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Conquest: First Blood

Para Bellum · · 2022

Official website
Skirmish38

First Blood is a fast-paced, tactical fantasy skirmish game set within the world of Conquest. Designed from the ground up as a scalable skirmish system, First Blood delivers intense tabletop battles where every Warrior, every decision, and every dice roll matters. Players command compact Warbands led by powerful Warlords and Heroes, clashing in tightly focused engagements driven by positioning, timing, and tactical play. While First Blood shares its universe, factions, and miniatures with Conquest: The Last Argument of Kings, it stands as its own complete game system, built for smaller model counts, faster playtimes, and flexible table sizes. Whether you’re a veteran Conquest player or stepping into Eä for the first time, First Blood is easy to learn, rewarding to master, and designed for repeat play.

Universe

Publisher

Para Bellum

Year

2022

Players

2

Base Type

round

Miniature Agnostic

No

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Factions

City States

Successor states that hoarded Dominion secrets and archemy while the world fell. Split between Demagogue, Militarist, and Academic councils, they field drilled hoplite lines backed by minotaurs, giants, and veteran steel.

Dweghom

What remains of the dwarves after they bargained with War for freedom from the dragons. Elemental fire and earth power their hosts, but the gift of War drives endless conflict between those who embrace the curse and those who fight it.

Hundred Kingdoms

A mosaic of human realms that were once part of the Tellian Empire. Endless feudal conflict has forged peasant militia, mercenary men-at-arms, and near-mythical Orders into one of the hardest armies to underestimate on Eä.

Nords

Survivors in the frozen north of old Jotunheim, led by Einherjar demigods after the fall of their gods. They blur the line between human and monster as berserkers, beasts, and jotnar crush foes in relentless ambushes.

Old Dominion

Undead legions of the empire built under Hazlia the Pantokrator. Wounded into undeath, Hazlia bound Creation to Destruction; his priesthood now reanimates temples, cities, and armies that grind forward stronger as they suffer casualties.

Sorcerer Kings

Survivors of Hazlia's Fall who raised a continent from the sea and rule through elemental courts. Ritual magic empowers regiments of spirits, beasts, and professional soldiers who break lines for elemental assaults.

Spires

Exiles who fled their lost homeworld and now rule from mile-high spires. Biomancers and Pheromancers field vat-grown clones, drones, and engineered beasts, trading lives for speed and brutal battlefield combos.

W'adrhŭn

Orcs on dinosaurs — bred by the Spires and unleashed in the Fall, then guided to survival by the living goddess Conquest. Elite infantry and saurian cavalry build power through War Chants that crescendo into devastating finales.

Weaver Courts

Ancient cousins of the Spires in the primal west of Eä, bound to seasonal courts of Spring, Summer, Autumn, and Winter. Life Binding shapes their bodies and tactics as marks and ranged play set up lethal melee finishers.

Yoroni

Primordial spirits of the War of Hosts who climbed from the Elemental Domains into the mortal world. Demonic samurai-themed elites use Ideal Cards and modular regiments to brawl with raw, combo-driven ferocity.

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