Editing
Space Sharks
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==On the Tabletop== ===7th Edition=== Carcharodons Chapter tactics gives all Space Marines models Fear, and allows Tactical marines to replace their bolters with a chainsword or keep it and buy an additional close combat weapon for 1pt each. In addition they gain Rage after destroying or forcing an infantry unit to fallback in close combat, however they must consolidate towards the nearest unit they can hurt (after all, [[Khorne|the rape train]] [[Meme|has no brakes!]]). This can make stuff like Vanguard Veterans, Assault Marines, or even bikes surprisingly dangerous. Even a full batch of 10 footslogging Tacticals with extra CC weapons can be a pretty scary thing to face up against. Also, Dreadnoughts with Fear and Rage? Yes please. Tyberos, their beloved Chapter Master, is quite the beast. He can destroy just about anything in the game in close combat. His Scent of Blood rule makes him and and any Carcharodon unit subject to Rage +1 strength for the rest of the game. He is [[Reasonable Marines|reasonable]] enough to wear a helmet and does not carry a banner and a shitton of flashy trinkets on his armour, unlike most other chapter masters, whose wargear just screams "Shoot me down, sniper!" Also, allows you to take a unit of lightning claw equipped assault terminators as troops; and he and any unit he joins have preferred enemy (infantry). You can only ally with Imperial Forces and all of those are bumped down to Desperate Allies. All this means that, with them, you play Horus Heresy World Eaters with Fear and all the shiny new toys of the 40k arsenal of Space Marines. They also have a couple of unique psyker powers: :"From The Depths": The librarian casting this causes his targets to become intensely frightened, hallucinating about being in the deep dark depths of the ocean, immobilizing their opponent so that the Carcharodons can finish the target without a fight. :"Rending Maw": The librarian summons a giant spirit shark that comes up out of the ground and bites the shit out of anyone unlucky enough to be there at the time. ===9th Edition=== [[File:Tyberos Red Wake Joseph Geddings.png|thumb|Right|250px|"''There is no safety word.''" - Tyberos, the Red Wake]] The Forge World Compendium provides ‘suggested’ Chapter Tactics for six of their chapters, including the Carcharodons. Unfortunately, the suggested Chapter Tactics are lifted straight from the Codex Successor Tactics and aren’t very good from either a narrative or a gameplay point of view. They suggest ''Stealthy'' and ''Whirlwind of Rage'' as [[Raven Guard]] Successors. Essentially two traits that are mutually exclusive and with a super doctrine that has nothing to do with the Carcharodons' style of warfare….. C- for effort Forge World. Could do better. In the lore, the Carcharodons battle tactics are characterised by four aspects: '''Speed''' and '''Stealth''' for launching ambushes, '''Swift Withdrawals''' to avoid casualties they can’t sustain given their MO, and '''Absolute Fucking MURDER'''. The ‘suggested’ tactics covers just two of these, and not very well. The much more sensible Chapter Tactics are those of the [[White Scars]], as these cover three of the four things much more effectively. They don’t give you the '''Stealth''' bit of their ambush tactics but do give you the '''Speed''' bit through advance and shoot without penalty and advance and charge. They give you the '''MURDER''' with the +1D to melee weapons super doctrine, and give you the '''Swift Withdrawals''' of fallback and charge (and shoot for 1CP). All-in-all, a pretty damn good representation of your Sharks and potent on the tabletop to boot! Besides White Scars, [[Blood Angels]] are probably the best pick for raw melee output, and you could argue a unit of [[Death Company]] represents some Carcharodons that have succumbed to the Blindness, but there isn’t really any lore support for this happening, so expect to be called [[That Guy]] if you do. [[Space Wolves]] also boost your melee and have some cool tribal elements to their rules that go nicely with the Carcharodons South Sea Islander schtick. Some of their saga Warlord Traits also neatly reflect the rising bloodlust of a Carcharodon in battle. [[Black Templars]] are another melee powerhouse, but as their Chapter Tactic can’t be picked for a successor via Inheritors of the Primarch, you won’t be able to use Tyberos - you’ll just be playing Templars painted grey. If you choose to run as a Successor of any of the above (excluding Black Templars) their super doctrines with any combination of ''Whirlwind of Rage, Hungry for Battle, Born Heroes, Duellists, Fearsome Aspect'' and ''Tactical Withdrawal'' will give you a fairly good representation of the Sharks, but none of them are as good as pure White Scars. Currently, the only Carcharodons-specific thing in the game is [[Tyberos the Red Wake]], from the Forge World Imperial Armour Compendium. This time around he's got a standard Terminator Chapter Master profile with an extra 2 Attacks (built into his stat line from his relic lightning chain claws) and one less Ballistic Skill (which doesn't matter as he has no guns). Wargear-wise, Hunger and Slake are now a single unique weapon somewhere between a lighting claw and a chainfist and arguably better than both, granting +2S, AP-4, D2 and re-rolls to wound with no to-hit penalty. In special rules terms he's got the standard Terminator '''CHAPTER MASTER''', '''ATSKNF''', teleport strike and reroll ones to hit for '''CORE CARCHARODONS''' within 6" (renamed Lord Reaper of the Void), but he also gives them +1 Strength thanks to his unique ability Savagery Beyond Reason. Unfortunately, Forge World have stiffed Tyberos and all the rest of their characters by forcing them to take the utterly redundant and boring Warlord Trait ‘Inspiring Leader’, so our Chapter Master should never be your army’s warlord... Despite this, he's still a great choice to lead a deep striking Terminator Assault squad, and at 160pts he’s not too badly costed, the trick is getting him in to combat from deep strike…. '''COMBOS!''' Assuming you go with White Scars Chapter Tactics, all their juicy melee combos are good for your Sharks; Chogorian Storm and Imperium’s Sword smash Captain. Claw and shield Vanguard Veterans, MSU Intercessors with auto bolt rifles and melee sergeants. Boltstorm Aggressors/ Assault Centurions (bring a Psychic Fortress Librarian or a Chief Apothecary to keep them trucking) etc. etc. etc. Tyberos himself is a solid boost to a Terminator Assault Squad, as they can match his mobility and lightning claws are one of the best weapons to apply his +1S aura to, as well as being fluffy. He can grant them re-roll ones to hit and, with Fury of the First, these boys will be hitting on twos, freeing up Tyberos' Chapter Master re-roll for himself (unfortunately you can’t use it on the turn he comes in from deep strike as it happens in the Command Phase, before he’s arrived on the tabletop) The challenge is getting Tyberos and the unit he’s buffing in to combat from deep strike, i.e., making two 9” charges, which is far from guaranteed. The White Scars psychic discipline offers a solution. “Ride The Winds” grants ''a unit'' +2” to charge which stacks with the relic “The Plume of the Plainsrunner” giving +1” as an aura. You also have access to the “Fierce Rivalries” stratagem allowing ''a unit'' to charge 3D6 discarding the lowest, and of course, the trusty Command Point re-roll. So, in all, you can have Tyberos attempting an 8” charge on 3D6 discarding the lowest and his Red Brethren retinue attempting a 6” charge, with your CP re-roll available as necessary. You can reduce this even further by running your Carcharodons as White Scars Successors with Hungry for Battle, for a further +1” to charge, but think carefully what the loss of advance and charge etc. means for the rest of your army. Either way, your relic carrying Librarian is likely to be left hanging in the breeze, but he can continue to provide support with Smite and Lightning Call for mortal wound output, or the ever-helpful Spirits of Chogoris de-buff. Perhaps the easier and better solution is to take a Primaris Chaplain on Bike, zoom him over to where you need him on Turn 2 and pop the Canticle of Hate for an aura of +2” to charge and +3” to pile-ins. You can do this as any Chapter or Successor, but the White Scars "Fierce Rivalries" stratagem is one of the few that stacks with it. Also, why not treat yourself; upgrade your Chaplain to a Master of Sanctity and recite the Exhortation of Rage as well for +1 to wound. Then, from Turn 3, he can zoom off and get back to whatever else you need him to do. The point is, Tyberos and his boys don’t need many buffs once they’re stuck in, particularly with White Scars' extra mobility and damage, so make sure your Turn 2 charge buff’er has some utility for the rest of the game otherwise they’ll just be an expensive delivery mechanism. {{Template:Marines-Official}} [[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information