When players search for documents like Halls of the Ancients , they are typically looking for:
If you want to build a narrative campaign around a "Halls of the Ancients" theme, structure it into distinct phases that simulate a deep-dive expedition:
Led by the legendary Oryith Ironeye, the Squats brokered ancient resource-mining agreements directly with Helmawr's bloodline. They operate outside the standard Hive House system. Their primary loyalty remains tied to their mining clans and their lost technology. The Descent of Tech
After a successful scenario, each participating gang rolls twice on this table. The group may vote to ban one result. Necromunda - Halls Of The Ancients.pdf-
The primary reason gangs venture into the dangerous Halls of the Ancients is the promise of Archeotech. These relics from humanity's golden age are worth a fortune to the Noble Houses of the Spire.
To further expand your options, the kit provides a comprehensive resupply, addressing the missing plastic weapons from the current arsenal. This kit includes two sprues containing everything from hand flamers and axes to power pack mounts, a mining laser, heavy flamer, arc welder, gem extractor, a circular stone saw, and even a pointing arm for your gang leader.
When spoken of as a setting or a dedicated campaign document, the Halls of the Ancients refer to localized, deeply buried vault complexes. These zones are characterized by: When players search for documents like Halls of
| D20 | Item | Value/Effect | |-----|------|---------------| | 1 | Rusted scrap | D6x10 credits | | 2 | Dead data-slate | Contains map for next scenario | | 3 | Ancient power cell | Can recharge any plasma weapon once | | 4 | Sealed medi-kit | Works as standard but no risk of failure | | 5 | Hololithic key | Opens one sealed door in the campaign | | 6 | Partial STC print for “Knife” | Sells for 2D6x10 credits to Van Saar | | 7 | Cranial coil (Wargear) | +1 Intelligence for one fighter | | 8 | Micro-fusion core | Can power a lascannon for one shot | | 9 | AI shard | Grants one reroll per battle, then crumbles | | 10 | Phase-walker boots (one use) | Fighter may pass through walls for one move | | 11 | Archive of Necromunda’s founding | +1 XP to all Leaders at campaign end | | 12 | Void-shield capacitor | Provides 5+ invuln for one battle | | 13 | Monomolecular blade | Swap any melee weapon – becomes S+1 AP-3 D1 | | 14 | Hive map showing all hidden vents | +1 to infiltration rolls | | 15 | Ancient nutrient paste | 2D6x5 credits | | 16 | Psychically resonant crystal | Causes D3 S3 hits to any psyker within 12” | | 17 | Cognis servo-skull | Can be used as a remote camera once | | 18 | Xenotech data-gel | Van Saar will pay D6x20 credits, others unknown | | 19 | Hall of the Ancients Sigil | +2 Reputation with any one House | | 20 | Awakened Men of Iron ally | Add a single Automaton (as above) for one battle |
"Halls of the Ancients" content often serves to enhance the narrative, or "campaign" side of Necromunda.
If you are downloading or constructing a narrative campaign based on the Halls of the Ancients, it functions best as a or a mini-campaign spanning three to five games. Phase 1: Securing the Coordinates The Descent of Tech After a successful scenario,
Collapsing dome ceilings, toxic floodways, and radioactive shielding leaks.
4-6 games. Suggested Gang Rating: 1200-1800 credits. Special Rule – Degraded Environment: At the start of each battle, roll a D6 on the table below.
Which are participating in your current campaign?
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