The official game is cautious with permanent model death or stat altering. This PDF embraces it. Turning your ganger into a radioactive ghost because he touched a Necron scarab is fun in the grimdark context.
The Halls of the Ancients represent the ultimate Necromundan paradox: beneath the grime, violence, and ignorance of the hive lies the peak of human achievement—and the seed of its greatest dangers. To enter the Halls is to walk where the Emperor’s light never reached, where technology is both salvation and heresy, and where time itself has forgotten its duty. Necromunda - Halls Of The Ancients.pdf-
| Faction | Interest in the Halls | |---------|------------------------| | | Highest priority. They believe a fully intact STC (Standard Template Construct) fragment lies in the deepest hall. Their rad-gear and energy shields are designed specifically for these expeditions. | | House Orlock | Practical salvage: power cells, weapon components, industrial-grade alloys. They run "punch-cores" into the halls via seismic drills. | | House Delaque | Espionage and secrets. They seek data-crystals containing pre-Imperial surveillance records—blackmail material from before the word “Imperium” existed. | | Genestealer Cults | The Halls are perfect nesting grounds. Some chambers contain alien eggs that predate the cult—suggesting the Tyranid bioform visited Necromunda millennia ago. | | Adeptus Mechanicus | Officially forbidden from entering (too dangerous, too heretical). Unofficially, rogue tech-priests mount solo expeditions to recover banned archeotech. | The official game is cautious with permanent model
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) The Halls of the Ancients represent the ultimate