Action/Counter CardsIf played correctly by a faction, an Action Card can provide an advantage such as Chopper Insertion, Lazy Dog Drop, Napalm Spray, or Radio Jam. In contrast, a Counter Card may be played against an opposing faction's Action Card with countermeasures such as Armored Bunker, Fighter Support, Surface-to-Air Missile (SAM) Strike, or Spy in the Midst. Each card provides a detailed description of what it does and may only be used once by radioing in the card's type, number, and activation code to the Game Runner. Action Cards may be played by any live player; however, Counter Cards may only be played by a faction's Commanding Officer or Executive Officer. Each faction may play no more than two Cards of any type within any 30-minute time period.