1d4chan Underhive Gang

Result

Age:
This gang was founded around Roll on "Era"
Strength:
The gang's influence in the hives is Roll on "Strength"
Focus:
The gang's primary focus of their power is Roll on "Focus"
Demographics:
The leadership of the gang is largely Roll on "Demographics"
Industry:
The main enterprise of the gang is Roll on "Industry"
Personality:
On the whole, members of the gang are Roll on "Personality"
Leadership:
Gang members climb the ranks through Roll on "Leadership"
Unusual Traits:
Roll on "Unusual Traits"


Subcharts

Era (d10)

d10 Result

1

Pre-M36 - The House arose back when the Imperium was at its greatest. Though it no longer exists, the House's legacy may still mark Necromunda (if not Necromunda, can still exist).

2

M36-M39 - The House rose during tumultuous times for the Imperium - but whether it is still remembered or was forgotten in the chaos is up to you.

3

M39-M40 - The House held power during an era of stagnation and collapse, taking advantage of falling rivals such as House Aranthus - perhaps intending to take its place as one of the great Houses.

4-5

Early M41 - The House rose in the early years of the 41st Millenium. Only the most powerful Houses from this era will still hold control today.

6-7

Mid M41 - This House came to power in the middle of the 41st Millenium. If it was strong enough, the House may well have persisted to the present.

8-9

Late M41 - The House arose within in the last few centuries. Barring disaster, your House likely still exists and holds power and respect in its Hive.

10

Recent decades - Your House was likely only founded less than a century before the Great Rift, or even possibly after, establishing itself in the anarchy of a new age.

Strength (d10)

d10 Result

1

2

Critical - The House is on the brink of extinction, holding a mere few blocks of territory and only a few gangers. Without a miracle, it will surely soon be destroyed or absorbed by another House.

3-4

Weak - The House is at a disadvantage compared to its peers, though it continues to hold its own.

5-7

Significant - The House is strong and well-respected, finding success in both business and local gang warfare.

8-9

Powerful - The House is prominent in the Hive, known and feared for its influence and power.

10

Legendary - The House has attained truly great power, enough to rival the most powerful Houses of Necromunda. Power comes at a price, however, and the other great Houses may feel inclined to make alliances against the upstart in order to preserve their hegemony.

Focus (d10)

d10 Result

1

Balanced - The House spreads its power fairly evenly, controlling respectable amounts of territory, resources and underlings.

2

Numbers - The House commands the loyalty of a high number of followers for its size.

3

Territory - This House has a controls a larger-than-average section of the Hive - perhaps even covering multiple Hives, if it's big enough.

4

Influence - It's not what you know, it's who you know. This House knows how to make friends, and can command a good deal of influence throughout the Hive.

5

Wealth - This House has a lot of money for its size, and isn't afraid to spend it.

6

Resources - The House controls a lot of resources, which it uses as leverage on others and to run its own operations.

7

Equipment - The warriors of this House carry the best gear, with one of them being a match for three other gang thugs.

8

Reputation - It's better to be feared than to be loved, and this House has a notorious reputation that gives their enemies pause.

9

Health - Through access to resources, eugenics programs or survival of the fittest, members of this House are at their physical peak.

10

Roll on "Focus"

Roll on "Focus"

Demographics (d10)

d10 Result

1

Patriarchial - Men are the unquestioned superiors in this House, with women condemned to a life as domestic servants or worse.

2

Male-controlled - Though the women of the House are spared from a life of servitude, its leadership and gangs are composed exclusively of men, with women holding no real power.

3-4

Male-aligned - The House's leaders and gangs are primarily male, but women are not actively excluded from such a lifestyle, and particularly skilled or dedicated women can rise to positions of prominence.

5-6

Egalitarian - This House provides opportunity to men and women in equal measure, and their leadership and gangs have a rough balance of gender.

7-8

Female-aligned - Women hold most of the power in this House, but not all, with those men who excel able to become gangers or even leaders.

9

Female-controlled - While men in this House are granted a base level of dignity, they are excluded from leadership or from joining the House's gangs.

10

Matriarchial - Whether the menfolk are brain-dead weaklings or a laborer underclass, this House sees them as unambiguously lesser than the women.

Industry (d100)

d100 Result

1-4

Animal breeding

5-8

Chemicals and pharmaceuticals

9-12

Construction and infrastructure

13-16

Cybernetics and robotics

17-20

Energy and power generation

21-24

Entertainment

25-28

Finance and investment

29-32

Fuel

33-36

Gambling

37-40

Information and records

41-44

Luxury goods

45-48

Manufacturing - machinery

49-52

Manufacturing - advanced tech or computers

53-56

Medicae

57-60

Metalworking

61-64

Mining

65-68

Recycling - organic (food)

69-72

Recycling - inorganic (scavenging)

73-76

Slavery and indentured servitude

77-80

Textiles and fabric

81-84

Trading and negotiation

85-88

Transport (within or between Hives)

89-92

Water and sanitation

93-96

Weaponry and wargear

97-98

Another product

99-100

Another service

Personality (d10)

d10 Result

1

Choleric - The House's gangs are aggressive, violent, stubborn and self-assured, relying on brute force to achieve their goals.

2

Melancholic - The House has a reputation for being insular and cautious, making careful analysis of situations before making their moves.

3

Phlegmatic - The people of this House are quiet, contemplative and hard to read or predict.

4

Sanguine - As far as one can be in Necromunda, this House is genuinely good-natured and diplomatic, while still keeping a warrior's edge.

5

Passive - This House's workers and warriors lack initiative on their own, but are highly responsive and will obey commands without hesitation.

6

Spiteful - The people of this House are paranoid, quick to anger, and hold grudges for a long time, trusting not even their own.

7

Individualist - The House's hands-off leadership has led to an independent, rebellious streak in its members, who will prioritize personal gain over the House's needs.

8

Familial - The men and women of the House are tightly-knit, considering each other family and working for the good of their brethren and the House as a whole.

9

Underhanded - Beyond even the deceit expected of underhive gangs, this House's gangs are known for using every dirty trick in (or out of) the book to give themselves the advantage.

10

Prideful - Even the lowliest Juve from this House looks down on the Leaders of other gangs, believing their membership in the House to convey an inherent superiority.

Leadership (d10)

d10 Result

1-3

Brutality - As with many others, this House's leadership is taken from the biggest bullies, with the strength and wit to muscle their way to the top of the pile.

4-5

War-craft - The House's leaders are selected from its greatest warriors - not merely the strongest or toughest, but the most elegant and tactically-minded.

6-7

Intellect - Raw intelligence and education is the metric by which this House's leaders are selected.

8

Business sense - Strength is nothing without money, and this House chooses its leaders from those with the greatest aptitude for profiteering from their chosen industry.

9

Intrigue - This House's internal politics are labyrinthine, and it is those who can best navigate this political minefield that are chosen to lead.

10

Zealotry - Pure, unwavering zeal and dedication to the House is prioritized in its leaders.

Unusual Traits (d10)

d10 Result

1

Masked - For whatever reason, this House's gangs wear masks or helmets into battle, rarely - if ever - revealing their faces.

2

Body mods - Tattoos, scarification, or even augmetic body part replacements - the members of this House practice some form of body modification as a sign of membership or status.

3

Gaudy - Subtlety is for wimps! Members of this House eschew stealth or tactical gear in favor of bright, flashy colors or elaborate jewelry and accessories.

4

Trophies - This House is known for taking battle trophies from their foes, be they weapons and wargear or gruesome harvested body parts.

5

Talismans - Hive-worlders are a superstitious, cowardly lot. This House counters that with good-luck charms or other ritual talismans to ward off superstitions.

6

Heirlooms - Family lines are important to those of this House, and wargear is often passed down through the generations.

7

Gene-quirk - Members of this House can be recognized with ease thanks to a genetic quirk - be it merely unusual, such as pallid skin or purple eyes, or a full-on mutation.

8

Worker's gear - Gangers from this House wear or carry gear from their industry's workforce into battle, either as symbols of pride or improvised weapons.

9

Armored - Whether they wear mere riveted scrap metal or high-tech bodygloves, members of this House are never caught without protective bodywear.

10

Religious - This House has dedicated itself to the Cult of the Redemption, or another religious movement others disapprove of - an esoteric Imperial cult, a form of leader-worship, or perhaps even the Ruinous Powers themselves...