While the card can technically be stopped with guards, and some countermeasures the fact that it can hit HQ doesn't seem balanced since it returns to your hand. Certain factions heavily struggle to deal with this card, like Soviet. If you have no answer like guard or countermeasures, orders and units on board (with the exception of guards) cannot do anything, so you are on a 4 damage per turn timer. Burst of fire was removed, but now you have folks running shifting attack for burst damage of 8. This is way too strong.
I think the card shouldn't be able to hit the HQ. This plane was made to intercept bombers, not destroy HQ's. With how popular bombers are right now I think people will still play it as a response to the bombers out there. Perhaps increase the attack to 6 so it can deal with all the bombers to include the heavy armored bombers with 5 defense. This would also allow the player to trade into bigger units as removal should the opponent not run bombers. 6 kredit unit removal is still good as an elite with the prospect that if you match up with someone running bombers you have a card that can deal with all of them which is still very strong.
