Warhammer 40k Gang Creation

Let's make a gang!

I'm assuming Hiveworld is a given, but I'll still roll for for predominant terrain so give me a 1d100

Rolled 69 (1d100)

Why not, roll one up

>Wasteland: Excellent scavengers and hardy survivors.

Oooh, seems there could be a mad max vibe going

Now roll 1d100 for gang society

Rolled 16 (1d100)

>Communal: Naturally occurring gangs that come from a sense of community, desire for prosperity, or simply as a way of life.

Okay, so there's some good in this gangs

roll 1d100 for gang size

Rolled 31 (1d100)

O-Op? Op? OOOOOPPP!?

Sorry! playing Furi! Please don't Leave just yet!

>Small: (10d10x10)

I see some comfy happenings

Rolled 2, 9, 8, 9, 9, 8, 4, 2, 8, 5 = 64 (10d10)

plus the penalty that'd be 540

540 seems like a good quantity

roll 1d100-10 for territory control

Rolled 67 (1d100)

Orlocks 4 lyfe

Rolled 1 (1d10)

>1d10 Hab Blocks

Okay it seems that it's a packed and knit together gang of wastelanders, I'm seeing the comfiness levels build up

roll 1d100 for special equipment

Rolled 1 (1d100)

I want some crazy shit

Mad dice be cursing this thread

>Traditional weaponry

Altough I have to say it does seem like it shapes itself up to be a comfy pack of gangers

roll 1d100 for illegality

Rolled 29 (1d100)

Rolled 27 (1d100)

>Blue Collar Workers: The laborers of the Hive owe you some favors, whether they like it or not.

seems this gang has the Workers on their side, maybe the gang are workers themselves and they have a small grip on the others

Roll 1d100 for gang ambition

Rolled 20 (1d100)

but what about the legality

Oh shit fucked that up, okay we'll put that in the next roll

>Protection of the Community: However skewed their methods, at the root of the organization is the drive to protect and provide for their homes, expanding it or isolating it.

oh wow, we really are protagonist material (Or maybe Communist gangers due to our Blue collar workers)

NOW roll 1d100 for illegality

Rolled 40 (1d100)

I fucking LOVE the law!

>Neutral

Well at least it sticks with the theme

now roll 1d100 for secrecy

Rolled 75 (1d100)

>Secretive

Could be they're just too small that not a lot of people actively search them

roll 1d100 for dedication

Rolled 61 (1d100)

>Full Time Commitment

it's definitely a day job for them

roll 1d10 for demeanor

Rolled 7 (1d10)

Rolled 9 (1d10)

>Aggressive: Members destroy property and rob unsuspecting citizens, leaving them in a bloody pulp, if alive at all.

And so the idea of a comfy gang goes down the drain

roll 1d100 for gang leadership

Rolled 30 (1d100)

Rolled 49 (1d100)

>Chain of Command

Any ideas you guys have as of now? it's a fairly basic gang

now for last roll 3d6 for gang assets

Rolled 2, 5, 2 = 9 (3d6)

Rolled 4, 6, 3 = 13 (3d6)

Rolled 6, 1, 1 = 8 (3d6)

Frankly, it seems like we didn't really ring up a real punky gang. Rather, it seems we rolled up something more like community militia, but very worker focused.

Perhaps it's more worker's Union than true gangers, but classified all the same by the Arbites because workers having rights to negotiate terms with their factory can infringe on Imperial rule. Still, if they get the job done, and make themselves reasonable with the authorities, they could be an asset to the Hive in exchange for some extra privileges.

Don't fucking cross them, though, because they might be all business and loyalty with the community at heart, but they'll show they mean business to keep the other gangs and Arbites from pushing them around.

Don't mean to be a knob, but could we get a summary of the rolls, my guy

>Arms Dealer
Your Gang provides discreet protection to gun runners working for themselves and not the Guild.

>Respectable Street Shop
Either by muscling in on a smaller shop or by partially owning a larger one, you own a "almost mid-hive" store, bringing in a tidy income.

>Book Store
Your gang runs a small book store.

Okay, now it got pretty interesting with the gang assets

What do you mean?

Like a list of the rolls we landed on so we don't have to keep scrollin around while coming up with ideas

>What do you mean?
He means recap the results of all rolls in a single post so we can have a single post to reference what we rolled up.

Also, interesting assets for the gang.

Okay Summary

>Wasteland: Excellent scavengers and hardy survivors.

>Communal: Naturally occurring gangs that come from a sense of community, desire for prosperity, or simply as a way of life.

>Small: 540 with 1 hab block in power

>Traditional weaponry

>Blue Collar Workers: The laborers of the Hive owe you some favors, whether they like it or not.

>Protection of the Community: However skewed their methods, at the root of the organization is the drive to protect and provide for their homes, expanding it or isolating it.

>Neutral

>Secretive

>Full Time Commitment

>Aggressive: Members destroy property and rob unsuspecting citizens, leaving them in a bloody pulp, if alive at all.

>Chain of Command

>Arms Dealer
Your Gang provides discreet protection to gun runners working for themselves and not the Guild.

>Respectable Street Shop
Either by muscling in on a smaller shop or by partially owning a larger one, you own a "almost mid-hive" store, bringing in a tidy income.

>Book Store
Your gang runs a small book store.

I can see the gang easily as a community militia

Could be they are run from workers at a weapons factory, and they make some money on the side selling extra weaponry to gun runners and generic goods in their respectable business, plus a bookstore where they sell... Well, books I suppose.

Thanks for that and the digits guy.

As they say, company attitude trickles down. So its probably most important to figure out the leader, I would suppose

>But as a consequence of using a bookstore as a arms dealership front, the gang has become quite learned and eloquent.

Could be they sell Union propaganda out of it to their other members. Still, bookstore is a minor point.

Also, they run out of a wasteland, so they might do some work on the fringes of the Hive doing scavenger work. Could be they work out of there something as well.

That could work, they made the bookstore out of a sense of community for the kids to learn, their HQ could be the actual bookstore, and since they have a deep sense of community

Their agression probably spawns from other hab blocks and warboy like gangers going in to own the place, seeing as it is a wasteland planet

Maybe the Benevolent owner of the weapons manufacturer has them work as his private army, seeing as it's a win-win on the parties ideal (Given supplies to continue protecting the hab block in exchange for the occasional crime and extra stuff for the company)

The combination of secretive, communal, full time, owning a bookstore, and running guns would scream ideologically driven if it weren't for the neutrality.

Perhaps a hive recently liberated from an oppressive regime of some sort?

could be the Swiss brand of incredibly hostile neutrality

Or his private enforcers from the factory's own workforce, who do arms dealing on the side for both the Factory manager and the gang itself for a little extra pocket money. Could explain their small size; they are very selective in recruitment and have the support of the larger community because the gang does keep other gangers out of their factory district and keeps other criminals and outsiders out.

Basically, factory workers turned private enforcers for the Factory owner's private, secretive Arms Dealing scheme. They're Neutral because they look out only for their own interests.

Well, they are very aggressive when it comes down to it.

>>Arms Dealer
>Your Gang provides discreet protection to gun runners working for themselves and not the Guild.
>>Respectable Street Shop
>Either by muscling in on a smaller shop or by partially owning a larger one, you own a "almost mid-hive" store, bringing in a tidy income.
>>Book Store
>Your gang runs a small book store.
really bizarre stuff for hive gangers.

If it's a wasteland world and they're excellent scavengers maybe it's an archeotech excavation outfit they're working for rather than a factory.

Maybe the secrecy stems from the fact that they have the facade of being factory workers for a big arms company, when in reality they're private soldiers hiding it from their families and friends (a.k.a the community)

Ruthless and Scrupulous, but they all have a family to go too, so one of the things they do is set up a bookstore that runs like an actual bookstore, but they also use it as an unofficial HQ when they're not at the Arms manufacturer

The creation Table took into account both morale spectrums, from vigilante groups to crazy cults, we've been hitting squarely dubious good, and neutral veering to bad until we got two definetely good on the moral spectrum choices as our assets

Where to they get the guns to run? Also, they're Blue Collar workers from a Hive.

Still, there's archeotech in them there underhives. Could be they work out of particularly wasteland-y underhive sections and run guns to fund their expeditions to find it.

Well, the community seems in on it, so while they are secretive, it would seem like the whole community is in the know and just very tight-lipped about it, and anyone with loose lips or who gets too inquisitive gets the rough end of their aggressive tendencies.

Since they're wastelanders, would they use Ash Waste Nomad rules? Or would they just be flavored orlocks

They're the common folk banded together to protect their own interests. Books are always good, legal avenues for revenue provide security, and arms dealing allow for you to defend your "neutrality". If anyone trespasses for even a moment, they're fucking goners