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Having a bit of fun today with Batgrot. He’s based on an old out of production Warhammer Doomdiver pilot, with a mask and belt sculpted from greenstuff. The ears are the tips of plastic Space Marine lightning claws.
If you had to write rules for him what would you include? Stealth? Infiltrate? Let me know in the comments.
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Garfy
Garfy is a UK hobbyist with over twenty years experience. He's a regular contributor to White Dwarf Magazine including 4 Armies of the Month features and has written articles for the Warhammer Community site. He holds 3 UK Golden Demon finalist pins and 2 Armies on Parade Gold award. His other passion is photography and cinematography, which he uses to great effect to deliver high quality content to the blog.
How about the obvious Jump Infantry?
stealth, infiltrate, grot signal (allows bat grot to teleport to the unit that used the grot signal – grot single cannot be used in consecutive turns – dark grot can assault after the teleport), eternal warrior
That's amazing looking!
I IZ DA HERO WAT GORKHEIM DESERVES!
Bat Shark-repellant:
Any Monstrous Creature in base to base with this model can not direct any attacks against it. At the end of the close combat phase, any Monstrous Creature in base to base with this model will flee close combat, as if it had failed a morale check after losing close combat. This flight occurs regardless of any special rule (such as Fearless) that might prevent a unit from fleeing.