TEXT: Beginner’s 
  Luck, Scientist, 
  Engineer: Power Flux, 
  Overcharge, Repair.
  Huge Wrench*: Melee Weapon.
  SPELLS:
  Command: Buff [1], Cost 1, Range 12".
  
  ABILITIES:
  Beginner’s Luck: Once per game, 
  a Human may re-roll all dice when 
  shooting, fighting a melee or being a target 
  of an attack,
  Scientist,
  Engineer: Quick Action; once per activation Alice 
  may use one of the following effects on a friendly 
  Golem in BtB:
  Power Flux: until the end of turn the Golem has 
  his Armour increased by 2,
  Overcharge: until the end of turn the Golem 
  adds +2 M and +2 S,
  Repair: the Golem is immediately restored to his 
  full Wounds.
  Magic Ability [3]: Technomagic,
  GADGETS:
  Huge Wrench*: Melee Weapon. +2S (*: included 
  in the profile)
  SPELLS:
  Command: Buff [1], Cost 1, Range 12".
  Choose a friendly Golem within range. The 
  Golem may perform one Action as a part of 
  an extra Activation after Alice ends her 
  Activation, then the spell expires.
  
  Golem, 
  Try to take over the World!
  Pinky Gun: Ranged Weapon
  S
  8”
  16”
  NOTES
  5
  0
  -1
  Quick.
  
  ABILITIES:
  Golem: During their activation a Golem 
  model must always remain within 12” of at 
  least one friendly model with Scientist skill. 
  This is called a Control Range. If a Golem model 
  by any reason starts its activation over 12” from any 
  friendly Scientist it must make Move Actions until it 
  is within 12” of the closest friendly Scientist. If there 
  are no friendly Scientists present on the battlefield all 
  Golem models skip their activation. Golems have 
  Fire Immunity. Golems are not living models.
  Try to take over the World!: This model may 
  use cards as if it were a Hero model for Heroic 
  Deeds only.
  GADGETS:
  Pinky Gun: Ranged Weapon
  S
  8”
  16”
  NOTES
  5
  0
  -1
  Quick.
  They’re only mice. After all, they wouldn’t 
  try to take over the world, or anything 
  like that.
  
  Golem,
  Choose one role for each 
  Clockwork Servant before deployment 
  for the duration of the game: 
  Oiler/Tinker/Booster.
  The roles are defined by the actual model 
  you’re using.
  
  ABILITIES:
  Golem: During their activation a Golem model 
  must always remain within 12” of at least one 
  friendly model with Scientist skill. This is called a 
  Control Range. If a Golem model by any reason starts its 
  activation over 12” from any friendly Scientist it must make 
  Move Actions until it is within 12” of the closest friendly 
  Scientist. If there are no friendly Scientists present on the 
  battlefield all Golem models skip their activation. Golems have 
  Fire Immunity. Golems are not living models.
  Choose one role for each Clockwork Servant before 
  deployment for the duration of the game (The roles 
  are defined by the actual model you’re using):
  Oiler: Action Quick: Friendly Golem in BtB gains +1M 
  and +1F until end of turn.
  Tinker: As long as this model is on the table, replace 
  any friendly Golems with Wreck marker when they are 
  reduced to 0 Wounds. Action Quick: Friendly Golem in 
  BtB recovers 1W. Action Quick, friendly Hero within 6” 
  discards a card in his or her suit: Replace a Wreck Marker 
  in BtB with the same type of Golem it was before at 1W 
  remaining.
  Booster: Whenever a friendly Hero discard a card 
  during their Activation or a spell is cast within 12”, this 
  model stores 1 charge. Friendly Golems within 
  6” may use a charge prior to making a dice roll 
  to gain: This model may re-roll any number 
  of the dice it rolled this test.
  
  Scientist,
  Beginner’s Luck,
  Hidden in the Crowd, Winding,
  Let’s Play!:
  What’s inside?, Hide and Seek!, 
  Race!, Tag!
  
  ABILITIES:
  Scientist,
  Beginner’s Luck: Once per game this model 
  may re-roll all dice when shooting, fighting a 
  melee or being a target of an attack,
  Concealed in the Crowd: This model enters play 
  with a Crowd Marker. It can only lose its Crowd Marker 
  under one of three circumstances:
  - it attacks an opposing model,
  - it ends its activation within 3" of an opposing model, 
  - opposing model ends its activation within 3" of it.
  A model with a Crowd Marker cannot be a target of 
  any Shooting or Melee Attack and cannot be targeted 
  by spells,
  Winding: Quick Action, discard a card in this  
  model’s suit. Target clockwork model in BtB with this 
  model gains +2 Actions until end of turn,
  Let’s Play!: Quick Action. Discard a card and apply the 
  corresponding result:
  Clubs - What’s inside? - Target Golem in BtB is healed up 
  to its starting number of Wounds.
      Hearts - Hide and Seek! - Clockwork Toys within 3” 
  of this model gain Hidden in the Crowd marker. Draw 
  a card when a friendly Hidden in the Crowd model is 
  discovered this turn.
      Diamonds - Race! - Clockwork Toys within 3” of this 
  model make 1 Move Action each immediately after this 
  model ends its Activation.
      Spades - Tag! - Clockwork toys within 3” 
  of this model make a Charge Action on one 
  target model if able immediately after this 
  model ends its Activation.
  
  Explode,
  Charge Counters, 
  Galvanic Burst: Ranged Weapon.
  S
  12”
  NOTES
  3
  0
  Quick, Galvanic, Overcharge.
  
  ABILITIES:
  Charge Counters: Every time a 
  model within 12” discards a card or 
  casts a spell, place a Charge Counter on 
  this model. When this model dies it first 
  Explodes! with number of dice (X) equal to the 
  number of Charge Counters it had and is then 
  removed from the game.
  Explode: roll X dice and compare the number of 
  successes rolled to Reflex rolls of every model 
  within 6” of this model. Models that rolled over 
  this number are unaffected. Models that rolled 
  equal number of successes are Toppled. Models 
  that rolled less successes suffer Damage equal to 
  the number of Critical Hits and are moved this 
  many inches directly away from this model and 
  are Toppled. If a model contacts another model or 
  terrain it stops there.
  GADGETS:
  Galvanic Burst: Ranged Weapon.
  S
  12”
  NOTES
  3
  0
  Quick, Galvanic, Overcharge.
  Overcharge: This model may remove 
  one of the Charge Counters it has to 
  gain +1 Guns and +1 Strength this shot.
  
  Fiery Passion,
  Scientist.
  Sun Spear: Ranged Weapon.
  S
  ∞”
  NOTES
  4
  0
  Fire, Beam
  
  ABILITIES:
  Fiery Passion: Resistance to Fire [3],
  Scientist.
  GADGETS:
  Sun Spear: Ranged Weapon.
  S
  ∞”
  NOTES
  4
  0
  Fire, Beam
  Beam – when shooting this weapon, Ingrid may 
  target all models in LoS in a straight line between 
  herself and the chosen point at the edge of the 
  table.
  Ingrid always comes equipped with 3 Mirror Servants.
  
  Lab Flask: Ranged Weapon.
  S
  8”
  NOTES
  -
  +1
  Quick, Unintentional result
  
  GADGETS:
  Lab Flask: Ranged Weapon.
  S
  8”
  NOTES
  -
  +1
  Quick, Unintentional result
  Unintentional result - When the target is hit with 
  the Lab Flask roll a D6 and refer to the following 
  chart:
  1 – Smoke: center a 3” Smoke template on the 
  target. Remove it at the end of the turn.
  2 – Empty: the target suffers a S 3 hit.
  3 – Acid: the target’s armour is reduced by 4 
  until the end of the game. If the target has no 
  armour it suffers a S 4 hit.
  4 – Glue: the model hit is Toppled 
  5 – Mercury Fumes: center a 3” Smoke template on 
  the target. Each living model starting its activation 
  within or moving through the template suffers 2 
  W. Remove the template at the end of the turn.
  6 – Nitroglycerine: center a 3” Smoke template 
  on the target. The target suffers a S 6 hit, 
  all models touching the template are 
  Toppled. Remove the template at the 
  end of the turn.
  
  Golem.
  
  ABILITIES:
  Golem: During their activation a Golem 
  model must always remain within 12” of at 
  least one friendly model with Scientist skill. This 
  is called a Control Range. If a Golem model by any 
  reason starts its activation over 12” from any friendly 
  Scientist it must make Move Actions until it is within 
  12” of the closest friendly Scientist. If there are no 
  friendly Scientists present on the battlefield all 
  Golem models skip their activation. Golems have 
  Fire Immunity. Golems are not living models.
  
  Scientist, 
  Swift, Mad Plunge, Sky Hussar.
  SPELLS:
  Contagious Enthusiasm:
  Aura [1], Cost 1, Range 1”, S -.
  
  ABILITIES:
  Scientist
  Swift: This model may use R instead of F 
  when Defending in Melee.
  Magic Ability [2]
  Mad Plunge: If this model uses the Sky Hussar 
  to be placed in BtB with an enemy model it may 
  immediately make a melee attack against it with 
  +3F and Gruesome Damage.
  GADGETS:
  Sky Hussar: Action, discard a card in this 
  model’s suit. This model may be placed at 
  any surface with no roof above it within 12”. 
  This action does not allow this model to enter 
  buildings or move into any roofed area. This model 
  can make this Action in melee.
  SPELLS:
  Contagious Enthusiasm:
  Aura [1], Cost 1, Range 1”, S -.
   All friendly models within range may 
  make 1 Action each immediately after 
  this model finishes its Activation.
  
  Golem, Single Activation, 
  Mirror.
  
  ABILITIES:
  Golem: During their activation a Golem 
  model must always remain within 12” of 
  at least one friendly model with Scientist skill. 
  This is called a Control Range. If a Golem model 
  by any reason starts its activation over 12” from any 
  friendly Scientist it must make Move Actions until it 
  is within 12” of the closest friendly Scientist. If there 
  are no friendly Scientists present on the battlefield all 
  Golem models skip their activation. Golems have 
  Fire Immunity. Golems are not living models.
  Single Activation: All the friendly Mirror Servants 
  activate in the same Activation.
  Mirror: When shooting the Sun Spear Ingrid may elect 
  to use Mirror Servants to extend her LoS. You may 
  pick any targets that are in LoS of a Mirror Servant 
  that has LoS to Ingrid. You may also trace Ingrid’s LoS 
  between several Servants and the target. Each Servant 
  may reflect the shot only once.
  
  Scientist,
  Hard to Kill, Fiery 
  Passion, Extraordinary Chemist, 
  Rage, Fury, Fury Token,
  Gruesome Damage in melee.
  Lab Flask - Ranged Weapon
  S
  8”
  NOTES
  0
  +1
  Unintentional result
  
  ABILITIES:
  Scientist
  Hard to Kill: If this model’s Wounds are reduced 
  to 0 and it had more than 1 Wound at the moment 
  it suffered damage, remove all Fury Tokens from this 
  model. This model is then returned to the battlefield with 
  1 Wound remaining.
  Fiery Passion: Resistance to Fire [3]
  Gruesome Damage in melee,
  Extraordinary Chemist  – each model in the same Club equipped 
  with Lab Flask has: “When checking unintentional result roll an 
  additional die and apply one of the effects rolled.”
  Rage: at the start of the turn this model makes a Reflex test with 
  difficulty equal to the number of Fury Tokens on this model. If the 
  test is failed it is Mindless until end of turn. This test can be boosted 
  with cards in this model’s suit.
  Fury: Each time this model is hit by an attack it gains one Fury 
  Token.
  Fury Token: each Fury Token gives a cumulative +1Fight, 
  +1Wound and +1Armor.
  GADGETS:
  Lab Flask: Ranged Weapon
  S
  8”
  NOTES
  0
  +1
  Unintentional result
  Unintentional result: When the target is hit with the Lab Flask roll 
  a D6 and refer to the following chart:
  1. Smoke – center a 3” Smoke template on the target. Remove it at 
  the end of the turn.
  2. Empty – the target suffers a S 3 hit.
  3. Acid – the target’s Armor is reduced by 4 until the end of the 
  game. If the target has no Armor it suffers a S 4 hit.
  4. Glue – the model hit is Toppled
  5. Mercury Fumes – center a 3” Smoke template on the tar-
  get. Each living model starting its activation within or moving 
  through the template suffers 2 W. Remove the template 
  at the end of the turn.
  6. Explosive Fluid – center a 3” Smoke template on 
  the target. The target suffers a S 6 hit, all models 
  touching the template are Toppled. Remove the tem-
  plate at the end of the turn.
  
  Golem, Trample, Juggernaut.
  
  ABILITIES:
  Golem: During their activation a Golem 
  model must always remain within 12” of at 
  least one friendly model with Scientist skill. This 
  is called a Control Range. If a Golem model by any 
  reason starts its activation over 12” from any friendly 
  Scientist it must make Move Actions until it is within 
  12” of the closest friendly Scientist. If there are no 
  friendly Scientists present on the battlefield all 
  Golem models skip their activation. Golems have 
  Fire Immunity. Golems are not living models.
  Trample: As a single action this model may 
  attack each enemy model within 1”. To use this 
  special rule the Security Golem has to be in BtB 
  with at least one enemy model.
  Juggernaut: This model ignores Difficult Terrain 
  when moving. Additionally it may Move 
  through impassable terrain but cannot 
  end Move inside it.
  
  Scientist,
  Natural 
  Engineer, Golemic Flea: Bash, 
  Flea jump, Ride.
  SPELLS:
  Galvanic Blast: Magic Attack, Cost 1, 
  Range 6”, Blast, Topple. 
  
  ABILITIES:
  Scientist,
  Natural Engineer: Action. Once per 
  game. Place a Golem Servant model in 
  BtB wih this model.
  GADGETS:
  Golemic Flea: Base size 40mm
  Bash - Models hit by Snorri Rottstein in Melee are 
  Toppled.
  Flea jump - this model may perform Heroic 
  Move without discarding a card.
  Ride – Action, Quick, once per activation. If 
  Snorri starts his action in BtB with a friendly 
  small based model right after completing his 
  Move action you may put that model in BtB 
  with Snorri. The model may be moved in our out 
  of a melee.
  SPELLS:
  Galvanic Blast: Magic Attack, Cost 1, Range 6”, 
  Blast, Topple. 
   Blast: this spell affects all enemy models in range. 
  Test once for Magic Ability and compare it to 
  Reflex test of all enemy models in range. 
  Topple: Models hit are Toppled.
  
  Scientist.
  Beginner’s Luck,
  Pistol: Ranged Weapon.
  S
  8”
  16”
  24”
  NOTES
  4
  +1
  -1
  -2
  Quick
  Golem Beacon Launcher: Ranged Weapon.
  S
  8”
  16”
  NOTES
  2
  +1
  -1
  Beacon
  
  ABILITIES:
  Scientist.
  Beginner’s Luck: Once per game, a 
  Human may re-roll all dice when shooting, 
  fighting a melee  or being a target of an attack.
  GADGETS:
  Pistol: Ranged Weapon.
  S
  8”
  16” 24” NOTES
  4
  +1
  -1
  -2
  Quick
  Golem Beacon Launcher: Ranged Weapon.
  S
  8”
  16”
  NOTES
  2
  +1
  -1
  Beacon
  Beacon: Model hit counts as a friendly  
  Scientist model for friendly Golems until end of 
  turn. Friendly Golems have +1M and +2F while 
  within 6” of that model. Beacons on different 
  models stack their effects on shared area. If a 
  friendly Golem is hit it cannot Activate next 
  turn due to feedback overload.
  
  Scientist,
  Heavy Smoker, 
  Night Vision, Magneton Boots.
  Scorcher: Ranged Weapon.
  S
  8”
  16”
  NOTES
  5
  +1
  -1
  Fire, Template
  
  ABILITIES:
  Scientist
  Heavy Smoker: Action, Quick, Put a Smoke 
  Marker in contact with Thomas.
  Night Vision: Dwarfs may trace LoS through 
  Smoke Markers.
  GADGETS:
  Magneton Boots: This model may perform Heroic Move 
  and Heroic Recovery without discarding a card. Effects that 
  reduce movement have no effect on this model regardless of 
  their kind. If a friendly Golem with a larger base starts his 
  Move action in BtB with this model, during the Golem’s 
  activation this model may be moved with by placing it 
  in BtB with the moving Golem at the end of it’s Action.
  Hunting Rifle: Ranged Weapon
  S
  8”
  16”
  NOTES
  5
  +1
  -1
  Fire, Template
  Template: when using this weapon choose a target in raange 
  and place the 3” fire template marker completely over it. If the 
  farthest point of the template is above the maximum weapon 
  range no further effect takes place but template stays on the 
  battlefield. If the farthest template point is below maximum 
  range make a Ranged Attack against each model touched 
  by the template then leave it on the battlefield. Each 
  model starting its action or moving through this 
  fire template suffers a S1 hit from Fire. Remove 
  this template at the end of turn. 
  
  Beginner’s Luck, 
  Scientist,
  Reflector Field*,
  Arcantric Arm*: Melee Weapon.
  SPELLS:
  Lightning: Projectile, Cost 0, Range 12”, S 3.
  Shimmer Field: Aura [2], Cost 1, Range 6”, 
  Shield.
  Arcantric Field: Aura [2], Cost [2], Range 6”, 
  Shield, Armour [2].
  
  ABILITIES:
  Beginner’s Luck: Once per game, a 
  Human may re-roll all dice when shooting, 
  fighting a melee or being a target of an attack,
  Scientist,
  Magic Ability [4] – Technomagic.
  GADGETS:
  Arcantric Arm*: Melee Weapon. +4S (*: included in the 
  profile)
  Reflector Field*: Armour [3] (*: vs Shooting Attacks 
  only.)
  SPELLS:
  Lightning: Projectile, Cost 0, Range 12”, S 3.
  Shimmer Field: Aura [2], Cost 1, Range 6”, Shield.
  Arcantric Field: Aura [2], Cost [2], Range 6”, Shield, 
  Armour [2].
  Shield: The field has 10 W. Whenever a magical or non-
  magical ranged attack hits a model within the field it 
  inflicts the damage to the field not the targeted model. If 
  the field reaches 0 or less wounds the spell automatically 
  ends. Targeted model suffers the excess wounds 
  as normal. 
  Only one friendly Shimmer Field may be in 
  effect at a time.
  
  Fixit,
  Welder: Melee Weapon.
  
  ABILITIES:
  Fixit: Action. Make a Reflex test. Replace 
  a wreck marker in BtB with this model 
  with a friendly Golem of the same type it 
  was before with X Wounds remaining. X is the 
  number of successes this model rolled in the Reflex 
  test.
  GADGETS:
  Welder: Melee Weapon. This model ignores 
  Armor. On a critical hit, one of the gadgets 
  chosen by the attacker is damaged and cannot 
  be used for the rest of the game.
  
  Golem,
  Clockwork Toy,
  Cork Gun: Ranged Weapon
  S
  3”
  6”
  9”
  NOTES
  2
  +1
  0
  -1
  Quick
  
  ABILITIES:
  Golem: During their activation a Golem 
  model must always remain within 12” of 
  at least one friendly model with Scientist skill. 
  This is called a Control Range. If a Golem model 
  by any reason starts its activation over 12” from 
  any friendly Scientist it must make Move Actions 
  until it is within 12” of the closest friendly Scien-
  tist. If there are no friendly Scientists present on 
  the battlefield all Golem models skip their acti-
  vation. Golems have Fire Immunity. Golems are 
  not living models.
  Clockwork Toy.
  GADGETS:
  Cork Gun: Ranged Weapon.
  S
  3”
  6”
  9”
  NOTES
  2
  +1
  0
  -1
  Quick
  
SOURCE: textdata/thevault/Wolsung [PL]/Wolsung SSG - Inventors cards (EN).pdf