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====Farsight Enclaves' Special Rules==== *'''Battlesuit Spearhead:''' The big draw of Farsight Enclaves, they treat Crisis Suits as Troops instead of Elites. ** This is an awesome bonus, but don't be so quick to put all your points in Crisis - they still need markerlight support, and their antitank options expose them too much. What this rule really does is that it enables you to take Crisis without needing to buy chaff troops first, and allows you to better contest far away objectives, that's it. Oh, and it frees slots to better spam a ton of Riptides, Stealth teams and whatnot. *'''Ork Hunters:''' Every model in a Farsight Enclaves detachment has Preferred Enemy (Orks), but '''only''' in close combat, because Farsight hates them that much. It's nice in case you ''do'' end up in close combat, but don't go rushing there: you're still Tau and you still suck at melee, and these are ''Orks'' we're talking about. Choppa is their specialty. *'''Ta'lissera Bond:''' Remember the often-pointless Bonding Knife Ritual mentioned above? Yeah, every unit that can take it '''must''' take it. As discussed above, it's not all that useful (and is, in fact, absolutely pointless for three-man Crisis suit teams), but that's the price you must pay for Battlesuits in Troops. *'''Signature Systems:''' Farsight Enclave detachments can take signature systems from both the normal Tau list, as well as the Farsight Enclaves list. The Tau Empire signature systems are ''excellent'', whereas the Farsight Enclaves systems are...significantly less so. *'''Farsight's Commander Team (The Eight):''' Instead of taking his regular 6th edition seven-man Crisis bodyguard team, you can take Farsight's Commander Team, made up of seven Unique Special Characters. The unit doesn't take up an HQ slot (which is nice, and regular Bodyguards now DO take an Elites slot) and each model has the Independent Character special rule, meaning they can join other units, lessening the advantage MSUs have over Deathstars. However, you '''must''' use their wargear as listed, but you don't have to take all of them (which would get as expensive as an army of its own (''which they kinda are'')). They'll be discussed in more detail below. It has since been FAQ'd so that you must have Farsight as your warlord if you want to take any of the remaining Seven. They're purchased as a single unit but all have Independent Character, so it's not clear whether they ''must'' be deployed together as a unit or if they can be deployed separately. *'''Allies:''' Farsight Enclaves and Tau Empire are Battle Brothers. Yep, that's A LOT of Riptides.
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