Gatorman Posse

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Please help review these models from 12+ months ago: (and/or the rest) (Edit)  

Minion Logo.jpg Gatorman Posse

Minion Gatorman Unit

Among the most formidable warriors of all the savage races, gatormen augment their natural battle prowess with brutal strength and oversized weapons. The barest scent of blood drives them into a killing frenzy, and a single gatorman can slay several men in a few gore-splattered seconds. Gatormen have no qualms about fighting for any master as long as they are provided with steel weapons and ample food.

Basic Info

Gatorman Posse
Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 12
ARM 16
ESSENCE {{{essence}}}
HP 8
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA 3
COST 8 / 13
2.7 each
Warcaster 1
the Statblock


  • Amphibious symbol.jpg Amphibious
  • Tough symbol.jpg Tough
  • Prayers - The Leader can use one of the following prayers at any time durimg each of its unit's activations. Each model in the unit gains the benefits listed.
    • Dirge of Mists - Affected models gain concealment. Models are not affected while out of formation. Dirge of Mists lasts for one round.
    • Offerings to Kossk - Affected models can reroll missed attack rolls. Each roll can be rerolled only once as a result of Offerings to Kossk. Offerings to Kossk lasts for one turn.
    • Predator's Prayer - Affected models gain Bloodthirst this activation. (Bloodthirst - When it charges a living model, a model with Bloodthirst gains +2" movement.)
  • Unyielding - This model gains +2 ARM against melee damage rolls.


  • Bite - 0.5" range, P+S 13 melee attack.
  • Gatorman Weapon - 2" range, P+S 13 melee attack.

Weapon Attachment

They can attach up to three Void Leeches. The Leech's info has been omitted from this page for brevity.

Theme Forces

  • Other Factions
    • Minion models can be hired by other Factions. Normally those Factions' themes will have a limit on how many models they can hire. Refer to #Other Theme Forces, below.

Recent Changes

2021. 10 Mega Update:

  • +3 hitpoints
  • Points drop to 8/13 points (from 10/15)
  • The Posse is back!

Thoughts on Gatorman Posse

Gatorman Posse in a nutshell

Solid heavy infantry although a bit overpriced for what they do and, with everyone teching to defeat jacks, heavy infantry is less of a threat. They are one of the few infantry units with 8hp/model and can take a pounding thanks to Arm 16 and Unyielding.Def 14 vs shooting (due to concealment) makes them pretty hardy when coming in also

Combos & Synergies

  • Blindwater, as mentioned above.
  • The other place where they shine is (again) another theme force. The Skorne Disciples of Agony theme force gives them access to +2 STR and immunity to knockdown. Add in an Agonizer and you have a fairly durable brick.
  • Jalaam can give them pathfinder and stealth with a single spell, which suddenly make them much better. Happily, he is now available in Disciples of Agony.
  • Maelok the Dreadbound gives them an extra two points of ARM, and another two during feat turn - which lets them become really bricky in theme.
  • Bloody Barnabas can give them a deceptive amount of mobility with Death March, as well as a MAT buff.
  • Death Archon can make them even tankier in themes where they're allowed with Mortal Fear.
  • Barnabas0 gives them the Henchmen bonus for +1 MAT and +1 SPD.

Drawbacks & Downsides

  • For such an expensive unit they lack Pathfinder
  • They can't do much against high ARM, multi-wound models.

Tricks & Tips

  • Don't hold them back; between their armor boost when engaged and snacking giving them a steady source of HP replenishment, the Posse are hard to remove in the thick of combat, to the point where they are safer embedded in a blob of enemy infantry than out of combat and exposed to ranged fire.
  • Remember while the Posse has a 2" reach, you want them base-to-base to get their bite attacks as well.



Released in Hordes: Evolution (2007)

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

Barnabas0 - 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


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


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

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

Barnabas0 - Bog Trog Mist Speaker - Bog Trog Trawler - Bone Shrine - Croak Hunter - Flugwug the Filcher - Gatorman Husk - Gatorman Soul Slave - Gatorman Witch Doctor - Kwaak Slickspine & Gub - Longchops - Underchief Mire - Wrong Eye & Snapjaw


Alten Ashley - Boomhowler2 - Boomhowler3 - Brun Cragback & Lug - Dahlia Hallyr & Skarath - Death Archon - Dhunian Archon - Efaarit Scout - Eilish Garrity, the Occultist - Feralgeist - Flubbin1 - Flubbin2 & Dreyfus2 - Flugwug the Filcher - Gobber Tinker - Gremlin Swarm - Gubbin1 - Gubbin2 & Dez2 - Gudrun1 - Gudrun2 - Hermit of Henge Hold - Hutchuck, Ogrun Bounty Hunter - J.A.I.M.s - Kogan the Exile - Lanyssa Ryssyl, Nyss Sorceress - Ledfoot & Tredz - Malvin2 - 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 - Tubbin - Viktor Pendrake - Void Archon - Weird Wendell

Battle Engines Meat Thresher (Farrow) - Sacral Vault (Gatorman)
Independent Warjack Malvin1 & Mayhem1
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: 2021.11

Rules Clarifications

RC symbol.png

Rules Clarification : Unique Leader Model      (Edit)

Sometimes a special rule is on the Leader & the Grunts, but is worded so it only works on the Leader (for example Deathbound on the Revenant Crew of the Atramentous).
Either way, if you fail to trigger Field Promotion then you lose the Leader model and you lose the ability. There are two ways to fail Field Promotion:
  1. If the Leader model is RFP'd before it reaches destroyed.
  2. If the Leader model dies while under your opponent's control.
  • When that happens, you choose a Grunt model to become the unit commander but it does not become a Leader model.

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

RC symbol.png

Rules Clarification : Prayers and/or Follow the Leader and/or Tactical Flexibility and/or Witchcraft     (Edit)

  • All models get the benefit, regardless of whether they're in formation or not.
  • Sometimes this rule is put on the whole unit, and yet specifically mentions "the Leader model" as the one that uses the ability (for instance the Gatorman Posse). As a result, if the Leader gets RFP'd you can't use the ability. See Unique Leader Model for a fuller explanation.
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)

Rules Clarification : Dirge of Mists - None yet. (Edit)
Rules Clarification : Offerings to Kossk - None yet. (Edit)

RC symbol.png

Rules Clarification : Predator's Prayer      (Edit)
Rules Clarification : Bloodthirst - None yet. (Edit)

Rules Clarification : Unyielding - None yet. (Edit)