Name: any number of possibilities. How about a variation on "Poltergeists" or "Gremlins"?
Type: I don't see these guys as shooters. I'm going for the mental picture of the iconic "Gremlins" movie gremlins.
Role: from the gaming perspective, I see the Barghesi being a mostly dismounted force (units of violent psychotics in a small metal box? I think not). Also, since "hyper violence" doesn't easily fit with the cool control required for marksmanship, I don't see them having large quantities of heavy long-range shooting weapons (e.g. lascannon and missile launcher equivalents). With the majority of their units being slower and softer than a meched-up force of space marines or eldar, they are going to need a way to engage early (infiltrators), slow or wreck vehicles (haywire), and pin/slow down fast infantry types (e.g. jump infantry), to prevent them from being outmaneuvered or blasted apart by long-range shooting
"Hyper-violent" is an easy fit since (as I'm conceiving of them) all "Gremlins" are in units of 1 and are therefore gain Rending but don't take wounds.
"Flesh-craft" would have to be redefined for the Gremlins since they aren't violent assaulters; they should be given a specific rule like Fleshcraft but gives them disruption and anti-vehicle abilities. Turn by turn changes would be very annoying, since they might be anti-vehicular one turn and randomly switch to anti-personnel the next. I would recommend either rolling once at the beginning of each game for each Gremlin, or just make each of their Fleshcraft options be purchasable like a weapon/upgrade. Some thoughts:
- Disruptor: combination of thin flexible limbs, cutting claws, and low-current bio-electricity to disrupt electronic and mechanical systems. Model is treated as being armed with Haywire Grenades.
- Torpor: toxic claws and an invisible cloud of soporific poison surrounds the Gremlin. Treated as having assault grenades, defensive grenades, and the Hit and Run USR. Any unit taking at least one unsaved wound from this model in close combat must pass a Toughness test (majority Toughness) at the end of the Assault Phase or Go To Ground.
- Death from the Shadows: adapted to sneak through even the best defenses and expend all of the pent-up fury ripping apart a single chosen enemy before leaping away (or dying horribly). Gains a 12" assault move ("how did it get past us?"), and may move into base contact with any desired model in the target unit (not just the nearest) where it can fit its base. It also gets the Furious Charge USR, and its close combat attacks have the Poison (4+) and Instant Death qualities (in addition to Rending from Hyper-violent).
- Saboteur: at the beginning of each friendly movement phase, the controller of the Gremlin may designate a single enemy unit within 12" of the Gremlin. All shooting weapons in that unit gain the "Gets Hot!" quality.



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