Hydra – Retribution Heavy Myrmidon

House Shyeel has brought the power of its formidable myrmidons to the Retribution, fighting machines enhanced by 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


Low Heavy
Damage Boxes
Very High Heavy
Expensive Heavy

Weapons & Attacks

  • Force Cannon – Decent RNG and average POW ranged attack.
    • Magical Weapon - This weapon can damage incorporeal models.
    • Focus Powered – The Force Cannon gets a small RNG and POW bonus for each point of focus on the Hydra when the attack is declared.
    • Field Dependent - This weapon stops working if the Field Generator is crippled.
  • Force Fist (x2) – These Open Fists have a pretty low POW for heavy weapons, but they do allow for the fantastic Chain Attack.
    • Open Fist – This grants access to more Power Attacks.
    • Chain Attack [Grab & Smash] - If this model hits the same target with both of its initial attacks with these 2 weapons, after resolving the 2nd attack it gets a free power attack against that target: Double-handed throw, single-handed throw, head-butt, headlock/weapon lock, or push.

Special Abilities

  • Field Dependent - Some of this model's weapons/abilities stop working if the Field Generator is crippled.
  • Focus Battery – The myrmidon doesn't lose unspent focus points during the Maintenance Phase.
  • 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.
    • Field Dependent - This ability can't be used if the Field Generator is crippled.

Thoughts on the Hydra

The Hydra in a nutshell

Some Retribution players love the Hydra, others argue it's not worth the points. However good Grab & Smash may be, this 'jack's primary strength lies in its Force Cannon—with a focus investment, this is the Retribution's strongest ranged weapon not mounted on a huge base. However, the Hydra's low RAT makes employing the Force Cannon more difficult than some people like, and the 'jack requires more support than you might think. Its average 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.


  • Arcanist - because of all the jack buffs.
  • 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.
  • 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.
  • Dawnlord Vyros 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?
  • Lord Arcanist Ossyan Feat – Boosts damage output all the way to Awesome. POW 15 + 4d6 will punch a hole in even the Behemoth.

Drawbacks and Downsides

  • The Force Fists suck at hurting heavies. Even with an Arcanist they still aren't much use.
  • The chain attack is uttterly pointless against Colossals/Gargatuans
  • If you start at full allocation, then boost to hit, the Hydra Cannon hits no harder than the Banshee or the Phoenix.

Tricks and Tactics

  • Charge it up turn 1 with your caster's spare focus. Then get a big turn turn 2.
  • The enemy generally don't like hitting the Hydra - it charges it up. Use this to tease them.

Theme Forces this is a member of

Retribution Index
Garryth - - Issyria - - Kaelyssa - - Ossyan - - Rahn - - Ravyn - - Thyron - - Vyros 1 - - Vyros 2
Warjacks - Light
(Light Myrmidion)
Aspis - - Chimera - - Gorgon - - Griffon
Warjacks – Heavy
(Heavy Myrmidion)
Banshee - - Daemon - - Hydra - - Manticore - - Phoenix - - Sphinx
Discordia - - Hypnos - - Imperatus
Warjacks - Colossals
(Colossal Myrmidion)
Helios - - Hyperion

Dawnguard Destors - - Dawnguard Invictors - - Dawnguard Sentinels - - Battle Mages - - Houseguard Halberdiers - - Electromancers - - Heavy Rifle Team - - Houseguard Riflemen - - Mage Hunter Infiltrators - - Mage Hunter Strike Force - - Stormfall Archers
Special Weapon Attachment: Soulless Escort
Special Unit Attachment: Eiryss3
Arcanist - - Dawnguard 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


Retribution Mercenary Index
None at present
Different types of 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).

However, note that the following Retribution mercenary models can control warjacks/warbeasts (in addition to the Mercenary Warcasters listed above):
Dahlia Hallyr & Skarath
Nyss HuntersLady Aiyana & Master Holt
Lanyssa RyssyllMadelyn CorbeauDahlia 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.

Or see the Retribution Theme Forces