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===The Farsight Bomb=== You've seen us mention it every other paragraph, it has its own freaking subsection now. Back in 6E Farsight's defining characteristic was the fact he was the only one that could take a seven-strong Bodyguard unit, and his WT allows him to deepstrike them without scatter, so it felt like a "Deathstar to go". 7E means he can grab even moar suits, but it's not exclusive to him anymore, which opens several options for the Bomb, which are discussed here - these tactics can be seen as an addition to the original Farsight Bomb® or as alternatives to it. Note that, if you decide to use someone other than Farsight you NEED to secure No-scatter by any means necessary (beacons, usually), lest your Deathstar gets lost to a mishap, easy to get on such a big squad. '''The Original Farsight Bomb®'''<br> Still haven't got the hang of it? It's Farsight no-scattering a Bodyguard unit into play. What sets them apart from other bombs is its reliability (which is a HUGE thing) and Farsight's I5 for Hit&Run tests. Even on Shadowsun bombs, when he's not the warlord, his Initiative is the fastest thing on the codex, just behind Vespids (''but fuck'em''), so he's always a welcomed addition. *''Now available in regular Crisis team flavor, and up to 28.5% more Crisis per bomb! YUM!'' '''Buffmander Bomb'''<br> Put all the systems you need on a Commander (''Buffmander''), who will live forever because of the Bodyguards - something a regular Farsight Bomb cannot reliably do unless they bring yet another Commander. Grab all the Gun drones you can (to have ablative wounds and 4+ majority save, for those evil Grav guns) but don't grab any Airbursting projectors. Because of the Buffmander, this unit's shots have Ignore cover, reroll ones to hit, can fire against whatever is a better target, has tons of BS5 TL drones, and has melee protection in the form of a 12" Gets Hot bubble, D6 I10 hits to every charging unit and Hit&Run at I4. As for your ranged weapons, you could use Fusion Blasters with Target locks to hit armour, Plasma rifles (''the better option'') with Advanced Targeting to murder officers, Missile pods with Velocity trackers to provide AA coverage, and Ion Blasters with EWOs intercept those deepstrikers coming to stop you. *You could run a budget version of the Bomb adding an Iridium suit and Shield generator to the Buffmander, and swapping the Bodyguards for a regular Crisis team. Passing LoS! on a 2+ is good enough, and he has 2+/4++ for any lucky shot. You only begin to save points after the 5th suit, tho. '''Shadowbomb'''<br> Mrs. Tsundere is a great addition for any bomb, or can make a bomb of her own too. Her Stealth and Shrouded give everyone a 4+++ in the open, so Shield generators become redundant, and her John Woo pattern Fusion guns get along very well with any other Target locks the unit may have. Don't take her Command-link drone, a Command&Control node is cheaper, better bring two of her 3++ shield drones. Oh, how could I forget her best bonus: 3D6" THRUST MOVE as the warlord, which will be useful all nightmare long unlike Farsight's one-use WT. Forget about Flamers and Counterfire, you just won't be in melee. Hell, you might not even be on his visual anymore, and if you jumped into cover it turns into the veritable 2+++ Bullshit Barrier®.
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