Necromunda+halls+of+the+ancientspdf -

The primary objective for gangs risking the Halls is the acquisition of Archeotech. If a fighter manages to secure the objective and escape, their gang gains access to rare items in the post-game sequence. These items are significantly more powerful than standard Underhive wargear and include:

Gangs deploy with no access to the Trading Post. They must survive on Scavenge Tokens found via the "Search the Rubble" action. The PDF introduces a new skill: Archaeologist (Savant).

For Arbitrators and players, the Halls of the Ancients work best as a multi-stage Necromunda campaign setting rather than a single scenario. necromunda+halls+of+the+ancientspdf

One gang has breached a sealed Hall, but their greed has triggered a silent alarm. Rivals pour in as the Hall’s defenses stir to life.

Battlefield: A central chamber (the Vault) with four corridors entering from table edges. Place 2-4 blast doors (heavy cover, operable by a model within 1” with a Double action).
Special Rule – Rising Threat: At the end of each round, place D3 Ancient Defender markers at the chamber’s center. They activate on a 4+ next round.
Victory Conditions: The primary objective for gangs risking the Halls

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. This mechanic transforms a simple skirmish into a

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.

Forget standard credits. The PDF contains six unique Archeotech Tables (d66). Gangs can loot: