

Dogfighters – Your fighters attack on a 2 and defend on a 3 (3 and 4 respectively if you have Jet Fighters) during escort and interceptor roles only.Any guest units that are on board the damaged carrier as cargo cannot leave attack or defend until the carrier is repaired. A damaged aircraft carrier can’t conduct air operations, which means that no air units can take off from or land on it. If a carrier survives a combat having taken one hit, it can be repaired by a visit to a friendly operative naval base. Capital Ships - Your aircraft carriers require 2 hits to destroy: if hit once, turn it on the side to mark its damaged status.Before battle roll 1 die if you have at least one cruiser in the hostile sea zone. Escort Cruisers – Your cruisers act as sea AA guns.Repairing these facilities costs 4 IPC’s. Additionally, naval bases and air bases cost only 8 IPC’s. Seabees - Your aircraft may land on islands captured on that same turn.

The infantry units may retreat normally to a friendly adjacent space during combat. This infantry has first-strike ability at an increased attack factor of 2 during the first cycle of combat and the bomber may still attack during the Conduct Combat phase, but it cannot make a strategic bombing run in a turn that it transports infantry units. The bomber and the infantry must embark from the same territory but it must stop in the first hostile territory it enters during a turn and drop off the infantry, ending its combat movement. Airborne Rangers – You may designate one bomber to carry one infantry each turn.This advantage does not apply to infantry, industrial complexes, naval and air bases. Mighty Industry – During purchase units phase, each second unit of the same type you order, costs less 2 IPC’s.Infantry units cannot be chosen as casualties. These units attack in the opening fire step of combat and cannot participate in the remaining land combat. Air Supremacy – After you finish you combat move phase, if no enemy air units are present in a land combat, you may designate a number of fighters to conduct a strategic attack.When conducting strategic bombing raids your bombers have a defense value of 1. (If no fighters are in the attacking force, the antiaircraft gun cannot fire). An enemy antiaircraft gun can roll one die against only each attacking fighter. Superfortresses – Your bombers are immune to antiaircraft fire.Marines – Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.
