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Sun Shark Bomber
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== Crunch == The toughness 6 and 4+ save really kills them. But they shine in another way: Mortal wounds. Sharks have a bomb generator on the bottom that causes Mortal wounds on anything with the '''INFANTRY''' keyword on 4's, rolling a single dice per model for up to ten models. The downsides are you must choose which unit to bomb, all other keyword units get the wound on 5's, and you'll usually pull this off exactly once. Still, great source of mortal wounds against those beefy Custodians and hordes of Guardsmen, Daemons, and Guardians. They also serve as wonderful distraction Carnifexes. Next of course we have a Markerlight. Usually useless, but its something? You also have the two Seeker missiles, which are incredibly useful for an early strike on an enemy vehicle. You have the choice of taking Twin linked missile pods, which is strongly recommended in that they'll at least be able to cause the odd wound or two on something. The best part of this vehicle though, is by far the Ion Rifle Drones. Each one carries a twin linked Ion Rifle, and if you can get the markerlight hits, they can be buffed into the Juicy heavy D3 range for a glorious number of shots. Seriously, no one wants to deal with four heavy d3 shots, and is one of the only times you'll find use outta Ion Rifles. Ultimately, it comes down to this: Keep its weapons in range, use the Bomb ability well, and get the markerlight hits for it to actually work. Anything less than four and its an overcosted heap of plastic. [[Category: Warhammer 40,000]] [[Category: Xenos]] [[Category: Tau]] [[Category: Vehicles]] [[Category: Flyers]] {{Tau}}
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