Desperate Alliances

Order and Destruction only find common cause in the most desperate circumstances -- Forces of Order units always treat Forces of Destruction units as Desperate Allies, and vice versa. Desperate Allies work exactly like Suspicious Allies, except they must take Dangerous Terrain tests when fleeing through allies, count as enemy units for targeting spells and special rules, and are treated as Expendable by their allies.

Magic

If an alliance includes one or more Desperate Allies, power and dispel dice from the Winds of Magic must be split as equally as possible between the allied armies, as long as each has at least one Wizard -- rolling off to allocate any dice that can't be split evenly. Dice from channelling, magic items, or other special abilities can only be used by the army that generated them, and no Wizard may dispel an enemy spell that targets only Desperate Allies.


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