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Conduct 2 Site attacks against

random Hornets (d10: 8- = 1 Stress,


9 = Damaged, 10+ = Destroyed).
Conduct 1 less attack for each AtG
counter expended.

Ground Clutter: Subtract 2 from all


your AtG die rolls from Hornets at
High Altitude.

Ingress

Getting Aggressive: Select 1 of


your Slow Pilots to be Fast this
Mission.

Rotate all of the Sites in Approach


Areas by 1 Area clock-wise.

Target

Swap the Sites in the North


and South Approach Areas.

Difficult Aerial Refueling: Each of


your Pilots that participated in this
Mission gains 1 additional Stress.

Enemy Communications Repairs:


Move the Intel counter 1 to the left.

Ingress

Central Radar Node: If you expend


2 AtG counters, move the Radar
counter 1 to the right.

S u n a t Yo u r B a c k

Good Attack Angle: Add 1 to all of


your AtG die rolls during the first turn
over Target.

Target

Target

Swap the Sites in the West and


East Approach Areas.

Creative Procurement: Gain 1


Special Option point.

Draw 1 less Bandit counter for the


Target Area during the Determine
Bandits Present step.

Egress

No adjustments.

Egress

Rack Failure: Remove 1 random


munition counter from 1 random
Hornet.

Target

Ingress

Bad Day

Egress

Ingress

V i t a l Ta r g e t

Enemy Intelligence Center: If you


Destroy this Target, move the Intel
counter 1 extra space to the right.

Human Factor

Egress

B a d We a t h e r

Ingress

Special Forces: During your next


Mission, after determining Sites,
destroy the Site of your choice.

Conduct 6 Bandit attacks against


random Hornets (d10: 6- = 1 Stress,
7-9 = Damaged, 10+ = Destroyed).
Conduct 1 less attack for each AtA
counter expended.

Target

Remove 1 Site counter of your


choice from the Target Area.

Draw 1 random Bandit counter for


the Target Area each turn during
Jettison Decision step.

Egress

Target

Cruise Missile Strike: Inflict 2 Hits


to the Target

Egress

Ingress

Support

Hot Date: Remove 1 Stress from 1


of your Pilots.

Ingress

Target

Remove 1 Site counter of your


choice from each Approach Area.

Conduct 4 Bandit attacks against


random Hornets (d10: 5- = 1 Stress,
6-8 = Damaged, 9+ = Destroyed).
Conduct 1 less attack for each AtA
counter expended.

Target

Add 1 Site counter to


each Approach Area.

Bandits

Egress

Ingress

Easy Duty: Remove 1 Stress from 1


Pilot of your choice that did not fly
this Mission.

Egress

Ingress

Conduct 3 Site attacks against


random Hornets (d10: 6- = 1 Stress,
7-9 = Damaged, 10+ = Destroyed).
Conduct 1 less attack for each antiRadiation counter expended.

Target

Rack Time

Egress

SAM Sites

Lucky Break: Save this card.


Discard this card after any die roll to
adjust the roll by 1.

S e a rc h a n d R e s c u e

Ingress

Add 2 Site counters to the Target


Area.

Target

Conduct 5 Site attacks against


random Hornets (d10: 5- = No
Effect, 6-9 = 1 Stress, 10+ =
Damaged). Conduct 1 less attack for
each AtG counter expended.

Egress

Ingress

Conduct 2 Site attacks against


random Hornets (d10: 8- = 1 Stress,
9 = Damaged, 10+ = Destroyed).
Conduct 1 less attack for each AtG
counter expended.

Target

Opportunity

Egress

AAA Sites

Ingress
Target

Jamming: Bandits cannot attack


during the first turn over Target.

Rotate all of the Sites in Approach


Areas by 1 Area counter clock-wise.
Hawkeye Coverage: Save this card.
Discard this card to make all of your
Pilots Fast during the first turn over
Target of 1 Mission.

Ingress

High Profile Target: All Pilots flying


this Mission gain 1 less Stress if the
Target is Destroyed, or 1 extra
Stress if the Target is not Destroyed.

Draw 1 less Bandit counter for the


Target Area during the Determine
Bandits Present step.

No adjustments.

Tomcat Escort: Remove 1 Stress


from each of your Pilots that flew
this Mission.

Egress

Phoenix Missiles: After determining


Bandits, discard 1 Bandit counter of
your choice for each Special Option
point you expend.

Target

Carrier Life

Ingress

Smart Weapon Shortage: During


your next Mission, you cannot spend
more than 1 Special Option point.

Communications Vehicles: If you


expend 2 AtG counters, move the
Recon counter 1 to the right.

E l e c t r o n i c Wa r f a r e

Target

Target

Draw 1 random Bandit counter for


the Target Area each Step during
the Jettison Decision.

No adjustments.

Recon Flight: During your next


Mission, draw 1 extra Target card to
choose from.

F - 1 4 To m c a t s

Egress

Ingress

Rushed Mission: All Pilots flying


this Mission gain 1 extra Stress and
1 extra Experience Point.

Egress

F o g o f Wa r

Bridge: If you expend 2 AtG


counters, move the Infra counter 1
to the right.

Egress

Egress

Locked: Save this card. Discard this


card after any AtA die roll to adjust
the die roll by 2.

Special Forces Rescue: Save this


card. Discard this card after any
SAR die roll to adjust the die roll by
4.

Draw 1 random Bandit counter for


the Target Area each Step during
the Jettison Decision.

Ingress

Target

Remove 1 Site counter of your


choice from each Approach Area.

Skilled Enemy Pilots: Add 1 to all


Bandit attack die rolls this Mission.

Target

Ingress

Add 1 Site counter to each


Approach Area.

A i r Wa r

Egress

Ingress

Team Work: Save this card. Discard


this card after any Suppression die
roll to adjust the die roll by 2.

Egress

Downed Pilot: If you expend 5 AtG


counters, gain 1VP. If you have had
a Pilot Captured earlier in this
Campaign, you get the Pilot back
with 6 Stress.

Target

C o o rd i n a t i o n

Squadron Reputation: Remove 1


Stress from each of your Pilots.

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