Age of Sigmar/Tactics/Old/Chaos/Daemons of Chaos(Redirected from Age of Sigmar/Tactics/Chaos/Daemons of Chaos)
These units have been rolled into the 2019 release of the Slaves to Darkness battletome.
Daemons of Chaos has no battleline and so can only be used as allies in another army.
There isn't currently a Battletome for Daemons of Chaos.
- The Grand Alliance Chaos book has all the Warscrolls.
- This should be supplemented with the Grand Alliance Chaos Errata and Designers' Commentary from the FAQs.
- Matched play points are in the General's handbook 2018.
- Alternatively up to date warscrolls can be found in the WH AoS app.
Common keywords in these warscrolls are CHAOS and DAEMON.
- Be'Lakor: also counts as a BEHEMOTH. Having survived the End Times, Be'Lakor is back with somme nice abilites. His most important trick is that when the enemy deploys his units, you can select one of them, and reveal it in one of your Hero Phase; the selected unit won't be able to do anything until the next round unless they roll a 4+ for every action they want to do. Other than that, he can cast and dispel two spell, though is unique spell is only a minor debuff to the Wound rolls of a enemy unit. In melee probably Be'Lakor dose his best: his weapon is slightly better to the Daemon Prince's and he can ignore the Rend on the enemies, much like the Ethereal units. He also heals d3 wounds if enemies flee. Sadly, he can't be marked, and this reduces his usefulness. However he is probably not that bad, though slightly overpriced at 240 points.
- Daemon Prince: also counts as a BEHEMOTH. Like almost all the other units in this section, you can select a mark for the Daemon Prince. This time, however, the Prince gains an ability other than the keyword. KHORNE Princes gain +1 to hit, NURGLE Princes have a better save, TZEENTCH Princes can cast Arcane Bolt or Mystic Shield and SLAANESH princes can pile in even immediately before an enemy unit attacks. You can also choose not to mark them, and if you do so they heal wounds if they kill enemy models or HEROES. Even if you mark them, it's better to use them as HERO and WIZARD hunters, since they're not that stellar in melee. You can also select his weapon between an axe and a sword, and I suggest to choose the axe, since it has a better Rend, even though it hits slightly worse than the sword. Their price is also quite honest, being 160 points.
- Soul Grinder: One of the most terryfing non-unique units in the game. He is brutal in melee, and has also two shooting weapons that can fire even if he runs. And he also has 16 wounds. With a move of 12" at full wounds he is also quite fast. With his Claw he can deal 6 mortal wounds to HEROES and MONSTERS if you are lucky, but that shouldn't limit you. Simply select an enemy unit that scares you and send this beast to grind their souls. As always you can mark him and you can also Summon him if you are a real bastard.
- Furies: very similar to the Harpies, but with Marks. Their ability is really the same of the Harpies, but it is more likely to do damage to the enemy's units at a shorter Range, and the Furies themselves are a little slower than the Harpies. Use them to torment the big blobs of infantry with low Bravery. You can also summon them, but you won't probably do that. All in all they aren't a terrible unit, and they even cost 20 points less than the Harpies, so if you have some spare points left consider to take them.
Except for Be'Lakor, all the units in this page have the ability to select the keyword of the Chaos God you wish to ally them with. Think of them like the demonic equivalent of the Slaves of Darkness, and use them in any CHAOS army.