This is the campaign document I made for Queen's Dome Turf Wars 4. I have updated it for current rules. It is not tied to the setting, so anyone may use it for their own campaigns.
OF NOTE:
-Outlaw rules are a little more permissive with who they may hire.
-Cheaper Advance XP costs for Juves and Prospects.
-All skills only add +20 to a fighters cost, even promotion to a champion (and they get to pick that skill).
-Double the number of Intrigues than the Law and Misrule Campaign, the best of the standard Subplots have been converted into Intrigues.
-Initiative can be reduced by Lasting Injuries (!)
-Tested by a group of 10 gamers for a full campaign.
OF NOTE:
-Outlaw rules are a little more permissive with who they may hire.
-Cheaper Advance XP costs for Juves and Prospects.
-All skills only add +20 to a fighters cost, even promotion to a champion (and they get to pick that skill).
-Double the number of Intrigues than the Law and Misrule Campaign, the best of the standard Subplots have been converted into Intrigues.
-Initiative can be reduced by Lasting Injuries (!)
-Tested by a group of 10 gamers for a full campaign.