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... |