Carcharius, The Red Tide

Faction: Deep Lords

Role: Captain

Hit Points: 10

Skill Card Slots; Feeding Frenzy


 * Basic Attack
 * Level 1
 * Cost: Free
 * Hits of 6 cause BLEED.
 * Increase your Kraken Pool by 1 after rolling:
 * For each Hit of 5+, roll 1 additional die.
 * Attack Dice: 4
 * To Hit: 4+
 * Range: 1
 * Level 2
 * Cost: 5
 * Hits cause BLEED.
 * Increase your Kraken Pool by 1 after rolling:
 * For each Hit of 5+, roll 1 additional die.
 * Attack Dice: 4
 * To Hit: 3+
 * Range: 1

Scent of Blood


 * Level 1
 * Cost: 3
 * Gains +3 dice if targeting a zone containing a Hero with BLEED
 * Attack Dice: 3
 * To Hit: 3+
 * Range: 1
 * Level 2
 * Cost: 4
 * Move Charcharius up to 2 zones before making this attack
 * Gains +3 dice if targeting a zone containing a Hero with BLEED
 * Attack Dice: 3
 * To Hit: 3+
 * Range: 1

Chomp!


 * Level 1
 * Cost: 3
 * Hits deal 3 damage..
 * If this KO's a Bosun or a Hero, heal Carcharius up to 3, then draw 1 Tide Card.
 * Attack Dice: 1
 * To Hit: 3+
 * Range: 1
 * Level 2
 * Cost: 4
 * Hits deal 4 damage..
 * If this KO's a Bosun or a Hero, heal Carcharius up to 4, then draw 1 Tide Card.
 * Attack Dice: 1
 * To Hit: 2+
 * Range: 1

Deep Lords Captain that came with the core Rum & Bones: Second Tide set.

'“Any predator can lay an ambush, mateys. I make it an art.”'

Captain Carcharius can smell gold in the drink as easily as he can blood. In a crowded convoy, he’ll always find the deepest-laden treasure ship. On a desolate coast, he’ll find the hidden smuggling cove. In the trackless seas, he’ll always pick the exact moment to rise up on an unsuspecting galleon. While treasure is a fine pursuit in itself, and the power in Davy Jones’ gold is a justifiable end of its own accord, Carcharius truly desires to return Atlantis to its former glory. To see the ancient kingdom once more ascend to power would be his greatest wish.