Pasteur

## Unit in the game:

### Researches

Accelerated Courses, Fast Charging, Plante Battery, Inductor Relays, Exploratory Bay

## Repair POD

### Description

Automatically (or on order) repairs a close-by friendly vessel or station HULL

## Shield Battery (granted by Inductor Relays)

### Description

Automatically restores a close-by friendly ship's shield

## Exploratory Bay (granted by Exploratory Bay)

### Description

Removes all effects from a targeted vessel or station

### Can attack fighters

Yes

The Pasteur is a Human support craft.

## Gameplay

With it's ability and role to repair units, restore their shielding and remove negative effects with it's Exploratory Bay, all while on the move unlike the Sylon Repair Station, Pasteurs form the lynchpin of any Federation fleet, allowing compositions to sustain and recover from serious engagements. In contrast with the repair units of other races, the Pasteur stands amongst the most valuable as it does have a substantial amount of power, unlike Thorun Welders, but does not spend large chunks of it for an instant but impractical recovery, as Athrael Clairvoyants do, and it's not a sacrificial unit as Zhogarn Mites are.

Being a non-offensive unit and because of it's value, Pasteurs tend to be a priority target for opposition.

Pasteurs are introduced to the player in the campaign in *Bear Rock* and made available for construction in *Point Custer*, both in Chapter 01 - Hostile Visitors.

## Unit Strategy

Pasteurs generally accompany battle fleets as a separate group, always travelling behind or left in a supposed safe corner until transit is made safe by fighting Federation units. The Pasteur itself is a non-offensive unit and thus cannot attack any units at all, requiring protection and an escape route/fallback point should they be in danger. In addition, while they cannot heal themselves, Pasteurs can heal each other, so numbers from about 4-8 are encouraged.

While Pasteurs have a generous amount of Power, the continuous use of shield recharge as well as repair can drain a Pasteur's reserves in short time, especially in larger ships such as the Kutuzov, Avenger and Dresda, or even whole Hurricane and Crow squadrons that aren't docked with a St. George. Because of this, both Power-related upgrades for the Pasteur, the Plante Battery and Fast Charging (the latter at the Deep Space Lab), become critical for the player in a long engagement where Helium-3 is scarce, as the Pasteur is voracious in this resource's cost.

While being more practical and capable in comparison to the repair units of other races, however, Pasteurs are also the most dependant on upgrades to be effective, most performed in it's tech structure requirement, the Medical Station - Inductor Relays research is required to allow Pasteurs to recharge shields as well as the Exploratory Bay, in addition to the Plante Battery which slightly increases it's Power Storage. In addition, the tech requirement restriction also makes the Medical Station a tempting target as much as the Astro Telescope and Fleet HQ are (as these two latter allow construction of Hailstorms, Avengers, Dresdas and Tellers).

## Counter-measures

Because Pasteurs are generally kept in the background, the best way to neutralize them may rely on a separate, inexpensive fighter squadron in large numbers whose damage output does overcome the Pasteur's healing capability. This means large wings of Hurricanes, Spears, Intruders, Guards/Impalers and a dozen Predators can easily outmaneuver and outflank a fleet and pick off a single Pasteur at a time, provided they focus fire via Shift-clicking, and thus forcing a relocation to protect the Pasteur group. In addition, area of effect spells like the Teller's Nuclear Missile or attacks such as the Arson's Nova Cannon can also damage or destroy whole groups of Pasteurs caught off-guard.

An usual tactic for countering the Pasteur's healing capabilities relies on the strategy of 'draining', forcing constant repairs by attack other Federation ships but not destroying them as to force the spending of Power reserves, eventually remedied by both the number of Pasteurs available as well as the Plante Battery and Fast Charging upgrades. The Joseon's Magnetic Field spell can also force the loss of Power reserves for enemy Pasteurs.

Like most high-value units, Pasteurs can also be paralyzed by both the Clairvoyant's Neutron Torpedoes and the Joseon's EMP Burst, as well as being easy victims to both the Sylon Assimilator and the Thorun Breaker with the Recall ability.

An useful tactic, much like neutralizing Hailstorms and Avengers temporarily, is to neutralize it's tech structure, the Medical Station, as to force a reconstruction as Pasteurs are arguably harder to replace.

## Racial Counter Relations

###  Federation

**Soft** - All.
**Hard** - None.
###  Sylon

**Soft** - All.
**Hard** - None.
###  Athrael

**Soft** - All.
**Hard** - None.
###  Thorun

**Soft** - All.
**Hard** - None.
###  Zhogarn

**Soft** - All.
**Hard** - None.