Road Hog

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Minion Logo.jpg Road Hog

Minion Farrow Heavy Warbeast

The mighty road hogs hurl themselves into the fray with supercharged fury, unleashing gouts of flame and mechanikally enhanced brutality upon enemies of the farrow. Their lower limbs replaced by prosthetic legs, they are capable of surprising swiftness at the cost of agonizing pain to the beasts themselves—a small price to pay for the brutal carnage the road hogs can inflict upon their foes.

Basic Info

Road Hog
Missing Info
RoadHog.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Large
SPD 5
STR 12
MAT 6
RAT 5
M.A. N/A
DEF 12
ARM 18
CMD 4
ESSENCE {{{essence}}}
FOCUS N/A
FURY 4
THRS 8
HP 28
F. Field N/A
WJP {{{wjp}}}
WBP {{{wbp}}}
IHP {{{ihp}}}
FA U
UNIT SIZE N/A
COST 15
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock
  • Warbeast - All warbeasts share a huge stack of special rules. The short version is they're big, furious, and beat stuff up pretty good. Click here for a newbie-friendly recap, or click here for the full rules.

Abilities

  • Assault symbol.jpg Assault
  • Full Boar - This model can use Full Boar at the start of its activation. This model gains +2 SPD that activation. At the end of that activation, this model suffers d3 damage points. Full Boar can be used only once per activation.

Weapons

  • Mechano-Claw - 1" reach, POW 4, P+S 16 melee attack

Animus

COST RNG AOE POW DUR OFF
Lightning Strike

1 SELF - - Turn No
The spellcaster gains Sprint. Lightning Strike lasts for one turn.
Sprint - At the end of an activation in which it destroyed or removed from play one or more enemy models with melee attacks, a model with Sprint can immediately make a full advance, then its activation ends.

Theme Forces

Recent Changes

2021. 10 (Rebalancepocalypse): +1 Str (and P+S) in melee


Thoughts on the Road Hog

Road Hog in a nutshell

The big and powerful shooty heavy, the Road Hog gets a lot of assassinations by way of its Assault Spray to hit enemy casters. Although it's the same type of warbeast as the Carnivean, the Pureblood Warpwolf, and Chiron it is three points cheaper than any of its cross-faction rivals while having the same basic strategic impact (even if being weaker).

Combos & Synergies

  • Battle Boar The Primal Animus lets the Road Hog do work in melee.
  • Helga the Conquerer Field Marshal: Gang Fighter gives the Road Hog a good melee game
  • Dr. Arkadius Threat range extension and hitting power boosting. Arkadius loves the Road Hog.
  • Lord Carver, BMMD, Esq. III Batten Down the Hatches makes them as tough as some heavies and puts them really into play in gun duels.
  • When played in the Skorne theme force 'Disciples of Agony', the Skorne Paingiver Beast Handlers can both enrage it for +2STR as well as prod it for free charges.
  • Master Ascetic Naaresh has an interesting interaction; if you use Full Boar on turn 1, the road hog will charge and power attack without being forced. This also requires the Disciples of Agony theme force.
  • Master Tormentor Morghoul can turn the Road Hog into an absolutely horrendous wrecking ball; Abuse + Full Boar + Enrage (from the paingivers) will turn the Road Hog into a P+S20 in melee, with a 22" threat range on it's assault spray. Combined with the Primal animus from the battle boar, this can become P+S21. It's only drawback is his small control range.

Drawbacks & Downsides

  • Low hitting power for a heavy. You probably don't want to take the Road Hog without a damage buffing model of some sort to hand (but there's always the Battle Boar).
  • It drinks fury - you'll want to boost that spray a lot, you'll want to charge, you'll want the sprint animus, etc.

Tricks & Tips

  • Many people are caught offguard by the threat range of the Full Boar + Assault + Spray combination (20") - and if you line it up properly you can get boosted to hit and damage on the enemy caster.
  • If it's on the flank it can use assault and its threat range to get interesting angles that can lead to arc sprays on enemy infantry and incinerate them.
  • Sprint and Full Boar can lead to some interesting hit and run tactics.


Other

Trivia

Released in Hordes: Domination (2011)

Who can take this warbeast

With the way Minion battlegroups work, this warbeast can't simply be taken by any Minion warlock, and instead it must be controlled by one of the following:

Farrow Warlocks (Edit)
Warlocks Azazello1 - Arkadius1 - Carver1 - Helga1 - Helga2 - Midas1 - Sturm & Drang1
Lesser Warlocks Rorsh

Alternatively, a Skorne warlock can take this warbeast in the Disciples of Agony theme.

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

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 - Farrow Sapper - Maximus - Rorsh & Brine - Targ
Gatorman

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

Unaligned

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

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Rules Clarification : Open Fist  (aka, Power Attack Throw)     (Edit)

  • Throw ( Edit )
    • See also the Throw article for a recap of the core Throw rules.
    • If a model is somehow thrown at itself (which can happen with Durst1's feat) it would not move, it would be knocked down, and it would take a standard power attack damage roll but it would not take an additional die for colliding with itself. (Infernal Ruling)
    • Because you move the target model between the attack roll and the damage roll, you can get different buffs applied to the two rolls. For instance, if you throw the target in or out of a Flanking model's melee range.
  • Incorporeal vs Slammed/Thrown models ( Edit )
    • Incorporeal models cannot be moved by someone trying to slam them.
    • Slammed models can move through Incorporeal models.
      • If they have enough movement to get past them, no dramas.
      • If they land on them, you move the Incorporeal model out of the way as per the Rule of Least Disturbance.
      • If the Incorporeal model cannot be moved (i.e. it's a flag) then you move the slammed model out of the way, also by the rule of Least Disturbance.
      • For the purposes of Collateral Damage, only the model(s) you contacted before you applied the rule of Least Disturbance count as contacted.
    • The same logic applies to Throws.
  • Collateral Damage
    • Collateral damage cannot be boosted and is not considered damage from an attack or model. Refer page 33 of the 2021.08 version of the rules pdf. As a result:
      • It doesn't trigger stuff that relies on being hit by an enemy (such as Shock Field) or damaged by an enemy (such as Vengeance).
      • It doesn't get bonus damage from stuff that adds to a model's damage roll (such as Signs & Portents or Prey).
      • It doesn't matter if the attacker has crippled weapon systems or aspects.
  • Throw - Power Attack
    • When you make a Throw Power Attack, no other abilities of the Fist weapon (such as Chain Strike) are applied unless they specifically mention Throws. (Locked Thread)
    • If you do a Power Attack Throw and you choose to throw the target directly away, no deviation is rolled to determine the final position of the model. (Locked thread)
    • A model that cannot be targeted by melee attacks (such as Una2's feat) cannot have models thrown at them, either. (Infernal Ruling)
    • Since throwing Model [A] at Model [B] involves making a melee attack roll vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. (Infernal Checking)
    • Even though you make a "melee attack roll" vs Model [B] you don't actually make a melee attack vs it. Also, the damage it suffers is from Collateral damage, not from the original attack. So you can't trigger stuff like Snacking from damage you did to Model B.
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Rules Clarification : Knockdown      (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.
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Rules Clarification : Fire      (Edit)

  • If you deploy in fire hazard terrain (Burning Earth), then you get set on fire before the game starts.
Deploying a model in a hazard counts as being "put into play" in the hazard. Being put into play counts as "entering". When you enter a hazard, you trigger the hazard.
  • Moving into "Shallow water" standard terrain does not cause continuous fire to expire. It's magic fire.
    • You can always use non-standard terrain if you agree with your opponent before the game starts, however.
  • A weapon can inflict continuous fire without itself being a fire damage weapon (for example, the Helios's fists). In this case, the attack can hurt models with Immunity:Fire it just won't apply the continuous effect.
  • In terms of which player's clock is running down during the Maintenance Phase: The active player will roll for expiration of all the continuous effects. Then the inactive player will roll for all the damages of the continuous effects. (Judge Ruling)


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Rules Clarification:  : Warbeast      (Edit)
(Click Expand to read)

See also the Warbeast page for a recap of the core warbeast rules.
  • Forcing
    • If an ability doesn't specify how much it costs to force, it costs 1. (Infernal Ruling)
  • Animi
    • A single Animus can be on several models at the same time. (Infernal Ruling)
    • Unlike in Mk2, in Mk3 if a model has an animus on it from any source and then another animus is cast on that model, it will lose the first instance of an animus and will be replaced by the second. It does not matter if either the first animus or the second animus is from a warlock or warbeast. (Infernal Ruling)
    • An animi cast by a warlock is an animi and a spell. (Infernal Ruling)
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
  • Frenzy (Edit)
    • You cannot trigger optional abilities (such as Cleave or Sprint). (Infernal Ruling)
    • You must trigger compulsory abilities (such as Consume) ... except for compulsory abilities that also generate an extra attack (such as Berserk). In that case, you don't get the Berserk attack. (Infernal Ruling)
    • A warbeast may not make an Assault shot as part of a Frenzy activation.
    • If the closest target to a warbeast resolving a Frenzy cannot be charged, then the warbeast will forfeit movement and action (as per the rules of having to charge and not being able to). (Infernal Ruling)
    • If a frenzying warbeast can't reach its charge target (because the charge lane is blocked by terrain, etc) then it will make a failed charge and end its activation. (Locked thread)
    • If a frenzying warbeast has two melee weapons with the same POW, it can choose which one to use. (Infernal Ruling)
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Rules Clarification:  : Assault      (Edit)
(Click Expand to read)

General

Step 1: Declare the charge

  1. Are you in already melee? With any enemy, not just your charge target?
    • If yes, you don't get an Assault attack at all (Refer to the latest Errata). Instead it's just a normal charge.
    • If no, continue to Step 2.
  2. Note: You cannot be "in melee" with a stationary/knocked down target. Feel free to declare charges (and Assault shots) in this case.
    • You can even charge a knocked down model you're in B2B with, advance 0", and get your ranged attack and your melee attack(s).

Step 2: Move the charging model

  1. As soon as the movement is finished, determine whether it was a successful charge or not.
    • Do this before resolving anything that triggers on "Ends Movement" (like Admonition, Countercharge).
    • Do this before resolving your Assault attack.
  2. Did you make a successful charge? You get the ranged attack even though you're "in melee" (not yet though).
  3. Did you fail the charge? You will get the Assault shot anyway (not yet though).
    • Did you fail the charge, but end your movement in melee with someone different to your charge target? You get the ranged attack even though you're "in melee" (not yet though). (Infernal Ruling)
  4. Now that you've figured out whether the charge successful, you resolve "Ends Movement" effects (such as Countercharge) before the Assault attack. (Infernal Ruling).
    • If something happens at this point that changes whether a model is in/out of melee range, it does not retroactively change a failed charge into a successful charge or vice versa.
  5. If your charge was successful you may use "any time" abilities between 'finishing movement' and 'starting Assault attack'. (Infernal Ruling)
  6. If you fail your charge, you may not use "any time" abilities before or after making the Assault attack. (Infernal Ruling)
Tip lightbulb.png

Tip !
Assault is not a "triggered ability" and it will never trigger simultaneously with another ability that triggers/resolves at "ends movement". Instead, the other ability is always resolved before the Assault shot.

You can make an Assault shot even if you charged less than 3".

Step 3: Make the ranged attack

  1. The ranged attack is optional.
  2. Since the Assault attack is outside your Combat Action, you can only do a basic ranged attack. CRA & Special ranged attacks are only allowed during your Combat Action, you can't do them. (Infernal Ruling CRA & Special Attack)
  3. Did you move at least 3" during the charge movement? Who cares, that is irrelevant to the Assault attack!
  4. Make your ranged attack vs your charge target
    • If the charge target is already dead (which can happen when units charge) then you don't get to redirect your Assault attack vs 'someone else'. You simply don't get an Assault attack. (Infernal Ruling)
    • A model which can do something "instead of making a ranged attack" (such as the Spriggan's Targeting Flare) then they can do that as an Assault attack. (Infernal Ruling)
    • If your ranged attacks triggers other attacks/damage that occur "after the attack" (such as Drag or Electro Leap) then those will resolve as per normal, regardless of whether you had a successful charge or not. (Infernal Ruling)
  5. Is the target in melee with the shooter?
    • If yes, then you ignore the +4 DEF bonus (as per the 3rd paragraph of "Targeting a Model in Melee" (TMM) rules)
    • If no, resolve the ranged attack exactly the same as if it were a normal ranged attack.

Step 4: After finishing the Assault attack

  1. If it was an unsuccessful charge, your activation now ends.
  2. If it was a successful charge, and your charge target is ...
    • still alive, then you get your charge attack (as per the charge rules)
    • dead, then you get your initial melee attack(s) vs anyone still in your melee range (as per the charge rules).
  3. Either way, you don't get to make more ranged attacks (other than the obvious exceptions like Gunfighter, of course).


Units

  • Move all models in the unit before making any Assault attacks. (Infernal Ruling)
  • Make all Assault attacks before making any Charge attacks. (Infernal Ruling)
  • Each model in the unit is effectively "stalled" while you move/shoot the other models. This "stall" does not create an opportunity to use "any time" abilities. (Infernal Ruling)
  • If a trooper's target dies before they make their Assault shot, they don't get to redirect it. You just skip their Assault shot. (Infernal Ruling)
  • You cannot make Assault attacks while out of formation, as per the regular formation rules about making attacks.
  • Assault & CRA (Edit)
    • You cannot mix Combined Range Attacks with Assault shots, as CRA works during your combat action and Assault shots occur before it. (Infernal Ruling)

Other

  • Warbeasts
    • Warbeasts cannot use Assault during a Frenzy. Refer to the latest errata.
  • Assault vs Countercharge ( Edit )
  • Assault & Drag ( Edit )
    • You determine whether a charge was successful or not before making the Assault attack.
    • If you make an unsuccessful charge but then use Drag to get your charge target into melee range, then:
      • It is still a failed charge and your activation is going to end after the Assault attack is resolved. (Infernal Ruling)
      • You will get the free melee attack from Drag as part of resolving the Assault ranged attack. (Infernal Ruling)
      • Whether or not your charge was successful, this free melee attack is not a charge attack. (Infernal Ruling)
      • You won't be able to purchase additionals (because your activation ended).

Rules Clarification : Full Boar - None yet. (Edit)


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Rules Clarification : Lightning Strike      (Edit)

  • Lightning Strike is retroactive. Which means you can cast it after killing a model, and still benefit from it. (Infernal Ruling)
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Rules Clarification : Sprint  and/or Run & Gun     (Edit)

  • You cannot use this ability after an out-of-activation attack (such as Countercharge), only during real activations. (Locked thread)
  • Run & Gun won't trigger if you RFP the model, but Sprint will.
  • 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.