Regardless, First Blood should be played with heaps of Terrain. e
forces of First Blood undertake missions that a large rank-and-le
Army could not; they battle within city streets, in dense forests,
or abandoned ruins and even dungeon holds. In order to help you
determine how much Terrain should be used, we recommend that
you use about 10 Terrain pieces for a 4’ by 4’ Battleeld.
Terrain follows all normal rules found in Chapter 9 of the Conquest
First Blood rulebook with the following changes and additions:
● No piece of Terrain is placed on top of an Objective Zone Marker.
● No piece of Terrain is within 3" of another Terrain piece unless
a Terrain Special Rule species that certain pieces of Terrain
need to be even further apart.
● No piece of Terrain should have a footprint larger than 9"x6".
● Smaller Terrain pieces can be grouped together to form a single
Terrain piece. is combination of Terrain pieces should not
create a footprint larger than 9"x6". E.g. A ruined hamlet can be
combined with a few Obstacles to create a larger ruined structure.
● Can only include up to 2 pieces of Garrison Terrain on each
Battleeld.
● Can only include up to 4 pieces of Ruins Terrain on each Battleeld.
● Must include at least 2 pieces of Terrain with the “Obscuring”
Special Rule.
● Must include at least 2 pieces of Terrain with the “Obstructing”
Special Rule.
● When the T.O. sets up Terrain pieces it is important to keep
both sides of the table fairly symmetrical to ensure a fair game.
● e Battleeld should contain about 10 pieces of Terrain but
no more than 14.
FIGHT THE BATTLE
Every Conquest First Blood! battle plays for a set number of
Rounds, or until a specific Victory Point (VP) threshold has
been reached. If a Player’s forces are completely wiped out, this
constitutes a loss for that player.
A Player’s forces are wiped out if there are none of their Models le
on the Battleeld and no further Reinforcements are available in this
or subsequent Rounds. Each scenario will specify VP thresholds,
Special Objectives, Reinforcement and Deployment zones.
OBJECTIVE MARKERS & ZONES
Many Scenarios will require a Player to seize territory – battleeld
quarters, center of the Battlefield, Objective Zones, destroy
Objective Markers and so on. When such is the case, Models gain
the respective Player VPs.
Objective Zones
An Objective zone refers to a circular area on the battlefield
usually 6”, 9” or 12” in diameter used to denote areas of interest.
When a Model’s base overlaps an Objective Zone then that Model
is considered to be within range of an Objective Zone.Certain
Scenarios refer to some Objective Zones as friendly to one player
or the other. Friendly Zones cannot be Seized by the player they
are friendly to. Objective Zones cannot be Seized during the rst
Round of a game.
Seizing Objective Zones
Models within a Regiment can Seize Objective Zones as per the
following rules:
e Player with the most Models, within range of an Objective
Zone, claims that Objective.
● Every two Light Infantry Regiment Models count as one Model
for the purposes of Seizing Objectives.
● Each Light Cavalry and Brute Regiment Model counts as two
Models for the purposes of Seizing Objectives.
● Each Medium and Heavy Infantry Regiment Model counts as
one Model for the purposes of Seizing Objectives.
● Each Medium and Heavy Cavalry and Brute Regiment Model
counts as three Models for the purposes of Seizing Objectives.
● Each Monster Regiment Model counts as six Models for the
purposes of Seizing Objectives.
● Each Character, Retinue and Ocer Model counts as one Model
for the purposes of Seizing Objectives.
Objective Markers
Unlike Zones, Objective Markers refers to Models on the Battleeld,
used to denote items of interest.
Objective Markers are Models based on Brute/Cavalry bases, are Size
2 and are considered Enemy entities on the Battleeld depending
on the Scenario. ese Markers are only used in Scenarios that
include them and placed according to each Scenario’s diagram.
ese Markers do not Activate, do not perform Actions, do not have
Engagement Range and do not count towards Seizing Objectives.
Certain Scenarios refer to some Objective Markers as friendly to
one player or the other. Friendly Objective Markers cannot be
destroyed or attacked by the player they are friendly to. When
a friendly Objective Marker is within an Objective Zone then
that Zone is Contested and cannot be Seized by Enemy Models.
However, a Player would still need to have more Models than their
opponent on an Objective Zone to Seize it as normal, even though
Enemy Models cannot Seize a Zone due to it being Contested.
E.g. An Objective Marker, iendly to Player 1, is within range of a 12”
Objective Zone. Player 2 has more Models within range of the Objective
Zone than Player 1 but cannot Seize it due to it being “Contested”.
Player 1 however, will still need to bring more Models within range
of the Objective Zone than Player 2 if they wish to Seize it.
Destroying Objective Markers
Objective Markers cannot be destroyed or damaged during the
rst Round of the game. To damage an Objective Marker Models
need to attack it the same way they would attack an Enemy Model
as follows:
● Models can select an Objective Marker as a Target for Charge
and Clash Action
● Models inict Impact Hits on Objective Markers as normal
● Models can only select an Objective Marker as a Volley Action
Target if the Marker is within 6” of the Model ring at it