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==Faction features== ===Point and Shoot=== A PanOceanian unit is expected to act well on its own, without too much synergy needed, as long as it's at medium to long range. When other factions drool over a BS 13 trooper, you laugh it off with your breadth of BS 14 and 15 units. FtF rolls are all about stacking the odds and PanO has an advantage starting off. On the other hand PanO units generally have low WIP, so be ready to spend multiple orders trying to grab objectives or getting your HI out of cover after a failed Guts Roll. Not to mention all the Trauma-Doc mercy killing. A good example of a PanOceanian unit design philosophy is the infamous Svalarheima Nisse: for a relatively low price of 34 pts it is an HMG/Sniper granting enemy negative mods to shooting while denying them theirs. But he makes for a mediocre and slow hacker for his price and goes down like a sack of wet shit if jumped by a Fiday. On the other hand PanOceania has a shortage of Direct Template Weapons, Smoke and has no Warband units. PanO is all about keeping the distance, not closing it for a cheap-for-expensive unit trade. So keep your bloody distance! ===Special Skills=== '''Regular Troop:''' PanOceania has hardly any Irregular troopers. On one hand that means a solid order reserve, on the other no cheap Irregular speed bumps. But outside LoL PanO players usually don’t need Command Tokens to turn Irregular Orders into Regular ones. '''Martial Arts and Religious Troop:''' As you may have noticed, quite a few of PanOceanian elite units are Knights. That often means Religious Troop and Martial Arts, giving them some much needed defense against Guts Rolls, as well as Stealth. Knights tend to also have Frenzy though and you can’t mitigate it by linking in vanilla. '''Jungle and Aquatic terrain:''' Not that many people play with terrain rules, but since the most interesting stuff in the fluff is taking place in Paradiso and it is the default setting for longer campaigns, Jungle terrain might sometimes come in handy. ===Weapons and Equipment=== High tech all the way: heavy armour, TAGs ranging from big brutes to fancy TO Camo ones, MSV2, X Visors and TO Camo troopers all around. PanO chooses equipment over special skills. Same with weapons: a liking for MULTI weapons, Spitfires and HMGs, not as much for direct template weapons. This also means that elite units tend to be both points and SWC hungry. PanOceania’s cheap access to MSV2 is balanced by no easy access to smoke, one of the best things to combo it with. You can also forget about things like Camo or Paratroopers. Instead they have the widest selection of TAGs. There’s one piece of equipment specific to PanO: Drop Bears. A mine you can throw instead of setting is stupidly useful, even when that mine is not Camo’d. And for special bit of trolling, units that have it are good at countering enemy mining.
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