Hydra
verified 6.37updated 2026-10-01 · Data import · Data: Dom6 Inspector (larzm42)

Swamp survivalSwamp survival · Crosses swamp provinces without the movement penalty other units suffer there.- Resist fire -10 pointsResist fire · Takes less damage from fire by the value shown; a negative value means it takes more.
- Resist poison 25 pointsResist poison · Takes less damage from poison by the value shown; a negative value means it takes more.
AnimalAnimal · An animal: eats half as much as a humanoid of its size, is led by ordinary commanders, and is affected by Animal Awe and by beast masters.
UndisciplinedUndisciplined · Cannot be given battle orders; deploys only in skirmish formation and attacks without regard to any plan.- Blunt resistantBlunt resistant · Takes half damage from blunt weapons.
- Pierce resistantPierce resistant · Takes half damage from piercing weapons.
Cold bloodedCold blooded · Cold-blooded like the lizardmen of C'tis, who the manual says tire very quickly when fighting in cold provinces.
SwimmingSwimming · Can cross rivers without the usual penalty.
RecuperationRecuperation · Gradually cures the unit's battle afflictions, but not while it is suffering from old age.
Values from game data unless a chip says otherwise.
- HPhit points · How much damage a unit can take before it dies. Damage that gets past its protection comes off hit points, and a unit at zero is dead. Big creatures usually have many more than ordinary soldiers. Full article
- 80
- PROTprotection · What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. Full article
- 8
- MORmorale · A unit's nerve. Fear, losses and a fallen commander test it, and a unit that fails can break and flee. Higher morale holds the line longer; blessings, items and good leaders can raise it. Full article
- 15
- MRmagic resistance · A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. Full article
- 14
- STRstrength · Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. Full article
- 16
- ATTattack skill · How well a unit lands blows. The attacker adds a DRN to its attack skill and the target adds one to its defence skill; the blow lands only if the attacker's total is higher. Full article
- 14
- DEFdefence skill · How hard a unit is to hit. The defender adds a DRN to its defence skill, and a blow that does not beat that total misses, so a tie goes to the defender. Shields and some abilities add to it. Full article
- 12
- PRECprecision · How accurately a unit shoots or throws. Low precision lets missiles drift off the target; high precision keeps them on it. It matters most for archers and for spells that must be aimed. Full article
- 5
- ENCencumbrance · The weight of a unit's armour and gear. Every point tires the unit faster in battle, and a tired unit fights worse. Light troops carry little; heavy armour carries a lot. Full article
- 3
- Sizesize · How big the unit is, from small to giant. Size affects how much room a unit takes in battle and how easy it is to hit, and some effects work only on units of certain sizes. Full article
- 9
- Movemap move · How many movement points a unit has on the strategic map each turn. Difficult terrain costs more of them, and an army moves at the speed of its slowest member. Full article / APaction points · Combat speed: how far a unit can move in a round of battle. Fast units reach the enemy, or escape it, before slow ones. Full article
- 10 / 7
- Goldgold cost · What a unit costs in gold to recruit. This wiki shows ? where the Inspector's value has not been checked in the game yet. Full article
- ? not verified
- Resourcesresource cost · The equipment a unit needs. It is taken from the province's resources, which are not saved from one turn to the next, so a province with few resources cannot arm many heavy units. Full article
- 1
- Recruitment pointsrecruitment points · How much of a province's recruitment capacity a unit uses. A province can train only so many of the better units in one turn. Full article
- ? not verified
- Upkeepupkeep · The recurring cost of keeping a unit in service. This wiki shows ? where the Inspector's value has not been checked in the game yet. Full article
- ? not verified
- Leadershipleadership · How many troops a commander can lead, counted separately for ordinary, magical and undead troops. A good leader steadies the line; a force without a qualified leader tends to break. Full article
- 50
Weapons
| Weapon | Damage | Att | Def | Length | Flags |
|---|---|---|---|---|---|
| Lesser HeadLesser Head · Damage -3, length 0, 1 attack, resource cost 0. Intrinsic (takes no hand), Piercing. Extra effect on damage: Weak Poison. Open in the weapons table | 13 | 14 | 0 | 0 | piercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
| Lesser HeadLesser Head · Damage -3, length 0, 1 attack, resource cost 0. Intrinsic (takes no hand), Piercing. Extra effect on damage: Weak Poison. Open in the weapons table | 13 | 14 | 0 | 0 | piercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
| Great HeadGreat Head · Damage 0, attack 1, length 0, 1 attack, resource cost 0. Intrinsic (takes no hand), Piercing. Extra effect on damage: Strong Poison. Open in the weapons table | 16 | 15 | 0 | 0 | piercepierce · The target’s protection is cut by 15% before the blow is compared with it. Damage types |
Damage includes the unit's strength and Att its attack skill, as the Dom 6 Inspector shows them.
Armour, by protected zone
- Head
- — none
- 0
- Body
- — none
- 0
- Arms
- — none
- 0
- Legs
- — none
- 0
Armour worn
None
Description
In the misty swamps of Pythia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Pythium and are deeply feared by soldiers and gladiators alike.
Text: Illwinter Game Design, via Dom6 Inspector
Connected units
Terms on this page
Generated from the terms used above. This block is what prints.
- hit points
- How much damage a unit can take before it dies. Damage that gets past its protection comes off hit points, and a unit at zero is dead. Big creatures usually have many more than ordinary soldiers. · Full article · back to text
- protection
- What stands between a unit and a blow, from its armour plus any natural protection of its own. The defender adds a DRN to it, and a hit wounds only when the damage total is higher, so a tie does nothing. · Full article · back to text
- morale
- A unit's nerve. Fear, losses and a fallen commander test it, and a unit that fails can break and flee. Higher morale holds the line longer; blessings, items and good leaders can raise it. · Full article · back to text
- magic resistance
- A unit's defence against spells that can be resisted. The target adds a DRN to it, the caster adds one to its penetration, and the caster wins a tie. · Full article · back to text
- strength
- Added to the damage of a melee weapon on every hit, so a strong unit hurts more with the same weapon. · Full article · back to text
- attack skill
- How well a unit lands blows. The attacker adds a DRN to its attack skill and the target adds one to its defence skill; the blow lands only if the attacker's total is higher. · Full article · back to text
- defence skill
- How hard a unit is to hit. The defender adds a DRN to its defence skill, and a blow that does not beat that total misses, so a tie goes to the defender. Shields and some abilities add to it. · Full article · back to text
- precision
- How accurately a unit shoots or throws. Low precision lets missiles drift off the target; high precision keeps them on it. It matters most for archers and for spells that must be aimed. · Full article · back to text
- encumbrance
- The weight of a unit's armour and gear. Every point tires the unit faster in battle, and a tired unit fights worse. Light troops carry little; heavy armour carries a lot. · Full article · back to text
- size
- How big the unit is, from small to giant. Size affects how much room a unit takes in battle and how easy it is to hit, and some effects work only on units of certain sizes. · Full article · back to text
- map move
- How many movement points a unit has on the strategic map each turn. Difficult terrain costs more of them, and an army moves at the speed of its slowest member. · Full article · back to text
- action points
- Combat speed: how far a unit can move in a round of battle. Fast units reach the enemy, or escape it, before slow ones. · Full article · back to text
- gold cost
- What a unit costs in gold to recruit. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
- resource cost
- The equipment a unit needs. It is taken from the province's resources, which are not saved from one turn to the next, so a province with few resources cannot arm many heavy units. · Full article · back to text
- recruitment points
- How much of a province's recruitment capacity a unit uses. A province can train only so many of the better units in one turn. · Full article · back to text
- upkeep
- The recurring cost of keeping a unit in service. This wiki shows ? where the Inspector's value has not been checked in the game yet. · Full article · back to text
- leadership
- How many troops a commander can lead, counted separately for ordinary, magical and undead troops. A good leader steadies the line; a force without a qualified leader tends to break. · Full article · back to text
- Swamp survival
- Crosses swamp provinces without the movement penalty other units suffer there. · back to text
- Resist fire
- Takes less damage from fire by the value shown; a negative value means it takes more. · back to text
- Resist poison
- Takes less damage from poison by the value shown; a negative value means it takes more. · back to text
- Animal
- An animal: eats half as much as a humanoid of its size, is led by ordinary commanders, and is affected by Animal Awe and by beast masters. · back to text
- Undisciplined
- Cannot be given battle orders; deploys only in skirmish formation and attacks without regard to any plan. · back to text
- Blunt resistant
- Takes half damage from blunt weapons. · back to text
- Pierce resistant
- Takes half damage from piercing weapons. · back to text
- Cold blooded
- Cold-blooded like the lizardmen of C'tis, who the manual says tire very quickly when fighting in cold provinces. · back to text
- Swimming
- Can cross rivers without the usual penalty. · back to text
- Recuperation
- Gradually cures the unit's battle afflictions, but not while it is suffering from old age. · back to text
Art: Illwinter Game Design, via Dom6 Inspector
Last updated 2026-10-01 by Data importVerified for 6.37 (current)