Suspicious Allies

Units from the non-aligned forces are always Suspicious Allies -- not necessarily distrusted, but never quite relied upon either, even between two armies of the same non-aligned race (two Tomb Kings forces allying against a common invader, say, each still keeping half an eye on the other). Suspicious Allies work exactly like Trusted Allies, except they don't count as friendly units for targeting spells or other special rules.

Magic

In an alliance made up only of Trusted or Suspicious Allies, power and dispel dice generated by the Winds of Magic can be split between the allied armies however their controlling players wish, as long as it's agreed before any spell is cast. Dice generated by channelling, magic items, or other special abilities can only be used by the army that generated them.


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