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Minion Logo.jpg Longchops

Minion Gatorman Character Solo

Mk4 icon.png
This model is available in one Prime Army, Blindwater Congregation. It can also be used in the Unlimited game mode. You can view the other Mk3 models that made it into a Legacy Army at this page.

Note that the rest of this page is about the model's Mark III rules.

An eccentric monster hunter from the swamp, the gatorman Longchops has earned a name for himself in the wilds of western Immoren. Constantly seeking larger and deadlier prey to pit himself against, Longchops carries a heavy rifle and a wide array of snares and traps, having adapted the techniques of humans in his search for the perfect prey.

Basic Info

Missing Info
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Medium
M.A. N/A
DEF 12
ARM 16
ESSENCE {{{essence}}}
HP 5
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
Warcaster 1
the Statblock


  • AD symbol.jpg Advance Deployment
  • Amphibious symbol.jpg Amphibious
  • Pathfinder symbol.jpg Pathfinder
  • Tough symbol.jpg Tough
  • Cover Tracks - Immediately after resolving a ranged attack during this model's activation that destroyed or removed from play one or more enemy models, this model can immediately perform the Trapper special action.
  • Head Shot - Models disabled by a ranged attack made by this model cannot make a Tough roll. Models boxed by a ranged attack made by this model are RFP'd.
  • Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
  • Trapper [4"] (★ Action) - Place a 4" AOE in base contact with this model. The AOE remains in place for one round. Living and undead models entering or ending their activations in the AOE suffer a POW 10 damage roll. Models damaged by Trapper become knocked down. Models with Flight are not affected.


Heavy Rifle
Gun icon.jpg  RNG   ROF   AOE   POW 
12 1 - 14
Sword icon.jpg  RNG   POW   P+S 
0.5 5 12

Theme Forces


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 Longchops

Longchops in a nutshell

Longchops is handy and fun to use, but he's not going to be competing with Widowmakers anytime soon. He's not so much an assassin so much as a guy who takes pot shots from the safety of the second wave.

You get two things for 4 points- an advance deploying gun with decent POW, and area denial with the Cover Tracks AOE. While the POW 10 will only kill infantry, it's knockdown portion of the ability can still protect an area, discouraging foes from otherwise tempting charge lanes or entering scoring zones.

He's ultimately there to put pressure on your flanks or shore up any gaps in your line. He can also make for respectable spot removal, skirting around to the edges of the main fight to harass support models.

Combos & Synergies

  • Barnabas1 can make it impossible to target him with ranged attacks by using Swamp Pit. Also Pop N Drop. That said, be aware Longchops doesn't interact with Barnabas' Warpath spell because his gun has compulsory RFP.
  • Bog Trog Mist Speaker can offer him eyeless sight and magical weapons if he needs it.
  • Maelok the Dreadbound offers him additional armor just for being in his CTRL range when hes using Death Pact, and even further armor from the feat. Longchops also appreciates Mortality to assist him in shooting certain targets such as warcasters
  • Jaga-Jaga, the Death Charmer offers him signs and portents to assist in his turn to turn shooting
  • Croak Raiders compliment him nicely- both like skirmishing with infantry and they can advance deploy up a flank together, where the croaks help keep heat off Longchops and in return he can throw down traps to discourage charges against them.

Drawbacks & Downsides

  • Against Steady or flight his trap can be very ineffective.
  • His traps have to damage in order to knock the model down so it may have difficulty stopping heavies with higher armor.
  • He has no way to deal with stealth
  • At 5 boxes 12/16 he is fairly squishy to anything above a POW 10.
  • A whiffed gunshot can result in no trap. It requires both a hit, and a kill, to place the trap after firing
  • For non-minion factions, he is competing to be the only minion solo allowed in your theme force. This means he's up against stiff competition such as Orin Midwinter and Eilish Garrity.
  • His gun has a non-optional RFP. This means it will never trigger effects that require "Destroyed" such as Warpath
  • Only the squishiest of casters are going to be threatened by him on his lonesome.

Tricks & Tips

  • Pathfinder and Repoisition 3" means he can emerge from a forest, take a shot, lay down his trap and slink back into the forest out of LOS.
  • The RFP effect on his gun can be quite strong against some models. Notably it denies souls, corpses, and sometimes it breaks models (such as ruining Deathbound if he hits the Leader).
  • Place a trap in front of your vulnerable heavy or caster against non steady foes. Nothing can reach them without suffering a potential knockdown and having their activation end.
  • Don't be afraid to use him to clear troops too. Not every activation has to be shooting key solos.
  • If you really need his trap down to deny an area, weigh up the need to take a shot with his gun. A miss will result in no trap. Sometimes its better to be safe than to be sorry.
  • Advance deploy and reposition might make it tempting to run him all the way up the field on his own, but with only average DEF, 5 boxes and a medium base, he doesn't stand up to any retaliation; keep him by other units where it won't make him an obvious target.
  • He may not actually threaten casters, but a RNG 12 POW 14 gun is still nothing to scoff at- keep him up in the enemy's flank to bully where your opponent's caster can go.



Released in the Blindwater expansion (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

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 : 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)

RC symbol.png

Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Tough - None yet. (Edit)
Rules Clarification : Cover Tracks - None yet. (Edit)
Rules Clarification : Head Shot - None yet. (Edit)

RC symbol.png

Rules Clarification : Reposition      (Edit)

  • Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
  • End of Activation (Edit)
You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
  • Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
  • If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
  • For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
  • See also the training article: LPG - End of Activation.
RC symbol.png

Rules Clarification : Trapper      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.