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Made in us
Battlewagon Driver with Charged Engine




Ye Olde North State

Genius. Pure genius.

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

Thanks! any ideas for the rest of the squads?

I'm thinking of making certain squads heavy support, with the ability to take up to 3 squads as one heavy support option

Of those choices so far the only one I know for sure is gonna be Dino Thunder, because with such a small squad size (5 max) they're gonna need to be in super dino mode to make up the difference, which will make them far stronger and thus better suited to heavy support. Other squads on the proverbial sectioning block are:
Mystic force (heavy psykers)
Overdrive (defender vest and heavy weapons)
Lost Galaxy (for their galactic powerrs, sort of a heavy pr wild force)

Lightspeed rescue will either end up as fast attack or heavy support (something along the lines of their supersonic train zord if they're heavy support, and their vehicles if they're fast attack...squad will also have fnp because of the medic in it)

Turbo Space (jetbikes) and RPM may go into fast attack slots

SPD and time force may become elites (since they're cops)

Also, here's a little treat, think this worked nicely


for more, you have to go to photobook...so...idk what the rules are on that but here
http://s1230.photobucket.com/albums/ee498/dbsamurai/

This message was edited 3 times. Last update was at 2011/12/13 23:15:21


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

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!



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