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Frag-o-rama

V.1.2
© 2007, Casey Garske. Some Rights Reserved.

Isn’t it fun to blow the crap out of your friends while playing videogames? Don’t you get a sense of smug
self-satisfaction? Now get that feeling without the motion sickness, carpal tunnel syndrome or eyestrain.
Frag-o-rama is a miniatures game of multi-player, shoot-‘em-up, videogame-style action for 2 to 10
players.

The basic setting of Frag-o-rama is your standard sci-fi shooter like Halo or Unreal. Players frag each
other on a board strewn with deadly weapons and fantastic power-ups. Change the names of the
weapons, throw down some appropriate terrain and you can turn the Frag-o-rama into WWII action, a
western, spy thriller, etc.

Materials: Miniatures to represent each player, dice, playing area with terrain (the more the better),
Weapon Cards, Power-up Cards, Spawn tokens, and 10 tokens each of 2 different colors.

Game Concepts
Dice
Each player will need one d6, d10, and d20. Additionally, you will need a d6 for movement, and several
(10+) more d6 for various other purposes.

You will also be asked to occasionally roll a d3. This is a d6 with its result divided by two and rounded up
(so that a 1-2 is a 1, 3-4 is a 2, and 5-6 is a 3).

Measuring
You will often be measuring distances for movement and weapon range. You may not pre-measure any
distance. Actions must be declared and then measured.

Rounds and Turns


A turn is an individual player’s actions during one round. A round is complete when all players have taken
their turn.

Shields
Every player starts with a d6 with the “6” facing up. This is your energy shield. As you take damage, your
shield is degraded. When more damage has been done than you have shield points, you’re fragged!
When a round ends (when every player has had a turn), your shield partially recharges. Add 2 to your
shield total and place that number face up. Ex. You have 4 shield points left. At the end of the round, 2 is
added to make the total 6. You cannot have higher than a 6 without Power-ups.

Weapon Cards
All weapons have 4 stats: Accuracy, Shots, Range, and Damage. Accuracy: Roll this number or higher on
a d10 and you hit your target. Range: The weapon’s max range in inches. Shots: How many attacks you
may make in your turn. Damage: How many points of damage to the target per attack.

Some weapons may have additional abilities or statistics. These will be explained on their card.

Power-up Cards
These items grant whatever bonus or ability is listed on the card.

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Gameplay
Board Set Up
Set up the game board with whatever terrain you desire, the more the better. The more players there are,
the bigger an area you will want. Four or more players should be able to use a 4'x4' board with no
problem.

Place ten Spawn tokens in various places around the board. They should be placed in semi-sheltered
areas, but wherever is fine.

Place ten Weapon tokens around the board, anywhere is fine, but try to make it interesting.

Place ten Power-up tokens around the board according to your whims.

For a smaller game with 2-4 players you may want to reduce the number of Spawn tokens to 6 (rolling a
d6 for re-spawn, see below) and number of Weapon and Power-up tokens to 5 each.

Standard Card Decks


A standard Weapon Card deck includes: 2 Boomstick Auto-shotguns, 3 .88 Magnums, 1 X-69 Killzooka, 1
B.S.o.H. Plasma Rifle, 2 Stihl Chainsaws, 1 Laser Sword, 2 L7 Laser Sniper Rifles, 3 Bullet-Hose Sub-
machine guns, 2 Napalmerizer Flame Throwers, 2 Electro Gatling Cannons, and 1 Mega Soaker.

For a game with random weapon selection, shuffle 4 Killmatic Assault Rifles into the Weapon Card deck.

A standard Power-up Card deck includes: 1 Mega-Shield, 1 John Woo Style, 1 Stealth Unit, 2 Rocket
Boots, 3 Grenades, 3 Extra Ammo, 1 Ricochet Shot, 3 Shield Recharge, 1 Suicide Bomber, 2 Laser Sight,
1 Homing Shot, and 1 Water Balloons.

Player Set Up
All each player needs is a d6 with the “6” facing up for their Shields, a d10, and a d20. Each player also
needs a starting Weapon Card. Either assign each player the same Weapon Card, a Killmatic Assault
Rifle is standard, or have everyone draw randomly from all the Weapon Cards.

Card Set Up
Shuffle the Weapon Cards and place them in a stack. Shuffle the Power-up Cards and place them in a
stack.

Discards
Throughout the game you will be picking up and discarding cards. Keep separate discard piles for
Weapon Cards and Power-up Cards. When there are no cards left in the Weapon or Power-up decks,
shuffle the discard pile to make a new deck.

Player Positioning
All players roll a d10. The highest roll (re-roll ties) places his mini on the Spawn token of his choice.
Placement then continues clockwise until all players are on the table.

Turn Order
All players roll a d10. Highest roll (re-roll ties) goes first. Play continues clockwise until all players have
taken their turn.

Movement
Roll a d6 and add 6 (1d6+6). The result is the number of inches you may move during your turn. You do
not have to move the entire distance.

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Attacking
At any time during or after your movement, you may attack another player. First measure the distance to
the target player. If the distance is outside the weapon’s Range and it has more than one Shots, half the
weapon’s shots are wasted. A weapon with a Range of 0 requires base-to-base contact to make attacks.
If the target is in range, roll a d10 for each shot. If the roll is equal to or higher than the weapon’s
Accuracy, it hits. The target takes the weapon’s Damage value to its shields for each shot that hits. You
do not have to use all your shots against the same target. If you have movement left, you may continue
moving and you may also use any remaining shots on another target following the same procedure as
above.

Some weapons have special rules. These will be described on their cards.

You may only attack with one weapon per turn. For example, if you attack someone with an .88 Magnum,
then move over a Weapon token, you may not attack again with the new weapon.

The Rule of “1"


Rolling a “natural” (unmodified) 1 on an attack roll is a “bad thing.” The Weapon Card will describe what
happens on a natural 1.

Deviation
With some weapons, such as grenades, missiles, and cannons, where a shot goes when it misses is just
as important as if you hit or not. If a weapon has a “Dev” after it’s Accuracy score, on a miss, roll 1d6. The
weapon hits that many inches from the target in the direction your d10 from the attack is pointing.

AOE
A few weapons are so destructive they spew death in all directions when they impact. A weapon with
“AOE” after its damage value does the listed damage to anyone or anything within 1" of the point of
impact and ½ the listed value from 1" out to the distance listed after the “AOE.”

Taking Damage
Subtract any damage taken from your current Shield points and put that number face up on your Shield
die. If your shields are reduced to zero, you are fragged! Remove your figure from the board.

If you have any Weapon Card other than the starting weapon, put it in the Weapon Card discard pile. Any
Power-up cards are put in the Power-up Card discard pile.

Re-spawn!
If you are fragged, when it’s your turn, roll a d10 and place your figure on the Spawn counter of the same
number. If another player is standing on that Spawn counter, you materialize inside them and they
explode. This counts as a frag for you. You start with either the weapon all players started with, or if
weapons were determined randomly at the beginning of the game, a draw from the Weapon Card deck.

You may now roll movement and continue play.

Frags
Use your d20 to keep track of how many frags you have scored. Every time you frag someone, turn it to
the next number. If you frag yourself (very possible) you must subtract a frag.

Picking up Weapons and Power-ups


All you need to do to pick up a Weapon or Power-up is move over the token during movement.

If you move over a Weapon token, draw a Weapon Card from the deck. Put your current Weapon Card in
the Weapon Card discard pile unless you are playing a game where all players start with a Killmatic AR.

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In that case, simply put the Killmatics aside instead of in the discard pile. You must keep your new
weapon until you move over a new Weapon token or are fragged (unless the card says otherwise).

If you move over a Power-up token, draw a Power-up Card from the stack. Whatever benefit it grants you
can be used immediately. Keep the card and place it in front of you (unless the card says otherwise). You
can have as many Power-ups as you can pick up. If you are fragged they are lost and placed in the
Power-up Card discard pile.

After drawing a Power-up or Weapon Card, roll a d3 and place the result next to the token you moved
over. The result is how many rounds it will be before the Weapon or Power-up re-spawns. Ex. You roll a
5, 5/2 = 2.5, rounded to 3. So you would put a “3” next to the token.

Using Weapons and Power-ups


Yes, you may shoot your weapon and throw a grenade on the same round, you bloodthirsty little monkey.

Jumping
Some terrain set-ups may have areas that a player might want or need to jump to. Gaps larger than 4”
and/or with landing areas more than 2” up or down may not be jumped. You must have sufficient
movement left to get to the other side of the gap. Roll a d10. On a 4 or higher, you make it, lower, and
you fall. You take 1 point of damage for each 1.5” you fall. If you fall less than 1.5”, you take no damage.

You may also want to jump over terrain that’s in your way, such as a wall. You may jump over or onto 1"
tall terrain (or whatever terrain the players say it is possible to jump over), on a d10 roll of 4 or higher. Roll
lower, and you stop your movement at whatever you were trying to jump up/over.

Line of Sight
If you wonder if you can target another player, look over the shoulder of your mini. If you can see at least
about 25% of your target, you can attack them as long as they’re in range, although they may have cover.

Cover
Sometimes when you shoot at another player, they might be partially obscured by terrain or another
object. Before the game, players should agree on what provides cover and what doesn’t. If your target
has cover you have a -1 penalty to your attack rolls.

Elevation
If you are shooting at someone on a lower elevation than you are, you gain a +1 bonus to attack rolls. If
you are attacking someone on a higher elevation, you take a -1 penalty to your rolls.

Ending the Round


After all players have taken a turn:

1. Subtract 1 from all the dice next to Weapon and Power-up tokens and place that result face up. If
the result is 0, remove the dice and that Weapon or Power-up has re-spawned and is available to
be picked up again.

2. Add 2 to all players’ shield totals and place that result face up.

3. If you have any timed Power-ups, subtract one from their counter.

4. Roll to see who goes first for the next round and start over. (Or just continue around in the same
order if you think rolling every round takes too much time. What do I care?)

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Game Over Man!
How do you win? Think about multi-player video game types.

Slayer: Set a game time of one hour. Whoever has the most frags when time is up wins.

Team Slayer: Divide the players into teams. Whichever team has the most frags when time is up wins.

Capture the Flag: Establish 2 different “bases.” Use a token or other object for flags. Picking up a flag is
the same as picking up a weapon, ie, you drop whatever weapon you have and pick up the flag. You may
Bitch Slap someone with the flag. If you get the opposing team’s flag back to your base, you score. Best 2
out of 3 wins. In this game, don’t use spawn tokens. All players start and re-spawn in their respective
bases next to their flag (or where their flag would be if those opposing bastards hadn’t taken it...)

King of the Hill: Establish an area about 4” across as the “hill.” For every round you end on the hill, you
count on your d20. First one to 5 wins. If there’s a tie, continue play until one player ends a round with the
highest total.

Super Soldier: The player with the first turn of the game starts as the Super Soldier. The Super Soldier
has 1d6+8" movement, a +1 to all attack rolls, and a shield with a value of 12. If you kill the Super Soldier,
you become the Super Soldier. Killing the Super Soldier counts as two frags and every frag the Super
Soldier makes also counts as two.

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Optional Rules
Timer
Use a one minute timer from another game to time each player’s turn. If the timer runs out while they’re
still taking their turn, they take one point of damage from random fire because they were lollygagging
around (cut them some slack if they had to roll a lot of shots, like if they’re shooting the Bullet Hose SMG.
They better be attacking though!)

Teleporters
Cut out pairs of 2" squares or circles. Mark the pairs with the same number. If a player moves over one,
he comes out the other with the same number. This does not slow movement.

Aiming
A Weapon’s Accuracy score assumes a player is constantly moving. If a player sacrifices his movement
for a turn, they may add a +1 to their shooting rolls for that round. However, since they’re not a moving
target, anyone shooting at the aiming player until the aiming player’s next turn gets a +1 to their shooting
rolls against them since they are shooting at a stationary target. For that reason, it’s best to aim only
when you have a long range weapon like a L7 Laser Sniper Rifle or X-69 Killzooka and are out of the
range of other players.

Bitch Slap
If you run out of ammo or otherwise have no weapon, or just feel like it, you may attempt to Bitch Slap
another player.

Bitch Slapping has a 7 Accuracy, 2 Shots, 0 Range, and 3 Damage.

Rough Terrain
Some terrain, such as woods or rubble, may be more difficult to move through than open ground. It costs
2" of movement to move through 1" of rough terrain.

Harmful Terrain
Some terrain, such as molten magma, acid, toxic waste, etc., may hurt you just by moving through it. You
may declare before the game that a kind of terrain does 1 point of damage per inch moved through it. If
you run out of movement in the terrain, you’re fragged. You can jump over damaging terrain if it is 4" or
less wide and you have enough movement left to make it to the other side. On a miss, you take 4 points
of damage as you land hard in the deadly muck and scramble out (or melt, whatever).

Exploding Barrels
Some items of terrain, like barrels of fuel, may explode when shot. Before the game begins, designate
any exploding terrain. Place a d6 with the “2” facing up next to them. This is its shield points. If a player
wishes to shoot one, they get a +1 to their shooting roll since the item is stationary. If 2 points of damage
are done to it, it explodes, doing 4 points of damage to everyone in a 3” radius. This will also cause any
other barrels in that range to also explode.

Two Player Game


A two player game could be kind of boring. This is easy to fix. Each player takes command of a squad of
figures (2-5). Just make sure you know which Shield Die goes with which miniature. Playing a capture the
flag scenario practically turns Frag-o-rama into a skirmish game.

For turn order, each player rolls a d10 as normal. Highest roll goes with one of his squad. The other
player then moves one of their’s. Alternate until all squad members have taken their turns and then start
over.

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Vehicle Rules
Basics
Vehicles add another level of mayhem to your games. If you decide to use vehicles, make sure you are
using a large enough game board to take their increased movement rate and size into account. Place the
vehicle anywhere on the board with its card underneath it. To mount a vehicle, all you need to do is move
his figure into contact with it and take the vehicle card. This ends your turn. On your next turn, you use the
Vehicle card’s stats. While piloting a vehicle, you may not use any of your Weapons or Power-ups, you
must use the weapons of the vehicle.

At the beginning of your turn you may opt to leave your vehicle. Simply roll your normal movement roll
and move away from the vehicle. Place the Vehicle card back under the vehicle.

Attributes
Each vehicle has its own card with the following attributes: Movement, Armor, Accuracy, Shots, Range,
and Damage. Movement takes the place of the player’s regular movement of 6+1d6". There are 3 types
of movement: Hover, Tracked, and Wheeled.

● Hover movement allows a vehicle to pass over harmful terrain since they are actually a few feet
off the ground.
● Tracked movement ignores the penalty for rough terrain, simply powering through it.
● Wheeled movement gains no benefit.

Armor is the amount of damage the vehicle can sustain before being destroyed. Armor does not
regenerate. The rest of the attributes are identical to those of any other weapon.

Attacking a Vehicle
Since vehicles are large, it’s easier to target them. Add a +1 to your attack rolls when attacking a vehicle.
When attacking a vehicle, for each hit, roll a d6. The Vehicle Card will indicate what results damage the
player and what damages the vehicle. The vehicle accumulates damage until it equals or exceeds its
Armor score at which time it explodes, fragging the pilot and dealing 4 damage in a 4" radius from the
center of the vehicle. Place the card of the destroyed vehicle back in its starting place and roll a d3. Place
the result on the vehicle card. The vehicle will re-spawn in that many rounds. Track your vehicle’s Armor
by placing a die(or dice) with a total equal to the vehicle’s Armor on your Vehicle Card.

Note: Vehicles are immune to Bitch Slapping.

Hit & Run


If you wish, you can attempt to run over other players with your vehicle. Roll for movement. Then declare
you are going to Hit & Run. You can attempt to run over all players you have enough movement to reach,
however, you may not use any weapons on your vehicle this turn. You may Hit & Run other vehicles as
well, but a hit ends your movement.

Hit & Run has an 8 Accuracy, 1 Shots (per attempted victim) , 0 Range, and 6 Damage.

That’s it! Frag away!

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