WARHAMMER 40K · ONE-SHOT KIT

🎲 The Rules

The 5e ⇄ 40K Reskin Glossary

The Rosetta Stone for Running Pure 5e While Speaking 40K

"In the grim darkness of the far future, there is only war."


How to use this document (read this first)

This is the single most important page in the whole kit. Everything else — the monsters, the adventure, the pregens — leans on the one idea written here:

You run the game with the Player's Handbook, by the book (RAW). You only change the words.

Nothing on this page invents a new rule, a new die, a new save, or a new math. A lasgun is just a hand crossbow that someone described differently. A psyker is a sorcerer who calls his spells "powers." When your players are new to 40K and you're new to DMing, that is the gift this approach gives you: you never have to learn two systems. You already trust the 5e math. You're just painting over it.

The contract — repeat it to yourself when you get nervous:

  1. The dice never change. Damage dice, AC, to-hit, saves, spell slots, CR — all of it stays exactly what the rulebook says.
  2. Only flavor changes. Names, descriptions, the look of an effect. A fireball still does 8d6 in a 20-ft radius with a Dex save for half — it's just called a plasma burst now.
  3. When in doubt, find the 5e thing it's "really" is, and run that. Player says "I fire my bolter" → that's the Attack action with the weapon you statted as a bolter → roll to hit, roll the listed damage. Done.
  4. Damage type is the one number you're allowed to swap (slashing → still slashing, but a lascannon does radiant instead of piercing). This costs nothing in balance and adds a ton of flavor. Everything else stays put.

If a player ever asks "wait, how does that work mechanically?" — the answer is always "it's the 5e [X], just reskinned." That sentence will save your session.

A note on the two community "schools": there are two ways the internet runs 40K-on-5e. The reskin school (keep 5e classes, change the words — Mike Myler's hack) and the custom-class school (build brand-new Space Marine / Tech-Priest classes from scratch). This kit uses the reskin school, full stop, because it's the only one a first-time DM should touch — you inherit all of 5e's tested balance and spend zero prep rebuilding classes. If your table falls in love with 40K later, the custom classes are there to graduate into. Not today.


(A) Classes → 40K Archetypes

Every PHB class maps cleanly to a 40K role. Pick the class whose mechanics match the fantasy the player wants, then hang the 40K name on it. The player builds, levels, and plays a 100% normal 5e character — they just call their Rage "combat-stimms" and their spell slots "Warp-charges."

5e Class 40K Archetype Why it fits / how to flavor it
Fighter Imperial Guardsman / Commissar / Veteran Sergeant The default human soldier — the backbone of any warband. Battle Master maneuvers = veteran drill and battlefield commands; a Commissar (the pistol-wielding morale officer who shoots cowards) is a Battle Master or Champion with a laspistol. The safest, most beginner-friendly class in the kit.
Barbarian Assault Space Marine / Berzerker / feral-world warrior Rage = combat-drugs, righteous zeal, or a World Eater's blood-frenzy. The Fast Movement and reckless charging reads perfectly as a jump-pack assault trooper crashing into the line.
Paladin Grey Knight / Black Templar / zealous crusader Divine Smite = a psychically-warded blade flaring with anti-daemon force; Oaths = the Codex Astartes or a vow to the Emperor. Lay on Hands = battlefield faith-healing. A near-perfect fit for a holy anti-Chaos warrior.
Cleric Ministorum Priest / Confessor / Imperial Preacher The fire-and-brimstone Imperial Cult preacher who heals and buffs the faithful. Domains map onto the Creed: War (Confessor), Life (Hospitaller), Light (radiant Imperial faith), Tempest (a storm-calling preacher; or, if you want the lightning fantasy, an Adeptus Mechanicus Electro-priest — note that's the Machine Cult, not the Ministorum). Spells = litanies and Acts of Faith.
Sorcerer Psyker / Sanctioned Witch Innate Warp-power that pours out of them whether they like it or not — exactly the Sorcerer's innate, spontaneous casting. This is the cleaner beginner pick for psykers (vs. Wizard). See the Perils of the Warp optional rule below for the grimdark corruption flavor.
Wizard Librarian (Astartes psyker) / scholar-psyker If a player wants the spellbook fantasy — a disciplined psyker who studies and prepares his powers from a grimoire of forbidden lore. The book becomes a Liber Daemonica or a Librarian's tome.
Warlock Inquisitor / Inquisitorial Acolyte / Radical Pact = the Inquisitor's near-unlimited authority (the Inquisitorial Rosette is your patron's "gift"), OR a Radical's dangerous bargain with a bound daemon. Eldritch Blast = a psy-bolt or master-crafted sidearm. Great for an investigator-with-teeth.
Rogue Officio Assassinorum Assassin / Scout / Spy Sneak Attack = a single perfectly-placed shot or blade. Assassin subclass = Callidus/Vindicare temple killer; Arcane Trickster = a psyker-assassin; Scout = a stealthy recon trooper.
Ranger Catachan Jungle Fighter / Scout Sniper / Kroot tracker The wilderness survivalist soldier. Beast companion = a cyber-mastiff, a Kroot hound, or a feral-world hunting beast. Hunter's Mark = a target painted for the kill.
Monk Sister of Battle / Astartes Apothecary / death-cult adept Ki = Acts of Faith (Sister) or rigorous Apothecary discipline. The unarmored, hyper-disciplined martial fantasy fits the militant nun or the cold medic-warrior. Stunning Strike = a faith-empowered or precision strike.
Bard Rogue Trader / charismatic officer / Lord-Commander Bardic Inspiration = leadership, a Warrant of Trade's authority, or rousing battlefield rhetoric. Spells = gear, gadgets, and sheer force of personality. The face/leader of the warband.
Druid Ork Weirdboy / feral-world shaman / Tech-witch (weak fit) The least natural fit. Best used for a xenos guest (Ork Weirdboy channeling the WAAAGH!) or a primitive feral-world spirit-talker. Wild Shape is hard to justify in the Imperium — use sparingly, or skip this class for a human-centric table.
Artificer (if you have Tasha's) Tech-Priest (Adeptus Mechanicus) / Techmarine A near-flawless fit. Battle Smith = a Tech-Priest with a combat servitor (the steel defender = a servo-automaton); Artillerist = a Techmarine with heavy weapons. Infusions = blessing wargear with the Machine Spirit. Magic items = sacred relics of the Omnissiah.

If two classes both fit a concept, the beginner default is the simpler/more-martial one. A player who says "I want to be a Space Marine" is happiest as a Fighter or Barbarian (no spell management); reserve the half-caster Paladin "Grey Knight" for a player who actively wants spells.

Quick translation cheats for the table:

  • Spell slots → "Warp-charge" / "Faith" / "stored power"
  • Short rest → regroup / catch your breath in cover
  • Long rest → return to the Chimera / fortified billet / ship's barracks
  • Inspiration (the meta-currency) → the Emperor's Favor
  • Hit Dice → grit / field patch-ups

(B) Weapons → 40K Guns & Melee

The rule for weapons is sacred: keep the 5e weapon's damage dice, type, and properties EXACTLY. Only the name and look change. A player issued a "bolter" is mechanically holding the 5e weapon listed in the row — they roll that weapon's damage. The only thing you may safely re-color is the damage type (the third column), which is free in balance terms.

The cleanest, most beginner-proof approach is to map every 40K weapon onto a weapon that already exists in the PHB. Then there's nothing new to adjudicate — your player is using a Hand Crossbow; it's just called a laspistol. The table below does exactly that.

Ranged weapons (reskin of an existing PHB weapon)

40K Weapon Reskins this PHB weapon Damage (unchanged) Type Properties (unchanged) Flavor
Laspistol Hand crossbow 1d6 radiant light, ammunition, range 30/120, loading Standard-issue energy sidearm; a snap of red las-fire
Lasgun (lasrifle) Light crossbow / Crossbow 1d8 radiant two-handed, ammunition, range 80/320, loading The Guard's iconic "flashlight"; cheap, reliable, billions made
Long-las (sniper) Heavy crossbow 1d10 radiant two-handed, heavy, ammunition, range 100/400, loading A marksman's long-range las; the "loading" property = a careful aimed shot per turn
Autopistol Hand crossbow / Pistol* 1d6 (or 1d10*) piercing light, ammunition, range 30/120, loading Slug-thrower sidearm; bullets, not lasers
Autogun Light crossbow / Musket* 1d8 (or 1d12*) piercing two-handed, ammunition, range 80/320, loading Solid-projectile rifle; gang and PDF standard
Shotgun (combat) Shortbow (or DMG Pistol) 1d6 piercing two-handed, ammunition, range 80/320 Close-range scatter; flavor a crit as "both barrels"
Bolter (boltgun) Heavy crossbow 1d10 piercing two-handed, heavy, ammunition, range 100/400, loading The Astartes' mass-reactive .75-caliber rocket-shells — explode inside the target
Bolt pistol Hand crossbow 1d6 piercing light, ammunition, range 30/120, loading The bolter's sidearm cousin; carried by Marines and officers
Frag/Krak grenade (see Consumables, §D) thrown, see below Reskinned alchemist's fire / acid vial / bomb

* If you want 40K guns to feel a notch deadlier than fantasy weapons, use the optional firearm bump: autopistol → DMG Pistol (1d10 piercing, range 30/90, reload 6), autogun → DMG Musket (1d12 piercing, range 40/120, reload 1). Pick ONE convention (PHB-clean or firearm-bump) and use it for the whole table. The PHB-clean column is the beginner default — fewer new properties to track.

Heavy & special weapons (use sparingly — these are squad-support / NPC weapons)

These don't have a clean 1:1 PHB match, so they're built as simple custom items. Use them mostly on NPCs and set-pieces, or hand one to a player as a once-per-fight "heavy" toy. Keep the reload (X) property: the weapon fires until its ammo count runs out, then costs an action to reload.

40K Weapon Damage Type Properties Notes for the DM
Flamer 4d6 fire 15-ft cone, two-handed, reload (10) Dex save (DC 13) for half, exactly like burning hands (15-ft cone) but bigger dice. Terrifying vs. mobs.
Plasma gun 3d8 radiant two-handed, heavy, range 100/400, reload (8), overheats Gets Hot! On a natural 1 to hit, the wielder takes the weapon's damage (3d8 radiant) as the plasma coils vent. The iconic 40K risk-reward gun.
Meltagun 6d6 fire two-handed, heavy, range 50/150, reload (5) Short-range tank-melter. Brutal but you must close the distance.
Heavy bolter 2d8 + 1d6 piercing + fire two-handed, heavy, reload (24) A squad support weapon; treat as an emplaced/two-person gun for NPCs.
Lascannon 4d10 radiant two-handed, heavy, range 120/480, reload (6) Anti-vehicle. A single devastating beam. Great as an NPC turret.
Autocannon 2d12 bludgeoning two-handed, heavy, reload (12) Heavy slug-thrower; rattles armor.

These heavy stats come from the community (Myler) hack and are deliberately swingy. They are not PHB-balanced for a PC to spam — gate them behind reload, limited ammo, or "you found one, it has 2 shots left."

Melee weapons (reskin of an existing PHB weapon)

40K Weapon Reskins this PHB weapon Damage (unchanged) Type Properties (unchanged) Flavor
Combat knife Dagger 1d4 slashing finesse, light, thrown (20/60) Every soldier's last resort
Chainsword Longsword 1d8 (1d10 versatile) slashing versatile Roaring monomolecular teeth; the Astartes melee icon. Describe the spray.
Chainaxe Battleaxe 1d8 (1d10 versatile) slashing versatile A chainsword's brutal cousin; favored by berzerkers
Power sword Longsword (magical) 1d8 (1d10 versatile) slashing versatile, magical A blade sheathed in a disruptive energy field — counts as magical for overcoming resistance. Optional: +1 to hit/damage if you want it to feel special.
Power fist / Thunder hammer Maul / Warhammer 2d6 / 1d8 bludgeoning heavy (maul) Optional rider: on a hit, target makes a DC 13 Str save or is knocked prone (the thunderous impact). Magical.
Power maul / shock maul Mace 1d6 bludgeoning Arbites/enforcer crowd-control weapon
Eviscerator / great chainblade Greatsword 2d6 slashing heavy, two-handed A two-handed chain weapon; a Confessor's wrath
Bayonet (fixed) Spear 1d6 (1d8 versatile) piercing thrown (20/60), versatile A lasgun with a blade; the Guard's "the Emperor's own bayonet"

Power weapons & "magical" damage: in 40K, power-field weapons and force weapons cut through anything. Mechanically, just mark them magical so they overcome a monster's resistance to nonmagical damage — that's the whole reason "magic weapons" exist in 5e. Don't add bonus dice unless you specifically want that weapon to feel like a +1 reward.


(C) Damage Spells / Cantrips → Psychic Powers & Heavy Wargear

This is the biggest labor-saver in the entire kit. You do not write new spells. You take the 5e spell list — unchanged, every die and save and range identical — and you re-describe what it looks like. A psyker's spells are Warp-powers. A priest's spells are litanies and miracles. A Tech-Priest's are blessings of the Machine God. A device's "spell" is just wargear doing its thing.

The mechanic is the 5e spell. Always. You're only swapping the noun and the visual. Magic Missile still auto-hits for 3×(1d4+1) force, period — it's just called Witchfire now.

Attack cantrips → sidearms & psy-bolts

5e Cantrip Reskin as Flavor
Fire Bolt Laspistol shot / a snapped psy-bolt A bolt of energy; the most common "I shoot it" cantrip. (Mechanically it's radiant/fire damage either way.)
Eldritch Blast Bolt-pistol crack / Inquisitorial sidearm / focused Warp-lance The Warlock's "I shoot it again, harder." Reads as a master-crafted gun or a disciplined psy-blast.
Ray of Frost Cryo-las / null-field touch A chilling Warp-draught; the slow rider = supernatural cold sapping the target
Sacred Flame The Emperor's Wrath / holy fire from above A column of radiant faith — a Ministorum Priest calling down judgment
Toll the Dead A psyker's death-knell / a daemon-whisper Necrotic dread; the toll only rings loud for the wounded
Shocking Grasp Electro-priest's touch / shock maul Crackling Machine-God lightning; the "no reactions" rider = the jolt locks them up
Vicious Mockery Vox-amplified intimidation / litany of hate Demoralizing battlefield rhetoric; the psychic-damage flavor = words that wound the soul
Produce Flame / Fire Bolt Promethium flare / hand-flamer flicker A gout of igniting fuel

Damage spells (leveled) → Warp-powers & heavy weapons

5e Spell Reskin as Flavor / notes
Magic Missile Witchfire / Smite (psyker) / a tracking micro-missile salvo Auto-hitting darts = unerring Warp-bolts. The 40K answer to "what is magic missile?" — it's Witchfire, the classic psyker auto-hit.
Burning Hands Flamer burst A 15-ft cone of promethium — literally a hand-flamer
Fireball Plasma burst / Frag detonation / a Tzeentchian firestorm The big one. 8d6 fire, 20-ft radius, Dex save for half — call it a plasma detonation or a thrown krak charge going off
Lightning Bolt Lascannon beam / arc-lightning A line of searing energy — the lascannon's signature
Scorching Ray Multi-las / plasma-pistol burst Three bolts of fire = a rapid-fire energy salvo
Shatter Sonic charge / krak grenade A thunderous concussive blast (thunder damage)
Thunderwave Concussive shockwave / force-push A psychic kinetic blast that shoves enemies back
Inflict Wounds Warp-curse / a daemon's touch Necrotic damage on a touch — great for a Chaos Cultist mini-boss
Guiding Bolt A targeted divine las-strike Radiant; the "next attack has advantage" = the target is marked/illuminated
Spirit Guardians A cordon of warp-spirits / saintly aura A swirling field of damaging energy around a Priest or psyker
Cloud of Daggers A whirling field of bolt-shards Spinning shrapnel in a 5-ft cube
Spiritual Weapon A floating force-blade / animated power weapon A psychokinetic weapon striking on its own

Utility / buff / control spells → litanies, powers & gear

5e Spell Reskin as
Bless A Ministorum Priest's litany of battle / the Emperor's blessing
Guidance A whispered prayer / a tactical vox-prompt
Shield (reaction) A refractor field / personal force-barrier flaring up
Mage Armor A flak-field / armored bodyglove humming to life
Cure Wounds / Healing Word An Apothecary's narthecium / a Sister's Act of Faith / a stimm-shot
Bless / Heroism Combat-stimms / inspiring rhetoric
Detect Magic Detect the Warp / psy-sense (sensing daemonic taint or psychic activity)
Command An officer's bark of authority / a psyker's domination
Hold Person A psychic stasis-lock
Fear / Cause Fear A wave of Warp-dread / a Commissar's terror
Invisibility A cameleoline cloak / psychic misdirection
Misty Step A short Warp-jump / teleport
Dimension Door / Teleport Warp-translation / a teleport homer
Light / Dancing Lights A glow-globe / servo-skull lumen
Find Familiar A servo-skull or cyber-cherub companion
Counterspell / Dispel Magic A psychic hood / null-field negating an enemy power
Revivify / Raise Dead An Apothecary's emergency resuscitation (and recovery of the gene-seed) — use a Veil here; resurrection is grim in 40K

The universal rule, one more time: if a player wants to cast any spell on their sheet, let them — at full RAW effect — and just ask "what does that look like for your character?" Their answer is the reskin. You never have to say no.


(D) Gear & Consumables

Same principle: the item does exactly what the PHB item does. New name, same effect.

5e Item 40K Reskin Effect (unchanged)
Potion of Healing Medi-pack injector / Stimm-shot Drink/inject as the action/bonus action RAW allows; heal 2d4+2
Greater/Superior Healing Potion Combat narthecium / Sanguine stimm The bigger healing tiers, reskinned
Antitoxin Detox pill / anti-rad tablet Advantage on saves vs. poison (great vs. Nurgle/Poxwalker spores)
Healer's Kit Medikit / Apothecarion field-kit 10 uses; stabilize a dying ally with no check
Thieves' Tools Multitool / mechadendrite kit / servo-arm Lockpicking → bypassing a cogitator/maglock; same proficiency & DCs
Tinker's / Smith's Tools Tech-adept's toolkit Repairs, jury-rigging, blessing the Machine Spirit
Holy Symbol The Aquila (Imperial eagle) / a rosarius / Imperial rosary A Cleric/Paladin's divine focus; the two-headed eagle worn at the throat
Spellbook Liber Daemonica / a psyker's grimoire / data-slate of forbidden lore A Wizard/Librarian's book of prepared powers
Arcane Focus Psychic focus / a force weapon / a psyker's staff A Sorcerer/Warlock's casting focus
Component Pouch Reagent satchel / ritual kit Material components for litanies/rituals
Ring of Protection Conversion field / displacer field +1 AC & saves
Cloak/Ring of Resistance Rosarius / icon of the Emperor Resistance to a damage type (often force/psychic)
Bag of Holding Munitorum supply-cache / a tesseract vault Extradimensional storage; the Mechanicus made it, don't ask how
Torch / Lantern Glow-globe / stab-light / lumen Light source
Rations Corpse-starch rations / ration-paste (Don't ask what's in them. The Emperor provides.)
Rope / Grappling Hook Grav-chute line / mag-grapnel Climbing gear
Climber's Kit / Caltrops / Ball Bearings Mag-boots / razor-wire / tangle-mines Same effects, grimdark names
Alchemist's Fire (thrown) Frag grenade / promethium flask Thrown, 1d4 fire/round until extinguished
Acid Vial (thrown) Krak grenade / melta-charge Thrown, 2d6 acid → reflavor as armor-melting heat
Bomb (DMG, thrown) Frag/krak grenade 3d6 fire, Dex save, 5-ft radius — the classic "I throw a grenade"
Smokestick / Smoke bomb Smoke grenade Heavily obscures a 10-ft area
Lho-stick (custom) A combat-stim cigarette Optional flavor item: once per 6 hours, regain one spent use of a class feature (Myler's hack) — or just a roleplay prop
Spyglass Magnoculars / auspex scanner Distance viewing / detecting nearby movement

Grenades made easy: if a player wants to throw a grenade, use the DMG bomb or alchemist's fire stat (a thrown improvised weapon, Dex save DC 12 for half, ~3d6) and call it a frag (fire) or krak (armor-piercing). You do not need a grenade subsystem — one stat line covers all of them, just change the damage type for flavor.


(E) Currency → Throne Gelt & Requisition

In the Imperium, a lone soldier doesn't carry a coin-purse — they're issued gear by the Departmento Munitorum and answer for every round they spend. You have two clean options; pick one and move on:

Option 1 — The lazy-good default: rename gold 1:1 (RECOMMENDED for beginners)

Keep the entire 5e economy exactly as written. 1 gold piece = 1 Throne Gelt (a.k.a. Thrones, the Imperial credit). Silver = gelt-bits, platinum = a rare high-denomination cred-stick. Nothing about pricing, treasure, or shopping changes — your players just say "I've got 50 Thrones" instead of "50 gold." This is the right call for a one-shot. Zero new rules, full theme.

Option 2 — The thematic upgrade: Requisition (use only if your table loves the flavor)

Abolish coins entirely. The warband doesn't buy gear — it's requisitioned from the Munitorum per mission and must be justified afterward. The community (Myler) rule:

Beginner verdict: use Option 1 (rename gold). Requisition is a lovely flavor toy but it's one more subsystem on your plate during your first session. Throne Gelt 1:1 gives you 95% of the theme for 0% of the overhead.


(F) Ancestries / Races

40K's playable stories are overwhelmingly human — Guardsmen, Inquisitors, priests, scum, and the genetically-tweaked "abhumans" who are still legally human-ish. That maps beautifully onto 5e, and it keeps your table grounded in the Imperium rather than a xenos zoo. Below is the human-centric default set (all reskins of PHB races — no new mechanics), then optional xenos for a guest player.

The recommended default lineup (human & abhuman)

40K Ancestry Reskins this PHB race What it covers Notes
Imperial Citizen (baseline human) Variant Human Guardsmen, priests, Inquisitorial agents, scum — the default for nearly every PC +1 to two stats, a skill, and a feat at level 1 — the most flexible, beginner-friendly choice. Make this your table's "house default."
Ogryn (abhuman) Goliath (or Half-Orc) The big, loyal, dim-but-devoted brute; "BONE 'ead" tank Goliath gives Powerful Build + Stone's Endurance — perfect "able to soak a hit" abhuman. Low Int is flavor, not a penalty you must enforce.
Ratling (abhuman) Halfling (Lightfoot) The small, sneaky, deadeye-sniper abhuman Halfling's Lucky and Stealth = the Ratling's uncanny marksmanship and skill at vanishing (and pilfering rations). A natural Rogue/Ranger.
Squat / Leagues of Votann (abhuman) Dwarf (1:1) Stout, gruff, tech-and-grudge-bound mining-clan humans A clean 1:1 — Dwarven resilience, tool/weapon proficiency, and stubbornness fit the Squats perfectly. Great for a Tech-Priest-flavored PC.

For a first session, you barely need more than this. Tell your players: "Everyone's a human (Variant Human) unless you specifically want to be a big Ogryn or a little Ratling." That single sentence handles character creation for 90% of tables and keeps the tone unmistakably Imperial.

Optional xenos reskins (for a guest, a mercenary, or a mixed warband)

Use these if a player really wants to be alien — e.g. an Eldar Ranger guiding the humans, or a captured Ork along for the ride. They're still just PHB races reskinned.

40K Ancestry Reskins this PHB race Notes
Aeldari / Eldar Elf (High or Wood) (1:1) The arrogant, dying elder race of master psykers — elf maps perfectly: Trance (long-lived), Fey Ancestry → psychic resistance, Dex & speed. A graceful sniper or psyker.
Drukhari (Dark Eldar) Elf / Drow Their sadistic raider cousins; lean into Drow flavor (cruel, shadowed, fast).
Ork Half-Orc Big, regenerating (Relentless Endurance = "Orks don't know they're dead yet"), brutal crit. Use Half-Orc → Ork as the natural home for half-orc at the table. A WAAAGH! in person.
T'au Variant Human (no psyker powers) The idealistic high-tech optimists. Reskin a human but rule they cannot take Sorcerer/psyker powers (the T'au have no Warp presence) — a small, lore-accurate restriction.
Kroot Half-Orc / Tabaxi-ish Avian mercenary hunters; pair with a Ranger for the tracker fantasy.

Where does Half-Orc go? The research's open question, settled: Half-Orc's best home is the Ork (or, dialed for loyalty, an Ogryn — though Goliath is the cleaner Ogryn). Don't offer "Half-Orc" as a name at the table; offer Ork or Ogryn and use the half-orc/goliath stats underneath.

Balance flag — Space Marines: you'll be tempted to let someone play a Space Marine race (Large, 40-ft speed, regen). Resist it for a mixed party. A 7-foot transhuman demigod standing next to a normal Guardsman breaks the spotlight and the math — the community uniformly warns against Astartes-as-race in a Guard warband. Better: let the "Space Marine" fantasy be a Fighter or Barbarian (a human pregen who's just described as a Marine), or save a true Astartes for a one-villain NPC. If the whole party is Marines, that's a different (harder) game — not your first one-shot.


The one-page summary (tape this to your DM screen)

You hear / read… You run…
Space Marine / Guardsman PC A Fighter or Barbarian (5e, by the book)
Psyker A Sorcerer (spells = Warp-powers)
Inquisitor A Warlock
Tech-Priest An Artificer
Priest / Confessor A Cleric
"I fire my lasgun/bolter" The Attack action with the reskinned crossbow stat
"I throw a grenade" The DMG bomb stat (Dex save, ~3d6)
"I cast [any spell]" That exact 5e spell, full effect — just ask what it looks like
Plasma weapon "Gets Hot!" On a natural 1 to hit, wielder takes the weapon's damage
Power/force weapon The base weapon, marked magical
Healing potion Stimm / medi-pack (2d4+2)
Gold Throne Gelt (1:1)
A human PC Variant Human (the default)
A big brute / a little sniper Goliath (Ogryn) / Halfling (Ratling)

Sources & lineage

This glossary distills the two canonical community conversions and the standard 5e SRD:

Remember the contract: the dice never change; only the words do. Run 5e with confidence — the Emperor (and the rulebook) protects.