Collecting The Taxes



The revolution was about to begin, but first, money was needed to hire troops and to equip them with the weapons that will be needed during the revolution. The tax collectors collect outragously high taxes and are all lap-dogs to the Sun King, attacking a tax collector on his way back to Parravon with his ill-gotten gains will be sure to fuel the uprising...

What you will need:
- The Revolutionary player should think up a name for the Revolutionary Character
- A selection of Bretonnian minatures, preferably some Peasants and Militia too.
- Two players
- A board that measures 36" x 36"

The Revolutionary Forces:
- A Knight Of The Realm Champion (The Revolutionary Character)
- Up to 40 points worth of the following troops with no Champions: Peasants, Militia and Bowmen. (If you have no Peasants or Militia then the Revolutionary player may take Men-At-Arms instead)

The Tax Collector And His Guards (Sun King plays as this side):
- A mounted Tax Collector, who has the same stats as a Man-At-Arms and wears Light Armour and rides a warhorse.
- Up to 60 points worth of the following troops: Men-At-Arms and Bowmen, may take a single Champion (No additional cost for upgrading him, so you get one free Champion).

THE BATTLEFIELD:
You will need a 36" x 36" board, it should have a road from one table edge to the opposite one. At least two or more pieces of terrain (hills, trees or rocky outcrops or whatever you want) should be on each side of the road.

DEPLOYMENT:
The Sun King player may pick either side of the board where the road leaves off the table as his deployment area, he may then set up his Tax Collector and the guards within 6" of that board edge. The Revolutionary player then may set up his forces within 6" of any other board edge but may not deploy a model in the Tax Collector's deployment area. This rule means that the Revolutionary player's deployment zone covers three table edges, whilst the Sun King's deployment area covers only one.

OBJECTIVES:
The Revolutionary player will win if he/she can get a model carrying the money token(see below) off any table edge without a road leading off it.
The Sun King player will win if he/she can kill the Revolutionary Character or if he/she can get a model carrying the money token(see below) of the table edge opposite where he/she set up his/her forces.

The game lasts until one side wins.

WHO GOES FIRST?

The normal way of determining who goes first is used, exept that the Revolutionary player gets a +1 to his roll because he has the element of surprise.

SPECIAL RULES:

No Routing: The Revolutionaries are sick of the Sun King's rule and would rather die than continue to submit to it, so they will not Rout. The Sun King's men on the other hand know that the Sun King's wrath will be brought upon them if they run away, so they don't Rout either.

The Tax Collector: The Tax Collector can't charge an enemy unless one of two circumstances occur:
  1. The enemy that the Tax Collector wishes to charge is blocking the way to escape with the Money Token and the only way to get past is to charge the enemy.
  2. Charging the enemy is the only way to avoid being charged, their are no other escape routes.
  3. The enemy the Tax Collector wishes to charge has the Money Token.
Bag o' Gold: Get a suitable token (a coin, a piece of paper or whatnot) to represent the bag of tax money(The Money Token). The Tax Collector starts with the Money Token in his possession, place the token under his base to show that he is carrying it.

A model carrying the Money Token may hand it to a friendly model by moving into base contact with the recipient. A model that Knocks Down, Stuns or takes Out Of Action the model carrying the Money Token will take the Money Taken off the fallen warrior if he so wishes.

A model that loses his nerve who carries the Money Token will drop it where he stood before he ran.

WHAT HAPPENS IF THE REVOLUTIONARIES WIN?
The money is used to fuel the uprising and buy equipment. The following effects take place if the Revolutionary player wins this scenario:

- The Revolutionary player may take fully armed Men-At-Arms in the Raid The Armoury scenario.
- The Revolutionary player may take one magic item up to the value of 25 points for free for one of his characters in the Gate Of Parravon scenario.

The money is not enough the fully arm the entire Revolutionary force, but it does allow them to have enough weapons to Raid The Armoury.

WHAT HAPPENS IF THE SUN KING WINS?
The money makes it to Parravon and it is denied to the Revolutionaries, the Sun King is greatly pleased by this fact. This is what happens if the Sun King wins this scenario:

- Any Men-At-Arms the Revolutionary player takes in the Raid The Armoury scenario may not be given shields and lose their Light Armour, there simply isn't enough money to buy it all!!!
- The Revolutionary player may not take a magical banner for his Battle Standard Bearer in the final battle.

The Revolutionaries are getting desperate and have but one chance to continue their struggle against the glorious Sun King, they must Raid The Armoury!

USING THIS BATTLE AS A STAND ALONE GAME:
You could change the forces to anything and the item to anything really. Imagine a Nurgle Chaos warband trying to capture a Chaos relic off a Khorne warband, or some Empire treasure-hunters attacking a group of skinks carrying a golden idol.

You could make things more interesting by making the item living, like a drugged captive or some sort of beast which would wander around aimlessly when not held and, if it's a monster, attack people when it gets angry!

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