- 5 Hives - Factions and Patrons in Necromunda setting / Criminal Syndicates
3. Criminal Syndicates
Criminal syndicates are a cornerstone of Necromunda’s underhive, thriving in the shadows of its sprawling cities. Each organization brings unique challenges, conflicts, and opportunities for players.
Criminal Syndicate Descriptions and Story Hooks
The Recidivists
- Description: A loose network of exiled Imperial officials, disgraced enforcers, and rogue nobles who have banded together to exploit their connections and knowledge of the Imperium.
- Reputation: Organized, strategic, and focused on undermining Imperial authority while profiting from its weaknesses.
- Narrative Hooks:
- Data Destruction
- The syndicate wants critical data erased from a secured vault. The gang must infiltrate and ensure no backups remain.
- Silent Uprising
- The Recidivists plan to incite a riot as a diversion. The gang is hired to lead the unrest without revealing the masterminds.
- Data Destruction
Cold Traders
- Description: Smugglers dealing in xenos artifacts, exotic technology, and alien contraband. Their operations are highly illegal and dangerously lucrative.
- Reputation: Mysterious and elusive, they risk Inquisitorial wrath for their dealings in forbidden goods.
- Narrative Hooks:
- The Alien Artifact
- A xenos relic is up for auction. The gang is hired to secure it before it falls into Inquisitorial hands.
- Ghost Ship
- A derelict vessel containing forbidden tech drifts into orbit. The gang must board and retrieve valuable cargo while avoiding lurking dangers.
- The Alien Artifact
Imperial Imposters
- Description: A cunning group of con artists posing as Imperial officials, ranging from rogue inquisitors to Administratum clerks, to swindle and manipulate the unsuspecting.
- Reputation: Deceptive and resourceful, they thrive on exploiting the faith and loyalty of Imperial citizens.
- Narrative Hooks:
- False Prophets
- Imposters posing as Ecclesiarchy officials are swindling citizens. The gang must expose them without causing a public uproar.
- The Great Masquerade
- The syndicate plans to infiltrate a noble gathering. The gang is hired to either assist in the con or prevent it.
- False Prophets
Rogue Factoria
- Description: Illegal manufactorums producing counterfeit goods, weapons, and industrial equipment. They operate in secrecy to avoid detection by guilds or the Adeptus Mechanicus.
- Reputation: Pragmatic and ruthless, they prioritize efficiency over morality.
- Narrative Hooks:
- Counterfeit Crisis
- Fake goods flood the market, undermining the economy. The gang is tasked with destroying the rogue factories producing them.
- Mechanized Menace
- The syndicate creates unauthorized combat servitors. The gang must stop them before they are unleashed.
- Counterfeit Crisis
Narco Lords
- Description: Masters of the hive’s drug trade, controlling the production and distribution of substances ranging from combat stims to recreational narcotics.
- Reputation: Powerful and dangerous, they maintain strict control over their territories and workers.
- Narrative Hooks:
- Supply Chain
- A new, highly addictive substance hits the streets. The gang can choose to control its distribution or help eradicate it.
- Drug War
- Rival Narco Lords are in conflict. The gang is caught in the crossfire and must navigate alliances carefully.
- Supply Chain
Fallen Houses
- Description: Noble families who have lost their status or been exiled to the underhive, now operating as crime lords or mercenaries.
- Reputation: Cunning and vengeful, they use their aristocratic connections to manipulate and control.
- Narrative Hooks:
- Reclamation
- A Fallen House seeks to retrieve an artifact that could restore their status. The gang is hired to secure it before their enemies.
- Underhive Uprising
- The house plans to destabilize the hive's power structure. The gang must decide to aid or hinder their revolutionary efforts.
- Reclamation
Psi-Syndica
- Description: A shadowy organization of rogue psykers and individuals trafficking in psychic services, forbidden Warp artifacts, and illicit sorcery.
- Reputation: Feared and distrusted, they operate on the edge of heresy, often attracting unwanted attention from the Inquisition.
- Narrative Hooks:
- Mind Games
- A rogue psyker offers the gang powerful abilities in exchange for loyalty. Accepting could bring immense power—or doom.
- Shadow Network
- The gang is hired to disrupt a Psi-Syndica communication relay that's influencing local populations.
- Mind Games