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{{COCbox|{{Convergence}} [[Warcaster]]}} [[Category:Model]]
[[Convergence of Cyriss]] [[Warcaster]]
{{4P|Convergence of Cyriss}}


''Accompanied by her personal guard of Clockwork Angels, Aurora flies into battle at the vanguard of the Convergence army, striking its enemies with swift precision alongside her mechanikal allies. Aurora is blazing a new way forward for the Convergence, proving herself a peerless warrior and visionary inventor. A beacon of inspiration to all within the Convergence of Cyriss, Aurora sweeps aside any who would impede the Great Work, continually seeking to prove she is ready to transcend the flesh and be set into an immortal clockwork vessel.''
[[Category:Legacy]]
 
[[Category:Prime]]
=Basic Info=
[[Category:Convergence of Cyriss]]
{{Infobox-Model
[[Category:Warcaster]]
| name  = [[Aurora|Aurora1]]
[[Category:Leader]]
| image = AuroraNumenofAerogenesis_WEB.jpg
== Model stats and abilities ==
| base  = Small
{{Model-stats
| name  = Aurora 1
| base  = 30 mm
| hp    = 16
| spd  = 7
| spd  = 7
| str   = 5
| aat   = 7
| mat  = 6
| mat  = 6
| rat  = 4
| rat  = 4
| def  = 16
| def  = 16
| arm  = 15
| arm  = 15
| cmd   9 irrelevant
| arc   = 7
| focus = 7
| ctrl  = 14
| hp    = 16
|fa=C
| wjp  = +29
| abilities=
{{AbilitySingle|Apparition}}           
{{AbilitySingle|Dual Attack}}
{{AbilitySingle|Flight}}                   
{{AbilityComplex|main=Field Marshal|sub1=Apparition}}
{{AbilitySingle|Flank|friendly Angel model}}
}}
}}


{{Warcaster}}
===Weapons===
 
{{Weapon | weapon= Polynomial Beam| type = R | rng = 12 | rof = 1 | aoe = - | pow = 12| loc = -| abilities = {{AbilitySingle|Pistol}}{{AbilitySingle|Damage Type-Magical}}}}
{{Living Convergence}}
{{Weapon | weapon=Polynomial Staff| type = M | rng = 2 | rof = - | aoe = - | pow = 12| loc = X2| abilities =  {{AbilitySingle|Mechanikal Seizure}} }}
 
===Feat : Eleventh Hour===
Friendly Faction models currently in Aurora's {{CTRL}} range gain Reposition [5"] and [[Parry]]. Eleventh Hour lasts for one turn.
 
: ''{{Reposition 5-alt|Hide_Cat=<!---YES--->}} [[Category: Reposition Feat]] [[Category: Parry Feat]]
 
=== Abilities===  
* {{Flight}}
* {{Apparition}}
* {{Field Marshal|Apparition}} [[Category:Apparition Field Marshal]]
* {{Flank|Angel|a friendly Angel model}}
 
===Weapons===
{|class="wikitable"
{{ranged|Polynomial Beam|12|12|
* {{Magical Damage}} }}
{{melee|Polynomial Staff|2|7|12|
* {{Magical Damage}}
* {{Mechanikal Seizure}} }}
|}
 
===Spells===
===Spells===
{{Spellbox|
{{Spellbox|Admonition}}
{{Admonition}}
{{Spellbox|Aerogenesis}}
{{Aerogenesis}}
{{Spellbox|Arcane Might}}
{{Arcane Might}}
{{Spellbox|Bladed Gale}}
{{Bladed Gale}}
{{Spellbox|Flashing Blade}}
{{Flashing Blade}}
==Warcaster Rules==
}}
===Feat Eleventh Hour===
 
<table class="wikitable">
===Theme Forces===
<tr><td>Friendly Faction models currently in Aurora's control range gain Reposition [5"] and Unstoppable. Eleventh Hour lasts for one turn.  
* '''''Convergence
{{AbilitySubordinate|Reposition|5}}
** {{Clockwork Legions}}
{{AbilitySubordinate|Unstoppable}}</td></tr>
** {{Destruction Initiative}}
</table>
** {{Strange Bedfellows}}
===Other Warcaster Rules===
 
{{Category:Warcaster}}
* '''''Other Factions
** '''[[Mercenary]]''' players can use her in the {{Strange Bedfellows|notbold=}} theme.
 
 
=Thoughts on Aurora1=  
===Aurora1 in a nutshell===
Aurora runs what is likely the fastest army in the game. Her Aerogenesis spell combined with the myriad speed boosts offered in Strange Bedfellows, extends her army's threat ranges to impressive lengths. She also enhances  melee accuracy (and sometimes melee damage) with her Arcane Might spell.
 
What she does not do is provide any protection for her force, so she relies on a quick and devastating alpha strike to ensure victory. Unless the foe has an impressive defensive feat or excellent ranged prowess, she will have the advantage.
 
She also does nothing for ranged infantry beyond Aerogenesis, as Arcane Might can only boost melee rolls.
 
===Feat thoughts===
The feat is simple, and powerful. First gaining Parry in combination with Flight is fantastic, your models can now charge wherever they damn well please. Your extra fast units, such as [[Angel]]s and [[Soulhunters]], can drive deep into the enemy backline to kill support or start an assassination run. Your main units can ignore the frontline of screening enemy, declare charges vs juicy targets in the second rank of enemy, and get there without eating free strikes.
 
Secondly Repo 5 is a lot longer move than it appears on paper. You can strike the enemy frontline, kill it, and fade back and be somewhat safe from the enemy's second line. Or you can push forwards and gum up the second line to keep them away from scenario. Or better yet, so both; gum up the enemy with cannon fodder, and fade back with your valuable models.
 
It is a feat that can be held until the third or fourth turn. When used in Strange Bedfellows with a combination of [[Asphyxious4]], [[Void Archon]]s (or [[Death Archon]]s), Angels of all types, and [[Soulhunters]], all under Aerogenesis, it is something to be feared.
 
Lastly, note that while her signature spell Aerogenesis only works on warrior models, her feat works on everything. So don't forget to apply it to your warjacks and battle engines.
 
===Spell thoughts===
Most of the time Aurora is going to cast Aerogenesis, upkeep Arcane Might on herself, and camp the rest of her focus ready to trigger Arcane Might. This simply doesn't leave her focus to do much else.
 
* [[Admonition]]
** A great spell to put on Aurora if a) you need to put Aurora in a forward position that could leave her vulnerable to charges and b) you're willing to lose Arcane Might this turn (in which case, why are you playing her forward?)
** You could put it on a warjack but it is tough to find the spare focus to afford the upkeep. And she doesn't love her warjacks that much that she desperately wants to keep them alive.
 
* [[Aerogenesis]] - Her signature spell. When combined with Apparitionand  Swift Vengeance in the Strange Bedfellows theme, it extends threat ranges to unparalleled levels.
 
* [[Arcane Might]]
** Devastating when combined with high-value models like [[Void Archon]]s (note they are friendly Faction only in Strange Bedfellows) and [[Asphyxious4]].
** Mostly wasted on the rank-and-file infantry of Convergence, with some exceptions
** [[Negation Angels]] can boost their melee attacks for better chances to hit and cause Paralysis. Great for assassination attempts.
** [[J.A.I.M.s]] loves the ability to boost her second attack.
** [[Death Archon]]s can get 4 dice to hit drop lowest, practically guaranteeing the chain attack.
 
* [[Bladed Gale]] - fairly expensive, but accurate due to her high FOCUS. With Void Archons in her army, you'll never need it.
* [[Flashing Blade]] - With Flank: Angel, this gives her some late game smashing power, but only in a must-win situation would you do this.
 
===Drawbacks & Downsides===
* She herself is quite a boring caster, mostly standing around casting Aerogenesis every turn while upkeeping admonition on herself and MAYBE dropping it to use Arcane Might if going for an assassination.
* She offers no defensive help for her force.
* She is easily killed if knocked down or made stationary due to her need to play quite forward when using Arcane Might.
* She runs vectors and warjacks poorly.
 
===Tricks & Tips===
* Watch out for things that counter or interact with Flight - things such as the [[Hurricane]]'s Turbulence, the [[Victor]]'s Flak Fire, or [[Lanyssa Ryssyl]]'s winter storm can be very dangerous for Aurora.
* Go first and meet the enemy on their side of objectives. Force them to sacrifice or lose on control points.
* Apparition works even if you are stationary or knocked down.
* Flashing Blade is not an attack per se.  If you're knocked down but don't need to charge, it is better to forfeit your Combat Action to stand and save the focus to cast this spell, than it is to spend a focus to shake the knockdown.
* If you have a Shield Wall unit already in melee on your feat turn, issue the Shield Wall order, fly into the enemy's back arc ignoring free-strikes thanks to Parry then, once you've finished your attacks, Reposition back into a Shield Wall formation.
 
=List Building Advice=
===Strategy===
Aurora will win with a crippling alpha strike or by killing the opposing caster from a long way off after whittling down the army a bit. If the enemy can prolong the fight, she will fold fast.
 
Another strategy is running a bunch of slow but hard-to-kill models in Clockwork Legions - more on that below.
 
===Theme Thoughts===
{{Header|[[Strange Bedfellows]]}}
 
This theme is unique in that it provides her with the perfect blend of models that work well with her kit. Among cavalry to speed up, free angels to flank off of, hit and damage fixers, merc jacks, and a friendly faction Hermit it is likely this theme will be her new home.
 
Aurora doesn't want to spend points she doesn't have to on warjacks, and to work well Convergence jacks generally require 6 points of support in a Corollary. Mercenary jacks are therefore normally a much better choice for her. A couple of heavies (normally the [[Toro]] or the [[Mangler]]) to soak up most of her warjack points and then she might spend what she has left over towards a [[Diffuser]] because improved threat ranges are great.
 
* Cryx options
** [[Soulhunters]] - Probably the single best recipiens for both Aerogenesis and her feat. SPD 9 Cavalry with Flight and Parry is no joke, especially since they don't need her focus to boost due to the Cavalry and Strength of Death rules.
** [[Mechanithralls]] - sometimes quantity has a quality all of its own, especially with recursion from the [[Necrosurgeon]]. And especially when they fly and move fast.
** [[Bloat Thrall Overseer Mobius]] - He's a pretty good shooty solo but he's stuck at SPD 4, so he loves Aerogenesis.
** [[Bloat Thrall]]s - Similar to Mobius. You can also play around with Death Blast and throw them into enemy lines where they blow up.
** [[Scrap Thralls]] - As above, use Aerogenesis and send them screaming into enemy lines as mobile bombs.
 
* Convergence options
** [[Asphyxious the Sanctified]] is a melee threat of his own right and likes the combination of Parry and Aerogensis. He is great with Arcane Might, since he can spend his own focus to buy attacks and Aurora's focus to boost those attacks. He also brings a damage buff to Aurora's army.
** [[Negation Angels]] - More Angels to proc flank and they provide hitfixing to boot in Paralysis, meaning they set up the rest of your list to slaughter what the Angels can't kill. There is also virtually no reason to boost against paralysed targets, meaning you can use your precious focus to boost damage.
** [[J.A.I.M.s]] - Speed buffs go a long way on combat solos, as does the ability to boost attack or damage rolls on a models that is already a Weapon Master. Aurora turns her into a fearsome ball of bladed death. We are talking a model with speed 9 and  two boostable, Weapon Master, MAT 9, P+S 17, Grievous Wounds, ripping claws so long as you attack a Prey target under Dark Shroud and Master of Ruin.
** [[Prefect Hypatia]] - She grants Apparition to Angels in her CMD range, which is a critical piece of the threat range game.
** [[Reflex Servitors]] - If you go for the exploding thrall boat, here are even more solos who blow up!
 
* Mercenary options
** [[Hermit of Henge Hold]] - Special mention here because he becomes faction friendly and thus gains Swift Vengeance and is affected by Aerogenesis and her feat, which means he becomes even easier to deliver. As usual the arm debuff and Mad Visions is great and a M.A. 9 Bladed Gale is neat, too.
** [[Toro]] - A no-frills beat stick with Countercharge. Perfect for Admonition!
** [[Mangler]] - Apparition is great on it, as it desperately needs a speed buff. Aggressive makes it nicely focus efficient to boot.
** [[Mariner]] - It has a great gun and can get by without focus.
** [[Nomad]] - Powerful Charge means it can deliver an accurate attack without needing focus if it is needed elsewhere.
** [[Death Archon]] - This being friendly Faction in Strange Bedfellows means that the nerf is felt the least here: it still gets access to Swift Vengeance and Aerogenesis for a threat of 16 inches (18 with the diffuser and 20 if Nemo4 summons a [[Steelhead Ironhead]]).
** [[Princess Delores Graciela]] - Aurora gives her +2" threat range with Aerogenesis and her feat gives her much appreciated Repo 5". Arcane Might lets her boost her guns if you want to empty Auroras stack very quickly. In SBF she also gins Swift Vengeance, which wont let her attack, but gives her a 3" move regardeless.
 
{{Header|[[Clockwork Legions]]}}
 
In comparison to Strange Bedfellows:
* Most of the Convergence models available in Strange Bedfellows are also available here.
* You lose access to the Cryx & Cygnar troops, and the Mercenary warjacks.
* You gain access to Convergence's non-Angel unit options.
* You keep access to the Mercenary solos/units, but they won't become Faction-friendly in this theme.
* Instead of solos gaining Swift Vengeance, the medium-based units gain normal Vengeance.
 
One strategy is running a bunch of slow but hard-to-kill models with [[Enigma Foundries]] and using Aerogenisis + her feat to get them across the board and bog down the enemy. The idea being that you move fast enough to claim the scenario zones.
 
The troops in this theme are a little pillow-fisted though, so to avoid the game turning into an un-fun grindfest you'll be relying on the few damage buffs available ([[Asphyxious4]], the [[Hermit]], and/or the [[Void Archon]]).
 
Aurora1 works quite well with the medium-based troops, as her Aerogenesis spell nicely overcomes their low SPD.
 
{{Header|[[Destruction Initiative]]}}
 
Aurora does not want to be in this theme. It's for battlegroup casters, and she prefers infantry.
 
===Battlegroup===
As mentioned in Strategy, Aurora doesn't have much focus to spare and will end up with a very small battlegroup.
 
In Convergence she'll want:
 
* [[Corollary]] to basically manage her jacks focus for her. Used smartly, she shouldn't have to allocate focus all game.
* [[Conservator]] - A nice shield guard to keep her save, though you are probably better served with Steelsoul Protectors.
* A [[Diffuser]] (or two) to get another +2" on your charges and make her army's mobility even more ridiculous.
* Her RAT isn't great so, aside from the Diffuser, you probably want to avoid shooty jacks.
 
In Strange Bedfellows she's probably better to skip the Vectors entirely and just have some self-sufficient Mercenary warjacks (suggestions given in Theme Thoughts).
 
===Starting a 25 point Brawl list===
In 2021.03 Phillip Melvin, one of the LOS authors, put together this '''Mercenaries''' list for the [[Brawlmachine]] format. It was then updated for the 2021.10 errata. He even wrote about it's playstyle and expanding it beyond 25 points, which you can [https://www.loswarmachine.com/brawlmachine/2021/2/5/brawlmachine-list-building-mercenaries read here].
 
'''[[Theme - Strange Bedfellows]]
 
: '''[[Aurora, the Numen of Aerogenesis|Aurora1]]''': [+29 WJP] (Mercenaries)
:* [[Toro]]: [13 pts]
:* [[Conservator]]: [11 pts]
:* [[Corollary]]: [5 pts]
 
: [[Void Archon]]: [9 pts]
: [[Prefect Hypatia]]: [Free] {{grey|(5 pts)}}
: [[J.A.I.M.s]]: [5 pts]
: [[Widget, Tinker Extraordinaire|Widget1]]: [3 pts]
: [[Scrap Thralls]]: [2 pts]
 
: [[Negation Angels]]: [6 pts]
 
 
 
Similarly, In 2020.11 Jaden Iwassa, one of the LOS authors, put together this '''Convergence''' list for the [[Brawlmachine]] format.
 
'''[[Theme - Clockwork Legions]]
 
: '''Aurora, the Numen of Aerogenesis''': [+29 WJP]
:* [[Cipher]]: [15 pts]
:* [[Conservator]]: [12 pts]
:* [[Corollary]]: [6 pts]
 
: [[J.A.I.M.s]]: [Free] {{grey|(5 pts)}}
: [[Void Archon]]: [8 pts]
 
: [[Eradicators]] (Max unit): [13 pts]
 
Total RRP: USD $202 (based on PP's online store prices 2021.03)
:'''Note''' - This list/article was written before the 2021.10 Errata and therefore may have incorrect point values
 
 
{{Brawl}}
 
=Other=
===Trivia & Lore ===  
[[File:NonMetallicNumen.jpg|thumb|Non-Metallic Numen, [[Mini Crate]] exclusive]]


==Trivia==
===Release===
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
* Released in [[Forces of Warmachine: Convergence of Cyriss]] (2013)
* {{LES|2019.12}}
=== Mk3 to Mk4 ===
* For Lore, refer to [[Lore - Convergence characters]]
* Feat Eleventh Hour changed from Parry (dead ability) to Unstoppable.  
* Gained Dual Attack
* 2022/11/02: Control 14, Polynomial Beam ROF 1.
=== 2024 Jan First Annual Update ===
* Sideways update: Induction to 9 inches for warjacks.


===Other Convergence models===
{{Index Convergence}}


===Video Battle Reports ===
==Community==
* [https://youtu.be/PuvHaDB1OM8 Advanced Maneuvers, 2018.03] 75 points vs [[Helga]]
===Battle Reports===
* {{VBR}}
===Videos===
 
===Lore===
===Rules Clarifications===
''Accompanied by her personal guard of Clockwork Angels, Aurora flies into battle at the vanguard of the Convergence army, striking its enemies with swift precision alongside her mechanikal allies. Aurora is blazing a new way forward for the Convergence, proving herself a peerless warrior and visionary inventor. A beacon of inspiration to all within the Convergence of Cyriss, Aurora sweeps aside any who would impede the Great Work, continually seeking to prove she is ready to transcend the flesh and be set into an immortal clockwork vessel.''
{{RC Magical Damage}}
{{RC Mechanikal Seizure}}
 
{{RC Warcaster}}
{{RC Living Convergence}}
{{RC Flight}}
{{RC Apparition}}
{{RC Field Marshal}}
{{RC Flank}}
 
{{RC Reposition}}
{{RC Parry}}
 
{{RC Admonition}}
{{RC Aerogenesis}}
{{RC Arcane Might}}
{{RC Bladed Gale}}
{{RC Flashing Blade}}

Latest revision as of 01:55, 28 May 2024

Convergence of Cyriss Warcaster

Model stats and abilities

Model Statistics

Base size = 30 mmSPDAATMATRATDEFARMARCCTRL
Health = 16
FA = C
Cost = Free77641615714
-
-

Model Advantages and Abilities


Apparition
During your Control Phase, place this model anywhere completely within 2 inches of its current location.

No errata for Apparition (Create)

Dual Attack
Dual Attack

This model can make melee and ranged attacks in the same activation. When this model makes its initial melee attacks, it can also make its initial ranged attacks. A model with Dual Attack can make its initial melee and ranged attacks in any order you choose. This model cannot make ranged attacks after making a power attack.

  Errata-Dual Attack and Unit Charges (2023-10-27)
Question: If a unit with Dual Attack charges a single model, are all placed in melee range, and the first model kills the charge target, can the remaining members of the unit make ranged attacks, or do they forfeit their Combat Action because they don't have any enemy models in their melee range?
Answer: The check for melee range is done at the end of movement. If you kill the targets before they attack, they can still do their ranged attack. (Malkav13)
Explanation: This post is correct.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum


  Errata-Dual Attack and Special Attacks (2023-08-10)
Question: Can a model with Dual Attack make any combination of ranged special attack and normal melee initial attacks, or its melee special attack and normal ranged initial attacks? (Example: Bison Both Barrels and Ram, or Mariner Thresher and gunshot).
Answer: No.
Explanation: The bison can not use dual attack and also make a special attack. That is correct in that (Thresher) example too.
Infernal Ruling: elswickchuck (Bulldog) - PP Community forum



Flight
Flight
This model can fly.
  • Interaction with terrain:
    • Treat storm terrain as rough terrain while advancing.
    • Treat all other non-impassable terrain as open terrain while advancing.
    • Obstructions can be advanced through if the model has enough movement to move comletely past the obstruction.
    • Obstructions can be moved onto if the obstructions are large enough to accomodate the flying model's base.
    • Models without flight ignores the continuous effects from the following hazards, unless they become knocked down within the hazard:
      • Acid Bath
      • Burning Earth
  • Interaction with other models
    • Other models can be moved through if the flying model has enough movement to move completely past the other model.
  • Interaction with power attacks
    • Ignore intervening models when declaring the flying model's charge target.
    • Do not stop its movement when it contacts an obstacle, obstruction, or another model while charging, slam power attacking, or trampling.
    • Unintential movement is not advancing (pushes slams). This way, a model with flight can be slammed into an obstruction.
  • Other effects

  Errata-Razor Wall (2023-12-28)
Question: Does a model with flight still take damage going over a razor wall?
Answer: Yes.
Explanation: Because Flight does not state a specific interaction with Razor Wall, and Razor Wall does not state any specific interaction with Flight, one can safely conclude that there are no special interactions. A model with Flight will suffer the damage point if it enters or ends its activation in the area of the wall template.
Infernal Ruling: Unofficial Answer - PP Community forum


Field Marshal
Field Marshal grants the following ability/abilities to the {{{main1}}} cohort models in this model's battlegroup.
Apparition - During your Control Phase, place this model anywhere completely within 2 inches of its current location.
No errata for Field Marshal (Create)
No errata for Apparition (Create)



Flank
When this model makes a melee attack against an enemy model in the melee range of friendly Angel model, this model gains +2 to attack rolls and gains an additional damage die.

No errata for Flank (Create)



Weapons

Polynomial Beam
 RNG   ROF   AOE   POW   LOCATION 
12 1 - 12 -
Pistol
Pistol

A model making an attack with this weapon targeting a model it is in melee with ignores the Target in Melee bonus when resolving this attack.

  Errata-Pistol (2023-09-17)
Question: Does the pistol benefit apply to models not in melee with the attacking model when the pistol is on a spray?
Answer: No, it only applies to models with which the attacking model is in melee.
Explanation: The intent is that a model only ignore the penalty for being in melee with the models that model is in melee with. Pistol only works against the models in the melee with the attacking model.
Infernal Ruling: Dark Legacy - PP Community forum


Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)

Polynomial Staff
 RNG   ROF   AOE   POW   LOCATION 
2 - - 12 X2

Mechanikal Seizure
A warjack hit by this weapon becomes stationary for one round.

No errata for Mechanikal Seizure (Create)

Spells

Admonition Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
When an enemy model advances and ends its movement or is placed within 6 inches of the target model in the spellcaster's battlegroup, the affected model can immediately advance up to 3 inches, then Admonition expires.
No errata for Admonition (Create)
Aerogenesis Cost RNG AOE POW DUR OFF
3 Self Ctrl - Turn No
The spellcaster and friendly Faction warrior models/units beginning their activations in its control range gain +2 SPD and Flight during their activations.
Flight:
This model can fly.
  • Interaction with terrain:
    • Treat storm terrain as rough terrain while advancing.
    • Treat all other non-impassable terrain as open terrain while advancing.
    • Obstructions can be advanced through if the model has enough movement to move comletely past the obstruction.
    • Obstructions can be moved onto if the obstructions are large enough to accomodate the flying model's base.
    • Models without flight ignores the continuous effects from the following hazards, unless they become knocked down within the hazard:
      • Acid Bath
      • Burning Earth
  • Interaction with other models
    • Other models can be moved through if the flying model has enough movement to move completely past the other model.
  • Interaction with power attacks
    • Ignore intervening models when declaring the flying model's charge target.
    • Do not stop its movement when it contacts an obstacle, obstruction, or another model while charging, slam power attacking, or trampling.
    • Unintential movement is not advancing (pushes slams). This way, a model with flight can be slammed into an obstruction.
  • Other effects
  Errata-Razor Wall (2023-12-28)
Question: Does a model with flight still take damage going over a razor wall?
Answer: Yes.
Explanation: Because Flight does not state a specific interaction with Razor Wall, and Razor Wall does not state any specific interaction with Flight, one can safely conclude that there are no special interactions. A model with Flight will suffer the damage point if it enters or ends its activation in the area of the wall template.
Infernal Ruling: Unofficial Answer - PP Community forum
No errata for Aerogenesis (Create)
Arcane Might Cost RNG AOE POW DUR OFF
2 Self Ctrl - Upkeep No
While in the spellcaster's control range, friendly Faction non-Leader warrior models can spend 1 focus or fury point on the spellcaster to boost a melee attack or melee damage roll during their activations.
No errata for Arcane Might (Create)
Bladed Gale Cost RNG AOE POW DUR OFF
3 Sp 8 - 13 - Yes
Models hit lose Flight for one round.
No errata for Bladed Gale (Create)
Flashing Blade Cost RNG AOE POW DUR OFF
1 Self - - - No
The spellcaster immediately makes one basic attack with one of its melee weapons against each enemy model in its LOS that is in the weapon's melee range. These attacks are simultaneous.
No errata for Flashing Blade (Create)

Warcaster Rules

Feat Eleventh Hour

Friendly Faction models currently in Aurora's control range gain Reposition [5"] and Unstoppable. Eleventh Hour lasts for one turn.
At the end of this model/unit's activation in which it did not run or fail a charge, this model can advance up to 5 inches, then its activation ends.


No errata for Reposition (Create)


Unstoppable Unstoppable:
This model does not have to forfeit its Combat Action when it advances or is placed out of one or more enemy models' melee ranges during its Normal Movement.


No errata for Unstoppable (Create)


Other Warcaster Rules

Additional special rules:

  1. This model begins the game with a number of focus points equal to its ARC.
  2. During your Maintenance Phase, this model loses all focus points in excess of its ARC.
  3. During your Control Phase, this model replenishes its focus points so that it has a number equal to its current ARC.
  4. This model can spend focus points only during its activation.
  5. This model has a Control Range, and can spend its focus points to buy additional melee attacks, boost attack and damage rolls, and to Shake Effects.
    No errata for Focus Manipulation (Create)


This model can control a group of warjacks.
  1. This model and the warjacks it controls are a battlegroup.
  2. This model can allocate focus to warjacks in its battlegroup during your Control Phase.
  3. This model can channel spells through warjacks in its battlegroup with the Arc Node advantage.


No errata for Battlegroup Controller (Create)


A feat can be used at any time during this model's activation, once per game.
No errata for Feat (Create)


  1. At any time during its activation, this model can spend focus points to remove damage it has suffered. For each focus point spent this way, the model can remove 1 damage point.
  2. When this model would suffer damage, it can immediately spend up to 1 focus point to reduct the damage it would suffer by 5. This model is still considered to have suffered damage even if the damage is reduced to 0 or less. Excess damage prevention is lost.
    No errata for Power Field (Create)


This model can cast spells by paying the COST of the spells in focus points.
No errata for Spellcaster (Create)


This model must have at least one non-lesser warjack in its battlegroup at the start of the game.

Trivia

Release

Mk3 to Mk4

  • Feat Eleventh Hour changed from Parry (dead ability) to Unstoppable.
  • Gained Dual Attack
  • 2022/11/02: Control 14, Polynomial Beam ROF 1.

2024 Jan First Annual Update

  • Sideways update: Induction to 9 inches for warjacks.


Community

Battle Reports

Videos

Lore

Accompanied by her personal guard of Clockwork Angels, Aurora flies into battle at the vanguard of the Convergence army, striking its enemies with swift precision alongside her mechanikal allies. Aurora is blazing a new way forward for the Convergence, proving herself a peerless warrior and visionary inventor. A beacon of inspiration to all within the Convergence of Cyriss, Aurora sweeps aside any who would impede the Great Work, continually seeking to prove she is ready to transcend the flesh and be set into an immortal clockwork vessel.