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===Factions=== * '''Guilds''' Guilds are an entire organizational entity seperate but part of the concept of Clan and Hold. They even had their own army rules in 6e. While [[Terry Pratchett|a guild exists for everything]], the most powerful Guild is the Engineer's Guild which has its own armies independant of any other group which control travel between Holds as well as protecting trade caravans. Obviously the Engineer's Guild army, called the Guild Expedition, uses as much black powder weapons and machines as possible. ** No Slayers of any kind may be taken. Thanes become Master Engineers (+35 points, has Artillery Master and Extra Crewman rules) and Lords become Guild Masters (+45 points, has Artillery Master and Extra Crewman rules). ** Warriors, Thunderers are Core. Cannons, Bolt Throwers, and Stone Throwers may be taken as Core, maximum 2 each and for every two artillery core you must have one Unit of Warriors. No other Core may be taken. ** Gyrocopters are Special, and you may have up to two Organ Guns and up to two Flame Cannons as Special. No other Special may be taken. ** Rangers, Longbeards, and Dogs Of War are Rare. No other Rare may be taken. * '''Slayers (Throng Of Karak Kadrin)''' * '''Overground Defense''' * '''War Of Vengeance Dwarfs''' This faction represents the united Dwarf race back during the War Of Vengeance, used exclusively for games against the High Elves reenacting the war or any skirmishes with greenskins or Chaos prior to that (alongside the Elves possible). * '''Gnomes''' Yes, Warhammer has [[Gnomes]]. Or more specifically Warhammer Fantasy Roleplay 1e had Gnomes, which were not mentioned in the succeeding supplements (like [[Fimir]]). This doesn't mean Gnomes are retconned since Gnomes are just Dwarfs, only that GW never referred to them by that name again. Gnomes live in the same regions as Dwarfs, the western World's Edge Mountains and in the Empire. Gnomes are also found in [[Albion]], although as a whole the race suffers the same "dying race" trope as the other civilized non-humans. Gnomes are short-tempered xenophobes even by Dwarf standards; a human saying is "Gnomes are more balanced, they have a chip on each shoulder." Gnomes are oddly also more likely to sell traditionally Dwarfish things to non-Dwarfs, with Gnomish merchants being common to see and skilled laborers working for anyone. Gnomish irritability has also strangely involved the court jester of the Emperor of the Empire always being a Gnome since 1143. Gnomes are extremely fond of fish, and a Gnomish settlement is always near an above or below-ground source. Gnomish settlements are found underneath much of the Empire, but are unknown to those above (note that this lore predates [[Skaven]] being a thing). Gnomish customed and social structure is so complex that even Dwarfs find it incomprehensible. In every community there is an Overlord, a religious leader, a master of guilds and mining, and a Loremaster who ensured adherence to protocol. There are Gnome wizards who practice illusion, and Gnome Guard who form the warriors of their race. Gnomes love practical jokes, especially on the Empire using magic. Gnomes are physically the same as Dwarfs in description. Less than four feet tall usually, large noses and beards, stocky, same skin and hair colors although their skin looks more tanned than Dwarfs. Despite the above, the official Citadel Gnome models mixed those who are identical to Dwarfs with a few with a more skinny look; this gives an advantage to players who wish to use non-Citadel models in their armies since any Dwarf mini out of scale can be called a Gnome or a half-Gnome. Gnomes can see in the dark and hate Goblins. Gnomish alignments are always on the neutral scale. The new Roleplay edition reintroduced Gnomes into the setting, severing them from their former dwarfish origin to make them a unique race of their own right.
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