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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).

13th Black Crusade Black Legion Epic Tournament Special Rules

The summoning point costs for a 13th Black Crusade Black Legion army are below. If a row contains a point cost in parentheses than this is the cost for formations that owe allegiance to Chaos Undivided.

Lesser Daemon Summoning Point Costs
Daemon Faction Summoning Points
Daemonic Beasts Any 1
Bloodletters Khorne 1 (2)
Plaguebearers Nurgle 1 (2)
Daemonettes Slaanesh 1 (2)
Flamers Tzeentch 1 (2)
Greater Daemon Summoning Point Costs
Daemon Faction Summoning Points
Bloodthirster Khorne 8
Great Unclean One Nurgle 8
Keeper of Secrets Slaanesh 8
Lord of Change Tzeentch 8

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.

Summoned Units

Each formation in a Chaos army owes allegiance to Chaos Undivided or one of the four chaos gods: Khorne, Nurgle, Slaanesh or Tzeentch. The Chaos player must declare each formation’s allegiance before the battle, noting it down on their army list. Unbroken formations with Daemonic Pact are able to summon daemons with a similar allegiance (or daemons of any allegiance if the formation owes allegiance to Chaos Undivided) to the battlefield from the Daemon Pool.

Daemons in the Daemon Pool are noted only as being lesser or greater daemons when they are purchased, they should be thought of as markers. The Chaos player must declare the number of lesser and greater daemons in the Daemon Pool in some fashion that is easily apparent to their opponent at all times. The Daemon Pool is kept off the board and daemons are removed from it as formations summon daemons to the battlefield.

A formation may summon daemonic units from the Daemon Pool as part of its action before declaring which action it will carry out. The formation generates 2d3 summoning points that can be used to move daemons from the Daemon Pool to the battlefield where they are converted to actual daemonic units. The allegiance of the summoning formation determines which daemonic units it may summon, while the daemonic units available to summon (and their respective summoning point costs) are defined in the specific Chaos army lists. Summoning points must be used immediately or lost, but un-summoned daemons in the Daemon Pool remain to be summoned by other formations or on later turns.

Summoned daemonic units must be placed within 5cm of a unit from the formation that was there prior to summoning, you may not place a “chain” of summoned units. They also may not be placed in enemy zone of control or in impassable terrain. Finally, an army may only have one greater daemon with a given allegiance on the battlefield at any one time. Summoned daemonic units count as part of the formation that summoned them while they remain on the battlefield.

Daemonic units that are destroyed are removed from play and not put back into the Daemon Pool. If a formation with daemonic units is broken then all the daemonic units are removed from play as well. If a formation with daemonic units loses an assault (see Work Out Result) the extra hits it suffers occur before it becomes broken and the daemonic units are removed from play. Also note that daemonic units do count towards the “For each kill you have inflicted during the assault” assault modifier of your opponent.

In the End phase, after all rally tests, all summoned daemonic units are converted back into daemon markers and returned to the Daemon Pool. Note that this may lead to the formation breaking. War Engine units that are returned to the Daemon Pool keep their current DC and do not heal back to full DC. If they are summoned again they will have the same DC they had before being returned to 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+.

Black Legion Retinues
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
Black Legion Elite Formations
(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
Black Legion Support Formations
(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
Black Legion Upgrades
(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
Chaos Navy and War Engine Formations
(Up to a third of the points available may be spent on these formations.)
Chaos Navy
Formation Units Cost
Harbinger One Harbinger 400 points
Hell Blades Three Hell Blades 200 points
Hell Talons Two Hell Talons 225 points
0–1 Spacecraft One Devastation Class Cruiser or 150 points or
one Despoiler Class Battleship 250 points
Chaos War Engines
Formation Units Cost
Banelord One Banelord Titan 800 points
Deathwheels Up to three Deathwheels 275 points each
Decimators Up to three Decimators 225 points each
Feral One Feral Titan 275 points
Ravager One Ravager Titan 650 points
Daemon Pool
Unit Cost
Greater Daemon +50 points each
Lesser Daemon +15 points each

Black Legion Forces

Champion of Chaos CH n/a n/a n/a n/a
Daemon Artifact (bc)
Assault Weapons
  • EA(+1)
  • FS
Daemon Bolt (15cm)
Small Arms
  • 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. A unit with this character may be sacrificed (removed from play without its formation receiving a Blast marker) before rolling for summoning points. This changes its Augmented Summoning from (+2D3) to (+6), and a Greater Daemon must be summoned. Place the Greater Daemon within 10cm of the point where the sacrificed unit was removed.

Chaos Lord CH n/a n/a n/a n/a
Daemon Weapon (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Chaos Warlord CH n/a n/a n/a n/a
-
  • Supreme Commander
Icon Bearer CH n/a n/a n/a n/a
-
  • Daemonic Focus
  • Invulnerable Save
  • Leader
Sorcerer Lord CH n/a n/a n/a n/a
Warp Bolt (15cm)
Small Arms
  • EA(+1)
  • MW
  • Commander
  • Invulnerable Save
  • Leader
Berzerkers INF 15cm 4+ 2+ 5+
Bolt Pistols (15cm)
Small Arms
  • Fearless
Bloodletters INF 15cm 4+ 4+ -
Hellblades (bc)
Assault Weapons
  • EA(+1)
  • Expendable
  • Invulnerable Save
Chaos Space Marine Bikes INF 35cm 4+ 3+ 4+
Twin Bolters (15cm)
Small Arms
  • Mounted
Chaos Space Marine Chosen INF 15cm 4+ 4+ 4+
Autocannon 45cm
AP5+/AT6+
  • Scout
Chaos Space Marine Terminators INF 15cm 4+ 3+ 3+
2× Reaper Autocannon 30cm
AP4+/AT6+
Power Weapons (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Reinforced Armour
  • Teleport
  • Thick Rear Armour
Chaos Space Marines INF 15cm 4+ 4+ 4+
Autocannon 45cm
AP5+/AT6+
Daemon Prince INF 15cm
(30cm)
3+
(4+)
3+ 3+
Warp Blast (15cm)
Small Arms
  • EA(+1)
  • MW
Possessed Weapon (bc)
Assault Weapons
  • 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+.

Daemonettes INF 20cm 4+ 3+ -
-
  • Expendable
  • First Strike
  • Invulnerable Save
Daemonic Beasts INF 20cm 4+ 3+ -
-
  • Expendable
  • Infiltrator
  • Invulnerable Save
Flamers INF 15cm 5+ 5+ 3+
Flames of Tzeentch (15cm)
Small Arms
  • Expendable
  • Invulnerable Save
Havocs INF 15cm 4+ 5+ 3+
2× Autocannon 45cm
AP5+/AT6+
Noise Marines INF 15cm 4+ 4+ 3+
Blastmaster 30cm
AP5+/AT6+
  • D
  • Fearless
Obliterators INF 15cm 4+ 3+ 2+
3× Body Weapons 45cm
AP5+/AT5+/AA6+
  • Fearless
  • Reinforced Armour
  • Teleport
  • Thick Rear Armour
Plague Marines INF 15cm 3+ 3+ 4+
Bolters (15cm)
Small Arms
  • Fearless
Plaguebearers INF 15cm 3+ 4+ 6+
Plague of Flies (15cm)
Small Arms
  • Expendable
  • Invulnerable Save
Raptors INF 30cm 4+ 3+ 4+
Bolt Pistols (15cm)
Small Arms
  • Jump Packs
Thousand Sons INF 15cm 4+ 5+ 4+
Bolters (15cm)
Small Arms
  • Fearless
  • Reinforced Armour
Chaos Dreadnought AV 15cm 3+ 4+ 4+
Twin Autocannon 45cm
AP4+/AT5+
Power Fist (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Walker
Chaos Land Raider AV 25cm 4+ 6+ 4+
2× Twin Lascannon 45cm
AT4+
Twin Heavy Bolter 30cm
AP4+
  • 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.

Chaos Predator AV 30cm 4+ 6+ 4+
Twin Lascannon 45cm
AT4+
2× Heavy Bolter 30cm
AP5+
Chaos Rhino AV 30cm 5+ 6+ 6+
Combi-Bolter (15cm)
Small Arms
  • Transport

May transport two infantry units (except Chaos Space Marine Terminators, Daemon Princes and Obliterators) without Jump Packs or Mounted.

Chaos Vindicator AV 25cm 4+ 6+ 4+
Demolisher 30cm
AP3+/AT4+
  • IC
  • Walker
Defiler AV 20cm 4+ 4+ 3+
Battle Cannon 75cm
AP4+/AT4+
Reaper Autocannon 30cm
AP4+/AT6+
Twin Heavy Flamer 15cm
AP3+
  • IC
Battle Claws (bc)
Assault Weapons
  • EA(+1)
  • MW
  • Fearless
  • Infiltrator
  • Invulnerable Save
  • Walker
Banelord Titan WE 15cm 4+ 2+ 4+
Hellstrike Cannon 60cm
3BP
  • FxF
  • IC
  • MW
Doomfist 30cm
4× AP4+/AT4+
  • FwA
and (bc)
Assault Weapons
  • EA(+2)
  • TK(D3)
6× Havoc Missile 60cm
2BP
  • FwA
  • Ind
  • SS
Battlehead (15cm)
Small Arms
  • EA(+2)
Tail 75cm
AP4+/AT4+
and (bc)
Assault Weapons
  • 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+.

Bloodthirster WE 30cm 4+ 3+ -
Axe of Khorne (bc)
Assault Weapons
  • 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+.

Deathwheel WE 30cm 4+ 5+ 3+
2× Reaper Autocannon 30cm
AP4+/AT6+
  • Left
2× Reaper Autocannon 30cm
AP4+/AT6+
  • Right
Battle Cannon 75cm
AP4+/AT4+
  • Left
Battle Cannon 75cm
AP4+/AT4+
  • 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.

Decimator WE 15cm 4+ 4+ 4+
Decimator Cannon 45cm
3BP
  • FxF
  • IC
  • MW
2× Twin Reaper Autocannon 30cm
AP3+/AT5+
  • Left
2× Twin Reaper Autocannon 30cm
AP3+/AT5+
  • 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+.

Feral Titan WE 30cm 5+ 4+ 5+
Death Storm 45cm
4× AP4+/AT4+
  • FwA
Hellmouth 30cm
3BP
  • FwA
  • IC
Battlehead (15cm)
Small Arms
  • 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+.

Great Unclean One WE 15cm 4+ 4+ 4+
Stream of Corruption 15cm
3BP
  • IC
and (15cm)
Small Arms
  • EA(+1)
  • IC
Nurgling Swarm (bc)
Assault Weapons
  • 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+.

Keeper of Secrets WE 20cm 4+ 3+ 4+
Gaze of Slaanesh 30cm
3× MW4+
and (15cm)
Small Arms
  • EA(+1)
  • FS
  • MW
Lash of Torment (bc)
Assault Weapons
  • 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+.

Lord of Change WE 30cm 4+ 5+ 3+
Withering Gaze 45cm
2× MW3+
and (15cm)
Small Arms
  • EA(+1)
  • MW
Bedlam Staff (bc)
Assault Weapons
  • 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+.

Ravager Titan WE 20cm 4+ 3+ 4+
Doomburner 45cm
MW2+
  • FxF
  • IC
  • TK(D3)
2× Death Storm 45cm
4× AP4+/AT4+
  • FwA
Battlehead (15cm)
Small Arms
  • EA(+2)
Tail 75cm
AP4+/AT4+
and (bc)
Assault Weapons
  • 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.

Harbinger AC/WE Bomber 5+ n/a n/a
Reaper Autocannon 30cm
AP4+/AT6+/AA5+
  • FxF
Reaper Autocannon 15cm
AP4+/AT6+/AA5+
  • Left
Reaper Autocannon 15cm
AP4+/AT6+/AA5+
  • Right
Incendiary Bombs 15cm
6BP
  • FxF
  • IC
  • Damage Capacity 4
  • Invulnerable Save
  • Reinforced Armour

Critical Hit Effect: The unit is destroyed.

Hell Blade AC Fighter 6+ n/a n/a
2× Reaper Autocannon 15cm
AP4+/AT6+/AA5+
  • FxF
Hell Talon AC Fighter-Bomber 5+ n/a n/a
Bombs 15cm
2BP
  • FxF
  • IC
Twin Lascannon 30cm
AT4+/AA4+
  • FxF
Havoc Launcher 45cm
AP5+/AT6+
  • FxF
Despoiler Class Battleship SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
3× Pin-Point Attack n/a
MW2+
  • 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.

Devastation Class Cruiser SC n/a n/a n/a n/a
Orbital Bombardment n/a
3BP
  • MW
Pin-Point Attack n/a
MW2+
  • 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.

Dreadclaw Special n/a n/a n/a n/a
-
  • 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.

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