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| Ruin |
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.
- 1 Basic Info
- 2 Thoughts on Ruin
- 3 Other
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy. Click the link for a full run-down.
- Construct - This model is a construct and is not a living model.
- Bond [Butcher] - If Ruin begins the game in Butcher's battlegroup, it is bonded to him/her/them. Ruin is not considered to be bonded while under your opponent's control. While Ruin 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 can't 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 this model or a model within 3" of it by spending a Soul token. The negated spell does not take effect, but its COST remains spent.
- Armored Fist - 1" reach, P+S 16 melee attack
- Black Iron Mace - 2" reach, P+S 18 melee attack
When taken by Butcher
- Armored Corps - Models gain +1 to repair rolls when repairing this model.
Flame in the Darkness
- Jaws of the Wolf
- Legion of Steel
Warriors of the Old Faith
- Winter Guard Kommand - This model can potentially gain Advance Move.
- Wolves of Winter
When taken by anyone else
2019.01 Cornucopia Errata
- Ruin added to the list of allowed models in the Wolves of Winter theme.
Thoughts on Ruin
Ruin in a Nutshell
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. Compared to a Juggernaut, Ruin costs 4 more points and trades Critical: Freeze and 1 P+S on its main weapon for +1 RNG, Damage Type: Magical and Dispel. The Black Iron Mace is very powerful and the Armored Fist has +1 P+S compared to the Juggernaut's Open Fist so all in all it's a decent trade. Furthermore, it gets +1 MAT, an excellent Bond and a set of Doom Reaver-themed abilities in the form of Sacred Ward, Spirit Harvester and the accompanying Arcane Vortex.
Ruin's two claims to fame are its ability to guard against enemy magic and its impressive autonomy after getting its mace bloody. Sacred Ward keeps it safe from offensive magic and debuffs but once it racks up some souls it offers excellent utility with its Arcane Vortex, typically dissuading the opponent from even attempting to target anything near it. When not protecting against magic, it can burn souls to generate focus, making it effectively autonomous in terms of its focus needs and thus very easy to run. The justification for the bulk of Ruin's cost comes from using and abusing its soul-based tricks, which also has some downsides. For one, Ruin doesn't start a battle with any souls and if the opponent doesn't field any living models (preferring, say, constructs or Undead) that it can end its activation close to, it won't be gathering any souls. Beyond that, if the opponent has no interest in using offensive magic anywhere near it, Sacred Ward and Arcane Vortex don't end up doing anything, and Arcane Vortex doesn't dispel existing enemy upkeep spells so unless you're willing to hit your own models they're going to remain stuck with that upkeep. For these reasons, Ruin is best placed in larger encounters where it can go to town on an enemy unit and power up its abilities so it can take down enemy heavies, needing little to no focus allocation to beat down. If you can't benefit from Ruin's soul-based abilities you're usually better off spending its points elsewhere unless you absolutely need its Dispel.
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.
- Battle Mechaniks: While typically hard to reach, Ruin can be Repaired.
- Widowmaker Scouts: Run Ruin up near some infantry, then reap their souls with Widowmakers to fill up its Spirit Harvester.
- 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: Like the Widowmakers, you can use Kell to snipe targets close to Ruin so it can start burning souls as soon as possible.
Ruin plus Butcher
- 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 anti-magic utility models like Orin Midwinter and Eilish Garrity are especially vulnerable here to things like Chain Lightning and blasts so its Arcane Vortex offers a nice 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.
- Winter Guard Kommand: Ruin is a decent Advance Move target and can function as part of the army's vanguard while Winter Guard rain shells around it, generating souls for it at a distance.
- 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:
- Vlad3 - 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.
- This entry can be found in Warmachine: Reckoning (2015).
- 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
| * 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)