So, here is more.
Weapons: 6 heads(heavy weapons)=1d6+2, lethal tai(l two-handed)=2d6
Special rules: Regenerate heads(+3cp): In the start of every own turn roll a 1d6 for every head the hydra has lost: on roll of 5 or 6 the head is regenerated back-3cp
Too many minds:(-2cp) The hydra's heads constantly fight with each other, altough sometimes they all share the same thought. To repsent this, just like in the regenerating, roll a 1d6. NOTE: if only one head is left then everything is "normal" and no roll is required.
1=The head try to kill each other.
2=The heads try to kill closest being; be it ally, handler or enemy.
3=Skill and movement -2
4=Skill and movement -1
These dark elves direct the hydras to the battle; without the handlers the hydras would be much more uncontrollable.
Movement:6 sprint +1
Weapons: Two handed
Special ablities: Overwhelming initiative, Side-step(these dark elves do have gained so profit from constantly dodging and avoiding the angry bites of the hydras)+2cp(thanks again Sylvanus)
Beastmasters: Can re-roll the hydras behaviour(if at least 3 inches from them) roll=but the new number must be accepted.(+1cp)
Here is a photo of the hydra I'm working on: