Necromunda - Halls Of The Ancients.pdf- Official

Because this ruleset is widely circulated as a PDF community project, players integrating it into their campaigns should follow best practices for physical play:

If you are an arbitrator or content creator wanting to produce a polished PDF for your group or to share online, follow this template:

Did you find this guide useful? Share your own Halls of the Ancients scenarios on r/necromunda or Yaktribe. For more official rules, purchase Necromunda: Core Rulebook and The Book of the Outcast from Games Workshop or your local hobby store. Necromunda - Halls Of The Ancients.pdf-

Deep beneath the suffocating layers of Hive Primus lies a subterranean graveyard of pre-Imperial technology. The Halls of the Ancients are not merely abandoned factories; they are the structural foundations of the original colony ships and Hive spires raised tens of thousands of years ago. The Archeotech Gold Rush

If you are running a campaign, integrating the "Halls of the Ancients" concept offers: Because this ruleset is widely circulated as a

| Section | Key Content | | :--- | :--- | | | An extensive background on the history of the Ironhead Squats, delving into their origins and their role on Necromunda. | | Ironhead Squat Prospectors List | The core rules needed to field an Ironhead Squat Prospectors gang in Necromunda , including updated equipment and wargear. | | Hangers-on | Includes rules for using Claim Jumper, Slopper, Rogue Docs, Ammo-Jacks, Gang Lookout, and Dome Runner. | | Brutes | Features rules for the formidable Vartijan Exo-Driller, the Luther Pattern Excavation Automata (Ambot), and the 'Jotunn' H-Grade Servitor Ogryn. | | Vehicles | Provides rules for adding the fast and reliable Svenotar Scout Trike and the Skalvian Explorator to your gang's roster. | | Hired Guns | Details on including Bounty Hunters, House Agents, and Hive Scum, along with rules for the Dramatis Personae Orrin Grimjarl, Last Charter Lord of Jardlan. | | Additional Rules | Contains new skills, options, post-battle actions, and two gang-specific scenarios, plus a comprehensive weapon reference chart. | | Gang Tactics | A D66 table of 18x Halls of the Ancients Gang Tactics. |

Finding a weapon or power source might give a gang a massive advantage, but activating it could trigger a localized meltdown or attract the attention of the Adeptus Mechanicus. Deep beneath the suffocating layers of Hive Primus

Gangs must locate the Archeotech caches. This isn't just picking up a token; it involves .

: After boarding an Imperial flagship to demand an audience, Ironeye successfully negotiated the Great Charters. These legal agreements are signed directly with the Adeptus Terra, meaning that not even the Planetary Governor of Hive Primus can legally revoke the Squats' mining rights.

By taking your gang into the deep dark of the Halls of the Ancients, you are stepping away from petty turf wars and entering the realm of true Necromundian legend. Gather your credits, load your plasma guns, and pray the ancient machinery doesn't wake up.

For years, this niche of the Necromunda narrative has been serviced by official supplements like The Book of Peril and Hall of the Ancients . However, the community has long craved a deeper, more modular, and grittier exploration of looting pre-Imperial ruins. Enter the fan-created document circulating as .