Barnabas, Lord of Blood

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Barnabas, Lord of Blood
Minion Warlock Unit

There are few living things that have accomplished as much as Barnabas, Lord of Blood. Having achieved his goal of transfiguration amid gory carnage, Barnabas has risen from death as a god. Wielding the dark magic of his people, augmented by his own defiance of death, the Lord of Blood goes to battle attended by undead skeletal companions called bone shakers. Together they collect bloody sacrifices from the flesh of any who would oppose his growing cult.

Basic Info[edit]


Base Size Large
WBP +23
DEF 13
ARM 18
CMD 10
HP 18
See also How to Read the statblock



  • Minion - In a 2+ warlock game, he can work as a Circle Orboros minion, Legion of Everblight Minion, Skorne minion, or Trollblood minion
  • Warlock Unit - All warlocks come with a stack of standard special rules - most notably being awesome. Furthermore, this warlock comes with some grunts that can be ordered around.
  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Tough - When this model is disabled, roll a d6. On a 5 or 6, remove 1 damage point from this model; it is no longer disabled and becomes knocked down. While knocked down this model loses Tough.
  • Bone Pile - When a model in Barnabus' unit destroys a living or undead enemy model with a melee attack, Barnabus gains the destroyed model’s corpse token and it is RFP'd. Barnabus can have up to three corpse tokens at any time.
  • Gatorman - Barnabas is a Gatorman. The Bone Shakers are not, and the unit is not a Gatorman unit.
  • Gatorman Warlock - This model's battlegroup must contain only minion Gatorman warbeasts.
  • Meat-Fueled - This model gains +1 STR for each corpse token on it.
  • Sacrificial Pawn [Bone Shaker] - When this model is directly hit by an enemy ranged attack, you can have one friendly, non-incorporeal Bone Shaker model within 3" of it hit instead. That model is automatically hit and suffers all damage and effects.
  • Tide of Skulls - During the Control Phase Barnabus can spend corpse tokens to add Bone Shaker models to his unit, on a one-for-one basis. Added models must be placed in formation and within 3˝ of another model in its unit and must forfeit their Combat Action the turn they are put into play. There cannot be more than three Bone Shaker models in his unit in play at any time.


The spell deals corrosion damage. Models hit suffer continuous corrosion.
While in Barnabus' CMD range, enemy models suffer –2 to their attack rolls. Execration of Blackest Night lasts for one round.
  • Hunter's Mark - Cost 2, 10" range, offensive spell that deals no damage.
1) Friendly models can charge or slam an enemy model hit by this spell without being forced or spending focus. 2) Friendly models that charge the model hit by this spell gain +2" movement. 3) Lasts for one turn.
The caster and friendly Faction models that start their activation in the caster's CTRL range gain Relentless Charge for one turn. (Relentless Charge - While advancing as part of a charge, this model gains Pathfinder.)
  • Rebuke - Cost 2, 10" range, Offensive Upkeep
Target model/unit cannot give orders, receive orders, make power attacks, or make special attacks.

Feat: Death Ritual[edit]

Immediately RFP one or more friendly living or undead models currently in Barnabas' CTRL range. For each model removed, Barnabas can either gain 1 corpse token, 1 fury point, or remove d3 damage points from a battlegroup model. He cannot exceed his FURY as a result.

Bone Shakers[edit]

Bone Shakers
Base Size Small
DEF 13
ARM 14
HP 1



  • Amphibious - This model treats shallow water as open terrain while advancing. While completely in shallow water, this model gains concealment and does not block line of sight.
  • Undead - This model is an undead model and not a living model.
  • Dark Shroud - While in this model's melee range, enemy models suffer -2 ARM.

Thoughts on Barnabas2[edit]

Recent Release icon.jpg

Recent Release
This model/theme has only recently been released, and the content in the "Thoughts On" section is based more on theory-machine than actual gameplay experience.

Feel free to remove this warning if you, personally, have a good level of gameplay experience with the model, have reviewed this article, and either you A) agree with the content 100% or B) for the parts you disagree with, you don't strongly disagree; and it's more a case of differing opinions between you and previous editors rather than incorrect content / bad advice.

Barnabas, Lord of Blood in a nutshell[edit]

Barnabas is a tough front line warlock who protects his troops with Execration, buffs damage via his Bone Shakers, increases threat ranges via Hunter's Mark, and hands out Pathfinder via Onslaught. Oh, and hits brutally hard - P+S20 if fully loaded and counting the Dark Shroud bonus.

Maximising his feat & Spells[edit]

Feat gives him an ultra-turn as long as he has enough cannon fodder to waste to power himself up. That's "Kill a Gargantuan and still have full corpses and enough spare Fury to camp" level turn.

  • Onslaught is a cast once and upkeep throughout the game. It's basically Pathfinder for melee troops and well worth the Fury cost.
  • Execration of Blackest Night is probably his signature spell. If Barnabas plays forward he effectively gives his whole army a 2 point DEF buff (that isn't affected by Blessed). The only good reasons to not cast this spell are that it's your first turn or you are trying to end the game on your turn (e.g. via assassination).
  • Hunter's Mark is a useful threat extender and will probably be the main spell cast by the Soul Slave.
  • Rebuke is a nice debuff that allows you to prevent infantry from charging.
  • Blood Rain is your zap. It isn't especially good.

Typical Strategy & Army[edit]


Barnabas is an attrition caster who also wins scenarios by bullying the enemy out of the zones.


Barnabas requires cheap infantry for his feat and corpse tokens for his bone pile. Two choices are obvious.

Execration of the Blackest Night stacks with just about any defensive buff you care to name. This means that Barnabas loves anyone who hands out more DEF buffs or otherwise make his models harder to hit.

  • Wrong Eye & Snapjaw provides Star Crossed making Barnabas' army that much harder to hit within 8" of Wrong Eye.
  • The Boneswarm has an animus that both provides Concealment and a DEF debuff, leading to an effective DEF of 17 for Barnabas or the Boneswarm.
  • The Dracodile provides shallow water - and thus concealment and hence makes other models harder to hit.
  • Bull Snapper has an ARM buff animus that will allow Barnabas to reach ARM 20. If and when Spiny Growth is reduced to a cost of 1 this will be excellent.
  • Blackhide Wrastler is of course excellent. And between Rage and Dark Shroud you can turn light warbeasts into effective beasts for breaking over heavies.

And otherwise Barnabas likes hard hitting melee models with a decent DEF to synergise with Dark Shroud.

Theme thoughts[edit]

He'll spend most of his time in the Blindwater Congregation.

Drawbacks and Downsides[edit]

  • Large based target will draw incoming fire.
  • Any shooters with a >10" range are going to target Barnabas without worrying about Execration. And he only has DEF 13. Your only protection is sacrificial pawn onto the Bone Shakers.

Tricks and Tips[edit]

  • Barnabas has a 12" threat range (10" if he doesn't use Hunter's Mark) and hits at MAT 8 P+S 15-20. Any caster he gets the drop on is likely to die.
  • Remember, Barnabus has to be the closest eligible model to collect the corpse. Don't go sending your Bone Shakers off to attack models near an enemy Necrosurgeon or somesuch.



Released in the Blindwater CID (2017.09)

Theme Forces[edit]

Other Minion models[edit]



Farrow Warlocks (Edit)
Warlocks Arkadius1 - Carver1 - Helga1 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh
Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Wrong Eye
Gatorman Warbeasts (Edit)
Lights Boneswarm - Bull Snapper
Heavies Blackhide Wrastler - Blind Walker - Ironback Spitter - Swamp Horror
Gargantuans Dracodile
Units, Solos, & Battle Engines
Warlock attachments Targ - Gatorman Soul Slave
Units Farrow Farrow Bone Grinders - Farrow Brigands - Farrow Commandos - Farrow Razorback Crew - Farrow Slaughterhousers - Farrow Valkyries
Gatorman Bog Trog Ambushers - Croak Raiders - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech
Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea
Solos Farrow
Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman Boil Master & Spirit Cauldron - Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor
Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw
Unaligned Efaarit Scout - Feralgeist -Gobber Tinker - Gremlin Swarm - Ogrun Bokur - Gobber Chef - Gobber Raiders - Thrullg - Totem Hunter
Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Eilish Garrity - Gudrun the Wanderer - Hutchuck - Lanyssa Ryssyl, Nyss Sorceress - Orin - Raluk - Saxon Orrik - Viktor Pendrake
Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Minion - Theme Forces (Edit)
The Blindwater Congregation - The Thornfall Alliance - Will Work for Food

Rules Clarifications[edit]

Rules Clarification : Feat : Death Ritual

  • Barnabus can reave fury from warbeasts that are RFP'd. (Locked thread)

Rules Clarification : Undead - None yet. (Edit)

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Rules Clarification : Dark Shroud      (Edit)

  • Dark Shroud only applies to your melee range, and this doesn't includes behind you. Refer to the latest errata.
  • The ARM debuff still applies during a free strike.

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")
RC symbol.png

Rules Clarification : Grievous Wounds      (Edit)

  • GW prevents "repairs" as well as "heals".
  • It does not stop a warlock transferring damage, or stop the wounded model from being able to 'heal' someone else.
  • Does not affect models with the Massive rule.

RC symbol.png

Rules Clarification : Warcaster Unit or Warlock Unit     (Edit)
This summary is specific to Warcaster/Warlock units. You may also want to check the Warcasters & Warlocks page for the 'regular' rules clarifications.

  • If you're giving an order, it must be done first, before casting any spells or using your feat.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Only the warcaster/warlock model can dominate a Steam Roller scenario. They can do that regardless of where the grunts are.
  • The grunt models can contest Steam Roller scenarios, but not control them.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).

Rules Clarification : Amphibious - None yet. (Edit)
Rules Clarification : Tough - None yet. (Edit)

RC symbol.png

Rules Clarification : Bone Picker and/or Bone Pile     (Edit)

  • Even though it's RFP'd, the destroyed model still produces corpse/soul tokens. Because it did reach the destroyed stage. (Infernal Ruling)
  • This model only gets the corpse if it's the closest eligible model. Bone Picker doesn't have the "regardless of proximity of other models" wording like Dark Fire does.
    • This will hardly ever come up, considering the short range of most melee weapons.
    • It'll come up slightly more often for Barnabus2.

Rules Clarification : Gatorman Warlock - None yet. (Edit)
Rules Clarification : Meat-Fueled - None yet. (Edit)

RC symbol.png

Rules Clarification:  : Sacrificial Pawn and/or Sucker! and/or Grim Salvation     (Edit)
(Click Expand to read)

  • Sacrificial Pawn & Grim Salvation are optional, but Sucker! is not
  • Grim Salvation only works vs basic attacks, not special attacks, power attacks, chain attacks.
    • Spells are not basic attacks, because they are not "made with a weapon". (Infernal Ruling)
    • CRA and CMA are basic attacks. (Infernal Ruling)
    • If a Special Attack generates an additional attack (such as Multi-Fire), the second attack will be basic and as such can have Grim Salvation used vs it. (Infernal Ruling)
  • Sacrificial Pawn & Sucker! don't work against melee attacks.
  • None of them work vs magic attacks (spells). All of them work against Magical Ranged attacks, though.
  • The model the attack is transferred to is always hit, even if they have an ability that makes them automatically get missed (such as Stealth).
    Automatically missing is determined earlier in the timing sequence than when the attack is moved. (Infernal Ruling)

From here down, the terms Sacrificial Pawn, Grim Salvation, and Sucker! are interchangeable

  • Using Sac Pawn moves all damage and effects onto the other model.
  • The new model hit may use any abilities that trigger on being hit/damaged by an enemy attack (such as Vengeance and Shock Field).
  • Sprays and AOEs
    • A model hit by a spray attack can use Sacrificial Pawn to pass it to another model. The placement of the template does not change.
      • Note that this may cause the Pawn to be hit twice by the same spray. So you then resolve two damage rolls against it.
    • A model directly hit by a AOE may use Sacificial Pawn to pass it to another model. The AOE template is moved (because Sac Pawn is resolved at Step 6 of the Attack Sequence in Apdx A, but AOE placement occurs at Step 7).
      • Depending on how far apart the original target and Pawn are, the first guy might get clipped by the AOE anyway.
      • A model indirectly hit by an AOE cannot use Sac Pawn.
  • Sacrificial Pawn multiple times
    • If a model with the Sacrificial Pawn ability passes it to another model that also has Sacrificial Pawn ability, that second model may pass it along to a third model.
    • Models can only use Sac Pawn once each, you cannot set up an infinite loop!
  • Quick Draw vs Sacrificial Pawn
    • If enemy "Model A" shoots you, and then you use Quick Draw against "Model A", but they use Sac Pawn to move your Quick Draw attack to "Model B" then ... Quick Draw has no effect (or rather, it affects "Model B" who isn't currently shooting you so is irrelevant). Point is, "Model A" can continue shooting you.
    • This won't happen with Shield Guard though (outside of a very low-probability scenario) because Shield Guard can only be triggered during an enemy turn.

Template:RC Tide of Skulls

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Rules Clarification : Blood Rain      (Edit)

  • Damage Type (Edit)
    • This spell does elemental damage in addition to magical damage, not instead of magical damage. (Infernal Ruling)

Template:RC Execration of Blackest Night Rules Clarification : Hunter's Mark - None yet. (Edit)

RC symbol.png

Rules Clarification : Onslaught      (Edit)

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Rules Clarification : Relentless Charge      (Edit)

Rules Clarification : Rebuke - None yet. (Edit)