Skip to main content

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:

D6Result
1–2Lasting Injury
3–4Critical Injury
5+Memorable Death

Lasting Injury Table

If a fighter suffers a Lasting Injury, roll a D6 and consult the table below:

D6Result
1Out Cold
2Hobbled
3Hand Injury & Humiliated
4Spinal Injury
5Head & Eye Injury
6Enfeebled

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 is a custom Infected Table and specific behaviours they follow.

You can find all the infected fighter cards here: The Infected


Infected Table (D66)

In each End phase roll on the following table and add the result to a random infected entry point.

D66Result
11–16D3 Shamblers
21–23D3+2 Shamblers
24–33D3 Lurchers
34–36D3+1 Lurchers
41–46D3 Spitters
51–53D2 Bursters
54–561 Hulk
61–66Special Infected*

*Only once per battle, after which treat this as a result of 1 Hulk

Special Infected Table (D6)

Only 1 of each Special infected can be in play across the entire campaign at any given time. Re-roll the table below if this is the case.

D66Result
1The Witch
2The Creeper
3The Beast
4The Bile
5The Vomitus
6The Heavy

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.
  • Some Special Infected have their own behaviours, 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.

Outbreak Scenarios