ALLIES





Campaign Allies
Allying with other players must follow these guidelines, formal alliances must be declared and they carry with them inherent risks and benefits:
You and your ally may:
- Move freely: Move through eachother's territories, though if you end your movement in another player's territory neither player may gain resources from it.
- Make joint attacks.
- Transfer Resources: If you and your ally have adjacent territories you may give your ally resources at a cost of 10 points to represent a raw materials convoy.


Forces
1. Imperial
2. Eldar
3. Dark Eldar
4. Chaos
5. Tyranid
6. Tau
7. Kroot
8. Ork
9. Necron

Imperial Armies
Imperial Forces are extremely Xenophobic, and under normal circumstances will not willingly work with alien forces, furthermore consorting with the forces of Chaos is grounds for immediate execution. This trait is even more accutely expressed among the legions of the Adeptus Astartes. Consorting with alien and tainted forces carries with it severe penalties. Inquisitors, Confessors and Preachers are especially loyal members of the Imperial cult and are all but incorruptable. Use the following table to determine the status of an Imperial army based up it's allies. Heretical forces can restore their status to Loyal by giving a Tithe of 200 points to the Administratum and ending their alliance with the alien deviants. Traitors are beyond all redemption and may never again return to Loyal status.

Army            Ally           Declaration
Imperial         Imperial        Loyal
Imperial         Eldar            Heretic
Imperial         Tau              Heretic
Imperial         Chaos           Traitor
Imperial         Dark Eldar    Traitor
Imperial         Ork              Traitor
Imperial         Kroot            Heretic**
**Imperial Guard armies may hire Kroot Mercenaries without being considered Heretics.

Specific Rules:
Inquisitors: Inquisitors are agents of the Adeptus Terra each Inquisitor has almost supreme executive power over other Imperial forces and commanders, to deny the will of the Inquisition is to admit one's treachery. If an Imperial army includes an Inquisitor then he is considered the General, Imperial armies which include an Inquisitor may not form alliances with aliens or turn to Chaos without first killing the Inquisitor. Killing an Inquisitor changes the status of an army to Traitor.
Deathwatch Kill Teams: Elite Agents of Ordo Xenos, Deathwatch Kill Teams specialize in killing aliens, an Imperial Force including a Kill Team may not ally with aliens without first killing off the Kill Team, which changes the status of the army to Traitor.
Confessors and Preachers: Agents of the Adeptus Terra and priests of the Imperial Cult, they will never willingly consort with aliens or chaos. They will leave the army if an alliance is formed with either.
Dark Angels Space Marines: Dark Angels Space Marines will never ally with aliens or chaos, further if Dark Angels ally with Space Wolves then in every 'joint battle' the dark angels player and space wolf player must nominate a model with a Wounds statistic in its profile and roll a d6, the model with the lower roll is removed as a casualty.
Assasins: Agents of the Officio Assasinorium are supremely skilled and exceedingly rare. Assasins may only be deployed under the direct control of an Inquisitor, therefore in order to field Assasins your army must be led by an Inquisitor. If the Inquisitor is killed the Assasin finishes his current mission and then returns to the fleet.

Eldar
The Eldar are rather famous for their suspicious, often inconceivable motives. An Eldar army may make alliances with any other force, with the following restrictions:
Eldar will not ally with a Chaos army containing Slaanesh Daemons, Greater Daemons of Slaanesh, Noise Marines, or characters with the Mark of Slaanesh. Eldar will also not ally with Dark Eldar armies as the two races have long-standing animosity. Eldar of the Ulthwe Craftworld will never ally with forces of any Chaos army.

Dark Eldar
Like the Eldar, the Dark Eldar are extremely precarious. They will not ally with the same Chaos Powers as normal Eldar, further they will not ally themselves with normal Eldar.

Chaos
The forces of Chaos will generally ally with anyone they can to achieve their aims, though anyone not expecting treachery by such an alliance is a fool. Normal Codex: Chaos armies may ally with anyone they see fit, Index Astartes armies follow the following restrictions:
World Eaters: may not ally with Emperors Children.
Thousand Sons: may not ally with Death Guard or Traitorous Space Wolves.
Death Guard: may not ally with Thousand Sons.
Emperor's Children: may not ally with World Eaters.

Tyranids
Tyranids are not concerned with alliances, their only motive is the assimilation of biomass and resources. Tyranids may only ally with other Tyranids.

Tau
Tau are young and naive, they may ally with any army.

Kroot
Kroot are willing to hire their services out to anyone, provided they can pay in technology or useful genetic traits.

Ork
Orks, along with humans are the most abundant form of intellegent life in the galaxy, the two races have longstanding rivalries. Orks may never ally with Space Marine armies.

Necron
Ancient and terrifying Necrons desire nothing more than the extinction and subjegation of all life in the galaxy. They consider it beneath them to communicate with other forms of life much less ally with them. Necrons may only ever ally with other Necrons.


Allies within your own army.
For those of you who do not have enough points of minature to represent your army, you may include allies. However these must make sense ie. Sisters may have Marine allies, Chaos may take Dark Eldar ect. NO TYRANID/SPACE WOLF/ORC COMBOS for example.