Games Workshop Warhammer 40,000 Sun Shark Bomber

£20.995
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Games Workshop Warhammer 40,000 Sun Shark Bomber

Games Workshop Warhammer 40,000 Sun Shark Bomber

RRP: £41.99
Price: £20.995
£20.995 FREE Shipping

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Description

x51 plastic components with which to make either a Sun Shark Bomber or a Razorshark Strike. Fighter. Sometimes, however, a persistent glitch from the weapon's prototype days results in a power failure, meaning the Sun Shark cannot drop further bombs until Earth Caste engineers can reconfigure the micro-power plant. At other times, the microfactory can slip out of optimal alignment during battle, requiring reconfiguration before bomb production can continue. At the press of a button, this plasma bomb can be fired at the ground to detonate amidst the foe with enormous force, leaving little but drifting ash and a glowing crater to show where the enemy once stood. Exceptionally efficient, each Pulse Bomb Generator can continue to manufacture fresh ordnance for its craft almost indefinitely without the need for rearming. A Sun Shark is powered by complex dual anti-gravitic and jet-propulsion motive system so that the aircraft can swiftly fly over a planet's surface. Its armoured bulk is primarily driven forwards by its two powerful jet engines mounted on the sides of the main airframe. Still, the Sun Shark likely won’t survive if faced by a flyer such as a Heldrake, Vendetta or Night Scythe; given how common these are in the current meta-game, this means the Sun Shark is a risky choice no matter what route you go. However, given that it can drop a Strength five large blast on one Infantry unit, fire up to six Strength seven and two Strength eight shots at an enemy flyer or vehicle, its versatility is superb. As far as pricing goes, I feel that when compared to the Dark Angels’ Nephilim and Dark Talon, it is favourably priced, but as always, it pales considerably when compared to flyers such as the Stormtalon, Stormraven, Night Scythe or the infamous Heldrake. A useful unit, but seeing as Tau already bring devastation to both fliers and Infantry elsewhere far more efficiently and with greater durability, the Sun Shark – and indeed the Razorshark – likely won’t see too much use competitively. A note here that the Sun Shark Bomber cannot hover, and though this shouldn’t be too much of an issue, an intelligent opponent will exploit your limited direction, minimal arc of fire and enforced speed to their advantage and effectively avoid most of the damage a Sun Shark can deal.

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. 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. Disruption Pod - Disruption Pods display distorting holographic images in the visual and electromagnetic spectra to make the vehicle harder to target. First designed and deployed sometime during the Second Sphere Expansion, the Sun Shark bomber has proven its success repeatedly against the many foes of the T'au Empire. Fire Markerlights (Action): One or more MARKERLIGHT units from your army can start to perform this action at the start of your Movement phase. AIRCRAFT MARKERLIGHT units can perform this action. The action is completed at the start of your next Shooting phase. If this action is successfully completed, for each model in that unit that is equipped with one or more markerlights, for each markerlight that model is equipped with, select one enemy unit within 36" of that model that would be an eligible target for that model if its unit had been selected to shoot, and roll one D6: on a 3+, that enemy unit gains one Markerlight token.’Due to their unique fighting tendencies and their highly mobile nature, Hunter Cadres do not use artillery in the conventional sense that most armies do. Instead, in association with the Air Caste, they have developed the Sun Shark bomber -- a sleek atmospheric aircraft that is capable of sweeping down from the skies and blasting ground targets with its potent payload. A shoal of Sun Shark bombers flying in tight formation can blast apart even the most surging of Ork WAAAGH!s with a single flyover; for their Pulse Bombs are devastating anti-horde weapons.

One of a Sun Shark's Seeker Missiles deployed out of its recess and ready to fire. T'au Empire Forces First designed and deployed sometime between the Second and Third Sphere of Expansion, the AX3 Razorshark fighter has proven its success repeatedly against the many foes of the Tau Empire. Many a desperate Pathfinder or Fire Warrior Team owe their continued existence to Sun Shark shoals, most notably due to the Seeker Missiles they carry, which they call in using Marker Lights. Their ability to strike enemy vehicles or make short work of armoured infantry with the help of nearby air support greatly increases their chances for survival. Point Defence Targeting Relay - Designed to provide superior covering fire for nearby Fire Caste units, a Point Defence Targeting Relay automatically targets and engages enemies that try to assault the vehicle or nearby friendly units.Sleek, elegant and highly modular, the Sunshark Bomber can be equipped to handle any combat theatre. From smart missile systems, rapid fire burst cannons or heavy ion rifles, in addition to paired interceptor drones and a pulse bomb generator. So in my latest lists, i have been taking 3-4 crisis suits with a crisis commander then trying to fill in my army with units that are strong and can carry their own weight. Recently i was told to take another look at the Sun Shark Bomber. The Sun Shark is a close relative of the Razorshark, unsurprisingly, having almost exactly the same overall statline. 20″-25″ movement is fairly standard between many flyers, of course, and toughness six with twelve wounds gives it the same defensive profile as its brother, right down to the 4+ armor save. Ballistic skill 4+ gives it a middling offensive profile, although thankfully its main weapon does not need to roll to hit. At 155pts base, the Sun Shark is a bit too expensive for what it does, but is not completely abysmal. Special Rules and Wargear Foregoing an interceptor drone and the pulse bomb generator, the Razorshark mounts additional manoeuvring thrusters and a fearsome quad barrel ion cannon turret, in addition to it's wide array of tactical options.

Of course, the Sun Shark is not without weaknesses. As far as fliers go, it is quite fragile; with a front armour of eleven, and ten for the rear and side values, the Sun Shark is very susceptible to the majority of anti-flyer weapons, and unlike most, even fears the touch of a flying monstrous creatures’ vector strike. Massed fire from high-rate-of-fire heavy weapons or regular Infantry weaponry, such as bolters, can bring the three hull point-Sun Shark down with alarming ease compared to other fliers, and it is in this way that its impressive firepower is balanced out. The Sun Shark will likely crumble to Interceptor fire from a very popular Aegis Defence Line with the quad gun, and though it will likely be able to drop its first bomb off before it is destroyed, the Sun Shark is unlikely to prove its worth in one round of ‘shooting’. Thankfully, the Sun Shark has access to some very useful upgrades that help to mitigate such issues; an incredibly cheap option are the Decoy Launchers, providing a +4 invulnerable save against shots inflicted by a weapon with the Interceptor rule. This is handy not only against Aegis Defence Lines, but also against Tau sporting very common Skyfire-enabled Battlesuits, and the cost is so minimal that adding them in is near mandatory. Disruption Pods are handy, but given that zooming Flyers only benefit from the Jink rule when they evade, the Sun Shark’s firepower is mostly being sacrificed if the Disruption Pods are ever actually used, and they aren’t cheap either. Of course, the main reason to take the Sun Shark is the bomb, and given that it isn’t affected by Evade, you can continue to drop them and stay alive that much longer. Air Caste Support Cadre - Diving down upon a battlefield, the pilots of an Air Caste Support Cadre often brave a foe's onslaughts to aid their Fire Caste comrades. The pilots' commitment to the Greater Good keeps them firing to full effect even with severe damage to their craft, their guns trained on priority ground targets and all power diverted to their weapon systems. The Tau do not believe in senseless sacrifice however, and so aircraft of an Air Caste Support Cadre are fitted with advanced repair systems to ensure casualties are kept to a minimum, no matter how dangerous the Cadre's mission proves to be. An Air Caste Support Cadre typically consists of a Sun Shark bomber accompanied by two Razorshark fighters. A Razorshark is powered by complex dual anti-gravitic and jet-propulsion motive systems so that the aircraft can swiftly fly over a planet’s surface. Its armoured bulk is primarily driven forwards by its two powerful jet engines mounted on the sides of the main airframe. Additional thruster rods connected to the wings allow the aircraft to turn better than it would otherwise be able too, whilst its large wings grant it better stability in the air. Because of a Razorshark’s additional thrusters mounted in the wings, the fighter can manoeuvre with a skill, precision and extremity that only members of the Air Caste can tolerate. Create a modern camouflage pattern by layering Tau Light Ochre and Ungor Flesh over the shaded areas. Apply these colors in irregular shapes to mimic the look of a camouflage design. This technique adds complexity and visual appeal to the model’s surface. 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.Decoy Launchers - Decoy Launchers are a form of defensive measure that is mounted near the engines. They are capable of firing clouds of reflective strips and sophisticated electronic decoys, which are combined with flare and chaff launchers to protect the vehicle's thruster arrays from enemy missiles. Fire Warrior ( Fire Warrior Strike Team • Fire Warrior Breacher Team) • Pathfinder • Drone Squadron 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. Pulse Rifle • Pulse Carbine • Pulse Blaster • Rail Rifle • Ion Rifle • Longshot Pulse Rifle • Equalisers



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