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Hornet Leader Summary V1.1

The document provides instructions for setting up and playing a Hornet Leader campaign, including: 1) Choosing a campaign, selecting target cards, pilots, and aircraft within campaign parameters. 2) Determining each mission by drawing target cards, placing enemy sites and bandits, and allocating friendly aircraft and ordnance within weight limits. 3) Resolving target-bound events before placing friendly aircraft and drawing enemy bandits, then resolving over-target events. 4) Conducting 5 turns of combat and aircraft movement over the target, with pilots attacking enemy sites and bandits according to their speed and situational awareness.

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Richard Hsu
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100% found this document useful (1 vote)
199 views8 pages

Hornet Leader Summary V1.1

The document provides instructions for setting up and playing a Hornet Leader campaign, including: 1) Choosing a campaign, selecting target cards, pilots, and aircraft within campaign parameters. 2) Determining each mission by drawing target cards, placing enemy sites and bandits, and allocating friendly aircraft and ordnance within weight limits. 3) Resolving target-bound events before placing friendly aircraft and drawing enemy bandits, then resolving over-target events. 4) Conducting 5 turns of combat and aircraft movement over the target, with pilots attacking enemy sites and bandits according to their speed and situational awareness.

Uploaded by

Richard Hsu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Hornet Leader V1.

1
Steven McDougall, 26th August 2013
_____________________________________________________________________

Campaign Set Up – choose campaign and prepare your full squadron


– Select Campaign card: place beside Tactical Display board
• decide on US Navy or Marine Corps Campaign
• note starting Special Option (SO) points and Days on Player
Log (these are shown on the map card)
• note these choices on Player Log
• place Recon, Intel, and Infra counters on corresponding tracks

– Select Target cards to determine the targets associated with the


chosen Campaign
• US Navy Campaign:
– select all Target cards that are shown on the map: these
will form the entire Target deck for this Campaign
• Marine Corps Campaign:
– select only those target cards whose number falls within
the closest range band of the map: these will form the
starting Target deck for this Campaign
– once ½ (↑) of the targets in a range band have been
destroyed, it is considered “Secured”
• now add target cards whose number falls within
the next range band of the map to remaining
Target Deck and shuffle: these will update the
Target deck for the Campaign
– some Campaign notes specify additional Targets that
can be targeted at any time as normal

– Shuffle Target and Event decks and place on Tactical Display board
– Select Pilots to fly the Campaign (record Name/Skill/XP/Cool on Player Log)
• Aircraft must have a service year range that includes the year of
the chosen Campaign
– US Navy Campaign: no AV-8Bs allowed
– Marine Corps Campaign: only AV-8Bs and F-35B/Cs allowed
• Short Campaign: 1 Newbie, 2 Green, 4 Average, 1 Skilled
Medium Campaign: 1 Newbie, 2 Green, 5 Average, 1 Skilled,
1 Veteran
Long Campaign: 1 Newbie, 2 Green, 6 Average, 2 Skilled,
1 Veteran
• cumulative cost of Aircraft must not exceed the starting SO
allocation (± SO “cost” of each aircraft is shown along LS side of card)
• SO points can be spent to immediately promote Pilots to higher
Skill Levels (record the costs on Player Log)
– each level increase costs 6/12/18 SO points for
Short/Medium/Long Campaign
– Skill Levels can be increased more than once
_____________________________________________________________________

1
_____________________________________________________________________

Pre-Flight – determine target to attack today and allocate Aircraft/Ordnance

– Choose a Target: draw number of Target cards as per Recon track and
choose one from those drawn for today’s Mission (discard the others)
• may spend 2SO points to draw 2 more Target cards before
settling on a final target (may repeat this process)
• each Mission will require you to destroy a variety of enemy
units (sites and bandits)
• Scramble Trait: if you draw one of these Target cards, then
stop drawing cards immediately: this must be the chosen
Mission (see P5)
• Improvement Trait: if you draw one of these Target cards, then
the effect is activated immediately and continues to be in effect
until the Target is destroyed (do not discard until destroyed, P5)
• Secondary Trait: if you draw one of these Target cards, then
it may be flown as a secondary Mission on the same day (see p6)
• place selected Target in centre of Tactical Display board
• note target number on Player Log

– May choose to have Down Time and not fly the Mission
• move Recon, Intel, and Intra counters 1 to the left and go to
Mission Debriefing

– Place Enemy Sites on Tactical Display board


• Target card shows how many counters to randomly draw and
place in each Approach and in the Central Area

– Allocate Aircraft/Pilots to the Mission


• choose number of Aircraft up to number shown at centre of
Target card
• Unfit Pilots cannot fly a Mission

– Arm each Aircraft


• Air-to-Air , Air-to-Ground and ECM Pods are Aircraft-specific
(limited to those shown on their respective cards and Campaign card)
• Special Weapons (shown on Campaign card) have SO equal to
Weight Point value (record the cost on Player Log)
– exception: JDAMs - pay 12SO per Mission (total) to load
as many JDAMs as Aircraft can carry
• the total weight of loaded weapons and pods (shown boxed in
top left corner of counter) cannot exceed Aircraft Weight Points
(shown on bottom right corner of card)
– note that some sectors of the battlefield may have a
Weight Point penalty associated with them
– this can be negated for all Aircraft flying the current
Mission at a cost of 1SO per Aircraft
(record the cost on Player Log)

2
• note that Air-to-Air weapons have yellow stripes on them and
can only be fired at enemy Bandits
• Air-to-Ground weapons can only be fired at enemy Sites
• place Situational Awareness markers on Aircraft card if Pilot is
entitled to them (number shown on top right corner of card)
• place Flight Leader marker on Pilot with highest Skill Rating
_____________________________________________________________________

_____________________________________________________________________

Target Bound Flight – place Aircraft and Bandits

– Draw a Target-Bound Event: draw top card from the Event deck
• apply effects of top section of card

– May choose to abort or partially abort the Mission


• may abort all, some, or none of the Aircraft on Mission
– aborted Aircraft will suffer Target Stress as normal but
will not gain Experience at end of Mission

– Place friendly Aircraft on any perimeter Stand-Off Area(s)


• more than 1 Aircraft can be placed in the same area
• select the altitude of each Aircraft (H or L)

– Place Enemy Bandits on Tactical Display board


• Target card shows how many counters to randomly draw and
place in each Approach and in the Central Area
• remove any counters that show “no Bandit” and put back in
face-down supply

– Intel Air Defence Adjustment: remove/add Site or Bandit depending


upon current Intel status

– Draw an Over-Target Event: draw top card from the Event deck
• apply effects of middle section of card

– Phoenix Missile Attacks: F-14 Tomcats armed with AIM-54s


• may launch any/all of these missiles at enemy Bandits (see P19)
• all fired missiles and targets must be declared before rolling
• follow standard AtA procedure
• these attacks ignore range and are not penalised for carrying
AtG counters

– Place Turn Counter on Turn 1 of Mission


_____________________________________________________________________

3
_____________________________________________________________________

Over Target Operations – 5 Turns of Combat and Aircraft Movement for the
current Mission
– Jettison Decision: Aircraft may remove any munitions from their card
• sometimes useful to remove AtG missiles to avoid Dogfight
penalties later

– Fast Pilots now attack one at a time against enemy Sites and Bandits
• Slow Pilots can discard 1 point of Situational Awareness to
attack with Fast Pilots at this stage (they can also attack later when the
Slow Pilots attack)
– Flight Leader can also discard his Situational
Awareness points to benefit other Pilots

Attacking
• an Aircraft can attack once during this phase
• Pilot declares single enemy Site or Bandit in any area that is
within range of the deployed weapons or cannon or can declare
an attack against the Target (card) itself
– note: Independent weapons can be fired at a different
target(s) outside that initially targeted by the Aircraft
– range is traced area-by-area by the shortest available
path
• Pilot assigns Weapons or Cannon to the identified target:
he can either:
– attack Target (card) with any/all AtG Weapons with
sufficient range (see P19-20 for details of use) if Aircraft is at
proper Altitude, or
– attack Target (card) with Cannon if at Low Altitude and
Aircraft is in Centre Area, or
– attack Site with any/all AtG Weapons with sufficient
range if Aircraft is at proper Altitude, or
– attack Site with Cannon if at Low Altitude and
Aircraft is in same Area as Site, or
– attack Bandit with any/all AtA Weapons with sufficient
range, or
– attack Bandit with Cannon if Aircraft is in same Area as
Bandit

• Air-to-Air Procedure: roll 1d10 for each assigned Weapon or


Cannon
– + AtA Modifier of Pilot (based on Stress level)
– - Bandit DRM if applicable
– - Weight Point penalty if carrying AtG missiles (excl. Pod)
and Bandit is in same Area as Aircraft
– score a Hit if Result ≥ Attack Number (top R of Weapon
chit or Aircraft card)
• 1 Hit destroys an enemy Bandit (counter to supply)
– remove all committed Weapon chits from Aircraft

4
• Air-to-Ground/Air-to-Target Procedure: roll 1d10 for each
assigned Weapon or Cannon
– apply any DRMs shown on counters, etc

– Cannon: only ever inflict 1 Hit if Result ≥ 10

– AtG Weapons:
– if: 1st Attack Number ≤ Result < 2nd Attack Number
• 1 Hit scored
– if: 2nd Attack Number ≤ Result < 3rd Attack Number
• 2 Hits scored
– if: 3rd Attack Number ≤ Result < 4th Attack Number
• 3 Hits scored
– if: 4thAttack Number ≤ Result
• 4 Hits scored

– 1 Hit destroys an enemy Site (counter to supply)


– Target Damage counters are used to track damage to
Target card (this can be destroyed before Sites and Bandits are cleared)
• note that Infra track could modify required hits
– remove all committed Weapon chits from Aircraft

– Enemy Sites and Bandits Attack


• all surviving enemy units target the closest Aircraft it is able
to attack (choose randomly if more than one)
– note that Sites are limited by range to and Altitude of
targeted Aircraft
– Bandits are limited by range to targeted Aircraft
• each enemy unit can only attack once per turn
• all attacks are declared before any are resolved
• ECM Pod: enemy attack fails immediately if target Aircraft is
carrying an ECM Pod and 1d10 ≥ 6
• Suppression Attempt: after attack has been determined, any
one Aircraft can try to suppress it (use normal Weapons or Cannon AtG
or AtA procedure)
– if suppression scores a hit, that particular enemy attack
is cancelled
• Evasion Attempt: after attack has been determined, the target
Aircraft can try to evade it
– Pilot gains 2 Stress points (place on Aircraft card)
• only 1 Stress if ECM Pod on Aircraft
– the attack proceeds normally, except that 2d10 are
rolled and the lower result used

5
Enemy Attack Procedure: roll 1d10 for the Site or Bandit
– if: 1st Attack Number ≤ Result < 2nd Attack Number
• add 1 Stress to target Aircraft
– if: 2 Attack Number ≤ Result < 3rd Attack Number
nd

• add 2 Stress to target Aircraft


• remove all Weapons, Pod, Situational
Awareness counters from Aircraft
• Aircraft destroyed if already damaged
– if: 3 Attack Number ≤ Result
rd

• Aircraft destroyed: remove from Mission and


conduct a Search and Rescue (SAR) check
during the Home-Bound Flight phase

– Slow Pilots now attack one at a time against enemy Sites and Bandits
as per Fast Pilots
• Fast Pilots can discard 1 point of Situational Awareness to
attack with Slow Pilots at this stage (even if they attacked earlier with
the Fast Pilots)
– Flight Leader can also discard his Situational
Awareness points to benefit other Pilots

– Aircraft Movement
• Altitude: choose Altitude of the Pilot’s Aircraft
(and flip counter if necessary)
• Movement: each Aircraft can move to an adjacent Area of the
Tactical Display board
– may choose to end the Mission early by removing all
Aircraft from the Display and move on to Home-Bound
Flight phase (must end if turn 5)

– Enemy Bandits Move


• if a Bandit is within range of any Aircraft, it does not move
• otherwise, move Bandit one Area closer to the closest Aircraft
(choose randomly if more than one)

– Advance Turn Counter by 1 space and continue Mission by repeating


the Over-Target sequence (up to 5 turns of combat)

_____________________________________________________________________

6
_____________________________________________________________________

Home-Bound Flight – Mission ended: search and rescue, then fly home

– Draw a Home-Bound Mission Event from the Event deck


• apply effects of bottom section of card

– Pilot Search and Rescue: roll 1d10 for each Pilot who was flying an
Aircraft that crashed during the Mission
• -WP penalty of target band on map
• +1 DRM for each WP of AtG Weapons sacrificed by other
Aircraft still flying the Mission
• +2 DRM if Aircraft crashed during Target Bound step
• +1 DRM if Aircraft crashed during Home Bound step
• Result ≤ 5: Pilot becomes Unfit (if rescued by an Event, then he
gains 1XP as normal, resets Stress to 3 and can fly next Mission)
• Result 6-8: Pilot suffers 5 additional Stress
(he also gains 1XP as normal and can fly next Mission)
• Result ≥ 9: Pilot suffers 3 additional Stress
(he also gains 1XP as normal and can fly next Mission)
_____________________________________________________________________

_____________________________________________________________________

Debriefing – post-Mission maintenance of Squadron

– Record Victory Points for the Mission just completed


• check VPs from Target card if destroyed (0 if not destroyed)
• if target destroyed
– adjust Intel, Recon, and Intra tracks as per Target card
(if a secondary Mission was also flown, only adjust after both Missions
have been completed )
– set aside Target card for later evaluation
• if target not destroyed
– remove Target card from game

– Check Campaign Outcome if end of final Mission (see Campaign card)


• -1VP for each Aircraft destroyed during Campaign
• -1/2/3 VP for each Pilot that did not recover from Unfit status
during a short/medium/long campaign

– Add Pilot Stress on Aircraft card for each Pilot who flew the Mission
• ascribed Stress Points depend upon the attacked Target
Range Band (shown on map)
• reduce number of Stress Points by Pilot’s Cool

– All Pilots that did not fly during the current day lose 2 Stress Points
• lose additional Stress Points = Cool Rating

7
– Rest and Relaxation: may spend 9SO Points (total) to remove 2 Stress
Points (+ Pilot’s Cool Rating) from every Pilot in the Squadron

– Update Pilot Experience Points and Stress on Player Log for each
Pilot who flew the Mission
• 1XP gained for flying the Mission (even if crashed or killed)
• +1XP if Target was destroyed and no Aircraft was destroyed
• note that some Target or Event cards can give XPs

– Check for Pilot Promotions


• promote if XP total ≥ XP target on Pilot card
• Newbie → Green → Average → Skilled →Veteran → Ace
• note new status on Player Log and record any remaining XP
• re-check his Stress and record his new Cool Rating

– All Aircraft are now automatically repaired

– Return to Start of next Day unless end of Campaign reached


_____________________________________________________________________

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