Roll 1d12 and consult the following table:

  1. Fire Marshall X
  2. Wild Drill Icebox
  3. Clam Trap
  4. Boom Trunk
  5. Pug Boat
  6. Lag-O Lamb
  7. Beast Boxer
  8. Blowhard
  9. Coffee Cat
  10. Tenticlare
  11. Splitzen
  12. Binderino

Bonus Table: Plans to defeat the Rangers

Roll 1d12 on the table below to see what the random threat this week is going to try to do to our heroes.

  1. Infesting the city with camera drones to reveal their secret identities.
  2. Contaminating all the drinking water with a transformative substance.
  3. Trapping one of them in a seemingly inescapable bubble.
  4. Putting one or more them to sleep with special poison darts.
  5. Luring one or more Zords into a snare.
  6. Posing as regular people to find the Rangers secret base and destroy it.
  7. Kidnap one Ranger to lure the rest into a diabolical trap.
  8. Posing as the Rangers doing bad things to ruin their reputations
  9. Disabling their Morphers with an energy pulse.
  10. Wiping their memories with a spell.
  11. Using an energy pulse to cause a strong emotion in one or more Rangers.
  12. Encasing them in cement, foam, or some other gooey substance.