Dramatis Persona


Laure Croftenssen
By Horacio Gonzalez

Little is known form the past of Laure Croftenssen. She is said to be the youngest daughter of a noble and rich family of Marineburg. Like many of the daughters of the imperial nobility, she was sent to study to a Sisters of Sigmar's convent, where she learned to master her body and mind. When she was novice, the Count of Sylvania sponsored a peregrination to an old Sigmar sanctuary in Sylvania's forests and the convent selected several sisters and novices for escorting  the pilgrims, and Laure was in the group. The history doesn't tell us the exact fate of the pilgrims, only says that nobody saw them again. All of them disappear in Sylvania's forests, all of them but Laure, that returned to Marineburg horribly injured and with the fires of determination burning in her eyes. She is said to have left the convent and pursued a career of adventure, driven by the hate to the undead. When she learned about Khemri, its Pyramids, its treasures... and its undead guardians she began the voyage to the desert land, where she has earned the reputation of being one of the most intrepid and successful Tomb Raiders of the country.


Laure uses the Adventures Pair of Handguns, a rifle,  and wears no armor.


Step aside
Lightning Reflexes
Handgun expert
(can shoot twice a round with any pair of handguns)

Special Rules:

Hate: Laure Corftenssen hate undeads

Lone: Laure is used to wander alone, and she suffers no ill effect from fight alone against several enemies


Adventurers Pair of Handguns
You've seen Lara Corft, you know the drill

50 gc, rare 11
Range: 8"              Strength:  4
Special rules: -2 armor save,  fast reload

Fast reload: The Adventurers Pair of Handguns are master crafted handguns made from the Empire Guild of Engineers, and it uses a new ammunition load mechanism, faster than traditional reload process. A character with an Adventure Pair of Handguns can fire ONCE in every fire phase (like with a normal pair of handguns) but in hand to hand combat she can choose :

  • making two attacks in the first round of close combat and after that
    picking another weapon
  • making one attack in every round of hand to hand combat

  • Henrich "Altdorf" Schrider

    Dr. Henrich "Altdorf" Schrider is an archaeologist, graduated top of his class from the University of Altdorf in XXXX. He has gained quite a reputation by sending many rare artifacts back to Altdorf from his travels. Although some rumors have that the artifacts are acquired in less than ideal ways, the steady income of relics makes this irrelevant for the senior

    Hire Fee: 75 Gold Crowns, upkeep: 1 treasure

    May be Hired: Any "non-evil" warband may hire "Altdorf" Schrider.

    Rating: Altdorf Schrider increases warband rating by +75 points






















    Adventurers Whip(see below), sword, Dueling Pistol, Light armour, Lantern,
    Rope & Hook


    Tomb explorer
    Excellent reflexes
    Master Whipper
    (see below)
    Step Aside
    (re-roll any one die)

    Special Rules:

    Fears Snakes & Serpents

    Special Equipment:
    Adventurers Whip - 15 gold crowns
    You've seen Indiana Jones, you know the drill.

    Range Strength Special Rules
    4" As user -1 Cannot be parried, reach, disarm, swing, + 1 armour save

    Special Rules

    Instead of striking to injure, a model with an adventurers whip may try to
    strike his opponents weapon making him drop it. Roll to hit as normal, but
    instead of rolling to wound, the opponent gets a parry attempt (Representing
    the model trying not to drop the weapon, thus it is allowed to parry without
    sword or buckler, but being armed with both don't allow a re-roll). If the
    parry attempt is failed, he has dropped his weapon. He must fight with
    whatever back-up weapon he has in his equipment for the rest of this combat
    (or fight unarmed if he has no other weapons).

    A skilled adventurer may use his whip as a rope to swing over gaps. To
    represent this, a model can jump a gap (up to a maximum of 4"), but unlike
    normal jumping you don't deduct the distance jumped from the model's
    movement. You must however still roll initiative to not fall down. In
    addition you may use the whip to jump to a lower level, even through
    windows. You must however always have something on a higher level to attach
    your whip to in order of swing with it (Use common sense, in addition
    sewers, dungeons, tunnels, etc. always counts as having something to attach
    the whip to.) If a model using an adventurers whip falls in a pit trap, he
    may try to use his whip to save himself from falling down by passing an
    Initiative test.

    Combat Skill:

    Whip Master
    The hero is so skilled with his whip that he may re-roll any roll with the
    whip once. You must accept the second roll, even if it is worse.



    Questions, Comments: grafixgibs@hotmail.com