*Ceasefire (Super CO Power)*

Requires six stars to activate. Upon activation of his Super CO Power, Charles manages to negotiate a temporary ceasefire, allowing all friendlies in a three by two square radius to get 2 HP, and full fuel and ammo replenishment. Enemies within the radius gets 1 HP and partial fuel/ammo replenishment. All affected units have to skip a turn.

***Tag Breaks***

* Adex Zarvok Burns: Fierce Peacekeeping (10% Tag CO Power increase)
* All Freedom Comet COs (5% Tag CO Power increase)

#### Green Empyrdom

##### Aelianos Zephyrius

Known as the Archon Emperor of the Green Empyrdom, he is also the current king of Altiventus. He is respected and feared by many due to his superior military thinking and his peerless skill on the battlefield. Just as he is a ruler of justice, he is a knight of women. Older brother of Severina.

Whenever Aelianos is in command, all his units gain 20% firepower and defense bonuses. Air units burn less two fuel per day and have +1 movement, as well as +10% counterattack firepower. Unaffected by weather, except heatwaves—all units gain 20% firepower and defense bonuses during hurricanes. However, all units have 20% increased costs.

Hit: Chivalry

Miss: Indecency

**Tachyonic Field (CO Power)**

Requires four stars to activate. Causes a hurricane for two days. All units gain +1 movement and 30% firepower bonus; all air units gain 30% additional defense. Terrain movement penalty is reduced to 1. All enemy units lose -1 movement and lose 30% counterattack firepower.

*Tachyonic Surge (Super CO Power)*

Requires seven stars to activate. Causes a hurricane for two days. All units gain +2 movement and 60% firepower bonus; all air units gain 60% additional defense. Terrain movement penalty is reduced to 1. All enemy units lose -2 movement and lose 60% counterattack firepower.

***Tag Breaks***

* Alice Argentum: Astral Force (20% Tag CO Power increase)
* Severina Zephyrius: Zephyrian Kinship (30% Tag CO Power increase)
* Asterisca: Celestial Mandate (30% Tag CO Power increase)
* All other Green Empyrdom COs (5% Tag CO Power increase)

##### Alice Argentum

Known as the Chief Marshaless of the Green Empyrdom and the head of their research and development department, she is one of Aelianos' retainers. She heeds to his call without complaint.

Whenever Alice is in command, all units gain 10% defense bonus, +1 vision, +1 additional HP for every repair and +1 max ammo capacity. All enemy units receive -1 terrain defense decrease. Communication stations have defense bonus for all units and defense decrease for all enemy units. Unaffected by hurricanes. However, all units have 10% increased costs.

Hit: Transmissions

Miss: Interference

**Silver Wind (CO Power)**

Requires three stars to activate. All enemy units' fuel are halved and they also receive 1 HP of damage. They also receive a -2 terrain defense decrease. All units replenish supplies and gain 30% defense and counterattack firepower bonuses as well as gain +1 vision and see through woods and reefs. Communication stations have their effects multiplied by 1.5x.

*Silver Surge (Super CO Power)*

Requires six stars to activate. All enemy units' fuel are halved and they also receive 2 HP of damage. They also receive a -3 terrain defense decrease. All units replenish supplies and gain 60% defense and counterattack firepower bonuses, as well as gain +2 vision and see through woods and reefs. Communication stations have their effects doubled.

***Tag Breaks***

* Aelianos Zephyrius: Astral Force (20% Tag CO Power increase)
* Severina Zephyrius: Verdant Storm (10% Tag CO Power increase)
* Asterisca: Divine Revelation (10% Tag CO Power increase)

##### Severina Zephyrius

Known as the Arch Magistratess of the Green Empyrdom and the head of the aerospace traffic department, she is also the current duchess of Altiventus. Oftentimes serious in public, she is cheeky and playful towards her brother Aelianos.

Whenever Severina is in command, all air units gain a 40% firepower bonus and a 20% defense bonus, as well as burn two less fuel per day and have +1 movement. All naval units however lose -10% firepower. Unaffected by hurricanes. However, air units have 10% increased costs.

Hit: Her brother

Miss: Her brother's foes

**Celerity Drive (CO Power)**

Requires three stars to activate. All air units may move again at the expense of a 50% firepower reduction. They do not burn fuel per day or after moving for two days.

*Celerity Blitz (Super CO Power)*

Requires seven stars to activate. All air units may move again with a 60% firepower boost. They do not burn fuel per day or after moving for two days.

***Tag Breaks***

* Aelianos Zephyrius: Zephyrian Kinship (30% Tag CO Power increase)
* Alice Argentum: Verdant Storm (10% Tag CO Power increase)
* Asterisca: Elegant Gale (20% Tag CO Power increase)
* All other Green Empyrdom COs (5% Tag CO Power increase

##### Flarius Dragarkania

Known as the ruler of the Dragarkia colony, he is feared by many for his prodigious battle skill with axes and lances. Salem's second mentor after his former mentor, the previous ruler of the colony, had passed away valiantly in battle.

Whenever Flarius is in command, all vehicles have 30% firepower and defense bonuses. Receives -1 less HP of damage against missile silos and CO powers that deal HP damage within a certain radius. Unaffected by heatwaves—instead they gain 20% firepower and defense bonuses. However, all vehicles burn two more fuel per day.

Hit: Combat

Miss: Leniency

**Dragark Clamor (CO Power)**

Requires three stars to activate. Causes a heatwave for two days. All vehicles receive a 30% firepower bonus. Deals 3 HP of damage upon all units within a 2-square radius. The enemy CO power bar decreases by 3% per 1 HP of damage.

*Dragark Wrath (Super CO Power)*

Requires six stars to activate. Causes a heatwave for two days. All vehicles receive a 60% firepower bonus. Deals 5 HP of damage upon all units within a 2-square radius. The enemy CO power bar decreases by 3% per 1 HP of damage.

***Tag Breaks***

* Flarius Dragarkania: Draconic Edict (20% Tag CO Power boost)
* All other Green Empyrdom COs (5% Tag CO Power boost)

##### Salem Misthophorius

Formerly a Feronian mercenary, he is now a Knight serving under the banner of the Empyrdom. Widely known for his spear-fighting skills which are almost as formidable as the Altiventian royal arts, he is often serious yet rarely angered. Leads his own section called the Swords of Salem.

Whenever Salem is in command, all infantry units gain a 30% firepower bonus and a 10% defense bonus, as well as capture properties (+5) faster than any other COs. Submarines, stealth tanks and stealth fighters do not receive fuel penalty when cloaked. Unaffected by heatwaves. Vehicles have 10% firepower decrease, however.

Hit: Training

Miss: Getting stunned

**Pyrophoric Haze (CO Power)**

Requires three stars to activate. Causes a heatwave for two days. All enemy units in woods take 1 HP of damage. Submarines, stealth tanks and stealth fighters gain +1 mobility. All infantry units gain 30% firepower and +1 movement.

*Pyrophoric Wave (Super CO Power)*

Requires six stars to activate. Causes a heatwave for two days. All enemy units take 2 HP of damage. Submarines, stealth tanks and stealth fighters gain +2 mobility. All infantry units gain 60% firepower and +2 movement. They can completely capture other properties even at 1 HP.

***Tag Breaks***

* Flarius Dragarkania: Draconic Edict (20% Tag CO Power boost)
* All other Green Empyrdom COs (5% Tag CO Power boost)

##### Asterisca

Formally designated as the Sovereign Sentimatron of the Sophologian Sect of Bet, a force under the Green Empyrdom. Her mindscans programmed her to act like Aelianos' past wife. Superior in marksmanship but lacking in close combat.

Whenever Asterisca is in command, all indirect-combat units gain 20% firepower and defense boosts and +1 range. All units gain +1 vision. All direct-combat vehicles however lose 10% firepower.

Hit: Aelianos

Miss: Neteria

**Tachyonic Vision (CO Power)**

Requires four stars to activate. All indirect-combat units gain a 40% firepower bonus and +1 range. All units gain a 10% defense bonus and +1 vision, as well as see through woods and reefs. All enemy units lose 20% indirect defense.

*Evisceratus Inversa (Super CO Power)*

Requires seven stars to activate. All indirect-combat units gain a 80% firepower bonus and +2 range. All units gain a 20% defense bonus and +2 vision, as well as see through woods and reefs. All enemy units lose 40% indirect defense.

***Tag Breaks***

* Aelianos Zephyrius: Celestial Mandate (30% Tag CO Power increase)
* Alice Argentum: Divine Revelation (10% Tag CO Power increase)
* Severina Zephyrius: Elegant Gale (20% Tag CO Power increase)
* All other Green Empyrdom COs (5% Tag CO Power increase)

#### Black Egg

##### Dr. Ivo "Eggman" Robotnik

Dr. Ivo Robotnik, commonly referred to as Dr. Eggman by most, is the leader of the widely infamous Black Egg. He dreams for a world under his own command, however he is commonly stopped by Sonic and his friends.

Whenever Eggman is in command, all units have a 10% cheaper production cost, and units from bases are given a 40% firepower and 10% counterattack increase. All units however have a -30% direct/indirect defense decrease.

Hit: World Domination

Miss: Sonic

**Egg Terrain (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, all units get +2 terrain defense bonuses from the current tile they're on (this even includes tiles that allow only zero terrain defense stars).

Egg Emperor *(Super CO Power)*

Requires seven stars to activate. Upon activation of his Super CO Power, all units get a 50% firepower and 25% counterattack increase, as well as 40% direct and indirect defense increase, along with +1 terrain defense bonus.

***Tag Breaks***

* Metal Sonic: Improved Programming (10% Tag CO Power increase)
* Julian Snively: Treacherous Duals (90% Tag CO Power increase)

##### Julian Snively

Also referred to as 'Snively Robotnik' or 'Colin Jr.', Julian Snively is best described as a treacherous and devious individual, having deep resentment for those around him. Can be quite cold and calculating in the instances that he gains an upper hand, even going to the point of being somewhat sadistic. Usually however, he spends a large portion of his time swallowing his pride in the face of past humiliations, and repressing the rage instilled in him. Half-brother of Hope and Nephew of Dr. Eggman.

Whenever Snively is in command, all units have a balanced output of firepower, counterattack, direct/indirect defense, fuel/ammo consumption, mobility, etc.

Hit: Conquest

Miss: His Uncle

**Devious Strike (CO Power)**

Requires two stars to activate. Upon activation of his CO Power, all units get a 20% firepower and counterattack boost, as well as 10% direct/indirect defense boost.

*Traitorous Blow (Super CO Power)*

Requires seven stars to activate. Upon activation of his Super CO Power, if he is the active CO in a Tag Break, his units will receive a 70% firepower and counterattack boost, as well as a 35% direct/indirect defense boost.. however the CO that switches after him with have a 40% firepower, direct/indirect defense and counterattack decrease, due to Snively's traitorous actions. If he is after the CO upon a switch, or uses the Super CO Power without a Tag Break, he will instead get a 30% firepower and counterattack boost with a -15% direct/indirect defense decrease.

***Tag Breaks***

* Dr. Ivo "Eggman" Robotnik: Treacherous Duals (90% Tag CO Power increase)

##### Metal Sonic

The robotic copy of Sonic the Hedgehog, Metal Sonic was created by Dr. Eggman to rival the speed and might of Sonic, and turned out to be a success. Despite being defeated on multiple occasions, Metal Sonic strives for one thing, and that is to surpass Sonic, even going as far as to betray Dr. Eggman to succeed his prime goal.

Whenever Metal Sonic is in command, all units get +2 mobility as well as a 10% firepower and counterattack boost. Immune to the effects of Hurricanes, however is more vulnerable to Heatwaves; infantry units suffering from -20% direct and indirect decrease instead of 10%. Units also suffer from a slightly higher fuel consumption. Units in urban areas get a 10% direct/indirect defense boost, while units in plains suffer from the opposite (-10% direct/indirect defense decrease).

Hit: Surpassing Sonic

Miss: ..Not surpassing him.

**Metal Madness (CO Power)**

Requires three stars to activate. Upon activation of his CO Power, units in urban areas get 30% firepower and counterattack boost, along with an additional 10% direct/defense boost. Units on other tiles will only get a 10% firepower and counterattack increase with no defense boost. Enemy units get a -10% counterattack decrease.

*Metal Overlord (Super CO Power)*

Requires seven stars to activate. Upon activation of his CO Power, all units get a 50% direct/indirect defense, firepower, and counterattack boost, with an additional +2 mobility. Enemy units on the other hand get a -30% counterattack decrease, along with -10% direct/indirect defense. Units on urban tiles get their boosts increased by 10% (meaning instead of 60%, they get 70% if they're on urban tiles).

***Tag Breaks***

* Dr. Ivo "Eggman" Robotnik: Improved Programming (10% Tag CO Power increased)
* Mark I Fulgore/Delta: Lethal Velocities (10% Tag CO Power increase)
* Marilyn Bagley Regis (5% Tag CO Power increase)

##### 'Infinite'

A mysterious, but yet lethal and dark figure, most only know him as Infinite. Sadistic and Cruel, Infinite takes pleasure in the pain and torment of others, while also extremely confident, but also arrogant of his newfound strength given to him by the Phantom Ruby. Believes teamwork is only an illusion and that one must only rely on themselves.

Whenever Infinite is in command, all units are given a superior 30% firepower, counterattack, and direct/indirect defense boost on all terrain, while having no apparent downside.. except his Tag CO Power is decreased by 10%. Has the most expensive Super CO Power in the game.

Hit: Power

Miss: Weakness

*Ruby Delusions (Super CO Power)*

Requires eleven stars to activate. Upon activation of his Super CO Power, all enemy units on the board will have most of their ammo and fuel depleted, leaving only 1 ammo and few fuel. In addition, all enemy units have a -50% counterattack decrease for the entire duration of the CO Power.

***Tag Break***

* Every Single CO (90% Tag CO Power)

### The COs (Skirmish-Exclusive)

There may only be a maximum of four to six COs for the skirmish-exclusive factions. Some characters present are appearing as guest-stars.

## Main Menu

### Campaign

Selecting this will allow you to play the Advance Wars: Mobian Battles campaign. The main campaign only consists of the primary five factions. Completion of missions awards you with Battle Points and a ranking of your progress.

### Versus

Selecting this will allow you to create a localized player match for a maximum of four participants on the same game system. You are able to pick from the ten factions in this game mode.

### Multiplayer

Upon connection to the internet, you are able to play matches against or with other players, as well as download and share your own custom maps.

### War Room

Selecting this will allow you to battle other COs in various scenarios. Completing said scenarios will award you with Battle Points to spend at Battle Maps, as well as a ranking of your progress.

### Battle Maps

Selecting this will allow you to purchase various maps to play in Versus and War Room, as well as purchase alternate CO colors. The Battle Maps is ran by Sir Charles the Hedgehog, who offers advice to you whenever you come in to purchase anything.

### Design Room

Selecting this will allow you to customize your own maps as you see fit, as well as set alternate colors for the COs, granted that you've unlocked said alt colors. You may also change the background on the menu screen.

### Combat/Survival/Phantom

Selecting this will allow you to play a game of Combat, Survival, or Phantom. All game modes will provide you with Battle Points upon completion.

* Survival: A game mode where you fight through a series of maps with three limitations; Money, Turn, and Time. Survive for as long as you're able.
* Combat: A game mode where you fight enemies in real-time, starting off with limited funds to pick units to battle through a series of maps.
* Phantom: A game mode where selected enemy COs have the power of the Phantom Ruby to increase their strength twofold, and must battle through a series of maps.

## Units/Properties

### Units

All Units in the factions are the same in terms of function and mechanics, with the only difference being the appearance difference between each faction, and the CO that gives the units a boost/disadvantage.The units listed below are a combination upon multiple Advance War Games, even including new units..

Infantry: The cheapest unit to manufacture. They are quite useful when facing other infantry and capturing properties. They, however, are pretty much weak to anything else stronger. They are usually armed with some kind of Assault Rifles or SMGs. (1,000 Funds)

Mech: Also referred to as mechanized infantry, they are a bit more expensive than infantry, but is worth it. They are useful when facing Infantry and light armored Vehicles, and sometimes Tanks. They are armed with both Rocket Launchers and Assault Rifles/SMGs. (3,000 Funds)

Motorbike: Infantry riding on motorcycles and sidecars mounted with Light MGs, they are useful when facing Infantry and are the only vehicle capable of capturing properties. Defense is slightly higher than infantry or mechs. (2,000 Funds)

Rocketbike: Same as the motorbike in terms of defense, except instead of being armed with a Light MG, infantry riding in sidecars are armed with a rocket launcher. Has lower mobility compared to the standard Motorbike and same firepower compared to a Mech. (5,000 Funds) [This unit is only a proposal and may not be in the final game]

Recon: Vehicles made for reconnaissance, they are armed with a Light MG, which are useful when facing Infantry. Useful during Fog of War. (4,000 Funds)

Flare: Vehicles that launch flares in the sky within a boundary of an 5-square radius area around it, but cannot move and launch at the same time. They reveal a 2-square radius area including hiding areas (i.e. woods and reefs). Each has 3 flare rounds before resupplying. Useful during Fog of War. (5,000 Funds)

APC: A vehicle used specifically to carry personnel, it allows the transportation of two infantry units, and is armed with a heavy machine gun. Unlike other units however, it is the only unit that cannot attack with its weapon, and can only use it defensively. (5,000 Funds)

Rig: Referred to as a mobile workshop, it allows replenishment of Fuel and Ammo to adjacent units. Although unarmed, it's very useful for when your units need ammo and fuel in the middle of the battlefield when no friendly properties are within arms reach. Can build a temporary airport or port at the cost of 1 material. (5,000 Funds)

Disruption Truck: A vehicle that emits a no-fly zone around a 3-square radius. It can also reveal cloaked units within its AoE zone (except stealth fighters since they cannot fly into the zone). However, it is unarmed. (12,000 Funds)

Light Tank: An armored tank that is armed with a Light Cannon and a Machine Gun, they are useful when dealing with lightly armored units (such as the Recon, Artillery, Anti-Air Tank, etc.) and can quite be the nuisance when in numbers. (7,000 Funds)

Stealth Tank: An armored tank capable of concealing its presence at the cost of higher fuel consumption. Has firepower higher than a light tank and slightly lower than a medium tank but has lower defense than a light tank. Usually used to ensure kills undetected against injured enemy units and temporarily immobilize the enemy force in a choke-point using ambush. (8,000 Funds)

Medium Tank: Tanks that are more armored than the Light Tank, they are armed with a Medium Cannon and a Machine Gun. Compared to other units below it, they are quite powerful when fighting directly. (12,000 Funds)

Egg Tank (essentially this game's version of the Neotank): Commissioned by Black Egg in their battle for conquest, the Egg Tank is an heavily armored egg-shaped tank that is armed with a Eggcannon, as well as a machine gun. (16,000 Funds)

Megatank: The ultimate direct-attack land unit commissioned by Green Empyrdom in the defense against Black Egg, this massive armored tank is armed with a Megacannon, as well as a machine gun. Can tank several shots from artillery and/or rockets and survive, but only has three ammo and has less fuel than other tanks. (20,000 Funds)

Artillery: The standard indirect combat land unit that attacks ground and naval units, except submerged submarines and cloaked stealth tanks that are not adjacent to a friendly unit. Can attack within 2-3 squares around it. Cannot move and attack at the same time. (6,000 Funds)

Anti-Tank: An indirect-combat vehicle that is highly effective against vehicles. Unlike most indirect units, it can retaliate against direct engagements. Ineffective against infantry. (11,000 Funds)

Anti-Air Tank: A direct-combat vehicle armed with autocannons that is highly effective against air units, infantry, and lightly armored vehicles in some cases. Ineffective against tanks. (7,000 Funds)

Stunner Tank: Commissioned by the Blue Federation in their defense against Black Egg, the Stunner Tank is a direct combat unit that temporarily disables hostile land vehicles for one turn upon their attack, as they are equipped with an Electromagnetic ray cannon. The tank has the same armor as a Light Tank, but has less fuel. (9,000 Funds)

Anti-Air Missile Launcher: An indirect-combat vehicle that launches SAMs at air units. Cannot move and attack at the same time. (12,000 Funds)

Mobile Rocket Launcher: An indirect-combat vehicle that launches rockets at ground and naval units, except submerged submarines and cloaked stealth tanks that are not adjacent to a friendly unit. Can attack within 3-5 squares around it. Cannot move and attack at the same time. (15,000 Funds)

Fighter: The standard high-altitude air unit that launches AAMs against enemy air units. (20,000 Funds)

Bomber: A high-altitude air unit that drops bombs on ground and naval units (except submerged submarines). (20,000 Funds)

Battle Helicopter: A low-altitude air unit that attacks vehicles and naval units (except submerged submarines) with missiles and attacks infantry and enemy copters with a machine gun. Cannot attack high-altitude air units. (9,000 Funds)

Transport Helicopter: The Transport Helicopter is an unarmed aerial transport that is able to carry a single infantry unit over long distances. Has high mobility with moderate fuel consumption, but has low defense. (5,000 Funds)

VTOL: Vertical Take Off and Landing unit that has a slightly higher attack power, defense, and mobility but has slightly higher fuel consumption and cost than the Battle Helicopter, usually armed with Missiles and Machine Guns. Unlike the Battle Helicopter, it is able to attack Fighter Jets, Bomber Jets, Stealth Fighters, Dusters, and Aerostats. (16,000 Funds)

Stealth Fighter: A moderately armored jet that can cloak itself in mid-air (at the cost of higher fuel consumption), the Stealth Fighter is a pretty useful unit to have, as it can attack both ground and air units. (17,500 Funds)

Duster: A hybrid of a fighter and a bomber, it engages both land and air units but with lesser damage than any of both. Can move again after eliminating an enemy unit. (13,000 Funds)

Egg Bomb (essentially this game's version of the Black Bomb): An unmanned high-altitude air unit commissioned by Black Egg, the unit takes the shape of an egg, and is able to detonate itself within a 3-square radius, damaging friendly and foe alike by 5 HP. (30,000 Funds)

Battleship: An indirect-combat naval unit that can engage ground units and other naval units (except submerged submarines) in battle. It can attack within 3-5 squares around it. It has the unique ability of moving and attacking at the same time due to it being limited in the seas, allowing it to have a maximum range of 10 squares. (25,000 Funds)

Aircraft Carrier: A direct-combat naval unit that can directly engage hostile aircraft with its vulcan cannons, the Aircraft Carrier (or simply referred as a 'Carrier') is able to hold two aircraft units within its hangars, as well as has the ability to produce Seaplanes. (28,000 Funds)

Cruiser: A direct-combat naval unit that is most effective against aircraft with an autocannon, along with submarines and vessels with missiles, even if the sub is submerged. The cruiser is able to carry a single helicopter unit. (16,000 Funds)

Lander: An unarmed naval unit that is able to transport two ground units, whether it be infantry or a vehicle, across naval and reef tiles. (10,000 Funds)

Gunboat: A direct-combat unit armed with one salvo of anti-ship missiles (ASMs), they have high mobility but low defense, and are able to carry a single infantry unit. (6,000 Funds)

Submarine: A naval unit that is able to submerge within the waters at the cost of more fuel consumption, the Submarine is a direct-combat unit that is armed with torpedos that are primarily useful against naval units. Ineffective against Cruisers. (20,000 Funds)

Egg Boat (essentially this game's version of the Black Boat): An unarmed naval unit commissioned by Black Egg in it's battle for conquest, the Egg Boat is able to refuel and rearm a single unit, while also repair a unit's health by one at the expense of 10% funds. (7,500 Funds)

Aerostat: The most expensive unit in the game that was commissioned by Zarvok Star in the defense against Black Egg. A heavily armored unit that is armed with AAMs and Aerocannons, allowing for indirect combat against aerial units but direct combat against ground units. The Aerostat is able to carry two land or air units at a time. Boasts high defense similar to a Megatank, but has very high fuel consumption and low mobility (3 spaces). (35,000 Funds)

### Properties

Properties allow you to Build/Enforce Units, and allow certain effects once they are captured. Unlike units however, you cannot construct properties (besides the temporary airport and port).

Headquarters: A property that gives a unit four defensive terrain stars, the Headquarters is the primary building of your faction. Upon a successful capture of one will result in an automatic defeat for the faction that owns it.

Base: A property that allows production of infantry and land vehicles, it gives a unit three defensive terrain stars when it is on said tile. Is able to rearm, refuel, and repair ground units, but not air or naval units.

Airport: A property that allows production of aircraft, much-like the base it gives three defensive terrain stars when it is on said tile. Unlike the Base though, it can also rearm, refuel, and repair aircraft.

Port: A property that allows production of naval vessels, much-like the base and airport it gives three defensive terrain stars when a unit is on said tile. Unlike either property though, it can only rearm, refuel, and repair naval units.

City: A property that increases the funds you receive, unlike the other three properties it gives two defensive terrain stars when a unit is present on it. They cannot produce any units, but can still rearm, refuel, and repair ground units.

Radar: A property that increases range of vision by 5 spaces around the radar. Also increases funds you receive.

Missile Silo: A property that allows three defensive terrain stars when a unit is present on it. Is able to launch a missile that affects a 2-square radius that inflicts 3 HP of damage upon any unit, friendly and foe. Is only to be launched by Infantry units. Cannot eliminate a unit.

Com Station: A property that increases your units' firepower by 10% upon owning said property. Allows a three defensive terrain star rating as well for the units that are present on it.

Temporary Airport: The same as an airport in the sense that it refuels, repairs, and rearms ground and aircraft units, but it cannot produce aircraft. Can only be constructed by rigs.

Temporary Port: The same as a port in the sense that it refuels, repairs, and rearms naval units, but it cannot produce any naval units. Can only be constructed by rigs.

Laboratory: Campaign-exclusive. Available in certain maps when an infantry unit captures a city before a lab mission. The mission is completed when completely captured. Afterwards, you are given access to produce a certain unit.

## Weather Conditions

Snow: Increases fuel consumption for all units upon movement.

Rain: Fog of War is enabled for the entire duration of the rain, and all units receive a -1 vision decrease.

Heatwave: -10% direct and indirect defense decrease for all infantry units. Any unit within woods are given -1 HP.

Hurricane: All airborne units receive -2 HP and a -3 mobility decrease. Infantry units receive -1 HP and a -1 mobility decrease, while land vehicles receive a -2 mobility decrease. Rarest of the weathers.

Sandstorm: All indirect units have -1 range and mobility.

## Campaign

The campaign consists in the setting of Mobi Land (very original I know), a continent that consists of five major land masses, each one under the control of the five factions. The overall campaign consists of a total of thirty missions, including ones where you capture a laboratory. There are two 'acts' within the campaign, the first act consisting of sixteen missions, with the second act consisting of fourteen missions.