Age of Sigmar Custom Characters

Custom Characters:
The characters below are for use in Age of Sigmar, based on characters from our various campaigns. They are in alphabetical order.

Characters still to do (those underlined are low priority):

Hanz Lichtenstein, Alane, Marcus Strauss, Gilgur Irontongue, Alexa , Nicú , The Chaos Warrior, Evan Fireheart, Eleanor and Thorwald Notker, The Witch Hunter, The Red Duke, The Metal God, Gabrielle, Jenna Axeheart, Njordir, Brother Leopold , Gurnison, Ranulf, Vararun Halvhead, Noranskin Beastkiller, Ullakrag Varison, Dimzad.

Template:
Name:

Wounds | Move " | Save + | Bravery |

Weapon Name: | Range " | Attack | To Hit + | To Wound + | Rend - | Damage

Description: Mount, weapon(s), magic items.

Abilities:

Magic:

Command Ability:

Keywords:

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Aleksander
Name: Aleksander / Noctavigant

Wounds 5 | Move 8" | Save 4+ | Bravery 10 |

Weapon Name: Stormcatcher Gauntlet and claws | Range 1" | Attack 6 | To Hit 3+ | To Wound 3+ | Rend -2 | Damage 1

Description: Aleksander is a single model, armed with the Stormcatcher Gauntlet and his brutal claws.

Abilities:

The Hunger: Aleksander heals a wound at the end of each Combat Phase in which he killed any models.

Unholy Quickness: No model within 3" of Aleksander in the Combat Phase can be chosen to pile  in and strike, before Aleksander has been chosen.

Pain Before Death: A model wounded by Aleksander loses an attack for each wound, down to a minimum of 1 per model, for the rest of that Combat Phase. If the wounded models have multiple weapons or ways of attack, roll-off: the winner of the roll-off decides which attacks are removed.

Wet Weakness: Aleksander takes a mortal wound if he moves through water terrain, such as lakes, ponds, rivers, march etc. or across a bridge crossing such a feature. If he is standing still in a piece of water terrain, he takes one mortal wound in every hero phase until he leaves the feature.

Stormcatcher: The Stormcatcher Gauntlet is a powerful artefact that drains magic targeting Aleksander. Therefore Aleksander gets a free attempt to unbind any spells which include him as a target, regardless of the range from which it is cast. He gets +2 to unbind such spells.

Magic:

Aleksander knows Mythic Shield, Arcane Bolt and No Escape, can cast and unbind one spell each phase.

No Escape: Aleksander forces the target's shadow to twist and branch out, grabbing and slowing the enemy as they try to escape. Range 18", casting number 6. The target cannot fly, and must deduct 1d6 from their move and charge distance until your next Hero Phase.

Command Ability:

Nightshroud: Affects all units (friends and enemies) within 6" of Aleksander. Until your next Hero Phase, roll a dice for every attack made against in the shooting phase. If the die rolls 4+, the hit is removed.

Keywords: DEATH, ORDER, VAMPIRE, SOULBLIGHT, HERO, WIZARD, ALEKSANDER

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Azirtiro
Name: Azirtiro

Wounds 5 | Move 8" | Save 4+ | Bravery 10|

Weapon Name: Claws, teeth and Pain's Edge | Range 1" | Attack 4 | To Hit 3+ | To Wound 3+ | Rend -1 | Damage D3

Description: Azirtiro is a single model, armed with his raw fury, claws, teeth and his sword Pain's Edge.

Abilities:

The Hunger: Azirtiro heals a wound at the end of each Combat Phase in which he killed any models. If he killed more than 10, he heals 2 wounds. If he killed 15 or more models, he heals 3 wounds.

Unstoppable Fury: After Azirtiro has resolved all of his attacks, he gains an additional amount of attacks equal to the amount of wounds caused. These attacks do not produce more attacks and replace the D3 damage with damage 1.

Unending Fury: After killing an enemy model in close combat, Azirtiro is crazed with the lust to destroy and kill. He may only use his movement to get closer to an enemy for the rest of the battle, and must if possible end within charge range of at least one enemy. Only if he cannot get within charge range without running, is he permitted to run, and then he must use his run move directly towards nearest enemy unit. In the Charge Phase he has to charge the nearest enemy model, or the most numerous unit within range if you so desire. He rolls three dice and removes the lowest when determining charge distance.

Magic:

Azirtiro knows the Mythic Shield, Arcane Bolt and Death Sentence. He can cast and unbind one spell each Hero Phase.

Death Sentence: Marking a unit for death, Azirtiro prepares an incantation to make the enemy soldiers his own. Choose an enemy unit within 20". Casting value 5. Keep count of every model lost in total and killed in close combat by the targeted unit. In your next Hero Phase, summon a unit of zombies. The size of the zombie unit must match the total amount of wounds killed and lost (don't count wounds lost due to battleshock) by the selected unit, and the zombie unit must be set up within 3" of the selected unit or where the selected unit died.

Command Ability:

March of the Damned: Choose any three friendly DEATHRATTLE units on the battlefield. They get to do a full move immediately, without a run, but must get at least half their move closer to an enemy unit.

Keywords: DEATH, VAMPIRE, SOULBLIGHT, HERO, WIZARD, AZIRTIRO

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Name: Haldir Saedor

Wounds 5 | Move 10" | Save 5+ | Bravery 7 |

RANGED

Weapon Name: Longbow | Range 20" | Attack 2 | To Hit 3+ | To Wound 4+ (3+*) | Rend - | Damage 1

MELEE

Weapon Name: Dual swords | Range 1" | Attack 3 | To Hit 3+ | To Wound 4+ | Rend - | Damage 1

Description: Haldir Saedor is a single model mounted on a shadowsteed, armed with dual swords and a longbow.

Abilities:

Amulet of Alertness: If the enemy has a VAMPIRE in their army Haldir can redeploy after the vampire has been deployed (only if the vampire was deployed in the deployment phase). Futhermore he can attempt two shots with his longbow at the opponent's general before the game starts if he is within range. *Against vampires the arrows wound on 3+.

Stealth: Haldir can be deployed on the table anywhere outside the enemy's deployment zone.

My Sister's Killer: Haldir reroll 1s to hit against ALEKSANDER.

Magic:

Haldir Saedor is a wizard with access to Mythic Shield, Arcane Bolt and Invisibility. He can attempt to cast and unbind 1 spell every hero phase.

Invisibility: Haldir can target himself with invisibility. Casting 6. Until his next turn, if the enemy attempts to target him in the HERO or SHOOTING phase, they must first pass a 4+ on a die roll. If they fail they must choose another target. Furthermore, in the CHARGE phase if he is not within 3" of a friendly model, any enemy within charge range must roll a dice. On 4+ the charge succeeds, on 1-3 they fail they cannot move any model within 3" of him. Enemies have -1 to hit him in close combat and shooting.

Keywords: ORDER, AELF, HIGHBORN, WANDERER, HERO, WIZARD, HALDIR SAEDOR

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Name: Hans von Lichtenstein

Wounds 5 | Move 8" | Save 5+ | Bravery 10 |

Weapon Name: Quickblade | Range 1" | Attack 6 (or 8) | To Hit 3+ | To Wound 3+ | Rend -1 | Damage 1

Description: Hanz is a single model armed with the Quickblade.

Abilities:

The Hunger: Hanz heals a wound at the end of each Combat Phase in which she killed any models.

When choosing Hanz von Lichtenstein you must choose if he has the DEATH or ORDER keyword.

If Hanz has the DEATH keyword:

He has FLY, throw magic like other DEATH WIZARDS and +2 attacks for a total of 8.

If Hanz has the ORDER keyword:

He has the command ability I'm Dieter Arkenhof, Here To Help, move 10" and a save of 4+.

Magic:

If Hanz has DEATH he is a wizard. He knows Mythic Shield, Arcane Bolt and ...

Regardless of his choice of keyword he can dispel one spell per hero phase.

Command Ability:

I'm Dieter Arkenhof, Here To Help: Allies within 12" can reroll battleshock until Hanz' next Hero phase, and a single unit can reroll failed charges.

Keywords: DEATH or ORDER, VAMPIRE, SOULBLIGHT, HERO, WIZARD, HANZ VON LICHTENSTEIN

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The Bloodmother, Ilsa
Name: Ilsa

Wounds | Move 10" | Save 4+ | Bravery 10 |

RANGED

Weapon Name: Upgraded Repeater Handbows | Range 9" | Attack 3D6 | To Hit 5+ | To Wound 4+ | Rend - | Damage 1

MELEE

Weapon Name: Wight King's Blade | Range 1" | Attack 4 | To Hit 3+ | To Wound 3+ | Rend -1 | Damage 1

Weapon Name: Wailing Blade | Range 1" | Attack 4 | To Hit 3+ | To Wound 3+ | Rend -1 | Damage 1

Description: Ilsa is a single model. She carries upgraded repeater handbows for shooting attacks, and the Wight's King Blade or the Wailing Blade in her later years.

Abilities:

Fly: Ilsa can fly.

The Hunger: Ilsa heals a wound at the end of each Combat Phase in which she killed any models.

Wight King's Blade: Infused with magic, the sword increases Ilsa's raw killing potential. If armed with the Wight King's Blade, on a to-wound roll of 6 the Wight King's Blade deals D6 Damage instead of 1.

Wailing Blade: If armed with the Wailing Blade, units that have taken wounds from Ilsa in close combat rolls two dice for battleshock and picks the highest. Additionally, for every two models who flee, a third will flee as well.

Talk to me, Dammit!: Ilsa carries the skull of her sire in her belt, and often she feels the need to consult the skull on difficult matters. Often, the skull even answers, but every now and again it is silent as the grave, to Ilsa's great frustration. Roll a die in the Hero Phase before Ilsa uses her command ability. On a roll of 1-2, the skull has gone silent: She cannot use her command ability or throw spells that phase, being too focused on yelling at the damned cranium. On a roll of 3-4 she hasn't consulted the skull, or simply gained nothing useful from it: she can use her command ability and spells as normal. On a roll of 5-6, the skull says just the right thing: Ilsa can use her command ability twice that phase, or use two different command abilities.

Reading On The Roof: Having read one of the Cursed Books of Nagash, Ilsa knows a great amount of necromantic spells. Not that she can always remember all of them, but when she meets another necromancer she often knows the spells they have fought so long to learn. After deployment, roll a D6 for every other DEATH WIZARD on the table, unless it is NAGASH. On a 4+, Ilsa knows their spells in addition to her own.

Magic:

Ilsa is a wizard and can cast and unbind 1 spell in the Hero Phases. She knows Mythic Shield, Arcane Bolt and Dark Omen. Look at Reading On The Roof ability to determine other spells she might know.

Dark Omen: Soaring towards the sky, Ilsa's shadow climbs across the underside of the clouds in an ominous manner. Casting 6. All enemy units within 18" deduct 1 from their Bravery until your next Hero Phase.

Command Ability:

Bloodmother's Will Be Done: Pick a friendly SKELETON unit within 12". It gains the Cursed Weapons ability: every wound roll of 6 or above deals double damage. If the unit already has the Cursed Weapons ability, add 1 to wound rolls made by the unit.

Keywords: DEATH, VAMPIRE, SOULBLIGHT, HERO, WIZARD, ILSA

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Johanne von Vigaun
Name: Johanne von Vigaun

Wounds | Move 5" | Save 6+ | Bravery 6 |

RANGED:

Weapon Name: Throw Potions | Range 6" | Attack 1 | To Hit +4 | To Wound +3 | Rend -1 | Damage D3

MELEE:

Weapon Name: Concealed Short Sword | Range 1" | Attack 1 | To Hit +4 | To Wound +5 | Rend - | Damage 1

Description: Johanne von Vigaun is on foot and carries her throwing potions, healing draughts and a concealed short sword for stabbing.

Abilities:

Master of the Healing Arts: In her Hero Phase a single HERO within 3" can regain D3 wounds, unless the character is WOLFGANG, who will only regain a single wound.

Magic:

Johanne von Vigaun knows Mythic Shield, Arcane Bolt and Thorn Sprout, she can cast and unbind one spell each phase.

Thorn Sprout: Johanne trusts out her hand against her enemies, growing thorned vines under their skin. Range 18", casting 6. The target suffers D3 mortal wounds. Roll a die, on a 3+ the target suffers an additional mortal wound and a minus -1 to hit until your next Hero Phase.

Keywords: ORDER, HUMAN, FREE PEOPLE, HERO, WIZARD, JOHANNE VON VIGAUN

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Luthien
Name: Luthien Telemnar

Wounds 5 | Move 6" | Save 6+ | Bravery 8 |

RANGED

Weapon Name: Wood Aelf Long Bow | Range 20" | Attack 3 | To Hit 3+ | To Wound 4+ | Rend -1 | Damage 1

MELEE

Weapon Name: Executioner's Blade | Range 2" | Attack 3* | To Hit 3+ | To Wound 3+ | Rend -1 | Damage D3

Weapon Name: Aelf Blade | Range 1" | Attack 4 | To Hit 3+ | To Wound 4+ | Rend - | Damage 1

Description: Luthien is one model. When chosen she must be fielded with either the cursed and dangerous Executioner's Blade of Har Garneth, or a regular Wood Aelf Blade and Wood Aelf Long Bow.

Abilities:

Talismanic Tattoos: Roll a dice every time Luthien suffers a Wound or Mortal Wound. On a roll of 6 her magic tattoos deflect the blow.

Once Drawn, It Can Never Be Sheathed: If equipped with the Executioner's Blade, Luthien will enter a battle rage upon drawing the cursed weapon. After fighting a round of close combat for the first time every game, Luthien must attempt to charge the nearest enemy every charge phase on her following turns. Furthermore she no longer fights with three attacks, but makes an attack against every model within range (friendly and enemy alike). If she strikes at a unit with the keyword HERO or/and MONSTER, she makes D3+1 attacks against that target instead.

Dancer of War: If armed with an Aelf Blade, Luthien can choose to perform one of the shadow dances of Loec in your Hero Phase. Luthien cannot perform the same dancer in consecutive battle rounds, and the effects of each dance last until your next Hero Phase.

Whirling Death: Luthien’s Aelf Blade wounds on rolls of 3+, instead of 4+ and has a Rend of -1 instead of ‘-’.

Storm of Blades: Luthien makes 6 Attacks with her Aelf Blade instead of 4.

The Shadow’s Coil: Luthien’s Save is 4+ rather than 6+.

Keywords: ORDER, WANDERER, AELF, HERO, LUTHIEN

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Magnar
Name: Magnar

Wounds 5 | Move 4" | Save 6+ | Bravery 10 |

Weapon Name: Barak Maraz | Range 1" | Attack 3 | To Hit 3+ | To Wound 3+ | Rend -4 | Damage D3

Description: Magnar carries Barak Maraz.

Abilities:

Epic Deathblow: If Magnar is slain in the Combat Phase, roll a dice before he is removed. On a roll of 4 or more, you can inflict D3 mortal wounds on the enemy unit that struck the fatal blow (inflict D6 mortal wounds instead if a Monster struck the final blow).

Master Slayer: Attacks made by a Dragon Slayer inflict double Damage against Monsters.

Slayer Oath: You can add 1 to any wound rolls for a Dragon Slayer if the target of the attack has more than 1 Wound.

Eternal Rivalry: If Magnar is within charge range of ALEKSANDER in the Charge Phase, Magnar must attempt a charge against him with +3".

Keywords: ORDER, DUARDIN, DISPOSSESED, HERO, MAGNAR

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Pier Notker
Name: Pier Notker

Wounds 5 | Move 12" | Save 3+ | Bravery 9 |

Weapon Name: Banesword and Trusty Lance | Range 1" | Attack 4 | To Hit 3+ | To Wound 3+ | Rend -1 | Damage D3

Weapon Name: Steed's Hooves | Range 1" | Attack 2 | To Hit 4+ | To Wound 4+ | Rend - | Damage 1

Description: Pier Notker is a single model equipped with the Banesword and his trusty lance.

Mount: Pier must be mounted on his noble Bretonnian warhorse Celest, or a Royal Pegasus, either of which will attack with their hooves in combat. If riding a Royal Pegasus, Pier has Move 16".

Abilities:

Banesword: The Banesword has many abilities, but Pier can never be sure which one will activate. After Pier has rolled his attacks, if he scored a hit with the Banesword and Trusty Lance, roll a D6 to see what effect has been activated: Trusty Lance: On a round in which Pier charged, his Banesword and Trusty Lance adds one to wound rolls and damage.
 * 1) Nothing: No additional effect.
 * 2) Fire sword: Target takes a mortal wound, and on a 4+ takes another.
 * 3) Destructionbane: If the target has the DESTRUCTION keyword, it takes D6 mortal wounds.
 * 4) Chaosbane: If the target has the CHAOS keyword, it takes D6 mortal wounds.
 * 5) Deathbane: If the target has the DEATH keyword, it takes D6 mortal wounds.
 * 6) Final Strike: the target takes D6 mortal wounds. If they have the DEATH, DESTRUCTION or CHAOS keyword, Pier can immediately strike a single blow with the Banesword which can activate another roll on this table.

Command Ability:

Prime Guardian: Pier inspires his fellow knights to fight on through grievous wounds. Choose a NOBILITY unit within 16", they can re-roll 1s on their saving rolls. If they have the GRAIL KNIGHTS or HERO keyword, they instead re-roll all saving rolls.

Keywords: ORDER, HUMAN, FREE PEOPLE, NOBILITY, HERO, PIER NOTKER

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Sniffelscream, Grey Seer
Name: Sniffelscream

Wounds 4 | Move 6" | Save 6+ | Bravery 6 |

Weapon Name: Warpstone Staff | Range 1" | Attack 1 | To Hit 4+ | To Wound 3+ | Rend -1 | Damage D3

Description: Sniffelscream is a single model armed with a warpstone staff.

Abilities:

Warpstone tokens: Sniffelscream may eat a warpstone token before casting a spell. Roll a die. On 2+ Sniffelscream can re-roll the dice used for the casting attempt if it failed. On a roll of 1 he suffers one mortal wound.

Magic Siphon: Sniffelscream ignores the first 5 mortal wounds he would take from spells in every game.

In-front Now! Go! Go!: If wounded in the enemy's shooting phase, Sniffelscream must allocate the two first wounds or mortal wounds in those phases to a friendly SKAVEN unit within 3" if possible.

Magic:

Sniffelscream knows Arcane Bolt, Mythic Shield and Doom Leap. He can attempt to cast and unbind one spell every phase.

Doom Leap: Sniffelscream laughs maniacally raising a paw towards his enemies, casting a cascade of black explosion at them while ricocheting himself backwards. 6" range, casting 5. Choose a unit (friend or foe) and roll a D3. The target suffers that many mortal wounds and: If the roll is 3, Sniffelscream is moved 2D6" in the opposite direction, directly away from the target. If the roll is 2: Sniffelscream is moved 3D6" in the away, and If the roll is 1: Sniffelscream is moved 4D6" in that direction. This cannot take him out of the map, and he will stop at the edge.

Command Ability:

Hurry-scurry, mustn't let the prey run-flee! Sniffelscream allows D3 friendly SKAVEN units within 18" to run and charge until your next Hero Phase. If Sniffelscream caused one or more models to flee by being the only one who damaged the unit, and them subsequently failing a battleshock test last turn, he can instead choose 3 units.

Keywords: CHAOS, SKAVEN, MASTERCLAN, HERO, WIZARD, SNIFFELSCREAM

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Ulrikke von Halmith
Name: Ulrikke von Halmith

Wounds 5 | Move 5" | Save 6+ | Bravery 6 |

RANGED

Weapon Name: Child-friendly Pistol | Range 9" | Attack 1 | To Hit 4+ | To Wound 4+ | Rend -1 | Damage 1

Weapon Name: Pistol | Range 9" | Attack 1 | To Hit 5+ | To Wound 3+ | Rend -1 | Damage 1

MELEE

Weapon Name: Cutting Sword | Range 1" | Attack 1 | To Hit 5+ | To Wound 4+ | Rend - | Damage 1

Description: Ulrikke is a single model, armed with two pistols: a child-friendly one and regular. Furthermore she carries a cutting sword. She can fire both pistols in the Shooting Phase.

Abilities:

I'll Support From Over Here: When Ulrikke von Halmith is chosen to pile in and attack, she may instead choose to retreat. If another friendly unit with the HERO keyword is within 3", the unit is immediately chosen to attack if they haven't already been chosen this turn.

Lucky Shot: If Ulrikke von Halmith hits on a 6 and wounds on a 6 with her pistol or Child-friendly Pistol, she deals 2 wounds with rend -2 instead of the regular damage.

Keywords: ORDER, HUMAN, FREE PEOPLE, HERO, ULRIKKE VON HALMITH

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Valdis Thanatos
Name: Valdis Thanatos

Wounds 5 | Move 5" | Save 5+ | Bravery 7 |

Weapon Name: Summoned Scythe | Range 2" | Attack 1 | To Hit 4+ | To Wound 3+ | Rend -1 | Damage D3

Weapon Name: Short Sword | Range 1" | Attack 1 | To Hit 4+ | To Wound 5+ | Rend - | Damage 1

Description: Valdis is a single model, he carries a summoned Scythe and a short sword.

Abilities:

Ulric's Pleasure: If Valdis hits on a 6 and wounds on a 6 with the same die, he deals D6 mortal wounds to a single model instead of the regular damage. This damage cannot carry over between models, so after the first model has been removed, any remaining wounds are discarded.

Magic:

Valdis knows Mythic Shield, Arcane Bolt and The Die is Cast, he can cast and unbind one spell each phase.

The Die Is Cast: Valdis throws a generic magic missile. Range 18", casting 5. Target suffers 1 mortal wound. Roll a dice, on 3+ the target suffers an additional wound. Continue rolling and giving more wounds until a 1 or 2 is rolled.

Keywords: ORDER, HUMAN, FREE PEOPLE, HERO, WIZARD, VALDIS THANATOS

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Wolfgang Flußritter
Name: Wolfgang Flußritter

Wounds | Move 4" | Save 4+ | Bravery 7 |

Weapon Name: Sigmarite Greatsword | Range 1" | Attack 3 | To Hit +3 | To Wound 3+ | Rend -1 | Damage D3

Description: Wolfgang is a single model that carries the Sigmarite Greatsword.

Abilities:

Delusional Saviour: Wolfgang can never retreat while another friendly unit within 18" is in close combat. If another friendly unit is in close combat within 18", he must charge the enemy they are fighting if possible.

Every Shadow Holds A Skaven: He re-roll 1's to wound against SKAVEN. If SNIFFELSCREAM is within 18" he re-rolls all failed to wound.

Proper Plate: Wearing the heaviest of armors ever to be forged in the Empire, Wolfgang can re-roll save rolls of 1.

Command Ability:

Steer Clear: Urging his soldiers and friends to steer clear of a particularly nasty enemy, he gives all friendly units within 12" the ability to re-roll save rolls of 1. If the target is VALDIS THANATOS, JOHANNE VON VIGAUN or ULRIKKE VON HALMITH, they instead re-roll all failed saves.

Keywords: ORDER, HUMAN, FREE PEOPLE, HERO, WOLFGANG,