Skip to main content
Kdossy / Campaign / The Dust-Blight Dividend

The Dust-Blight Dividend

Public
Status
In Progress
Phase
Occupation
Budget
1500¢
Sector 9-Gallows has ruptured, draining a toxic lake to reveal a lost ancient vault. A lethal, radioactive Dust-Blight is filling the air. Outlaws, Squats, Enforcers, and more are diving into the sludge to strip the central Iron Sarcophagus before Upper-Hive waste pumps refill it forever.

 
Sector 9-Gallows (“The Sump-Pipe Vaults”)
Deep below the standard industrial zones of Hive Primus sits Sector 9-Gallows, a forgotten network of colossal, ancient drainage junctions and rust-choked vaults.
For centuries, this sector served a single purpose: filtering the toxic run-off from the noble spires far above. It is dark, damp, and smells of old iron and chemical sulfur.
Recently, a massive seismic tremor—a "Hive-Quake"—fractured the foundational strata. The disaster shattered the ancient central cistern, draining a massive toxic lake known as the Sump-Eye.
As the sludgy waters receded, they revealed a perfectly preserved, long-lost subterranean processing vault from the early days of Hive construction.
The sector is now a gold rush. The Guilders call it The Dust-Blight Dividend.



The Clock is Ticking (The Blight)
The receding sludge left behind a hyper-concentrated, radioactive airborne powder known as The Dust-Blight. It ruins machinery, clogs respirators, and causes a slow, hacking cough.
The sector is only breathable for a few months before the Upper-Hive maintenance cycles pump millions of gallons of fresh toxic waste down to refill the vault, burying it forever. Your gangs are fighting for scraps on a strict deadline.
 
The Great Outlaw Influx
Because Sector 9-Gallows was officially scrubbed from Enforcer maps decades ago, it has become a haven for those fleeing Lord Helmawr’s law.
Criminal syndicates, mutant outcasts, and rogue tech-heretics are crawling out of the pipe-networks to claim a piece of the Dividend.
The established House Gangs (Goliath, Orlock, Escher) are fighting not just each other, but a desperate, lawless undercurrent that has nothing left to lose.
 
The Central Prize: The Iron Sarcophagus
At the center of the campaign map lies the Cistern Engine Prime, a massive, pre-collapse atmospheric processor.
It is rumored to contain pristine, uncorrupted cooling cores, archeotech filters, and structural blueprints that the Merchant Guild will pay millions of credits to acquire.
Every territory your players fight over is just a stepping stone closer to breaching the Iron Sarcophagus.


Gang Flavor Hooks 

For Traditional House Gangs (Orlock, Goliath, Escher): Your masters in the mid-hive have demanded you secure the sector's perimeter. Lock down the old processing lines, extract the mineral wealth, and ensure the Outlaw filth doesn't disrupt the flow of tithes upward.

For Outlaws & Criminal Syndicates: The Enforcers won't come down here because of the toxic fumes. This sector is your new empire. If you can seize the Cistern Engine, you can filter your own clean air and water, building a permanent black-market fortress free from Helmawr's reach.

For Enforcers : The upper-hive high command is officially turning a blind eye to the sector, meaning you have no backup, no official jurisdiction, and no rules. You have been deployed as a black-ops containment squad. And since Sector-9 Gallows doesnt exit on precinct maps, neither does its denizens. Your goal is to confiscate the archeotech from The Iron Sarcophagus before the criminal syndicates can smuggle it out, and to execute any Outlaws or rogue tech-heretics that threaten Lord Helmawr's tithe. 
 
Ironhead Squat Prospectors: Your Charter Master logged the seismic data of the hive-quake and immediately recognized the ancient structural signatures of lost hold-tech. The House gangs think they are exploring a garbage dump, but you know this is a sacred, unexploited mining vault. You are here to cut through the rust, hold The Rust-Sieve Grates, and reclaim the Cistern Engine Prime for the Guild of Coin. Anyone standing between your power-picks and your ancestral masonry is getting turned into industrial scrap.
 

For Outcasts & Scavengers: You were born in the pipes, and the upper-hive scum are invading your home. The Dust-Blight Dividend is yours by right of survival. Strip the copper, weaponize the toxic runoff, and starve the invaders out.

Gangs

Territories
Blight Cough Clinic
Income: D6 × 10  ·  Recruit: If a Law-abiding gang, recruit a free Rogue Doc Hanger-on.
Unowned
Blight Wastes
Special: If challenged in the Occupation phase, may choose the Territory at stake. If challenged in the Takeover phase for a controlled Territory, make an Intelligence test for the gang Leader. If successful, may choose to play the Ambush scenario as the attacker..
Unowned
Collapsed Transit Hub
Income: 2-6 × 10 (random fighter suffers a Lasting Injury if any doubles are rolled)
Unowned
Mine Workings (Orlock & Ironhead Squats)
Income: 1D6 × 10 (additional D6 per captured fighter sent to the mines)  ·  Enhanced boon: Reputation: +2
Unowned
Scavvies outpost
Special: Gang Assault: A gang can never take control of a Scavvie Outpost. If, however, a gang should assault the Scavvie Outpost and win the ensuing battle, that gang will gain 5 Reputation & 2D6 × 10 Credits
Unowned
Settlement
Income: D6 × 10  ·  Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Reputation: +1
Unowned
Sludge Pipe Bazaar (Van Saar)
Income: D6 × 10  ·  Equipment: Select one Leader or Champion to make a Haggle post-battle action. Choose one item of rarity ≤ 2D6, it can be bought for half price (rounded down). If less than 7, only common items can be selected, if less than 3, no equipment is gained. Exotic Furs, add +1 to the result of the 2D6 dice roll.  ·  Enhanced boon: Income: D6 × 10 (2D6 × 10 if the gang also controls an Archaeotech Device)  ·  Enhanced boon: Reputation: +1
Unowned
Sub-Hive Refuse drift (Cawdor)
Income: 2D6 × 5 (on a double, a random fighter goes into recovery)  ·  Enhanced boon: Income: 2D6 × 5  ·  Enhanced boon: Reputation: +1
Unowned
Sub-Sector Watch-Station 99
Income: D6 × 10  ·  Recruit: If a fighter died in the post-battle sequence, gain a Rookie for free.  ·  Reputation: +1
Unowned
The Chem-Sump Condensers (Escher)
Special: Treat chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common.  ·  Enhanced boon: Special: Treat chem-synths, medicae kits, stimm-slug stashes and any weapon with the Gas or Toxin trait as Common and half their cost (rounding up).  ·  Enhanced boon: Reputation: +1
Unowned
The Fungal-Bloom Wastes (Escher)
Special: Reroll a single Lasting Injury, except Memorable Death.  ·  Enhanced boon: Special: Remove a single lasting injury or re-roll one, including Memorable Death  ·  Enhanced boon: Reputation: +1
Unowned
The Gallow-Vent Crucibles (Goliath)
Income: D6 × 5  ·  Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also controls The Sump Pumps)
Unowned
The Iron Sarcophagus (Van Saar & Ironhead)
Special: Any number of weapons may be given one of: Blaze, Rad-phage, Seismic, or Shock but also gain Unstable. All weapons must be given the same Trait.  ·  Enhanced boon: Special: Any number of weapons may be given two of: Blaze, Rad-phage, Seismic, or Shock but also gain Unstable. All weapons must be given the same Trait .
Unowned
The Kroc-Jaw Shrine (Cawdor)
Income: 2D6x5 credits from this Territory when collecting income.  ·  Enhanced boon: Income: 4D6x5 credits from this Territory when collecting income.  ·  Enhanced boon: Reputation: +2 to its Reputation.
Unowned
The Quake-Fissure Arteries (Orlock)
Special: Choose up to three fighters in the crew to deploy via tunnels. Set up two 2” tunnel entrances in the Deployment phase on any table edge on the ground surface of the battlefield. Roll a D6 in each Priority phase, On a 4+, the fighters arrive at a single tunnel and may be activated that turn as a single group.  ·  Enhanced boon: Reputation: +2
Unowned
The Rust-Sieve Grates
Income: D3 (+1 per Dome Runner) × 10
Unowned
The Scrapper’s Den
Income: D6 × 10 (if outlaw)  ·  Recruit: Free Ammo-jack (if law-abiding)
Unowned
The Sump Pumps (Goliath)
Income: D6 × 5  ·  Enhanced boon: Special: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Enhanced boon: Reputation: +2
Unowned
The Sump Sea
Equipment: Three fighters gain free choke gas grenades
Unowned
The Turbine-Gallows Core (Van Saar)
Special: May switch off the lights before any priority roll. For the remainder of the battle, use the Pitch Black rules. At the start of each End phase, before making Bottle checks, roll a D6. On 5+, the lights come back on.  ·  Enhanced boon: Reputation: +1
Unowned
The Upper Catwalks (Delaque)
Special: Three fighters gain infiltrate  ·  Enhanced boon: Special: Six fighters gain infiltrate
Unowned
Toll Crossing (Orlock)
Income: D6 × 5  ·  Enhanced boon: Special: Priority in the first round. Any gang can pay 20 credits for priority in the first round. If both pay, there is no effect. Cannot be refused.
Unowned
Toxin Well - 37 (Escher)
Income: D6 × 5  ·  Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also owns a Synth Still)  ·  Enhanced boon: Reputation: +1
Unowned
Vault 44 - Weapons Cache
Special: All fighters may re-roll Ammo tests for weapon with Blaze.  ·  Equipment: Three fighters gain free incendiary charges
Unowned
Triumphs
Creditor
Criteria: Largest Wealth at the end of the campaign.
Unowned
Dominator
Criteria: Most Territories at the end of a campaign.
Unowned
Powerbroker
Criteria: Highest Reputation at the end of the campaign.
Unowned
Slaughterer
Criteria: Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign.
Unowned
Warmonger
Criteria: Most battles fought across the whole campaign.
Unowned

Battle Reports

No battles reported yet.

Action Log

DeoxsenDwarfs Of War
1 day, 21 hours ago

Bought Flak armour for Shoota Salarius (10¢)

Outcome: Credits remaining: 230¢
DeoxsenDwarfs Of War
1 day, 21 hours ago

Bought Circular stone saw for Deo Salarius (25¢)

Outcome: Credits remaining: 240¢
DeoxsenDwarfs Of War
1 day, 21 hours ago

Bought Ironhead power fist for Prospectus Salarius (60¢)

Outcome: Credits remaining: 265¢
DeoxsenDwarfs Of War
1 day, 21 hours ago

Bought Excavator hammer* for Prospectus Salarius (50¢)

Outcome: Credits remaining: 325¢
DeoxsenDwarfs Of War
1 day, 21 hours ago

Bought Circular stone saw for Gunnar Salarius (25¢)

Outcome: Credits remaining: 310¢
View all 30 actions →

Captured Fighters

View all →

No fighters have been captured yet.