Gatorman Husk

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Minion Logo.jpg Gatorman Husk

Minion Gatorman Solo

The disgusting and bloated bodies of gatorman husks are stuffed near to bursting with all manner of venomous insects, and each new generation adds to the swarm wriggling within to distend the body ever further. Bokors direct these undead carriers at their enemies, hoping that a bullet or blade will puncture the husk’s swollen flesh. Even a small rupture causes the husk to burst into a grotesque, stinging cloud of swamp flies and worse that sows panic and disease among the enemy’s ranks.

Basic Info

Gatorman Husk
Missing Info
Gatorman Husk.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
SPD 5
STR {{{str}}}
MAT 5
RAT 6
M.A. N/A
DEF 12
ARM 16
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY N/A
THRS N/A
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
UNIT SIZE N/A
COST 3
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Abilities

  • AD symbol.jpg Advance Deployment
  • Amphibious symbol.jpg Amphibious
  • Undead symbol.jpg Undead
  • Ambush - You can choose not to deploy this model at the start of the game. If it is not deployed normally, you can put it into play at the end of any of your Control Phases after your first turn. When you do, choose any table edge except the back of your opponent's deployment zone. Place this model completely within 3" of the chosen table edge.
  • Carnivorous Swarm - When this model is disabled, center a 5˝ AOE on it, then remove this model from play. Models in the AOE suffer a POW 12 corrosion damage roll. The AOE is a cloud effect and hazard that remains in play for one round. An enemy model entering or ending its activation in the AOE suffer 1 point of corrosion damage.
  • Eruption of Flies - When this model suffers damage as a result of an enemy attack at any time except while it is advancing, after the attack is resolved this model can target the attacking model with a SP8, POW 14 ranged attack that causes corrosion damage. Models hit suffer the Corrosion continuous effect. This model can make this ranged attack even while in melee.
  • Hyper-Aggressive - When this model suffers damage from an enemy attack at any time except while it is advancing, after the attack is resolved it can immediately make a full advance directly toward the attacking model.

Weapons

  • Claws - 0.5" reach, P+S 13 melee weapon

Theme Forces

Minions

Non-Minion themes

This solo may be used in the following theme forces without using their single minion solo option:

As a minion solo, they can also be taken in a bunch of other Faction's themes as their single allowed minion unit. Refer to #Other Theme Forces.

Thoughts on Gatorman Husk

Gatorman Husk in a nutshell

The Husk essentially does the same thing for minions that Anastasia di Bray does for mercs. It's a cheap point filler that ambushes and then runs to contest something. Anything after that is a bonus. While Anastasia is difficult to kill due to stealth and her high DEF, the Husk blows up when killed, making it a potentially diffucult decision for your opponent.

Combos & Synergies

  • in Disciple of Agonies you can sacrificial pawn shots on him to spray an unsuspecting attacker.
  • Work a lot better in packs. You can either pack them so that killing one will cause a chain reaction, or space them for maximum annoyance. Notably, enemy models need to take a free strike to pass between two husk spaced enough to not make a chain reaction.
  • Maelok the Dreadbound buffs their ARM to the point where it becomes very difficult to one-shot them, and his feat allows them to walk through enemy models and find a position of maximum annoyance. They act as a pretty decent screen for his Gatorman Posse spam as well, as the opponent now has to make some difficult decisions regarding shooting. Just don't let it blow all over your Posse.
  • Azazello on feat turn it's P+S 16 on the claws so it can actually do some decent damage on a charge and it's ARM 19 so diffcult to kill in one attack.

Drawbacks & Downsides

  • Short melee range, so he won't tie down all that many shooters.
  • Your own attacks don't trigger the spray (although they do trigger the explosion).
  • Slow - and you don't want the husk blowing up in the middle of your lines.
  • Be very careful of sending him near enemy models capable of slams or throws - he blows up wherever he gets disabled, and if they have the tools, the enemy can make sure that happens exactly where you don't want it to. That said, the Congregation does have access to many Corrosion Immune models.

Tricks & Tips

  • Since his explosion might trigger when he takes a free strike, you can force your opponent to choose between taking the free strike and possibly dying, or letting you move where you want.
  • Shoot him in the back for an on-demand 5" cloud.
  • The Hyper-Aggressive movement occurs before the Eruption of Flies. (Appendix A Step 12 vs Step 14)

Other

Trivia

Released in the Blindwater CID (2017.09)

Other Theme Forces

Circle Orboros (Edit)

Legion of Everblight (Edit)

Skorne (Edit)

Trollbloods (Edit)

Other Minion models

Minion Logo.jpg       Minion Index       (Edit)
Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh


Farrow Warbeasts (Edit)
Lessers Razor Boars
Lights Battle Boar - Gun Boar - Splatter Boar
Dr Arkadius only: Gorax Rager | Midas only: Boneswarm
Heavies Road Hog - War Hog
Gatorman Warlocks (Edit)
Warlocks Barnabas1 - Barnabas2 - Calaban1 - Jaga-Jaga1 - Maelok1 - Rask1
Lesser Warlocks Underchief Mire - Wrong Eye


Gatorman Warbeasts Edit)
Lights Boneswarm - Bull Snapper - [Underchief Mire only: Swamp Troll]
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

Boil Master & Spirit Cauldron - Bog Trog Ambushers - Croak Raiders - Croak Trappers - Gatorman Bokor & Shamblers - Gatorman Posse - Gobber Bellows
Special WA: Void Leech

Unaligned

Cylena Raefyll & Nyss Hunters - Blythe & Bull - Boomhowlers - Lynus & Edrea

Solos Farrow Agata, Queen of Carnage - Maximus - Rorsh & Brine - Targ
Gatorman

Bog Trog Mist Speaker - Bog Trog Trawler - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Wrong Eye & Snapjaw

Unaligned

Alten Ashley - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Dhunian Archon Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin - Gudrun the Wanderer - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Orin Midwinter, Rogue Inquisitor - Ogrun Bokur - Raluk Moorclaw, the Ironmonger - Primal Archon - Pyg Tank - Saxon Orrik - Scythe - Swamp Gobber Chef - Swamp Gobber River Raiders - Thamarite Advocate - The Wastelander - Thrullg - Totem Hunter - Underchief Mire - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin & Mayhem
 
Minion - Theme Forces
Minion Faction Themes (Edit) The Blindwater Congregation - The Thornfall Alliance - Vengeance of Dhunia - Will Work for Food
Unlimited Minions themes(Edit) Disciples of Agony (Skorne) - Oracles of Annihilation (Legion) - Secret Masters (Circle)
This index was last updated: 2020.06

Rules Clarifications

RC symbol.png

Rules Clarification : Advance Deployment      (Edit)

  • Sometimes you can attach a WA or CA that doesn't have AD to a unit that does have AD. If you do, the attachment effectively gains AD and they can all advance deploy together. (Locked Thread)

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

RC symbol.png

Rules Clarification : Ambush      (Edit)

  • If you attach a WA or CA to this unit, and the attachment doesn't have Ambush, then they all get to Ambush anyway. (Locked Thread)
  • Ambush and Apparition both occur at Step 5 of the Control Phase. However, Ambush specifies the "end" of the Control Phase so you cannot use Apparition on a model that Ambushes. (Infernal Ruling)
  • Declaring Prey:
    • If a model/unit is going to use Ambush, it needs to be declared before either player begins deploying models. (Infernal Ruling)
    • If both players have Ambushing models, then it goes: Pick Sides, Player 1 chooses whether or not to use Ambush, then Player 2 chooses whether or not to Ambush, then Player 1 begins deployment. (Infernal Ruling)
    • If you have both Prey and Ambush, then you declare your Prey target at the normal time (even though the Prey-er isn't currently on the table). (Infernal Ruling)
RC symbol.png

Rules Clarification : Carnivorous Swarm      (Edit)

  • The damage roll is supposed to occur before the Husk is taken off the table. The damage roll "belongs" to the Husk (which is relevant for Blessed Wards). (Infernal Ruling)
  • Not blast damage (Edit)
    • Due to the way it is worded, this spell/weapon does full POW to all models in the AOE. It is not blast damage and it is not halved.
    • For the same reason, it doesn't do "two damage rolls to the model directly hit". (Infernal Ruling)
  • Hazardous Clouds (Edit)
    • A hazard, by definition, is a terrain effect. If a template is both a cloud and a hazard it will not block sprays as per the errata (2017.09) to spray attacks. (Infernal Ruling)
  • Templates that do damage (Edit)   [Show/Hide]
    • Most templates that do damage to models that walk into them are defined as "Hazards" (such as Burning Ground) but there are a few that aren't Hazards (such as Creeping Barrage and Wall of Fire). The differences are:
      • A hazard is a terrain element
      • Damage from a hazard is never considered to be from the model or weapon/spell that put it into play. So hazards never gain special rules of the weapon/spell (such as a Damage Type or Poison), nor does it gain special rules of the model (such as Hand of Fate).
      • Damage from a non-hazard is considered to be from the model that put it in play. So non-hazards do get stuff like Hand of Fate. (Infernal Ruling)
      • Damage from a hazard is not from an attack (so won't trigger stuff like Vengeance)
      • Damage from a non-hazard is also not from an attack. Instead it will be a Special Action (Covering Fire), or a "instead of making an attack, place a template" (Creeping Barrage), or etc.
     
    • Damage templates from spells is complicated:
      • (Infernal Ruling)
      • Spells that leave templates that are not hazards (such as Razor Wall) do Damage Type: Magical.
      • Spells that leave templates that are hazards (such as Breath of Corruption) follow the rules for hazards, which are most likely not magical damage but it varies by the hazard.
      • The initial damage when you place the template, if any, is Damage Type: Magical.
      • For example, Breath of Corruption's initial POW 12 corrosion damage roll is Damage Type: Magical in addition to Damage Type: Corrosion. But the hazard that is put into play from Breath of Corruption is not Damage Type: Magical, just Damage Type: Corrosion.
     
    • By default, when you put a template into play it doesn't do damage to models they overlap. The exceptions are templates that are created by an AOE weapon, and templates that explicitly say they do damage when they're placed.
    • A model which is "placed" also counts as "entering" an area, so the template will damage any one who teleports/spawns into it, too.
    • If two templates are overlapping, a model that enters them will take two points of damage.
RC symbol.png

Rules Clarification : Eruption of Flies      (Edit)

  • Eruption of Flies is subject to normal attack restrictions. For instance, you can't do it while you're stationary. (Locked Thread)
RC symbol.png

Rules Clarification : Hyper-Aggressive      (Edit)

  • Because you must move directly towards your attacker, you cannot change facing after completing your Hyper-Aggressive move.
  • HA can be triggered more than once per turn.