One of the essential elements of the enduring success of Warhammer is just how it can appeal to so many people in different ways. All at once it’s a terrific modeling hobby, painting hobby, tabletop wargame, and rich intellectual property with an incredible depth of lore and storytelling. Ask a group of Warhammer folks what they enjoy the most about their hobby and you’re likely to get a variety of different answers.
February’s release of the Crusade: Nachmund Gauntlet hardcover offers us similar opportunities. At its core, the Crusade series of books are guides to narrative tabletop play for a particular campaign such as the Tyrannic War (Crusade: Tyrannic War) or Nephilim War (Crusade: Pariah Nexus). We gave a thorough review of the book here at Goonhammer from a wargaming perspective, but what if your passion for the hobby is in the lore or roleplaying? Is Crusade: Nachmund Gauntlet a worthwhile pickup?
In today’s piece we’ll be looking at the release from these other perspectives. As you’ll see, if you play any Warhammer 40,000 role-playing games there is enough content here for a full campaign. The War for Sangua Terra is broken out across seven chapters, and for each I’ve provided not only a summary of key events, but also an adventure hook for game masters to illustrate how this content can easily be adapted for the table.
First, however, let’s start with the Gauntlet itself.
What Is the Gauntlet, and Why Does It Matter?
Imagine for a moment you’re enjoying a piping-hot pie fresh out of the brick oven in America’s pizza capital of New Haven, Connecticut. As you take a slice in hand to put it on your plate, thin ropes of melted mozzarella connecting your slice to its neighbors stretch across the table.
That’s a bit like what has happened to the universe of Warhammer 40K during the Great Rift. The pizza slices are the regions that have grown divided by the celestial tear known as the Cicatrix Maledictum, while those thin connecting strands of cheese are the few remaining connections between the Imperium Sanctus (the Empire on the side of the Rift containing Holy Terra) and Imperium Nihilus (the cut off Imperial worlds now on the far side).
While travel between both halves of the Imperium is nearly impossible, there are still those few tenuous connections between the two where an adventurous captain with a hardy ship could ford a crossing.
Enter the Nachmund Gauntlet.
The Gauntlet is one of these corridors of realspace that connects the two halves of the Imperium. As you’d expect, this makes it hotly-contested real estate. On the one side you’ve got the Imperium, who essentially just saw half of their Empire go radio dark.
On the other, Abaddon’s Black Crusade is salivating at the prospect of taking the Gauntlet for themselves, severing one of their hated foe’s link to the Dark Imperium. Holding the Gauntlet lets them serve as the cork in the jug, holding back the Imperial forces and letting them continue to conquer the worlds trapped on the far side of the galaxy one by one even as they plot at striking even further towards Holy Terra.
For both Guilliman and Abaddon, control of the Nachmund Gauntlet isn’t just desirable- it’s essential. This alone would make the Gauntlet a superb setting for any Warhammer RPG campaign: a war-torn, high-stakes stretch of the galaxy where Imperials clash with the forces of Chaos while the unfortunate souls trapped in the Imperium Nihilus call out for succor.
But this setting has one more thing going for it- it’s spooky as hell.
That’s due to the shifting nature of the Rift that curls around the fringes of the Gauntlet like the Mists of Ravenloft:
The stability and safety of the Nachmund Gauntlet are relative only to the terrible dangers of the Great Rift that churn and boil around the channel’s fringes… Those whose systems lie near the Gauntlet’s edges endure a perilous existence. Surges of destructive power occasionally consume entire worlds whose populaces had thought themselves blessed to survive the Great Rift’s opening.
At other times, the storms recede. They may pull back from ruined worlds to which reckless looters flock, spit out ravaged flotillas orphaned from once-mighty fleets or reveal expanses of empty realspace that charts claim once held bustling stellar systems.
If you’ve ever wanted to work in a bit of Event Horizon or Ruins of Myth Drannor into a campaign for your players, this is the perfect opportunity. Even the planet of Sangua Terra itself holds pockets of haunted corruption where only the foolish or unwary tread willingly.

A Stealth Sourcebook
Whether you’re using the 5e ruleset, adapting Cubicle 7’s Wrath & Glory or Imperium Maledictum to a new setting, using one of the earlier Fantasy Flight games or something else entirely, you’ll find plenty of inspiration for a full campaign here. The first half of Crusade: Nachmund Gauntlet essentially reads like a system-agnostic campaign sourcebook for a role-playing game (or reservoir of lore if you’re just enjoying the setting).
Everything you need to run a campaign is here:
- Maps of the Nachmund Gauntlet and neighboring worlds, color-shaded to show level of danger
- Detailed troop dispositions for both the Imperials and Black Crusade forces
- A half-dozen NPC profiles for major players in the region:
- Haarken Worldclaimer, Abaddon’s chosen war leader for the region
- Szeran Nethar, Night Lords warlord
- Baron Torian Kommodar, fallen noble of a Chaos Knight House
- Junith Eruita, Canoness Superior of the Order of the Martyred Lady
- Erasmus Cartavolnus, Ordo Malleus Inquisitor
- Arven Nahrdeth, Company Commander of the warrior-monk Guardians of the Covenant Space Marine Chapter
Not only that, but the book details the unfolding events as the War for Sangua Terra heats up, which it divides into seven chapters. This gives Game Masters a great deal of flexibility in where their players begin their adventures in the Nachmund Gauntlet.

I: DEATH IN THE VOID
Synopsis: Haarken Worldclaimer’s fleet launches its attack on the Nachmund Gauntlet, with the objective being conquest of the ‘stopper in the bottle’ on the Imperial side, the fortress world of Sangua Terra. It’s a blitzkrieg-style assault, smashing the Imperial defenses while racing for their objective. Pockets of Imperial resistance remain, as well as frontier worlds and xenos pirates who will be dealt with in time.
For the Imperial worlds this may have been a surprise attack, but not unlike the Genestealer Cults Worldclaimer had been seeding choice worlds in the Gauntlet with agents of Chaos ready to strike when the time was right. Fortune favors the prepared mind, after all.
When the Chaos fleet exists the Warp around Sangua Terra, the Imperials pause as they see their own ships translating through- a vanguard of derelict decoys captured by Worldclaimer and shoved through to distract and confuse. Abaddon’s speartip picks apart the wrong-footed defenders, and the Imperials suffer their first losses above the fortress world.
Adventure Hook: As agents of the Inquisition, the players are tasked with exploring a mysterious space station at the edge of the Gauntlet’s realspace that has reappeared after being swallowed by the Great Rift. Strange signals have been received from the station, cryptic and puzzling. As the players close in on the sinister secrets of the station, a strike force of Night Lords arrives, scouts from Worldclaimer’s fleet who also picked up the signals. As the heretic Astartes hunt the players across a station that seems to have a mind of its own, can they escape with their lives?
II: SANGUA TERRA ENCHAINED
Synopsis: Worldclaimer’s fleet seems unstoppable as it surrounds Sangua Terra. Abaddon has personally loaned them Planet Killer, a massive weapon platform of no known Human design capable of boring through a planet’s crust with its energy cannon- think a Chaos version of the Death Star.
While he already possesses overwhelming firepower, Worldclaimer isn’t taking any chances. Sangua Terra’s moon, Sigil, had been transformed into a daemon world when a warp flare engulfed it during the Great Rift’s creation. Worldclaimer directs his sorcerers to contact the daemon lord of Sigil, Tchorr’Kan, and meeting on the deck of the Planet Killer the two form a pact sealed with blood sacrifice.
Sangua Terra has two hands now firmly around its neck. That’s when Chaos begins to squeeze.
Adventure Hook: It’s so audacious, it just might work- or at least grant an opportunity to go out while fighting the enemies of the Emperor. An Imperial cruiser carrying the party attempts to run the Black Crusade’s blockade and reach Sangua Terra. As sees its engines disabled from enemy fire, the small contingent of Ultramarines aboard look at the supply of boarding torpedoes and hatch a desperate plan. Can they board and overpower one of the Black Legion’s strike vessels, using that for a desperate run to the surface? They’ll need the help of the players to pull it off. Can the party fight their way to secure the warp engines as their Astartes allies take the bridge?

III: PLANETSTRIKE
Synopsis: Sangua Terra is under siege. Orbital bombardment ripples across the planet’s surface as choice targets are reduced to rubble. Warbands of Emperor’s Children, Night Lords, Word Bearers, Iron Warriors, Death Guard, and Black Legion strike deep into Sangua Terra’s largest cities as they inexorably march towards its capital, Urbanosprawl Alpha.
Many of the Chaos lords bore a glowing sigil on their armor, the mark of Tchorr’Kan that granted them daemonic power and vitality. A favor from the daemon ruler of Sigil, bargained and bought by Haarkan Worldclaimer for a price none dared guess at.
Imperial resistance was fierce, with some successes hard-won by the Ultramarines alongside their Tempestus Scion allies- but at grievous cost in manpower and materiel. As the grip of Chaos tightened like a vise, Chaos Knights were spotted making their way for Urbanosprawl Alpha.
Adventure Hook: Stationed in the nearby Urbanosprawl Pyroxis, the players are defending against a swarm of Chaos Guard just as a fissure opens up at the center of the city. Skarrovectis, a demon lords of the Death Guard, has used a Nurglite Cult to cut a path underground. As Plague Marines and Nurglings force their way up from the depths, can the players help rally the defenders to thwart the invasion?
IV: THE ALPHASTORM
Synopsis: Urbanosprawl Alpha is on its heels. As the Worldclaimer’s forces encircle it, Chaos elements from within activate and rise up. Insurrections, riots, and even mass ritual murders bathe the streets of the city in blood. Kill teams of Chaos Space Marines infiltrate Alpha’s inner reaches, hungering for a decapitation strike against Sangua Terra’s leaders and defenders.
The city is down- but far from out. Canoness Superior Eruita and the War Council strategize a defense from the fortress of the Officio Militarum even as her Battle Sisters hunt down the squads of heretic Astartes. Titans from the Legio Tempestor assemble at the city’s Northeast quadrant, awaiting but the order to counterattack. Guardians of the Covenant under the command of Master Arven Nahrdeth lead the defense of the city’s mighty Grand Battery, while Inquisitor Cartavolnus rallied dozens of Imperial Guard regiments to hold the city’s Southwest.
There is alarm to the North as Baron Kommodar and his Chaos Knights make planetfall amidst the rubble of destroyed hab-blocks and beneath a warp-storm of unnatural darkness. Daemons of Tchorr’Kan run amok sowing terror as they go. An unholy airburst missile detonates over the Viridian District, the product of mysterious and vile rites of the Night Lords led by Szeran Nethar, the Chainflayer. Dark oil rains on the defenders, driving mad with terror any unfortunate enough to feel a drop alight on their skin.
Raptors and Warp Talons shriek from the skies as the Guard’s lines begin to collapse, while the local vox network is overtaken with screams of agony and mindless static. Meanwhile, the Black Legion has captured the Acrandor Spaceport.
Haarken Worldclaimer himself now leads the attack.
Adventure Hook: Pick your poison! At this point all six of the dramatis personae have moved into action. With the disruption of the vox network, runners will need to be sent to issue the directives of Canoness Superior Eruita and the War Council. Will the players be dispatched to the Legio Tempestor to intercept the Chaos Knights making their way to the Grand Battery? Race to warn Inquisitor Cartavolnus of the Night Lord threat headed his way after suspicious ship movements are picked up on the auspex? Hunt Black Legion assassins alongside the Adepta Sororitas, or reinforce the besieged Guardians of the Covenant as warp-spawned Neverborn assault their flanks?
Or perhaps they’ve come up with a cunning plan of their own…

V: THE HEAVENS AFIRE
Synopsis: Blessed Sigmar, the world drowns in corruption. Your empire is aflame with heresy. The faithful perish and the wicked multiply. Blessed Sigmar, lend me your strength. Grant me the will to purge the corrupt, to smite the heretic, to bring hope when hope is lost.
Okay, this isn’t Warhammer Fantasy, but if there was ever a time when the valiant souls of a city needed to hear these words of inspiration it is this moment, in this city.
Urbanosprawl Alpha burns.
Heldrakes sweep the skies, pouring gouts of flame on the structures and soldiers below. Raptors harry the city’s defenders, exacting a heavy toll of blood in ambush after ambush, retreating only to strike again from the shadows. Chaos Rhinos race towards the city center, unloading their deadly cargo of heretic Astartes. Warp storms roil in the skies above.
But all is not lost, for there burns a righteous immolation as well. Adepta Sororitas Retributors purge the heretics and cultists with roiling gouts of fire from their heavy flamers, disrupting the ranks of the wicked. Nible Dominion Squads strike where the enemy is weakest, pushing back against the Archenemy. The raging conflagration meets the encroaching warp storms, forming a pyroclastic inferno that stretches to the heavens.
And then… a miracle. At that darkest moment, the Living Saint, Celestine herself, manifests ahead of a holy host.
Adventure Hook: Canoness Superior Eruita marshals the Adepta Sororitas forces in defense of the center of the city, but the Sisters of the Ardican Basilica are conspicuously absent. The dozen or so Sisters have with them the Cudgel of St. Vanodar, a holy relic whose merest touch can send a Neverborn screaming back to the Warp.
Beyond the value both sacred and sentimental, the Cudgel would be of great value in confronting the daemonic hordes of Tchorr’Kan and rune-marked heretics. The players are dispatched to find the fate of the Sisters and- if possible- recover the sacred relic.
VI: SERENITY AND DUTY
Synopsis: The sudden and miraculous appearance of Celestine and her host on the battlefield has ground the Worldclaimer’s advance on the heart of Urbanosprawl Alpha to a halt. The advantage is only temporary, however, as the Black Legion has been vomiting vile reinforcements onto the captured Accrandor Spaceport at a furious pace.
The Canoness Superior has mustered the last of her reserves- this is truly the make or break moment for the forces of the Emperor. The Worldclaimer has anticipated that the Sisters’ righteous zeal would see them fight to the last, and he hurls his troops against them eager for total victory.
He’s correct in that assessment, but once again Celestine upends his battlefield calculus. The Living Saint joins up with Eruita’s command cohort, but to the surprise of all her words for the Canoness are harsh and unsparing. “A worthy martyrdom is rightly praised,” she thundered, “but a wasteful death does naught but the enemy’s work for them.” The Emperor’s will is not carried out through a pointless last stand, but rather waging war to the maximal degree possible. If that means an escape today for a return tomorrow, then so be it.
Eruita is humiliated, but sees the truth in Celestine’s counsel. She orders a diversionary attack on the Black Legion massed to the Northwest, the better to play into the Worldclaimer’s expectations. An extraction point is designated to the South, near the Flare Scar. The call goes out across the vox: retreat!
Adventure Hook: The call to retreat makes for high tension for the players. Pinned down in a shelled-out manufactorum and surrounded by gleeful Word Bearers, escape seems impossible and doom imminent.
But what’s this? As the party looks for anything to aid them in the rubble and ruin, a hidden vault door is uncovered, half blown open from orbital lance strikes. A secret Adeptus Mechanicus depot holds all sorts of perils, from defensor servitors to cunning and lethal traps.
But it just might also hold the key to the party’s escape…

VII: WINGS OF DELIVERANCE
Synopsis: As the Imperial defenders stage controlled retreats to the extraction point in the South, the hordes of Chaos run rampant throughout their hard-won prize. Haarken Worldclaimer enters the now-abandoned Prefectus Bastion in triumph. The capital city is his, a jewel in the crown he longs to present to his master, Abaddon the Despoiler.
The toll on the fleeing Imperials is grim. The Night Lords are in their element, giving furious pursuit and bleeding the defenders at every opportunity. Indiscriminate Iron Warrior artillery strikes pummel friend and foe alike. The Chaos Knights of House Mandrakor cut off the Titans of the Legio Tempestor, smashing them like a hammer on the anvil of the attacking daemonic horde. Surrounded and on the verge of destruction, Princeps Drentor of the Thunderlord Lyxades overloads the Titan’s reactor core and disables its shielding. The bright flash that illuminates the clouds in the distance tells Eruita that the Titans will not be making the retreat.
Imperial dropships brave withering enemy fire to rescue the Imperial forces at the extraction site. The shattered remnants of Eruita’s Adepta Sororitas, Master Nahrdeth’s Astartes, and Imperial Guardsmen await their turn to board as Celestine’s host holds the assaulting Chaos forces at bay.
Celestine boards the final dropship, her steely eyes looking out across the ruin of Urbanosprawl Alpha as the loading ramp judders closed. Today is lost, but thanks to her intervention there will be a tomorrow.
Adventure Hook: Here it is, the campaign’s climax. The tension writes itself as the players make their way to the extraction site, harried on all sides by the forces of Chaos. Night Lord Raptors hit and run from the skies, wearing them down like sandpaper on chalk. Patrols of Death Guards and their miserable contagion force rerouts through the burning city, lest one walk through their pestilent plumes. Trophy-seeking Emperor’s Children duelists threaten to steal the one resource the players have the least of- time.
The paths through the city are many, but the enemies are legion. Can the players make it to the extraction site before the Living Saint boards that final drop ship?

Conclusion
Crusade: Nachmund Gauntlet might seem like a tabletop wargame book- and it is. But there is a load of content in here even for those who have never glued a mini or handled a paintbrush.
Each of the narrative’s seven chapters has enough content to last 2-3 gaming sessions, which means that the battle for Sangua Terra can carry a full campaign across the better part of a year (depending on your frequency of gaming, of course). Not only that, but it can set up the next campaign arc as the players and Imperial remnants wage a guerrilla war of resistance against the occupying minions of Chaos.
Given the scenario, this is a combat-heavy story arc so GM’s will want to make sure that works for their table’s vibe. Should your players prefer Inquisitorial intrigue or Rogue Trader exploration, the Nachmund Gauntlet might be better suited towards a brief visit rather than a full stay.
Ultimately your mileage may vary, but if you’re into the game’s lore or role-playing games set in Warhammer 40,000, Crusade: Nachmund Gauntlet is well worth a second look.
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