Bloody Barnabas is an aged gatorman warlock and a veteran of countless battles. In the wilds of western Immoren, only a gator of surpassing strength and tenacity could hope to reach his level of combat expertise. Barnabas calls upon the great warbeasts of the swamps to combat his foes, and he directs their attacks with cunning precision. Before his hungry children swarm, Barnabas summons a magical black tide to choke the enemies of the congregation, leaving them vulnerable.
- 1 Basic Info
- 2 Other
Weapons and Attacks
- Bite - 0.5" range, P+S 14 melee attack.
- Bone Cleaver - 2" range, P+S 15 melee attack.
- Minion - Will work for Skorne, Legion, Circle, and Trollbloods
- Warlock - All warlocks come with a stack of standard special rules - most notably being awesome.
- Gatorman Warlock - This model's battlegroup must contain only minion Gatorman warbeasts.
- 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.
- Countercharge - When an enemy model advances and ends its movement within 6" of this model and in its LOS, this model can immediately charge it. This model can use Countercharge only once per round and not while engaged.
- Unyielding - This model gains +2 ARM against melee damage rolls.
This rule changed in 2018.01
- Death March - Cost 3, 6" range, Upkeep.
- Target friendly Faction unit gains +2 MAT and Vengeance. (Vengeance - During your Maintenance Phase, if one or more models in a unit with Vengeance were damaged by enemy attacks during the last round, each model in the unit can advance 3" and make one basic melee attack.)
- Flesh Eater - Cost 3, 10" range, POW 13
- If this spell damages a living enemy model, either Barnabas or a living warbeast in his battlegroup and control range can then heal d3 hitpoints.
- Swamp Pit - Cheap signature upkeep spell Place a large AoE of water not touching a model when it's placed. Amphibious models can't be targeted by ranged attacks in it.
- Warpath - Cost 3, Upkeep
- Each time a friendly Faction model in the caster's control range destroys one or more enemy models with an attack during their activations, a warbeast in the caster's battlegroup and in control range may advance up to 3". Each warbeast can only move once per turn.
Feat: Black Tide
Knock down enemies without Amphibious currently in his control range.
Analysis of Bloody Barnabas
Bloody Barnabas in a nutshell
Barnabas is a well-rounded warlock with an excellent Pop & Drop feat which is normally followed up by volleys of shooting that only misses on snake eyes. He is strong in melee and can protect his army from shooting with a Swamp Pit while getting his warbeasts into interesting places via Warpath. Unfortunately he's probably the least popular warlock in the faction since the Blindwater CID because he doesn't have a damage buff and although he's a solid toolbox warlock Rask is an exceptional toolbox.
Thoughts on his feat and spells
Feat - All Fall Down! Except steady models, flying models, huge based models, and maybe a few others. It flattens the DEF of all its victims (which can be devastating to infantry if you have ranged firepower, and can lead to assassinations) - and keeps melee infantry out for the next turn while forcing beasts and jacks to shake.
- Death March - a Mat buff is cool. Vengeance is excellent.
- Warpath - cast on your first turn and just upkeep for the rest of the game. Mobility and flexibility.
- Swamp Pit - that's either blocking shooting (but not charges) if you group up or 5" of AoE. Either way it's an excellent spell in the early parts of the game
- Flesh Eater Zap. It's an expensive zap with a not especially good effect that the Gatorman Soul Slave can't exploit, but it kills incorporeal enemies.
Common army selection
Shooting-centric because you generally get to kill a much wider swathe of the enemy's army on feat turn, thanks to the near inability to miss.
- Swamp Horror - in Will Work For Food the Swamp Horror gets to play Pac-Man on feat turn. Warpath, Chain Strike, Overtake, and auto-hitting knocked down targets.
- Blackhide Wrastler Because nothing else he brings is going to break armor.
- Bull Snapper - Spiny Growth is 2 ARM for 1 Fury which is starting to let him play forward.
- Ironback Spitter - His best shooting beast.
- Croak Raiders - Burn, baby, burn. Excellent shooters.
- Cylena Raefyll & Nyss Hunters Decent shooters who can also melee.
- Farrow Brigands Decent shooters who get Prey thanks to the Warlord.
- Gatorman Posse - in The Blindwater Congregation Death March gives them some of the speed they like.
Drawbacks and Downsides
- He does little to break armor.
- Enemy heavies just shake his knockdown, and lowering their DEF is not dealing with the hard part. So his feat is more of an anti-infantry feat.
- Rask also has a speed buff, protection from shooting, and helps you hit better. He also hands out Pathfinder, gets rid of upkeeps, and has a cloudwall.
- Calaban the Gravewalker also has some anti-shooting tech, a MAT buff, and some anti-infantry tech including an anti-infantry feat. He also has Parasite, and a lot of Remove from Play effects.
Tricks and Tactics
- Watch for any chance to pull off a Pop & Drop assassination by flattening the caster and then shooting them while they are at DEF 5. This mostly gets newbies.
- He also has a countercharge into charge assassination
Changes from Mk II
The old Iron Flesh was removed from the game; Barnabas replaces it with Death March.