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January 2010 U Issue 6

What's inside this issue


Pre-Heresy Imperial Jetbikes

Christmas Templars
Tau Speaks

Last Day Part 1

Traitor Legions vs. Space Marines

Editor's Letter

Hello and welcome to Issue 6 of the Astro Mag! Yes, it has been a long time coming, but sometimes
thats just the way things go. I would like to thank all of you for your patience and continued
patronage; it means a lot! To get more content, I had to lessen the theme of Pre-Heresy/Horus Heresy
and add in some Christmas stuff (there are some good Christmas minis to be seen). It is to be hoped
that this isnt much of a disappointment (email us if it is)!
The editing team has shrunk considerably, but those still onboard are champions in every right.

Without Nomad and AgnosticGods efforts, this Mag would look in a lot poorer shape. With any
luck, theyll continue to contribute to the Mag for Issue 7 and beyond!
I would like to mention the Chronicles of the Old World edition of the Astro Mag. Chronicles

EDITING STAFF
Chief Editor
Morgan Consadine Rinehart
Staff Editor
Nomad
Tactical Editor
Nick GuinnessGremlin Stanley
Lead Layout Designer
Charles AgnosticGod Rasico

will be a Fantasy-focused e-zine, done in a similar manner to the document youre reading now! The
theme for Issue 1 is the Forces of Evil, so Dark Elves, Orcs and Goblins, Ogre Kingdoms, Skaven,
Vampire Counts and Tomb Kings. If youre interested in contributing something, send an email to
thefantasymag@gmail.com; the deadline for articles is the 1st of February, so get to it!
I do need to mention two new supporters of the Mag: Dice Like Thunder and Imperial Vox Cast.

Both are 40k podcasts worth listening to; perfect to listen to while hobbying. Head to iTunes to
subscribe (theyre free)!

Thank you to all of the DeviantArt


Warhammer 40,000 artisits for the awesome
artwork that made this issue work! Check out
their art through out the magazine and make
sure to click into their deviant page to see
more!

As always, if you have anything to say about the Mag, send us an email at theastromag@gmail.

com; it will take less than five minutes of your time to leave some valuable feedback!
Now, enough of me and more of the Mag!

Morgan Consadine Rinehart

Cover Image
Crusader Marine by
Raistlinuk from Deviant Art.

Astro Mag is published every three months in association with Astronomican.com. All text and layout
remains the copyright of Astro Mag. Astro Mag is a fully independent publication and its views are
not the views of any company mentioned herein. All characters and artwork shown in this magazine
remain the and trademark of their respective owners. No part of this magazine may be reproduced
without the express permission of the Editor. Astro Mag can accept no responsibility for inaccuracies
or complaints arising from editorial or advertising within this magazine. All letters and emails received
will be considered for publication, but we cannot always provide personal replies.
This fanzine is completely unofficial and in no way endorsed by Games Workshop Limited. Astro
Mag is a nonprofit making fanzine with the aim of promoting Games Workshop games, products and
hobby. For more see the disclaimer at the end of this fanzine.

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Apocalypse - Issue 5 - Jan. 2010

What's Inside

Codex:
Space Wolves

The Knights Before Christmas

10 Pre-Heresy Imperial Jetbikes


1
Speaking Tau

18 Fallen

22 Hellhound Tactics
24
33

26 The Last Day


42 Next Issue
Traitor Legions v. Space Marines

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Apocalypse - Issue 5 - Jan. 2010

Codex: Space Wolves


Written by: Kevin Arkaedin Fronczak

Editorial

The Space Wolves codex is fresh off the shelves


and everyone is wondering how well it will
perform on the table and, for those of us who
dont play the Pups, how to beat it. It is a great
codex that is jam-packed with fun units that
make for great narrative gaming, but it is also a
codex you may have to fear on the table. In this
editorial I will dissect the codex to try and see
what type of lists youll see pop up in competitive
games and how to counter them. As a quick
disclaimer, this editorial is not the end-all-be-all
of the Codex Space Wolves. Winning games is
not about lists, its about tactical superiority. All
this editorial serves to do is to get you, the gamer,

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prepared to fight the Wolves and able to counter


any special tricks they may have up their sleeve.
Now lets dive in, shall we?
The first big thing to point out is the
proficiency in hand-to-hand combat each Space
Wolf has. Every Space Wolf has the Counter
Attack USR which means assaulting a unit just
to deny them an extra close combat attack doesnt
work as all they need to do is pass a leadership
test and its plus one attack for every model. This
is a problem when facing the Wolves because you
constantly have to guess your opponents motives
as to whether or not youll be assaulted or theyll
just sit back and fire. If you are playing as the
Space Wolves, this is a great rule to have since
you dont have to assault in order to maximize

the amount of pain you put on


the enemy; you can sit back and
let them assault you with the same
effect. Of course getting into combat as soon as
possible is, generally, the best strategy to use with
the new Codex and well get into the details of
that shortly

HQ
First well go over the HQ choices I think you
will see pop up in lists or have a lot of hubbub
about in the near future. Logan Grimnar, in
short, is a beast. And I dont just mean his stats
(5 base, 6 on the charge) but his wargear and
Special Rules. I definitely see a lot of Wolf-

Apocalypse - Issue 6 - Jan. 2010

wing lists in the future with Logan and his Wolf Guard
taking advantage of his The High King rule but it
probably wont be a very competitive list (other than
Deathwing veterans). Why? Its expensive. Logan
himself costs more than a 5-man terminator squad
in Codex: Space Marines not to mention you have to
buy the whole rest of his army yet too. Logan is easily
one of the most powerful characters in the game, but
at such a high cost I highly doubt youd see him often
in tournaments. He is the Marneus Calgar of Space
Wolves and should thusly be treated as such (deadly, but
still only ONE model).
Canis Wolf born is, despite the youth of this codex,
probably the most overlooked Special Character in this
book. He, like many of the Space Wolves, is a Close
Combat monster. He will only ever have a minimum
of five attacks in close combat that can be raised based
on how many models are in base-to-base contact with
him plus always hitting on a 3+, being able to re-roll
either rolls to hit or wound AND ignores armor saves.
Biggest problem he has, however, is he is susceptible
to Instant Death and AP3 or less weaponry. A quick
fix is to give him a Fenrisian wolf squad to soak up
some wounds, but against some armies it just wont be
enough. However, I do see a viable competitive aspect
in
Canis though the Rune Priest (which Ill

get to in due time) will be the far more popular choice.


For you Space Wolves players out there, take a look
at Canis and see if Fenrisian Wolves can work in your
list
Bjorn the Fellhanded is just awesome. I dont think
he is the best choice for an HQ but man is he made of
win. If you score a glancing or penetrating hit on him
ever the Space Wolf player rolls a D6 and on a 1+ he
wins all games forever. Ok. Maybe I exaggerated.
Still, hes really cool. He allows the Space Wolf player
to re-roll the dice that determines deployment zones
which can be crucial in a tournament environment. In
objective-based games, the Space Wolf player could
take advantage of the Living Relic rule which means
if Bjorn dies, he counts as an objective. Definitely a
game-turning event if that happens due to the Space
Wolf players own design. Now the down-side to this
rule (and brace yourselves, its a big one) if you are
playing a Kill Point game and Bjorn dies, he forfeits
D3 Kill Points if the Pups dont have a model in baseto-base with him. Yeah. Kill him in a Kill Point
game and you can just guess where the wolves will be
sprinting to. Easy pickns for pie-plates.
Okay, enough with the Special Characters, eh? The
real HQ choices youll see pop up are the following:
Rune Priests
and Wolf Priests. Now unless

All of the beautifully


painted Space Wolves
models shown, including
this model of Ragnar, were
painted by spikyjames from
the Warseer community.

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youve been under a rock for the past six months (or
skillfully avoiding the numerous OMGZ SPACE
WOLVES BREAK 40K threads that have popped
up across various forums) then you already know the
controversy behind the Rune Priest and his Jaws of
the World Wolf psychic power. First of all, yes it is
very powerful when used correctly especially against
models like the Carnifex who need to roll a 1 or 2 to
not die. Ouch. At the same time, most models have
I3 or I4 so youre looking at a 4+ or 5+ to kill the model
(respectively) and combined with a 91.68% chance to
successfully use the psychic power you have a 45.8%
chance to kill an I3 model and a 30.6% chance to kill
an I4 model. One. Model. Word of advice: Jaws of
the World Wolf not as great as people think it may
be. Granted, its definitely still a worthwhile power
to take with your Rune Priest, but by no means the
end-all-be-all of psychic powers. Personally, one of my
favorite Rune Priest psychic powers is the Tempests
Wrath because it deters deep-strikers, jump infantry, jet
bikes and skimmers entering within 24 of him since
all terrain, for the offending units, is both difficult and
dangerous. In the course of a game where speed is the
key to victory, this can be very useful. However the
best HQ , in my opinion, is not the Rune Priest. Its
The Wolf Priest! Okay, okay, maybe Im biased
because I think the Chaplain is the best HQ in Codex:
Space Marines, but the principles are all the same. He
adds a cohesive effect to the army, giving the unit he
is with Preferred Enemy. WOW! Preferred Enemy!
Better than the Vanilla Litanies of Hate which only
allow re-rolls on first round of combat if the squad
charged that turn, this allows re-rolls to hit every time.
Of course the catch is that you must choose a unit-type,
but that shouldnt be a problem because veteran list
builders know to build a list with a purpose in mind for
every unit. If I was building a list Id pop this dude in
with a Blood Claws squad and pick infantry and go to
town. Other than that, the Wolf Priest is, effectively,
a Space Marine Chaplain. And still the most effective
HQ in Codex: Space Wolves.

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Elites
Wolf Guard are the versatile of versatile. They are
the Veterans, Terminators and Sergeants of the Space
Wolves and I guarantee you will see them in 90% of
Space Wolf lists. Giving Wolf Guards Terminator
Armor is cheap. Seven points cheaper than Codex:
Space Marines Terminators cheap. With that you get a
Power Sword and Storm Bolter which is pretty sweet.
Now you might be asking Why did you say Wolf
Wing lists are expensive when talking about Logan
Grimnar earlier? Good question. Well you can,
conceivably, have a cheap Terminator squad with Power
Swords and Storm Bolters but, with a typical 5-man
squad, you only get a potential 15 attacks rather than
the possible 20 attacks at 25 points less with just regular
Wolf Guard and Power Weapons. Sure some people
will take them, but the only threat those particular
Terminators bring to the table are their 2+ armor which
can be easily broken with the Melta spam people seem
to love to bring to the table.
The threat you want with Terminators (besides the
2+ survivability) is high killing power (dual Lightning
Claws) or high-toughness/anti-tank capabilities
(Thunder Hammers or Power Fists, though preferably
the former). In order to get this with Wolf Guard you
need to pay three points more per model than C:SM
for dual Wolf Claws (though, on the upside, you get
to choose to re-roll either hits or misses), twenty-three
more points per model for Thunder Hammer/Storm
Shield (NOT worth it!) or eight points more per model
for the classic Power Fist/Storm Bolter combo (again,
NOT worth it).
The most viable option here are the dual Lightning
Claws but as a rule I say avoid Wolf Guard Terminators
in squads. Instead it may be worthwhile to have a
few Terminator-equipped Guard to add in your Blood
Claws squads for some extra oompf in combat,
though I only suggest it at a high point level (1850pt
minimum). Taking Wolf Guard without Terminator
armor is far more deadly and definitely worthwhile for
Close-Combat oriented squads like Blood Claws. If
you want a full squad of Power Weapon toting badasses,

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Wolfguard can be a good option but, like Vanguard


for Codex: Space Marines, they can get expensive real
quick and lack a good amount of survivability. Their
strength is absolutely separating them and making them
pack leaders but what you give them is highly dependent
on your personal play style.
Wolf Scouts are neat. I do have a soft spot for
Scouts, but these guys are just plain cool. Their Behind
Enemy Lines special rule makes them very deadly
because on a 3+ they can enter play from any table edge
including the enemys. This can be game changing if
used correctly because you can take out well hidden
things early, or you can force your opponent to
deploy in a manner that hurts his units potential
performance in order to limit the damage from
the outflanking scouts. Sure, they are just scouts,
but they can be deadly. However, they cost fifteen
points apiece. I love what these guys can bring to
the table, I really do, but I feel that unless you have
a solid strategy for Wolf Scouts in your list or have
sufficient practice with them in a competitive setting
(or youre playing for fun) I would keep them out of
your list. The best way to counter them is just shoot em
with massed AP4 weaponry like normal Space Marine
scouts as the Wolf Scouts only strength is being able to
effectively infiltrate enemy lines (which, again, if done
correctly, will frak your day up).
Lone Wolves are very different. In
essence, he is a watered down Captain
for only twenty points. The
3

Apocalypse - Issue 6 - Jan. 2010

down-side is that he is always on his own and can never


join or be joined with a unit. Yet he can also change a
Kill Point game around real quick since if he is killed he
does not give up a point and if he is not killed he gives
one up, but stays alive longer and potentially racks more
points up for the Space Wolves player.
A strategy to use is to take a Power Weapon and
send him into combat side-by-side with some Blood
Claws. That gives him extra killy power and forces
the enemy to split up attacks (or not split up attacks
and save his ass) which is useful. Think of him as an
Independent Character that is running with a unit
rather than in a unit. Play the Lone Wolf like that
and he can be very useful. A problem is that if you
want to give him deadlier weaponry, it gets a bit on the
expensive side but can be worth it if you are facing a
very tough enemy (such as Space Marines).

Troops
This one will be short and sweet: Grey Hunters are
cheap and awesome. Give them ten guys and take two
special weapons for the cost of one (expect lots of dualmelta squads)!
Blood Claws will be a bit longer as I love them and

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they should be in every single Space Wolves list ever


(along with at least one Grey Hunters squad for some
close-range fire support). Max the squads out at fifteen
models, give them two special weapons for the price
of one (flamers since they are, at the end of the day,
an infantry-hunting unit) and enjoy your fifty-eight
attacks on the charge (four per Blood Claw and three
per Special Weapon toting Blood Claw). Everyone will
hate you. Now this squad has the option to upgrade
with Lukas the Trickster which iscostly to say the
least. However, he brings a neat ability to the table:
when he dies in Close Combat, the Space Wolf player
and the enemy roll off and if the Space Wolf player
wins any model in base-to-base contact with him is
removed as a casualty. If you can fit him into your list,
Id suggest it. Grab a cheap (well, as cheap
as you can get) 5-man Blood Claw squad and
upgrade to Lukas. Get them into combat with
a
tough model (Carnifex, Avatar, CTan),
wait for him to die and potentially
destroy the target outright. Of course
its uncertain whether or not thatll
happen but at the very worst you have
tied up a deadly model(s) for at least one
turn and couldve even wounded it as well (a
5-man Blood Claw squad with a Lukas upgrade
has a 70% chance to wound an Avatar on the
charge). However, I only suggest Lukas if
you have enough room in your list and are not
taking other highly-specialized Close Combat
squads as it is a tad expensive. If youre playing
against Lukas, dont let his squad get into Close
Combat with anything valuable. Seriously.
4

Fast Attack
Thunderwolf Calvary are expensive and I only see them
working well if Fenrisian Wolf squads are taken since
said squads can re-roll failed Morale checks if they are
within 12 of a Calvary model. Not to mention that
they have six strength five attacks on the charge and
have a beautiful 12 charge range. They are absolutely
deadly in combat, but will get shot to hell unless you
have some Fenrisian Wolves to take the heat off of them.
I will forgo talking about Swiftclaw packs as they
are Blood Claws with a 12 movement range (bikes and
jump packs). Treat them as Blood Claws and youll be
golden!
Fenrisian Wolves are cheap, but fragile. But for
one-hundred twenty points you get sixty attacks on
the charge. Crazy awesome. Of course their 6+ save
means theyll die en masse in the first round of combat
(usually) but that first round is really all you need to
make up their points. Now another benefit of them
is the fact that they are so fragile. Why? Because
then it is the easy kill for the enemy and it will take
some heat off of your other squads. If you saw fifteen
close-combat monsters that you can kill very easily,
why would you not shoot at them? At least thin their
numbers down so it wont hurt as much when they get
into combat, right? Well that is, honestly, the best
strategy to use against them, it still allows them to
soak up wounds that would normally be targeted at
Blood Claws or other highly valuable squads. Fenrisian
Wolves are great for those two purposes: hard-hitting
first round of combat and a unit to soak up wounds. Its
a beautiful thing.

Apocalypse - Issue 6 - Jan. 2010

ImperialLiterature
Science Fiction and Fantasy

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Heavy Support
Long Fangs are the only unique unit in Codex Space
Wolves under this heading and, thus, will be the only
unit I talk about! They have a neat ability which allows
the Sergeant to forgo his shooting phase and in turn
allows the squad to split its fire. This makes squad-based
versatility more powerful as it lets you make the most
out of the squad in both the anti-tank and anti-infantry
categories. Not everyone likes this idea and thats
alright, but this rule can still be useful for those that
prefer the all anti-tank or all anti-infantry squads. Yet
when it comes down to putting them in a list, I dont see
them being a popular choice only because they can only
have five man squads and, as such, will be easy targets.
If you have a good rushing screen of Blood Claws and
Fenrisian Wolves, however, I think Long Fangs will last

a bit longer and be a bit more effective. My opinion,


though, is to forget about them and look for long range
support elsewhere (like Predators, for example).
Well I hope everyone enjoyed reading my opinion
on the competitive aspect of the Space Wolves codex
and that I either helped the aspiring Space Wolf players
out there or helped prepare you to fight Space Wolves
next time you head down to your FLGS. Make sure
you check out my blog, Terran Forge, as Alex and I like
to talk about lots of tactical things on top of modeling
and painting loads of models. We also have the Friday
FAQ which answers tough rules questions from the
players point of view with as many sources to support
the answer as we can (and we encourage an open forum
to discuss the ruling and every voice is appreciated!).
Happy gaming everyone!

Apocalypse - Issue 6 - Jan. 2010

The Knights Before Christmas


A Christmas Themed Black Templars Army by BushidoRedPanda

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Apocalypse - Issue 6 - Jan. 2010

Santa Dread is coming to town.

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Apocalypse - Issue 6 - Jan. 2010

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Apocalypse - Issue 6 - Jan. 2010

Well keep the lights on for you!

Imperial Jetbike Conversion


by: Ron Saikowski of FromTheWarp

Modeling

Alright, heres the step by step for building this model.


Warning: This is an expensive model (in bits alone) and is both time consuming and requires a bit
of skill.
This is not for you if youre just starting to greenstuff and convert models. Make sure to read the
directions all the way through before starting.
This tutorial was written because I couldnt find one that was complete. This is based off a similar
jetbike tutorial but the instructions were incomplete at the time I built mine. I decided to try and
accurately capture the process of building this one for anyone else who wanted to try their hand at it.

What youre going to need:


1 Space Marine bike
1 Dark Angels winged bike wind screen
2 Dark Eldar Reaver jetbikes
Plasticard (I use a plastic sign from the
hardware store)
Assorted bits for your rider
1 Chaos Dragon weapon muzzle head
1 base of your choosing

Tools:
Superglue
Greenstuff and tools
X-Acto knife and/or files (for mold lines)

Step 1:

The first thing is some modification and assembly of the main part of the bike.
Youll need to trim away the front wheel housing and a little bit off the bottom
of the bike to include a small portion in front of the lower muffler. The areas
shaded in red are what youre trimming off. Once youve got that done, you
can glue them together.

Dont forget to take care of the mold lines across the top of the bike as well.
You dont want to see the seam running down the middle of the gas tank when
youre done. I use superglue and I apply it liberally on this seam. That allows it
to fill any gaps and flow out a bit when I squeeze the two halves together. Then
I go back with my X-Acto knife and scrape away the mess and you never see it
once its painted.

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Apocalypse - Issue 6 - Jan. 2010

Step 2:
Now its time to build the body of one of the Dark Eldar jetbikes. Once you
have it assembled and its had time to dry, you need to cut away the red area.
All you need is the small engine piece at the bottom in the front of the bike
and the exhaust port off the back.

Step 3:
Assembling the kick plate for the bike. You need to do some delicate trimming
here. The solid red area gets cut away and the striped area gets trimmed down.
Once you have all that cut away, you go back and greenstuff a low step in
between the two foot pedals.

This picture shows what youre trying to build with the greenstuff step.
It (the kick plate) needs to be positioned up as close as possible to the body
of the bike (A).
It (the greenstuff step) will act as a filler between the kick plate and the
underside of the bike itself (B) and will be the mounting wall for the engine
later on (C).
Do NOT attach the kick plate just yet.

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Apocalypse - Issue 6 - Jan. 2010

Step 4:
Before you attach the kick plate, youll want to clean the grills off the front of
the jet bike. Its easier to do it now without all the other stuff glued in place.
This front face needs to be smooth in order to mount the nose of the bike on
later.

Step 5:
Time to mount the kick plate and engine (from the Dark Eldar jetbike) to
the bottom of the body of the bike. Remember to mount the kick plate flush
with the bottom of the bike (See Step 3). The engine should fit flush with the
front of the kick plate.
You can also mount the handlebars onto the bike at this point.

Step 6:
Time to start on the nose of the jetbike. Taking only the TOP halves (one
from each Dark Eldar bike) youre going to assemble the nose now. Youll need
your plasticard later on.

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Apocalypse - Issue 6 - Jan. 2010

Both halves are glued together. Match up your edges as best as possible. Once
dry, fill in the holes with greenstuff and smooth them out.
Side note: You can use both BOTTOM halves to build a second jet bike
later on if you want, it will have a slightly shorter nose though.

Step 7:
Time to work on the rider. Taking a the regular biker legs, youll need to
cut them apart at the knees and remove the flex fit stuff between the armour
plates. I cut along the edge of the upper leg plate and drew a line across to just
under the knee cap.

Once you have your three pieces, you should be able to glue the riders upper
legs to the seat of the bike and then work in each lower leg. Do some test
fitting to make sure everything goes together smoothly before gluing. The idea
is to get as snug a fit as possible between the armour plates to minimize the
amount of greenstuff work youll need to do on his knees.

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Apocalypse - Issue 6 - Jan. 2010

Greenstuff the bottom portion of his knees back in place to complete the
illusion of him sitting with his legs back instead of forward like they were
before.

Step 8:
While you still have your greenstuff out, take a little bit and fill in the opening
left on the front of the jet bike by the engine.

Step 9:
Time to finish the nose of the jetbike. Take your assembled nose and cut off
the back portion just behind the second armour plate. Youll need to angle the
top as well. Take your time and work slowly. If you cut off too much, youll
have problems. You want to make sure you have a good, clean vertical cut so
the nose matches up flush with the front of the bike. The angle at the top of
the nose piece only needs to be enough so that it fits against the bike without
a gap.
Do NOT attach the nose to the bike yet.

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Apocalypse - Issue 6 - Jan. 2010

Time to make the fins that go inside the nose of the bike. Youll need your
plasticard and your X-Acto knife. I put three fins in the front of mine.
Depending on the thickness of the plasticard you use, you may need more.
I would say to not use any less though or it might not look right.
I cut my first fin and set it in place in the center of the nose. I glued one
additional fin to each side of that one, but made those slightly shorter than
the original one in the middle. This gives them a staggered look like an air
intake might have.

Step 10:
Now for the rear exhaust vent. Youll need the piece from the Dark Eldar bike
and your plasticard. Basically, youre going to build a simple wall for the rear
exhaust vent to mount on and then glue it in place.
The bottom of the wall will be braced by the back wheel axle and the top
will need something extra to support it. I used a bit of sprue glued to the top
of the wall on the inside. This gives the wall some extra support.

Once you have the exhaust wall in place, youll need to build a small spacer
so the vent can be mounted properly. I used three layers of plasticard glued
together and cut out a square shape with angled corners.
Like I said, this is just a spacer for the actual rear exhaust vent to be
glued to. It doesnt have to be anything fancy, just something to take up space.

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Step 11:
Now for the windscreen. I went with the Dark Angels winged version for this
bike.
The first thing you want to do is cut off the mounting tabs on the front
shocks of the bike itself. This is so the screen will mount closer to the body of
the bike.
Next thing to be removed is the headlight. Before mounting the guns,
shave away the headlight until you have a smooth, flat surface. Once the
headlight is gone, you can glue the bolters in place.

The last part is to glue the Chaos dragon muzzle in place of the headlight.

And thats it.

Finish building your rider with whatever torso, arms and such you want
and then find yourself a suitable base to mount your new jetbike on.

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Apocalypse - Issue 6 - Jan. 2010

Fallen: A Dark Angels Supplement


In this issues Homebrew section, the Astro Mag presents Fallen: A Dark Angels
Supplement created by Captain Kellen of the Astronomican forums. Below is the
introduction that explains the who, what and why behind the work. Download the PDF,

Homebrew

complete with artwork, fiction and the reasoning behind each modification, here.

Call me Luther...

In creating this document to honor the Sons


of the Lion, I feel that I have betrayed them,
just as Luther realized that he betrayed Lion
El'Jonson. At first it seemed so obvious what
needed to be done but then in the end, it was
never that simple. It is the whisper in your ear,
not the hammer blow, which takes its greatest
toll.

What this is not...


If you are a power gamer or someone looking
to abuse your opponent, you have begun to
read the wrong document. Respectfully, if you
are a tournament player this document will not
be to your taste either.
This is not something that was created
overnight or after a short read of the new
Space Marine codex. I went to great length
to research, decide, and test what I thought
was the "next" step for inclusion, exclusion, or
changes to entries if needed.

What this is...

Azrael

DD Add Orbital Bombardment (See C: SM, pg


52 for option)
DD No Weapon Skill increase

DD No change for Sword of Secrets.

Ezekiel
the new Space Marine and the Dark Angels
codex.
It is also to honor all those who have
fallen so we, right or wrong, may choose our
own path.

DD Change points cost for Ezekiel to 220 points.

The goal...

DD +1 to Weapon Skill

Originally I hoped enough people would read


the origianl PDF and begin to use these rule
augments and somewhere GW would get the
hint to produce an errata document. I have
certainly learned about folly and its definition.

Next...
For the critics and skeptics, if you don't like
what I have created then I challenge you to
create something with as much soul as I have
put into this and let me return the favor. The
times of discussion have made me weary and
I am a man of action, thus the reason for
creating this. It's not anger, or arrogance;
it's about passion for my hobby and the 1st
Legion, The Dark Angels, those first created
by the Emperor of Mankind.

It is a set of rules to "bridge" some elements of

mag.astronomican.com

HQ

18

DD May use three powers during owning players


turn
DD Has all three of the Dark Angels Psychic
Powers (no change)

DD Psychic Hood for Ezekiel is not changed.

Belial

DD +1 to Weapon Skill

Sammael
DD +1 to Weapon Skill

DD Replace Adamantine Mantle with Eternal


Warrior

Master of the Forge


DD Use the entry from C: SM, pg 70 and 133,
including the conversion beamer

DD A Dark Angels Master of the Forge may not


take a Space Marine bike as an option

DD A Dark Angels Master of the Forge does not


have the Lord of the Armoury option

Apocalypse - Issue 6 - Jan. 2010

Librarians
DD +50 points upgrade to use both powers each turn
allowed.

DD Dark Angel Librarians Psychic Hood range changed


to 24 (Ezekiels is the exception).

Interrogator Chaplains
DD Add Blades of Reason (Digital Weapons) to weapon
options.
DD +10 pts cost for Blades of Reason

Chaplains
DD Reduce their attack characteristic by one.
DD Command Squads

DD No change to unit or options

TROOPS
Tactical Squads

DD Combat squads count as scoring even if the combat


squad has only one model left in it.

Transports
DD Add Lascannon/Twin Plasma gun combo to
Razorbacks choice of turret options at +35 pts.

DD Change in Drop Pod Capacity to 12 models or 1


Dreadnought (See C: SM, pg 135)

ELITES

FAST ATTACK

Terminators

Ravenwing Attack Squadrons

DD 0-2 Terminator squads may take a Land Raider of


any type as a dedicated transport.

Dreadnoughts
DD Use entry on page 137 of Codex: Space Marines

Venerable Dreadnoughts
DD Use entry on page 137 of Codex: Space Marines

Ironclad Dreadnoughts
DD May not be taken by the Dark Angels

Veterans
DD See the FAQ/Errata online at Games-Workshop for
changes.

DD No change.

Assault Squads
DD No change

Land Speeders
DD No change to land speeder support squadrons or the
option allowed to attack squadrons.
DD Change the Typhoon Missile Launcher profile to
Heavy 2 firing either frag or crack. (See C: SM, pg
74 for new profile)

Vanguard Veterans
DD May not be used by Dark Angels

Land Speeder Storm


DD May not be used by Dark Angels

Sternguard
DD Allow Sternguard and its options as an elite choice
for Dark Angels.

Scouts

Scout Biker Squad


DD May not be used by Dark Angels

DD Allow Sergeant Telion as an upgrade to the unit.


(See C: SM, pg 88 and pg 134 for profile and points
cost)

Legion of the Damned


DD May not be taken by the Dark Angels

Techmarines
DD Add Bolster Defenses to the special rules (See C:
SM, pg 71)

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19

Apocalypse - Issue 6 - Jan. 2010

HEAVY SUPPORT
Devastators

DD Add Signums to Devastator Sergeants as equipment


(See C: SM, pg 100 for use)

Cyclone Missile Launcher


DD Change profile to Heavy 2, Krak (C: SM, pg 64)

Whirlwinds
DD May choose which ammo to fire during the game

Combat Shields
DD Change to +6 invulnerable save (C: SM, pg 100)

Land Raider Redeemers


DD May not use Land Raider Redeemers

Land Raider Variants


DD Change in Land Raider Capacity to 12 models

DD Change in Land Raider Crusader Capacity to 16


models
DD Use the Power of the Machine Spirit rule from
Codex: Space Marines. (C: SM, pg 81)

Vindicators

DD Add a Siege Shield to the options allowed to a


Vindicator. (Rules C: SM pg 80, Cost C: SM pg
143)

Storm Shields
DDChange to +3 invulnerable save versus
shooting and hand to hand combat. (See C:
SM, pg 101)

Camo-cloaks

DDMay not be used


Narthecium and Reductor
DDChange the equipment to now confer
the USR Feel No Pain to the squad the
Apothecary is assigned, instead of the rule
written on page twenty-five in the Dark
Angels codex.

Thunderfire Cannon
DD May not be used

Brother Sergeant Chronos


DD May not be used

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WARGEAR OPTION
DIFFERENCES

20

Digital Weapons
DDMay be used by Interrogator Chaplains
only for +10 Points. (See C: SM, pg 98 for
entry)

Apocalypse - Issue 6 - Jan. 2010

nn Warhammer

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Hellhound Tactics

Tactica

by: Mark Mercer

One thing the Imperial Guard isnt short on,


its tanks. Like the Leman Russ and ordnance
batteries, the Hellhound now can be fielded in
squadrons of up to three, so you get three tanks
per fast attack slot. So you could have a total of
nine Hellhounds running about the board.
Also, this time the Hellhound brought some
new buddies: the Devil Dog and Bane Wolf.
The Hellhound is the same shape as the
Imperial Guard Chimera, but dont let that
trick you as it has armor 12 on the front and on
the side making it a bit tougher. Also, its a fast
vehicle, so it can move up to 18 inches or if you
move 12 inches you can still fire you weapon.
Think about it, Hellhound moves 12 inches

mag.astronomican.com

the rule for the template is it can be up to 12


inches away and then the template itself is 9
inches long. Thats a whopping range of 33 inches
of burning template o death. All the
variants have the fast rule, which
means they can all steam
roll ahead and still use one
primary weapon if they move
12 inches, all weapons when
only moving 6 inches.
Nothing to them
really, tactics with
these is simple. Move
forward and unleash
flamer templates for
the Hellhound and
Bane Wolf and small
blast template for the
Devil Dog.
As standard the front
hull weapon is a heavy bolter,
I find the Guard arent the best at
shooting so a heavy flamer replacement is
better. It has the same profile as a heavy bolter
after all. Sure it doesnt have the range, but at
least you hit the target and if you going after 4+
save troops theyre almost guaranteed dead. Oh,
the flamer template does not allow cover unlike
a heavy bolter, so theyre still dead. Consider the
heavy flamer. Might have short range but deals
the same damage.
You can upgrade the front hull weapon on
all the variants to a multi-melta for 15 points.
For a tank that moves 12 inches I think this is a
good buy. This affectively gives you multi-melta
a range of 36 inches, you might not be in 2D6
range but youll still get the ap1 +1 damage on
the vehicle damage chart.
The best tactic I have seen and tried with this
(credit to Stelek from Yes The Truth Hurts) is the
22

combo of a Devil Dog and


Hellhound. Naked, together,
they come to 250 points. For
two tanks that move fast and are
capable of doing some damage this is reasonable.
The tactic to use these as a tag team is simple;
pop the enemy transport with the Devil Dog,
and then burn down the unlucky unit inside. If
you succeed in this little trick youve probably
wiped out a unit which costs about 50 points less
or equal to the melta & burn combo.
The other war gear upgrades are standard
guard vehicle upgrades.
ccSearchlight perhaps wouldnt bother with, the
tanks move fast and probably will be in range.
ccStorm bolter you can still fire if you move 12
inches as its a defensive weapon, throw it on a
Hellhound or Bane Wolf and youve got that little
extra anti troop.
ccIve never been a fan of hunter-killer missiles.
I think they cost too much for a one-shot krak
rocket really. With a BS3 you might miss and lost
10 points worth of upgrade.
ccDozer blade if you play with loads of terrain
can come in useful, I guess.
ccExtra armour, well these tanks are cheap and
can move 18 inches so they move quickly. They
dont have anything particularly to deliver like a
transport.
ccIm surprised the tanks dont come with smoke
launchers, but theyre 5 points per model. Worth
it for that once cover save seems your tanks can
get into face quickly.
ccCamo netting is a bit of waste as these tanks
are typically are zooming about and probably
wont get much cover. You could pop smoke, and
take camo which will give you a 3+ cover save, but
its not worth a total of 25 points.

Apocalypse - Issue 6 - Jan. 2010

Bane Wolf
The Bane Wolf has a poison weapon that wounds on a 2+ all the time with
a low AP; it likes Space Marines! It doesnt have as much effective range as
the Hellhound, but still moving 12 inches and having a 9 inches template
is nasty. If you face tougher armies will be worth it. Oh, its a flamer
template, so still no cover.

Hellhound

Can move 12 inches, fire a relatively high strength flamer template which can be
up to 12 inches away from the turret. Add 9 inches because of the template, which
makes one hell of a range.
Anything with a 4+ save or worse wont like this. It devastates infantry and no
cover saves either. If you face many Eldar, Guard or Orks, this tank is worth it.

Devil Dog

A multi-melta in blast form! Its also


the cheapest tank of the bunch as well.
This is a decent and fast anti-tank
weapon, but once your opponent clocks
on this will become a priority target.

mag.astronomican.com

Each tank has its own strengths. The Hellhound


has massive range, the Devil Dog chews vehicles and
the Bane Wolf munches tough infantry. Both a Bane
Wolf and Hellhound cost the same price, while the
Wolf has a smaller range it can do more damage, Id
perhaps try them both out and see which one you
prefer. A Dog is the ultimate fast anti-vehicle unit in
the Guard codex. It will attract some attention so you
might need at least two, and smoke launchers for it will
come in useful.

23

Apocalypse - Issue 6 - Jan. 2010

A Tau Player's Guide to Sounding like You Know What


You're Talking About!
I have been playing Tau for at least three years now and have been playing 40K on and off for close to twelve years. One thing I noticed always seems to be very important
within war gaming circles is talking the talk! Being able to talk up your army is half the fun and can make an opponent uneasy just hearing about your forces and how
intimately you know their ins and outs. At the head of this talking up is the ever expanding galactic power, the Tau! With Commanders named in 30 letter gibberish and
battlesuit teams named after seemingly random mixes of natural occurrences and high technologies, what better army to learn to talk the talk then the Tau? This guide
intends to do just that, giving an overview of the words associated with certain weapons and some of the more popular patterns.

Crisis Battlesuit Weapon Names:

The following gives the names of weapons and their


corresponding word association
Weapon Name
Airburst Fragment Projector

Associated Word
Hail, Thunder

Burst Cannon

Storm

Cyclic Ion Blaster

Ion

Flamer *

Cleanse, Heat

Fusion Blaster

Forge, Sun

Missile Pod

Fire

Plasma Rifle
Blade, Knife
*the Flamer has only recently become a viable
battlesuit weapon, because of this there are very few
named suit patterns using a Flamer, none of which
seem to work well in conjunction with most of the
other associated words.

Art by VJ-Helm from DeviantArt

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24

Apocalypse - Issue 6 - Jan. 2010

Common Crisis Battlesuit Patterns:

The following gives the names of some of the more common


battlesuit configurations seen on the field

Extras and exceptions:

If a Battlesuit is equipped with any of the weaponry or gear in this chart, the word associated with
the weapon combination may be different

Suit Name

Primary System

Secondary System

Gear Name

Associated Word and/or Use

Aurora

Plasma Rifle

Burst Cannon

Deepstrike

Bladestorm

Plasma Rifle

Burst Cannon

Blinding Spear

Plasma Rifle

Burst Cannon

Burning Eye

Plasma Rifle

Plasma Rifle

Suicide - If a battlesuit is placed on deepstrike with the purpose of deployment


deep behind the enemies lines it is often found suitable to add the word suicide
to the beginning of the name.
Example: A deepstriking Sunforge designed with deepstriking behind enemy
lines to take out a tank could be called a Suicide Sunforge

Centurion

Cyclic Ion Blaster

Plasma Rifle

Lone Suit

Monat a battlesuit working alone on the battlefield is referred to as a Monat

Deathrain

Missile Pod

Missile Pod

Multi-tracker

Fireforge

Missile Pod

Fusion Blaster

Fireknife

Missile Pod

Plasma Rifle

Firestorm

Missile Pod

Burst Cannon

Surge if a multi-tracker is included in the suits third hard point (the spot where
you can attach a piece of gear or a weapon) , the secondary weapons word may be
replaced with the word surge.
Example: Firestorm battlesuit with a multi-tracker may choose to change its
name to Firesurge

Hailstorm

Airburst Fragment Projector

Burst Cannon

Twin-Linked

Heatwave

Flamer

Flamer

Helios

Plasma Rifle

Fusion Blaster

If one of the weapons in a battlesuit pattern is twin-linked (and not covered in an


alternate naming exception), the name of the battlesuit is followed by the number
corresponding to the strength of the twin linked weapon.
Example: Stormforge with twin-linked fusion blasters would become
Stormforge-8

Ion Knife

Cyclic Ion Blaster

Plasma Rifle

Ion Storm

Cyclic Ion Blaster

Burst Cannon

Soul Cleanse

Fusion Blaster

Flamer

Stormforge

Burst Cannon

Fusion Blaster

Sunfire

Fusion Blaster

Missile Pod

Sunforge

Fusion Blaster

Fusion Blaster

Sunstorm

Fusion Blaster

Burst Cannon

Thunderblade

Airburst Fragment Projector

Plasma Rifle

Thunderstorm

Airburst Fragment Projector

Burst Cannon

mag.astronomican.com

Vectored Retro NinjaO A Tau ShasO running as a Monat and equipped with vectored retro
Thrusters
thrusters is commonly referred to as NinjaO, the name usually overriding all
other battlesuit configurations

25

Apocalypse - Issue 6 - Jan. 2010

The Last Day

Due to the length of the story, The Last


Day wil be published in two parts; Issue
7 will contain the latter half. With that,
enjoy!

written by: NoPoet

Hed always known this moment would come. Yet with the poisoned blend of defiance and
ignorance common to every human, he had neglected to do anything about it, and now he was
too late. Death is something no man would choose to face without a reason. It always seems so far
away. It seems impossible, inconceivable, then one day it puts a knife in your gut and you fall to the
floor while everything you built dries up and blows away, just more sand in a desert.
He always feared that what he had built would collapse. There was no satisfaction from knowing
that he was right, that the time had finally come.
The last day.

* * *

It was a poisoned eye, blinded by millennia of warfare and industry, where no life could survive
outside of sealed cities. Explosions bloomed across its diameter. Armies so large the breaking
wwaves of their assaults could be traced from orbit struggled together, millions of warriors
fighting with gun and blade, conflict on a scale that would have broken an observers mind.
The Earth was screaming as it died.
Each continent had been raped by bombardment, the ground fused into glass
plates broken by the trampling of ten billion armoured boots. Brother fought brother.
Bastard became the most-used word on the planet. Imperial bastions were burst
open to disgorge their fleshy contents, bodies toppling from the wreckage like
bloody pus spattering from hard wounds.
Hordes of Chaos warriors trampled across killing plains to crack defensive
bunkers and pull their soft contents out to be devoured. The air had long been
polluted to the point where filter plugs were required to survive outdoors: now the
atmosphere was a syrup of ash, blood, pollution and disease, completely lethal to
most living creatures.
Disease found its victims huddling in the dark. Unimaginable plagues - the
gifts of Nurgle - reduced the noble human form to a twisted, cankered mockery
of its former glory. As here, so across the galaxy, the Plague God had brought
irreparable havoc to humanity. New mothers screamed as they gave birth to
sludge-covered creatures that would later become known and feared as beastmen.
Corpses rose from the ground to gnaw at wounded soldiers lying in their own
blood. Plaguebearers congealed into existence, drawing strength from the
sickness that was slowly murdering the birthplace of mankind.
In space, the storm-wracked green orb of Earth was surrounded by a fleet
of ships, every one of them pouring firepower towards the northern hemisphere
where the Imperial palace shuddered. Dropships swarmed planetward to deliver
their cargo of mutants and madmen. Orbital defences had long since been
overwhelmed and the Chaos berserkers landed unchallenged.
Horus had delved into the rings of Saturn to destroy or capture every

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26

Apocalypse - Issue 6 - Jan. 2010

torpedo emplacement hidden there. His Mechanicum allies turned what


technology they could find against its creators; the red planet was already rupturing
itself in the throes of civil war and this fresh onslaught was merely a joke Horus
played on its defenders.
He broke open the top-security prisons scattered throughout Saturns moons
releasing thousands of pirates, murderers and aliens into his service. At that point a
wave of green skin from outside Solar Segment had attempted to join the invasion
of Terra. Horus had slain their leader while the orks were shot down or butchered
by his men. Their reasoning: Terra would fall to Chaos, not to the green skin.
Blood Angels made desperate attacks on the Chaos starships. Astartes fought
traitors hand-to-hand throughout miles of corridors. They were outnumbered
hundreds to one. Every attack failed to halt the Chaos advance and the ships
swarmed through the Sol system obliterating everything.
Horus was even now in orbit above the Imperial palace. His ship hung there
like a dagger in the dark.
Sanguinius sagged against the Eternal Gate as it clanged shut behind him. His
wounds were grievous. He could feel Horus gaze as though the Warmaster were at
his side. The war was almost over. Although Sanguinius could not hear it, he was
sure at this moment that Horus was up there laughing at him.

* * *

The Emperor had withdrawn to the sanctum of his palace on Earth where he
watched the war on display screens. His mood was thunderous and of the hundreds
of Army men present, almost nobody dared to approach him.
His armour had lost its sheen and his powers were all but spent. Weeks of
fighting throughout the Sol system had drained him. Most of his Custodes were
dead, the survivors taking up defensive positions outside the sanctum. Those Army
units he had salvaged were preparing for the final siege and their eyes were dead,
their spirits long since broken. He had no words of comfort for them. What was
there to say?
Sergeant Andrus of the 1st Terran Mechanised - the ranking officer present saluted as he stepped up to his master. The Emperor ignored him, not from malice,
but Andrus spoke anyway.
Lord, no contact had been made with any of the remaining Imperial forces
outside Sol. Only Earth and Mars continued to resist, and information is unreliable
at best.
These Chaos scum are a foe like no other. Captain Markham of the Blood
Angels had been brutalised in the fighting and his once perfect face was ragged
with scars.
The enemy had captured many senior tech masters on Mars and their screams
were being broadcast constantly, the only up to date data being received from the
red planet. Terran Mechanicum adepts had only recently jammed the channels and
even the Astartes were still shaky.
Worse comes from the civilian sections of Europa, Andrus said. The

mag.astronomican.com

Emperors Children - and how the master of mankind regretted that name - are
running rampant, raping and torturing everyone they can find, including the soldiers
assigned to defend that section. Fulgrim himself is there. They say he is decorated
with screaming children that have been thrust onto blades jutting from his armour.
All resistance had collapsed in the face of this horror.
Africa, the cradle of life, had been bombed more mercilessly than anywhere on
the planet, a less than subtle message from Horus.
And what of Angron? asked the Emperor. His voice was heavy. Andrus was
taken aback by the sorrow in his Masters voice. It was Markham who responded.
The red Primarch led a charge against the 1st Terran Armoured. They
overturned every tank and ran around beheading every Army man they could catch.
Last I heard, the World Eaters were on their way here.
It was over and Chaos had won.
The Emperor could hear the death scream of every loyalist echoing through the
warp. Even he, with his insight, had never imagined men could die in such dreadful
ways. Billions of people would suffer for all of time and their souls would never, never
be reclaimed. They would become daemons, creatures of torment, to be unleashed
upon the galaxy at the peak of their suffering.
May the cosmos have mercy on future generations, thought the Emperor, for I
cannot stop this horror that will ruin our future. Our children will be born into a
nightmare. Mankind will never be free.
27

Apocalypse - Issue 6 - Jan. 2010

I have failed.
- would suffocate. For a moment he looked at Andrus,
Sanguinius and fifty surviving Blood Angels
then at Kane, and considered letting them die. It would
arrived with their usual drama. The Emperor was
be a kinder fate than what awaited should the Chaos
shocked at the sight of his beautiful child. Red-painted
horde break through those doors. Horus had shown his
armour was battered and torn, wings were ragged and
father what Chaos would do when it won the war.
bloodstained. Still Sanguinius was a vision of furious
These men had not betrayed him. They had stood
beauty. He had killed a Bloothirster on his own, a feat
firm when everyone else had gone mad. Yet so many
that had allowed the Imperials to seal the Chaos throng had fallen to the darkness, so many men possessed and
outside. The Astartes of his Legion were still gazing at
corrupted. Nobody was pure, not even the Emperor
him with wonder.
Art by Noldofinve from Deviant Art
Why do my men not look upon me with
such adoration? the Emperor wondered. I have
dedicated my life to building our future. I love
them all and I will die for them. Yet my soldiers
and my sons will not look me in the eye, while
they fawn over Sanguinius for his feat of arms.
A feat that, while miraculous, was futile.
Its not going well. The craggy voice of
Dorn was as full of dark pragmatism as ever. He
emerged from the shadows beside the Emperor,
casting a glance at Sanguinius but failing to
comment.
Our defences have failed, FabricatorGeneral Kane added, standing alongside Dorn.
The Governor of Mars was hollow-eyed from
lack of sleep. Even the technology within his
body was at its limits. He still resented being
caught on Earth when the trouble had flared on
Mars. Kane was stranded here away from his
people who were dying in horror and misery
without him.
As if to punctuate Kanes point the palace
shook.
Father, their Titans are at the gate.
Sanguinius had lost nothing, none of his
amazing ability to stir the appreciation of
beauty; a sense that had been burned out of the
Emperor since the news of Horus betrayal.
himself.
We need a plan, Dorn added.
The Emperor already knew his dream had failed.
The Emperor looked around. His sanctum was
The galaxy was beyond his reach forever.
dark, running on minimal power, lit and heated only
He still couldnt understand why.
by the glow of machinery. Life support was failing. He
Loyal men continued to arrive. The soldiers were
and his Astartes would survive when it collapsed, yet all without exception wearing grey armour with bulbous
the ordinary men - the meat and blood of the Imperium helmets and black flare visors. All civilian militia units

mag.astronomican.com

28

had been left behind. They couldnt fight as effectively


as the regular Army men and that made them a liability,
a waste of food and ammunition. The Emperor had
wept as hed ordered the civilians to be abandoned. He
was tuned into them, feeling their despair, cloaking
himself in it as a poisoned balm against the pain of
Horus betrayal.
Father, what are your orders? asked Sanguinius.
The right side of his face was bruised red. The Emperor
couldnt bring himself to look into those
intense, dark eyes.
Sir, what are your orders? Dorn growled
moments later.
Some tremendous impact shook the palace.
From far above a statue fell, loosened from its
roost, to shatter on the ground. An angel.
Sir! Kane barked. What are your
orders?
The Emperor snapped from his reverie.
The palace is rigged with explosives, he said.
His voice carried and men turned to listen.
Aye, said Dorn. My boys can light this
place up if needs be. Theyll see the mushroom
cloud from Fenris.
Horus will launch his final attack soon,
said the Emperor. He knows that were beaten
and he intends to be here to witness it.
Kane and the Astartes stared, their masked
faces accusing in the half-light.
Let him come, the Emperor said. He
will find only death here. We will nuke the
poison out of him and deny the Gods their
prize.
Im not happy with that plan, Sanguinius
argued. I havent spent the last three years
eating dirt just to blow myself up. I want to go
out fighting, and if I die with my hands around
Horus throat, then Ill die happy.
My men will obey your orders, Andrus said
simply.
Mars is dead, Kane announced. I should be
there to die with it. Im not; Im here. I will die with
my Emperor if that is what he requires. I hope it
wont come to that. Be it known that should we win

Apocalypse - Issue 6 - Jan. 2010

this day, the Mechanicum of Mars and the Imperium


of Man will move forward into a new age of science
and prosperity, untied in the same cause without the
jealousy or secrecy which has marred our relations this
far.
The Emperor nodded slowly.
For the record, Dorn said, I dont care how I
die. I was ready to go from the moment I realised that
idiot Horus had become the thing we despise. If it
can happen to him, it can get to any of us. If my time
is over, I will have the satisfaction of pummelling the
Warmaster into mush with my Imperial Fists. If we -
Thank you, Rogal, as concise as ever, Sanguinius
snapped.
Uh, right,
Dorn

mag.astronomican.com

replied, wrong-footed.
Enough, the Emperor growled. Remember where
we are. I have decided to talk with my eldest son one
last time. Im going to end this now - one way or the
other.

* * *

Time and space shifted like changing tides. The


Emperor cast himself into
the sea of dreams. Shoals of
hungry things came for him.
He brushed them aside, his
dream-self tired yet stronger
than the mightiest daemon.
The Emperor soared from his
palace. His dreamscape was
a green-tinted representation
of the world outside. Titans duelled across the Earth.
Loyalist forces were few, defeated, fleeing.
Screams from civilians under torture
added a current to the waves of warp space.
It was like they were trying to drag
him back down to die in his mortal
body. He fought against their
pull, knowing the only way he
could help them was to fulfil
his purpose here. His mind
sight lifted from the battle,
through the air, into space.
Chaos ships were
angry shadows.
Witchlights burned
within them, the souls
of men and monsters.
Such desecration!
Even the Emperor
could hardly believe
what he saw. In a fit
of rage his dreamself descended
on the nearest
vessel, the Pride of
Tempest, crushing
it like a paper bag

and spilling its ruined, mortal contents into the void.


His sudden rage spent - his concentration failing - the
Emperor cast about for his target.
Horus was visible as a sickly blot aboard the
Vengeful Spirit, itself a giant cancer riddled with
daemons. Such a vessel was shielded befitting its status
and even the Emperors powers could not probe beyond
its hull. Only the Warmasters sheer presence betrayed

My boys can light this place up if needs be.


Theyll see the mushroom cloud from Fenris.

29

his location. What little the Emperor could touch


on board sickened him and he recoiled, feeling the
amusement of his former son as Horus realised he was
being reached for.
For a moment the Emperors soul surged with a
sense of electricity. Horus leaned out with his mind
and wrestled with his father playfully, knowing that
here in the warp he had the advantage. Yet there was
something else, some new element that the Emperor
would never have expected.
Can you feel the strength of gods coursing through
me? Horus asked, his dream-voice echoing. They
looked down upon me at Ullanor and made me a king
in hell. I will drive you into madness, father. You will
know my despair. You made me what I am. You made
this happen. You have damned me!
No! the Emperor cried, breaking the link. The
return to his body was sickeningly swift and he fell to
his knees, retching.
Father! the Primarchs cried together. Men
were shouting and screaming as they saw their master
collapse.
Im...all right... he gasped, regaining his feet. I
know now what I must do, and I know how I can do
it. All Astartes make ready for teleportation. We just
received our first and only break.
Sanguinius and Dorn exchanged glances, uncertain

Apocalypse - Issue 6 - Jan. 2010

of what was happening, but they both turned and shouted orders to their men. Belief in the Emperor was all they had
left.

* * *

How do you know this isnt a trap? Dorn said, loading his bolter.
It is a trap, the Emperor said. But its our only chance.
You persuaded him to lower his shields?
Sanguinius and his men were already in position, the few Fists present lugging heavy weapons into the centre of
the chamber.
No. He just did it. I think he wants to finish this as much as we do.
Sanguinius folded his arms. One more barrage and he might.
Careful, Dorn snapped. Hed supervised the Imperial defences personally.
Horus wants to look me in the eye. Its our only chance.
My men would follow you into hell, said Andrus. Weve come this far. Let me lead my storm troopers with
you.
You very likely would be following us into hell, the Emperor told him. I appreciate your courage, Daneel, but
the Vengeful Spirit is no place for mortals. Your strength is better used here holding my sanctum. The soldiers and
citizens of Earth will need a leader they can trust. Thats you, Daneel Andrus.
My lord, Im unworthy of such -
Youd better get yourself a new rank pin, the Emperor said. I promote you to Lord Protector, the equivalent of
a Lord General, but with a special duty: hold the fort while Im gone.
Andrus sagged, agape at the trust his Emperor had shown in him.
There is also this, the Emperor said. He put a hand on the Army mans shoulder and led him away from the
gaggle of Astartes waiting on the teleport plate. They spoke quietly for a few moments. The Emperor passed Andrus a
data-slate. Andrus looked at it for a moment then nodded, a new resolve in his eyes.
Lets do it, the Emperor said to his warriors, striding back to the plate.
I can begin when youre ready, Kane said from the shadows.
Were done. Send us up now.
Activate teleportation unit, Kane ordered. The Emperor was snapping his golden helmet into place when the
world shimmered and altered. Without any ceremony the last task force of Mans crusade materialised in the foulest
hell imaginable.
Looks like the right place, Dorn said, staring straight into the snorting face of a minotaur adorning the
bulkhead opposite. Ugly bastard, obviously sculpted in the people who dont know what theyre doing fashion.
Which way do we go, father?
He looked around at the milling Marines.
Father?

* * *

The Emperor already knew something was wrong. He opened his eyes to see six Blood Angels looking around in
confusion. There was no sign of his Primarchs and the other six dozen Astartes. The air was cold, the atmosphere
slipping through their armour. It was corrosive and poisonous and they didnt have long.
What did you say, lord? one of the Marines - Brother Dawkins - asked.
I didnt say anything, the Emperor replied.
That was when he heard it too. The whispering.

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30

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Apocalypse - Issue 6 - Jan. 2010

What the hell is it? Brother Lokard cried. Its


coming from all around us!
Suit lights snapped on and the men gazed about
them. Cries of horror came from half a dozen throats at
what they say.
The corridor they were in was made from a
sweaty green stone, its colour mottled and muted
with infection. It was dark enough to trouble even the
enhanced eyesight of the Marines despite the starlight
falling in from shielded windows along one flank of
the corridor. Faces formed from random patterns in the
stone seemed to glare at the intruders. The expressions
on their faces were alarming to say the least.
The Blood Angels could barely make out horrific
gargoyles leering at them from the join between walls
and ceiling. This place
seemed to
absorb
light.

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Outside, twisted shapes hung in space: the invasion


fleet.
Objects drifted in their air, suspended in low
gravity. Weapon clips, bits of meat, baubles of blood.
The floor was soaked in a sludgy black fluid. The ground
was uncertain, seeming to shift slightly as though
adjusting itself to find comfort beneath the weight of
the men. Unbidden, the image of a long tongue came to
the Emperor, a tongue leading to the belly of...
Voices gibbered in the Emperors mind, attempting
to scare him. The Blood Angels were crying out. One
man started shooting into the darkness, imagining
enemies were advancing along the corridor.
Brother Lokard, the man doing the shooting,
ducked back against the corridor wall as if evading
return fire. Hands made of stone, first a few then
dozens of pairs, emerged from the wall itself, pushing
outwards as though forcing their way from a plastic
womb which snapped to emit washes of blood.
A silently screaming face strained from
inside the wall trying to break out. Lokard
roared as he was grabbed and slowly
dragged backwards into the material
of the wall itself, the protruding face
savouring his agony.
Bolters chattered. Lokard
vanished with a drowned wail along
with the daemonic face.
Hands reached out and grabbed
three more of the Blood Angels.
Bolters erupted. Chainblades
shrieked.
Enough! the Emperor
said. Focussing his thoughts
he sent what could only be
described as a shockwave of
power through the structure
of the ship.

31

The walls reverted from stone to bare metal. Daemon


hands dropped off, severed, to shatter against the metal
walkway. With barely a shrug the Emperor dispelled
the voices numbing his mind. He and the five remaining
Blood Angels moved deeper into the Vengeful Spirit,
knowing they were going to their deaths.

* * *

Sanguinius collapsed onto his knees. The gesture was


very much against his will.
Black-armoured Horus stood over him, the giants
hellish plate armour adorned with golden faces. Horus
had switched his usual weapons for a pair of bolterstudded lightning claws. The blades extended gently as
Horus reached towards his brother, exerting a fraction
of his willpower to subjugate the commander of the
Blood Angels.
I told you that youd kneel the next time we
met, Horus rumbled, his face alight with a blend of
excitement and concentration.
And I told you that you could - aaaaagh!
Brother, you should show more respect, Horus
admonished as he tightened his mental choke hold.
After all, I deserve it. Am I not the man who has
toppled an empire? Is my name not feared throughout
the cosmos? Have I not mastered Chaos?
Ghhhh no, Sanguinius managed.
You know, the symbolism of this moment isnt
lost on me, Horus said. Im in skull-studded armour
driving an angel to his knees. These are strange
times, are they not? Just four years ago I was driving
mythology into darkness. It never occurred to me that I
was extinguishing the light of truth. Its a truth I intend
to share with you, my favoured brother.
Sanguinius drew deep, panting breaths. There was
no way he could defeat Horus alone; the man was more
powerful than anyone Sanguinius had encountered. To
engage him in a battle of wills would be like bearing all
the pain in the galaxy for one terrible, nerve-burning
moment, before a shorted-out, hollow death.
I...already see...the truth, the Blood Angel
gasped through tears of pain. That you
could turn against our father and consort

Apocalypse - Issue 6 - Jan. 2010

with treacherous warp aliens...do you not see it was a


fools bargain?
Horus smile vanished.
I do not wish to play games with you, Sanguinius.
Join me or die.
Go to hell!
Horus growl echoed around the bridge of the
Vengeful Spirit. Once this place had been bright and
full of life, a stage upon which the shapers of destiny
would draw their plans.
Now it was a shadowy vault. Dead Marines lay
everywhere, Blood Angels and Sons of Horus together
in death, apparently sacrificed to the dark Gods. In
point of fact, Horus had slain them because their state
of existence bothered him: they were alive and he
wanted them dead.
Poor Iacton, Horus said, indicating a hanging
corpse to his left. Iactons guts had been pulled from
his body and used to string him up. He swayed gently.
Sanguinius was in too much pain to think straight, and
he would therefore never know why Iacton Qruze was
still wearing his Legions original colours.
He tried to depose me, you know. Wanted to bring
back the good old days. Just like that, he thought he
could drag my Legion into the dark age. Those days are
dust, Sanguinius, just as your bones shall be a thousand
years from now while I am murdering and raping my
way to dominion of all life. People will know my name.
They shall bow to me!

mag.astronomican.com

Sanguinius clutched at his throat. Did your


deceased friend...did he remind you of the man you
once were? Did he awaken a spark of Lupercal, proving
the fire of human reason within you is not entirely
quenched?
Silence, Blood Angel!
Pain swamped Sanguinius and he howled. It wasnt
just physical pain. It was the despair one feels when a
loved one has gone too far, when you know they cannot
be redeemed. There was no vestige of humanity within
Horus. He was only the Warmaster, and there was only
war.
Horus face flickered like a hologram. His
expression was ghastly.
I see now that you must die. Not only die, but be
forgotten. Horus smirked at the genius of his idea.
Do you understand that, brother? You always were
the brightest of us, a shining star in this benighted
galaxy. Our Father should have picked you. Would our
positions be reversed if he had?
Sanguinius didnt answer.
You will not be reviled, Blood Angel. You will
simply cease to be - to ever have been. You talk of
extinguished flames; you are less than a candle in the
void. Your deeds will be erased. Your memory will
end here, in this room, with my talons in your guts.
Though of course your soul will endure, clenched within
Nurgles bloated belly. You will know. You will go on
forever in torment. But that will be my little secret.

32

For the first time, Sanguinius knew fear. Horus


was not only mad, he was telling the truth. Everything
Horus had said - everything hed done - was motivated
by a sense of justice. Horus really believed his own
words. And that was why he had brought an empire to
its knees.
How wonderful! Horus said with delight.
Fulgrim, clasped within Slaaneshs womb; yourself,
cramped in the colon of the Plague Lord. We all have
our places in the scheme of things, though perhaps I
wouldnt wish for yours...
Sanguinius did not know how to cope with the
knowledge of his own damnation. He felt his sanity tear
free from its hinges. Somehow this loosened Horus
hold on him. Blood lust rose. All the Blood Angel could
think of was the need to bite Horus in the throat and
drink until the Warmaster was dry. His final, desperate
heroism might be unknown by those he would die for
but he would do it anyway. His candle would burn like a
bonfire. That no-one would see it meant nothing.
In point of fact, they were both wrong. Their
confrontation would not be forgotten at all. The
memory of this moment would linger forever.
If you manage to kill me, Sanguinius said, rising
slowly to his feet into a fighting stance, then remember
one thing: Ill save a place for you in hell, so you can tell
me how my father sent you to join me.

Apocalypse - Issue 6 - Jan. 2010

Battle Report

Chaos Rising: Battle of Nidus IV


Overview
Scenario: Seize Ground
Deployment: Spearhead
Points: 2000

Chaos Space Marines

Space Marines

(CS) Infantry, Chaos Sorcerer


Slaanesh, Lash of Submission

(TC1) Infantry, Terminator Chaplain

General: Mark
HQ:

Troops:

(CSM) 9 Infantry, Chaos Space Marines


(KB1) 9 Infantry, Khorne Berserkers
(KB2) 9 Infantry, Khorne Berserkers

Elite:

(CC1) 10 Infantry, Chaos Chosen

Mark

(CC2) 10 Infantry, Chaos Chosen


(CC3) 10 Infantry, Chaos Chosen

Heavy Support:

(O1) 2 Infantry, Obliterators


(O2) 2 Infantry, Obliterators
(O3) 2 Infantry, Obliterators

Dedicated Transports:

(CR1) Vehicle, Chaos Rhinos


(CR2) Vehicle, Chaos Rhino

Adam

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General: Adam
HQ:
Troop:

(TMS1) 10 Infantry, Tactical Marine Squad


(TMS2) 10 Infantry, Tactical Marine Squad

Elite:

(TS) 10 Infantry, Terminator Squad


(TAS) 5 Infantry, Terminator Assault Squad
(VD) Walker, Venerable Dreadnought

Heavy Support:

(V ) Vehicle, Vindicator
(TC2) Artillery, Thunderfire Cannon

Dedicate Transports:

(LR) Vehicle, Landraider Redeemer


(R2) Vehicle, Rhino
(R1) Vehicle, Rhino

Total: 1995 points

Total: 1998 points

33

Apocalypse - Issue 6 - Jan. 2010

Chaos Space Marines

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Apocalypse - Issue 6 - Jan. 2010

Space Marines

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Apocalypse - Issue 6 - Jan. 2010

Deployment
Deployment was done as a Spearhead. The Chaos
Marines setup first at the West end of a run down
section of the old hive city. One CSM squad setup

Spearhead Deployment

at the end of an old ruined sewer tunnel, while two


more squads in Chaos Rhinos entered from the
North. Finally three squads of two Obliterators
teleported into the three story building near one of
the Chaos Rhinos.
The Space Marines entered from the Southeast.
Two Tactical Squads in Rhinos following in the
wake of their Chaplain and five Assault Terminators
in a Land Raider Redeemer. Along the South
flank a Venerable Dreadnought advanced, while a
Vindicator and a Thunderfire Cannon took up station
on the Northern flank.
With the two mortal enemies so close the battle
would begin in earnest soon enough.

C haos Space M arines

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Space M arines

36

Apocalypse - Issue 6 - Jan. 2010

Turn 1 - Chaos Space Marines

Turn 1 - Space Marines


The Space Marines in response advance forward as a column to
try and get more room for their battle brothers to fight in. The
Thunderfire Cannon rumbled forward to allow for a good shot at
the Obliterators in the far building, but the only danger to them was
the odd shared of plasteel and quick-crete from the building flying
around from the impacts.

The two Chaos Rhinos moved forward to better positions to


prepare for the Space Marines attack. The Warriors on foot
started forward down the middle of the ruined tunnel using its
ruined walls for cover. Finally the Obliterators take shots at the
Redeemer but only barely are able to phase it.

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Apocalypse - Issue 6 - Jan. 2010

Turn 2 - Chaos Space Marines


Suddenly two units of Chaos Chosen appear along the Western
front quickly following up on the unit of foot Marines continuing
down the ruined tunnel heading for the objective near the end.
Then loud crack from the Obliterators guns quickly called
out in response to the challenge of the Thunderfire Cannon and
reminded the enemy why they were rightfully feared on the
battlefield. A metal hulk was all that was left of the ground
shattering battery.

Turn 2 - Space Marines


After the horrible loss of their ground battery the Chaplain ordered the
Redeemer to advance forward. In the ensuing joy ride the driver lost
control and crashed into difficult terrain stranding the instrument of
death on the crest of a steep hill.
In the meantime Tactical Squad One emerged from their transport
to secure the closest objective. After the Chaplain and Terminator
Squad evacuated their stranded vehicle the Redeemer attempted to melt
the Chaos Rhinos armour to no avail.

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Apocalypse - Issue 6 - Jan. 2010

Turn 3 - Chaos Space Marines

From the rear of the formation a unit of Chaos Chosen arrive outflanking the
Space Marines position. With this newest addition to the battle the rest of the
war host surged forward towards their surrounded foe.
As the Chaos Warriors closed a Sorcerer chants to his dark gods drawing
the Chaplain and his retinue out into the open. Two of the Obliterators
take the opportunity pick off three of the deadly enemies with their array of
weapons. At the same time their four brethren Obliterators attempted to do to
the Vindicator what they had done to the Thunderfire Cannon, but were unable
to do anything to the mostly hidden vehicle.
Across the field of battle a large plum of smoke and fire could be seen
erupting from the exposed back end of the Venerable Dreadnought. The newly
arrived Chosen had taken their first victim with their sneak attack.

mag.astronomican.com

Turn 3 - Space Marines


With the sudden appearance of the enemy in their backfield the Vindicator turned
to address the situation, but the targeting system cannot lock onto the deadly enemy
so close to the vehicle. The Rhinos move forward to try and help shield the stranded
Chaplain and provide support.
39

Apocalypse - Issue 6 - Jan. 2010

Turn 4 - Chaos Space Marines

Turn 4 - Space Marines

With the success so far achieved the Chaos host surged forward
towards a victory they can feel is coming. The second of the two Chaos
Rhinos surges forward from around the back of a nearby building and
pop smoke to protect its passengers from incoming fire.
Again the Sorcerer chants out his murderous call to the chaos
gods, but is unanswered for his efforts.
Two of the Obliterators open up on the second of the two enemys
Rhinos and manage to shake the drivers with the impacts. The other
four Obliterators meanwhile focus on the squad of Tactical Marines
taking cover in the middle building, but only manage to make the
Marines keep their heads down.

The Terminator Squad waiting in reserve on the orbiting ship receive


the call to enter the fray. With the excellent precisian of a surgeons
scalpel they stick the landing in the middle of the enemys backfield in
hopes of breaking up the traitorous enemys advance.
The Vindicator, un-able to get its targeting system to key on the
enemy so close in its midst, attempts to overrun them with its shear
mass forcing the squad to break up, but leaving its side vulnerable.
Across the battlefield the newly arrived Terminator Squad opens
up on the Khorne Berserkers holding the nearby objective and wipe out
over half. Their crazy battle lust, however, keeps them from running
from the torrent.

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Apocalypse - Issue 6 - Jan. 2010

Turn 5 - Chaos Space Marines

Despite the valiant effort of the Terminator Squad, the Chaos Warriors
were un-phased and laid down a withering storm of fire decimating the
Squad. At the same time the Khorne Berserkers from the second Rhino
assaulted the holed up Tactical squad wiping them out to the man and then
proceeded into the object to claim it for themselves. Then for the second
time that day a loud explosion proclaimed the destruction of another of the
False Emperors vehicles as the Vindicator was melted by the Chaos Chosen
into a liquid metal hulk.
In a last ditch effort to allow his brethren to retreat the Chaplain and
his remaining Terminators charged into the enemy. With this last effort
the Space Marines reluctantly conceded defeat to the Chaos Legions.
A special thanks to the maker of Battle Chronicler, providing a great tool
for capturing the great moments in your own 40K and Fantasy battles.
For more on this wonderful software and to download it for yourself go to
http://www.battlechronicler.com/

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Apocalypse - Issue 6 - Jan. 2010

ISSUE 7:
April 2010

Next Issue

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article, visit mag.astronomican.com for
detailed instructions. Remember, this is a
fanzine by hobbyists, for hobbyists so your
articles are more than welcome!

Disclaimer
This fanzine is completely unofficial and in no way endorsed by Games
Workshop Limited.
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the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device,
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Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space
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Dwarf, the White Dwarf logo, and all associated marks, names, races, race
insignia, characters, vehicles, locations, units, illustrations and images from
the Warhammer 40,000 universe are either , TM and/or Copyright
Games Workshop Ltd 2000-2008, variably registered in the UK and other
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status intended. All Rights Reserved to their respective owners.

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Apocalypse - Issue 6 - Jan. 2010

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