Statistics
SPD:5 STR:9 MAT:7 RAT:3 DEF:13 ARM:17 CMD:9 FURy:6 PV: 16 POINTS ARMY: +6
Barnabas has average speed for a warlock but a great MAT and ARM (and it will go up while in melee). His RAT is horrible but it should never come into play. He is on a medium base so it's slightly harder to screen him with anything other than other gatormen. His fury is average for a warlock.
Feat - Black Tide
All non-amphibious enemy models that are currently in Barnabas' control area are knocked down. Considering the few models in the game that are actually amphibious, this means that pretty much everything is getting knocked down on his feat turn. Barbabas doesn't mind getting up into the middle of things so he can put this knockdown effect where it will do the most good.
Weapons
* Bite -(f+S14) An attack with good P+S, his bite attack also can remove a small-based non-warlock/warcaster model on a critical hit. Make sure you make the appropriate "nom nom nom" sound effects when this happens to an expensive solo of your opponent.
* Bone Cleaver -(f+S14) His sword with the same P+S as the Bite. Bone Cleaver has Magical Weapon and Reach. It also has Blood Boon which allows Barnabas to cast a spell with COST 3 or less once per activation if he destroys a living enemy model. He gets to cast the spell without using any fury and he's got some good spells as options.
* Tail Strike - His weakest attack of the three.(f+S12)
Special Abilities
* Tough - Not extremely useful on a warlock because if you're making Tough rolls, you've probably already almost lost, but it may save him once in a great while.
* Amphibious - The advantage of this ability is directly related to how much water is on the table. If you play the Blindwater Congregation pact, you do get to place two 3" AOE shallow water features on the board and it does interact well with the Swamp Pit spell.
* Counter Charge - This, however, stands out. When an enemy models advances and ends it's move within 6" of Barnabas, he gets to charge with his three attacks. It also allows him to immediately benefit from...
* Unyielding - While engaging an enemy model, Barnabas' +2 armor goes up.
* Gatorman Warlock - He can only have gatorman warbeasts in his battle group.
Spells
* Flesh Eater - A COST 3 RNG 10 POW 13, if this spell boxes a living enemy model, it is removed from play and Barnabas or one of his battlegroup in his control area gets to heal up.
* Iron Flesh -COST 2 The old stand by upkeep that grants +3 DEF/-1 SPD. Because of the speed penalty, the target model/unit won't be able to charge so keep that in mind. Just drop it and re-cast it on the turn you want to charge in. Also, because of the speed penalty, if Barnabas casts it on himself he won't be able to Counter Charge.
* Swamp Pit - COST 2 CTRL .A 5" AOE anywhere in the control area not touching a model's base that counts as shallow water. If an amphibious model is entirely within the 5" AOE, they cannot be targeted by ranged attacks. Serves double duty in making difficult ground for your opponent and/or protecting your models from ranged attacks.
* Warpath -COST 2 SELF CTRL UPSPELL This spell allows some extra movement for your warbeasts. When a friendly Faction model destroys an enemy model, one warbeast in the battlegroup gets to advance up to 3". Good news for warbeasts that focus entirely on melee.