Outbreak Campaign
Setting
Welcome to the Outbreak Campaign, a Necromunda campaign set in a quarantined section of the hive, gripped by a mysterious outbreak. The dome has been sealed shut, and now survival is the only goal — no one knows if, or when, the gates will open again.
The Outbreak Campaign unfolds over two phases:
- Phase One: Players create lean, desperate gangs trying to fight their way back to their hideouts. Options and credits are limited.
- Phase Two: Survivors can rebuild, replenishing their gangs with all that the underhive has to offer.
The catch? Once gangs are built, they must endure with what they have. Outside of the one time replenishment there is no chance to recruit new fighters or buy equipment in the usual way. Instead, gangs survive by scavenging caches left behind by the Dome Guilders, scraping together whatever tools and weapons they can find.
An Outbreak Campaign is far deadlier than a standard campaign — fighters are harder to replace, resources are scarcer, and death stalks the hive at every turn.
Gang Composition
An Outbreak Campaign differs from the standard Ironman format in the following ways:
All fighters start with 0 XP
-
Phase 1
- Starting credits are reduced to 1500 (instead of 3000).
- Only equipment from the House List may be purchased (no Trading Post access).
- Gangs may hire a maximum of 3 Hired Guns.
- Hired Guns include Hangers-on, Bounty Hunters, and Brutes.
-
Phase 2
- Each gang receives an additional 1500 credits to replenish their forces.
- Any item from the Trading Post may be purchased.
- The Hired Gun limit increases to 6.
Otherwise, the Outbreak format inherits all the Ironman creation limits such as composition, restricted and banned items etc.
Injury Table
The Injury table in an Outbreak Campaign is different to the standard Ironman format:
D6 | Result |
---|---|
1–2 | Lasting Injury |
3–4 | Critical Injury |
5+ | Memorable Death |
Lasting Injury Table
If a fighter suffers a Lasting Injury, roll a D6 and consult the table below:
This is the table that can be re-rolled if your fighter has that ability
D6 | Result |
---|---|
1 | Out Cold |
2 | Hobbled |
3 | Hand Injury & Humiliated |
4 | Spinal Injury |
5 | Head & Eye Injury |
6 | Enfeebled |
Note: Spyrers do not use the Lasting Injury table, instead they roll on the Glitch Table.
The Outbreak
No one knows exactly what started it, some whisper of a failed Guild experiment, others of a cursed shipment of Ghast dumped into the sump.
Whatever the cause, the dead of the underhive no longer rest easy. Hive scum left to rot in shallow graves or forgotten tunnels now claw their way back into the world of the living, driven by hunger and rage.
The dome reeks of decay and fear, as every corpse becomes a potential enemy and every shadow might conceal something that should have stayed dead.
The Infected
Every scenario in this format uses Underhive Horrors — the infected, drawn to the sound of battle in search of flesh to feast on.
Unlike regular Roaming Horrors, there are specific behaviours they follow.
Shamblers
The lowest and most numerous of the infected, Shamblers are hive-scum who have rotted into little more than meat puppets. Slow and clumsy, they stagger through the underhive in unending throngs. Though they lack speed or wit, their sheer numbers and unnatural resilience make them a constant, grinding threat.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
2D6" | 5+ | 6+ | 3 | 3 | 1 | 6+ | 1 | 12+ | 4+ | 4+ | 12+ |
Skills: Iron Jaw
Special Rules: Infected
Special Rules
Infected:
-
Shamblers cannot be Pinned and automatically pass any Cool checks they are required to take.
-
Shamblers cannot be made insane.
-
If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Flesh Wounds as Seriously Injured results.
-
In the Recovery phase, Seriously Injured Shamblers stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.
-
Shamblers subject to the Blaze condition act normally.
-
Shamblers can only make a single action each activation, and move 2D6" when making a Move action. If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Shamblers will only Fight (basic)
-
Shamblers infect any model they wound in close combat on a 3+.
Infected Gangers
Once Gangers of the underhive, these wretches have been claimed by the plague but not yet reduced to mindless husks. Their bodies twitch with unnatural vigor, and scraps of their old training remain, twisted into feral cunning. They fight with the weapons still clutched in rotting hands, heedless of injury, driven only by the infection’s hunger.
M | WS | BS | S | T | W | I | A | Ld | Cl | Wil | Int |
---|---|---|---|---|---|---|---|---|---|---|---|
2D6" | - | 6+ | - | - | - | 6+ | - | - | - | - | - |
Skills: Iron Jaw, (Lose other skills)
Special Rules: Infected Ganger
Special Rules
Infected Ganger:
-
Infected Gangers cannot be Pinned and automatically pass any Cool checks they are required to take.
-
Infected Gangers cannot be made insane.
-
If taken Out of Action, roll an Injury dice instead of removing them like a regular Roaming Horror. However, Treat Flesh Wounds as Seriously Injured results.
-
In the Recovery phase, Seriously Injured Infected Gangers stand back up, recovering from their injuries, but do not gain a Ready marker in the following round.
-
Infected Gangers subject to the Blaze condition act normally.
-
Infected Gangers can only make a single move each activation, If this movement brings them into base contact with an enemy, they are considered to have made a Charge action and immediately attack. Once engaged, Infected Gangers will only Fight (basic)
- Infected Gangers may make a ranged attack after moving, provided they are not engaged.
-
Infected Gangers infect any model they wound in close combat on a 3+.
-
Models from the same faction as the Infected Ganger must make a cool check before making a ranged attack or charge against this model. If failed, they may target another eligble model.
Infected Spawning
In each End phase roll a D6 and add that many infected to a random infected entry point.
There is a chance that an infected ganger may be amongst the spawned infected, for each infected spawned roll a D6, on a randomly replace a regular infected with an infected ganger (If there are infected gangers available).
Infected Behaviours
The infected act during the Infected Phase, which occurs just before the End Phase, after all players have taken their actions.
- In general, all infected move directly towards the closest non-infected model.
- Detailed information is described on their fighter cards.
Becoming Infected
- If an Infected inflicts a wound in against a fighter in close combat, the victim risks infection.
- There may be other ways fighters become infected, in those cases it's explained on the infected fighter card
- Any fighter that is taken Out of Action in close combat by an Infected always becomes Infected themselves.
- After each battle, infected fighters roll a D6: on a 4+ they resist, otherwise they die and join the ranks of the infected.
- Instead of rolling, a player may spend a Medical Escort — the rogue doc’s drugs stave off the infection for a little longer.
Rising Again
- Any fighter that dies will eventually join the infected.
- Fighters who suffer a Memorable Death are not removed from the battlefield. Instead, in the End Phase, they rise again as an Infected Ganger.
- Infected Gangers retain their equipment and stats, but their BS becomes 6+, their Move becomes 2D6", their initative becomes 6+ and they gain the Infected special rule.
- When Shamblers are added to the battlefield, roll a D6: on a 4+, a random Infected Ganger (from those who died in previous battles) joins the group.
- Fighters from the same gang as an Infected Ganger must pass a Nerve test to shoot or charge them. If failed, the action is not lost - the fighter may choose another target instead.