Welcome to the Hyperpower! In Code One PanOceania plays the part of the dominant power, fighting to stay on top by any means necessary. We have the technological edge, economic dominance and manpower advantage over our rivals in the Human Sphere and represent the best chance humanity has to hold back the Combined Army. But the real question is how well this translates onto the tabletop? For both veterans and newcomers to Infinity, the Code One PanOceanian force offers an interesting range of gun fighting options. From solid cheap base line units, through to high quality elite options, the combat abilities of PanOceania are top notch. Higher average BS and good access to both Mimetism and MSV allow easy dominance of most gunfights. On the other hand our lower average WIP and more limited access to Camo make PanOceania a more "straightup" force to run. While you can pull a few surprises, and have good access to cheap specialists (for numbers) and some decent specialists options when you need someone to rely on for missions, we certainly can't rely on completing missions without taking out the enemy. Lack of Close Combat options is another notable difference from the other Code One offerings, but here there is no real need to feel the lack. With the Code One rules having no provision for deployable zero visibility zones (smoke, or otherwise) it'll be hard to get CC working as a reliable tool, and we have enough access to shore up where it might be necessary. PanOceania, in Code One, has access to only a limited range of Light Infantry (and one of those is probably better thought of as a Skirmisher) and those are very low cost straightforward offerings. Our selection of Medium Infantry is slightly better, with some basic and some more interesting choices mixed in. Like the Code One Yu Jing force, Heavy Infantry is where PanOceania shines with a wide range of options and some especially strong elite choices. We'll learn more about TAGs later once these are added to Code One, but just knowing that we will be getting the Cutter tells us that we are going to be playing at the very top tier. Remote access is standard (slightly better than Combined Army, identical to Yu Jing and O-12), although PanOceania possibly leans into some of these more than other factions. In terms of Skirmishers we have fairly average access, but our options (especially if you, like me, count the Nokken here rather than in Light Infantry) lean more towards aggressive attack choices. And Warbands are a category basically negated by the design concepts driving Code One, and our one Character here isn't really worth more than a glance.