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Necromunda: Halls of the Ancients is a definitive 128-page supplement for the Ironhead Squat Prospectors. Released in late 2024, it functions as a "House of..." style book for the Squats, expanding their lore and providing a complete gang roster for both the underhive and the ash wastes. Core Content Overview
This book is an essential "Codex" for Squat players, replacing and expanding upon the rules found in previous publications like the Book of the Outlands.
Lore & Origins: The book details the 10,000-year history of the Confederation of Urlish on Necromunda, explaining their arrival in thirteen Bastion vessels and their vital role in rebuilding the planet after the Horus Heresy.
Squad Ancestry Rules: A new mechanic that allows players to customize their gang based on their specific Mining Clan, unlocking unique abilities and skills.
Expanded Gang Roster: Includes new fighters like the Exo-kyn (melee specialists) and the Ironhead Squat Exomaster (a new champion).
Vehicles & Equipment: Introduces rules for the Svenotar Scout Trike and updated equipment such as Techmite exotic beasts.
Hired Guns & Dramatis Personae: Features rules for legendary characters like Orrin and Urson Grimjarl, the Last Charter Lords of Jardlan. Gameplay Mechanics
Ironhead Squats are known as an "elite" gang, characterized by high resilience (Toughness 4 across the board) and massive firepower.
Strengths: Exceptional durability and access to rapid-fire weaponry, making them one of the most effective shooting gangs in the game.
Weaknesses: Slow movement speeds and lower initiative, making them susceptible to being outmaneuvered or caught in vertical terrain.
Skill Access: They have access to the Wisdom of the Ancients and Brawn skill trees, allowing for specialized defensive and heavy-hitting playstyles. Scenarios and Tactics
The supplement includes two new faction-specific scenarios designed to highlight Squat strengths in holding territory and mining. It also features a D66 table of 18 Halls of the Ancients Gang Tactics to give players strategic depth during campaign play. YouTube·Commander CheapSkatehttps://www.youtube.com Necromunda: Hall of the Ancients Review 2025
Necromunda: Halls of the Ancients PDF Report
Introduction
The grim darkness of the far future. In the ravaged metropolis of Necromunda, gangs and factions vie for power amidst the ruins of a bygone era. The latest addition to this war-torn world is the "Halls of the Ancients" PDF, a supplement for the Necromunda tabletop RPG. This report provides an overview of the contents and implications of this new release.
Content Overview
The "Halls of the Ancients" PDF is a comprehensive guide that delves into the mysterious and ancient structures scattered throughout Necromunda. These long-abandoned halls hold secrets and treasures from a forgotten past, waiting to be uncovered by brave (or foolhardy) adventurers.
The PDF includes:
Key Features and Highlights
Implications and Analysis
The "Halls of the Ancients" PDF offers a wealth of opportunities for Necromunda game masters and players. By incorporating these ancient structures into your campaigns, you can:
Conclusion
The "Halls of the Ancients" PDF is an invaluable resource for anyone invested in the world of Necromunda. With its wealth of new content, plot hooks, and opportunities for exploration, this supplement is sure to breathe new life into your campaigns. Whether you're a seasoned game master or a newcomer to the world of Necromunda, this PDF offers a rich and immersive experience waiting to be unearthed.
Recommendation
The "Halls of the Ancients" PDF is a must-have for:
Rating: 5/5
Necromunda: Halls of the Ancients is a 128-page hardback supplement and digital ePub expansion that transforms the Ironhead Squat Prospectors into a fully fleshed-out "House-style" faction. Released in early 2025, it introduces deep lore, updated gang lists, and specialized mechanics for the abhuman miners who have inhabited Necromunda for 10,000 years. Key Features & Content
Expanded Lore: Dives into the history of the Confederation of Urlish, their arrival on Necromunda, and the detailed background of the eight major mining clans.
Ironhead Squat Prospectors List: Updated rules for fielding Squat gangs with new fighter types, including the Exo-master (Champion) and Exo-kyn (Prospect).
New Ancestry Mechanics: A significant highlight allowing you to select a specific clan ancestry for your gang, unlocking unique skills and post-battle actions.
Vehicles and Gear: Rules for the Svenotar Scout Trike and the Skalvian Explorator, alongside updated weapons such as the Bolt Spitter.
Brutes and Hangers-on: Detailed stats for faction-specific support like the Vartijan Exo-Driller, the Claim Jumper, and legendary Dramatis Personae like the Grimjarl twins.
Scenarios and Tactics: Includes two new gang-specific scenarios and a D66 table of 18 unique Gang Tactics. Digital & Physical Availability
Digital Edition: An official ePub3 version is available from Warhammer Digital, featuring a fixed-layout format with quick-link contents for mobile or tablet use.
Hardback Book: Physical copies are available through retailers like Warhammer or independent stores such as Treasure Trove Keep and Guardian Games. Halls of the Ancients Supplement Book
The 128-page supplement Necromunda: Halls of the Ancients marks a significant evolution in the lore and gameplay of the Ironhead Squat Prospectors
. Released in late 2024, it elevates them from a minor "Outlander" gang to a primary faction with the same depth as the planet's six great House gangs. 1. Ten Millennia of History
The core of the book's narrative is the origin of the Squats on Necromunda. Formerly known as the Urlish League
, they arrived roughly 10,000 years ago aboard thirteen massive "Bastion" ships. Led by Oryith Ironeye
, they negotiated a "Great Charter" with the Adeptus Terra to aid in rebuilding the planet after the Horus Heresy in exchange for permanent mining rights. This charter is so absolute that not even the Imperial Governor can revoke it. The Lost Ship:
While twelve ships landed safely, a thirteenth ship vanished mysteriously upon arrival. The Ancestor Core:
The clans originally relied on an Ancestor Core for technological guidance and genetic stabilization. However, in the 36th Millennium, an event known as the Dark Orb Somnus
caused massive earthquakes that buried the Core deep underground. This loss led to a gradual regression in their technology, forcing them to rely on more traditional and rugged industrial methods. 2. Clan Society and Culture
The book details the internal structure of the Squat population, which is divided into various Mining Clans. Lifestyle: They lead semi-nomadic lives in
—gigantic mobile fortresses comprised of land trains that can park together to form a well-defended base. The Eight Great Clans:
The supplement focuses on eight major clans in the Western Hemisphere, including: Specializes in trade with humans. Tapferkeit: Renowned for engineering and weaponry. Focused on warfare. Experts at dismantling and scavenging "dead" hive cities. Conflict with Nomads:
The lore explains the deep-seated hatred between the Squats and Ash Wastes Nomads necromunda+halls+of+the+ancientspdf
, fueled by millennia of territorial disputes over the planet's surface. 3. Gameplay Mechanics and Units
"Halls of the Ancients" provides comprehensive rules for building a full Squat gang, introducing specialized units and "Ancestry Abilities" that allow players to customize their gang based on their chosen clan. Necromunda: Halls of the Ancients Narrative Review
Necromunda: Halls of the Ancients is a 128-page supplement for the Ironhead Squat Prospectors, providing updated rules, new fighter types like Exo-kyn, and specialized gear. The book, functioning as a comprehensive gang guide, also introduces the "Wisdom of the Ancients" skill tree and new vehicle rules for ash wastes combat. Read the full review at Sprues & Brews.
The story behind the Necromunda expansion Halls of the Ancients focuses on the Ironhead Squat Prospectors
and reveals the deep, 10,000-year history of these abhuman clans on the hive world Warhammer Community The Arrival: The Urlish League
Ten millennia ago, during the aftermath of the Horus Heresy, the Confederation of Urlish
(part of the League of Votann) arrived at Necromunda in thirteen massive Bastion vessels . Led by the legendary Oryith Ironeye
, they saw immense profit in the "dead" world’s industrial waste and mineral-rich husk. Vincent Knotley Oryith negotiated a Great Charter
with the Imperial rulers of the time—who were exhausted from galactic civil war—granting the Squats permanent mining rights in exchange for helping rebuild the planet. Warhammer Community The Lost Ancestor Core The Squats originally brought an Ancestor Core
to Necromunda, a vital piece of ancient technology that provided them with advanced knowledge and the ability to clone new Kyn. However, a cataclysmic event caused the Core to be lost deep within the planet's core , falling down a massive rift. spruesandbrews.com Technological Regression:
Without the Core, the Necromunda Squats (now known as Ironheads) lost access to high-tech gear, forcing them to rely on the more "retro," rugged mining equipment they use today. Cultural Shift:
They became a distinct culture from their space-faring Kyn relatives, deeply tied to the "halls" and mines they carved into Necromunda. spruesandbrews.com The Gathering Storm
The book hints at a contemporary narrative arc where, for the first time in generations, the great and lesser clans are gathering to discuss a cryptic "coming darkness"
. Rather than warning the humans of the hives, the Ironhead Squats are quietly fortifying their holds and preparing to face this unknown threat alone. spruesandbrews.com Key Figures & Locations Oryith Ironeye:
The founding matriarch who established the Squat presence on Necromunda. Orrin & Urson Grimjarl:
Key Dramatis Personae; Orrin is known as the "Last Charter Lord of Jardlan," seeking to restore his fallen hold. A major Squat hold that fell during the events of the Aranthian Succession , leaving its survivors as vengeful nomads. Warhammer Community If you'd like more details, I can look into: gameplay rules for the new Svenotar Scout Trikes The connection between the Squats and the Ash Waste Nomads Aranthian Succession Details on the Mining Clan Ancestry mechanics for gang customization. Warhammer Community Necromunda: Halls of the Ancients Narrative Review
Before diving into "Halls of the Ancients," let's briefly cover Necromunda. This game is produced by Games Workshop, the same company behind Warhammer 40,000 and Age of Sigmar. Necromunda is set in a grimy, post-apocalyptic future where players take on the roles of gangs, esoteric cultists, and other survivors navigating the dangers of a world ravaged by environmental disasters and constant conflict.
This is the "DM mechanic." The Halls themselves are an antagonist. At the start of each round, the player who is not taking their turn rolls on the Genius Loci table. Effects include:
This mechanic transforms a simple skirmish into a survival horror heist.
The PDF assumes you have access to Zone Mortalis terrain (the Necromunda walls and pipes). However, you can improvise:
Pro Tip: Search YouTube for "Necromunda Halls of the Ancients terrain build" to see hobbyists creating glowing xenos glyphs using LED tea lights.
The Necromunda Halls of the Ancients PDF is not just a rulebook; it is a time machine. It allows you to play Necromunda as an exploration game rather than a turf war. The lethality is higher (expect 50% casualty rates), the loot is game-breakingly powerful, and the environmental storytelling is unmatched.
If you have a Warhammer+ subscription, open the Vault right now and save the file to your tablet. If you don’t, buy The Book of the Outlands and track down a code online. Avoid the sketchy "free PDF" websites that litter the first page of Google results. Necromunda: Halls of the Ancients is a definitive
The Halls are open, Tyrant. The dust settles on a billion credits worth of salvage. Do you have the PDF to lead your gang to riches, or will you be another skeleton buried in the rubble?
Pro Tip: When you finally get the PDF, print the "Archeotech Table" on a separate A4 sheet. You will be rolling on it every single game. Good luck.
Uncovering the Depths: A Guide to Necromunda 's Halls of the Ancients
For those exploring the lethal depths of the Underhive, the Halls of the Ancients has become a legendary name. Whether you are looking for the classic lore found in vintage White Dwarf issues or the comprehensive new rules for Ironhead Squat Prospectors, this guide breaks down what you need to know. The Modern Expansion: Ironhead Squat Prospectors
The latest 128-page supplement, Halls of the Ancients, is the definitive resource for the Ironhead Squat Prospectors. It transitions them from a side-faction into a full "House of..." style gang with extensive depth.
Deep Lore and Origins: Learn about the Confederation of Urlish, their 10,000-year history on Necromunda, and the Great Charter that gives them their mining rights.
Ancestry Mechanics: New rules allow you to customize your gang based on their specific Mining Clan of origin, granting unique skills and abilities.
New Arsenal and Units: The book introduces the Svenotar Scout Trike, three types of Techmite exotic beasts, and updated rules for the Vartijan Exo-Driller and Claim Jumper.
Enhanced Gang Tactics: Includes a comprehensive D66 table featuring 18 specific Halls of the Ancients Gang Tactics. Vintage Roots: White Dwarf #211
The title "Halls of the Ancients" also traces back to White Dwarf #211, an iconic issue for long-time hobbyists. This classic article introduced:
Archeotech Rules: Rules for discovering ancient, forgotten sectors filled with powerful technology.
High-Stakes Scenarios: Narrative-driven missions centered on exploring dangerous ruins. Strategic Insights for Aspiring Prospectors Necromunda Halls Of The Ancientspdf Work
Necromunda: Halls of the Ancients is a digital supplement for the tabletop skirmish game Necromunda, specifically expanding the lore and rules for the Ironhead Squat Prospectors. Key Content Overview
This supplement serves as a specialized guide for players looking to field Squat gangs in the underhive or ash wastes. According to the official Warhammer Digital listing, the text includes:
Ironhead Squats Lore: Deep background on the history and survival of the Squat clans who have mined Necromunda for 10,000 years.
Gang List: Comprehensive rules for building and fielding an Ironhead Squat Prospectors gang, including their finely engineered weapons and rigged mining tools.
Hangers-on: Specific rules for hiring unique support personnel, such as: Claim Jumper Slopper Rogue Docs Ammo-Jacks Gang Lookout and Dome Runner. Format and Accessibility
Digital Version: It is primarily available as an ePub3 file, which requires a compatible ePub3 reader.
Strategy and Tactics: Community discussions on platforms like Reddit suggest the book also covers competitive gang builds and strategies for using the abhuman delvers effectively in the Underhive.
For players looking for broader rules beyond this specific gang, the core game mechanics and other faction updates are often found in separate "House Of" books or the Necromunda rulebooks. AI responses may include mistakes. Learn more
Necromunda: Halls of the Ancients (ePub) - Warhammer Digital
You don't need a dedicated campaign to use Halls of the Ancients. Here are three ways Arbitrators (GMs) can drop this PDF into an existing Dominion or Outlands campaign.
Method 1: The One-Shot Dungeon Place a "Map Fragment" as a rare trade item in the Trading Post. The gang that buys it can declare their next game will be fought in the Halls. Winner takes an Archeotech Device. Loser suffers a "Malfunction" penalty (their gear shorts out for the next game). Ancient Ruins : Detailed descriptions of various ancient
Method 2: The Underhive Anomaly Use the Dark Uprising campaign rules. When a gang controls a specific territory (e.g., "Ancient Spire"), they can choose to "Delving the Depths" instead of making a regular income. They fight a Halls of the Ancients scenario; if they win, they triple their income. If they lose, they lose the territory entirely.
Method 3: The Squat Prospector Origin If a player is running an Ironhead Squats gang, make their very first game of the campaign a Halls scenario. This explains how they found their initial tech. The PDF even includes a special rule called "Kin-Binding" for Squats in these halls, giving them +1 to Archeotech rolls.