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Hydra Edit 0 36 …
House
Shyeel has
brought the
Models listed by Faction power of its
Models listed by Expansion formidable
List of Spells myrmidons
List of Special Abilities to the
Retribution,
fighting
machines
enhanced by
Cryx
Cygnar
Khador
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Protectorate of Menoth
Retribution of Scyrah
Convergence of Cyriss
Mercenaries
Four Star Syndicate
Highborn Covenant
Puppet Masters
Searforge Commission
Talion Charter
sophisticated arcanika systems. The Hydra stores energy in its arcane batteries to unleash
a torrent of crushing blows or a singularly powerful blast.
Basic Info
Circle Orboros
Legion of Everblight
Statistics
Skorne
Trollbloods The Hydra has the same basic stats as all Shyeel heavy myrmidons, with only two notable
Minions standouts. Its SPD is high for a non–Cryx heavy, but its RAT is unfortunately low. Expect
Blindwater Congregation to boost to hit DEF 13 reliably. The Hydra is also reasonably costed.
Thornfall Alliance
Special Abilities
Field Dependent - Some of this model's weapons/abilities stop working if the Field
Rules for Editors
Generator is crippled. In the case of the Hydra, it loses the Force Cannon and Kinetic
Pages which need work
Capacitor, but not Focus Battery (meaning any unspent focus remains if the field
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goes).
How to Edit
Focus Battery – The myrmidon doesn't lose unspent focus points during the
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Maintenance Phase. Coupled with the Kinetic Capacitor, this allows the Hydra to
Other function for much of the game with only the initial focus investment from the
Mk I Archive warcaster.
Terrain Archive Kinetic Capacitor – The Hydra gains a point of focus after each successful enemy
hit against it. There is no limit to the number of focus that can pile up as a result.
This means pairing the Hydra with an Arcanist for repairs creates a potentially
powerful ranged assassination weapon (remember Focus Powered?) on your front
lines.
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MAT means it'll connect with most other heavy warjacks on average rolls, but if the chain
attack needs to go off you'll want to boost all the attack rolls (which will drain your Focus
Battery right quick). The low P+S on the fists also means you're unlikely to kill anything too
beefy. Both of these problems can be mitigated by other models—Adeptis Rahn's
Telekinesis can turn the target around to give the Hydra a back strike bonus, Ravyn can put
up Vortex of Destruction and engage the target, House Shyeel Battle Mages could knock
the target down, the Arcanist's Concentrated Power helps with the weak fists—but it's all a
lot of work compared to what other heavies require.
The Force Cannon needs three focus to attain its full potential, and you'll often need to aim
or boost to hit. The cannon has an average output of 25 damage on boosted rolls, and
Focus Battery lets you fill this thing up as you have time and focus to spare. The Arcanist
can start off the Hydra's stockpile, leaving only two focus remaining for a full load. It really
needs one or two focus regularly to function properly, which makes marshaling the Hydra
less than ideal.
Retribution 'jacks, even heavies, aren't going to survive a concerted assault by another
heavy warjack or warbeast. The Kinetic Capacitor is nice, but it's nothing to build a strategy
around. Since you're going to be protecting the Hydra anyway, whatever damage it takes
from scattered shooting or melee attacks lets it top off its focus for a counterattack or
assassination shot. Just don't count on it surviving a serious attack to come back from
behind.
Synergies
Garryth
Mirage – The extra 2" of movement gives the Hydra an 11.5" charge range and (with three
focus) a 23" threat range with the Force Cannon. Not too shabby.
Death Sentence – This vastly increases the chances of getting off the chain attack.
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Kaelyssa
Feat – Gives you a round to position this 'jack by basically shutting down most ranged
attacks (Stealth) and preventing charges.
Arcantrik Bolt – Suddenly, DEF 13 and DEF 14 warjacks become DEF 5 against your Force
Cannon.
Phantom Hunter – Stand the Hydra behind some trees and blast away while ignoring LOS,
concealment, and cover.
Force Wall theme force: There's a lot of free focus flying around on turn 1, meaning it's easy
to load up a Hydra or two and spend it on turn 2 or 3.
Adeptis Rahn
Telekinesis – More than just turning your opponents around, you can move the Hydra
closer and still get the aiming bonus.
Polarity Shield – More survivability with this 'jack is always good.
Force Hammer – Knock down targets before using the Force Cannon.
Ravyn
Feat – The Hydra is a ranged 'jack, and Fire Storm makes all ranged attacks better. Also, the
Hydra can advance, kill something and retreat out of danger with this feat.
Snipe – Do the math: Advance (6") + cannon with three focus (15" RNG) + Snipe (+4 RNG) =
a 25" shot.
Vyros1
Feat – This, if properly executed, can give the Hydra full focus without any allocation.
Bird's Eye – Just look—and shoot—through clouds, forests, and other models.
Inviolable Resolve – If you need the Hydra further forward, this will help keep it alive that
much longer.
Mobility – Need to reposition for a better shot? How does running 16" and ignoring rough
terrain sound?
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Ossyan
Feat – Boosts damage output all the way to Awesome. POW 15 + 4d6 will punch a hole in
even the Behemoth.
Quicken – More threat range and survivability are always good.
Shatter Storm – Blow holes in clusters of lower-ARM infantry, or at least force your
opponent to consider the possibility.
Chronomancer – Wait, this spell lets the Hydra make more efficient use of focus? Yes
please!
Admonition – Keep this 'jack alive.
edit
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- - Ossyan - - Rahn - - Ravyn -
- Thyron - - Vyros 1 - - Vyros
2
Warjacks - Light Aspis - - Chimera - - Gorgon -
(Light Myrmidion) - Griffon
Moros
Warjacks – Heavy Banshee - - Daemon - - Hydra
(Heavy Myrmidion) - - Manticore - - Phoenix - -
Sphinx
Discordia - - Hypnos - -
Imperatus
Warjacks - Colossals Helios - - Hyperion
(Colossal Myrmidion)
Units Dawnguard Destors - -
Dawnguard Invictors (UA) - -
Dawnguard Sentinels (UA) - -
Battle Mages - - Houseguard
Halberdiers (UA) - -
Electromancers - - Heavy Rifle
Team - - Houseguard Riflemen
(UA) - - Mage Hunter
Infiltrators (UA) - - Mage
Hunter Strike Force (UA) (UA)
- - Stormfall Archers
Special Weapon Attachment:
Soulless Escort
Special Unit Attachment:
Eiryss3
Solos Arcanist - - Dawnguard
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Destor Thane - - Dawnguard
Scyir - - Ghost Sniper - -
Artificer - - Magister - -
Houseguard Thane - - Mage
Hunter Assassin - - Soulless
Voidtracer
Eiryss1 - - Eiryss2 - - Skeryth
Issyen - - Narn - - Nayl
Warcaster Attachment: Sylys
Wyshnalyrr
Journeyman Warcaster: Elara
Battle Engines Arcantrik Force Generator
edit
Retribution Mercenary
Index
Mercenary None at present
SPACERWarcastersSPACER
Mercenary Different types of
Warjacks Mercenary warjacks
can only be taken by
specific Mercenary
models ... which means
there's too many
permutations to list
here (in any sort of
meaningful way).
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However, note that the
following Retribution
mercenary models can
control
warjacks/warbeasts (in
addition to the
Mercenary Warcasters
listed above):
Dahlia Hallyr &
Skarath
Mercenary Nyss Hunters • Lady
Units Aiyana & Master Holt
Mercenary Lanyssa Ryssyll •
Solos Madelyn Corbeau •
Dahlia Hallyr &
Skarath
Note: To field a mercenary warcaster with Retribution (ha ha ha ha), you need to
be playing a game which allows 2 (or more) warcasters.
Privateer Press, Iron Kingdoms, The Witchfire Trilogy, WARMACHINE, HORDES, Warcaster, Warjack, Cygnar, Khador, Cryx, Menoth, Protectorate of Menoth,
Protectorate, Trollblood, Circle Orboros, Legion of Everblight, Skorne, Full Metal Fantasy™, Steam Powered Miniatures Combat, Monstrous Miniatures Combat and
all other character names, their distinctive likenesses, and faction symbols are property of Privateer Press, Inc. and © 2000-2014 Privateer Press. Some text and
images presented here are the property of Privateer Press, Inc. Used with permission.
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