Power Rangers Super Lightning Force

A lot has happened since we left our team. Zordon has disappeared into the Morphing Grid, leaving Alpha Four and Billy Cranston from Earth 011 in charge. Somehow the Grid brought a different Billy through than was originally thought, but he is incredibly smart. Kronus has gained control of the Zeo Crystal while the Rangers gained control of the Ninja Steel.

Moving into a new season with lots of developments.

A lot has happened since we left our team. Zordon has disappeared into the Morphin Grid, leaving Alpha Four and Billy Cranston from Earth 011 in charge. Somehow the Grid brought a different Billy through than was originally thought, but he is incredibly smart. Kronus has gained control of the Zeo Crystal while the Rangers gained control of the Ninja Steel.

With the Zeo Crystal under his control, Kronus gained the ability to expand his evil Ranger empire beyond the Evil Phoenix Ranger. Voltrix has come back to act as his new general. There are now five total evil Rangers, each with their own Zords.

To make matters worse as the season opens, the Rangers have taken a serious beating during the final battle with Tankzor 3.0. All of the Zords are seriously damaged and in bad need of regeneration time. The Rangers themselves barely managed to escape before disabling the Triumvirates’ space cruiser and sending it on a one way trip to nowhere.

Olivia, the Green Ranger, was exposed to a harsh amount of ionizing temporal energy during the last moments of the battle near the cruiser’s reactor core. Her ability to stay morphed has been impaired dramatically and appears to be steadily getting worse.

The Blue Ranger suffered a worse fate when the splitter emitters that separated the Ninja Steel from the Zeo Crystal pulled his armor from him and destroyed his morpher completely. Luckily, Billy brought his Triceratops Morpher and gave it to Xander. After some trial and error, the Dinozord emerged from the Morphin Grid ready for battle.

Finally, Rose the Pink Ranger suffered serious wounds at the hands of the Evil Phoenix Ranger. Her Power Crossbow was taken from her and is now being manipulated into the Evil Phoenix Crossbow. After her injuries heal, she plans to turn in her Morpher and leave the team.

Stay tuned for the dramatic return of Power Rangers Super Lightning Force!

Will Olivia ever be able to morph again? What happened to Zordon. Why did the Morphing Grid send a different Billy? Will Rose leave the team forever? Keep an eye open for Season 2, coming to my blog soon.

Thanks for stopping by,

Getting a lot of mileage out of this book!

The Ongoing Battle: A Scenario for Power Rangers RPG.

A cloned Ranger survived or was reborn from the ashes and is now known as the Evil Phoenix Ranger. She commands a newly formed Tankzor.

Something big is on the horizon.

Last time on Power Rangers: Lightning Force. Zordon and Alpha Four worked feverishly to contact Billy Cranston of Earth They succeeded, but a newly merged Triumvirate, known simply as Kronus found the Zeo Crystal. A cloned Ranger survived or was reborn from the ashes and is now known as the Evil Phoenix Ranger. She commands a newly formed Tankzor.

The combined brain power of two Blue Rangers now work to unlock more power from the Morphing Grid. General Corby has become an uneasy, yet unexpected ally to the Rangers, offering the original Zord Alone Project schematics for use in creating a new Zord and forming a new Ultrazord. Zordon has disappeared from his holofield and Alphour is unable to locate him.

With the Zeo Crystal and the secrets of Ninja Steel hanging in the balance, it’s up to the Lightning Force Rangers to once again save Bennet’s Cove from certain destruction. To make matters more complicated, the Rangers’ powers have begun to fluctuate and appear to be weakening with each fight.

Another Threat or Threats lurk in the background.

Tankzor 2.0 (Gravtankzor.)

(Art forthcoming.)

Resilient THREAT LEVEL: 14
SIZE: Extended II/Extended II/Gigantic | HEALTH: 25
STRENGTH 15 | SPEED 15 | SMARTS (Pilot) | SOCIAL (Pilot)
TOUGHNESS: 29 (5 Armor) | EVASION: 25
WILLPOWER: 15 | CLEVERNESS: 15
GROUND MOVEMENT: 60 ft. | RUN: 50 ft.
SKILLS:
Might +d10* Power Fists
Brawn +d12
Initiative: +d12
Targeting (*Primary Energy Cannon): +d12
Stealth +d6
Languages: Putty, English

PERKS:
Duranium Alloy Hull
Grav Tank. Floats/Skates on a force field skirt.

ATTACKS:

Primary Energy Cannon: Targeting +d12*, Range 40/300 ft. (Evasion, 4 Energy, Area, 15′ radius, Fire Damage) 360 degree vision.

Secondary Energy Cannons: Targeting +d12, Range 100ft; (Evasion, 2 Energy) 2 attacks per round OR 1 attack + Primary Energy Cannon. Or 1 Attack + Power Fist

Power Fists: +1d10*, Toughness, 3 Physical Damage. 2 Attacks per round or 1 + Secondary Energy Cannons.

POWERS:
Super Durable.
Transformable.
From a Corrupted Reality: If disabled/destroyed this Tankzor will begin regenerating immediately. 1 Health per hour until reformed.
*Each time the zord reforms, it has a chance to evolve a new power in addition to the old ones.

Hang-ups:
Must be piloted by the Evil Phoenix Ranger.

Tankzor: A New Threat for Power Rangers RPG.

“We didn’t technically ‘build’ Tankzor. We tapped into a time/space rift and lifted it from another Earth where the Zord Alone Project succeeded. Unfortunately, we lost control of this one, too.” –General Corby

Lightning Force Rangers vs the Military. Round 3.

“We didn’t technically ‘build’ Tankzor. We tapped into a time/space rift and lifted it from another Earth where the Zord Alone Project succeeded. Unfortunately, we lost control of this one, too.” –General Corby

(Art forthcoming.)

Resilient THREAT LEVEL: 14
SIZE: Extended II/Extended II/Gigantic | HEALTH: 25
STRENGTH 15 | SPEED 15 | SMARTS *2 | SOCIAL *2
TOUGHNESS: 29 (5 Armor) | EVASION: 25
WILLPOWER: *12 | CLEVERNESS: *12
GROUND MOVEMENT: 50 ft. | RUN: 40 ft.
SKILLS:
Might +d10* Power Fists
Brawn +d12
Initiative: +d12
Targeting (*Main Gun): +d12
Stealth +d6
Pilot Tankzor: +d8*
Languages: Putty, English

PERKS:
Duranium Alloy Hull

ATTACKS:

Main Gun: (Targeting, 5x/scene): +d12*, Range 40/300 ft. (Evasion, 3 Explosive, Area, 15′ radius, Fire Damage) 360 degree vision.

Secondary Energy Cannons: +d12, Range 30/100ft; (Evasion, 2 Energy) 2 attacks per round OR 1 attack + Main Gun/Missiles.

Power Fists: +1d10, Toughness, 3 Physical Damage.

POWERS:
Super Durable.
Transformable.
Self Activated. Limited autopilot capabilities. (+d8* Piloting, Zord) Capable of defending itself and following orders if pilot is not present/unconscious.
Not attached to the Morphing Grid.
From Another Reality: If disabled, reverts to inert components unusable in Earth 129’s multiversal bubble.

Hang-ups:
Stolen from another dimension. Can’t be repaired or rebuilt on Earth 129.
No Pilot.
Triumvirate corrupted.

Rangers- the implications of this new threat are indeed disturbing. The military is in possession of a multidimensional portal device. General Corby may be working with the Triumvirate to steal technology and bring in monsters not native to our Earth. This is a very serious. We will need additional help to overcome this challenge.

Alpha- Access the Morphing Grid dimensional communications grid. Contact Billy Cranston, Blue Ranger of Earth Prime and inform him of our situation. Ask him to come here via the Morphing Grid.

Rangers- When Billy arrives, he will help us locate the Zeo Crystal. It contains power sufficient to defeat these new threats. Until then, it is up to you and your Megazord to defend Bennet’s Cove from Tankzor. Good luck. May the Power protect you.
— Zordon, Earth 129 (Lightning Force Rangers)

Tentiklar, Threat from the Sea for Power Rangers RPG

An enormous creature lumbers into the bay of Bennett’s Cove. It’s up to the Lightning Force Rangers to turn the tide of battle and send the creature packing.

“Let me get this straight. This one’s not the Triumvirate?” –Brock, Black Lightning Force Ranger.

Photo by Pia on Pexels.com
Actual artwork forthcoming.

Tentiklar. Threat from the briny deep.

THREAT LEVEL: 14
SIZE: Towering HEALTH: 19 *If defeated retreats to the sea.
TOUGHNESS: 24 (+2 Tough Hide.) | EVASION: 19
WILLPOWER: 10 | CLEVERNESS: 10
GROUND MOVEMENT: 15 ft. WATER MOVEMENT: 40 ft.
SKILLS:
Targeting +d8
Brawn +d8
Might (Melee) +d10*
Languages: Common (?)
ATTACKS:
Eye Beams(Targeting): +d8, Range 90 ft.
(Evasion, 2 Fire Damage)
Tentikar projects blue rays from his eyes that burn through whatever they hit.

Ink Jets (Targeting): +d8, Range 30 ft.(30 ft x 30 ft Area, Poison 1, Temporary blindness. Evasion)
Tentiklar shoots ink from special ports in his belly 2/scene

Tentacle Arms (Might): Up to 6 attacks per turn. +d10*, Reach 30 ft.
(Toughness, 2 Blunt Damage each.)
Tentiklar uses his vine-like arms to batter his enemies. Instead of inflicting Damage, he may alternatively choose to grapple the target.

If defeated, Tentiklar breaks off from his attack and retreats to the deep ocean to regenerate 1 lost Health per day.

The “Zord Alone Project” for Power Rangers RPG.

That’s where things went wrong, horribly wrong. The Triumvirate was quick to take advantage of the situation, mind controlling the pilot and and sending the Zord on a rampage in Bennett’s Cove.

Inspired by their first encounter with the Rangers, the US Army decides to build their own Zord, and create a Power Ranger to pilot it.

Only neither is actually connected to the Morphing Grid. That’s where things went wrong, horribly wrong. The Triumvirate was quick to take advantage of the situation, mind controlling the pilot and and sending the Zord on a rampage in Bennett’s Cove.

Resilient THREAT LEVEL: 14
SIZE: Extended II/Extended II/Gigantic | HEALTH: 25
STRENGTH 15 | SPEED 15 | SMARTS *2 | SOCIAL *2
TOUGHNESS: 28 (4 Armor) | EVASION: 25
WILLPOWER: *12 | CLEVERNESS: *12
GROUND MOVEMENT: 50 ft. | FLY: 80 ft. | RUN: 40 ft.
SKILLS:
Might +d12
Brawn +d12
Initiative: +d8
Targeting (*Main Gun): +d12
Finesse (Power Sword) +d10
Alertness: +d4
Intimidation +d4
Languages: Putty, English

PERKS:
Triple Changer: Tank/Jet/Soldier

ATTACKS:

Main Gun: (Targeting, 5x/scene): +d12*, Range 40/200 ft. (Evasion, 3 Explosive, Area, 15′ radius, Fire Damage)

Missiles: (Targeting, 2x/scene) +d12, Range 50/120 ft., Area of Effect 20’ x 20’. Effect: 3 Energy Damage.

Secondary Energy Cannons: +d12, Range 30/100ft; (Evasion, 2 Energy) 2 attacks per round OR 1 attack + Main Gun/Missiles.

Power Sword: +1d10, Reach, Toughness, 3 Energy Damage.

POWERS:
Tank Mode/Jet Mode/Soldier Mode.
Self Activated. Limited autopilot capabilities. (+d8* Piloting, Zord) Capable of defending itself and following orders if pilot is not present/unconscious.
Not attached to the Morphing Grid.


Hang-Ups:
Must shut down for cooling after 60 minutes of use or it will explode!
Hangar Queen. Requires a lot of maintenance.
Not Really a Zord. Not linked to the Morphin Grid. Not actually sentient.
Nuclear Core. Can only be shut down from small engineering compartment behind the pilot seat. If not cooled and maintained, it will explode in a nuclear blast. 5 mile primary blast, 10 Mile secondary blast. 50 additional miles fallout damage.

For those unfamiliar, this Threat has inspiration from two sources.

The first is Blitzwing, the triple changer Decepticon from Transformers. He fits with the military theme and I’ve always liked the character. He’s a bad guy and just a little schizophrenic.

The other inspiration and the name was derived from one of my favorite episodes of Neon Genesis Evangelion. This probably won’t be the last Evangelion reference I will do. I’ve always liked the angels from that series.

This Threat was inspired by the Jet Alone Project, which as a rival’s attempt to compete with Nerv by building their own EVA. Of course the whole thing backfired and Misato ended up inside the robot shutting it down before it went supernova.


Thanks for stopping by. I appreciate you! Happy gaming.

Side Stare, a New Threat for Power Rangers RPG.

General Gnarl called upon Side Stare when his latest scheme failed.

A large skeletoid monster with its head permanently leaning to the right.

(Artwork to come. Sorry. My ambitions exceed my art talent.)

Side Stare: Gnarl’s Enforcer
Typical THREAT LEVEL: 8
SIZE: Normal | HEALTH: 8
TOUGHNESS: 14 | EVASION: 17
WILLPOWER: 16 | CLEVERNESS: 15
GROUND MOVEMENT: 40 ft.
General Gnarl called upon Side Stare when his latest scheme failed.
SKILLS:
Might- (*Staff) +d8
Initiative: +d6 (+d10)
Targeting (*Eyebeams: +d8)
Deception (*Distraction) +d10
Languages: Putty, English

PERKS:
Fast. Initiative +d10
Medium Armor Shell.
Eyebeams Wicked Accuracy. No Snags outside weapon range. +2CS within 10′
ATTACKS:
Eyebeams: (Targeting) +d8* or +d12* within 10′; 2 attacks per round. (Evasion, Range: 40/75, 1 Energy + 1 Stun.)

Staff of Nekros: Side Stare possesses an ancient staff of unspeakable magic power. It can perform one of three different attacks per round.
1. Melee. (Might +d8*) Reach. 2 Handed. w Energy 2.
2. Energy Wave. (Targeting +d8) 2x/Scene Range 40′ Multiple Targets Evasion Energy 3, Stun 2, Successful hit knocks prone.
3. Summon Skeletoids. 3x/Scene. See below.

POWERS:
Staff of Nekros: In addition to the melee and ranged attacks, the staff exhibits the ability to manipulate energy. 3x/Scene, it allows Side Stare to summon 3d6 Skeletoids. *Same statistics as regular Putty Patrollers with armored skeletal appearance. The staff may possess other powers that have not been explored.

Side Stare is always accompanied by 1d6 Putty Patrollers at all times.

Hang-Ups:
Side Stare is very conscious of his appearance. Due to a battle injury, his head permanently rests on his right shoulder. No magician or chiropractor has been able to fix it.

Stay tuned for the Gigantified version coming soon!

Power Rangers RPG Threat: Balgor

General Krohn called upon Lt Balgor when Gnarl and Slayn’s minions failed. He is a Dragonoid from the Netherworld. He has a nearly endless supply of magic water to keep him going when the fear of the puny humans isn’t enough to keep him going.

General Krohn’s fierce lieutenant will be back to torment the Rangers time and again!

(Artwork to come.)

Lt. Balgor, Krohn’s most trusted lieutenant.
Resilient THREAT LEVEL: 16
SIZE: LARGE | HEALTH:
TOUGHNESS: 20 (Heavy Armor) | EVASION: 16
WILLPOWER: 16 | CLEVERNESS: 14
GROUND MOVEMENT: 30 ft. | FLY: 40 ft.
General Krohn called upon Lt Balgor when Gnarl and Slayn’s minions failed. He is a Dragonoid from the Netherworld. He has a nearly endless supply of magic water to keep him going when the fear of the puny humans isn’t enough to keep him going.
SKILLS:
Might- (*Axe and Chain Flail) +d10
Brawn +d6
Initiative: +d6
Targeting (*Fireballs/Flame Breath): +d6
Alertness: +d6
Hunting: +d6
Intimidation +d8
Languages: Putty, English

PERKS:
Winged Flight, 40′.
Resistance: Fire
Sanzu River Water supply.
ATTACKS:
Massive Obsidian Axe: (Might) +d10* 2 attacks/turn in addition to ONE of the other attacks listed below. (Toughness, 10′ Reach, 3 Armor Piercing Intimidating, Sharp,

Fire Chains: (Might) +d10* 1 attack/round in addition to ONE of the other attacks listed. (Evasion, 10′ Reach, Maneuver-Entangle or trip. 2 Fire.)

Breathe Fire: (Targeting, 3x/scene): +d6*, Range 30 ft. (Evasion, 2 Fire Damage in a 5′ x 30′ x 15′ Area cone of fire. All targets in the cone must roll Evasion.)

Throw Fireball: (Targeting, 3x/scene): +d6*, Range 40/100 ft. (Evasion, 2 Explosive, Area, 15′ radius, Fire Damage)

POWERS:
Summon 3d6 Dragon Putties (Stats as Z Putty Patrollers.)
Always has 4 Dragon Putty Bodyguards at all times.

Hang-Ups:
Must feed on Human Fear OR Drink water from the Sanzu River.
Failure to maintain his fear level at least once per day results in a loss of 1 Health per day until defeated.
If Balgor is defeated, he will return to the Netherworld to recover at the rate of 1 Health per day.

Power Rangers Threat: Mother Ship.

Mother Ship is very upset about what happened to Saucerhead. She’s here to get revenge on the Rangers before scooping up little Saucerhead and taking him home. Her main objective is to level Bennet’s Cove and find the Ninja Steel Encased Zeo Crystal. Her secondary mission is to retrieve her Lil Saucer Head, who was hurt by those mean old Rangers!

When Saucer Head fell at the hands of the Lightning Force Rangers, the Triumvirate launched an even larger saucer, Mother Ship.

She seriously means business after her sonny boy, Saucerhead fell at the hands of those mean Power Rangers. It’s time to attack!

(Art to come.)

Mother Ship (Giant)
THREAT LEVEL: 15
SIZE: TOWERING | HEALTH: 15
TOUGHNESS: 18 | EVASION: 20
WILLPOWER: 13 | CLEVERNESS: 13
GROUND MOVEMENT: 0 FLY: 40/100 ft.
Mother Ship is very upset about what happened to Saucerhead. She’s here to get revenge on the Rangers before scooping up little Saucerhead and taking him home. Her main objective is to level Bennet’s Cove and find the Ninja Steel Encased Zeo Crystal. Her secondary mission is to retrieve her Lil Saucer Head, who was hurt by those mean old Rangers!
SKILLS:
Brawn d8
Might d8
Targeting: d8*
Flying: d8
Initiative d4
Alertness d6
Diplomacy d6
Languages: Putty, English
PERKS:
Ground Penetrating Probe Ray: +2 CS Bonus when using Perception to detect Saucerhead or the Ninja Steel Encased Zeo Crystal. Also gives Mother Ship an Advantage on detection vs Stealth attempts.

Constantly Airborne: Mother Ship is constantly hovering a minimum of 40′ off the ground.

360 Degree Movement. Mother Ship can perform aerial maneuvers that would turn a normal pilot into pudding.

Self Repairing Sentient Saucer: Mother Ship is capable of regenerating Health at 1 per 10 days when grounded. No need for maintenance hangars or repair crews.

ATTACKS:
3x Primary Beam Cannon Projectors: +d8 Skill. 100’/240′ Evasion Range. 9 Energy Damage. Mother Ship may attack up to 3 separate targets per round or make up to 3 attacks on 1 target.

Secondary Defensive Array: Since Mother Ship is incapable of fighting in Melee, she has a secondary beam array that encompases 360 degrees all around her. Skill d8. 40’/120′ Evasion Range. 5 Energy damage. This attack may be used along with the Primary Beam Cannon Projectors.

Megabeam: 3x per Scene: Instead of 3 separate attacks and a secondary array attack, Mother Ship may opt to combine all of her attacks into one massive swath of destruction. +d8 Skill, 100’/240′ x 40′ square. Evasion. 15 Energy Damage.

POWERS:
Tractor Beam: Mother Ship may use her Brawn to drag or lift objects. 40’/120′ 20′ Square. This power can also be used to dig at the speed of 40’/round.

Repulsor Beam: Mother Ship may use her Might to attack or push objects once per turn. 40’/120′ 20′ Square. Damage 4 Physical

Warp Out: If defeated, Mother Ship can engage her Emergency Jump Drive and flee at the blink of an eye.

Shielding: Mother Ship is considered to have 2 Armor vs incoming attacks. Her Shielding breaks if she suffers more than 9 Health in damage.

Hang-Ups:
Mother Ship is catastrophically irrationally attached to Saucerhead and will abandon everything to recover him/take him to safety.

Her secondary mission is to find the Zeo Crystal and report its location back to the Triumvirate, even if she has to raze Bennet’s Cove in order to do so.

She may be convinced to embrace compassion for the parents in the city below.

Power Rangers RPG Threat: Voltrix.

Voltrix is Slayn’s last attempt to destroy the Rangers before having to answer to the rest of the Triumvirate for his failures.

Power Rangers Lighting Force faces a new, scary electrifying new lieutenant. First Appearance.

Voltrix 1.0. She’ll be back if destroyed. Bwah ha ha!
Art by Jeff Craigmile.

Voltrix 1.0 (Normal)
THREAT LEVEL: 7
SIZE: LARGE | HEALTH: 9
TOUGHNESS: 13 | EVASION: 17
WILLPOWER: 17 | CLEVERNESS: 13
GROUND MOVEMENT: 30 ft. | FLY: 60 ft.
Voltrix is one of Slayn’s top lieutenants. She has been sent to defeat the Rangers at all costs. A clever and cunning opponent, she will refuse to stay down no matter how many times she is defeated.
SKILLS:
Might- Martial Arts (Electro Trident) +d6
Initiative: +d6
Targeting* Lightning Blasts: +d8
Alertness: +d8
Physics (Electricity) +d6
Persuasion: +d6
Languages: Putty, English
PERKS:
Storm Flight: Voltrix constantly floats approximately one foot above the ground at all times. She will float even if knocked down. Her wings give her exceptional flight (60′)
Resistance: Sharp.
ATTACKS:
Lightning Bolt: Targeting +d10* Twice per round Voltrix can throw a Lightning Bolt 30’/200′ (Evasion, 3 Electrical.) If it hits successfully, all targets within 15′ of the primary target may also be hit for 1 Electrical based off the same hit roll as the original.

Lightning Blast: Targeting +d10* Instead of 2 lightning bolts or Trident attacks, Voltrix can channel her electrical charge into a cone of lightning 60′ long by 30′ wide at the base. (Evasion. 2 Electrical.)

Electro Trident: Might (Martial Arts) +d8 May attack twice per round OR 1 Trident strike + 1 Lightning Bolt. Trident does (Reach, 2 Electrical.)

POWERS:
Summon 3d6 Storm Putties (Stats as Z Putty Patrollers.)

Storm Rage: Once per scene Voltrix can unleash a devastating electrical tornado Large Base Evasion Electrical 3 under Voltrix’s direct control for 3 rounds. Movement 40’/round.

Drain Electrical Sources: Voltrix may heal 1 Health per turn from a high powered electrical source such as high tension power lines, breaker boxes, voltage transformers, etc.

Dissipate: At 1 Health Voltrix will dissipate into a cloud of electricity and become intangible. She can reform after 9 days at full health.

Hang-Ups:
If Voltrix can be knocked to the ground, she loses 1 Health per turn until she is back in the air.

Likewise if she can be caged by metal or gets too close to a large conductive surface (Copper, Gold, etc) she will be stunned while in contact.


Saucerhead. A new Power Rangers RPG Threat.

Not your average foam rubber suit monster.

Not your average foam rubber suit monster.

“I was okay when it was just a flyin saucer.” –Brock, Black Lightning Force Ranger.

Could almost be a foam rubber suit, I guess.
(Art by Jeff Craigmile.)

THREAT LEVEL: 8
SIZE: HUGE | HEALTH: 12
TOUGHNESS: 18 | EVASION: 16
WILLPOWER: 13 | CLEVERNESS: 14
GROUND MOVEMENT: 30 ft.
AERIAL MOVEMENT: 90 ft. (Transformed)
Saucerhead is a living construct created by General Gnarl and General Slayn to try to prove their worth in the Triumvirate. He is mostly robotic. The lower portion looks like a 1950’s mechanical sci-fi robot packing a Raygun and at Tesla-coil style probe hand. It speaks in a mechanical robot voice. It is fascinated with Earth cows for some inexplicable reason.
SKILLS:
Initiative +d4
Intimidation +d4
Melee +d6
Perception +d4*
Targeting +d8*
PERKS:
Transform: Saucerhead’s entire body retracts into the saucer portion of his head. He can move up to 90 ft per turn, perform maneuvers that would squish a regular pilot, and stop on a dime. It receives Edge on all Ranged attacks while transformed. Transformation takes 1 turn.
ATTACKS:
Probe arm (Melee): +d6, Reach
(Toughness, 1 Stun Damage)

2 Raygun Blasts (Targeting): +d8, Range 45 feet
(Evasion, 3 Energy Damage each) Can be set on Stun.

OR

1 Raygun Beam Blast. (Targeting): +d8, Range 30 feet straight line, targets all in the line. (Evasion, 2 Electric Damage all within the line.) Can be set on Stun.

POWERS:
Summon Landing Putties. Summon 2d6 Modified Small Putty Patrollers per Encounter. Putties are Small size, armed with Rayguns and look like stereotypical Gray Aliens. Raygun: Targeting +d4, Range 20′ 1 Electrical.

Deflective Armor: Saucerhead’s chrome metal shell provides him with deflective armor.

HANGUPS:
Easily Distracted: Serious Irrational attraction to Earth cattle. It will literally stop what it is doing to admire a cow.

Thanks for stopping by. The gigantified version and possibly some artwork by yours truly will be published later. (It gets freakier.) I appreciate you! Have a fabulous weekend!

%d bloggers like this: