Renegades and Heretics – Hellhounds
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6

Hellhounds

NoNAME  M WS BS S T W! A Ld Sv Base
110
Hellhound (base: Use model)
1‑3
110
Hellhound
12" 6+ 4+ 6 7 6-11 3 7 3+ Use model
8" 6+ 5+ 6 7 3-5 D3 7 3+
4" 6+ 6+ 6 7 1-2 1 7 3+
This unit contains 1 Hellhound, Devil Dog or Bane Wolf. It can include 1 additional Hellhound, Devil Dog or Bane Wolf (Power Rating +6) or 2 additional Hellhounds, Devil Dogs and/or Bane Wolves in any combination (Power Rating +12).
 • Each Hellhound is equipped with a heavy bolter and an inferno cannon.
 • Each Devil Dog is equipped with a heavy bolter and a melta cannon.
 • Each Bane Wolf is equipped with a heavy bolter and a chem cannon.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Chem cannon
Chem cannon
8"
Heavy D6
*
-3
1
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
This weapon automatically hits its target. In addition, it wounds on a 2+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.
Heavy bolter
Heavy bolter
36"
Heavy 3
5
-1
2
-
Heavy flamer
Heavy flamer
12"
Heavy D6
5
-1
1
Each time an attack is made with this weapon, that attack automatically hits the target.
Each time an attack is made with this weapon, that attack automatically hits the target.
Inferno cannon
Inferno cannon
16"
Heavy 2D6
6
-1
1
This weapon automatically hits its target.
This weapon automatically hits its target.
Melta cannon
Melta cannon
24"
Assault D3
8
-4
D6
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Blast. Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
+10
Multi-melta
+10
Multi-melta
24"
Heavy 2
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • Any model may replace its heavy bolter with a heavy flamer or a multi-melta.
 • Any model may take items from the Vehicle Equipment list.
ABILITIES
ABILITIES
Explodes: If a Hellhound, Devil Dog or Bane Wolf is reduced to 0 wounds, roll a D6 (adding 2 to the result in the case of a Hellhound) before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers: Once per game, instead of shooting any weapons in the Shooting phase, a Hellhound, Devil Dog or Bane Wolf can use its smoke launchers; until your next Shooting phase your opponent must subtract 1 from all hit rolls for ranged weapons that target it.
Vehicle Squadron: The first time this unit is set up, all models in this unit must be placed within 6" of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
FACTION KEYWORDS: CHAOS, RENEGADES AND HERETICS
KEYWORDS: VEHICLE, HELLHOUNDS

Optional Wargear

Many of the units you will find on this page reference one or more of the following wargear lists (e.g. Vehicle Equipment). When this is the case, the unit may take any item from the appropriate list below.

VEHICLE EQUIPMENT

 • Augur array

 • Dozer blade

 • Heavy stubber1

 • Hunter-killer missile

 • Storm bolter1

 • Track guards

1 A vehicle cannot have both a heavy stubber and a storm bolter.


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
+5
Heavy stubber
+5
Heavy stubber
36"
Heavy 3
4
0
1
-
+5
Hunter-killer missile
+5
Hunter-killer missile
48"
Heavy 1
10
-2
D6
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.
+3
Storm bolter
+3
Storm bolter
24"
Rapid Fire 2
4
0
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Augur array
Once per battle, in the Shooting phase, you can re-roll a single failed hit roll for a vehicle with an augur array.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Dozer blade
If a vehicle with a dozer blade charges in the Charge phase, add 1 to hit rolls made for it until the end of the ensuing Fight phase.
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
+5
Track guards
A vehicle with track guards always counts as having its starting number of Wounds when determining its Move characteristic (i.e. its Move characteristic does not decrease as it suffers wounds).
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.

Hunter-killer missile used in the following datasheets:


– may take Hunter-killer missile as an option.

Storm bolter used in the following datasheets:


– may take Storm bolter as an option.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Faction Rules

This datasheet has Fast Attack Battlefield Role. Full list of Renegades and Heretics units sharing same Battlefield Role follows:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.

Multi-melta used in the following datasheets:

Fast Attack
Heavy Support
Vehicle Equipment
 • Augur array
+5
 • Dozer blade
+5
 • Heavy stubber1
+5
 • Hunter-killer missile
+5
 • Storm bolter1
+3
 • Track guards
+5

1 A vehicle cannot have both a heavy stubber and a storm bolter.

Augur array used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Augur array as an option.

Dozer blade used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Dozer blade as an option.

Track guards used in the following datasheets:

Dedicated Transport
Fast Attack

– may take Track guards as an option.
© Vyacheslav Maltsev 2013-2021