Mashers!

by Bazill Wraithbone
Note: 'Rule of fire' ALL Mashers have a strong reaction to
fire based weapons , any time the squad or individual takes
a wound from a fire based weapon it must make a GUT test or
break and flee. They will retest each activation to recover
from their panic , or keep fleeing the fire.
Troop squads
Masher Grunts ... 14 points
MP10 CC4 RC3 POW4 BOD5 BRN3 GUT5 LIF1
(9 points -1 for 'Rule of fire')
Masher warrior ... 20 points + mashed item cost
MP10 CC5 RC4 POW4 BOD5 BRN4 GUT6 LIF1
(14 points -1 for 'Rule of fire')
. Availability: Unlimited
. Structure : Masher Grunts will band up into squads of 6
to 18 and can be lead by 1 Masher Warrior.
. Equipment: Thumper club; +1POW (2 points) and Spike Gun;
POW5 MP5 Range 5/10/20 +1/0/-1 (primary 4 points) for
all.
. Options: As the grunts are drawn from the mass of workers
that can not mesh items they are lucky enough to have their
club and gun , Masher Grunts have no options ; the Masher
Warrior can take 1 mashed item.
Heavy Masher Warriors ... 26 points each + cost of weapon
upgrades
MP9 CC5 RC4 POW4 BOD5 BRN4 GUT6 LIF1 AR4
(21 points -1 for 'Rule of fire')
Veteran Heavy Masher Leader ... 40 points + cost of mashed
items
MP9 CC6 RC5 POW4 BOD5 BRN4 GUT7 LIF2 AR4
(33 points -1
for 'Rule of fire')
. Availability: Unlimited
. Structure : Heavy Masher Warriors will band up into
squads of 4 to 16 and can be lead by a Veteran Heavy Masher
Warrior.
. Equipment: Thumper club; +1 POW (+2 points) , Spike Gun;
POW5 MP5 Range 5/10/20 +1/0/-1 (primary 4 points) , the
Veteran Heavy Masher Leader will have a Special Spike Gun:
POW5 MP5 Range 10/20/30 +1/0/-1 (primary , 6 points) as
well as a Thumper Club.
. Options: Heavy mashers are covered in mashed items that
do little more than offer an armor save. Up to 2 warrior in
each squad can take a Big Spike Gun; POW7 MP7 Range
15/30/45 +1/0/-1 for +20 points each , a Veteran Heavy
Masher Warrior may have one extra item mashed into him from
the general mashed item chart.
Masher beastmasters ... 28 points each + cost of
upgrades
MP12 CC5 RC4 POW4 BOD5 BRN4 GUT7 LIF1
(23 points -1 for
'Rule of fire')
. Availability:Max 1 squad per Warrior/grunt squad
. Structure : Masher Beastmasters will form
hunting/scouting groups of 1-3 beastmasters with 1-5 shock
hounds for each Beastmaster.
. Equipment: Thumper club; +1POW (2 points) , Spike gun;
POW5 MP5 Range 5/10/20 +1/0/-1 (primary 4 points)
. Options:Masher beastmasters may upgrade their club to a
Big Thumper Club: +2POW +1MP for +2 points , Beastmasters
have mashed items to help them keep up with the Shock
Hounds and 1 Beastmaster per squad may take 1 extra mashed
item from the general mashed item lists.
Masher shock hounds (small animals) ... 10 points each
MP12 CC5 RC1 POW4 BOD4 BRN1 GUT4 LIF1
(8 points -1 for 'Rule of fire')
.Availability and structure : see their Beastmasters
.Abilitys: Shock Hounds evolved on the same planet as the
mashers and as such they too have a hyper active nervous
system that results in a shocking bite +1POW -2AR +2MP
(cost 2 points , primary).
Elite squads
Masher Chargers ... 29 points + weapon upgrades
MP10 CC5 RC4 POW4 BOD5 BRN4 GUT6 LIF1
(14 points -1 for 'Rule of fire')
Veteran Masher Charge Leader ... 35 points + cost of mashed
items
MP10 CC6 RC5 POW4 BOD5 BRN4 GUT7 LIF2
(26 points -1 for 'Rule of fire')
. Availability: 1 per warrior squad
. Structure : Masher Chargers will band up into squads of 4
to 12 and can be lead by a Veteran Masher Charge
leader.
. Equipment:Big Thumper club; +2 POW +1MP (+4 points) ,
Spike Gun; POW5 MP5 Range 5/10/20 +1/0/-1 (primary 4
points) , the Veteran Charger Masher Leader will have a
Special Spike Gun: POW5 MP5 Range 10/20/30 +1/0/-1 (primary
+6 points) as well as a Big Thumper Club.
. Options: Charger Mashers have mashed items giving them
faster movement , in any turn where the Chargers do nothing
but charge into hand to hand combat they get +4" of
movement to start their charge with (+8 points). Up to 2
warrior in each squad can take a Positron Gun; POW4 -2AR
MP5 Range splash template for +8 points each , a Veteran
Masher Charge leader may have one extra item mashed into
him from the general mashed item chart.
Masher Blasters ... 22 points + cost of weapon upgrades
MP10 CC4 RC5 POW4 BOD5 BRN4 GUT6 LIF1
(15 points -1 for 'Rule of fire')
Veteran Masher Blaster ... 34 points + cost of mashed
items
MP10 CC5 RC6 POW4 BOD5 BRN4 GUT7 LIF2
(27 points -1 for 'Rule of fire')
. Availability: 1 per warrior squad
. Structure : Masher Blasters will band up into squads of 4
to 12 and can be lead by a Veteran Masher Blaster.
. Equipment: Thumper club; +1 POW (+2 points) and Special
Spike Gun; POW5 MP5 Range 10/20/30 +1/0/-1 (primary 6
points) mashed in.
. Options: Up to 1 warrior for each 3 (1 for 3-5 , 2 for
6-8 , 3 for 9-11 4 if 12) can take a Big Blast Gun; POW6
MP6 Range 15/30/45 +1/0/-1 2" blast for +18 points or a
Nailer Gun; POW6 MP6 Range 15/30/45 +1/0/-1 Full-Auto for
+16 points , a Veteran Masher Blaster may have one extra
item mashed into him from the general mashed item
chart.
Veteran Masher Warrior ... 30 points each + mashed
items/weapon upgrade
MP10 CC6 RC5 POW4 BOD5 BRN4 GUT7 LIF2
(23 points -1 for 'Rule of fire')
. Availability: 0-1 squad
. Structure : A Masher clan will sometimes be large enough
for some Veteran Masher Warriors to band up into a squad of
3 to 6 warriors , the squad can take a Taskmaster as a
leader at extra cost.
. Equipment: Thumper club; +1 POW (+2 points) , Special
Spike Gun; POW5 MP5 Range 10/20/30 +1/0/-1 (primary 6
points) , 1 veteran warrior per 3 in the squad can take a
Big Spike Gun; POW7 MP7 Range 15/30/45 +1/0/-1 for +16
points or a Big Blast Gun; POW6 MP6 Range 15/30/45 +1/0/-1
2" blast for +18 points or a Nailer Gun; POW6 MP6 Range
15/30/45 +1/0/-1 Full-Auto for +14 points
. Options: Veteran Mashers may have 1 mashed items each ,
Taskmasters taken as squad leaders may have any 3 mashed
items from any mashed item list.
Individuals
Masher Taskmaster ... 41 points each + mashed items/weapon
upgrades
MP10 CC6 RC5 POW5 BOD6 BRN5 GUT7 LIF2
(31 points -1 for 'rule of fire)
. Availability: up to 1 per Warrior squad and one can be
taken as a Veteran squad leaders.
. Structure : squad leader or individuals.
. Equipment:Big Thumper club; +2POW +1MP (+4 points) ,
Special Spike Gun; POW5 MP5 Range 10/20/30 +1/0/-1 (primary
6 points) .
Options: A squad leader may have 3 mashed items , a
individual can have up to 4 mashed items.
Masher "Enlightened" ... 128 points + weapon costs
MP10 TC2 CC5 RC4 POW7 BOD7 LIF4 AR5(2)
medium walker vehicle
.Availability: 1 per 500 points
.Structure : independent vehicle
.Equipment: maul hand (+1 pow -2AR +2MP 2 damage) Nailer
Gun hand (POW6 MP6 Range 15/30/45 +1/0/-1 Full-Auto ,
primary) and an option of a sholder mounted Big Blast Gun;
POW6 MP6 Range 15/30/45 +1/0/-1 2" blast template for +22
points or a chest mounted Big Positron Gun; POW5 -2AR MP6
Range splash template for +17 points
.Options: an enlightened may take 1 or more mashed items
from any list.
Masher Lord ... 53+points
MP10 CC7 RC6 POW5 BOD6 BRN5 GUT8 LIF3
(43 points -1for 'rule of fire')
. Availability: 0-1
. Structure : Individual
. Equipment: Big Thumper club; +2POW +1MP (+4 points) ,
Special Spike Gun; POW5 MP5 Range 10/20/30 +1/0/-1 (primary
6 points)
. Options: A Masher Lord will have 4 or more mashed items.
Mashed item lists (please add more)
each item may only be taken once by any one masher.
General mashed items ...
Big Spike Gun; POW7 MP7 Range 15/30/45 +1/0/-1 for 24
points
Positron Gun; POW4 -2AR MP5 Range splash template for 14
points
Mashed Armour; +4AR -1MP for 8 points
AP ammo; one mashed weapon gets -2AR +2MP for 4 points (not
with any Positron gun)
Laser sight; +1RC for short and medium range only for 2
points
Multible melee atachments; +1CC for 1 point
Cutting torch; add -2AR and +2MP to melee main attack for 4
points
Special mashed items (individuals and taskmaster squad
leaders only)
Big Blast Gun; POW6 MP6 Range 15/30/45 +1/0/-1 2" blast for
22 points
Nailer Gun; POW6 MP6 Range 15/30/45 +1/0/-1 Full-Auto for
20 points
Heavy Mashed Armour; +6AR -1MP for 14 points
Alien teleporter; works just like the Zykhee Mystics Viod
Walk listed on page 128 for 15 points
Masher notes ...
The list is not yet up-to-snuff as it needs some major
play-testing , time will fix this.
Another thing time will fix is the point costs , as the
list stands the costs are straight out of the books
creation section so a -20% to the costs could be in order.
Masher vehicles will be crude and random , so no standers
vehicles. As the vehicle creation section in the book is
straight forward no one should have trouble giveing
stats/point cost to whatever vehicles they may have.
The "Enlightened" is a masher so covered in mechanical bits
he is more machine than masher , looked on by other mashers
as 'gifted' or 'special' the enlightened serve the role of
shaman or spirit guide for the others in the clan. If you
have the perfect converted figure to fill this role but he
dose not match the stats given feel free to make your own
stats for a new enlightened as each one should be unique.
Any weapon/equipment a masher has can be mashed into them
and modified by the mashed item list , new weapons can be
taken as extra weapons or can replace the standard weapon
the figure has by subtracting the base weapons cost from
the new one.
And yes , the mashed item lists need to be a lot bigger ...