Ruin

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Khador Character Heavy Warjack

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.

Basic Info[edit]

Ruin
33108 Ruin WEB.jpg
SPD 4
STR 12
MAT 8
RAT 4
DEF 10
ARM 20
HP 34
Cost 17
See also How to Read the statblock

Weapons and Attacks[edit]

  • Armored Fist - 1" reach, P+S 16 melee weapon.
  • Black Iron Mace - 2" reach, P+S 18 melee weapon.

Special Abilities[edit]

  • 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.
  • 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 CTRL range, Boundless Charge. (Boundless Charge - During its activation, this model can charge without spending focus 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 collects souls from enemies that die nearby and can carry up to 5. At the start of its activation it can convert souls into focus.
    • Arcane Vortex - Can negate spells targeting nearby models by spending a Soul token. The negated spell's COST is still paid.

Thoughts on Ruin[edit]

Comparison to Mk2[edit]

No real change

Ruin in a nutshell[edit]

Ruin is a capable melee beatstick, with focus on anti-magic. Plus he's Butcher's best bud, and enjoys a nice bond-bonus. His price is very favourable for a heavy, and thanks to Power up plus Spirit Harvester, he can function nearly autonomous, if you can provide him with some souls.

Combos & Synergies[edit]

  • Butcher for obvious reasons.
  • Vlad1 and Kommander Oleg Strakhov usually get merit out of Ruin on the sole account of it being a Juggernaut with more melee range.
  • Run Ruin up near some infantry, then reap their souls with Widowmakers to fill up his Spirit Harvester.

Drawbacks & Downsides[edit]

  • He loses a lot of mobility without Butcher.
  • He's a character jack. That means everyone wants to kill him. He's your second cheapest character though, so can draw fire from more valuable targets.
  • If there's not a lot of magic, some of his potential is wasted, and you still pay the cost.

Tricks & Tips[edit]

  • Under Butcher, purposely failing a charge puts Ruin 1" further up the board than running would. Especially practical for terrain, due to pathfinder.

Other[edit]

Trivia[edit]

This entry can be found in Warmachine: Reckoning (2015)

Theme Forces this is a member of[edit]

When taken in Butcher's battlegroup, this model can be taken in:

When taken in someone else’s battlegroup, this model can’t be taken in theme forces.


Other faction models[edit]

KhadorLogo.jpg
(Edit)
Battlegroups
Warcasters Butcher1 - Butcher2 - Butcher3 - Harkevich - Irusk1 - Irusk2 - Karchev - Kozlov - Malakov2 - Old Witch1 - Old Witch2 - Sorscha1 - Sorscha2 - Strakhov1 - Strakhov2 - Vlad1 - Vlad2 - Vlad3 - Zerkova1 - Zerkova2
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Warcaster attachments War Dog (Khador) - Madelyn Corbeau (Mercenary) - Reinholdt (Mercenary) - Wyshnalyrr (Mercenary)
Other Controllers Malakov1 (BGC) - Man-o-War Kovnik (Marshal) - Greylord Forge Seer (Marshal)
Heavy warjacks Berserker - Decimator - Demolisher - Destroyer - Devastator - Grolar - Juggernaut - Kodiak - Mad Dog - Marauder - Rager - Spriggan
Beast-09 - Behemoth - Black Ivan - Drago - Ruin - Torch
Colossal Conquest - Victor
 
Units, Solos, & Battle Engines
Units Assault Kommandos - Battle Mechaniks - Black Dragons - Doom Reaver Swordsmen - Greylord Outriders - Greylord Ternion - Iron Fang Pikemen - Iron Fang Uhlans - Kayazy Assassins - Kayazy Eliminators - Kossite Woodsmen - MOW Bombardiers - MOW Demolition Corps - MOW Shocktroopers - Widowmaker Scouts - WG Field Gun - WG Infantry - WG Mortar Crew - WG Rifle Corps
Great Bears of the Gallowswood
Ranking Officer CA : Koldun Kapitan Valachev
Solos Greylord Forge Seer - Iron Fang Kovnik - Koldun Lord - MOW Drakhun - MOW Kovnik - Manhunter - War Dog - Widowmaker Marksman - WG Artillery Kapitan
Fenris - Jozef - Malakov1 - Markov - Sofya - Yuri
Battle Engines Gun Carriage
 
Theme Forces
Armored Korps - Jaws of the Wolf - Legion of Steel - Winter Guard Kommand - Wolves of Winter
Merc khador.jpg

(Edit)

Mercenary Battlegroups
Warcasters Bartolo - Damiano - MacBain - Durgen - Fiona - Ossrum - Gorten - Magnus1 - Magnus2

Requires a 2+ caster game

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Other Controllers Mini-casters Brun Cragback & Lug - Rorsh & Brine
Marshals Colbie Sterling - Dirty Meg - Raluk Moorclaw - Rutger Shaw - Thor Steinhammer
Warjacks & Warbeasts The mercenary battlegroup members you can include in a Khador army depends entirely on which mercenary is commanding them. There are too many permutations to list here, please refer to one of the model entries above for full details of what it can take.
     
Mercenary Units, Solos, & Battle Engines
Units High Shields - Press Gangers - Sea Dog Deck Gun - Sea Dog Pirates - Steelhead Halberdiers - Steelhead Cavalry - Steelhead Riflemen - Tactical Arcanist Corps
Alexia1 - Croe's Cutthroats - Nyss Hunters - Blythe & Bull - Boomhowlers - Herne & Jonne - Aiyana & Holt - Lynus & Edrea
Solos Gobber Tinker - Ogrun Bokur
Alexia2 - Alten Ashley - Bradigan - Eilish Garrity - Grogspar - Brun Cragback & Lug - Colbie Sterling - Dirty Meg - Doc Killingsworth - Eiryss1 - Eiryss2 - Hawk - Gorman - Gudran - Harlan - Hutchuk - Bailoch - Rockbottom - Dougal - Orin - Ragman - Raluk - Rorsh & Brine - Rutger - Saxon - Sergeant Nicolas - Stannis - Thor
Battle Engines Hammerfall Siege Crawler
Warcaster attachments Madelyn Corbeau - Reinholdt - Wyshnalyrr


Rules Clarifications[edit]

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

  • See the Throw article for a recap of the core Throw rules.
  • 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.
  • 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)
  • Unresolved: Since throwing Model [A] at Model [B] involves making a melee attack vs Model [B] which is out of your melee range, it technically breaks a whole bunch of core rules. The Infernals are currently checking it.

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)
  • All spells have "Damage Type: Magical" (refer errata).
    • This is inherited by "immediate" secondary damage (such as Eruption of Spines). (Infernal Ruling)
    • ... but not by "lingering" secondary damage (such as the cloud left by Breath of Corruption). In this case the hazard is damaging the model, not the spell that put the hazard into play.
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it can still damage Incorporeal models. Incorporeal models are not affected by the rule "if an attack does multiple types of damage and a model is immune to at least one it is immune to the entire attack."
    The phrase "immune to non-magical damage" should be interpreted as "immune to damage that doesn't include Damage Type: Magical" (not interpreted as "has immunity to Corrosion and Electricity and Cold and etc.")

Rules Clarification : Dispel      (Edit)

  • Because Dispel causes spells to expire on a hit, it will prevent spells that trigger on a hit from triggering at all.
    • For instance, the defensive animus Spiny Growth causes any model that hits the target to suffer d3 damage. This damage will not occur if it's hit by a Dispel weapon.


Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Bond      (Edit)

  • Bonds are ineffective while the model is under your opponent's control. Refer the core rulebook.
  • Bonds & Themes
    • If a warjack/warbeast with a bond is in that caster's battlegroup, they can be taken in any theme force. Refer the core rulebook.
    • Exception: Battlegroup Controllers and Lesser Warlocks cannot take their bonded warjacks/warbeasts in theme forces (eg Kharybdis with Aiakos1) because BC & LW are specifically not warcasters/warlocks. (Infernal Ruling)

Rules Clarification : Boundless Charge      (Edit)

Rules Clarification : Sacred Ward and/or Spell Ward     (Edit)

  • Sacred/Spell Warded models can still be affected by spells. For instance, CTRL area spells, AOE that deviate, and/or sprays that target a nearby non-warded model.

Rules Clarification : Spirit Harvester      (Edit)

  • A warjack cannot go over its normal focus limit (which is 3 for most jacks) as a result of Spirit Harvester. Refer to the Cortex rules.

Rules Clarification : Arcane Vortex      (Edit)

  • Mulg spends fury to use it, he is not forced for fury. (Infernal Ruling)
  • Arcane vortex can be used to counter spells with "Range: Self". (Infernal Ruling)
  • Some spells do not have a target, mostly CTRL area spells (such as Siege's Foxhole) but also some (★ Action) (such as Ragman's Death Field). These cannot be cancelled by Arcane Vortex.
  • The "Cost" for non-warcaster models includes stuff like "using your special action" or "killing a Mind Bender Drudge."
  • Arcane Vortex vs Primal Shock (Edit)
    • The warbeast that is chosen as the point of origin can not be negated by Arcane Vortex.
    • The "target a model within 8 inches" is the part that can be negated by arcane vortex.
    • There are some other parts that the Infernals are currently checking.
    • (Infernal Ruling)