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Games Workshop Warhammer 40,000 Sun Shark Bomber

£20.995£41.99Clearance
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x51 plastic components with which to make either a Sun Shark Bomber or a Razorshark Strike. Fighter. 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. The Sun Shark, overall, wants to be a bit of a generalist solution- it brings some unique mortal wounds, a bunch of generally-useful firepower, and a touch of movement utility for scoring engage/etc thanks to being able to detach its drones when needed. And it does a fine job of these things, but is not particularly exceptional at them- nor is it particularly cheap in doing so, especially when other units that can do much of the same for a far lower price exist. Add in the weaknesses of flyers to alpha strikes and the general weakness of the Tau codex in general and you have a unit that is not particularly likely to be taken by anyone, even if it does have a little bit to offer. If it had seen a drastic price reduction (120pts or less, perhaps) there might be some consideration for the unit, but as is there is just not much of an argument for taking the Sun Shark over many of Tau’s more efficient shooting and scoring units unless you are in love with its aesthetic. Final Thoughts 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. 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.

One of a Sun Shark's Seeker Missiles deployed out of its recess and ready to fire. T'au Empire Forces Devilfish • Drone Harbinger • Hammerhead • Sky Ray • Swordfish • TX-4 Piranha • TX-42 Piranha • Tetra Begin by applying a basecoat of XV-88 paint to the body of the AX39 Sun Shark Bomber. This initial layer will provide a solid foundation for the rest of your paintwork.

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. The natural skills of the pilots allow the aircraft to manoeuvre with a skill, precision and extremity that only members of the Air Caste can tolerate.

Inspect your model for any missed details or areas that need additional attention. You can add any final touches, such as painting insignia, symbols, or other small elements. Kroot Shaper • Kroot Carnivore Squad • Kroot Hound • Krootox • Knarloc • Great Knarloc • Vespid Stingwings • Gue'vesa 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. 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 WargearFirst 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. Sizzling the air around it, the pulse bomb explodes on the ground with an incandescent fury, spreading destruction over a wide radius and leaving little but drifting ash and a glowing crater to show where the enemy once stood. An extremely efficient weapon, a Pulse Bomb Generator can continue to manufacture fresh ordnance for its craft almost indefinitely without the need for rearming. 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. Enhance the depth of the model by shading the XV-88 basecoat with Nuln Oil. Apply the shade to recessed areas to create shadows and give the bomber a more realistic appearance. 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.

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. 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.Disruption Pod - Disruption Pods display distorting holographic images in the visual and electromagnetic spectra to make the vehicle harder to target. 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. 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. Barracuda • Manta • Orca • Razorshark • DX-6 Remora Drone Stealth Fighter • Sun Shark • Tiger Shark • Tiger Shark AX-1-0 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.’

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