13th Black Crusade Black Legion Army List
Forces
The 13th Black Crusade Black Legion Army List uses the datasheets from the Black Legion Forces section.
Using The Army List
The following army list allows you to field a Chaos Space Marine army based on Abbadon’s Black Legion. It can also be used as a stand in
army list for other Traitor Legions, such as the Death Guard, World Eaters, Night Lords and Iron Warriors.
Black Legion formations come in three types: retinues, elite formations and support formation. Each retinue you include in the army allows you to field any one elite formation and any two support formations. Although you can only take an elite or support formation if you first take a retinue, they are treated as separate independent formations during the battle and do not have to move around together.
In addition, formations may be given up to four upgrades but each upgrade may only be taken once per formation. Which upgrades a formation may be given are listed in the Upgrades
column. Upgrades are added to the formation and are not a separate formation. Each upgrade that is taken adds to the cost of the formation, as shown on the upgrade chart.
Black Legion armies may be supported by Chaos Navy and War Engine formations. Up to a third of the points available to the army may be spent on these formations.
Special Rules
Certain units have special abilities described in Augmented Summoning (see Augmented Summoning) and Daemonic Focus (see Daemonic Focus).
Fickle Masters
The Chaos Powers are quick to punish or reward their champions. In the strategy phase if the Chaos player rolls a 6 they are rewarded for their tactical acumen with an additional 1D3 lesser daemons to add to the Daemon Pool (see Summoned Units). If the Chaos player rolls 1 their patron Powers withdraw their support and the Chaos player must remove D3 lesser daemons from the Daemon Pool. If the Chaos player has no remaining daemons in their Daemon Pool then there is no further effect.
Sacrifice
A unit with a Champion of Chaos character may be sacrificed before rolling for summoning points to generate 6 summoning points to summon a Greater Daemon. The Greater Daemon must be placed within 10cm of the unit with the Champion of Chaos, which is then removed from play.
Summoned Units
Each formation in an army of chaos belongs to a faction that owes allegiance to one of the gods of chaos (Khorne, Nurgle, Slaanesh or Tzeentch), or to Chaos Undivided. You must decide which faction each formation in your army belongs to before the battle and note it down on your army list. Formations that purchase the Daemonic Pact upgrade are able to summon daemons to the battlefield.
Daemons in the Daemon Pool are purchased and noted only as being lesser or greater daemons, not by their faction. The summoning formation’s faction dictates what types of daemons may be summoned (see below). Players should either write down the contents of their Daemon Pool or use tokens to indicate the number of each lesser and greater daemon they have available to summon during a game. The Chaos player’s opponent is always able to view the number of lesser and greater daemons remaining in the Daemon Pool. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons onto the board.
At the start of that formation’s action, before the action test dice roll is made, the formation may summon daemonic units from the Daemon Pool. Summoning allows you to call 2D3 summoning points worth of daemonic units to the battlefield (the number of summoning points it costs to summon a unit are listed below in parentheses after each unit). Summoning points must be used to summon daemonic units from the Daemon Pool and summoned units are brought into play immediately. If for any reason any summoning points generated are not used, they are lost and may not be carried over into subsequent turns. You may only summon as many daemons as you have left in your Daemon Pool. Left over daemonic units may be summoned during a later turn. Daemonic units that are destroyed are removed from play and are not put back into the Daemon Pool. Broken formations or formations that have not bought a Daemonic Pact may not summon daemons.
Players may only have one greater daemon of a given faction in the army on the board at one time. For example, if you already have a summoned Bloodthirster on the board you are not allowed to summon another Bloodthirster until that first greater daemon has been removed from play. Summoned units must be set up with their base within 5cm of any non-daemonic unit from their formation, (i.e. you cannot place a chain
of summoned units). They may not be set up in the Zone of Control of an enemy unit or in impassable terrain. The type of unit that can be summoned depends on the summoning formation’s faction, as follows:
Faction | Daemons |
---|---|
Khorne | Bloodthirster (8), Bloodletters (1), Daemonic Beasts (1) |
Nurgle | Great Unclean One (8), Plaguebearers (1), Daemonic Beasts (1) |
Slaanesh | Keeper of Secrets (8), Daemonettes (1), Daemonic Beasts (1) |
Tzeentch | Lord of Change (8), Flamers (1), Daemonic Beasts (1) |
Chaos Undivided | Bloodthirster (8), Great Unclean One (8), Keeper of Secrets (8), Lord of Change (8), |
Summoned units count as part of the formation for all rules purposes as long as they remain on the battlefield. Summoned units are Expendable, but they are otherwise counted as normal units, and are included when working out if a formation outnumbers an opponent in an assault or is broken by Blast markers, etc. Note that Daemons that are killed in an assault do count towards the number of units killed by the enemy when working out modifiers for assault resolution. If a formation loses an assault (see Loser Withdraws) remove extra hits from the formation before it is broken and all the remaining summoned units are then removed.
Summoned units remain on the battlefield until the end phase of the turn in which they are summoned. In the end of the rally phase, after formations have attempted to rally, all summoned units in the formation are removed from the board and placed back into the Daemon Pool unless the formation has a unit with Daemonic Focus (see Daemonic Focus). Greater Daemons that are returned to the Daemon Pool keep the same DC they had when they left the battlefield. They do not heal back to full DC, so when summoned again they will have that same DC. Summoned units that are destroyed are not put back into the Daemon Pool. Note that this may lead to the formation breaking if the number of Blast markers on the formation is greater than the number of units left in play after the summoned units have been removed. When a formation breaks any summoned units in the formation are lost in the warp and considered destroyed. They do not go back into the Daemon Pool.
13th Black Crusade Black Legion Army List
13th Black Crusade Black Legion armies have a strategy rating of 4. Chaos Navy formations have an initiative rating of 2+. All other formations have an initiative rating of 1+.
Formation | Units | Upgrades | Cost |
---|---|---|---|
Armoured Company | Between four and eight of any of the following units: Chaos Predator, Chaos Land Raider | Defilers, Vindicators |
50 points each per Chaos Predator 75 points each per Chaos Land Raider |
Retinue | Eight Chaos Space Marines, one with a Chaos Lord or Sorcerer Lord character | All | 275 points |
(Any one elite formation may be fielded per each retinue, not armoured company.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Chaos Terminators | Between four and six Chaos Space Marine Terminators, one with a Chaos Lord or Sorcerer Lord character | All except Cult Marines, Havocs, Rhinos and Vindicators |
275 points for four +60 points per extra |
Chosen | Four Chaos Space Marine Chosen | Daemonic Pact, Dreadclaws, Dreadnoughts, Rhinos | 125 points |
(Any two support formations may be fielded per each armoured company or retinue.) | |||
Formation | Units | Extras | Cost |
---|---|---|---|
Bike Company | Eight Chaos Space Marine Bikes, one with a Chaos Lord or Sorcerer Lord character | Daemonic Pact, Icon Bearer | 300 points |
Defiler Assault Pack | Four Defilers | None | 275 points |
Havocs | Four Havocs, one with a Chaos Lord character, and two Chaos Rhinos or Chaos Land Raiders | Chaos Champion, Daemon Prince, Daemonic Pact, Dreadnoughts, Icon Bearer |
225 points or 350 points |
Raptor Cult | Between four and eight Raptors, one with a Chaos Lord or Sorcerer Lord character | Daemonic Pact |
175 points for four +35 points per extra |
(Up to four upgrades may be taken once per formation.) | ||
Upgrade | Units | Cost |
---|---|---|
Chaos Champion | Add one Champion of Chaos character | +50 points |
0–1 Chaos Warlord | Add one Chaos Warlord character per army to a Daemon Prince or a unit with a Chaos Lord character | +50 points |
Cult Marines | Add four Berzerkers, Noise Marines, Plague Marines or Thousand Sons to a formation that belongs to Khorne, Slaanesh, Nurgle or Tzeentch respectively | +150 points |
0–1 Daemon Prince per faction | Replace a unit with a Chaos Lord character with a Daemon Prince | +50 points |
Daemonic Pact | Add one Lesser Daemon to the Daemon Pool. The formation may summon daemons. | +25 points |
Defilers | Add up to three Defilers | +75 points each |
Dreadclaws | Transport a formation containing only infantry units and Chaos Dreadnoughts in Dreadclaws | +5 points per unit |
Dreadnoughts | Add up to three Chaos Dreadnoughts | +50 points each |
Havocs | Add four Havocs | +150 points |
Icon Bearer | Add one Icon Bearer character | +25 points |
Land Raiders | Add up to four Chaos Land Raiders | +75 points each |
Obliterators | Add up to three Obliterators | +75 points each |
Rhinos | Add one Chaos Rhino for every two infantry units | +10 points each |
Vindicators | Add up to three Chaos Vindicators | +35 points each |
(Up to a third of the points available may be spent on these formations.) | |||||||||||||||||||||||||||||||||||
|
Unit | Cost |
---|---|
Greater Daemon | +50 points each |
Lesser Daemon | +15 points each |
Black Legion Forces
- EA(+1)
- FS
- EA(+1)
- FS
- Augmented Summoning (+2D3)
- Invulnerable Save
A Champion of Chaos added to a formation that belongs to Khorne, Nurgle or Chaos Undivided has a Daemon Artifact weapon. A Champion of Chaos added to a formation that belongs to Slaanesh or Tzeentch has a Daemon Bolt weapon.
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- Supreme Commander
- Daemonic Focus
- Invulnerable Save
- Leader
- EA(+1)
- MW
- Commander
- Invulnerable Save
- Leader
- Fearless
- EA(+1)
- Expendable
- Invulnerable Save
- Mounted
- Scout
- EA(+1)
- MW
- Reinforced Armour
- Teleport
- Thick Rear Armour
(30cm) 3+
(4+) 3+ 3+
- EA(+1)
- MW
- EA(+2)
- MW
- Commander
- Fearless
- Leader
- Reinforced Armour
- Teleport
A Daemon Prince may have wings, the unit gains Jump Packs and a move of 30cm, while its armour value is reduced to 4+.
- Expendable
- First Strike
- Invulnerable Save
- Expendable
- Infiltrator
- Invulnerable Save
- Expendable
- Invulnerable Save
- D
- Fearless
- Fearless
- Reinforced Armour
- Teleport
- Thick Rear Armour
- Fearless
- Expendable
- Invulnerable Save
- Jump Packs
- Fearless
- Reinforced Armour
- EA(+1)
- MW
- Fearless
- Walker
- Reinforced Armour
- Thick Rear Armour
- Transport
May transport one unit of Chaos Space Marine Terminators or Obliterators, or two infantry units (except Daemon Princes) without Jump Packs or Mounted.
- Transport
May transport two infantry units (except Chaos Space Marine Terminators, Daemon Princes and Obliterators) without Jump Packs or Mounted.
- IC
- Walker
- IC
- EA(+1)
- MW
- Fearless
- Infiltrator
- Invulnerable Save
- Walker
- FxF
- IC
- MW
- FwA
- EA(+2)
- TK(D3)
- FwA
- Ind
- SS
- EA(+2)
- EA(+1)
- Damage Capacity 8
- Fearless
- Reinforced Armour
- Thick Rear Armour
- 6 Void Shields
- Walker
May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: Move the unit 3D6cm in a random direction. If it moves into impassable terrain or another unit it can’t move over it will stop and suffer one point of damage. All units it moves into or over suffer a hit on a roll of 4+.
- EA(+3)
- TK
- Daemonic Focus
- Damage Capacity 3
- Expendable
- Fearless
- Inspiring
- Invulnerable Save
- Jump Packs
- Reinforced Armour
- Walker
Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.
- Left
- Right
- Left
- Right
- Damage Capacity 4
- Fearless
- Reinforced Armour
- 2 Void Shields
Critical Hit Effect: Move the unit 3D6cm in a random direction. If it moves into impassable terrain or a war engine unit it will stop. All units it moves into or over suffer a hit. The unit is destroyed.
- FxF
- IC
- MW
- Left
- Right
- Damage Capacity 3
- Fearless
- Reinforced Armour
Critical Hit Effect: Critical Hit Effect: The unit is destroyed. All units within 5cm suffer a hit on a roll of 6+.
- FwA
- FwA
- IC
- EA(+2)
- Damage Capacity 3
- Fearless
- Reinforced Armour
- 2 Void Shields
- Walker
May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: Move the unit D6cm in a random direction. If it moves into impassable terrain or another unit it can’t move over it will stop and suffer one point of damage. All units it moves into or over suffer a hit on a roll of 6+.
- IC
- EA(+1)
- IC
- EA(+1)
- Daemonic Focus
- Damage Capacity 4
- Expendable
- Fearless
- Inspiring
- Invulnerable Save
- Reinforced Armour
- Walker
Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.
- EA(+1)
- FS
- MW
- EA(+1)
- FS
- MW
- Daemonic Focus
- Damage Capacity 3
- Expendable
- Fearless
- Inspiring
- Invulnerable Save
- Reinforced Armour
- Walker
Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.
- EA(+1)
- MW
- EA(+1)
- MW
- Daemonic Focus
- Damage Capacity 3
- Expendable
- Fearless
- Inspiring
- Invulnerable Save
- Jump Packs
- Reinforced Armour
- Walker
Critical Hit Effect: The unit is destroyed, all summoned units within 5cm are destroyed on a roll of 6+.
- FxF
- IC
- TK(D3)
- FwA
- EA(+2)
- EA(+1)
- Damage Capacity 6
- Fearless
- Reinforced Armour
- 4 Void Shields
- Walker
May step over units and pieces of terrain that are lower than the unit’s knees and less than 2cm wide. Critical Hit Effect: The unit’s plasma reactor has been breached. Roll a D6 for each breach on the unit in the end phase of each turn. On a roll of 1 the unit is destroyed and all units within 5cm suffer a hit on a roll of 5+, and on a roll of 4–6 the breach has been repaired. Any breach not repaired causes one point of damage.
- FxF
- Left
- Right
- FxF
- IC
- Damage Capacity 4
- Invulnerable Save
- Reinforced Armour
Critical Hit Effect: The unit is destroyed.
- FxF
- FxF
- IC
- FxF
- FxF
- MW
- TK(D3)
- Slow and Steady
- Transport
May transport 40 infantry units or Chaos Dreadnoughts; plus nine Chaos Thunderhawks and enough Dreadclaws to transport any other units being carried.
- MW
- TK(D3)
- Transport
May transport 20 infantry units or Chaos Dreadnoughts; plus six Chaos Thunderhawks and enough Dreadclaws to transport any other units being carried.
- Planetfall
- Transport
May transport one formation of infantry units (except Chaos Space Marine Bikes) and Chaos Dreadnoughts. The Dreadclaw does not scatter 2d6cm after being placed within 15cm of the drop zone co-ordinates recorded at the start of the game (see Planetfall). Any troops carried in the Dreadclaw must disembark within 5cm of the Dreadclaw or within 5cm of another unit from the same formation that has already landed, so long as all units are placed within 15cm of the Dreadclaw. Dreadclaw models should be removed from the board once the formation they transport has disembarked.
Augmented Summoning
Some chaos units are noted as having Augmented Summoning (+x). Units with this ability add a number of summoning points equal to x
when the formation they are in summons daemons (see Summoned Units). For example, a unit noted as having Augmented Summoning (+2D3) would allow a formation with a Daemonic Pact to roll 4D3 for summoning points as opposed to the usual 2D3.
Daemonic Focus
Certain Chaos units are noted as having Daemonic Focus. Units with this ability may keep any or all summoned units that belong to the formation in play. Summoned units do not vanish back into the warp after the formation has attempted to rally. Chaos units with daemonic Focus may not be used to keep summoned units in play if the formation is broken.