Updated 10 Jan 20
(some tweaks, some additions)
As per Clint’s request on Discord I’ve put together a list of suggested new SNAs for 4th Age. This is just a starter to get people thinking along the right lines and intended to initiate a discussion.
A lot of the discussion for this is taking place on the Discord group (#4th-age-sna) so if you’re interested in taking part either post below or come and join in.
Points to note:
Feel free to suggest totally new ones
Feel free to suggest modifications to the ones I’ve put up (if I can edit my post I’ll update the list accordingly)
Feel free to suggest costings - this I’ve left completely blank as they make a huge difference between something being considered overpowered and something never being picked as it’s too expensive.
Don’t feel free to simply criticise - keep it constructive and come up with alternative ideas if specific ones below aren’t to your liking.
The intention is to distil the list down to a reasonable number (probably 20) which most of us broadly agree on with acceptable costings. To do this I’ll hold a poll where people can vote for, say, their top 5, and then amalgamate the votes accordingly to give a ‘most popular’ result. Then we can hope Clint actions them…
SNA # | Ability | Cost |
---|---|---|
1 | Nominate an existing non-Champion character to be a champion (bringing your starting total to 3) | |
2 | All Guard (605/610) orders performed at double skill rank | |
3 | -10 to Agent skill for characters attempting to use kidnap/assassinate orders against this nation | |
4 | This nation may use the 496 ‘Build Road’ Order | |
5 | Armies of this nation automatically perform a Recon at the end of their turn (order 925) | |
6 | InfOthr (order 525) actions against this nation reduce loyalty by 5 points less than usual | |
7 | 40 skill points may be allocated when using order 725 (Name Character), subject to a maximum of 30 skill in any one area | |
8 | Emissaries may double any character from another nation | |
9 | Armies consisting solely of light troops get +2 movement points | |
10 | May use (new) order 458 ‘Build barges’. Barges cost 500g/timber, may be built on a port or harbour and can carry a maximum of 100 foot soldiers or 50 cavalry. Barges enable armies to utilise naval movement on major and minor rivers. Such movement will be stopped by PCs with fortifications or enemy armies. | |
11 | Characters may move 14 hexes per turn | |
12 | Mage skill is doubled for the purpose of learning spells | |
13 | Pop centres are more likely to report the presence of foreign characters | |
14 | Kidnapped characters will commit suicide if held for more than 2-6 turns | |
15 | If an army commander is killed and there is no backup there is a 50% chance a new commander will step up to take charge (C30). The nation must still pay 5000 gold for this to be successful. | |
16 | Loyalty is neither lost nor gained as a consequence of tax rates, or changes thereof. | |
17 | All pop centres gain +1 loyalty per turn. | |
18 | Create/Improve pop centres (Orders 550/555) actioned at +20 to emissary skill. | |
19 | Influencing done at +20 to Emissary rank (orders 520/525) | |
20 | Commanders issue Threat orders (498) at +20 to Command skill. | |
21 | PCs with Fortifications gain a recon at the end of every turn. Skill is equal to fortification rank x 20 (Tower=20, Fort=30 etc) | |
22 | Plains Hexes generate 20% more mounts and leather | |
23 | Forest Hexes generate 30% more timber | |
24 | Armies may move onto mountain hexes for 2 less movement | |
25 | Characters lost at sea have a chance of saving themselves, returning to the nearest land hex. | |
26 | Militia are more effective against enemy agent actions and may also interfere with enemy emissary actions. | |
27 | Agents issuing a steal order (685/690) do so at +20 to their normal skill. | |
28 | All character skill gains are +1 | |
29 | All troops fight at 110% in one nominated terrain type | |
30 | Mage srying spells have no distance limitation and are cast with +20 to the Mage’s skill rank. | |
31 | Armies of this nation gain +5 morale per turn | |
32 | Armour of the nominated type acts twice as effectively as normal | |
33 | (Elves only). Archers have +2 Strength | |
34 | (Dwarves only). Heavy Infantry has +2 Defence but suffers a -1 movement penalty | |
35 | Light cavalry pays 1 less movement point per hex than usual, subject to a minimum of 1 | |
36 | (DS only) Armies without food may move at normal speed but lose 10% of their numbers when doing so | |
37 | Ship defence is 4 | |
38 | Ship defence is 5 | |
39 | This nation may build fortifications and roads at half the normal gold/timber cost | |
40 | Your troops may move directly from 1 mountain hex to another at a cost of 14 movement points and a 10% loss of manpower and morale. | |
41 | Your non-cavalry armies may cross major rivers at a cost of 14 movement points and a 10% loss of manpower and morale | |
42 | You may improve pop centres by 2 levels in one turn. Each improve order will still need to be issued by a different emissary. | |
43 | Your nation gains access to the (new) order 590 Uncover Nation Info. Type - Emissary, level hard. This order may only be performed by an emissary on an enemy nation population centre and will reveal all of that nations selected SNAs and may reveal current tax rate, loyalty of that pop centre and the size/location of any hidden pop centres owned by that nation. | |
44 | Your nation gains access to the (new) miscellaneous Command order 492 ‘Build barricades’ which allows temporary fortifications to be erected on the hex occupied by the commander issuing the order and all surrounding ones (to a maximum of 7). For each selected hex 500 gold and 500 timber must be paid from stores. Barricades last 1-3 turns and stop enemy army movement on that hex. Once an army has been stopped that barricade is removed from play. | |
45 | When your nation destroys a population centre your treasury gains 1000 gold for every rank of that PC (1000 for camp, 2000 for village etc) | |
46 | Gain the ability to learn the (new) Lore spell 431 ‘Reveal Companions’ (hard). Cast upon a named character, if they are within 12 hexes it will reveal whether they are in an army or a company, whether or not they are in charge of that army or company and the names of any other characters who might be with that army or company. | |
47 | Gain the ability to learn the (new) Lore spell 433 ‘Reveal Enemy’ (hard). Cast upon a pop centre within 12 hexes of the Mage it will function as a Scout for Characters with an effective rank of the Mage’s skill +20. | |
48 | Mage defensive spells confer 50% more protection. | |
49 | Mage offensive spells deliver 50% more damage. | |
50 | Gain the ability to learn the (new) Defensive spell ‘Counterspell’ (hard). Cast upon a named character, if they are within 12 hexes and attempt to cast a spell it is cancelled with no effect. | |
51 | Gain access to the (new) order 726 ‘Name Champion’. Costs 25000 gold and allows you to name a new champion character with up to 40 skill points to be distributed across the skills (maximum of 30 in any one area). This order may only be used if you have fewer champion characters than you started the game with. |
Comments and thoughts please…
Rob