Bionicle Wargame The bionicle wargame is a turned based table top game that can be used to play the skirmishes in some of the wars of the bionicle world. Scores Every bionicle has 7 scores: strength, agility, skill, toughness, will, speed and life. Generally each of these skills range from 0-20, although they can be raised above and below that level. Strength is a measure of the bionicle’s raw strength and affects how much damage they do in melee, as well as their ability to hold or throw other bionicles. Agility represents how quickly a bionicle can act. It is used to determine how quickly he often he can strike in combat. Skill shows the combat skill of the bionicle. It is used when attacking, both in melee and at ranged. Toughness represents the bionicle’s toughness and his ability to defend himself. It is used to protect him from damage. Will is how fearless the bionicle is and how focused he is. It is used to check the bionicle’s chance of fleeing and when using his powers. Speed is a measurement of how fast a bionicle moves, it also represents his ability to dodge projectiles. Life represents how many hits a bionicle can take before becoming unable to fight (due to death/ unconsciousness). The turn The bionicle wargame is divided into turns. A player moves and attacks with all his units in his turn, then the next player does the same in their turn. In their turns, a player’s bionicles can each do two things: move and attack. A bionicle does not have to move and attack in a specific order. He can move then attack or attack then move. Some powers and abilities replace attack with a different action, but otherwise, these work the same. Movement A bionicle can move a distance in their turn, equal to 2.5 times their speed, in centimetres. A bionicles movement may be hindered by effects such as terrain or mask powers. A bionicle cannot move through other bionicles, it must move around them. Attacking When one bionicle makes contact with an enemy it can attack in melee. The defender rolls 1d20 and adds his skill score. The attacker does the same, but rolls a number of times equal to his agility/2. If the attacker has a roll that beats the defenders roll, the defender rolls 1d20+his toughness score. For each roll the attacker made which beat the defenders roll, the attacker rolls 1d20+ his strength score. For each strength score that beats the defenders toughness score, the defender loses the difference from his life score. A bionicle with a ranged weapon can also make a ranged attack. Designate another bionicle. Designate another bionicle and check that he is within the attack’s range. This bionicle rolls 1d20 and adds his speed. The firing bionicle then rolls a number of d20s equal to his agility and adds his skill. If the attacker has a roll that beats the defenders roll, the defender rolls 1d20+his toughness score. For each roll the attacker made which beat the defenders roll, the attacker rolls 1d20+ the weapon/attack’s strength score. For each strength score that beats the defenders toughness score, the defender loses the difference from his life score. There are a number of other things a bionicle can do instead of attack. These include throw and hold actions, making use of their mask ability or using powers. A sufficiently strong bionicle can throw their opponent. A throw works similarly to a melee attack. A bionicle must be in contact with their target. They then both roll 1d20 and add their skill score. If the attacker wins, both bionicles roll 1d20 and add their strength score. If the attackers score is at least double the defenders score, the defender is thrown. The defender is forced to move in a direction of the attacker’s choice a distance equal to how much the attacker’s roll beat double the defenders by. The defender also loses life equal to the distance he was thrown. A grab is similar to a throw. The attacking bionicle and the defender both 1d20 and add their skill score. If the attacker’s roll beats the defenders, both roll 1d20 and add their strength score. If the attacker’s roll beats the defender’s roll, the defender cannot move in their turn, unless they break the grab. The defender may attempt to break a grab once in their turn; they must roll 1d20 and add their strength score. If the roll is high than the attackers original roll, the defender can move normally. The attacker may not move if they have a grabbed target. They may break the grab at any point in their turn with no roll necessary. Powers Powers are special attacks and abilities that the bionicle possess. Powers come in two types: elemental and non-elemental. Only one power can be used per turn. Most powers require the bionicle using the power to roll to check if they have the required focus to use it. This is a D20+ the bionicle’s will score. If the roll beats the required score, the bionicle can use the power. If the roll does not the power cannot be used. Powers have action types. A power with the passive action type is active unless a different power is used, although a bionicle may have multiple passive powers, only one of each can be active at a time. Passive powers do not require a will roll. A power with the minor action type needs a will roll to activate but does not otherwise affect a bionicle’s amount of actions (although they still can’t use another power). A power with the full action type means that an attack cannot be used in the same turn. Elemental powers A bionicle with access to element powers can make use of them in place of attacking. Each element has a variety of powers, and although a bionicle may have access to that element, he may not know all of the powers within that element, they are usually brought separately. Each power can be thought of as a way in which the bionicle has learnt to make use of that element. Rock Powers Fire Powers Power name: Cost: Effect: Willpower roll: Action type Fire Blast 8 Widgets A ranged attack of range 200cm at strength 12, dealing fire damage. 15 Full Power name: Cost: Effect: Ablaze 14 Widgets Until the users next turn, any bionicle that attempts to attack the user in melee loses takes a hit at strength 8 (no skill roll required, though the toughness roll is still made), dealing fire damage. 18 Minor Willpower roll: Action type Weapons and Tools Weapons and tools are equipment a bionicle can use to augment their current abilities. Some provide powers and some have other abilities or bonuses. Tools and weapons also have types, which restrict who they can be used by. Name: Effect: Cost: Type: Combat staff The user has +3 strength when making melee attacks. 2 Toa Weapon and tool upgrades Some weapons and tools have upgrades. These upgrades can be applied to a single weapon. You may buy the same upgrade multiple times and apply it to multiple weapons and tools and you may buy multiple upgrades and apply them to the same weapon or tool, but you may not apply the same upgrade to the same tool multiple times. Masks Masks have a variety of effects, some do not (mechanically) have any, others have powers which require will rolls to activate and are used in place of attacks. Some even require the continued concentration of the user, unable them to do anything else for several turns whilst the mask is in use. Masks come in 3 types: powerless, noble and great. Powerless masks are not listed here; they have no power or effect in game but appear identical to their great or noble counterparts. Some mask lack noble versions. Noble and great masks, like powers, require a willpower roll to activate. Like powers, masks have action types, which work in the same way. Name: Great mask cost: Great mask effect: Action type: KauKau 0 Water breathing (nothing mechanically) Passive Building an Army Currently, there are no real armies (though the defenders of Metru Nui and the Dark Hunters are intended). Usually battles will have a set widget limit and these widgets can be used to purchase units and upgrades, powers and tools for the.. Units Toa Cost: 75 Widgets Base Ability Scores: Strength Agility Skill Toughness Will Speed Life 10 10 10 10 10 10 10 Each score can be increased at the cost of five Widgets per point of score increase, to a max of 16 for all scores. Each Toa must choose an element, the Toa gains +6 toughness against attacks that deal damage of this type and can buy elemental powers of that type. Toa can also buy elemental powers from that element. The available elements to Toa are: Fire Water Rock Air Ice Earth Gravity Sonics Psionics Lightning Magnetism Iron Plasma Plantlife It should be noted that toa of Water, Lightning and Psionics are female. Toa must also purchase a single great mask at the cost listed in the masks section. The Toa may also buy as many other noble and great masks as they wish. The Toa may buy up to two weapons or tools of the Matoran or the Toa type at the costs listed in the weapons and tools section.
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