Necromunda - Halls Of The Ancients.pdf- Jun 2026

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.

slips through the shadows to extract operational data, using ancient surveillance grids to blackmail rival houses. The Guardians of the Deep

| Faction | Motivation | |---------|-------------| | | To recover STC fragments, even damaged ones. | | Genestealer Cults | To awaken ancient bio-vaults or hide from the Purge. | | Chaos Helot Cults | To twist ancient tech into demon-engines. | | The Iron Arbites | To prevent anyone else from entering. | | Scavvies & Outcasts | To find working plasma cells or clean water. | Necromunda - Halls Of The Ancients.pdf-

The book is structured with a focus on narrative depth and ease of navigation. Key sections include:

To help tailor more specific Necromunda resources for your upcoming tabletop sessions, let me know: For the gangs of Necromunda, the Halls are

| 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). |

In the grim darkness of the far future, Necromunda is a Hive World completely covered in thousands of years of industrial buildup. The "Halls of the Ancients" typically refers to the deepest, most dangerous sub-sectors of a Hive City—often buried beneath Hive Bottom or located within the forgotten depths of Hive Primus and Secundus. These zones are characterized by: slips through the shadows to extract operational data,

for gangs to fight over specific territories.

The Ironhead Squats are a resilient strain of abhumans who arrived on the hive world nearly as part of the Confederation of Urlish . While they maintain distant cultural ties to the broader galactic Leagues of Votann , the Necromundan Squats operate under a special trade agreement known as the Great Charter .

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