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Made in us
Shas'la with Pulse Carbine






Arizona

So some of you I'm sure saw my other thread, which sadly has died I think. However, I'm still working on the project and would like help and ideas in how to continue. For those of you unfamiliar:
http://www.dakkadakka.com/dakkaforum/posts/list/415875.page

This idea started when my friend (who is an avid D&D GM and has played using BA against my Tau) said he'd play WH40k if I made him a power rangers army. This was mostly because we are poor college students who can't afford to start new armies right now, as well as because he couldn't really get into the whole grimdark mythos of 40k. However, he liked the game mechanics, so I set about work. So far, I've come up with a few list ideas, and a few models, most of which are detailed in the other thread. Some new Ideas have come about though through brainstorming sessions, which has left us with this general outline:

all Squads:0-1 unless otherwise noted
HQ:
Ninjor
Legendary Power Ranger: Thomas Oliver
May Take Bodyguard of: Forever Red Squad
Pure Galactic Warrior Zordon
May Take Familiar of Alpha 5
Once A Ranger Squad: consists of 5 rangers, 1 ranger per squad, and any ranger who is a member of this squad prohibits the use of his regular squad
Elite:
SPD
Alien Rangers
In Space
Time Force

Troops: Power Rangers may select up to 8 Troop choices
MMPR
PRZ
Galaxy
Wild Force
Mystic force
Jungle Fury
Samurai

Ninja Storm
Sixth Ranger: all sixth rangers added to all squads count as a single troop choice for the purposes of force org

Fast Attack:
Turbo
Overdrive
RPM
Lightspeed Rescue (because of their tendency to use trains and such)

Heavy Support:
Dino Thunder (they're in super dino mode, are all IC's, and have rediculous powers)
Megazord:0-1, only one megazord may be taken for the detachment
Upgrade Megazord: If the prerequisite Sixth Ranger for a megazord's corresponding squad is taken, this unit may be taken
Ranger-Ally Squad-consists of things like Signalman, Shadow Rider, or other non-rangers with ranger powers

The stuff in Red I already have rules that work for, while the stuff in yellow I'm working on rules but I would love help, and any tips or suggestions on the rules or how to make the figures is greatly appreciated While I realize that this should technically go in Proposed rules, I will be doing a lot more than just proposing rules, as this blog will hopefully include figures, battlereports, as well as the growth of the army, similar to Glitzsplitta's Rebuilding the Mantis Warriors Blog (which inspired me to do this). I already have some figures, but if anyone has a suggestion better than making them like this:

I'd be happy to hear them I chose minecraft style for its cheap build cost and unique styling, if you have another idea pleeeeeease tell me its a pain folding such tiny paper figures...
So there we go...that's the gyst of what I'm doing and why it's in blogs...c&c welcome

This message was edited 1 time. Last update was at 2012/01/26 01:01:51


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Shas'la with Pulse Carbine






Arizona

Being that this is a blog I figure I'm allowed to double post...so here's an update!

Began working on the figures for Samurai, Time Force, and Mystic Force today. I had some scaling issues, and the figures are a few milimeters too big still, but they'll do for what I need, since they're only as tall as a space marine.



As an aside I already have ninjor, the mmpr, and power rangers zeo created, which are the background models

As far as profiles, so far I have rough outlines for Samurai and Mystic force, while Time force rules were posted in the other thread, if I get more interest I may repost them here...I definately want any thoughts on balancing the squads since right now I can't help but feel that time force is a bit OP.

the gyst of each squad's "Gimmick" is as follows:

Samurai, are a melee only unit with high initiative and each model possessing the "whirlwind of gore" rule that gabrial seth of the BA has. All rangers are usually T3 S4 with W2 so I figure giving them that ability won't be too op as CC only units. Dunno enough about antonio to work out his power especially, but his variety of zords will certainly prove a boon should the shinken-oh be taken, since he'll probably offer 3 extra zords instead of one (like, say, the dragonzord)

Mystic force will be one of the only "shooty" units in the army, each of the five basic models possessing three psychic powers, with one usable per model per turn: a long range high S low AP attack, a medium range, medium S medium AP medium shots attack (either rapid fire or assault 2) and then a short ranged low S (like S3) no ap attack that is something like Assault 4 or 3 depending on balance. Haven't decided what their sixth ranger will afford them yet, since they sort of have three...I figure they'll be able to take all of them like RPM or any other squad with more than one sixth ranger (so NOT mmpr, since tommy is their only sixth ranger, either as white or green)

Time force is a control squad, designed to survive in CC and at range ok, but mostly there to seriously cripple an opponant's plans, either thru slowing a target down, forcing re rolls, etc. Their sixth ranger drops their leadership (because eric the quantum ranger is a total bastard) but grants them a once per game ability to shut down a unit for a turn by forcing them to reroll any rolls the Time force owner wants for a turn, and/or making target squad test leadership for any and all actions.

I'll be developing full profiles as I get enough figures to playtest, and as soon as my beatstick arrives He's the only dude at ASU poly that i've found plays 40k...but he's about 3 editions behind at this point sadly..

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in my
Screaming Shining Spear






Oh man that stuff is beautiful. I grew up with Power Rangers.

Subscribed. Can't wait for more.

   
Made in us
Shas'la with Pulse Carbine






Arizona

Thanks Your wish is my command! Having completed the figures, I figured (no pun intended) it was time for the rules for Power Rangers Samurai!



WS4 BS0 S5 T3 W2 I5 A3 LD9 SV4+ 100Pts 5 models
Equipment:
Spin Sword (+2 S already added to the profile above, 5++ melee save)
Samuraizer

Rules:
Kanji Slash: Spin Swords paint glistening strikes with each swing, perfectly weighted and balanced for each ranger to allow them to weave beautiful strikes which are as deadly as they are intricate. During combat, The PRS may elect to forgo their regular attacks to instead inflict an automatic hit on any model in base to base contact with them.
Fleet
Stubborn

Options:
Black Box........+10pts/model gain a 3++save
One model may take:
Shark Sword...........+10pts (power weapon, replaces standard sword)
Red Ranger may exchange his Spin Sword for:
Bullzooka...............+15pts (S7 AP2 Lance Assault1 36" rg, shoots at BS4)
Battleizer................+35pts (grants the amended profile: WS4 BS0 S3 T4 W3 I3 A3 LD9 SV3+ 4++, also allows a shooting attack at bs4 with this profile: S6 AP4 Rg24" strikes all models in a line, friend or foe, up to maximum range)
If he takes this upgrade, he may not take a black box. The rest of the squad may still take the black box upgrade however

Sixth Ranger:
Antonio, the Gold Ranger 40pts (1 model)
WS4 BS0 S5 T3 W2 I7 A3 LD9 SV4+
Equipment:
Barracuda Blade (power weapon with a 5++ melee save)

Rules:
Fast as Light: all rangers in his squad become I7
Blinding Flash: counts as defensive and offensive grenades
Stubborn
Fleet
Tech Master: should he be within 12" of a megazord, that megazord may repair one weapon destroyed or immobilized on a roll of 3+

Antonio allows one of the following zords to be taken for its respective point cost:
Clawzord, Sharkzord, Octozord

I'm going to list the zord costs in a separate "zord" section

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Shas'la with Pulse Carbine






Arizona

I've hit a block with the time force rules...I've started working on them in the last thread but I can't help but feel that they're op...does anyone have any ideas? currently they're written like:

WS4 BS4 S4 T3 W2 I7 A2 LD9 SV4+ 130pts (5 models)
Equipment:
Chrono Saber (grants increased initiative, and a 5+ save in cc)
Chrono Blaster (S3 AP6 rng 12 assault 1)

Rules:
Deep Strike
Time Force: on the turn they charge, they may reroll missed to hit and to wound rolls, as they use their Time Badges to warp time around themselves

Options:
Squad may exchange their Chrono weapons for:
Electro Booster..........+20 (device combines with chrono saber for increased power. Power weapon, fires S5 AP3++, where AP3++ means that it causes the target squad to lose it's invulnerable save (provided it is a 3+ or worse) on a successful wound for the duration of the turn)
Squad may take bikes for +T and the "Bikes" profile for +10pts
(bikes are armed with TL heavy chrono blasters S4 AP5 range 24" assault 3)
Please note, if they take bikes, all members of the squad must do so at the listed price, and they become a fast attack choice


Sixth Ranger upgrade
Quantum Ranger 100pts
WS4 BS4 S4 T3 W2 I7 A2 Ld8 Sv 4+

Equipment:
Quantum Defender (combination two handed pistol and melee weapon, power weapon, adds to initiative, fires S4 AP5 rng 12" assault 1)

Rules:
Deep Strike
Sixth Ranger: grants the use of the Q rex upgrade megazord
Total bastard: Eric does not inspire much confidence as the quantum ranger. Thus, he reduces the leadership of the time force to a maximum of 8.
Stop Right There Criminal Scum!: By the time Eric obtains the quantum morpher, the Time Force have unlocked their mightiest time manipulation abilities. Once per game, for one full (not player) turn, if the time force is on the field, select one enemy squad or IC. For the duration of the next full turn, the owner of the Time Force squad may force the selected unit's owner to reroll any and all dice for that squad. Please note that each die may be rerolled only once by this effect, the second result stands. This means that a player may be forced to reroll all:
TL shots, regular shots, successful wounds, successful hits, successful armor saves, successful leadership tests, results on the vehicle damage chart, penetrating shots, difficult terrain tests, run tests, and scatter dice, and any other dice (no more than once!) that the time force owner chooses. this rule overrides standard TL rolls and rerolls afforded by rules for the targeted unit.

Options:
May take the Quantum Defender armor........+20pts (+1T, grants a 4+ invulnerable save)

but I can't help but feel that the powers are too complex, and or too powerful...I'd much rather have something where the quantum ranger only adds one power, and the squad has maybe one or two powers on their own that are less damaging like

test leadership, if successful target squad within 12" may not move this turn for any reason in the movement phase, they may still run, shoot, and assault if able.

or something like

while in assault both players roll 1d6 and add it to their leadership, if the time force rolls higher the opposing squad strikes at I1 this turn, either of these may replace their listed powers but idk...please help! need suggestions and ideas for how to make this squad control time...

This message was edited 1 time. Last update was at 2012/01/30 02:31:51


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Shas'la with Pulse Carbine






Arizona

So I playtested the time force in a 500 point game against both my tau and my BA, and have come to the conclusion that yes, indeed, they are way way way too convoluted. Kyle couldn't even understand what they were supposed to do, and well, that made using them difficult even after getting trounced by my BA. So I've reworked the rules and am going to try again in a few days when Kyle's free. Sadly classes and another project I have (I'm making a suit of Elite armor from Halo Reach and it's taking a lot longer than my Spartan suit did) have been waylaying me, but hopefully I can turn back to building this army more...

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Shas'la with Pulse Carbine






Arizona

Well school is a pain in the butt (and sorry it's taken almost 3 weeks to get another update, but I've finally caught up on schoolwork so I should be delivering more often for the 3 of you still checking this blog XD) but I've continued work on the power rangers. Kyle and I have been kicking around a bunch of ideas for the megazord, and monday we're gonna do a trial run, so I have created the following


Megazord 270pts
WS 6 BS 4 S6 I3 A4 F13 S13 R13

Type: Walker, Fast
Rules:
Deep Strike
Fast (may move up to 12 inches per turn, at the cost of being unable to fire it's weapons for that turn)
CoPilots (may always fire 1 weapon a turn, regardless of how far it has moved, or any shaken or stunned results, as long as it is carrying the squad)

Transport: may carry up to 6 models, only of the mighty morphin power rangers squad or alien rangers

Weapons:
Head lazer: S6 AP4 heavy 2 Rg 48"
2 dreadnought close combat weapons

Options:
May take power sword.....15pts (when in CC with a vehicle or an MC with 1 wound, may forgo any attacks to make one automatic hit on the target)
If the Green Dragonranger is selected, may take the Dragonzord at the following cost:

Dragonzord may be fielded either as an independent model or combined with the megazord for 150pts
Independent: WS 7 BS3 S6 I2 A5 F13 S12 R11
Walker

Deep strike
Remote control (immune to shaken and stunned)

Weapons: TL Macross Missile Barrage Launchers: S5 AP4 Heavy 5 Rg 36"
One Dreadnought CC Weapon (namely, his tail)

Combined:
Dragon Ultrazord:
WS 7 BS 4 S7 I2 A4 F14 S14 R14

Walker
Immune to shaken and stunned
Venerable
Immune to melta rule

Transport: 6 mmpr or alien rangers

Weapons:
Dragon Staff (DCCW )
Dragon Barrage S6 AP4 Heavy 4 Rg 36"
Head Lazer S6 AP4 Heavy 2 Rg 48"

If none of the above are selected, may select one of the following upgrades
Thunder Megazord:.....+20pts
Shogun Megazord......+35pts
Ninja Megazord.......Free

And since I don't have models for them I'll be working them out later...Also if anyone has pepakura or papercraft files for the Dragonzord I would love if you could send them to me...I've searched all over the internet with google but all it can give me is megaupload sources...
It's morphin Time!!!!

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in au
Lady of the Lake






Those are quite nice.

   
Made in us
Shas'la with Pulse Carbine






Arizona

Why thank you It's nice to see there's still at least one person checking this blog XD

I've reworked the rules for the time force, and now it's tie to playtest the power rangers on a larger scale!
It's gonna be two matches, first versus my tau, then my blood angels! So first up:

HQ........................................................HQ:
Ninjor...................................................Commander
Troops:...............................................Troops:
MMPR+Green Ranger, 4++ save...Fire Warrirors.....Devilfish
Zeo+Gold Ranger.............................Fire Warriors
Samurai+Gold Ranger, 3++ save..Fire Warriors
Elite:....................................................Elite:
Time Force+Quantum Ranger......Crisis Suit Fireknife...Crisis Pair, Fireknife and Sunforge
Heavy Support:.................................Heavy Support:
Dino Megazord.................................Hammerhead
.............................................................Fast Attack
For 1200pts, .....................................Piranha

So we deployed opposite table sides, 12 inches in with kyle getting the first turn and first deployment. We played objectives, one to each of us and a center marked by the flags:


Kyle kept the MMPR and Megazord in reserve, and I kept my suits in reserve.
First turn we both moved foreward, rushing for the center objective. Kyle had to move the time force out of sight of my hammerhead for fear of them getting nuked by the hammerhead's sub round, and pushed ninjor up towards the objective to help sweep my forces off it.


Unfortunately that meant that he moved Ninjor closer to all this:

Which would prove to be the poor guy's undoing in a few turns, as I dropped him to one wound on my round of shooting. On turn two he moved up his ninjor into assault range and the time force into range to use their powers against any retaliatory fire.

I messed up though and moved my piranha within striking range of the samurai, who then used their Kanji slash ability to hammer the piranha and stun it, leaving it unable to strike back and essentially wasting 80 points behind enemy lines.

With no backup, Ninjor got into assault and wiped out one squad in a single round. Alone and with a single wound, he was quickly gunned down my turn, as I managed to get all my suits in from reserve. At this point though Kyle used Time force's Quantum String Theory ability to reroute my fireknife team, sending them careening off towards a hungry and waiting Samurai squad:


And after a few rounds of ineffectual shooting, knocking off two time force members and the last wound of ninjor, it came time for the Dino Megazord! Samurai charged and annihilated the Fireknife squad, as the Dinozord landed and...did nothing really. It's one shooting attack failed to kill my commander...I'm thinking about potentially increasing either it's strength or rate of fire, because it completely failed to kill anything all game, not even my hammerhead.


Time force then attempted to contest the central objective and moved into cover on it.


needless to say, I kind of had the upperhand in that department thru the sheer number of units I had around the center. By now however zeo had moved up close to the hamerhead to to prevent taking blast templates, and took advantage of that to assault the nearby crisis squad and keep them off of the Megazord.

and they completely annihilated the two man team. Proving yet again that the power rangers have zero problems in CC, even against models with higher toughness and strength, though that meant that they were open to the other two squads to return fire. And after 41 shots...

tommy the red zeo ranger remained standing. LIKE A BOSS. because he's just that awesome. And then with one wound left he charged one of the tau squads, and knocked 4 models out of the squad before they brought him down.

Quickly running out of units, kyle then brought the megazord in as a fast walker should, rushing into CC to destroy my commander


and then proceeded to disgorge the mmpr on the central objective before assaulting the nearest fire warrior squad on the final turn. And so, as the sixth turn closed, we were tied, with one objective apiece and the center contested. Tallying up the VPs then, however, we found that kyle had won. While I killed the time force, ninjor, and the power rangers zeo squad, he had successfully killed my piranha, a firewarrior squad, my commander, and both crisis teams, putting him a solid two VPs ahead and granting him the win.

The main weakness I had in this battle was a lack of ability to fire. When I could get open firing lines, I tore the power rangers a new one, especially because of their low toughness and saves. However, they were gods in CC, capable of annihilating anything they came into contact with, their three real weaknesses being things that were true to the show: They're slow being an all foot army, they're low toughness makes them easy to wound, and their low armor save means they depend on better weapons and their zords to win.

This message was edited 2 times. Last update was at 2012/02/27 06:33:49


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Shas'la with Pulse Carbine






Arizona

So after a more recent game against vanilla marines, I just had my doubts confirmed: we need more anti tank. Right now the only thing that can even damage a serious tank is something like ninjor in battle mode or the megazord, and both are 200 points or more, which is not effective considering that they can't kill more than one tank a turn...So I've been working on Mystic force to counteract this problem:

Power Rangers Mystic Force
WS3 BS4 S4 T3 W2 I3 A2 LD9 SV4+ 125

Rules:
Mystic Sentai!: each ranger has a different power based on their element. Also, Mystic force may select any and all of their sixth ranger choices to field for their listed point cost(s)

Powers:
Red: Fire......S8 AP1 range 18" assault1 Melta
Blue:Water...SX AP- range 24" assault 3 X is the T of the target unit (choose the majority), against vehicles Armor pen is 2d6+3
Green:Earth..S10 AP4 range 36" Heavy1 Large blast
Yellow: Lightning S8 AP1 range 4d6 Heavy1 Lance, against a multi model unit, roll a d6 on per successful wound, on a 5+ gain an additional hit. Continue to test hits and wounds until there are no more successful hits or no more unwounded models
Pink: Wind....S7 AP- template, assault1
Equipment:
Magistaffs(two handed CC weapon, grants 5++ sv)

Options:
Mystic Fist..........+15pts (+2 S power weapon)
Legendary upgrade..............+12pts/model (T4 Sv3+)
If Legendary upgrade is taken:
Staff Power Boost..............+10pts (add +1 to rate of fire for the power)

Sixth Ranger:
Udonna, White Ranger 60pts
WS3 BS4 S4 T4 W2 I3 A2 LD9 SV4+

Power:
Deep Freeze: S4 AP5 Rng 18" assault 3, should a unit suffer a wound, roll a d6, on a 4+ that unit cannot move next turn for any reason

Daggeron, Solaris Knight 80pts
WS3 BS4 S4 T4 W2 I3 A2 LD9 SV4+

Power:
Sunspot: S10 AP1 Range 48 heavy3 Barrage

Grants access to the Solar Streak megazord

Leanbow, Flaming Wolf 50
WS5 BS4 S4 T4 W2 I4 A2 LD9 SV3++

Equipment:
Power Weapon, Storm Shield

Power:
Wolf Blast: S8 ap1 range 6" asault 1 melta

Grants access to the Centaur Wolf Megazord

This message was edited 2 times. Last update was at 2012/03/05 00:34:00


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Cog in the Machine





Interesting....... Log. Also I couldn't help but notice the familiar shape of your power rangers(MC Player Model)
   
Made in us
Shas'la with Pulse Carbine






Arizona

AegisFate wrote:Interesting....... Log. Also I couldn't help but notice the familiar shape of your power rangers(MC Player Model)


Yup! As I said up above, I chose the minecraft designs because they're cheap, and I can easily churn out the models visually. The pain in the butt is assembling them all and designing the skins so that they carry all the necessary details with such a small pixel size.

Sorry I haven't updated, school has stabbed me inna butt (I'm having scholarship issues, need to talk to WUE an all that) But I've managed to assemble daggeron. Also, on further review I think he needs to be upped in points to 100, mostly because he's dropping all those barage templates, so he's basically a Power Rangers version of that IG dude. (can't remember the name right now, he can call an orbital barrage if he hasn't moved)

A friend made an interesting suggestion for an HQ choice the other day...not exactly canon but I still think it'd be interesting to try...

Walker the Texas Ranger.

any thoughts?

This message was edited 1 time. Last update was at 2012/04/05 22:33:28


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Shas'la with Pulse Carbine






Arizona

Dear lord...it has been far too long brothers and sisters of Dakka. Sorry if this is considered a necro, but the time has come to return to the power rangers. I've been bogged down this past year with a ton of other projects (still working on making a mark 5 ironman suit that folds up) and school (a whole heap of drama there) but as they say:

"No one will ever take them down, the power lies on their side!"

So with that I've returned to my forces. And what better way to begin than with some new proposed rules!

I've been kicking around the ideas (with the announcement of megaforce, which will include goseiger and gokeiger) for the rest of the squads that I'm missing, and so far this is what I've come up with:

Dinothunder-200pts 4 models

WS4 BS0 S4 T4 W3 I2 A2 LD10 SV3++

Type
Beast

Rules:
IC
Super Dino Mode: Dino thunder must operate as independent units, and may not joins squads. Each model is treated as its own squad for the purposes of targetting and leadership, but all members of dino thunder may ride in a transport as one squad. In addition, each member of the squad has a different power:

Tyrannoranger Fleet, Conner the Tyrannoranger may also roll 2d6 and choose the highest when running.
Triceraranger Sv 2++
Pteraranger Jump Pack
Brachioranger Invisibility, Tommy may not be targetted for shooting attacks by infantry, he may be targetted by beasts, vehicles, and bikes/jetbikes. Should Tommy be hit with a markerlight by a non-infantry unit, he may then be targetted by infantry. This is because of invisability, which flawlessly convinces the naked eye that he is part of the scenery. However, he can still be sniffed out by beasts, and scanned by computers and technology

Weapons:
Dino weapons (tricershield, Tyrannostaff, PteraGrips, BrachioStaff)- Dino weapons are thunder hammers that strike at the listed initiative of the Dino rangers
Dino Power-By calling upon the primordial power of the earth itself, Dino rangers may unleash a volcanic blast from the ground around them. Center the large blast template on the dino ranger, all units under the template take a S6 AP1 Melta hit. Dinorangers in close combat may forgo all their attacks this turn to execute this attack instead. Should they do so they strike after all other enemy attacks, including those as I1

Sixth Ranger:
Trent, Drago Ranger
WS4 BS0 S4 T4 W3 I2 A2 LD10 SV3++

Rules:
IC
Super Dino Mode: Trent's camoflauge is not as powerful as Tommy's meaning that he can be seen by prying eyes. Should a unit wish to target Trent for shooting they must roll 2d6x3, this is how far they can see in inches. Should Trent be out of this range their shots automatically miss. Trent also has the Stealth and Fleet USRs
s
Weapon:
Drago Sword-Magically infused with the power of earth over the millenia, the Drago Sword acts as a pair of lightning claws
White Ranger Drago Power!-More powerful than his compatriots, Trent's Dino power may manifest either as the large blast described above, or a flamer template with an identical profile, as he uses the Drago Sword in bow mode to fire a flaming arrow at his targets, so hot it ignites the air round it before detonating (and thereby negating any cover).


Ninja Storm-100pts 5 models
WS4 BS4 S4 T3 W2 I5 A3 LD9 SV4+

Rules:
Combat Squads: The members of ninja storm all come from different dojo, and as such they may split into combat squads. For force org conditions, they are still treated as one unit, but on the table the members of the Elemental Dojo and the Thunder Dojo may operate as separate squads.
Stealth
Fleet
Elemental Powers: Should they be in separate squads, the elemental ninja may move as if they had the jump pack USR. All members of Ninja Storm may use their elemental powers to strike with a flamer template attack. Elemental Ninja use the following profile: S4 Ap5 Flamer Assault1, while Thunder Ninja use the following profile: S5 AP4 Flamer Assault 1. Should a unit suffer wounds from the thunder ninja flamer attack, it must pass a leadership test if it wishes to assault on its turn.

Weapons:
Ninja Swords: ninja swords are one handed CC weapons which grant a 5++ save in CC. They also add +1 attack in close combat, as ninjas will wield their short ranged ninja pistols as well

Sixth Ranger: -40pts 1 model
Cameron, Green Samurai Ranger
WS4 BS4 S5 T4 W2 I5 A3 LD9 SV4+5++
Rules:
Combat Squads: Cameron may either operate as an IC when Ninja Storm breaks into combat squads, or join either the Thunder or Elemental Ninja
Kanji Slash: Cameron may elect to forgo all his CC attacks to instead make an automatic hit on all models in Base to base contact with him
Samurai Pauldron: Grants 5++ save

Weapons:
Samurai Sword: Adds +2 to his strength (already added to the profile above) and is a two handed weapon

Wild Force
WS4 BS4 S4 T3 W2 I4 A2 LD9 SV4+
Type:
Beast

Rules:
Fleet
Animal Claws: Wild force rangers gain +1 attack in CC and can reroll either their missed to hit rolls or their missed to wound rolls

Equipment:
Claws

Upgrades
May take animal weapons at +10pts. Animal weapons are 1 handed power weapons.
May take Jungle Weapons at +5pts. Jungle Weapons are 1 handed CC weapons that grant a 5++ save in CC

The Red Ranger may replace his weapons with a battelizer for +35pts. It grants the amended profile:
WS4 BS4 S4 T4 W2 I5 A3 LD9 SV3+5++ and two lightning claws

Grants access to the following zords:
Wild Force Megazord
Kongazord
Isis Megazord
Pegasus Megazord

At the listed point cost

Sixth Ranger:
Lunar Wolf Ranger 30pts
WS4 BS4 S4 T3 W2 I4 A2 LD9 SV4+
Type:
Beast

Rules:
Fleet
Animal Claws

Equipment:
Claws
Lunar Cue: Power Weapon with a 5++save in combat and can fire a ranged profile S8 AP- Lance rg 18" strikes all units in a line


I'll be beginning work on their models soon, hopefully it won't be another year before I update this blog...

This message was edited 2 times. Last update was at 2013/02/07 23:10:48


DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
 
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