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Made in us
Shas'la with Pulse Carbine






Arizona

This is now a dead thread. It is instead continued on another thread in the blog section, where ideas and comments are still welcome. It can be found here:

http://www.dakkadakka.com/dakkaforum/posts/list/425817.page

Codex Power rangers:
HQ
Pure Galactic Warrior Zordon
Ninjor (has anyone noticed how he looks like an ultramarine?)
Legendary Ranger Tommy Oliver, may take bodyguard Forever Red squad: 1 unit from every troop choice may join this squad and select special weapons

Troops:
MMPR (5 man squad)
PRZ (5 man squad)
PRT (5 man squad)
PRiS (5 man squad)
PRLG (5 man squad)
PRWF (5 man squad)
PRLSR (5 man squad)
Time force
wild force
ninja storm (3 man squad)
Dino( 4 man squad)
SPD
Mystic force (8 man squad)
Operation Overdrive
Jungle Force
RPM
Samurai

Elites:
6th ranger: every troop choice may add a special 6th ranger with increased powers. all rangers added count as 1 elite choice
Once a ranger Squad: for every troop choice not taken, one model may be taken with all requisite options from their troop choice slot. All rangers selected this way (maximum 10) are one squad that must operate together and count as an elite choice
Ranger Allies Squad: consists of various versions of ranger allies like magna defender and blue centurion and such

Fast Attack
Zords

Heavy Support
Megazords: select megazords may combine on the table top to combine fire and gain increased stats

This message was edited 4 times. Last update was at 2012/02/26 03:55:32


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




California

Oh, man. This is a brilliant idea.

I wonder just what Zordon would do in an actual "game."
Unless I am mistaken, Zordon didn't do much in the TV shows aside from imparting some wisdom at the end of every episode
and saying "hey, there's trouble over there, Rangers. Go kick it until it's dead."
Perhaps Zordon is like a super Farseer with a Mind War that can pop the heads of whole armies

The Zords should be forced to start in reserve because the Rangers would only call on them when things got real ugly. I would imagine the
Rangers would excel at close combat while the Zords would act as extremely mobile dreadnoughts that could form into a mini-Titan.

I must admit, I stopped paying attention to the Power Rangers ever since the end of the Zeo series so I can't offer much more thought on all the
other Ranger "squads." Either way, this sounds like all kinds of awesome and I would love to see this developed into a playable army.

"The wind whipping across your face as your blades whip across the throats of the foe. It makes the blood sing." -Hrythar Dreamweave, Wild Rider 1250

"Gather the dead for war, let them join our ranks, lest we are forced to join theirs." -Farseer Kelmon 1000
 
   
Made in au
Member of a Lodge? I Can't Say



Australia

This is a pretty hilarious concept. I’ll add my two cents for the lols.

Personally, I don’t think you shouldn’t put Zordon as a HQ as it would be more of a hindrance on the table. I mean think about it, an AV10 tube that cannot move or attack (and if it dies, the entire army must take a moral test). If you want to add in Zordon, I’d add him in as a custom scenario (where Zordon is a strategic objective). That being said, HQs are somewhat hard to do and the only way to do this is to either a) go for a non ranger HQ like Zordon (who would function like a Tau etherial) b) a separate power ranger HQ or c) have one of the existing red rangers function as a HQ.

In regards to Megazords, the best way to implement them would be to have the Zords combine just like the TV show. In order to field a Megazord, the player must have all of the component Zords from the Fast Attack section purchased with the additional Megazord upgrades/weaponry purchased as part of a heavy support slot. The TV show sometimes has standalone Megazords so I reckon these could take up a heavy support slot without needing FA slot zords (but would be weaker than the normal Megazord). I could see the zords being AV11 fast vehicles, with light ranged weaponry and the Megazords could be an AV 13 walkers with dreadnaught close combat weapons. The Megazord super attacks could be a “once per game” type deal.

Forever Red would be hard to implement IMO as the player would need to take 5 Squads of Power Rangers first followed by shuffling squad members into the Forever Red squad (making the existing squads 4 member units…). The best way to do “Forever Red” IMO is to have the squad as an elites choice in its own right rather than a “formation”. For modelling purposes, if a player decides to field a “Forever Red” squad, the members must be built up from Red Rangers not used in their troop choices (i.e. no having two Red Zeo Rangers for example). Tabletop wise, I could see a “Forever Red” squad functioning like a rag tag veterans unit.

This message was edited 2 times. Last update was at 2011/12/08 00:22:32


H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

indeed...my friend suggested this (said he'd only play 40k if it was with a pokemon or a power rangers codex lol) were thinking that each squad will have unique capabilities, probably good in CC each squad would probably have stats like
WS4 BS4 S4 T3 W2 A2 I4 LD9
and then each squad would have different weapon options and special rules, making each squad a unique choice (also you can't take more than 1 of each squad)
I'm also thinking of giving them 12 troop choices, like how space wolves can have 4 hq's or whatever.

Loving the Zords start in reserve idea...maybe megazords are summoned demon style, where you sacrifice a zord or something to summon the megazord, to reprisent how the zords combine to form a megazord

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Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

I was thinking the same regarding the Power Ranger squads. I would mark each squad as 0-1 in their profile.

Functionality wise, I see PR squads as an assault leaning type unit. Their standard wargear could be power weapons and a pistol type ranged attack. Each unit could also have some sort of additional special rule to differentiate them. Here are some of my ideas:

MMPR: May switch to ninja mode (armour save changes to 5+ but unit gains a 4+inv save)
PRT: May take a jeep/car dedicated transport
PRiS: May take a skimmer dedicated transport. May summon TMNT for assistance (LMAO)

In regards to the Megazord, I’m liking the summoned idea. I’m thinking the Megazord must either enter battle via deepstrike (only scattering 1D6) or must deploy within 12 inches of an allied unit

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

Alright so let's start experimenting then, i wanna have my buddy addicted before school ends XD

so lets try MMPR:
WS4 BS4 S4 T3 W2 I4 A2 LD9 SV4+ 100Pts 5 models
Equipment:
Ranger sword (grants a 5+ inuln save in melee)
Power Pistol (Rg 18 S4 ap-)

Rules:
Takes a lickin': the mmpr always gain a second wind should their foes assail them. As such, no models may be removed until all members of the squad have suffered a wound. Instant death may remove models without all members of the squad having a wound.
Deep Strike (teleport in like they used to do with zordon)

Options:
Squad may exchange ranger sword for Zordon Weapons....+15pts/model
Zordon weapons double wielders strength and ignore armor saves
should all members of a squad take zordon weapons and all members of the squad still be alive, they may choose to fire the Power Cannon: S7 Ap4 Rg48" Small Blast

Squad may take metallic armor...................................................+10pts/model
Sv3+ 5++

Sixth Ranger upgrade: White Tiger ranger OR Green Dragon Ranger
White Tiger Ranger: 35pts
WS5 BS4 S4 T4 W2 I4 A2 LD10 Sv4+ 4++
Equipment:
Sabra (power sword, grants eternal warrior)
Power Pistol

Rules:
Takes a lickin'
squad gains fleet

Green Dragon Ranger: 40pts
WS4 BS4 S4 T4 W2 I4 A2 LD10 Sv4+ 4++
Equipment:
Dragon Dagger (dragonzord upgrade to megazord may be taken at points cost, power weapon)
Power Pistol

Rules:
Takes a lickin'
Squad gains feel no pain

This message was edited 1 time. Last update was at 2011/12/08 02:19:41


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Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

The zordon weapons are somewhat overpowered IMO. I would reduce their effectiveness to +2Str in CC.

Also in regards to the cannon, I give the weapon a profile of assault (given that all members of the squad must be alive for it to work).

Other than that, everything seems fairly ok.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

How about just ignores armor saves...since really I think they need a way to ignore armor in cc to give them viability against units like death company and such...

also when they use the power cannon in the show they all stand still to fire it lol, since they all fire it as a group. Basically the Zordon weapons are supposed to reprisent the power weapons the mmpr get thru the series, like adam's black ax and such

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Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

My bad, I should have been clearer in my post. I was referring to downgrading the double STR boost to just +2str. Have the weapons operate as just ordinary power weapons are still good although I would have the weapons offer at least a +1 Str boost to keep the units in line with other tough CC units like GK, Deathcompany etc.

In regards to the cannon, in the TV show, they do appear to just stand around and fire it. The problem with this is that the unit is kind of under powered and having a stationary firing weapon works against the CC nature of the unit. I figured that classing it as assault meant that the unit could fire it and pop a transport before assaulting the contents. Also the fact that the cannon require all 5 members to be alive gives some balance leeway here. My justification is that the Rangers are skilled enough to move their full movement phase and still have some room to pose and fire the cannon in a stationary manner.

I’ve noticed that a lot of the TV shows tended to have some kind of “Phantom/Masked Ranger” who would usually be different from the “6th Ranger”. Perhaps think of adding a “Phantom/Masked Rangers” as an elites choice (I figured they could operate like Lone Wolves/Inquisitorial Assassins).

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

Indeed that idea sounds good, a plus 1 strength boost i suppose could still do damage. I do also like the idea of them moving and shooting now that you've explained it, lol it makes sense, they can all pose and assemble it to shoot so they should be able to move and shoot it...

If you noticed (maybe not cause i didn't specify) I added the ranger ally squad as an elite choice, which will constitute things like the magna defender and the masked rider and such. Allies with ranger powers but not necessarily a ranger themselves. This will contrast with someone like ninjor who is more of a god sort of person (since he created the power coins and such) or zordon who elimintated all evil in the galaxy just by exiting his chamber lol

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Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

LOL. I suppose the opponent would cry cheese if you gave Zordon/Ninjor access to their full powers on the tabletop. It would be something like:

Player 1: I sacrifice Zordon to unleash an attack that eliminates all evil in the galaxy. I win
Player 2: WTF…..

I suppose if one were to translate that in table top terms, it would probably function like an orbital strike relay (that triggers on Zordon’s death).

That being said, we should start plotting out the rules for a different group.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

Actually as far as zordon I figured he would have more of an ethereal role. That he would buff certain squads in play. Basically any squad who he existed during, so mmpr thru lost galaxy or pris...something like

Extra Galactic Protector Zordon 220pts
WS0 BS7 F12 S12 R12

Rules:
Fearless
Psyker
Immobilized

Psyker powers: zordon is treated as LD10 for all psychic purposes, should he suffer perils of the warp, count is as a glancing hit with a rerollable option. he cannot be destroyed by immobilized results, weapon destroyed means he may use one less psychic power per turn
Teleportation: rather than moving, zordon deep strikes everywhere. Should he choose to move in the movement phase, he is removed from the board and then reenters play as though deepstriking. zordon scatters 1d6 and may reroll scatter

Light of Creation: Zordon possesses incalculable psychic might which can only be restrained by the container he is in. He may choose to use this shooting psychic power with the following profile: S10 AP1 range 72" In addition, should he fire at a squad, both players roll 1d6 and add it to their leadership. should zordon roll higher, he may choose which model must take the wound in the squad.

Purify: place a large blast marker centered on zordon. All other models under the blast take a S7 ap4 hit. this attack may be used in CC.

Repulse: place a large blast template centered on zordon. All enemy models under take a hit at S7. should a model suffer a wound it is instead moved to the edge of the blast template. Models moved this way cannot charge next turn and take no part in the next round of melee combat. should zordon use this attack he can use no other psychic attacks this turn, and this must be the first psychic attack he uses during that turn.

Lightning arc: target model takes a hit equal to its toughness with no armor piercing. Should the attack wound (but before armor saves), select another model within 6 inches and test again. continue until there are no more models unwounded within 6" of the last wounded model, or the attack does not wound a model. Then test armor saves on all models wounded this way.

Zordon may use up to 3 psychic attacks per turn, and may use more than one of the same psychic attack a turn (unless otherwise noted)

Special Rules:
Aged Counsel: all power ranger squads within 24" AND LoS to Zordon may reroll to hit in combat.
Master Technician: all megazords or zords within 24" of zordon that have suffered weapon destroyed or immobilized may roll a die. on a 5+ one either weapon destroyed or immobilized result is repaired and no longer affects the vehicle. This ability may be used once per turn.
Pure Galactic Warrior: demons cannot subsist within 6" of zordon, the pure awe inspiring force of good he projects causes them to lose their grip on reality. Any demon or possessed space marine attempting to charge into combat with zordon must test leadership at -3. should they fail they may not charge. Fearless models must still take this test.
Inspiring presence: any power ranger (not zords, megazords, or ranger allies) with LoS to zordon may reroll any leadership test, but the second result stands.

This message was edited 1 time. Last update was at 2011/12/08 07:07:38


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Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

I’ll have to say that Zordon is pretty OP. I’ve amened his profile to make it less beef cake but also less complicated.



Extra Galactic Protector Zordon 200pts
WS0 BS7 F12 S12 R12 LD10

Rules:
Fearless
Psyker
Immobilized

Psyker powers: Zordon is treated as LD10 for all psychic purposes, should he suffer perils of the warp, count is as a glancing hit. Weapon destroyed means he may use one less psychic power per turn
Teleportation: rather than moving, Zordon teleports everywhere. To represent this, Zordon counts as jump pack infantry and ignores the effects of difficult and dangerous terrain. Should Zordon enter the battle via deepstrike, he only scatters 1d6.

Light of Creation: Zordon possesses incalculable psychic might which can only be restrained by the container he is in. He may choose to use this shooting psychic power with the following profile: S9 AP2 range 48". In addition, should he fire at a squad, both players roll 1d6 and add it to their leadership. Should Zordon roll higher, he may choose which model must take the wound in the squad.

Purify: place the large blast marker centred on Zordon. All other models under (or partially under) the blast marker take a single S3 AP3 hit. This attack may be used in CC.

Lightning arc: Select up to 3 enemy units within 18 inches of Zordon’s LoS. These units suffer a single hit equal to their toughness value (with armour saves allowed)

Zordon may use up to 3 psychic attacks per turn, and may use more than one of the same psychic attack a turn (unless otherwise noted)

Special Rules:
Aged Counsel: all power ranger squads within 24" AND LoS to Zordon may reroll to hit in combat. This power only affects Power Rangers with the following affiliations: MMPR, PRZ, PRT, PRiS

Master Technician: all megazords or zords within 24" of zordon that have suffered weapon destroyed or immobilized may roll a die. on a 5+ one either weapon destroyed or immobilized result is repaired and no longer affects the vehicle.

Inspiring presence: any Power Rangers (not zords, megazords, or ranger allies) within LoS to zordon may use his LD value for moral tests. In addition, units may reroll failed moral tests. This power only affects Power Rangers with the following affiliations: MMPR, PRZ, PRT, PRiS

Final Purification: Should Zordon perish in battle, place the large blast mark over Zordon’s remains. All enemy models underneath the market suffer a single S5 AP2 hit. Additionally, if objective are being used in the game Zordon’s remains counts as an additional objective.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

That works Ninjor I suppose should be the more combat oriented one since he's a bloody ninja...something like:

Ninjor
WS7 BS5 S4 T4 W3 A3 I5 LD10 Sv3+180pts

Equipment:
Ancient Blade (ignores armor saves, doubles S at all time)
Ninjor Transforming battle armor
Ninjor's fury: shooting attack S7 Ap4 Assault 1

Rules:
Fleet
Inspiring presence: all power ranger squads within 6" of him may use his leadership for all leadership tests they are called to make
Battlemode: should he go into melee with a monstrous creature, ninjor is counted as a MC for the duration of combat. As such he gains +2 to S T and W. These upgrades go away after combat is ended, during consolidation. His remaining wounds after combat are how many he has after removing MC

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

Ninjor was a little too powerful so I tweaked his profile a tiny bit.

I’ve lowered his base Strength to 3 (meaning he strikes at S6) but also changed the wording of Battlemode to affect his base profile (meaning he strikes at S8). This leaves him on par with an SM Captain in CC and on par with a Daemon Prince in battlemode.

I also removed the +1 wound from Battlemode to prevent “rules headaches”.


Ninjor
WS7 BS5 S3 T4 W3 A3 I5 LD10 Sv3+195pts

Equipment:
Ancient Blade (ignores armor saves, doubles S at all time)
Ninjor Transforming battle armor
Ninjor's fury: shooting attack S5 AP4 Assault 2
Master Ninja: 5+ Invulnerable Save

Rules:
Fleet
Inspiring presence: all power ranger squads within 12" of him may use his leadership for all leadership tests they are called to make

Battlemode: should he go into melee with a monstrous creature, Ninjor is counted as a MC for the duration of combat. As such he gains +1 to his base Strength and Toughness profiles. These upgrades go away after combat is ended, during consolidation.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

I thought most MC's were closer to S10? still that is an excellent point I hadn't considered, I do like that profile (see this is why I post, then i can have you tweak it to work ) my only concern is that at almost 200 points he can still be ID'd...that 5++ helps a lot with his survivability but I still see him getting killed like a crisis commander with only t3...how bout 200 pts and give him eternal warrior.

Other than that looks good.
Had another idea for an HQ:150pts (he has eternal warrior but no invuln save, just like all zeo rangers)
Legendary Ranger Tommy Oliver
WS6 BS5 S4 T3 W3 I5 A4 LD10 SV4+

Equipment:
Red Ranger Power Sword (power sword +1S in melee)
Zeo powered up laser pistol (S3 ap5 assualt 1 range 12")
Red Zeo number 5 armor (grants eternal warrior)

Rules:
Greatest Ranger Ever!: Tommy is the undisputed leader of the power rangers, having served in 5 different squads. His guidance is legendary, and thus all power ranger squads on the table may use his leadership for their leadership tests
Unique: Should he be taken, the Zeo Ranger and Dino thunder squads may not be taken. In addition, the White Tiger Ranger and the Green Dragon Ranger may not be taken as sixth rangers to the Mighty Morphin Power Ranger Squad
Guiding Principles: Tommy allows a single reroll per game. This may be a re roll of one die for any purpose by his controlling player. It may only be used if he is on the table and should he die before it is used, the re roll is lost.

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

Greater Daemons and Carnifexes have around S8-10 but other “run of the mill” MCs like Daemon Princes and Avatars are around Str 6-8.

I’m fine with you giving Ninjor Eternal Warrior. Personally I think, instead of giving him eternal warrior, give him a 3++ save instead (with his profile increased to 200). It will still allow him to hunt characters and MCs as well as give him some extra character.

Having Tommy Oliver as a HQ is an awesome concept. I’ve noticed a small goof in your profile. In The White/Green Ranger profiles, you have T4 listed and in the “Tommy” profile above, you have T3. I’d personally correct his HQ profile to T4 (no pt increase needed). Other than that, I’m loving the profile you have written down and it is well balanced as well (a nice cost effective HQ option).

Here’s my addition to his profile:

Forever Red: Should Tommy take to battle, he may be accompanied by an elite Squad of Veteran Red Rangers. If Tommy is chosen as a HQ, the player may purchase a single Forever Red squad (see separate entry). Both Tommy and his Forever Red squad count as a single HQ choice and follow the retinue/bodyguard rules found in the 40k rule book.

Note: In case you’re wondering what the “retinue rules” bit means, it refers to a rule in the BRB that basically states that a HQ cannot singled out if accompanied by unit classified as a retinue/bodyguard.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

the toughness variant isn't a goof lol, he's in his zeo outfit (the only one that has never been destroyed, hence why he has eternal warrior since his zeo powers can't be destroyed) where as when he's the white or green ranger he has the dragon shield or the tiger shield to increase his resistance to injury (that big chest plate he wears, it heals his wounds and makes him harder to injure)

The thing with eternal warrior is that ninjor can never be destroyed according to his history...that's my only rationale

I think your idea for a forever red squad sounds better than just as an elites choice...it gives it more character I like it, I'll amend the post up top

This message was edited 1 time. Last update was at 2011/12/09 01:55:37


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Power Rangers Fandex, CC welcome  
   
Made in au
Member of a Lodge? I Can't Say



Australia

My bad, didn’t think the T4 took into account his shield. If that’s the case, his profile sounds complete IMO.

H.B.M.C. wrote: Goood! Goooood!

Your hate has made you powerful. Now take your Privateer Press tape measure and strike me down with all your hatred and your journey to the dark side will be complete!!!


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

on to Zeo then!

Power Rangers Zeo:
WS4 BS4 S4 T3 W2 I4 A2 LD8 SV4+ 130Pts 5 models

Equipment:
Power Weapons
Turbo Blaster (S3 ap5 rg 12")

Rules:
Eternal warrior (their zeo crystals are never destroyed, despite all the powerful attacks they endure)

Options:
Squad may take bikes at +50pts. Bikes grant scout and are armed with TL Turbo Blasters in addition to the usual bike rules. may not be taken with Gold Zeo Ranger 6
Squad May take Zeo Weapons.....Free (zeo weapons are power weapons. should all members of the squad be alive they can choose to fire 1 S6 AP2 Rng36" shot instead of their normal shooting)

Sixth Ranger upgrade:
Gold Zeo Ranger 6 50pts
WS4 BS4 S4 T4 W2 I4 A4 Ld9 Sv4+ 4++

Equipment:
Gold Zeo Staff (power weapon, adds +1 strength in melee. fires a S4 Ap5 Assault 2 range 12" shot)
Gold Zeo Armor (grants a 4++ save, no eternal warrior as Trey lost his powers and had to give them to jason to keep them from disappearing altogether)

Rules:
Squad may reroll to hit on the turn it charges
The Pyramidazord upgrade megazord may be taken for its point cost

This message was edited 1 time. Last update was at 2011/12/09 07:00:47


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Power Rangers Fandex, CC welcome  
   
Made in us
Deadly Dire Avenger




California

Hello, it's me again. Just adding a couple more thoughts to this discussion.

Have you considered having their motorcycles as a Fast Attack option?
The bikes could provide long range support for the footslogging Rangers until the Megazords arrive from reserve.
Or would the bikes be unnecessary considering the established strengths of the Zords?

Will the (first) Green Ranger's flute be implemented in this army? That flute is a powerful artifact that not only
had a catchy tune, but it summoned the Dragon Zord and provided a kind of protective force field.
Perhaps once per game the Green Ranger can play his flute and get a 2+ invuln save until the end of the turn? Or is that too much?

Alpha 5 should totally be a kind of Tech Priest or Servitor that comes with Zordon

It's cool to see you working on this list with so much attention to detail. It would be exciting to see this in action.

"The wind whipping across your face as your blades whip across the throats of the foe. It makes the blood sing." -Hrythar Dreamweave, Wild Rider 1250

"Gather the dead for war, let them join our ranks, lest we are forced to join theirs." -Farseer Kelmon 1000
 
   
Made in ie
Mutated Chosen Chaos Marine





Shouldn't the SPD be Fast Attack?

Arguing with some people is like playing chess with a pigeon. You can play the best chess in the world, but at the end of the day the pigeon will still knock all the pieces off the board and then gak all over it. 
   
Made in us
Shas'la with Pulse Carbine






Arizona

That is an excellent suggestion both of you (about the different force org slots). Honestly I haven't touched zords yet because short of megazords I'm lost as to how to implement them, since individual zords are too weak on a 40k scale. That said, I like the thought of say, SPD (since they're police squads) being like and elite choice, and maybe turbo and RPM being fast attack. Perhaps dino thunder will be heavy support because of their battalizers and super dino modes...

As far as implementing the green ranger's flute, it has been implemented in his profile It lets you use the dragonzord upgrade megazord, and grants him and his squad feel no pain while also being a power weapon. As you'll recall his flute is his dagger

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Power Rangers Fandex, CC welcome  
   
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Deadly Dire Avenger




California

As far as implementing the green ranger's flute, it has been implemented in his profile It lets you use the dragonzord upgrade megazord, and grants him and his squad feel no pain while also being a power weapon. As you'll recall his flute is his dagger


Oops! Looks like I didn't read carefully enough

"The wind whipping across your face as your blades whip across the throats of the foe. It makes the blood sing." -Hrythar Dreamweave, Wild Rider 1250

"Gather the dead for war, let them join our ranks, lest we are forced to join theirs." -Farseer Kelmon 1000
 
   
Made in us
Shas'la with Pulse Carbine






Arizona

Lol it's fine I'm posting walls of text I understand if you miss little details

that said I was thinking today and I had a crazy idea for time force...it may be a little OP but I'll try an explain...
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)

I'm worried though that that power may be a little op, which is why I've limited it to once per game and only for one squad for one turn...and why you have to pay 100pts to get it, or more than 2 rhinos

Also I've been toying with ideas for the Wild Force power rangers...
WS4 BS4 S4 T3 W2 I5 A2 LD9 SV4+ 100 (5 models)

Equpiment
Claws (+1 attack, grants rending)
Animal Gem: grants stubborn to the unit

Rules:
Rending
Fleet

Unit type: Beast

Options:
May take power Weapons.........+15pts/model, grants 5++ CC save in addition to being power weapons
May take Blasters.......................+5pts (S3 AP- Rng12 assault 2)
Squad may take Savage Cycles +10pts. +1T and lose "beast" gain "bikes", all members of the squad must take, become fast attack

Sixth Ranger Upgrade:
Lunar Wolf Ranger 60pts (1 model)
WS5 BS5 S5 T3 I5 A3 LD9 SV4+ 5++

Equipment
Lunar Cue (+1 S already added to the profile above, provides rending to CC, 2 handed, may choose to fire the following profile: Sx AP4 Heavy 1, Sniper range 48")
Animal Crystals(allows the summoning of the Lunar animal megazord upgrades, grants a 5++ save)

Rules:
Rending
Fleet
Grants Furious Charge to the squad

Unit Type: Beast


This message was edited 3 times. Last update was at 2011/12/11 07:41:35


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Power Rangers Fandex, CC welcome  
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

So.. much.... WIN!.... Having.... heartattack... from.... epicness... Damn.... brain can't handle it.... *SPLORTCH*

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Shas'la with Pulse Carbine






Arizona

I guess you could say it was
Too good an idea for you loot

yeaaaaaaaah!!!!

If you've got any suggestions I'd love to hear them

So I was thinkin today, about how to really playtest this army and get my friend to play, I'm gonna need figures...
I mean I could always proxy but really he wants to PLAY the power rangers, not just play an army that has their rules...
So, being poor, I decided to make some figures. All they need now are proper bases:
[Thumb - IMG_2113.JPG]
White ranger figure

This message was edited 1 time. Last update was at 2011/12/12 03:27:41


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Power Rangers Fandex, CC welcome  
   
Made in eu
Been Around the Block





Legen... wait for it.... Dary!!!
   
Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Your figures look like something out of minecraft.

grendel083 wrote:"Dis is Oddboy to BigBird, come in over."
"BigBird 'ere, go ahead, over."
"WAAAAAAAAAGGGHHHH!!!! over"
"Copy 'dat, WAAAAAAAGGGHHH!!! DAKKADAKKA!!... over"
 
   
Made in us
Shas'la with Pulse Carbine






Arizona

loota boy wrote:Your figures look like something out of minecraft.


they are lol...I used the skin editor and the minecraft papercraft generator with my own custom power ranger skins to make the first seven power rangers (red white green blue pink yellow black) and if that works out I may make more...

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