This supplement is packed with rules and options that elevate the Ironhead Squats from an "Outlander" gang to a full-fledged faction. Here's a complete breakdown of everything it contains:
A massive seismic tremor has opened a rift in the underhive known as "The Jaw." Inside, the gangs have discovered a doorway made of black stone that hums with a frequency that hurts their teeth. The Guild of Antiquators has placed a bounty on every artifact brought to the surface.
Adding the Halls of the Ancients to an ongoing Dominion or Law and Misrule campaign provides unique territory options and specialized post-battle boons. New Territory: Archeotech Vault Control
Instead of a single post-game action, accessing a "Hall" requires an . An expedition is a special 2-3 player narrative scenario where the objective is not to kill the enemy, but to reach the "Vault Door" and disable its security. Necromunda - Halls Of The Ancients.pdf-
The rulebook is the definitive "House of" style expansion for the Ironhead Squat Prospectors gang, officially establishing them as a fully realized narrative and competitive faction. This 128-page hardback book updates rules from earlier supplements, shifting the Squats from simple Ash Waste outcasts to heavy hitters equipped with custom subfaction lore, specialized exo-armor units, and iconic heavy weaponry.
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If you want to flesh out this campaign for your gaming group, let me know: Which are participating? This supplement is packed with rules and options
stands as the definitive expansion book for the Ironhead Squat Prospectors , giving this beloved abhuman faction their own dedicated "House of" style supplement. Spanning 128 pages, this book details the lore, gang creation rules, custom upgrades, and tabletop strategies needed to command the high-tech, ultra-tough miners of the underhive and ash wastes. For players using digital reference editions like the Halls of the Ancients.pdf or ePub formats, navigating this manual smoothly is essential for building an unstoppable list. 1. Core Overview and Lore Origins
The Hall does not echo. Your footsteps make no sound. The air tastes like rusted coins. In the center of the chamber, a single dataslate floats in a gravity field.
: A narrative-focused review from Vincent Knotley praised the book's detailed look at the Squats, noting how it effectively wove their story into the larger Necromunda setting and the history of the Imperium. The review highlighted the Squats' vital role in rebuilding Necromunda after the Horus Heresy, establishing their long-standing Charters as the cornerstone of their society on the planet. Adding the Halls of the Ancients to an
Gangs fight on the periphery of the ancient sector to secure blast doors, elevator shafts, and ventilation maps. Winning gangs gain deployment advantages in the next phase.
Fighting in the Halls of the Ancients alters the fundamental physics of a standard Necromunda skirmish. The architecture is dense, claustrophobic, and actively hostile. Automated Defense Turrets (ADTs)
: Due to the complex nature of managing neutral security units, having a non-playing judge run the environmental phase ensures a smoother game.