Hydra

Hydras are one of the Templar Classes you may choose to deploy on missions.

## Overview

Hydras are the more mobile of the two heavy weapon wielding Templars, as most talents do not prevent movement after use, at the trade-off of short-medium attack range and rendering terrain hazardous to both sides.Their attacks are more reliant on fire damage than physical, due to the low penetration capabilities of the flamethrower, which leaves them vulnerable to foe with high fire res. Stat wise they are very similar to Neptunes but feature a stronger willpower gain over HP; they also require an investment in tactics to maximise their damage output. They are incapable of performing overwatch, instead they rely on area denial through residual flames.

They have access to specialist armours that are sometimes shared with flame tank Engineers, but will always provide Fire res along with 1+ other modifiers. As most of their talents generate lots of heat they have a wide variety of gear options to raise their maximum heat, in addition to a talent.

## Starting Attributes

Hydras begin with the following attributes, skills, and class features:

### Class Features

* Base HP: 96 + 1 per level
* HP Modifier: + 5 HP per Fortitude
* Toughness Modifier: 150% of Fortitude
* Resistance Modifier: 250% of Willpower
* SP Cost: 500 + 5 x Level, maximum = 550

### Attributes

* Fortitude: 5
* Willpower: 2
* Focus: 2
* Strength: 3
* Quickness: 3

### Skills

* Gunnery: 4
* Warrior: 2
* Tactics: 3
* Evasion: 2

## Starting Talents

The Hydra starts with a single rank in **Hellstorm**, **Grapple**, and **Napalm Charge**.

## Usable Gear

The Hyrdra uses Flamers, Gauntlets, Leviathan Reactors (War Gear shared with Engineers), and Armor Coatings (War Gear shared with Paladins and Berserkers.) They use Flame Tank Armor (shared with fire-based Engineers), as well as Hydra Armor.

## Hydra Talents

##### Hellstorm

Ranged group attack.
Hits a V shape with good accuracy and bonus fire damage and critical chance.
The area impacted upgrades to a cone shape at rank 3 and an extended cone at rank 5, hitting up to 6 targets.
Enemies killed from this attack may leave a burning tile that deals damage and imparts heat to anyone walking through it.

* Weapon: Flamer
* Max targets: 3 Small Fan  up to rank 2, 4 Cone  up to rank 4, 6 Extended Cone  above
* Range: 4
* Cost: 2 AP, +6 Heat

##### Grapple

Single-target melee attack that ends movement when used but grants a short buff if it connects and deals damage.
As it uses 1 AP and only 3 heat this can be a good talent for the Hydra to use when only 1 AP remains and no further movement is necessary in some situations.
Because the Hydra will typically have a high strength to use his/her weapon, this can be a somewhat accurate attack for the Hydra, despite being a melee attack.

* Weapon: Gauntlet
* Buff: 3 turns on hit
* Max targets: 1
* Range: 1 (melee)
* Cost 1 AP, +3 Heat
* Restriction: Ends Move

##### Napalm Charge

Ranged AoE and DoT attack with usage limit with the same statistics as Hellstorm but affecting a potentially large area.
Covers an area in flame. The size of the area increases greatly with ranks.
Hits a number of targets limited by Tactics and thus begins at hitting only 3 foes.
Extremely useful in denying enemy spawns as enemies will not spawn from tiles covered in flame.
Very powerful when combined with another Templar on Overwatch as foes will be stuck in the burning tiles for additional time.
With the large pattern the effective range is 6-7 tiles.
Uses 3 AP, which means its use requires careful planning.

* Weapon: Flamer
* Max targets: 9 3x3

```
up to rank 2, 13 Diamond  up to rank 6, 25 Huge Diamond  above, limited by Hydra's Tactics skill

```

* Range: 5
* Cost: 3 AP, +15 Heat
* Restriction: Limited Use
* Ordnance: Promethium Resupply

##### Incinerator

Short-range single-target attack that deals massive bonus fire damage, bonus critical chance, and a moderate penetration bonus.
Generates 15 Heat, making it an expensive attack to use routinely.

* Weapon: Flamer
* Max targets: 9 3x3

```
up to rank 2, 13 Diamond  up to rank 6, 25 Huge Diamond  above, limited by Hydra's Tactics skill

```

* Range: 2
* Cost: 2 AP, +15 Heat

##### Heat Waves

Limited-use medium-range AoE attack that hinders foes if it deals damage to them.
Bonus damage is not fire based, making this a potential option against enemies that are heavily resistant to fire.
Crippling effect lowers melee accuracy and damage dealt, and also reduces MP from rank 2+.
Hits an extended cone shape.

* Weapon: Flamer
* Hinder: ? turns
* Max targets: 6 Extended Cone
* Range: 3
* Cost: 2 AP, +9 Heat
* Restriction: Limited Use
* Ordnance: Promethium Resupply

##### Inferno Seal

Limited-use group buff that grants a small amount of deflection and armor and a large amount of Fire Resist (Fire Res).
Number of targets impacted by Tactics skill, and thus starts at 3 Templars affected.
Cannot be used while overheated.

* Weapon: Flamer
* Buff: 4 turns
* Max targets: 9 3x3

, limited to Hydra's Tactics skill

* Range: 3
* Cost: 2 AP, +9 Heat
* Restriction: Limited Use, Heat Restricted

##### Redline Reactor

Self-only buff that grants a higher overheating threshold and bonus damage for 4 turns.
Has usage limit that increases at higher ranks.
Costs 6 heat to use, but it isn't particularly valuable at ranks 1 and 2 due to very minor gains to max heat.
This is the only Hydra-specific skill that uses 1 AP.

* Buff: 4 turns
* Max targets: 1
* Range: 0 (self)
* Cost: 1 AP, +6 Heat
* Restriction: Limited Use

##### Napalm Lance

Limited-use Ranged AoE DoT with a high critical hit chance.
Similar to Napalm Charge but has more fire damage, much higher critical chance but can only hit a 3x3 area and has one tile less range.
Number of targets impacted by Tactics skill, and thus starts at 3 foes affected, even if more are present in the AoE.

* Weapon: Flamer
* Max targets: 9 3x3

, limited by Hydra's Tactics skill

* Range: 4
* Cost: 3 AP, +15 Heat
* Restriction: Limited Use
* Ordnance: Promethium Resupply