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===Special Skills=== '''MIxed Fireteams:''' A huge step up on NCA, the other 'high tech/shooty/traditional PanO' faction comes from the mixed fireteams, especially with ORCs. Also with the clipper bot, which loses its smart missiles but also which can fill out fire teams which contain only 'up to 3 Fusiliers.' All the perks of the traditional ML Fusilier link but with an extra level of unconscious and immunity to many of the more common long range weaponry, plus can take supportware, and is only 18 points vs an ORC. You also get a functional Haris with either cheap Kamau escorting a Machinist [upgraded with Mimetism, but sadly not in WIP], or a heavy one that can form without SWC [critical in Varuna] on your new Character ORC Patsy. '''Helots:''' Alright, it's not a skill, but neurocinetics and decoy camo do a great job of buoying up some traditional weaknesses of the hyperpower, and Varuna gives you the option to bring a bunch of them. They can be great roadbumps and force your opponent to worry about whether that camo marker has a MSR, a Red Fury, a Marksman Rifle, or is one of your Zulu Cobras with a Jammer/KHD. '''Jungle and Aquatic terrain:''' Not that many people play with terrain rules, but it is the default setting for campaigns and it's flavorful for a water planet. '''Working the Angles:''' You have access to TO infiltrators, a couple of Forward Deployment models and the all new Echo Bravo airborne infiltrators. This means you've got a lot more flex than PanO factions traditionally do, giving board control and the chance to jump on or coordinate your way to those early objectives/own the midfield. Especially useful given how powerful your Helots can be in that role. '''Camo;''' - Slightly 'lower tech' than traditional PanO in that you actually have Camo infantry, you still have the hyperpower on your side though with both Croc Men, tailor built TO infiltrators with zero fat/extra skills you're paying for and the mighty Cutter. Plus mimetism floating all over the place.
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