Necromunda: Halls of the Ancients is a 128-page expansion for the Ironhead Squat Prospectors, introducing deep lore, new units, and customization options for the abhuman faction. The book focuses on the history of the Confederation of Urlish and provides new rules for vehicles and exotic beasts, along with a specialized "Wisdom of the Ancients" skill tree. Read the full review at Goonhammer Necromunday: Halls of the Ancients Review - Goonhammer
Objective: Defeat a Men of Iron Automaton (see below for stats) in a 4-round limit.
Deployment: Hall of Columns – maze-like corridors.
Victory: Gang that destroys (or disables) the Automaton gets first pick of the loot cache. Any gang still alive after 4 rounds may flee with a minor treasure. Necromunda - Halls Of The Ancients.pdf-
Since no official PDF exists, below we provide a complete homebrew framework that you can copy into your own document. Necromunda: Halls of the Ancients is a 128-page
Go forth, delve deep, and may the Emperor protect you from what lies in the dark. Deployment: Hall of Columns – maze-like corridors
While no official PDF exists under this name, the Halls of the Ancients is a canonical location in Necromunda’s lore. This article will deconstruct the myth, provide you with ready-to-use homebrew rules inspired by the search term, and explain how to run a campaign arc worthy of the name.
Subject: Sub-surface exploration zone, Hive Primus, Necromunda Classification: High-value salvage / Extreme risk (Xenos contamination potential)