Kaya the Wildborne

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Circle Logo.jpg Kaya the Wildborne

Circle Blackclad Warlock

Mk4 icon.png
Unlimited Only
This model can only be used in the Unlimited game mode. You can see the other models with / without mk4 rules on this page.

Note that the rest of this page is about the model's Mark III rules.

Wild and untamed, Kaya the Wildborne prowls the forests of western Immoren stalking the enemies of the Circle Orboros like a savage predator. Kaya revels in the deep connection she shares with her warbeasts, guiding their actions with unerring skill and the feral wisdom of a pack leader.

Basic Info

Kaya1
Missing Info
Kaya1MiniPicture.jpg
COST {{{cacost}}}
UNIT SIZE {{{casize}}}
FA {{{cafa}}}
Warcaster 0
BASE Small
SPD 7
STR 6
MAT 6
RAT N/A
M.A. N/A
DEF 16
ARM 14
CMD N/A
ESSENCE {{{essence}}}
FOCUS N/A
FURY 6
THRS N/A
HP 16
F. Field N/A
WJP {{{wjp}}}
WBP +32
IHP {{{ihp}}}
FA N/A
UNIT SIZE N/A
COST N/A
N/A
N/A
N/A
Warcaster 1
COST N/A
N/A
Understanding
the Statblock

Warlock - All warlocks come with a stack of standard special rules - most notably being awesome. Click here for a newbie-friendly recap, or click here for the full rules.

Feat: Wild Mastery

Place any number of fury points on each friendly Faction warbeast in Kaya's battlegroup currently in her control range. She can immediately leech fury points from warbeasts in her battlegroup in her control range.

Abilities

  • Pathfinder symbol.jpg Pathfinder
  • Pack Hunters - While in this model's control range, living warbeasts in its battlegroup gain +2 to melee attack rolls.
  • Soothing Song - Once per turn, anytime during your activation phase except while activating a model, this model can spend 1 fury to remove up to 1 fury point from each friendly living Faction warbeast in this model's control range.

Weapons

Splinter
Sword icon.jpg  RNG   POW   P+S 
2 6 12

Spells

COST RNG AOE POW DUR OFF
Jumpstart

1 SELF Control - - No
Models in the spellcaster's battlegroup that are currently in its control range stand up and are no longer stationary. Affected models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.
Occultation

2 6 - - Upkeep No
Target friendly Faction model/unit gains Stealth. Models are not affected while out of formation.
Spirit Door

3 Control - - - No
Choose a model in the spellcaster's battlegroup that is in its control range. Immediately place that model completely within 2" of the spellcaster. If the chosen model is the spellcaster, immediately place it completely within 2" 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.
Spirit Fang

2 10 - 12 - Yes
A model damaged by this attack suffers -2 SPD and DEF for one round.

Theme Forces


Thoughts on Kaya1

Kaya1 in a nutshell

She's an expert at manipulating warbeasts and, of the three original Circle warlocks from Primal 2006, she's the "Beast Buddy" and can run a force of nothing but warbeasts. Using her teaches a new player a lot about Circle's trademark movement shenanigans, and the need to protect your glass cannons. While she's more difficult to run at larger point levels due to her squishiness and need to play relatively far forward, she has game there as well.

Maximising her feat & spells

  • Soothing Song is best used after most (if not all) of your warbeasts have activated for maximum effect.
  • Occultation is often best used on Kaya if you're worried about high-quality shooting from your opponent; 16/14 aren't stats to depend on. If you can keep her safe, put it on whatever you think will draw your opponent's attention, like Warpwolves. If you're using units, this can also be useful on them; nothing hurts more than losing a Shifting Stone to stray shooting, and Death Wolves with Stealth can be aggravating to kill.
  • Spirit Door is Kaya's most useful spell. You can use it to get her out of trouble if an opponent is trying to corner her, and do the same for her warbeasts. You can also use it to reposition her battlegroup, such as putting a warbeast inside the triangle of Shifting Stones, or within walk and Medicate range of the Druid Wilder. Just be sure that you're done with the warbeast you intend to teleport before you use Spirit Door; it won't be able to do much after you do so.
  • Spirit Fang is Kaya's nuke spell. It has decent range and POW, and a good debuff, but Kaya isn't a spell slinger. Since you need to damage the target to affect it with a debuff, and seeing as how she's only Fury 6, you'll probably spend at least half her Fury using it. Still, if you absolutely need to debuff a target, this spell is worth considering if you can't get a Wild Argus over to Doppler Bark the enemy.
  • Kaya's feat provides excellent Fury management, especially in combination with Soothing Song. Run her down to 0 Fury after all your warbeasts have activated, use the feat to cool them off, and use the Fury for more Spirit Doors, Spirit Fangs, healing, or whatever. Remember that you can choose to take 0 Fury from a warbeast via the feat.

Drawbacks & Downsides

  • Kaya the Wildborne was the warlock included in the Mk2 battlegroup starter set and Mk2 two-player army box set, and as such many players have played with her or against her and are aware of her tricks.
  • Kaya needs to play pretty far forward, and she's pretty squishy.
  • It's hard to leverage Pack Hunters and Spirit Door without putting her at serious risk.
  • She can be difficult to play at medium to high point levels, meaning that newbies may want to rapidly swap to a different warlock.
  • Using Spirit Door more than once tends to leave her without Stealth and with no transfers.

Tricks & Tips

  • The "Yo-Yo": charge your heavy in (possibly Ghetorix or a Warpwolf Stalker), beat up on the enemy, and Spirit Door them back to Kaya so the enemy is fuming and unable to hit back.
  • Use Spirit Door to teleport Kaya over to one of her warbeasts, use her feat and teleport two more warbeasts over to her.

List Building Advice

Strategy

Kaya 1 is the archetypical example of hit-and-run tactics in Circle. Her warbeasts go in, hit/kill their target, and she teleports them back to keep them safe from enemy reprisal, cooling them off with Soothing Song if needed. She does nothing for Circle infantry outside of Occultation, but she'll usually want some kind of unit for scoring purposes and to jam up the enemy or take the heat off her warbeasts; she can only teleport two warbeasts per turn, four if she feated.

Kaya the Wildborne is fundamentally a warbeast warlock; more specifically she's a LIVING warbeast warlock. Her spells assist beasts and troops to close or maneuver, and Pack Hunters means that her beasts will rarely have to boost melee to-hit rolls, leaving them plenty of fury to boost damage or buy additional attacks. Between Soothing Song, Shifting Stones (for Serenity and healing, as much as teleportation), and a Druid Wilder, Kaya can manage fury like a champ, letting her beast run hot for longer, certainly during the game's critical rounds. Kaya can run an army with six or seven warbeasts and comfortably manage a few heavies and a few lights. At higher points levels, she can unleash and manage far more warbeasts than any other warlock in the game.

Pack Hunters is an amazing power, and is as much or more of a reason to take her as fury management potential.

Theme thoughts

    The Wild Hunt    

This is the best theme to take her in because Kaya makes the best use of cheap living beasts.

    Other themes    

While not an obvious first choice, she has some utility, at least, in the Circle's three infantry themes, where her battlegroup can help mitigate a lack of heavy hitters.

In theory, she could also run a beast-heavy Bones of Orboros list, but her Pack Hunters ability is wasted. Also, you would need a pretty compelling reason not to be playing a beast-heavy Bradigus in Bones instead.

Battlegroup

  • Warpwolf Stalkers become particularly impressive with Pack Hunters and Berserk when unleashed on enemy warriors.
  • Pack Hunters means you really don't need a Gorax for the MAT bonus, unless you want a MAT 9 Warpwolf Stalker, of course.

Starting a 25 point Brawl list

In 2021.06 Jaden Iwaasa, one of the LOS authors, put together this list for the Brawlmachine format. He even wrote about its playstyle and expanded it beyond 25 points, which you can read here.

Theme - The Wild Hunt

Kaya the Wildborne: [+32 WBP]
Blackclad Wayfarer: [Free] (3 pts)
Bog Trog Mist Speaker: [3 pts]
Shifting Stones: [3 pts]

Total RRP: USD $161 (based on PP's online store prices 2021.06)

For more Brawlmachine list ideas, see Category: Brawl List

Other

Trivia

  • Released way back in Primal Mk1 (2006)
  • Kaya was the battlebox caster in Mk1 and Mk2

Video Battle Reports

Other Circle models

Circle Logo.jpg       Circle Index       (Edit)
Battlegroup & Similar
Warlocks Baldur1 - Baldur2 - Bradigus1 - Grayle1 - Iona1 - Kaya1 - Kaya2 - Kaya3 - Kromac1 - Kromac2 - Krueger1 - Krueger2 - Mohsar1 - Morvahna1 - Morvahna2 - Tanith1 - Una2 - Wurmwood1
Lesser Warlocks

Krueger0 - Una1

Warlock Attachment

Druid Wilder - Tharn Blood Shaman

Light Argus Moonhound - Winter Argus - Wild Argus - Gorax Rager - Razorwing Griffon - Rotterhorn Griffon - Scarsfell Griffon - Wold Wight - Woldwatcher - Woldwyrd
Heavy Gnarlhorn Satyr - Riphorn Satyr - Shadowhorn Satyr - Feral Warpwolf - Pureblood Warpwolf - Warpwolf Stalker - Wold Guardian - Woldwarden
Brennos the Elderhorn (Satyr) - Ghetorix (Warpwolf) - Loki (Warpwolf) - Megalith (Woldwarden)
Gargantuans Storm Raptor - Woldwrath
Units, Solos, Battle Engines, & Structures
Units Druid Mist Riders - Druids of Orboros & CA - Reeves of Orboros & CA - Sentry Stone & Mannikins - Shifting Stones & CA - Stoneward & Woldstalkers - Tharn Bloodtrackers & Character UA - Tharn Bloodweavers & CA - Tharn Blood Pack - Tharn Ravagers & CA - Tharn Wolf Riders - Warpborn Skinwalkers & CA - Wolves of Orboros & CA
Brighid & Caul - Death Wolves
Solos

Blackclad Stoneshaper - Blackclad Wayfarer - Bloodweaver Night Witch - Chuck Dogwood - Druid Wilder - Gallows Grove - Kogan the Exile - Krueger0 - Lord of the Feast - Reeve Hunter - Primal Archon - Shivers - Tharn Blood Shaman - Tharn Ravager Shaman - Tharn Ravager White Mane - Tharn Wolf Rider Champion - Una1 - War Wolf - Wolf Lord Morraig

Battle Engines & Structures Celestial Fulcrum (Engine) - Well of Orboros (Structure)
Theme Forces
Secret Masters - The Bones of Orboros - The Devourer's Host - The Wild Hunt
Minions
Refer to Who Works for Whom and/or Category: Circle Orboros Minion
This index was last updated: 2021.10

Rules Clarifications

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Rules Clarification:  : Magical Damage      (Edit)
(Click Expand to read)

* 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)
    • and might be inherited by "lingering" secondary damage (see below).
  • If a spell leaves a template in play that does damage to models that walk around in it, then:
    • if it is not described as a hazard it will do magical damage to models that walk around in it. (Example: Razor Wall)
    • if it is a hazard then it will not do magical damage to models that walk around in it. Instead, it does whatever damage type is specified by the spell description. (Example: Breath of Corruption).
    • (Infernal Ruling)
  • If a weapon/spell includes Magic Damage and another kind of elemental damage it will 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.")
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Rules Clarification : Knockdown      (Edit)

  • Knockdown (Edit) - Remember, knockdown only prevents what it says it does. Refer to the Knockdown page for a recap of what a model can/can't do.


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Rules Clarification:  : Warlock      (Edit)
(Click Expand to read)

 
  • General
    • Damage from a feat is neither an attack nor Damage Type: Magical (unless the feat says it is).
    • FURY (uppercase) is the stat printed on the warlock's card. Fury (lowercase) refers to fury points a model currently has.
    • Your CTRL area is double your FURY stat, not double your fury points. (Infernal Ruling)
    • Casting spells or using feats is an anytime ability with the added restriction that you can't use them on the same turn you run even before you run.
      • See also the clarifications on Any Time abilities (below).
    • Some warlocks are also Battle Engines and thus follow all the Battle Engine special rules.
      There is no particular interaction between the Battle Engine rules and the Warlock rules.
  • Reaving & Leeching
    • If you choose to Reave, it's all or nothing. You must Reave all the Fury (up to your limit) and you can't choose to "let some disappear". (Locked thread)
    • If your warbeast is Removed From Play, you can still reave fury off it. (Locked thread)
    • If your warbeast is destroyed or RFP'd while under your opponent's control then:
      1. You cannot reave fury off it. Because it is still enemy at the time it was destroyed/RFP'd, and you can't reave from enemy warbeasts.
      2. After it is taken off the table, it returns to your control and is eligible for Spirit Bond and (possibly) Return to Play stuff (like Thagrosh1's feat).
  • Transferring Damage
    • If both the warlock and the warbeast are damaged by the same attack (such as an AOE), then you need to apply the 'normal' damage to the warbeast before the transferred damage. This distinction can be important when you're working out who/what actually destroyed the beast. (Infernal Ruling)
    • If there is too much damage for the warbeast and it "overlaps" back to the warlock, then that damage is considered ... unsure at this time. (Infernal Checking)
  • Restrictions on "Any Time" abilities     (Edit)         [Show/Hide]
    • "Any Time" abilities can be used at any time during a model/unit's activation, except:
    1. Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
    2. After the model with the "Any Time" ability has had their activation end "prematurely". By this I mean you resolved something which includes the phrase "its activation ends". Examples include:
      • Running, failing a charge, or failing a slam.
      • Abilities that include "then its activation ends" (such as Reposition and Teleport).
    3. In between declaring your charge target and making your charge movement. (Infernal Ruling)
    4. In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
    5. When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
    6. When you're in the middle of an attack. Which also includes effects that occur "after the attack is resolved".
      (Although the attack is "resolved" at Step 11, in terms of using an "Any Time" ability the attack is not "finished" until after Step 14. Refer to the first paragraph of Apdx A.)
    7. Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
    8. Warcasters/warlocks/etc can normally cast a spell or use their feat "At any time". However, there is a core rule saying they cannot do so on the same activation that they run. So, they are subject to all the same restrictions listed above, plus they can't cast/feat before running.
    9. Units: See below.

    • In general you can use "Any Time" abilities while you're knocked down or stationary (except Spells and Feats which specify you can't).
    • If you have a gun with a random ROF, you can use an "Any Time" ability inbetween rolling the number of shots and actually making the first attack. (Infernal Ruling)

    Units with "Any Time" abilities
    • You cannot use an "Any Time" ability before issuing/receiving orders. See step 1 and 2 of the activation sequence, appendix A.
    • A model in a unit can't use an "Any Time" ability after they run (Infernal Ruling) or fail a charge. Because that makes that specific model's activation to end even though the unit's activation is still ongoing, and you can't use abilities on models that are not active.
      • You can use an "Any Time" ability before running, however.
    • A model in a unit can't use an "Any Time" ability after anyone in the unit has begun a Reposition move. (Infernal Ruling)
  • Warcaster/Warlock Cavalry ( Edit )
    • Warcasters/Warlocks can't cast spells or use their feat while resolving Impact Attacks. Because Impact Attacks occur during movement - you can use spells or feat before moving, or after moving, but not during movement.
      • Exception: If your Impact target(s) include your charge target, then your movement has ended (refer rulebook, last paragraph of 'Impact Attacks') and thus you're fine to use "any time" abilities before starting the Impact attacks.


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Rules Clarification:  : Warcaster Unit or Warlock Unit     (Edit)
(Click Expand to read)

This summary is specific to Warcaster/Warlock units. You may also want to check the Warcaster and Warlock pages respectively, for the "regular" rules clarifications.
  • All models in the unit count as part of the battlegroup. So, for instance, Butcher3's argus can be moved via his Energizer spell.
  • Warcaster units can have attachments. They can even attach units (such as the WSC). (Infernal Ruling)
  • The non-caster models are trooper models but are not normally Grunt models. Therefore they're not normally eligible for stuff like Revive.
  • If any member of the unit start to do their reposition movement, the warcaster or warlock in the unit would no longer be able to feat.(Infernal Ruling)
  • Press Forward Order vs Spells cast at Any Time (Edit)
    • You must issue orders before anything else. If you issue a Press Forward order, you must run or charge.
    • If you cast spells before moving, you can't run so you must charge.
    • If you cast spells before moving, then start the spellcaster's Normal Movement but have no valid charge targets, you are in a situation where you must charge but cannot charge.
      In this situation the spellcaster must either:
      • forfeit their Combat Action, use their Normal Movement to make a full advance, then their activation ends. (Note that you cannot cast more spells after the full advance).
      • forfeit their Normal Movement, then their activation ends.
      • (Infernal Ruling)
  • Steamroller 2018
    • The non-caster models can contest scenario zones & flags.
    • The caster model cannot contest.
    • The caster model can control zones and flags by itself, but:
      • to control a zone, the entire unit remaining in play needs to be in formation.
      • to control a flag, the entire unit remaining in play must be within 4" of the flag.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
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Rules Clarification : Unit of Warcasters or Warlocks     (Edit)

  • Even though they're warcasters, if they're out of formation they suffer the normal penalties (can't make attacks, actions, spells, etc).
  • They can't upkeep each other's spells.
  • They can only dominate one SteamRoller scenario element at a time.
  • Each warlock/warcaster can have different upkeeps on them if those upkeeps are "target SELF" or "target model". If you cast an upkeep that is "target model/unit", that is the only upkeep any of them can have.
  • Units Buying Attacks (Edit)
    • If you make attacks with model [A], then start making attacks with model [B], you cannot 'go back' and buy more attacks with [A]. Because:
    • A model can only buy additional attacks during its Combat Action.
    • A model in a unit must complete its Combat Action before the next model starts theirs (with some exceptions, like CMA).
  • The Legion Twins
    • Rhyas cannot dominate a zone while out of formation.
    • Rhyas can use the feat while out of formation.
  • Haley3
    • Only Haley Prime is an 'actual' warcaster model, and as such she is the only one that can dominate a scenario element.
    • The echoes can Control/Contest scenarios like a normal unit.
    • Haley Prime can dominate an element even if the echoes are out of formation.
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Rules Clarification : Pathfinder      (Edit)

Rules Clarification : Pack Hunters - None yet. (Edit)

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Rules Clarification : Soothing Song      (Edit)

  • You can remove fury from any friendly Faction beast, not just the ones in the caster's own battlegroup.
  • Soothing Song cannot be used during the caster's activation. The restriction is on a model, which includes the caster. (Infernal Ruling)


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Rules Clarification : Jumpstart      (Edit)

  • A warjack that stands up via Jump Start can still forfeit movement to aim and etc during their normal activation. Basically, it's as if you were never knocked down at all.
  • Jump Start does not allow you to shake Blind or Shadow Bind.
  • A warjack knocked down earlier on the same turn, cannot stand up via Jump Start. This is not a typo. (Infernal Ruling)
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Rules Clarification : Occultation      (Edit)

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Rules Clarification : Stealth      (Edit)

  • Stealth models are not invisible and you can target them - you'll just auto-miss most of the time.
  • You can target them with a charge.
  • You can target them with an AOE, have it auto-miss and scatter, luckily land on top of them anyway, and that will hit them.

Rules Clarification : Spirit Door - None yet. (Edit)
Rules Clarification : Spirit Fang - None yet. (Edit)