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Distructorian

 Wyrmslayers  
“7th  Squad  reporting,  hostiles  encountered,  three  lictors,  we  have  taken  down  
two  and  the  last  is  retreating.  Shall  we  pursue?  I  repeat  shall  we  pursue?”    
–Torian  “Nagaslicer”  Yuriy  
Distructo  was  once  a  peaceful  planet  paying  it’s  tithes  in  manufactured  
goods  but  this  changed  one  day  as  they  found  themselves  in  the  path  of  
Waaagh!  Gobsmak  (also  known  as  “Da  uvva  Gobsmaks  Waaagh!”),  
fortresses  were  quickly  established  and  defences  placed,  within  three  years  
Distructo  had  become  a  war  torn  fortress  world.  The  Waaagh!  was  defeated  
but  the  orks  did  not  disappear,  not  from  the  neighbouring  worlds  nor  from  
Distructo  itself  and  so  the  people  found  themselves  fighting  a  constant  war  
against  the  greenskins.  For  thirty  years  this  continued  until  one  day  the  
skies  blackened  from  a  presence  that  was  neither  man  nor  greenskin.  
The  Tyranids  of  Hive  Fleet  Naga  had  appeared  and  it’s  organisms  soon  
descended.  Orks  found  themselves  bombarded  with  millions  of  spore  mines  
while  the  barricaded  Distructorians  found  their  defences  compromised  as  
genestealers  found  ways  into  the  forts.  With  the  ground  forces  weakened  
the  true  invasion  began  on  a  massive  scale  and  the  defenders  found  that  the  
situation  was  hopeless.  Five  regiments  left  to  try  to  find  a  way  out  and  
fought  their  way  through  the  hostile  new  wilds  of  their  home  fighting  of  the  
hive  minds  minions  as  they  went.  There  was  but  one  regiment  left  when  
they  encountered  a  Wolfpack  Raider  ship  looted  by  orks.  They  quickly  
commandeered  the  vessel  from  the  greenskin  and  made  an  escape  pursued  
by  several  bio  ships.  They  soon  joined  up  with  the  Imperial  forces  and  are  
now  to  be  put  to  good  use  against  the  Tyranids  as  guerrilla  troops.  

Playing  a  Distructian  Wyrmslayer  in  Only  War  


Characteristics:  +3  Willpower,  +3  Toughness,  +3  Perception,  -­‐3  Fellowship  
Wounds:  You  start  with  the  normal  amount  of  wounds  at  character  creation.  
Skills:  Common  Lore  (War,  Imperial  Guard,  Imperium),  Linguistics  (Low  Gothic),  
Stealth  
Starting  Insanity:  D10  
Talents:  Hatred  (Tyranids),  Nerves  of  Steel,  Die  Hard,  Ambush  
Traits:  
• For  Vengeance!:  The  hatred  against  the  Tyranids  burn  strong  for  the  
people  of  Distructo.  When  encountering  a  Tyranid  a  Distructian  
Wyrmslayer  must  succeed  an  Ordinary  (+10)  Willpower  Test  in  
order  to  restrain  themselves  from  attacking  without  mercy.  
• Rules  of  War:  Having  grown  up  on  a  fortress  world  they  have  learnt  
the  rules  of  the  Imperial  Guard  from  birth  and  know  them  as  
unbreakable  laws.  In  order  to  break  the  rules  and  regulations  of  the  
Imperial  Guard  a  Distructian  Wyrmslayer  must  succeed  a  
Challenging  (+0)  Willpower  Test.  
• Fear  of  what  lurks  in  the  darkness:  The  memories  of  the  Tyranid  
invasion  brings  horror  to  the  Distructian  Wyrmslayers  minds  as  they  
know  how  their  world  fell  and  they  know  that  what  they  met  was  but  
the  tiniest  of  splinters  of  the  Tyranid  threat.  When  you  fail  a  
willpower  test  by  three  or  more  degrees  traumatic  recollection  stuns  
you  until  the  end  of  your  next  turn.  
• A  few  brave  men:  As  only  a  few  survivors  exist  from  the  world  
finding  reinforcements  can  be  hard.  When  a  squad  from  this  regiment  
requests  reinforcements  (to  replace  fallen  Comrades),  it  must  make  a  
Hard  (-­20)  Logistics  Test  if  most  of  the  regiment  is  actively  
deployed  or  an  Ordinary  (+10)  Logistics  Test  if  a  significant  portion  
if  the  regiment  is  not  currently  in  the  field  (these  Tests  already  
include  situational  modifiers  except  those  added  at  the  GM´s  
discretion).  If  it  fails,  the  regiment  simply  has  no  reinforcements  it  
can  spare  for  the  Squad,  and  its  members  must  soldier  on  until  its  
members  can  put  another  request  for  troop  support.  
Aptitudes:  Willpower,  Toughness  
Favoured  Weapons:  Long  Las,  Heavy  Flamer,  Flamer,  Heavy  Bolter  
Standard  Equipment:  Lascarbine  with  four  charges,  two  blind  grenades,  
two  stun  grenades,  three  frag  grenades,  uniform,  poor  weather  gear,  knife,  
flak  vest,  rucksack,  basic  tools,  mess  kit  and  water  canteen,  blanket  and  
sleep  bag,  rechargeable  lamp  pack,  grooming  kit,  dog  tags,  Imperial  
Infantryman’s  Uplifting  Primer  Naga  Front  Edition,  Two  weeks  supply  of  
combat  sustenance  rations,  respirator  

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