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Necromunda - Halls Of The Ancients.pdf- -

| Faction | Interest in the Halls | |---------|------------------------| | House Van Saar | Highest priority. They believe a fully intact STC (Standard Template Construct) fragment lies in the deepest hall. Their rad-gear and energy shields are designed specifically for these expeditions. | | House Orlock | Practical salvage: power cells, weapon components, industrial-grade alloys. They run "punch-cores" into the halls via seismic drills. | | House Delaque | Espionage and secrets. They seek data-crystals containing pre-Imperial surveillance records—blackmail material from before the word “Imperium” existed. | | Genestealer Cults | The Halls are perfect nesting grounds. Some chambers contain alien eggs that predate the cult—suggesting the Tyranid bioform visited Necromunda millennia ago. | | Adeptus Mechanicus | Officially forbidden from entering (too dangerous, too heretical). Unofficially, rogue tech-priests mount solo expeditions to recover banned archeotech. |

After a successful scenario, each participating gang rolls twice on this table. The group may vote to ban one result.

| D20 | Item | Value/Effect | |-----|------|---------------| | 1 | Rusted scrap | D6x10 credits | | 2 | Dead data-slate | Contains map for next scenario | | 3 | Ancient power cell | Can recharge any plasma weapon once | | 4 | Sealed medi-kit | Works as standard but no risk of failure | | 5 | Hololithic key | Opens one sealed door in the campaign | | 6 | Partial STC print for “Knife” | Sells for 2D6x10 credits to Van Saar | | 7 | Cranial coil (Wargear) | +1 Intelligence for one fighter | | 8 | Micro-fusion core | Can power a lascannon for one shot | | 9 | AI shard | Grants one reroll per battle, then crumbles | | 10 | Phase-walker boots (one use) | Fighter may pass through walls for one move | | 11 | Archive of Necromunda’s founding | +1 XP to all Leaders at campaign end | | 12 | Void-shield capacitor | Provides 5+ invuln for one battle | | 13 | Monomolecular blade | Swap any melee weapon – becomes S+1 AP-3 D1 | | 14 | Hive map showing all hidden vents | +1 to infiltration rolls | | 15 | Ancient nutrient paste | 2D6x5 credits | | 16 | Psychically resonant crystal | Causes D3 S3 hits to any psyker within 12” | | 17 | Cognis servo-skull | Can be used as a remote camera once | | 18 | Xenotech data-gel | Van Saar will pay D6x20 credits, others unknown | | 19 | Hall of the Ancients Sigil | +2 Reputation with any one House | | 20 | Awakened Men of Iron ally | Add a single Automaton (as above) for one battle |


The heart of the PDF is the Relics of the Ancients table. Unlike the standard treasures found in The Book of Peril, these are unbalanced, dangerous, and narrative-gold.

| d66 Roll | Relic | Effect (In-Game) | | :--- | :--- | :--- | | 11 | Corroded Cogitator | Worth D6x10 credits. No special use. Lore: It contains the last emails of a pre-Imperial colony. | | 23 | Phase-Web Fragment | Once per game, the bearer can ignore a single hit. After use, roll a D6: on a 1, the bearer phases into the wall and is removed as a casualty. | | 35 | Aeldari Spirit Stone (Cracked) | The bearer gains +2 Willpower. Any model (friend or foe) within 3" must make a Nerve test to charge. If they fail, they scream incoherently. | | 44 | Ork Weirdboy Staff (Dormant) | Psychic hazard. When picked up, the user must pass an Intelligence check or the staff detonates (S5, AP-1, D3 Damage, 5" Blast). If they pass, it acts as a Power Maul. | | 56 | Man of Iron Core (Deactivated) | Requires a 6+ on a D6 to haul off the board. If sold to the Adeptus Mechanicus, the gang receives 500 credits but permanently loses access to the Trading Post (you are now hunted). | | 66 | The Lazarus Cog | Legendary. A metallic gear that drips water. Once per campaign, when a Champion dies, roll a D6. On a 4+, they return to life in the next battle with a random mutation (from the Mutations table). | Necromunda - Halls Of The Ancients.pdf-

To survive these expeditions, gangs need new tools:

In official Necromunda lore (see Necromunda: Underhive and The Book of Desolation), the Halls of the Ancients refer to pre-Imperial, possibly xenos-built, or early Human settlement layers located miles below the current hive bottom. These are not simple ruins—they are sealed archaeo-vaults.

Key facts from scattered official sources:

The Halls of the Ancients represent the ultimate Necromundan paradox: beneath the grime, violence, and ignorance of the hive lies the peak of human achievement—and the seed of its greatest dangers. To enter the Halls is to walk where the Emperor’s light never reached, where technology is both salvation and heresy, and where time itself has forgotten its duty. | Faction | Interest in the Halls |

For the gangs of Necromunda, the Halls are not a mystery to be solved. They are a vein of gold and poison. And in the underhive, that is the only kind worth dying for.


End of Report
For further investigation, consult the Necromunda Rulebook – Outlands expansion and The Book of the Ancients (speculative text).

Necromunda: Halls of the Ancients (2024/2025) provides a comprehensive, updated guide for the Ironhead Squat Prospectors, introducing the Ancestry mechanic, new units like the Svenotar Scout Trike, and Techmite Exotic Beasts. The expansion elevates the gang with high toughness and firepower while offering specific rules for Hired Guns, scenarios, and lore. Find the digital edition on Warhammer Digital

Halls of the Ancients is a definitive expansion for Necromunda that serves as a "House of..." style supplement for the Ironhead Squat Prospectors The heart of the PDF is the Relics of the Ancients table

. This 128-page book provides the complete history, lore, and updated rules needed to field a full Squat gang in both the underhive and the ash wastes. Core Content of the Supplement Necromunda: Halls of the Ancients - Grey Paints

Necromunda: Halls of the Ancients is a 128-page, early-2025 supplement from Games Workshop that acts as the definitive, expanded guide for Ironhead Squat Prospector gangs. The book introduces new units like the Exomaster, specialized wargear, and updated lore regarding the Urlish League's role in the ash wastes. For a detailed breakdown of the content, you can read the Sprues & Brews review at Sprues & Brews. Necromunda: Hall of the Ancients Review 2025

The book introduces a detailed loot table specifically for Archeotech. This is not mere credits or common weapons. Gangs can find:

Disclaimer: Always support Games Workshop's official products. This article discusses a fan supplement for informational purposes.

If you cannot locate the specific "Halls Of The Ancients.pdf" file, or if you want to create your own version, the article suggests the following official and semi-official sources: