
“Through his blessings, death itself is stayed. In his embrace, there is only affection and love. Let us share his munificence with those still ignorant of our cherished Grandfather, lest they perish before knowing his generosity.” –Pox Magister Effluvias Plo
The Tome of Decay supplement is now available for Black Crusade, both online through our webstore and at your local retailer!
Devote yourself to the service of the Plague Lord in this sourcebook for the followers of Nurgle. Within the pages of this supplement, you’ll find more information on the foetid servants of the Grandfather, alongside new Archetypes and corrupted blessings, rules for attaining apotheosis, and an adventure that leads you into the very heart of the Screaming Vortex for judgment by Nurgle himself.
The Blessings of Nurgle
In our first designer diary of The Tome of Decay, we revealed some of the new rules for leading your own Black Crusade against the hated Imperium and the False Emperor. By becoming a Warmaster and gathering the support of Chaos warbands, cults, mercenaries, and pirate fleets, you and your fellow Heretics can cut a swath across the galaxy, whether you aim to breach the Jericho Reach or battle across an entire Segmentum of the galaxy. With the new rules included in The Tome of Decay, you have the chance to command massive armies, while maintaining your own personal flair for spreading destruction and chaos.
The second designer diary for The Tome of Decay turned from crusading armies to the ultimate ambition of every Heretic: to attain Daemonhood. In this supplement, you’ll find two distinct ways to receive Daemonic gifts. The quick and easy way comes by enacting the Ritual of Possession and inviting a Daemon to indwell the Heretic’s body. This path offers the Heretic an easy source of Daemonic gifts, but in the end, the Daemon overcomes the Heretic, consuming him completely. On the other hand, through arduous efforts and devoted service, a Heretic may be found worthy of rebirth. A Heretic blessed in this way becomes a true Daemon Prince, and in The Tome of Decay, you’ll find rules for playing as a Daemon Prince and wreaking havoc across the galaxy.
Most recently, we previewed some of what you might expect in The Heart of the Vortex adventure within The Tome of Decay. The Heretics’ journey leads them across the worlds of the Screaming Vortex, encountering three of the Ruinous Powers of Chaos – Khorne, Tzeentch, and Slaanesh. Throughout these adventures, you and your fellow Heretics demonstrate your devotion to Chaos, and in this final chapter, your souls hang in the balance of Nurgle’s judgment. Truly committed Heretics may find their reward in a Daemonic rebirth, but those found wanting will become mindless Chaos Spawn or suffer an even worse fate.
You’ll find even more within the pages of The Tome of Decay. You may choose to travel to the twisting embrace of the Writhing World, or disease-ridden Hindrance. New Archetypes allow you to take on twisted personas such as the Warpsmith, Plaguemeister, and Death Priest of Mire. Whether you battle with a Pandemic Staff, Foulswarm Grenades, or the countless pestilences of Nurgle, you’ll find rules for using these new tools in the Decaying Armoury, opening the doors to countless adventures within the Immaterium and beyond.
Poxes and Blights
The unlimited power of the Warp is calling! Gather your Heretic companions and take your next steps upon the path to apotheosis. Journey into the rotting embrace of Nurgle in The Tome of Decay, now available at your local retailer!
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Black Crusade collection is © Games Workshop Limited 2011-2013. Warhammer 40,000, Warhammer 40,000 Role Play, Black Crusade, the foregoing marks' respective logos, Rogue Trader, Dark Heresy, Deathwatch, Black Crusade, and all associated marks, logos, places, names, creatures, races and race insignia/devices/logos/symbols, vehicles, locations, weapons, units and unit insignia, characters, products and illustrations from the Warhammer 40,000 universe and the Black Crusade game setting are either ®, TM and/or © Games Workshop Ltd 2000–2013, variably registered in the UK and other countries around the world. This edition published under license to Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.




The Heretics' only hope of claiming the Axe of Khak-Aksha lies in brutally conquering or uniting the disparate Drill-Clans of Messia, before facing a millions-strong migration of bloodthirsty mutants. Success in these brutal battles affords the budding Heretics the chance to claim a powerful weapon, as well as distinguishing themselves in battle against some of the mightiest warlords of the region.
The challenge of surmounting the Sins might appear simple, but in truth, few can sample even one of the Sins without being consumed. The souls of the devoured are held forfeit and their journey along the Path to Glory is brought to an ignominious end. If the Heretics can master the Sins, however, they gain the respect and allegiance of the Pirates of the Ragged Helix, alongside the eternal blessing of Slaanesh, the Dark Prince of Chaos.

The Heretics’ only hope of claiming the Axe of Khak-Aksha lies in brutally conquering or uniting the disparate Drill-Clans of Messia, before facing a millions-strong migration of bloodthirsty mutants. Success in these brutal battles affords the budding Heretics the chance to claim a powerful weapon, as well as distinguishing themselves in battle against some of the mightiest warlords of the region.
The challenge of surmounting the Sins might appear simple, but in truth, few can sample even one of the Sins without being consumed. The souls of the devoured are held forfeit and their journey along the Path to Glory is brought to an ignominious end. If the Heretics can master the Sins, however, they gain the respect and allegiance of the Pirates of the Ragged Helix, alongside the eternal blessing of Slaanesh, the Dark Prince of Chaos.

The Dark Pursuits adventure takes place within Hive Desoleum, a decaying hive planet and a home to hundreds of billions. The Acolytes’ investigation takes them from the heights of the Apex to the lawless borderland between Desoleum City and the underhive, before finally arriving at Gyre Voidport, a massive complex adjoining the hive proper. The towering voidport reflects the structure of the hive itself, with millennia of construction layered upon the original foundation, and dark things lurking in ancient loading tunnels and forgotten maintenance shafts. Here, the Acolytes gain additional insights into smuggling activity of the Faceless Trade, and must race to halt the delivery of an impossibly dangerous cargo. Corruption is everywhere in Hive Desoleum, from the manses of Apex nobility to the dangerous border territory of Three Stakes’ Rest.
Dark Pursuits introduces players and GMs to the Askellon sector, the setting for Dark Heresy Second Edition, and some of the new dangers that threaten humanity’s survival. Although Acolytes only confront a small sliver of these dangers during the adventure, the experience alerts them to wider heresies. By the end of the adventure, Acolytes have several potential avenues for follow-up investigations, any of which might form the starting point for their next adventure.

Unsurprisingly, Daemon Prince characters are incredibly powerful, a fact reflected by a number of new Traits and special rules. In addition, a Daemon Prince gains one or more special rules corresponding to the Heretic's patron god. For instance, a Daemon Prince of Nurgle can choose Aura of Pestilence, inflicting a penalty to all Toughness Tests for mortals in his vicinity.

Unsurprisingly, Daemon Prince characters are incredibly powerful, a fact reflected by a number of new Traits and special rules. In addition, a Daemon Prince gains one or more special rules corresponding to the Heretic’s patron god. For instance, a Daemon Prince of Nurgle can choose Aura of Pestilence, inflicting a penalty to all Toughness Tests for mortals in his vicinity.
AN: John Blanche’s work is always inspirational, and we usually try to capture the environments that he creates. John’s art is filled with dark and otherworldly imagery in a way that truly captures Warhammer 40,000. Overall, we chose to create more environments in this edition, placing characters in environments to bring the art and the experience to life. We wanted to use the world as a character, essentially. 
Greetings, Black Crusade fans!



Now, all that’s left is to integrate the details of the psyker elite advance. Unfortunately, because my character is not a member of the Adeptus Astra Telepathica, she’s not sanctioned. This means that she is a rogue psyker, never taken by the Black Ships to Terra, and hiding her powers from everyone around her. Because she never underwent sanctioning, she starts the game with a random amount of Corruption. I roll for a total of nine Corruption, which thankfully just misses forcing me to start with a malignancy!
Seven potential backgrounds are included in the core rulebook: the Imperial agencies of the Adeptus Administratum, Adeptus Arbites, Adeptus Astra Telepathica, Adeptus Mechanicus, Adeptus Ministorum, and the Imperial Guard, along with Outcasts, those who have escaped the confines of any group or organisation. Forming a character with a background in an Imperial agency allows players to create Acolytes from powerful organisations, steeped in connections, but simultaneously entrenched in their own structures. An Outcast has greater relative freedom, but fewer allies, save for others who also exist outside the Imperium’s many strictures.
Once these major choices have been made, players develop their new Acolytes further by advancing initial characteristics, skills, and talents, as well as purchasing weapons and other gear. Players also bring their characters to life by giving them names, selecting special Divinations to show the Emperor’s Will in their lives, and choosing other additions to make their character unique.





This adventure's Grand Endeavour provides your GM with an excellent framework to gauge your progress and success, no matter how you choose to venture deep into Modren's Realm and navigate the intrigues within. This Endeavour can be modified to suit the GM's needs, inviting freeform action from you and your fellow Explorers. To help the GM guide the Explorers even further, a detailed breakdown of the Grand Endeavour's objectives can be found at the end of each chapter of the adventure. In addition, this adventure offers the perfect opportunity for players to use the Tau Character Guide, as Tau warriors feature extensively throughout Twilight Crusade.





This adventure’s Grand Endeavour provides your GM with an excellent framework to gauge your progress and success, no matter how you choose to venture deep into Modren’s Realm and navigate the intrigues within. This Endeavour can be modified to suit the GM’s needs, inviting freeform action from you and your fellow Explorers. To help the GM guide the Explorers even further, a detailed breakdown of the Grand Endeavour’s objectives can be found at the end of each chapter of the adventure. In addition, this adventure offers the perfect opportunity for players to use the Tau Character Guide, as Tau warriors feature extensively throughout Twilight Crusade.