Necromunda - Halls Of The Ancients.pdf- 〈RECENT • 2025〉

| d66 Roll | Relic | Effect (In-Game) | | :--- | :--- | :--- | | | 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). |

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

Are you playing the or the Classic 1995/LRB System ? Which House Gang or faction are you currently running? Share public link

represents the quintessential Necromunda experience: diving into the unknown, risking everything for a piece of the past, and fighting in the filth and shadow. Whether through official supplements or community-driven content, exploring these forgotten areas provides a narrative depth that makes the underhive a truly compelling setting for tabletop warfare. Necromunda - Halls Of The Ancients.pdf-

The supplement is accompanied by an exciting wave of new plastic and resin kits that allow players to fully embody the Squat identity on the tabletop.

to the grim, scavenger-driven nature of the setting. Conclusion

If you are an arbitrator or content creator wanting to produce a polished PDF for your group or to share online, follow this template: | d66 Roll | Relic | Effect (In-Game)

“The Halls remember. The Halls wait. The Halls do not forgive.” — Graffito found near a sealed entrance, Hive Bottom, 991.M41

: Extensive background on the history of the Ironhead Squats, including details on their origins as the Confederation of Urlish, their arrival on Necromunda, and the establishment of the Great Charter. You'll learn about the major clans, their ancestor cores, and their intense rivalry with the Ash Wastes Nomads.

The 128-page Necromunda: Halls of the Ancients expansion elevates the Ironhead Squat Prospectors from a minor faction to a fully realized force with specialized lore, units like the Exo-Kyn, and unique mechanics. The supplement introduces the "Squad Ancestry" rule and "Wisdom of the Ancients" skill tree, offering a high-toughness, slow-moving playstyle focused on heavy firepower and resource gathering. For a detailed breakdown of the new rules and units, read the review at Sprues & Brews . Halls of the Ancients - Necromunda Review - Sprues & Brews | | 23 | Phase-Web Fragment | Once

The book provides a framework for running a narrative campaign centered around a specific discovery.

Necromunda, the sprawling tabletop wargame from Games Workshop, thrives on its dark, industrial aesthetic, brutal gang warfare, and rich, layered lore. While the core rules provide the foundation, it is the supplement books—the "Lorebooks"—that truly bring the underhive to life. One such publication, frequently sought by lore masters and campaigners alike, is often referred to through the search term .