| Qty. | Position | Cost | Update | MV | ST | AG | AV | Skills |
|---|---|---|---|---|---|---|---|---|
| 0-12 | Flesh Golem | 40,000 | G, M* | 5 | 3 | 2 | 8 | none |
| 0-4 | Dwarf Fixer | 80,000 | G, P | 6 | 3 | 3 | 8 | Jury-Rig, Thick Skull |
| 0-2 | Stone Golem | 100,000 | G, S | 3 | 5 | 1 | 9 | Mighty Blow, Thick Skull |
| 0-2 | Iron Golem | 110,000 | G, S | 5 | 4 | 2 | 9 | Break Tackle, Explosive |
REROLLS: 60,000
APOTHECARY: Normal, but can only be used on Dwarf Fixers
WIZARD: Normal
Special Rules
The coach of the Golem team is the Master Animator. At the end of any match a Master Animator can make a trip to the local Grave Yard, quary, or mine as apropriate and for 10k can remove any niggling Injury or negative stat mod from a Serious injury. For 20k the Master Animator can give a Physical mutation to a team member that can get one and has earned the SPPs. This is the only manner that Golem team members can get mutations. No doubles needed. If the Master Animator is kicked out of the match or killed, no repairs or mutations can be done at the end of the game. If an opposing player is killed in a match, the corpse can be used as parts for up to 3 repairs or mutations with no cost, for that game only.
Jury-Rig: Anytime a Stone or Iron Golem is either Badly Hurt or Seriously Injured on the pitch and a Fixer is next to them in no enemy tackle zones they may attempt to make a quick fix on the field. The jury-rigging is treated as an Apothecary that is successful on a 5 or higher. For each additional Dwarf (whether in a tackle zone or not) adjacent to the injured Golem, add one to the roll. Jury- rigging is a free fix and does not replace the normal Apothecary (which may also be used if the Jury-Rigger is unsuccessful). Golems that are Killed may not be Jury-Rigged.
Explosive: If killed for any reason on the pitch, the resulting explosion from the internal mechanical workings creates an effect identical to a Wizard's Fireball that is centered on the spot of the dead Golem. This "skill" may never be removed.
Changes above make the team differ more from the chaos team. Much better chance of mutations, but the base player is worse. Golems gain players with pass, since they're based on runners, but lose overall team agility.