The Clock is Ticking (The Blight)
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 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
Assets
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Blight Cough Clinic
Unowned
Income: D6 × 10
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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. |
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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. |
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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. |
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Mine Workings (Orlock & Ironhead Squats)
Held by 45th street massive
Income: 1D6 × 10 (additional D6 per captured fighter sent to the mines)
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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. |
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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. |
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Settlement
Unowned
Income: D6 × 10
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Recruit: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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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 |
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Sludge Pipe Bazaar (Van Saar)
Held by Knights of the White Hand
Income: D6 × 10
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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.
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Enhanced boon: Income: D6 × 10 (2D6 × 10 if the gang also controls an Archaeotech Device)
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Enhanced boon: Reputation: +1
A sludge ridden makeshift tech bazaar buzzing with the call of tech swindlers & haggling Archeo tech prospectors. |
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Sub-Hive Refuse drift (Cawdor)
Unowned
Income: 2D6 × 5 (on a double, a random fighter goes into recovery)
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Enhanced boon: Income: 2D6 × 5
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Enhanced boon: Reputation: +1
Vast agglomerations of refuse gather in areas of Sector-9 Gallows in drifts that shift like dunes in a desert. |
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Sub-Sector Watch-Station 99
Unowned
Income: D6 × 10
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Recruit: If a fighter died in the post-battle sequence, gain a Rookie for free.
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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. |
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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.
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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).
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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. |
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The Fungal-Bloom Wastes (Escher)
Unowned
Special: Reroll a single Lasting Injury, except Memorable Death.
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Enhanced boon: Special: Remove a single lasting injury or re-roll one, including Memorable Death
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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. |
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The Gallow-Vent Crucibles (Goliath)
Unowned
Income: D6 × 5
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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. |
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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.
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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. |
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The Kroc-Jaw Shrine (Cawdor)
Unowned
Income: 2D6x5 credits from this Territory when collecting income.
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Enhanced boon: Income: 4D6x5 credits from this Territory when collecting income.
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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. |
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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.
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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. |
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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. |
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The Scrapper’s Den
Unowned
Income: D6 × 10 (if outlaw)
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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. |
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The Sump Pumps (Goliath)
Unowned
Income: D6 × 5
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Enhanced boon: Special: Roll 2D6, on a 6, recruit a single free Juve. On a double 6 recruit a free Ganger.
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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. |
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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. |
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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.
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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. |
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The Upper Catwalks (Delaque)
Held by Knights of the White Hand
Special: Three fighters gain infiltrate
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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. |
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Toll Crossing (Orlock)
Unowned
Income: D6 × 5
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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. |
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Toxin Well - 37 (Escher)
Unowned
Income: D6 × 5
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Enhanced boon: Income: 2D6 × 5 (2D6 × 10 if the gang also owns a Synth Still)
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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. |
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Vault 44 - Weapons Cache
Unowned
Special: All fighters may re-roll Ammo tests for weapon with Blaze.
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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. |
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Creditor
Unowned
Criteria: Largest Wealth at the end of the campaign.
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Dominator
Unowned
Criteria: Most Territories at the end of a campaign.
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Powerbroker
Unowned
Criteria: Highest Reputation at the end of the campaign.
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Slaughterer
Unowned
Criteria: Most enemy fighters taken Out of Action and vehicles Wrecked across the whole campaign.
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Warmonger
Unowned
Criteria: Most battles fought across the whole campaign.
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Battles
Explosions at The Iron Sarcophagus • Aug 01, 2026 Pre-battle
Les Très Humains [LTH], The Iron Legion
Two Gangers, One Grave • Jul 27, 2026 Pre-battle
45th street massive, Knights of the White Hand
Trap for The Sump Pumps • Jul 25, 2026 Pre-battle
Cheddar's Denizens, Dwarfs Of War
The Gunk Pump [?] for The Scrapper's Den • Jul 25, 2026
Cheddar's Denizens (winner), Les Très Humains [LTH]
Fuel Hunt for Vault 44 • Jul 21, 2026 Pre-battle
Cheddar's Denizens, Techno Habarbash (winner)
Action Log
Rolling for advancement to Byte Nibble-Bomb
Rolled 2D6: 2 , 2 = 4 Outcome: Improved Ballistic SkillReassigned Sword from Galahad to P9 (20¢)
Outcome: Credits remaining: 55¢Bought Hex’iron blade for Galahad (25¢)
Outcome: Credits remaining: 55¢Added 10¢: Uphive raiments
Outcome: +10¢ (to 80¢)Added 70¢: Income from Two Gangers one Grave
Outcome: +70¢ (to 70¢)Captured Fighters
No fighters have been captured yet.