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Author Topic: Bullshott's IHMN World - Company of Wolves list in PDF format added  (Read 20805 times)

Offline The_Beast

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Re: Bullshott's IHMN World - new pics: Porterhouse College - Group Photo Added
« Reply #75 on: October 15, 2013, 04:47:03 PM »
I wouldn't worry too much, as people will get used to just clicking on another board.

I dare say that Doug wont forget again.
 ;)

Say it all you wish; Doug wasn't able to answer for hisself until just now. FWIW, I tend more oft to use 'Show Own Posts' try keep track on just how much an a** I've been, and if I can in some small way correct. Major effort that...

'Like tears in the rain', the sloughing of my 'little grey cells'.

Not to fear, Craig, my silly gadfly contributions may diminish a bit, but not cease. Sorry to everyone else.  ;)

And, sorry for the bit thread-jacking, Bullshott!

Doug
« Last Edit: October 15, 2013, 05:10:33 PM by The_Beast »

Offline Bullshott

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Re: Bullshott's IHMN World - Porterhouse College company list added
« Reply #76 on: October 18, 2013, 02:48:11 PM »
Here is the full company list:

Porterhouse College Adventuring Company

Porterhouse College is a private school with a reputation for producing reliable and talented young men destined build careers as military officers or in other positions of power within the Empire. Not a fashionable education establishment, the school attracts younger sons of the rich and powerful (those who won't inherit) and, funded by a mysterious benefactor, the orphaned sons of military officers and members of the Colonial Service, neither of whom would be missed if something were to happen to them. This is perhaps fortunate, as the school encouraged its pupils to undertake 'character building' extra-curricular activities to show that they have the 'right stuff' and demonstrate their worthiness to be servants of Empire.

One of the schools's most successful extra-curricular activities is the school's adventuring company; formed of the most talented sportsmen, members of the school's cadet force, a few promising juniors and other boys with particular special talents. Although provided with only limited resources (from the cadet force armoury), the company make up for this with some expensive toys provided from wealthy boys allowances and home-made technology manufactured by some of the more scientifically capable boys.


The Boys

The Honourable Harry 'Flashy' Flashheart   52 Points
Pluck 2+, FV +3, SV +3, Speed 2, Leadership +2, Fanatic, Duellist (Sword)
Chain armour, Pistol, Swordstick
Leader of the adventuring company, head boy, captain of the schools's Rugby team and school fencing champion. Flashy wears a shirt of light but very strong (and very expensive) chain mail under his immaculate school uniform.

George ‘Sticky’ Wicket   36 Points
Pluck 3+, FV +3, SV +3, Speed 2, Leadership +1, Tough
Magnetostatic Waistcoat, Shotgun(short), Club
Captain of the school cricket team and a noted all-round sportsman, Wicket prefers to get up close and personal with his opponents. He often carries home-made grenades, with which he demonstrates his cricket prowess as a bowler.

Victor ‘Vickers’ Enfield   35 Points
Pluck 4+, FV +1, SV +4, Speed 1, Marksman, Stealthy
Jack, Military Rifle
The best shot in the school's cadet force.

Tiberius 'Tinker' Bullshott   16 Points
Pluck 4+, FV +0, SV +2, Speed 1, Engineer
Jack, Pistol
A younger son of the famous manufacturing family, Bullshott was sent to Porterhouse following an incident involving an exploding dovecote. His family hoped that sending him to an out of the way boarding school would keep him out of trouble. This may have been a mistake, as young Bullshott has found new uses for his natural engineering talents in support of the adventuring company!

Cadet   16 Points
Pluck 5+, FV +1, SV +2, Speed 1
Jack, Military Rifle

Junior   5 Points
Pluck 6+, FV +0, SV +1, Speed 1
Club


The Adults

Sometimes members of the college's staff accompany the company to provide support.

Captain Ironside   32 Points
Pluck 3+, FV +3, SV +3, Speed -1(0), Leadership +2, Martial Artist
Brigandine, Pistol, Club
Once a promising officer, Ironside was invalided out of the Army after almost losing his leg to a Dervish sword. Ironside now teaches at Porterhouse, trains the school cadet force and is mentor to the adventuring company. Despite his wound, Ironside has become proficient in the martial art Bartitsu .
Speed -1: This confers no penalty in hand-to-hand combat, but does Speed -1, figure cannot run.
Note that Ironside’s Martial Artist talent compensates for the movement penalty Speed -1 confers.

Grim Ben   37 Points
Pluck 3+, FV +4, SV +0, Speed 0, Numb, Antivenom
Thick hide - as Jack, Heavy Club - as Nightstick
Grim Ben was captured by a mad scientist as a subject to perform experiments on. Rescued by the adventuring company, he recovered but at the cost of having to live with hideously deformed skin, making it impossible for him to return to a normal life in public. After petitioning by the adventuring company, the school took Ben in as a caretaker. Ben now takes care of both the school building and the boys of the company when out 'adventuring'. Ben's preferred weapon is a heavy club.

Sister Elsie   19 Points
Pluck 4+, FV +1, SV +0, Speed 0, Medic
Lined Coat, Shotgun (short), Club (shillelagh)
Sister Elsie is the firey tempered Irish nurse in charge of the school's infirmary. Sometimes she accompanies the company to "keep an eye on her boys".


Flashheart may have a Steam Monowheel (+14 points)
Wicket may have Explosive Grenades (modified fireworks) (+6 points each)
Enfield may have a  Monocular Targeting Array (+7 points)
Bullshott may replace his Jack with a Vulcan Coat (+1 point) or a Faraday Coat (+4 points)
Bullshott may replace his Pistol with an Arc Pistol (+4 points)
Bullshott may have Grenades (Explosive or Brick Lane Bottle) (+6 points per grenade)
If Bullshott is present in the company, one company member may have an Electrostatic Burst Generator (+15 points)
Any Cadet may have the Marksmanship talent (+5 points)
One Cadet may be a NCO in the Cadet Force with Leadership +1 (+3 points)
Any Junior may have the Stealthy talent (+5 points)
Any Junior may have Explosive Grenades (modified fireworks) (+6 points each)
Any Junior may have a Vertical Spring Translocator (+8 points)
Capt. Ironside may have a Steam Carriage (+10 points)
Any company member may have a Bicycle (+3 points)

Steam Monowheel
Move: 15"
Difficult Terrain: No
Armour: 7
Carries 2 persons, 1 acting as driver (requires 1 hand to steer)
Points: 14
« Last Edit: October 22, 2013, 09:08:39 PM by Bullshott »
Sir Henry Bullshott, Keeper of Ancient Knowledge

Offline Craig

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Re: Bullshott's IHMN World - Porterhouse College - company list added
« Reply #77 on: October 19, 2013, 11:11:51 PM »
It seems Crooked Dice have been listening to your prayers Bullshott:
http://wargameterrain.blogspot.co.uk/2013/10/crooked-dice-st-searles-schoolgirl.html

 lol
My sincerest contrafibularities
General Lord Craig Arthur Wellesey Cartmell (ret'd)
https://theministryofgentlemanlywarfare.wordpress.com/

Offline Bullshott

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Re: Bullshott's IHMN World - Porterhouse College - company list added
« Reply #78 on: October 19, 2013, 11:19:45 PM »
It seems Crooked Dice have been listening to your prayers Bullshott:
http://wargameterrain.blogspot.co.uk/2013/10/crooked-dice-st-searles-schoolgirl.html

 lol

I'll let someone else work on a company for these. I need to work on my 'Very British Cultist Company' and my 'Military Order' company.

Offline lou passejaire

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Re: Bullshott's IHMN World - Porterhouse College - company list added
« Reply #79 on: October 20, 2013, 01:31:33 PM »
pfffff victorian young ladies with what we name "rasduc" in french ... schoking  >:(

Dans les situations critiques, quand on parle avec un calibre bien en pogne, personne ne conteste plus. Y'a des statistiques là-dessus.

Offline Bullshott

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Re: Bullshott's IHMN World - Porterhouse College - completed company photo
« Reply #80 on: October 26, 2013, 05:17:55 PM »
I've finished the last couple of figures, so here is the completed Porterhouse College Adventuring Company:



This includes a couple of members not previously seen:

Light blue touchpaper - junior with improvised bombs and Vertical Spring Translocator


Sister Elsie, the school nurse

Offline Mason

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Re: Bullshott's IHMN World - Porterhouse College - completed company photo
« Reply #81 on: October 26, 2013, 05:47:43 PM »
Great stuff, Dave.
I love the idea behind this company and look foward to seeing them at BLAM.
 :-* 8) :-*


Offline Bullshott

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Re: Bullshott's IHMN World - new company started
« Reply #82 on: November 05, 2013, 11:52:31 PM »
Following the Porterhouse boys' creditable performance at last weekend (a winning draw against the Egyptian cultists and their annoyingly invincible leader), I've started on my next company ...

... The Company of Wolves

Pictures and background soon

Offline Bullshott

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Re: Bullshott's IHMN World - The Company of Wolves - first photos
« Reply #83 on: January 25, 2014, 12:25:17 PM »
I finished the 'hairy' elements of The Company of Wolves a while ago but never got round to posting them:

The full pack:


Detail of the pack werewolves:


All I need to finish now are the pack's human followers. I'm also very close to finishing my company for the Imperial Hunt Club.

Offline Craig

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Re: Bullshott's IHMN World - The Company of Wolves - first photos
« Reply #84 on: January 25, 2014, 12:28:26 PM »
Very nice indeed  :o

Offline Elk101

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Re: Bullshott's IHMN World - The Company of Wolves - first photos
« Reply #85 on: January 25, 2014, 09:18:22 PM »
They look excellent!

Offline NurgleHH

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Re: Bullshott's IHMN World - The Company of Wolves - first photos
« Reply #86 on: January 26, 2014, 08:59:09 AM »
Great work.Do you make some rules for them?
Victory Decision Vietnam here: leadadventureforum.com/index.php?topic=43264.0

Victory Decision Spacelords here: leadadventureforum.com/index.php?topic=68939.0

My pictures: http://pictures.dirknet.de/

Offline Thunderchicken

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Re: Bullshott's IHMN World - The Company of Wolves - first photos
« Reply #87 on: January 26, 2014, 10:02:49 AM »
Nice work Dave.
Don't!

Offline Bullshott

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Re: Bullshott's IHMN World - The Company of Wolves - first photos
« Reply #88 on: January 26, 2014, 03:41:37 PM »
Great work.Do you make some rules for them?

I'll publish the company list once I've painted up the human followers. However, before that you will be getting the list for the Imperial Hunt Club.
« Last Edit: January 26, 2014, 04:29:30 PM by Bullshott »

Offline Bullshott

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Re: Bullshott's IHMN World - The Imperial Hunt Club - new photo & company list
« Reply #89 on: January 26, 2014, 05:03:19 PM »
The Imperial Hunt Club



The Imperial Hunt Club is an exclusive gentleman's club. From its premises in London the club's members plan expeditions to hunt dangerous game, vying with one another to hunt the most dangerous creatures (and bring back trophies to display). The most daring members have moved on from hunting natural beasts to pursuing the supernatural.

Whilst the club's reason for being seems, on the face of it, devoted to hunting dangerous beasts for sport, the club also has a hidden agenda. The club has contacts with the rich and powerful of the land (indeed, several men of power are members of the club) and is thus in the ideal position to be approached by a certain government department to 'deal with' supernatural creatures encroaching on civilisation (or at least within the British Empire) and removing such creatures from the bits on the edge of maps marked "here be monsters", in order to allow expansion of the Empire's frontiers. Additionally, a private gentlemens' hunting expedition (be it hunting wild boar in Europe or yeti in the Himalayas) is a perfect cover for performing clandestine missions on behalf of Her Majesty's government.

'Hunts', as the club's equivalent of adventuring companies are known are led by an experienced hunter; sometimes operating alone or at other times  accompanied by one or more club members as companions. Providing additional firepower are the 'gunmen'; who may be locally employed men or, especially if operating in Britain, servants or gamekeepers from the hunt leader's estates. Hunts may also use hunting hounds to help flush out or bring down their prey.
Money is no restriction to the wealthy club members in kitting out their Hunts, so they have access to the latest weapons and technology (although its use would be frowned upon in hunting anything but supernatural prey or adversaries known for using  the supernatural or advanced technology).
The list below shows typical characteristics of potential members for a hunt, together with specific individuals appearing in Sir James Sydney's hunt. Players should feel free to develop mother such lists along similar lines, using The Explorers' Club list in IHMN 8.4.2 and he Hunting Party list in HVF 6.1.2 for inspiration.

Sir James Sydney's Hunt


Sir James Sydney

Perhaps the most infamous hunt is that of Sir James Sydney, a hunter known for his competitive 'win at all costs' attitude.  Sir James has officially retired to England, following various military and diplomatic posts abroad, where he acquired his love of hunting. His English estate now provides him the perfect base from which to plan hunts to bag various supernatural 'game' haunting Central and Western Europe.

When on a hunt, Sir James is usually accompanied by his loyal companion Hawtrey and his ghillie, Scott. Occasionally, Sir James may also be accompanied by another hunter from the his club.

Sir James also employs Dr. Williams, a brilliant scientist, ostracised by polite society for his views on biological engineering and his 'improvements' conducted on live creatures. Dr. Williams is the creator of the feared Spark Hounds, specially bred and surgically enhanced hunting hounds.

Sir James Sydney
Pluck 3+   FV +2  SV +4  Speed +1  Cost 63
Leadership +2, Hunter, Marksman
Chain Shirt, Hunting Rifle, Pistol, Knife

Hawtrey
Pluck 4+   FV +1  SV +3  Speed +0  Cost 35
Marksman, Intuitive
Chain Shirt, Military Rifle, Knife

Scott
Pluck 4+   FV +1  SV +3  Speed +0  Cost 34
Hunter
Jack, Hunting Rifle, Knife

Hunter
Pluck 3+   FV +2  SV +4  Speed +0  Cost 48*
Hunter (may choose up to 1 more Talent at additional cost)
Lined Coat, Hunting Rifle, Pistol, Knife

Dr. Williams
Pluck 5+   FV +0  SV +1  Speed +0  Cost 16
Medic
Lined Coat, Arc Pistol

Gunman
Pluck 5+   FV +1  SV +2  Speed +0  Cost 11
Jack, Shotgun

Hunting Hound **
Pluck 5+  FV +3  Move 12"/Run +6"  Armour 8  Cost 13
Weapon Bonus +1, Pluck Penalty 0

Spark Hound **
Pluck 5+  FV +3  Move 12"/Run +6"  Armour 8  Cost 18
Tough
Weapon Bonus +1, Pluck Penalty 0

Handler
Pluck 5+   FV +1  SV +1  Speed +0  Cost 12
Jack, Short Shotgun, Bullwhip
« Last Edit: January 26, 2014, 06:30:13 PM by Bullshott »

 

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