Khador’s mechaniks build their warjacks to last. The Decimator is engineered to annihilate well-armored targets with powerful direct fire. This ’jack’s wide-bored cannon smashes its victims to the ground before it closes to tear them apart with its whirling rip saw.
Rules subject to change.
This is a existing model, and the information here is the rules it had before the CID cycle.
If you wish to document the CID changes before they're finalised, please do so under the Recent Changes heading only.
|See also How to Read the statblock|
- Dozer - 10" range, ROF 2, POW 15 gun
- Beat Back - Immediately after a basic attack with this weapon is resolved during this model's Combat Action, the enemy model hit can be pushed 1" directly away from the attacking model. After the enemy model is pushed, the attacking model can advance up to 1" directly towards it.
- Rip Saw - 1" reach, P+S 17 melee weapon.
- Sustained Attack - During this model's activation, when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.
- Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
- Construct - This model is a construct and is not a living model.
2018.02 Armored Korps CID
- Points Cost: 15
Thoughts on Decimator
Decimator in a nutshell
The Decimator is an odd design among the combined arms jacks in the faction. Just like the Destroyer, it sports a decent, but fairly inaccurate gun, and a potent melee weapon. Unlike the Destroyer though, its purpose is to hunt heavies instead of drifting blast templates into the enemy's ranks. It has one of the hardest hitting guns in the game, and one of the most effective weapons in the game for cutting heavies apart. For 2 points more than the Destroyer, it provides board control with the multi-fire Dozer, movement shenanigans with Beat Back, and a good chance to scrap other 'jacks outright with the Rip Saw and three focus, thanks to Sustained Attack.
Combos & Synergies
Just like any other combined-arms jack in your arsenal, it appreciates SPD buff, and any accuracy boost, or de-buff on the target. On its own it can hit a DEF11 target on average, meaning that most of your shots will be wasted even against a Menite heavy, if it has concealment or cover.
- Jack Marshals, like the Man-o-War Kovnik or the Greylord Forge Seer have natural tools to make it more accurate via the Take Aim! command. The first can use its Assault drive to put both guns into use, while the latter can fuel it with a free focus from Empower.
- Karchev really likes combined arms warjacks due to his Road to War spell. The Decimator can help to trigger the extra movement for other jacks by killing from afar, or enjoy the +3" move from the spell, if some other model killed s target. You can still retain the aiming bonus, as the free move happened outside the jack's activation.
- The Winter Guard Command theme force gives you Advance Move, greatly increasing the range your guns can threat the enemy.
- Strakhov1 and Harkevich - Out-of-activation shots, as well as extra movement distances are nice things to have. As for Harkevich' feat, remember that you don't have to shoot the target you want to charge, and even if you do so, the Beat Back part on the gun is optional.
- Sorscha1 - making your targets stationary ensures that your focus can now boost your damage rolls.
- Kozlov - As you will meet with this jack in the starter box, it worth mentioned with him too. Chosen Ground can be crucial to help you with terrain patches, and help you to secure a charge with his feat. Until you reach your target, Tactical Supremacy's 3" extra move can help you closing in - or take refuge, after you pushed your target afar with Beat Back. If you expect to reach your target, swap it to Fury, and load it up with focus to kill whatever comes near the rip saw.
Drawbacks & Downsides
- Destroyer syndrome - you'll pay for both its ranged, and its close combat capabilities, even if you're going to use only one of them.
- Low RAT can be an issue against non-heavy targets
- It can turn into big focus hogs for the unwary.
Tricks & Tips
- You can forfeit movement for the aiming bonus, and still move via Beat Back. Stack with Energizer to set up for aimed shots, as you need to make your Beat Back move directly toward your target.
The Decimator's low RAT essentially forces you to boost every attack. Depending on your targets, the Decimator can be as efficient or as focus-hungry as you want it:
- You can allocate zero and go after something low DEF. If you've only got one focus to play with (from Power Up), then don't boost your first ranged attack. If you hit, then great, spend it to boost damage. If you miss, then you can face the tough decision about whether to spend it to boost the attack, or don't boost & risk missing & having a wasted focus.
- You can allocate one and go after something mid-DEF. Boosting both attack rolls and you've got decent chances of hitting DEF 12 or so.
- You can allocate two and go after something mid-DEF. Boost both attack rolls, and boost one damage roll.
Overall, you're better off using a caster that can improve accuracy (or decrease enemy DEF) rather than fueling it with raw focus turn after turn.
Released in Prime Mk2 (2010)
Themes for generic warjacks (Edit)
- Armored Korps - (Article) (Category)
- Winter Guard Kommand - (Article) (Category)
- Jaws of the Wolf - (Article) (Category)
- Legion of Steel - (Article) (Category)
- Wolves of Winter (Article) (Category)
Other Khador models