Archnumen Aurora: Difference between revisions

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{{Main page announcement}}
[[Convergence of Cyriss]] [[Warcaster]]
{|
| [[File: Mercenary Logo.jpg|100px]] [[File: Convergence Logo.jpg|100px]]
| {{FH2|{{PAGENAME}} }}<BR>
{{FH3|{{Mercenary}}, & {{Convergence}} [[Partisan]], [[Warcaster]] }}
|} [[Category:Model]]
{{4M|
* {{green|'''Convergence of Cyriss'''}}: This model can be used by this Faction, in the Prime format and/or the Unlimited format.
* {{red|'''Mercenary'''}}: This model is not (yet) available to this Faction in Mk IV in any shape or form (as of 2023.03)}}


''Second only to the Iron Mother in her command of the Convergence of Cyriss, Aurora has been elevated to the rank of archnumen, and with that rise, her battle armor has been reformed to match the archnumen’s increasingly formidable nature.
[[Category:Legacy]]
[[Category:Prime]]
[[Category:Convergence of Cyriss]]
[[Category:Warcaster]]
[[Category:Leader]]


=Basic Info=
==Model stats and abilities==
{{Infobox-Model
 
| name  = [[Aurora|Aurora2]]
{{Model-stats
| image = Aurora2.jpg
| name  = Aurora 2
| base  = Large
| base  = 50 mm
| hp    = 18
| spd  = 7
| spd  = 7
| str   = 7
| aat   = 7
| mat  = 7
| mat  = 7
| rat  = 5
| rat  = 5
| def  = 15
| def  = 15
| arm  = 17
| arm  = 17
| cmd   = 9
| arc   = 7
| focus = 7
| ctrl  = 14
| wjp  = +27
|fa=C
| hp    = 18
| abilities=
{{AbilitySingle|Flight}}
{{AbilitySingle|Dual Attack}}
{{AbilityOptions|Battle Plan|Ascension Command|Phantom Protocol|Suppression Initiative}}           
{{AbilitySingle|Repairable}}
}}
}}
'''[[Mercenary]]''' - This model will work for {{Convergence Mercenary}}
* {{Partisan|Convergence}}
: Since Aurora2 is a Partisan, she can be included in a Convergence army without it needing to be a 2+ caster game (unlike normal Mercenary warcasters).
{{Warcaster}}
{{Living Convergence}}
===Feat : Starstrike Calibration ===
# Aurora and friendly Faction models with Flight activating within Aurora’s {{control}} range gain +2 SPD.
# Additionally, while in Aurora's {{control}} range, friendly Faction models with Flight gain +2 to damage rolls against enemy models without Flight.
: Starstrike Calibration lasts for one turn.
===Abilities===
* {{Flight}}
* {{Battle Directives}}
** {{Ascension Command}}
** {{Phantom Protocol}}
** {{Suppression Initiative}}
* {{Limited Battlegroup|warjacks|non-character Convergence and non-character Mercenary warjacks. Warjacks in its battlegroup are considered to be the same Faction as this model}}.
* {{Repairable}}


===Weapons===
===Weapons===
{| class="wikitable"
{{Weapon | weapon= Inertial Destabilizer| type = R | rng = 11| rof = 1 | aoe = - | pow =13| loc = - | abilities = {{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Free Fall}} }}
{{Ranged|Inertial Destabilizer|11|13|aoe=4|
{{Weapon | weapon=Thermionic Lance| type =M| rng = 2| rof = -| aoe = - | pow =13| loc = - | abilities = {{AbilitySingle|Damage Type-Magical}}{{AbilitySingle|Free Fall}} }}
* {{Magical Damage}}
* {{Free Fall}} }}
{{Melee|Thermionic Lance|2|6|13|  
* {{Magical Damage}}
* '''Free Fall''' - As above }}
|}
 
===Spells===
===Spells===
{{Spellbox|
{{Spellbox|Arcane Propulsion}}
{{Arcane Propulsion}}
{{Spellbox|Bladed Gale}}
{{Bladed Gale}}
{{Spellbox|Hand of Destruction}}
{{Hand of Destruction}}
{{Spellbox|Spirit Door}}
{{Spirit Door}}
==Warcaster Rules==
}}
===Feat===
 
Starstrike Calibration
===Theme Forces===
Aurora and friendly Faction models with Flight beginning their activations in her control range gain +2 SPD. Additionally, when a friendly Faction model with Flight makes an attack against an enemy model without Flight while the enemy model is in Aurora's control range, the friendly model gains +2 to its damage rolls resulting from that attack. Starstrike Calibration lasts for one turn.
* '''''Mercenary
===Other Warcaster Rules===
** {{Soldiers of Fortune}}
{{Category:Warcaster}}
** {{Strange Bedfellows}}
** {{The Irregulars}}
 
* '''''Convergence
** {{Clockwork Legions}}
** {{Destruction Initiative}}
** {{Strange Bedfellows}}
 
 
=Thoughts on Aurora2=
===Aurora2 in a nutshell===
Aurora2's concept is to be THE air superiority warcaster and, as such, most of what she does is support flying models. Since she can only ''make'' one model into a flying model, she is steered into taking a bunch of stuff that already has flight: [[Angel]]s, [[Negator]]s, [[Tesselator]]s, [[Void Archon]]s, [[Carrion Thralls]] and [[Asphyxious4]].
 
To these models she grants strong protection from shooting and high maneuverability. Then she feats and sends in the army to wreck shop. Her army is slower than Aurora1's, but harder to shoot and more warjack-heavy.
 
===Feat thoughts===
+2 speed and +2 damage against non-flyers is pretty straightforward. It only works on flying models so your whole army should fly.
 
If you play Aurora2 aggressively her feat will be your main method of assassination, either with the main lady herself or with a host of angels.
 
===Spell Thoughts===
* Arcane Propulsion isn't super strong on paper, but it does let the warjack get affected by her feat and/or her battle directives.
** Mercenary and Convergence heavies are low DEF, so +2 DEF doesn't normally make much difference. The [[Mariner]] and the [[Swabber]] are the best choices because pushing DEF 12 up to DEF 14 ''does'' make a noticable difference. Also they benefit from Dual Attack when she uses Suppression Initiative. If you want to be cute, put it on a [[Swashbuckler]] for DEF 17 in melee.
** Note that you cannot hot-swap Arcane Propulsion to increase the number of models affected by her feat/battle directive. Or rather, if you do hot-swap it, the old model will no longer be affected.
 
* Bladed Gale is expensive, though you might cast it once in a blue moon - against [[Legion of Everblight]] flying circus lists for example.
 
* Hand of Destruction is her output boost and steers you toward a large battlegroup to take advantage of it.
 
* Spirit Door yanks a battlegroup model out of the fire and sets up interesting plays.
 
===Drawbacks & Downsides===
* A large base makes her a difficult caster to screen.
* She can't take character warjacks. So she can't have Rocinante in Soldiers of Fortune. (Although she'll probably never be played in that theme.)
* She does nothing for any model without flight.
* Her dual attack directive mainly only works on Angels where it is lackluster.
 
===Tricks & Tips===
* You can use Bladed Gale or her gun to ground enemy flying models for a turn, then feat and have your army enjoy +2 to damage rolls against them. This is especially good against pesky Archons.
* Keep in mind her damage buff works on guns as well!
* Cast Arcane Propulsion on your ranged heavy, then use her Dual Attack plan. Now that heavy can trample forwards and shoot, giving it an extra 5" range on its gun (2 from the spell and 3 from the trample).
* if you realise too late you have positioned poorly - spirit door a shield guard model into a position where it can block a charge lane as well as protect you at range.
 
=List Building Advice=
===Strategy===
Don't get shot on the way in, feat, alpha strike and hopefully win
 
===Theme Thoughts===
'''[[Strange Bedfellows]]''' is her natural home, so much so that we won't even discuss her other themes. It's because SBF is where all the flying models are, and every model become friendly Faction so can benefit from her abilities, feat, and spells. In particular, the flying Archons.
 
* [[Death Archon]]s - Between Dodge, Swift Vengeance, her +2 SPD from feat, and Reposition[5"], Aurora2 is one of the best casters for Death Archons, up there with [[Azazello1]]. I've had games where a Death Archon made its way 20 inches up the board: 3 inches from Dodge, 3 from Swift Vengeance, 6 from base SPD, 2 from Aurora feat, 3 from a charge, and 3 inch melee.
* [[Void Archon]]s - They fly and are incredible shooting pieces, able to shoot 10" sprays at POW 16 on feat turn, then back up 5" with the reposition directive. Flying High keeps them save from shooting on the way in, which is their main weakness. However, they want souls, which means you want Angels to provide them. You can also go in deep and take Hypatia and multiple units of Angels although some would say this is a worse Aurora1 army.
* [[Carrion Thralls]] - The main work units for her thanks to Flight and Finisher. Just remember when list building they are only effectively POW 10.5 with Finisher.
* [[Negation Angels]] - They are flying units with souls, meaning they benefit from Aurora's kit and fuel her Archons. Their paralysis attacks also provide hit fixing for your other troops. Tag something with para, then let your Carrion Thralls rip it apart with Finisher.
* [[Clockwork Angels]] aren't normally as good at staying alive as Negation Angels, but get the flight buffs from Aurora. You usually skip these for more tesselators, because angels die against most anti-single wound infantry tech and Tesselators don't.
* [[Prefect Hypatia]] - She's a great combat solo in her own right, who also flies, and grant Angels in her command Apparition, extending her threat ranges
* [[Asphyxious the Sanctified & Annihilation Servitors]] - Another great work piece that also applies Dark Shroud with his servitors and thus powers up your Carrion Thralls.
** He can bring along a [[Scavenger]], which also flies. Under feat and Dark Shroud it will hit way above it's point cost of 7 even before you factor in Finisher.
* [[Necrosurgeon]]s can add to play new Carrion Thralls. Keep in mind you can go over the model limit in the units this way.
* [[Algorithmic Dispersion Optifex]] -  An Arc Node is vital for landing crucial Hands of Destructions while keeping Aurora safe. The buff to induction is also appreciated if you run her with Vectors.
* [[Hermit of Hengehold]] - He can give her +2 to hit on HoDs or Bladed Gales. Or contribute to ARM cracking with his Master of Ruin aura.
* [[Widget1]] a cheap mechanic who flies and uses Ancillary attack on key models.
* [[Widget2]] - She is a flying model with what effectively amounts to a hand cannon, so +2 to damage rolls on her makes her gun pretty good
* [[Eilish Garrity, the Occultist]] - Puppet Master on Hand of Destruction can be the difference between victory and defeat, depending on what model/unit needs to die. Gate Walker means that on most maps, he can walk to Aurora, Puppet Master her, and then teleport back to cover or a flag.
 
===Battlegroup===
Aurora generally wants to run quite battlegroup heavy to really leverage Hand of Destruction. Her battlegroup is normally a Corollary, 3-4 Tesselators, and a single heavy that'll benefit from Arcane Propulsion which she can yo-yo in and out with Spirit Door.  
 
* A [[Corollary]] is absolutely mandatory for focus support and you should not play her without one. Remember it can give focus to non-Vector jacks, but can't absorb focus from non-Vectors.
* [[Tesselator]]s benefit from her directives and their guns benefit from her feat. Taking 3-4 of them lets you really leverage Hand of Destruction to focus-fire an enemy to death every turn. The Directives allow them to either back up 5" after shooting, or go all-in with Dual Attack to extend their shooting threat range by another 3" (assuming something is in charge range).
 
Popular heavies include:
 
* The [[Conservator]] is a nice cheap heavy that can both protect Aurora and power up when Angels die. As a CoC jack it can be part of Induction chains.
* [[Mangler]] - The priciest, but also the most effective option. It charges for free and massively appreciates the SPD buff from Arcane Propulsion for a 12" threat range (14" on feat turn, 16" with Gaspy4 around) on its threasher attacks. The P+S 21 spike ball on feat turn wrecks major face and it can be Spirit Door'd back after wards
* [[Toro]] - Flight combined with Counter Charge can be a hilarious gotcha .
* [[Freebooter]] - The cheapest heavy you can field. With Arcane Propulsion it reaches DEF 15 and SPD 9 with Jury Rigged, so it goes quite far. The feat and the abundance of Dark Shroud in the theme fixes its damage problem.
 
===Starting a 25 point Brawl list===
In 2021.02 Phillip Melvin, one of the LOS authors, put together this '''Convergence''' 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/2021/1/14/brawlmachine-list-building-convergence-of-cyriss read here].
 
'''[[Theme - Strange Bedfellows]]
 
: '''[[Archnumen Aurora|Aurora2]]''': [+27 WJP] (Convergence)
:* [[Cipher]]: [13 pts]
:* [[Conservator]]: [11 pts]
:* [[Corollary]]: [5 pts]
 
: [[Void Archon]]: [9 pts]
: [[Prefect Hypatia]]: [Free] {{grey|(5 pts)}}
: [[Algorithmic Dispersion Optifex]]: [2 pts]
: [[Stormsmith Stormcaller]]: [1 pt]
 
: [[Negation Angels]]: [6 pts]
: [[Stormsmith Grenadiers]]: [5 pts]|




{{Brawl}}
==Trivia==
 
===Release===
=Other=
===Trivia===
* Released 2020.04
* Released 2020.04


===Other Faction models===
=== Mk3 to Mk4 ===
{{Index Convergence}}
* Inertial Destabilizer lost AOE.
{{Index Mercenary}}
* All Battle Plans (formerly called Battle Directives) reduced from 9 to 8 inches.
 
* Phantom Protocol Blast Resistance now one less die instead of +4 ARM.
===Rules Clarifications===
* Suppression Initiative effect changed from dual attack (present on most warjacks and many models now) to Unstoppable.
{{RC Warcaster}}
* Starstrike Calibration Feat: Briefly upgraded to +2 attack and damage, but quickly dropped to +2 damage. No net change.  
{{RC Partisan}}
 
{{RC Flight}}
{{RC Battle Directives}}
{{RC Ascension Command}}
{{RC Phantom Protocol}}
{{RC Suppression Initiative}}
{{RC Limited Battlegroup}}.
{{RC Repairable}}
 
{{RC Magical Damage}}
{{RC Free Fall}}


{{RC Arcane Propulsion}}
==Community==
{{RC Bladed Gale}}
===Battle Reports===
{{RC Hand of Destruction}}
===Videos===
{{RC Spirit Door}}
===Lore===
''Second only to the Iron Mother in her command of the Convergence of Cyriss, Aurora has been elevated to the rank of archnumen, and with that rise, her battle armor has been reformed to match the archnumen’s increasingly formidable nature.''

Latest revision as of 01:48, 28 May 2024

Convergence of Cyriss Warcaster

Model stats and abilities

Model Statistics

Base size = 50 mmSPDAATMATRATDEFARMARCCTRL
Health = 18
FA = C
Cost = Free77751517714
-
-

Model Advantages and Abilities

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


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



Battle Plan

This model can use one of the following plans at any time during its activation:


Ascension Command - This model gains Resistance:Blast and Flying High. Additionally, while within 8 inches of this model, friendly models with Flight also gain Resistance:Blast and Flying High. Ascension Command lasts for one round.

Resistance-Blast Resistance-Blast:
When this model suffers a blast damage roll, remove one die from the damage roll.
No errata for Resistance-Blast (Create)


  1. Ranged attacks targeting a model with Flying High suffer -3 RNG.
  2. Friendly models can advance through a model with Flying High if they have enough movement to move completely past its base.
  3. Models lose Flying High if they lose Flight.
    No errata for Flying High (Create)

Phantom Protocol - This model gains Dodge and Reposition [5"]. Additionally, while within 8 inches of this model, friendly solos and warjacks with Flight also gain Dodge and Reposition [5"]. Phantom Protocol lasts for one round.
This model can advance up to two inches immediately after an enemy attack that missed it is resolved.
  Errata-Dodge (2023-7-17)
Question: So if a target model is missed by an AOE and dodges away, does it still take the blast damage roll if it is no longer in the range of the AOE weapon?
Answer: Yes.
Explanation: RNG doesn’t matter after the target has been checked to be within RNG.
Infernal Ruling: Dark Legacy - PP Community forum


  Errata-AOE Miss (2023-7-17)
Question: When an AOE misses, does it trigger "on miss" actions?
Answer: AOEs that miss will trigger “on miss” triggers.
Explanation: 
Infernal Ruling: Dark Legacy - PP Community forum


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)


Suppression Initiative - This model gains Unstoppable. Additionally, while within 8 inches of this model, friendly models with Flight also gain Unstoppable. Suppression Initiative lasts for one turn.
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)

No errata for Battle Plan (Create)
No errata for Ascension Command (Create)
No errata for Phantom Protocol (Create)
No errata for Suppression Initiative (Create)




Repairable

This model can be targeted with Repair special actions as if it were a construct model.


No errata for Repairable (Create)



Weapons

Inertial Destabilizer
 RNG   ROF   AOE   POW   LOCATION 
11 1 - 13 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Free Fall
When a model with Flight is hit by this attack, it becomes knocked down and loses Flight for one round.

No errata for Free Fall (Create)

Thermionic Lance
 RNG   ROF   AOE   POW   LOCATION 
2 - - 13 -
Damage Type-Magical
Damage Type-Magical
This weapon causes magical damage.

No errata for Damage Type-Magical (Create)


Free Fall
When a model with Flight is hit by this attack, it becomes knocked down and loses Flight for one round.

No errata for Free Fall (Create)

Spells

Arcane Propulsion Cost RNG AOE POW DUR OFF
2 6 - - Upkeep No
Target non-huge based Cohort model in the spellcaster's battlegroup gain +2 SPD, +2 DEF, and Flight.
No errata for Arcane Propulsion (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)
Hand of Destruction Cost RNG AOE POW DUR OFF
2 10 - - Upkeep Yes
Friendly models in this model's battlegroup gain an additional die on attack and damage rolls against target model/unit. Discard the lowest die in each roll.
No errata for Hand of Destruction (Create)
Spirit Door Cost RNG AOE POW DUR OFF
3 Ctrl - - - No
Choose a model in the spellcaster's battlegroup that is in its control range. Immediately place that model completely within 2 inches of the spellcaster. If the chosen model is the spellcaster, immediately place it completely within 2 inches of another model in its battlegroup that was in its control range at the time the spell was cast. A model cannot advance or attack after being placed by Spirit Door this turn.
No errata for Spirit Door (Create)

Warcaster Rules

Feat

Starstrike Calibration Aurora and friendly Faction models with Flight beginning their activations in her control range gain +2 SPD. Additionally, when a friendly Faction model with Flight makes an attack against an enemy model without Flight while the enemy model is in Aurora's control range, the friendly model gains +2 to its damage rolls resulting from that attack. Starstrike Calibration lasts for one turn.

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

  • Released 2020.04

Mk3 to Mk4

  • Inertial Destabilizer lost AOE.
  • All Battle Plans (formerly called Battle Directives) reduced from 9 to 8 inches.
  • Phantom Protocol Blast Resistance now one less die instead of +4 ARM.
  • Suppression Initiative effect changed from dual attack (present on most warjacks and many models now) to Unstoppable.
  • Starstrike Calibration Feat: Briefly upgraded to +2 attack and damage, but quickly dropped to +2 damage. No net change.

Community

Battle Reports

Videos

Lore

Second only to the Iron Mother in her command of the Convergence of Cyriss, Aurora has been elevated to the rank of archnumen, and with that rise, her battle armor has been reformed to match the archnumen’s increasingly formidable nature.