Ruin
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Ruin |
Unlimited Only This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page. Note that the rest of this page is about the model's Mark III rules. |
Ruin is a blend of engineering and black magic, an unsettling fusion that has resulted in a malevolently aware machine. Ruin’s scarred chassis is festooned with powerful Orgoth relics that possess a willful hunger to harvest souls and whisper incomprehensibly directly into the warjack’s cortex. Orsus Zoktavir has been entrusted to exploit Ruin as a weapon for the Motherland, whatever the cost.
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Basic Info
Ruin | |||||||||||||||||||||||||||||||
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Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click here for a newbie-friendly recap, or click here for the full rules.
Abilities
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Construct
- Bond [ Butcher ] - If this model begins the game in Butcher's battlegroup, it is bonded to them. This model is not considered to be bonded while under your opponent's control. While this model is bonded to Butcher and in their control range, Ruin gains Boundless Charge. (Boundless Charge - During its activation, a model with Boundless Charge can charge without spending focus or being forced and gains +2" movement and Pathfinder when it charges.).
- Sacred Ward - This model cannot be targeted by enemy spells.
- Soul Taker: Spirit Harvester - This model can gain soul tokens. When a living enemy model is destroyed within 5" of this model, this model gains the destroyed model's soul token. This model can have up to five soul tokens at any time. At the start of this model's activation, you can remove soul tokens from this model to give it 1 focus point for each token removed.
- Arcane Vortex - This model can immediately negate any spell that targets it or a model within 3" of it by spending 1 Soul token. The negated spell does not take effect, but its COST remains spent.
Weapons
Armored Fist | |||||||||||||||
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RNG | POW | P+S | LOCATION | |||||||||||
1 | 4 | 16 | Left | ||||||||||||
Black Iron Mace | |||||||||||||||
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RNG | POW | P+S | LOCATION | |||||||||||
2 | 6 | 18 | Right | ||||||||||||
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Theme Forces
- When taken by Butcher
- Armored Korps - Models gain +1 to repair rolls when repairing this model.
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Flame in the Darkness - Jaws of the Wolf. Ruin gains Pathfinder in this theme.
- Legion of Steel
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Warriors of the Old Faith - Winter Guard Kommand
- Wolves of Winter
- When taken by anyone else
Thoughts on Ruin
Ruin in a Nutshell
It's a beatstick heavy with an anti-magic twist. The passive Sacred Ward is only good if your opponent has offensive spells and they want to cast them on a warjack and that warjack happens to be Ruin (but it is great then). Both the free focus and the Arcane Vortex are dependent on Soul Taker - and thus dependent on 1) your opponent putting the right things in their list and 2) Ruin being in the right place right time to get the souls. All in all, if Ruin can gobble up some souls without getting swamped by weapon master infantry (or similar) then he can become quite impressive - but otherwise he feels a bit like an over-priced Juggernaut. So let's do that comparison shall we?
Compared to a Juggernaut Ruin costs +4 points, is slightly more durable with +1 ARM from the Buckler, and is of comparable melee output - Ruin's main weapon hits slightly weaker than the Juggernaut's, and his fist hits slightly harder. His main weapon swaps Critical Freeze for Damage Type: Magical and Dispel. Importantly, Ruin has +1 MAT and +1" melee range over the Juggernaut and, when taken with Butcher, he also has the very useful Boundless Charge (so overall threatens 3" further).
Ruin is best used in larger games where he is more likely to get access to souls. If you can't benefit from Ruin's soul-based abilities you're usually better off spending its points on something else (unless you absolutely need its Dispel).
Non-caster combos
- Battle Mechaniks to repair him.
- Greylord Forge Seer: Every warjack likes being Empowered when the opportunity presents itself.
- Colbie Sterling/Gobber Tinker/Raluk Moorclaw: These three are Mechanikally Adept, meaning they can Repair Khador models.
- Kell Bailoch can snipe enemy infantry near Ruin, letting him start getting souls.
Ruin plus Butcher
As a Bonded warjack it gains Boundless Charge with The Butcher, an absolutely excellent ability to help it satiate its bloodlust (if that's even possible). A 9" charge range makes it faster than having it run and that Pathfinder is very much appreciated with a warcaster that can't or prefers not to dole it out to his battlegroup. Orsus loves getting up close and personal to decimate infantry, easily generating souls for Ruin to gather before its activation and Orsus can frankly benefit a lot from its arcane protection.
- Butcher1: Orsus has a perfect activation-wide buff for Ruin in the form of Full Throttle. It can already charge for free thanks to the Bond, but now it also gets to trample and reliably reap a unit's worth of souls in one activation. Vengeful is also great with this melee beatstick, as is Orsus' legendary feat.
- Butcher2: Khador's resident Homicidal Maniac is a great fit with Ruin. He shreds infantry, fueling both his feat and Soul Taker and can even give it rage tokens for an insane activaiton. Conferred Rage makes Ruin blisteringly fast on the charge and even more terrifyingly accurate and Ravager lets it blow through swathes of models with ease.
- Butcher3: Orsus doesn't like handing out focus directly but instead has Energizer to set Ruin up for a charge and Impending Doom to pull targets in close enough for Ruin to collect souls from them or beat down on especially heavy targets.
As to themes, the first thing to note is that outside Wolves, the theme force that Ruin "wants" to be in will often be dictated by which one Butcher wants to be in.
- Armored Corps: Ruin doesn't have any exceptional synergy with the Armored Corps, but Orsus likes leading Man-o-War and the usual anti-magic utility models (like Orin Midwinter and Eilish Garrity) are so low-ARM compared to the Man-O-War that they are often sniped out first. So Ruin offers a nice anti-magic substitute.
- Jaws of the Wolf: Nearby Kayazy and Widowmaker models appreciate not being vulnerable to magical attacks centered on Ruin, and the latter are great to help generate souls at opportune times.
- Legion of Steel: The Legion is a force dedicated to quickly mixing things up in melee combat so Ruin is right at home with the Iron Fangs.
- Wolves of Winter: See below.
Ruin in Wolves of Winter
With Ruin you can create a mostly spell-immune army barrelling head-first into battle. Also with any caster able to take him this opens up some new combos, such as:
- Vladimir2 - Hand of Fate or Assail are excellent spells on Ruin.
- Vladimir3 - Ruin is a great target for both his feat and Infernal Machine.
- Sorscha1 - She does not have a damage fixer, so she apprechaites jacks that hit hard by themselves. Also, she can replicate the bond with Boundless Charge.
- Zerkova2 - Ruin makes a great target for Telgesh Mark and arced offensive spells can help Ruin collect souls before his activation.
- Doom Reavers and Greylord Outriders are both experts at killing infantry with either their Berserk attacks or their sprays, which is great for Ruin as he can rake in the souls of their victims. The Reavers in turn also appreciate the Dispel on its mace, as if strips defensive buffs.
- Koldun Lord - His arm debuff lets Ruin hit almost has hard as a colossal.
Drawbacks & Downsides
- Typical for Khadoran warjacks, it has low native SPD and DEF.
- It lacks native Pathfinder outside of the charge, and at all without Orsus.
- It's an expensive warjack lacking additional defenses.
- If it can't reach melee it can't do much.
- Ruin doesn't have any special tools for dealing with jamming models.
- It can't collect souls from friendly models.
Tricks & Tips
- Try to set things up so Ruin can gather souls before its activation so it can use them right away.
- If you can push, slam or throw living models close to it Ruin will appreciate it.
- Don't forget Ruin's mace does Magical damage because Khador can have trouble with Incorporeal models.
- Make sure you spend souls liberally enough that you don't miss out on collecting any. Once Ruin gets stuck in it's easy to hit the maximum 5 souls and Ruin can't convert more than 3 souls (2 if it didn't use a Focus: Shake action) per activation. But be sure to leave 1-2 souls on it as insurance unless you really need them.
Other
Trivia
- Released in Warmachine: Reckoning (2015).
- The unholy fusion of maddening Orgoth weaponry once owned by the Orgoth warlord Torazard and a Khadoran heavy mobility warjack have created Ruin; Orsus Zoktavir's own personal warjack. Ruin is haunted by incomprehensible Orgothi whispers that drive it to a bloodlust that can only barely be contained by its master. Ruin is total melee combatant, its Khadoran frame empowered by cursed relics that draw power from the souls of its enemies to drive it forward and render enemy magic null and void.
- Ruin is based on a Khadoran mobility chassis like the Grolar & Kodiak. Despite having a mobility chassis it does not have unconditional Pathfinder.
- The pelt nailed to its frame is from a Circle Pureblood Warpwolf heavy warbeast.
Other Khador Models
Rules Clarifications
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Rules Clarification : Shield and/or Buckler (Edit)
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Rules Clarification : Open Fist (aka, Power Attack Throw) (Edit)
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Rules Clarification: : Magical Damage (Edit) |
* The "Damage Type: Magical" is not inherited by "secondary" damage from a weapon. That is, stuff like arcs (Electro Leap) or hazards (Scather). (Infernal Ruling)
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Rules Clarification : Dispel (Edit)
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Rules Clarification : Warjack (Edit)
Inert warjacks
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Rules Clarification : Construct - None yet. (Edit)
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Rules Clarification : Bond (Edit)
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Rules Clarification : Boundless Charge (Edit)
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Rules Clarification : Sacred Ward and/or Spell Ward (Edit)
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Rules Clarification : Spirit Harvester (Edit)
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Rules Clarification : Arcane Vortex (Edit)
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