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Games Workshop Warhammer 40,000 Sun Shark Bomber

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The Sun Shark ends up being essentially an up-gunned version of the Razorshark, as it can spit out a surprising number of S7/8 multidamage shots when it fires its full payload into a target. The twelve shots it gets may not be as accurate as one might like thanks to its middling ballistic skill, but by sheer volume alone they can do some damage and with assistance from Markerlights they can do some real work- and since the bomber has one Markerlight itself, this isn’t as hard as you might think. Devilfish • Drone Harbinger • Hammerhead • Sky Ray • Swordfish • TX-4 Piranha • TX-42 Piranha • Tetra Sun Shark Bomber – As one of two entirely new flyer units to the Tau force, Sun Shark Bombers – at first glance – appear to follow the trend of the Dark Angels flyers as ‘balanced’, but perhaps slightly over-costed units that definitely don’t compare favourably to the new edition’s chief of the skies, the Heldrake. But enough of that; the Sun Shark enters the game as one of the stronger bombers that can be found, with its titular weapon one of the more reliable and quantifiable that can be found. Whilst a Strength five AP five large blast might seem a bit weak when one considers much stronger large blast weapons can be found sparsely throughout the codex – with the Riptide and Hammerhead proving particularly effective – the maneuverability and sheer speed of a flyer means that this is perhaps a more reliable weapon, albeit one that effectively has a thirty-six inch range and relies upon turning and the like. Unlike other bombers, the Sun Shark can potentially drop six bombs throughout a match; though it is one use only. a D6 is rolled for each time one is dropped, with any roll but a one generating yet another bomb to use in the next turn. Unless your dice aren’t particularly helpful, you should reliably expect to make at least a handful of bombing runs in each game. The Sun Shark also has some decent weaponry to complement its Pulse Bomb(s), with a missile pod – that can and should be twin-linked for a minimal investment – and two seeker missiles available for your perusal; though the firepower is strong, the Sun Shark’s Ballistic Skill is predictably mediocre, and thus it works best when combined with Markerlights.

A Sun Shark's primary armament is its Pulse Bomb Generator, which is mounted underneath the rear portion of its airframe. Mounted on the front of the central body is a nose-mounted Networked Marker Light. Seeker Missiles mounted on Sun Sharks are especially deadly, as the aircraft's ability to rapidly position itself on the flanks of a battlefield allows the missiles to strike at more vulnerable side or rear armour of enemy vehicles.

Special Rules and Wargear

To further ensure the Sun Shark survives long enough to deliver its bombing run, the vehicle is equipped with a pair of wing-mounted Interceptor Drones. Each armed with powerful twin-linked Ion Rifles, Interceptor Drones can either stay attached to the Sun Shark, where they act in a similar way to conventional turret-mounted weapons, or they can detach from the flyer and serve as an escort.

Automated Repair System - Automated Repair Systems consist of dispensers which release tiny maintenance Drones which swarm over damaged weapon and drive systems, repairing them in the midst of battle. Advanced Targeting System - An Advanced Targeting System assists the vehicle's gunner by identifying targets of particular value or danger, and plotting fire plans to counter them. The T'au doctrine of war places great importance upon dominating the airways above any battlefield they deploy to. It is their commonly-held belief that controlling the skies is the first step in winning the engagement, and T'au aircraft such as the Razorshark and Barracuda enable this. By making the elimination of enemy flyers a priority, ground troops are allowed to concentrate on their targets without having to concern themselves with any threat from above.

One of a Sun Shark's Seeker Missiles deployed out of its recess and ready to fire. T'au Empire Forces Apply White Scar paint to add highlight details to the body of the bomber. Focus on edges, raised areas, and elements that would catch the light. This step adds visual contrast and draws attention to the intricate features. A Sun Shark's primary armament is its rear Pulse Bomb Generator mounted underneath the aircraft hull. This device produces a ball of deadly plasma beneath the aircraft. At the pilot's command, a pulsed induction field propels the glaring energy ball towards targets on the battlefield below. While a VEHICLE or DRONE unit is performing the Fire Markerlights action, that unit can move without that action failing. If it does, until the end of the turn, models in that unit without the VEHICLE or DRONE keyword that are equipped with any markerlights are treated as not being equipped with any markerlights for the purpose of the Fire Markerlights action. Sensor Spines - Sensor Spines feed data to an advanced ground-following flight control system. This allows the vehicle to avoid hazardous terrain that could otherwise damage the vehicle's drive systems.

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