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Infinity/N3 Tactics/Military Orders
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==Faction features== Unlike most PanO, this army is generally very good in CC as well as shooting. CC should still be used defensively by PanO, but a group of knights ganging up on a TAG or ===Special Skills=== '''Religious Troop:''' As expected, nearly all of MO units are Religious. Considering low PanO WIP, not having to roll Guts after being hit is a boon, This is a bit moot however because of the next one. '''Martial Arts:''' Usually limited to 2, aside from Joan and De Fersen, and not every Order has them. While CC benefits are obvious, the more important ones are Courage (overriding Religious Troop) and Stealth that come packaged with it. '''Frenzy:''' Quite a few knights get a price reduction through Frenzy; however this is not as important as it would seem, since you'll probably want to link your knights anyway, nullifying Impetuous state. ===Weapons and Equipment=== It's a Heavy Infantry-focused sectoral, so naturally most important units have at least ARM 3 and 2 Wounds. What this also means is that the knights are susceptible to hacking and E/M ammo, but can usually shrug off Shock and Viral. Their high BS lets them win quite a few FtF rolls, adding to their survivability. Watch out for knights with Frenzy. Knights have a preference for medium ranged guns, namely MULTI Rifles and Spitfires. Their access to Missile Launchers, MULTI Sniper Rifles and HMGs is somewhat limited, but they also have a few linkable Panzerfausts in the mix. Being PanO you should not feel outgunned. Being knights, your units will likely have interesting CCWs and Pistols. PanO's hi-tech nature grants them a selection of MSV troops and TO Camo capabilities, but no Camo and no smoke. The Hyperpower does not use tricks as much as it shuts them down, and this is still true for Military Orders.
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