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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 (33 for a Multi 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, which can be a blessing or a curse, depending on if you need a troop to stay put or fall back. Martial Arts might no longer give Stealth or Courage - so Religious knights might not choose to retreat - but it's still an extra defense (or offense, if you're lucky). 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. '''Low Willpower:''' Keep in mind that your big guns compensate for a low willpower. You will be paying a premium for even 'decent' WIP - your standard WIP is 12, not 13, and you will pay through the nose for better specialists compared to other armies. On the bright side, even your Trauma Doc can shoot on BS12, and the paramedic skill got buffed so your heavy infantry won't suffer as much. Plus, not paying for WIP13 means more points for your shooty bang-bangs. ===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. Cheap camouflage is rare, usually reserved for elite troops with Mimetism -6 outside of Helots and Zulu Cobras. Instead they have the widest selection of TAGs and some premium heavy infantry choices. 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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