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Flying Razorbacks

Christmas, 2006

Written by: Auston J Butler Dedicated to: Clifton R. Bowlin, TSgt 188th Fighter Wing, Arkansas Air National Guard my friend Note that though these pages are being made available for free for personal use, it remains copywrite protected, and it is illegal to republish, sell, or otherwise disseminate in any form. copyright Auston J Butler 2006 Flying Razorbacks is a set of simple, fast and fun wargames rules for fighting jet combat in the modern age. You will need a tape measure, 3 six-sided dice, and 6 beans or markers to record aircraft damage. A table or clear surface area to play, preferably 3x3 card table. Finally some models to fly into the wild blue yonder. These rules will work with any small scale (1/72) or smaller plastic or metal models. Flying Razorbacks is broken down into phases then turns. The phases are deployment, movement, and shooting. During these phases each player will perform maneuvers and attacks with each of their aircraft. A fighter squadron is comprised of 3 aircraft. One squadron per player. Deployment Phase: Each player places their 3 aircraft within 6" of their own table edge. Movement Phase: Each player will roll 1 six-sided die. The high roller selects one of his aircraft to move, then rolls 3 sixsided dice and moves that aircraft the total sum in inches as shown on all three dice. Each player alternates moving their jets one at a time until all aircraft have been moved. Each jet must move the full amount rolled. You cannot skip this phase. Example: Clifton picks his F16 fighter then rolls 3 dice. The dice roll results in a 4, a 2 and a 5 for a total of 11. Clifton then moves his F16 11" in any direction he chooses.

Shooting Phase: Each aircraft has a weapons load of 2 air-to-air missiles and a .50 caliber canon. Each player will roll 1 six-sided die. The high roller selects one of his aircraft to shoot with. You can fire one missile per aircraft this turn or fire 3 shots per aircraft from their .50 caliber canon. Your aircraft must be facing the direction of the target to fire upon it. Once you are out of missiles you must use your .50 caliber canon until the game is over. No reloading. Each player alternates attacking with their jets one at a time until all aircraft have attacked. There are two methods of firing your missiles. The first is to select the target and fire a missile by rolling one six-sided die. To hit the target aircraft you must roll a 5 or a 6. If a hit is rolled the target is destroyed. The second method of firing a missile is to declare to your opponent a target lock. Tell your opponent that you are going to "lock on" to him and then roll a six-sided die, on a roll of a 3 or higher you have successfully locked on to your target. However, locking on gives your opponent the opportunity to deploy his countermeasures to avoid being hit. The target rolls a six-sided die and on a roll of 4 or higher has avoided being hit. A roll of 3 or less results in that aircraft being destroyed by the missile. Instead of firing your missiles or if you have spent both of your missiles, your aircraft can still fire it's .50 caliber canon. Select a target that is within 24" of the front of your aircraft. Roll 3 six-sided dice. On any rolls of 5 or 6 the target has suffered a hit. Each aircraft can sustain 2 hits from the .50 caliber canon before being destroyed on the third hit. If your aircraft takes 1 or 2 hits from a canon then place a bean or marker directly behind the aircraft to record the hit. Remember aircraft are destroyed by any hits from a missile or 3 hits from a canon. Once an aircraft is destroyed remove that jet from the table. After each jet on the table has made their attacks then return to the Movement Phase and continue each phase until one of the squadrons aircraft have all been destroyed. Example: Clifton picks his F16 fighter to attack with it's .50 caliber canon. He then rolls 3 dice. The dice roll results in a 4, a 2 and a 5. The target aircraft has just sustained 1 hit from the attack and records this by placing a bean behind the jet. Updates and player/squadron information is available for free from the Flying Razorbacks wargames rules web page at: http://www.freewebs.com/leadlegions/flyingrazorbacks.htm

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