Traits

In Iron & Honor, traits help refine the character’s role on the battlefield. They can be advantages (or disadvantages), descriptive qualities, or special abilities. Sometimes, this is simply a matter of reflecting aspects of the physical miniature. For example, a particularly bulky model may be given the large trait; a dragon may be given flight. In other cases, the traits are used to add uniqueness and flavor to a character or emphasize the skirmish party concept. Perhaps a band of witch hunters? Or a horde of undead?

It is the combination of traits that defines a character and the party. And, it is left to the creativity of the player to combine these traits in ways that best represent the models on the table. Of course, not every model is required to have traits. Sometimes, a character may be best represented without any traits at all!

Here are some sample traits to give you a feel for the game system:

Assassin: The assassin is a master of maneuver and finding an enemy’s weakness. A model with the Assassin trait has a +4 bonus to close combat attacks made against a model’s back arc, rather than just a +2 bonus.

Giant Slayer: There are those who hunt the large beasts of the world. They are known as Giant Slayers. A hero with the Giant Slayer trait is especially effective at hunting large models; thus, the hero receives a +3 to attack resolution rolls made against a model with the Large trait; and a +2 to attack resolution rolls against models with the Gargantuan trait. In addition, every friend model within 6” receives a +1 to close combat attack rolls made against a model with the Large trait.

Pet: The Pet trait is used for creatures that accompany a hero or companion – a loyal guard dog, a trained hunting falcon, or a spell caster’s summoned familiar. Of course, it can also be used to represent an overly close follower. For example, in the Northmen Raiding Party, the warrior, Sigrun is given the pet trait to reflect her close bond to the hero. She fights much better when at his side. A model with the Pet trait is attached to the hero or a companion at the beginning of the game when the models are deployed. The pet must remain close to the attached character. If the model is not within 6” of the attached character when activated, the pet suffers a -2 to its activation die roll until it is again within 6”. Pets, however, also benefit from staying close to their master. When the pet is within 3” of its hero or companion, the pet receives a +1 to its MA. If the hero or companion is killed, the pet model suffers a -2 to all dice rolls (activation and resolution) for the remainder of the game. The Pet trait can only be given to followers.

Spray: Some models have weapons and attacks that cover a broad area rather than striking a single foe. This could represent the flaming breath of a dragon or an arcane flamethrower. A model must be armed with a ranged weapon to be given the Spray trait. When attacking at short range with a Spray weapon, the attacker may make additional attacks against enemy models that are within 1” of the first target of the attack. In other words, after resolving the initial attack, the player makes an additional standard ranged attacks against enemy models within 1” of the target model and within short range of the attacker. Each additional attack has a -3 penalty to the attack resolution dice roll and is resolved separately. A model with Spray ignores cover when attacking at short range. In other words, a defender does not receive the bonus for cover.

Tough: Models that are Tough are hard to kill. The Tough trait can be used to represent a character with natural resilience to harm or one who has equipment that adds to its resilience, such heavy armor. When a Tough model would take a wound, the model rolls 1d6. On a roll of 6, the model ignores the wound. Instead, the model is Stunned. If a model with Tough suffers a brutal attack, a roll is made separately for each wound. The model may spend one Fate to increase the chance of avoiding a wound. If the player spends one Fate, the wound is avoided on a roll of a 5 or 6.

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