
Greetings once more First Blood Fanatics! Today we will be focusing on Characters in the new system, their Command abilities, and the new Command Phase! All Characters are now able to perform Command Abilities, including Regiment Leaders!
As Characters now take on an even larger Role in First Blood, it is only fitting that they are given their very own dedicated phase. Instead of being performed during their Activation, all Command Abilities are resolved during the Command Phase; just before your Warriors take their Actions. First, the Supremacy Player declares what Command Ability each Character in their Warband will take; then the other player does the same.
Since Warriors in First Blood are individual, most Command Abilities affect all Friendly Warriors around them. As long as they are within Command Range! Warlords and Heroes are able to lead their Warriors around them, where Regiment Leaders only affect Warriors of their own Regiment. After all, what self-respecting Gilded Legionary would pay heed to a mere Militiamen!
Below are general Command Abilities, available to (almost!) all Characters.
Press Forward: Get your Warriors into the fray with haste! Warriors within Command Range move with purpose, covering more ground than they would normally. This Command Ability is used when you need your troops to get into position and to outmaneuver your foes!
Rallying Cry: Turn the tide of battle, and take the fight to them! All Broken Friendly Warriors within Command Range immediately Rally and, if they become Broken again, have an easier time Rallying while Engaged with Enemies.
Duel: Meet the Enemy, on your own terms. Declare an Enemy Character to fight one on one. If accepted both Characters meet and may only Target each other this Round while the Duel is Active. If refused, the Enemy becomes Broken (which ends an active Command Abilities and prevents them from performing any this Phase) After all, who would take orders from a coward…
Additionally, all Warlords and Heroes have at least one Unique Command Ability available to them, which range from the dependable such as the Inviolable Conviction of the Crusader Lord, to the unique as the Mnemancer Apprentice’s Aghm Above All; Which rouses a single Dweghom Warrior to call a Duel and prove their worth. While in the presence of Mnemancers, there is no pride greater than a deed carved in stone.
Inviolable Conviction: Friendly Theist Warriors in Command Range gain the Indomitable Special Rule.
Aghm Above All: Target Friendly Infantry Warrior within Command Range may immediately perform the Duel Command Ability. Even if they are not themselves a Character!
Not all Characters are strategists or great orators, some instead choose to lead by example such as the Konungyr’s Strength of the Einherjar or the Scion of Death’s Dance of Death.
Strength of the Einherjar: This Warrior gains Smite and Juggernaut Special Rules.
Dance of Death: Immediately Place this Character anywhere wholly within Command Range. This Character gains the Blessed Special Rule.
We hope you are as Awe-struck by these Characters as their Enemies will be…
A new Era is on the horizon and the time to draw First Blood grows nearer.
Until next time!













