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KdossyCampaignThe Dust-Blight Dividend

The Dust-Blight Dividend

Public
Status
In Progress
Arbitrators
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

Resources

Assets

Territories
Blight Cough Clinic
Unowned
Income: D6 × 10  ·  Recruit: If a Law-abiding gang, recruit a free Rogue Doc Hanger-on.

A blood cleanser specializing in mitigating and counter acting the effects of blight born illnises. Any gang willing to provide this rogue healer with protection can count on their loyal service.

Blight Wastes
Unowned
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..

Tracts of iridescent ash, shapeless rubble, and twisted metal structures run through the Sector - 9 Gallows, their size waxing and waning with the ages. Most gangs have to pass through a portion of these asphixiating toxic wastes as they travel between places of more value.

Collapsed Transit Hub
Unowned
Income: 2-6 × 10 (random fighter suffers a Lasting Injury if any doubles are rolled)

An old cargo-rail station that imploded under the pressure of the shifting hive foundations. The wreckage is a hazardous maze of crumpled mag-rail cars and twisted girders, heavily prone to secondary cave-ins but packed with lost freight.

Mine Workings (Orlock & Ironhead Squats)
Income: 1D6 × 10 (additional D6 per captured fighter sent to the mines)  ·  Enhanced boon: Reputation: +2

An open cast mine bored into a mineral mass can yield a fortune in carbonite gems, cognate ore, argent and emeralds, all waiting to be ripped from the ground.

Scavvies outpost
Unowned
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

Heavily defended and thrown together from whatever materials are handy, a Scavvie Outpost is hovel for the grotesque, mutated outcasts who dwell in the toxic wastelands and radioactive runoff at the absolute bottom of Sector-9 Gallows. Discarded by society, they form cannibalistic, disorganized gangs driven purely by survival. 

Settlement
Unowned
Income: D6 × 10  ·  Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.  ·  Reputation: +1

Settlements dot the underhive. Most are scrap-shanties, peopled by the brave, the foolish and the desperate. Some are even willing to risk the dangers of Sector-9 Gallows build a new life for themselves

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

A sludge ridden makeshift tech bazaar buzzing with the call of tech swindlers & haggling Archeo tech prospectors.

Sub-Hive Refuse drift (Cawdor)
Unowned
Income: 2D6 × 5 (on a double, a random fighter goes into recovery)  ·  Enhanced boon: Income: 2D6 × 5  ·  Enhanced boon: Reputation: +1

Vast agglomerations of refuse gather in areas of Sector-9 Gallows in drifts that shift like dunes in a desert.

Sub-Sector Watch-Station 99
Unowned
Income: D6 × 10  ·  Recruit: If a fighter died in the post-battle sequence, gain a Rookie for free.  ·  Reputation: +1

A heavily fortified, reinforced steel bunker abandoned by Enforcers during the initial hive-quake. Though stripped of heavy ordnance, its blast doors, automated lockup cells, and surveillance feeds offer unparalleled tactical control over the sector.

The Chem-Sump Condensers (Escher)
Unowned
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

A tangled maze of illegal, jury-rigged siphons tapping into the receding sludge basin. Gangs use these pressurized copper coils to distill volatile, radioactive runoff into highly addictive combat stimms and valuable industrial chemicals.

The Fungal-Bloom Wastes (Escher)
Unowned
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

A lightless, humid corner of the sector choked with bioluminescent, toxic lichen and mutated mold spores that sprout from the cooling remains of ancient machinery.

The Gallow-Vent Crucibles (Goliath)
Unowned
Income: D6 × 5  ·  Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also controls The Sump Pumps)

A sprawling complex of high-pressure exhaust funnels and open-air melting cauldrons tapping into the sub-sector's geothermal fissures. Gangs risk the toxic, searing updrafts to superheat salvage, refine heavy ores, and cast crude munitions in the blistering heat.

The Iron Sarcophagus (Van Saar & Ironhead)
Unowned
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 .

A relic from a long lost age, when the hive had not yet grown to the sky. It possess strange capabilities, wondrous power and danger in equal measure.

The Kroc-Jaw Shrine (Cawdor)
Unowned
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.

Instead of a traditional pile of generic skeleton parts, this structure is built from the massive, fossilized rib cages, armored hide plates, and jagged skulls of ancient Sump Krocs dredged up from the depths of Sector 9-Gallows. It stands as a grim landmark within the sector's twisting underbelly, serving as a neutral ground where the harsh realities of the hive-quake's aftermath meet local superstition.

The Quake-Fissure Arteries (Orlock)
Unowned
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

A labyrinthian network of cracked drainage pipes and structural faults opened up by the recent hive-quake. These unstable, claustrophobic crawlspaces bypass major chokepoints, allowing gangs to redeploy and ambush rivals unseen.

The Rust-Sieve Grates
Unowned
Income: D3 (+1 per Dome Runner) × 10

A massive, ruined mesh filter dome at the bottom of the sector that traps hive debris. It serves as a dangerous scavenging ground where desperate, hardened Underhive urchins and drifting outcasts gather, looking to prove their worth to a gang.

The Scrapper’s Den
Unowned
Income: D6 × 10 (if outlaw)  ·  Recruit: Free Ammo-jack (if law-abiding)

An abandoned maintenance depot filled with heavy pneumatic lifts, welding rigs, and rusted machining lathes. Gangs use this grease-stained safe haven to repair battle-damaged armor, strip down looted tech, and customize crude armaments.

The Sump Pumps (Goliath)
Unowned
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

A massive, roaring chemical pumping station built directly into a toxic fissure. House Goliath uses the immense thermal heat, hydraulic pressure, and heavy machinery to melt scrap metal, refine chemical byproducts, and forge brutal weaponry.

The Sump Sea
Unowned
Equipment: Three fighters gain free choke gas grenades

Effluent and polluted water drains down through the hive to catch in brown pools, forming lakes of fuming, iridescent sludge.

The Turbine-Gallows Core (Van Saar)
Unowned
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

Much of the light and power in the underhive relies on taps into energy conduits or barely functioning generators. Those that control the source of such power can let it flow… or cut it off at a whim.

The Upper Catwalks (Delaque)
Special: Three fighters gain infiltrate  ·  Enhanced boon: Special: Six fighters gain infiltrate

The upper catwalks are a dizzying & sprawling labiryinth of catwalks and pipes that thread through the plunging depths of Sector 9 Gallows. Those that can navigate them can pass unseen between almost anywhere below.

Toll Crossing (Orlock)
Unowned
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.

The fastest ways through the underhive often cross chasms, sludge rivers or pass through bottlenecks. Gangs often set up tolls at such points, extracting credits from those who wish to pass swiftly and safely on their way.

Toxin Well - 37 (Escher)
Unowned
Income: D6 × 5  ·  Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also owns a Synth Still)  ·  Enhanced boon: Reputation: +1

Toxin wells abound in the depth of the gallows,but none bigger than well #37 filled with the scent of exotic chem trails, and the bubble and hiss of sludge residue the huddled masses come here chase dreams and forget nightmares.

Vault 44 - Weapons Cache
Unowned
Special: All fighters may re-roll Ammo tests for weapon with Blaze.  ·  Equipment: Three fighters gain free incendiary charges

Stacks of promethium based armaments, mining charges, & ammo stashs line the interior walls of this half-forgotten weapons cache. There's enough here to wage a small war, and burn half of the Sump down with it.

Triumphs
Creditor
Unowned
Criteria: Largest Wealth at the end of the campaign.
Dominator
Unowned
Criteria: Most Territories at the end of a campaign.
Powerbroker
Unowned
Criteria: Highest Reputation at the end of the campaign.
Slaughterer
Unowned
Criteria: Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign.
Warmonger
Unowned
Criteria: Most battles fought across the whole campaign.

Battles

Action Log

Aba_30baidenCheddar's Denizens
1 day, 18 hours ago

Rolling for advancement to Byte Nibble-Bomb

Rolled 2D6: 2 , 2 = 4 Outcome: Improved Ballistic Skill
Sanctus808Knights of the White Hand
3 days, 10 hours ago

Reassigned Sword from Galahad to P9 (20¢)

Outcome: Credits remaining: 55¢
Sanctus808Knights of the White Hand
3 days, 10 hours ago

Bought Hex’iron blade for Galahad (25¢)

Outcome: Credits remaining: 55¢
Sanctus808Knights of the White Hand
3 days, 11 hours ago

Added 10¢: Uphive raiments

Outcome: +10¢ (to 80¢)
Sanctus808Knights of the White Hand
3 days, 11 hours ago

Added 70¢: Income from Two Gangers one Grave

Outcome: +70¢ (to 70¢)
View all 293 actions →

Captured Fighters

No fighters have been captured yet.