by Opti77
After a test game, I prefer this to straight CFB or straight CAC. It puts back the unpredictable attacks of the CAC's, but keeps the incentive to do some fighting instead of just running and adds pursuit during dry spells with no CAC cards after a jump.I've added these adjustments:
Civilians: Place civilians as normal from CAC's. Don't remove civilians when jumping. Vipers can escort civilians to safety. Ignore the single civilian placement from the pursuit track (because CAC's place civs), but use the double-civ placements (to get some civs on before a [rare] CFB jump).
Scar: Do not reset the Pursuit track for this CAC. Keep in play until scar is destroyed. Scar stays on the CFB when raiders are being placed on the main board. There's a good chance Scar won't make it back from the CFB, but it's a threat.
Mostly everything tends to get pulled off the CFB through CAC's and launch icons. But if you're running from a large attack, it's likely that a sector will jump back over due to component limits early in the next cycle.