To be honest this book would probably been received better if their was not that massive wait between the Slannesh book and this one. As my ( and many other's) favorite chaos god There was a lot of hope that this book would be awesome, combined with the excessive wait and the bar was set really high in most peoples minds. Oddly enough what is in the book is actually pretty good ( well except that adventure, but get to that latter) it is what was not put in the book that seems to be most irksome.
The intro to nurgual was exallent, still have an image of O'l papa nurgal offering up a glass of lemonade to passerby's in my head
even little things like a Nurgal themed familiar like the other books got ( plague zombie springs to mind here),
no ranged weapons added ( heck this would be a great place for the radiation weapons found in deathwatch for example) melee selection was alright, even if they reused plague knives from core book, disease section should have been at least double to make me happy about that ( seriously, not tech viruses, or Nurgual's rot? ) and n new armor or gear entrees.
have no issue with deamon creation rules, seem like a natural extension of deamon weapons.
liked the possessed rules.
will never allow a deamon prince in the party, but seemed balanced for continued play
similarly will never run the black crusade, but not bad if very "risk 40k"ish
This is because I think the whole hard end to an rpg is a very interesting mechanic that I don't want to get rid of
really needed vehicle rules at this point
nurgle worlds was an interesting chapter, thou wish there was at least one where the sickness idea was more spirit or mental based than all " everywhere is slime"
expected spread of enemies
That "adventure" was total crap though. Sorry to who ever wrote it, but show up to swamp, wander swamp, die, Deamon prince idea not only comes across as ham fisted, but uninspired. If a GM was going to run this, they might as well go " come back next section and start end game raids as run it.