Jaw's Enforcers

NCE Jaw's Enforcers 3.6

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This is what we were left with after four longer campaigns. Cyber dogs are gone. 7 member limit, one heavy, one handler, and reinforcements at 1k+ resistance (never been needed). The precinct assault mission was also too much of a bother, and are replaced with normal rules for captives.
This is a difficult gang to play, although they start out strong, the fight to stay above water with the budget can be hard. Still, it appeared balanced to our group, as the campaigns were pretty even all over. It is the final version of our house rules for now.
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I figured there was little need to post this with you all working on the OCE version. But I wanted to be able to reference my own changes (just about all taken from different other authors, credited in the document).

I hope I did not miss any serious errors/typos, as I transferred it into .pdf from analogue pencil/paper notes. :p

They did really well in the previous campaign, but were never completely dominant.