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.
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Atop her moon-white wolf Laris, Kaya the Wildheart rides at the head of swift forces fighting with fang and claw. She and Laris operate as one, Kaya skewering foes with her spear while the great wolf’s jaws clamp down on exposed throats. Any pack of beasts under Kaya’s command strikes with stunning speed and power, rendering the opposition incapable of counterattack.
Basic Info
Kaya3 |
Missing Info |
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COST |
{{{cacost}}} |
UNIT SIZE |
{{{casize}}} |
FA |
{{{cafa}}} |
Warcaster 0 |
BASE |
Large |
SPD |
7 |
STR |
6 |
MAT |
6 |
RAT |
N/A |
M.A. |
N/A |
DEF |
15 |
ARM |
16 |
CMD |
N/A |
ESSENCE |
{{{essence}}} |
FOCUS |
N/A |
FURY |
6 |
THRS |
N/A |
HP |
17 |
F. Field |
N/A |
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WJP |
{{{wjp}}} |
WBP |
+27 |
IHP |
{{{ihp}}} |
FA |
N/A |
UNIT SIZE |
N/A |
COST |
N/A |
N/A |
N/A |
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N/A |
Warcaster 1 |
COST |
N/A |
N/A |
Understanding the Statblock |
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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: Moon Shadow
- While in Kaya's control range, friendly Faction models gain +2 DEF and cannot be targetted by free strikes.
- Additionally, friendly Faction models can advance through enemy models in Kaya's control range if they have enough movement to move completely past their base.
- Moon Shadow lasts for one round.
Abilities
Cavalry
Pathfinder
- Field Marshal [Reposition [3"]] - Warbeasts/warjacks in this model's battlegroup gain Reposition [3"].
- Reposition [3"] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 3", then its activation ends.
- 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
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Mistral
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RNG
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POW
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P+S
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2
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6
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12
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Mount
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RNG
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POW
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0.5
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12
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Spells
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COST
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RNG
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AOE
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POW
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DUR
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OFF
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Blood Spiller
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2
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10
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-
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12
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(★)
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Yes
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Warbeasts in the spellcaster's battlegroup can charge or make a slam power attacks against a target enemy model hit by Blood Spiller without being forced for one turn.
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Flashing Blade
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1
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SELF
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-
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-
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-
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No
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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.
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Fog of War
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3
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SELF
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Control
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-
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Upkeep
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No
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Models gain concealment while in the spellcaster's control range.
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Synergy
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2
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SELF
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Control
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-
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Upkeep
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No
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While in the spellcaster's control range, models in this model's battlegroup gain a +1 cumulative bonus on melee attack and melee damage rolls for each other model in the battlegroup that hit an enemy model with a melee attack this turn while in the spellcaster's control range. This cumulative bonus cannot exceed +3.
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Theme Forces
Thoughts on Kaya3
Kaya3 in a nutshell
Kaya the Wildheart is a warlock with the Synergy spell who can take living warbeasts. This means she turns the power of them up to 11 - and therefore wants either hard-hitting light warbeasts or cheap heavies.
Her personal output is respectable as a cavalry model she can hit accurately and flashing blade lets her cleave a lot of infantry before repositioning away. If Synergy is fully stacked little stands in the way of her assassination run on feat turn.
Thoughts on her Feat
- +2 Defense is always good especially on Warpwolfs, Argus, and Griffons due to their high native def, it is less effective on Wolds and Satyrs but should never be discounted, support solos will also benefit. On top of Fog of War, you can use this to deliver an army. But often it’s better to take advantage of this buff in conjunction with the second part.
- the ability to move through models allows for some interesting threat angles, especially for models with ranged weapons or magic attacks, the ever-useful Blackclad Wayfarer will usually be able to get a good hit in the back-arc off to trigger battle wizard if they come in during the second wave.
- Finally the immunity to free strikes, while having Parry is useful be mindful some abilities still get around it Retaliatory Strike, Defensive Strike, Counterblast, etc.
Thoughts on her Spells
- Blood Spiller - a great nuke to be cast via a Woldwarden it adds to Kaya3s fury efficiency vs hard targets and is a cheap nuke vs incorporeal targets.
- Flashing Blade can be useful to free up jammed beasts. Kaya can hit really hard if she can stack some Synergy before activating.
- Fog of War triggers the many prowl options at Circles disposal. However, your opponent also gains the benefits of concealment while in Kaya's Fog of War.
- Synergy - her real money spell, acting as both a to-hit fix and a damage buff but requiring a bit of initial setup. A Wild Argus is usually the best target to start the chain or Kaya herself if you feel daring/ have the lightning strike animus to hand.
Thoughts on her Abilities
- Reposition (including the Field Marshal)
- The animus Lightning Strike and the reposition ability happen at the same time so you have to choose one or the other. You can't use both in the same activation.
- If the warbeast has speed of 5 or less it’s faster to trample rather than run.
- Cavalry
- boosted charge attack rolls makes Kaya able to stack her own Synergy chain reliably without having to rely on Doppler Bark
Drawbacks & Downsides
- A large base makes her fairly easy to shoot.
- The only cavalry model that didn't gain speed over its infantry version.
- She can't have Fog of War and Synergy in play at the same time.
- Like her previous 2 incarnations she is all about the Battlegroup and has very little support for anything else.
Tricks & Tips
- With the exception of Soothing Song there is no drawback to Kaya3 using construct warbeasts and constructs never frenzy to begin with, so the need for Soothing Song is severely reduced.
- If a Woldwarden uses Geomancy to cast Blood Spiller she and other warbeasts can then choose to slam or charge that target for free.
- Synergy applies bonuses to melee hits and melee damage rolls so they apply to impact attacks, mount attacks, free strikes (that happen in your turn), sweep attacks, power strikes, slams, head-butts, tramples, and throws. It does not apply to collateral damage, thrown weapons, or strength checks.
- A trample and repo3 will move many of Circles slower heavies further than a run and they can still use their animus.
List Building Advice
Strategy
There are currently two builds that are proving popular with her. The first uses her synergy spell to best effect by running a large volume of light warbeasts, mainly Scarsfell Griffon and Wild Argus typically with a Gorax to give access to Primal. The second uses her fog of war and reposition to help a gunline style army, largely featuring Loki, Pureblood Warpwolf and Woldwyrd.
Her assassinations can be surprisingly effective. Running through the enemy, ignoring free strikes.
Kaya often runs beast-heavy lists, supported by Synergy and Fog of War.
Theme Thoughts
the Wild Hunt
This is the best theme to take her in because Kaya makes the best use of cheap living beasts, usually argus or griffins, to get a high synergy chain and they also make good use of the DEF aspect of her feat. She can play in other themes but most of her spell kit supports best on this theme.
- Shivers a cheap shield guard who can copy cast animi, not essential but useful all the same. His out-of-activation attack works weirdly well with her feat.
- Brennos a famously pillow fisted heavy with some great support duties and a powerful magic attack, Synergy and Reposition polishes his weaknesses.
Bones of Orboros
In theory, she could also run a beast-heavy Bones of Orboros list, but at that point, you would need a pretty compelling reason not to be playing a beast-heavy Bradigus in Bones instead.
Secret Masters
Plenty of Blackclad and Minion models have Prowl so fog of war works well for her but it’s not as great as Wild Hunt and the in faction solo options are the same.
- Brennos also lives in this theme but needs to pay slightly more for his animus.
Support models - Various themes
Battlegroup
- Satyr warbeasts benefit nicely from her abilities and are cheaper than other heavies. The Riphorn Satyr benefits from her feat the least and synergy the most whereas the Shadowhorn Satyr gets to enjoy both components with a high natural def and a chain attack.
- Pureblood Warpwolf benefits nicely from her abilities.
- Feral Warpwolf or Gorax Rager bring Primal.
- Wild Argus is a good way to start a Synergy chain because his animus often makes hitting trivial and his combo bite hits pretty hard even without the bonuses from Synergy.
- Gnarlhorn Satyr's animus is very good on Kaya, because she hates being knocked down or made stationary. And he can hit reasonably hard at the end of a Synergy chain. He also gains some value from her feat for his slam/counter-slam so there are no free strikes or model clipping. Repo3 doesn't hurt this slow beast either.
- Woldwatcher's animus is very good on Kaya for the same reason as the Gnarlhorn. Also, range 10 gun with repo3.
Starting a 25 point Brawl list
In 2021.12 Phillip Melvin, 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 Wildheart: [+27 WBP]
- Blackclad Wayfarer: [Free] (3 pts)
- War Wolf: [2 pts]
- Swamp Gobber River Raider: [1 pts]
- Wolves of Orboros (min size): [7 pts]
- Command Attachment: [3 pts]
For more Brawlmachine list ideas, see Category: Brawl List
Other
Trivia
Released 2017.02
Video Battle Reports
Other Circle models
Rules Clarifications
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Rules Clarification: : Magical Damage (Edit) (Click Expand to read)
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* 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: : Warlock (Edit) (Click Expand to read)
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- 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:
- 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.
- 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)
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Restrictions on "Any Time" abilities ( Edit) [Show/Hide]
- "Any Time" abilities can be used at any time during a model/unit's activation, except:
- Before any compulsory forfeiture of movement/action. See step 2 of the activation sequence, appendix A.
- 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).
- In between declaring your charge target and making your charge movement. (Infernal Ruling)
- In between completing your charge movement and determining whether it was a successful charge. (Infernal Ruling)
- When you're in the middle of moving. (Note: Impact Attacks count as being in the middle of movement).
- 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.)
- Your opponent interrupted your activation to trigger one of their own abilities (such as Countercharge).
- 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.
- 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)
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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 : Reposition (Edit)
- Models out of formation cannot move via Reposition. Refer to the "Out of Formation" rules in the core rulebook.
- End of Activation (Edit)
- You cannot resolve two end-of-activation movement effects (refer to "End of Activation Movement" in the core rulebook). For EOA stuff that doesn't involve movement, though, it gets a bit more murky:
- Some EOA abilities explicitly state your activation ends as part of resolving the ability (like Reposition), and some don't (like Refuge).
- Whether it is explicit it or not, by definition an EOA ability is the last thing you can do for that activation. For instance, if you resolve Refuge and then continue your activation to cast more spells, then you have not used Refuge at the end of your activation.
- You cannot do an "at any time" ability during or after triggering an EOA ability; you cannot cast spells, purchase additional attacks, use a mini-feat, etc.
- If you start resolving an EOA movement (such as Reposition) then you cannot trigger abilities that occur "at any time" (such as Go To Ground). Because you can't trigger it while resolving the EOA movement, and after the EOA movement your activation has ended. (Infernal Ruling)
- For units: if any model in the unit starts resolving the unit's EOA movement, then no model in the unit can trigger an any-time ability. (Infernal Ruling)
- See also the training article: LPG - End of Activation.
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Rules Clarification : Field Marshal (Edit)
- Field marshal only grants the ability to warjacks/warbeasts in the battlegroup, so (normally) the caster does not have the Field Marshal ability.
- However if it is listed on the caster's card separately, such as on Magnus2, then they do have it. (Closed thread)
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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 : Blood Spiller - None yet. (Edit)
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Rules Clarification : Flashing Blade (Edit)
- Flashing Blade is an unlimited spell.
- Flashing Blade is optional.
- All attacks generated are basic attacks.
- Flashing Blade will not hit friendly models.
- Simultaneous melee attack (Edit)
- There are several abilities/spells that allow a model to make simultaneous melee attacks vs everything in range (Blood Reaper, Cyclone, Flashing Blade, High-Impact, Thresher)
Some have Infernal Rulings that pertain only to themselves, but the clarifications below are applicable to all of these abilities: [Show/Hide]
- Targeting/Timing
- To make a multi-melee-attack (MMA) you have to make individual melee attacks vs every model, and this means you need to target every model with a melee attack. If a model "may not be targeted by melee attacks" (such as Una2's feat) then you have to 'skip' it when you resolve the attack. (Infernal Ruling)
- The attacks are effectively multiple separate attacks.
- If you have a buff to your "next attack" (such as Tune Up) then it only works vs the first model you roll dice against, not vs every enemy. (Infernal Ruling).
- The attacks are simultaneous.
- If a model is out of LOS when you start the MMA, then you may not attack it during the MMA (even if the MMA kills what is blocking your LOS).
- You need to target everything, then resolve all effects that trigger on "target" before starting any attack rolls. Then complete all attack rolls and do everything that triggers on "hit" before starting any damage rolls, and etc.
- In practice and to save time though, if neither player has effects that trigger on "being targetted, hit, damaged, etc" then they'll normally do the hit and damage rolls on a model-by-model basis.
- If a model collects tokens from destroyed models (for instance the Cryx Harrower that collects souls), it cannot collect any tokens until all MMA are resolved.
- Charging
- If you charge and cast a spell to generate MMA, then none of those MMA count as a charge attack. You've "paused" your charge. If the charge target survives the spell, then you get to make a normal charge attack vs it.
- If your MMA is simply tied to your weapon, then only the damage roll against your charge target is automatically boosted - other models caught in the MMA suffer an unboosted damage roll (although you can spend focus/fury to boost it)
- Triggering other abilities
- Most abilities that give the attacker a bonus move/attack tend to use the phrase "destroy one or more enemy models with a melee attack" and as such you'll only trigger this ability once. For example Berserk, Quick Work, Black Spot, etc
- Other abilities, that trigger on "hit" or "damage", can be triggered from every attack in the MMA.
- Many abilities only trigger off a basic melee attack, so don't work with special MMA (like Thresher). But if your MMA is basic (like High-Impact), things might get a bit complicated. In particular:
- If you have Beat Back on the attacker, it is resolved after the attack. Every model that survives the MMA is eligible to be Beat Back-ed, and the attacker chooses the order. Pick one, push it and follow it, then decide if you want to Beat Back another survivor. Each push will recenter the directly away / directly toward part of the push. (Infernal Ruling)
- If you have Electro-Leap on the attack, it is resolved after all attack rolls but before any damage rolls. The models that you just attacked will have electo-leaps bounce between them (as they will generally be the closest to each other). After the Electro damage is resolved, you can roll melee damage vs any models that survived the electric damage. (Infernal Ruling)
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Rules Clarification : Fog of War (Edit)
- All players will gain concealment from Fog of War. It lacks the "friendly models gain ..." part that would normally limit it.
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Rules Clarification : Synergy (Edit)
- Synergy is not retroactive. Synergy must be cast (or upkept from the previous cast) before any attacks will start adding to the bonus. (Infernal Ruling)
- You gain +1 bonus per model that hits. Not +1 per attack that hits.
- The Synergy bonus affects other battlegroup models. The currently active model doesn't benefit from any bonus that it earns.
- Frenzy attacks can contribute to the Synergy bonus.
- It is possible to earn Synergy bonuses during the opponent's turn, if they're letting you get lots of free strikes.
- If you have lots of out-of-activation attacks (such as the aforementioned free strikes), you may create a bookkeeping nightmare thanks to the "only get bonuses from other model's attacks" rule. Good luck!
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