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Games Workshop Warhammer 40,000 Sun Shark Bomber

£20.995£41.99Clearance
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About this deal

Build on the visual depth by using Tau Light Ochre and Balor Brown to apply additional layers of highlights to specific edges and surfaces. This layering technique gradually intensifies the colors and brings out the intricate details of the bomber.

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. Devilfish • Drone Harbinger • Hammerhead • Sky Ray • Swordfish • TX-4 Piranha • TX-42 Piranha • Tetra

Overview

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. 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. 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. 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 If desired, you can apply another layer of shade, such as Nuln Oil, to specific areas for enhanced depth. This step is optional but can further enhance the model’s shadows and overall realism.

Razorshark Strike Fighter – As the kit sibling to the Sun Shark Bomber, the Razorshark is another new flyer introduced to the Tau Empire, serving not as a bomber but instead as a dedicated anti flyer – and by extension, anti-vehicle – unit that is oddly only marginally more effective in an aerial duel than the Sun Shark. When talking specifically about firepower, the Sun Shark averages a similar number of hits to the Razorshark in terms of Strength seven AP four shooting – the trade-off here is that the Razorshark’s main gun can be fired in any direction, meaning it can fly past other fliers, deny them any return shots, whilst continuing to pepper them with ion-tinged death on their rear or side armour – invaluable against Heldrakes and the like. XV02 Pilot Battlesuit • XV8 Crisis Battlesuit ( XV8-02 Crisis Iridium Battlesuit • XV81 Crisis Battlesuit • XV84 Crisis Battlesuit • XV85 Enforcer Battlesuit • XV86 Coldstar Battlesuit • XV89 Crisis Battlesuit • XV88 Broadside Battlesuit) • Stealthsuits ( XV15 Stealthsuit • XV22 Stealthsuit • XV25 Stealthsuit • XV95 Ghostkeel Battlesuit) • XV46 Vanguard Void Battlesuit • XV9 Hazard Battlesuit • Class 10 Battlesuits ( XV104 Riptide Battlesuit • XV107 R'varna Battlesuit • XV109 Y'vahra Battlesuit) • KV128 Stormsurge • KX139 Ta'unar Supremacy Armour 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. 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.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.

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. 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. 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. 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. Pulse Rifle • Pulse Carbine • Pulse Blaster • Rail Rifle • Ion Rifle • Longshot Pulse Rifle • EqualisersSizzling 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. 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. Disruption Pod - Disruption Pods display distorting holographic images in the visual and electromagnetic spectra to make the vehicle harder to target. 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 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.

The Pulse Bomb Generator is a Tau weapons system commonly mounted on the Sun Shark Bomber. The system itself is capable of producing and launching Pulse Bombs, giving the Sun Shark a potent level of firepower capable of blasting ground targets. [1] The pulse bomb generator works by rapidly spinning, which builds up pulse energy until a ball of plasma is unleashed in enemies below. [2] All that leave of the targets of the impact - glowing crater and drfting ash. [3] 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. For further support, a Sun Shark also carries two Seeker Missiles in two cunningly hidden recesses in the aircraft's airframe. These missiles can be auto-fired by the Sun Shark's Air Caste pilot himself, but are more effective when launched by a ground unit that has painted the target with a Marker Light. Barracuda • Manta • Orca • Razorshark • DX-6 Remora Drone Stealth Fighter • Sun Shark • Tiger Shark • Tiger Shark AX-1-0Inspect 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.

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