Sorry for the double post but I've returned from christmas and have new results! I playtested the codex so far against the
BA in a preliminary game to see if they could match the
BA blow for blow. The results were rather surprising...
We were using these rules (which I'm consolidating here to help people double check)
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)
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
/
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
rng 12
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
Eternal Warrior
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.
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 exchange power weapons and turbo blaster for 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" assault small blast 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
Kyle (my buddy) chose To use Zeo weapons on the Zeo squad, and took the Green Ranger with the MMPR for a total of 520pts
He faced:
Libby: Blood Lance, shield, jump pack
10man Assault squad, jump packs, power weapon, flamer
5 man Death Co power weapon, hand flamer, jump packs
520-ish pts
Deployment was a straight up face off. Ninjor stayed separate as he is not able to join squads.
First turn he moved up, and fired the zeo shot that nuked 2 death company...and that was all the zeo did this entire game.
Turn one for my ba I plunged into assault...and then three turns of slugfest
after turn one zeo perished, killed save for the gold ranger, which in turn bought enough time for ninjor to join in
Ninjor then went on to kill EVERYTHING in sight. He did however take some wounds from power weapons and a blood lance shot when he finally drove off the libby (who had joined the assault squad) which shows his main weakness is still AP3 weapons since that 5+ save can only stop so much...Eternal warrior however did save his life when he got nailed by the blood lance and meant that after kyle's forces caught my fleeing libby and killed him.
So from this I noticed a few things:
Zeo lacks the necessary attacks base to damage anything bigger than a 5 man squad. while this is irrelevent against most tournie armies who only field 5 man assault squads, against things like orks or nids or even tau, they're gonna have trouble scoring a decisive victory with so few attacks coupled with low toughness and save. So I'm adding 1 attack to each of their profiles, so that they'll have 4 attacks minimum on the charge, and as many as 5. With WS4 S4 this should help ensure that they can stand up to things like 10 man assault squads and shootaboy mobz
MMPR had serious staying power, especially with the feel no pain granted by green ranger, but they still lacked a lot of umph necessary to kill the three remaining death company, but the death company had similar difficulty breaking thru tommy's invulnerable save.
Ninjor definately has a blatant weakness in his low invuln save, but he's still worth all his points, as he kicked the hell out of a 10 man assualt squad...From all this, I'm thinking of increasing the cost on tommy's green ranger model, simply because
FNP combined with takes a licking meant that at the end of the game, the MMPR had suffered 5 wounds and lost no one...even with jason being the only unwounded model

So with those changes I'm now going to playtest against my tau!