WARHAMMER 40K Β· ONE-SHOT KIT

πŸ› οΈ For the DM

DM SCREEN β€” At-a-Glance Rules Reference

"In the grim darkness of the far future, there is only war." β€” and a fistful of d20s.

For your table β€” D&D 5e (RAW) with a Warhammer 40,000 reskin.

This is your behind-the-screen cheat sheet. Every rule here is straight 5e by the book β€” only the examples wear 40k armor. When a player asks "can I do that?", the answer is on this page. When you don't know a rule, make a fast call out loud and look it up at the break (see the note at the bottom). Keep the game moving.


ABILITY CHECK DC LADDER

Set the DC before the roll, not after. When you're not sure, default to DC 15 (Medium). The roll is: d20 + ability modifier + proficiency bonus (if proficient) vs. the DC.

Difficulty DC 40k example
Very Easy 5 Kick open a rotted bulkhead door; recall that "the Emperor protects"
Easy 10 Climb a cargo gantry; hear a Grot skittering in the vents
Medium 15 Hotwire a corrupted cogitator; talk past a suspicious Arbites checkpoint
Hard 20 Decrypt a heretic data-slate; leap a chasm in full flak armor
Very Hard 25 Out-debate an Inquisitor; repair a machine-spirit mid-firefight
Nearly Impossible 30 Resist a daemon's whispered bargain; pilot a crashing lander to a safe set-down

Only roll when (1) the outcome is uncertain AND (2) failure is interesting. If success is automatic, or a miss just stalls the game, narrate it β€” don't roll. Decide the consequence of failure before you ask for the dice.


SKILLS & GOVERNING ABILITY

Each skill is tied to one ability. A character adds their proficiency bonus only if trained in that skill. (40k reskins in parentheses β€” flavor only.)

Ability Skills
Strength (STR) Athletics (breaching, hauling wargear, melee shoving)
Dexterity (DEX) Acrobatics, Sleight of Hand, Stealth (infiltration, void-walking)
Constitution (CON) (no skills β€” used for saves, concentration, gut endurance)
Intelligence (INT) Arcana (Warpcraft/Daemonology), History (Imperial Creed & lore), Investigation, Nature (xenobiology), Religion (the Imperial Cult)
Wisdom (WIS) Animal Handling (cyber-mastiffs, Kroot hounds), Insight, Medicine (Apothecary/narthecium), Perception, Survival (deathworld tracking)
Charisma (CHA) Deception, Intimidation, Performance, Persuasion

House add (optional, for Tech-Priests): treat Tech and Science as INT skills. Drop them if you want to keep it pure RAW. Passive checks: a passive score = 10 + all modifiers (no roll). Passive Perception is the big one β€” it sets what a character notices without looking (e.g. spotting a lurking Genestealer).


ACTION ECONOMY (per turn)

What every creature gets on its turn. The most common mistake is treating Bonus Actions as free β€” they're not.

Slot How many Rule
Action 1 The big thing: Attack, Cast a Spell, Dash, etc. (full list below)
Bonus Action 1 Only if a feature/spell explicitly grants one. Not free-floating β€” if nothing gives you a bonus action, you don't have one
Move up to speed Spend up to your speed; can be split before/after your action. Difficult terrain costs 2 ft per 1 ft
Reaction 1 per round Off-turn trigger: opportunity attack, Shield, a Readied action. Refreshes at the start of your turn
Free action a few A few words of speech; communicating briefly
Object interaction 1 free / turn Draw or stow a weapon, open an unlocked door, pull a lever, grab a stim off your belt. A second interaction costs your whole Action

Opportunity attack: when a hostile creature leaves your reach (moves out of 5 ft) without Disengaging, you may use your reaction to make one melee attack. Standing up from prone, and movement that doesn't leave your reach, don't provoke.


STANDARD COMBAT ACTIONS

Pick one as your Action each turn (some features grant extras).

Action One-line rule
Attack One melee or ranged attack. Extra Attack feature = more swings with this one action
Cast a Spell Cast a spell with a casting time of 1 action (some take longer β€” check the spell)
Dash Gain extra movement equal to your speed this turn (double your move)
Disengage Your movement this turn doesn't provoke opportunity attacks
Dodge Attacks against you have disadvantage; you have advantage on DEX saves β€” until your next turn. (Ends if incapacitated or speed 0)
Help Give an ally advantage on an ability check, OR on their next attack vs. a creature within 5 ft of you (before your next turn)
Hide Make a Stealth check to become unseen/unheard. Need cover or obscurement; you can't hide from something that sees you clearly
Ready Pick a trigger + a response now ("when the cultist steps through, I fire"). Uses your reaction when it triggers. Readying a spell costs the slot now and holds concentration
Search Devote your attention to finding something β€” Perception (spot) or Investigation (deduce), DM's call
Use an Object Interact with an object that needs your full action (a second object interaction, or a complex device)
Grapple (Special melee attack β€” part of the Attack action.) Your Athletics vs. target's Athletics or Acrobatics (they choose). Success β†’ Grappled (speed 0). Only on creatures up to one size larger
Shove (Special melee attack β€” part of the Attack action.) Same contest as Grapple. Success β†’ knock the target Prone OR push it 5 ft away

COVER

Cover gives a bonus to AC and Dexterity saving throws. Use it constantly β€” 40k is a war of trenches, rubble, and rockcrete.

Cover Bonus Example
Half cover +2 AC & DEX saves A low barricade, a corpse-pile, a hab-block windowsill
Three-quarters cover +5 AC & DEX saves An arrow-slit, a gun-port, peeking around a Rhino's hull
Total cover Can't be targeted directly Fully behind a bulkhead β€” though area effects may still reach

CONDITIONS (full list)

The effects a creature can suffer. One line each β€” these come up constantly.

Condition Effect
Blinded Can't see; auto-fails sight-based checks. Attacks against it have advantage; its attacks have disadvantage
Charmed Can't attack the charmer or target it with harmful effects. Charmer has advantage on social checks with it
Deafened Can't hear; auto-fails hearing-based checks
Frightened Disadvantage on checks & attacks while the source is in line of sight. Can't willingly move closer to the source
Grappled Speed 0, no bonus to speed. Ends if the grappler is incapacitated or the target is moved out of reach
Incapacitated No actions and no reactions
Invisible Can't be seen without special senses (heavily obscured for hiding). Attacks against it have disadvantage; its attacks have advantage
Paralyzed Incapacitated; can't move or speak; auto-fails STR & DEX saves. Attacks against it have advantage; any hit from within 5 ft is a critical
Petrified Turned to inanimate stone: incapacitated, unaware, can't move/speak; weight Γ—10; resistance to all damage; immune to poison & disease (existing ones suspended); auto-fails STR & DEX saves; attacks against it have advantage
Poisoned Disadvantage on attack rolls and ability checks
Prone Can only crawl (or stand, costing half your speed). Disadvantage on attacks. Melee attacks against it have advantage; ranged attacks against it have disadvantage
Restrained Speed 0. Attacks against it have advantage; its attacks have disadvantage; disadvantage on DEX saves
Stunned Incapacitated; can't move; can only falter out a few words; auto-fails STR & DEX saves. Attacks against it have advantage
Unconscious Incapacitated, prone, drops what it holds, unaware. Auto-fails STR & DEX saves; attacks against it have advantage; any hit from within 5 ft is a critical

Exhaustion (6 levels β€” cumulative; each level adds to the lower ones)

A failed forced-march, no rest in the warp-haunted dark, a sucking chest wound that won't heal.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 HP maximum halved
5 Speed reduced to 0
6 Death

A long rest removes one level of exhaustion (if the creature has also had food and drink).


DEATH SAVES

At 0 HP a creature is unconscious and dying. On each of its turns, roll a d20 β€” no modifiers (no proficiency, no ability mod):

Stabilizing an ally (no magic): an action + a successful DC 10 Medicine check (the "Stabilize a Creature" use of Medicine) makes them stable at 0 HP. A Sister of Battle's prayer, an Apothecary's narthecium, or a stim-injector that heals any HP wakes them outright.


ADVANTAGE / DISADVANTAGE

Roll 2d20 and take the higher (advantage) or lower (disadvantage).

Quick triggers: attacking a Prone/Restrained/Stunned foe in melee β†’ advantage. Being Poisoned or Frightened, or attacking into long range / a Prone target at range β†’ disadvantage. The Help action and many features grant advantage.


QUICK REFERENCE β€” THE NUMBERS YOU'LL FORGET

Thing Value
Default DC when unsure 15 (Medium)
Critical hit Natural 20 on an attack β€” roll the attack's damage dice twice (add modifiers once)
Critical miss Natural 1 on an attack β€” automatic miss (no extra penalty in RAW)
Passive score 10 + all modifiers (no roll)
Standing from prone Costs half your speed
Difficult terrain Every 1 ft of movement costs 2 ft
Long rest ~8 hrs β†’ regain all HP, half your hit dice, removes 1 exhaustion
Short rest ~1 hr β†’ spend Hit Dice to heal (roll + CON mod each)
Two-weapon fighting Light weapon in each hand: bonus-action off-hand attack (no ability mod to its damage unless a feature says so)
Unarmed strike 1 + STR mod bludgeoning, or grapple/shove

DM'S OPERATING NOTES (read once, then trust yourself)