Hydra

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Retribution Shyeel Heavy Warjack

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[edit]

Hydra
Retribution Hydra.jpg
SPD 6
STR 10
MAT 6
RAT 5
DEF 12
ARM 18
Force Field 10
HP 22
Cost 15

Weapons and Attacks[edit]

Special Abilities[edit]

  • Warjack - All warjacks share the same set of special rules. Most notably being big and stompy.
  • Construct - This model is a construct and is not a living model.
  • Force Fields - this warjack has an extra damage track that takes damage first.
  • Field Dependent - If this model's Generator is crippled, it loses Kinetic Capacitor and can't attack with its Force Cannon.
  • Focus Battery - This model doesn't lose its unspent focus at the start of the turn.
  • Kinetic Capacitor - This model gains focus when it is hit.

Thoughts on Hydra[edit]

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Note to Editors
If you're looking for inspiration for content to add to this page, you can always copy-paste (& update as necessary) info from the old mk2 entry:
Mk2 Battle College: Hydra .

Comparison to Mk2[edit]

  • This model gained a point of damage on its fists
  • Less expensive compared to its Mk2 Version

Hydra in a nutshell[edit]

The Hydra's average gun gets fairly threatening once powered up due to its stupid good range (Longest in ret without snipe). Its lower P+S melee attacks mean it will need help taking down heavy warjacks, but its chain attack offers some utility and the ability to knockdown enemy models.

Combos & Synergies[edit]

  • Snipe is a great tool to give this guy some annoying range.
  • Have him go first. If the hydra gets its two first punches in then whatever he knocked down becomes open season.
  • Lord Ossyan has a great set of spells to help out our one headed hydra. Fortune for re-rolls on super long shots against hard to hit solos, and Shatter Storm for taking out piled up group of troops (heh I made a rhyme).
  • Scything touch with Elara2 is exactly what you need to make his melee not only decent but useful.
  • Due to not losing focus each round, it's a good jack to marshal - load it up with focus in the first turn then hold on to it unless you need to boost. The extra attack and +2 damage in melee doesn't hurt either.

Drawbacks & Downsides[edit]

Well the sad truth of it is that there are better options. He can get long shots off and is focus efficient but he only gets one shot and his CQC is lack luster, the only pro about that is grab and smash. The only thing by himself he is good at is sniping out solos. That's a lot of points to waste on a solo hunter.

Tricks & Tips[edit]

Because of its focus battery ability just stuff it with focus on turn one or have an Arcanist Mechanik follow him around like a puppy, just in case you need to make some boosted shots.


Other[edit]

Trivia[edit]

The Hydra is a reference (like most ret jacks) to a mythological monster. In this case the "Hydra" is referring to the three headed dragon beast that Hercules fought in his quests given to him by his father Zeus. The Hydra was a special monster as if it were to have one of its heads cut off two more would replace it making it one of the most famous Monsters in history.

Theme Forces this is a member of[edit]

Other Retribution models[edit]

RetLogo.jpg

(Edit)

Battlegroups
Warcasters Rahn1 - Vyros1 - Vyros2 - Elara2 - Garryth1 - Goreshade4 - Issyria1 - Kaelyssa1 - Ossyan1 - Ravyn1 - Thyron1 - Helynna1
R
E
T
R
I
B
U
T
I
O
N
Warcaster attachments Fane Knight Guardian (Retribution) - Sylys Wyshnalyrr (Retribution) - Madelyn Corbeau (Mercenary)
Other Controllers Elara1 (BGC) - Sentinel Scyir - Artificer
Light warjacks Aspis - Chimera - Gorgon - Griffon
Moros
Heavy warjacks Banshee - Daemon - Hydra - Manticore - Phoenix - Sphinx
Discordia - Hypnos - Hemera - Imperatus
Colossal Hyperion - Helios
 
Units, Solos, & Battle Engines
Units Destors - Invictors - Sentinels - Heavy Rifle Team - Swordsmen - Battle Mages - Electromancers - Halberdiers - Riflemen - Infiltrators - Strike Force - Ryssovass Defenders - Stormfall Archers
Nyss Hunters - Spears of Scyrah
Special: Eiryss3 (CA) - Soulless Escort (WA)
Solos Arcanist Mechanik - Destor Thane - Sentinel Scyir - Ghost Sniper - Artificer - Magister - Houseguard Thane - Lys Healer - Assassin - Priest of Nyssor - Soulless Voidtracer

Aelyth Vyr - Eirrys1 - Eiryss2 - Elara1 - Issyen - Narn - Nayl

Battle Engines Arcantrik Force Generator
 
Theme Forces
Forges of War - Defenders of Ios - Shadows of the Retribution
Retibution of Scyrah - Mercenary/Minion models (Edit)
RetMercLogo.jpg
Units Lady Aiyana & Master Holt
Solos Dahlia Hallyr & Skarath - Lanyssa Ryssyl, Nyss Sorceress - Madelyn Corbeau, Ordic Courtesan


Rules Clarifications[edit]

Rules Clarification : Warjack      (Edit)

  • Please refer to the Warjack page for a recap of the warjack rules, and the very few associated Infernal Rulings.

Rules Clarification : Construct - None yet. (Edit)

Rules Clarification : Force Fields      (Edit)

  • You cannot spend focus to heal Force Fields mid-move, such as taking damage from a free strike. (Infernal Ruling)

Rules Clarification : Focus Battery      (Edit)

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Rules Clarification : Kinetic Capacitor      (Edit)

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Rules Clarification : Focus-Powered      (Edit)

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Rules Clarification : Field Dependent      (Edit)

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Rules Clarification : Chain Attack Grab & Smash      (Edit)

Rules Clarification : Chain Attack      (Edit)

  • Buying extra attacks with fury or focus cannot trigger a Chain Attack - only initial attacks can trigger it.
  • Changing the order of your initial attacks (if you have a third, non-Chain Attack weapon) will not prevent a Chain Attack. Also, interrupting your initials to resolve the Chain Attack will not prevent you taking the 3rd initial afterwards.
    • For example, the Cryx Nightmare can go {Claw - Tusks - Claw} and still trigger Chain Attack with the Claws even though they were out of order.
  • You may also want to refresh yourself on the Rules Clarifications on Throws and Head-Butts.