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Hornet Leader: Expansion #1

Expansion for Hornet Leader: Carrier Air Operations

Hornet Leader: Expansion #1 Rulebook

Table of Contents

Table of Contents

  • New Game Components
    • Skills
      • Pilot Skills
    • Elite Pilots
    • New Counters
  • Squadron Resource
  • Alternate Targets

New Game Components

Skills

Skills are abilities you can purchase for your Pilots at the start of a Campaign for SO points. The effects of each Skill are described in the Pilot Skills sheet.

Pay 1, 2, or 3 SO points depending on if you are playing a Short, Medium, or Long length Campaign. You can assign up to 2 Skills per Pilot.

Pilot Skills

  • -3 Stress: Expend. At any time, you may immediately remove 3 Stress.
  • 2 XP: Start the Campaign with +2 XP.
  • +1 Cool: Add +1 to your Cool.
  • Agile: You may go Evasive without suffering Stress.
  • Alert: Once per Mission, after rolling for a Bandit Attack, subtract 2 from the roll.
  • Amicable: Select another Pilot that flew on the Mission to have 1 less Stress after the Home-Bound Event.
  • Brave: Gain 1 XP for every point of Stress suffered from a Bandit or Site Attack.
  • Clear Head: Suffer 1 less Stress from Campaign map Stress modifiers.
  • Cocky: If you Destroy the first Site or Bandit of the Mission, gain +1 XP during the "Record Pilot Experience and Stress" step.
  • Diligent: If you did not participate in a Mission yesterday, add +1 to all of your rolls during this Mission.
  • Famed: Expend. After you Promote, gain half the amount of XP needed to Promote to the next Skill Level, rounding down.
  • Focused: For 1 Turn each Mission, add +1 to your rolls.

Elite Pilots

These Pilots are Elite versions of normal Pilots. They cost SO points to purchase. Some ranks start with Skills. These Skills do not count towards your Pilot's maximum Skill count.

Example: Lizgar is an Elite Pilot. It costs 3, 6, or 9 SO points to add this Pilot to your Squadron depending on whether you are playing a Short, Medium, or Long Campaign. Lizgar at Ace rank has the Skills: +1 Cool and Agile.

New Counters

There are optional new counters within this Expansion.

  • Ready and Acted counters mark which of your Pilots have acted this Turn.
  • Okay, Shaken, and Unfit counters mark your Pilot's current Status.
  • Damaged and Destroyed counters mark whether your Pilot's Aircraft is Damaged, or was Destroyed during the Mission.

Squadron Resource

Assign these Aircraft to Targets as normal, however they do not enter the Tactical Board.

Example: In the Iraq 1991 Campaign, attacking Target 25 has a -3 WP modifier. If you assign Benzin to the Target, the -3 is removed.

Example: If you assign Oculaire to a Target, during the Arm Aircraft step roll a d10. Based on your roll, you may have the choice of discarding the Over Target Event card.

Alternate Targets

There are optional new Targets within this Expansion. These represent attacking the Target on a different Day where the Hits and VP are the same, but anything else may be different. When you choose your Targets during Campaign prep, you may choose to use either version of a Target to add to your Target Draw pile.

Example: The Iraw 1991 Campaign requires you to add Target #1 to your Target Draw pile. You may choose to add either Target #1 to your Target Draw pile, but not both.

  • Fresh Eyes: Add +4 to your first AtA roll of the Mission.
  • Full Throttle: Expend. For the rest of the Mission, treat Slow status as Fast status.
  • Grit: Expend. For the entire Mission, treat your Stress as within the "Okay" range, regardless of actual Stress.
  • Gunfighter: Add +1 to Gun Attack rolls.
  • I'm Here!: If another Pilot has attacked a Site, Bandit, or the Target, add +2 to your rolls against that Site, Bandit, or Target.
  • Lucky: Expend. When you suffer a Destroyed result, treat instead as a Damaged result.
  • Maverick: Treat this Pilot as having the "Freely add to Mission" note. If the Target is not Destroyed, remove this Pilot from your Squadron.
  • Need for Speed: Sites and Bandits cannot Attack you on Turn 1 or 2.
  • Priority: Expend. Add +5 to your SAR roll.
  • Quick Hands: Add +1 to AtG rolls against the Target (Not Sites).
  • Relief: If you Destroy 3+ Sites or Bandits during a Mission, all other Pilots flying this Mission suffer 1 less Stress.
  • Team Player: When you are performing a Suppression for another Pilot, add +1 to the roll.
  • Vengeful: Expend. When another Pilot is Shot Down, add +3 to your Attack rolls for the remainder of the Mission.
  • We're Fine!: Treat the first Damage result per Mission as a +1 Stress result.
  • Wingman: Gain 1 XP the first time you perform a successful Suppression Attack each Mission.