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==Regiments of Renown rules == Each is lead by heroes that are married to their unit and usually have a full command element and all the equipment they need. A unit's Acceptability and Rarity choice vary between factions and regiments, with Dogs of War (i.e. the Tilean Mercenary faction) being the only faction to field a good number of these units Core choices while the other armies treat all of them as allies with all the trust ratings provided in the CRB. As a quick refresher: *''Trusted Allies'': Your allies are always counted as a friendly force, though you can't necessarily benefit from the allied force's rules or items if they only benefit a certain army. You can, however, split up magic die between the forces. **''Bound by Blood'': Only given to allies that are the same faction/race. This lets both forces benefit from each other's Inspiring Presence and Hold Your Ground auras. *''Suspicious Allies'': The allied forces can't benefit from anything the other side provides. Though they can share their magic die, the allied force won't count as a friendly army in regards to what spells you can cast. *''Desperate Allies'': Similar to Suspicious allies, but both sides treat each other as Expendable. All units also need to test for Dangerous Terrain if they ever flee through an allied unit. When rolling Winds of Magic, you must split the die you generate between both sides as evenly as you can. **''Fragile Alliance'': If you take Dark Elves, Hobgoblins, or Skaven, you've got more issues. If the allies you take are better than Desperate, you need to roll a d6 on each turn after the first, with a 1-3 degrading the alliance rating by a step. This makes these forces rather hard to work Regiments into.
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