⚔️ Player Reference
FOR THE EMPEROR — YOUR TURN CARD
Warhammer 40,000 One-Shot · D&D 5e RAW · Generic Player Reference
One glance. It's your turn. Hesitation costs lives — and lives are cheap in the 41st Millennium.
⚡ EVERY TURN, YOU GET ALL OF THESE
| Resource | What it means |
|---|---|
| MOVE | Up to your speed (usually 30 ft). Split it before and after your action. |
| ACTION | The main thing you do — attack, cast, dash, etc. (see below). |
| BONUS ACTION | Only if a feature or spell grants one. Not free — you must have a source. |
| FREE OBJECT INTERACTION | Draw/sheathe a weapon, open an unlocked door, pull a lever. One free per turn; a second one costs your Action. |
| REACTION | One per round, triggered off your turn — opportunity attack, readied action, or reaction spell. Resets at the start of your turn. |
⚡ COMMON ACTIONS (what you can do with your Action)
| Action | Effect |
|---|---|
| Attack | Roll 1d20 + your attack modifier vs. target's AC. On a hit, roll your damage dice. Extra Attack means you swing twice. |
| Cast a Spell | Use the spell's casting time. Most are one Action. |
| Dash | Your movement doubles this turn. Use it to close ground or run for cover. |
| Disengage | Your movement this turn doesn't provoke Opportunity Attacks. |
| Dodge | Until your next turn: attacks against you have disadvantage, and you have advantage on Dex saves. |
| Help | Give one ally advantage on their next attack roll against a creature within 5 ft of you, OR on their next ability check. |
| Hide | Make a Stealth check. The DM tells you if you succeed. You can't hide from someone who can clearly see you. |
| Ready | Declare an action and a trigger ("When the heretic steps into the doorway, I fire"). Uses your Reaction when it fires. |
| Grapple | One attack → opposed Athletics vs. target's Athletics or Acrobatics (their pick). Success: target is Grappled (speed 0). |
| Shove | One attack → opposed Athletics vs. Athletics or Acrobatics. Success: target is Prone OR pushed 5 ft. |
| Use an Object | Some objects (grenades, complex gear) require your full Action. Your DM will tell you. |
⚡ MAKING AN ATTACK — THE LOOP
1. Declare the attack and your target.
2. Roll 1d20 + your attack modifier.
3. Compare to the target's AC. Equal or higher = HIT.
4. On a hit, roll your damage dice + modifier.
5. Natural 20 = CRITICAL HIT: roll ALL damage dice twice, add modifiers once.
6. Natural 1 = miss, always. No modifier saves it.
Advantage: roll 2d20, take the higher. Multiple sources still = one roll of 2d20. Disadvantage: roll 2d20, take the lower. If you have both at once, they cancel — roll one d20.
⚡ OPPORTUNITY ATTACKS (Reaction)
When an enemy moves out of your reach without Disengaging, you may use your Reaction to make one melee attack against them. You only get one Reaction per round.
🔴 FROZEN ON YOUR TURN? RUN THIS CHECKLIST.
The enemy doesn't wait. Pick a step, commit, and move. The Emperor rewards action.
- 1. Is there an enemy in reach? → Attack it. Roll 1d20 + your modifier vs. its AC. That's always a legal turn.
- 2. Out of reach? → Move toward it (or to cover), then attack — or Dash and close the gap.
- 3. Can you help an ally? → Use Help to grant them advantage, or cast a support spell.
- 4. Outgunned? → Dodge to buy a round, fall back into cover, or Ready an action for when they advance.
If nothing else: move toward the enemy and swing. One attack is never a wasted turn.
🔴 COVER (stand behind something)
| Cover | Bonus |
|---|---|
| Half (low wall, corner) | +2 AC and +2 to Dex saves |
| Three-quarters (arrow slit, heavy machinery) | +5 AC and +5 to Dex saves |
| Total (completely hidden) | Can't be targeted directly |
🔴 GOING DOWN (0 HP)
When you drop to 0 HP you're unconscious. On each of your turns, roll a d20 (no modifiers):
- 10 or higher = Success · 9 or lower = Failure
- Three successes = Stable (still unconscious)
- Three failures = Dead. The Emperor reclaims your soul.
- Natural 20 = Regain 1 HP, you're back up
- Natural 1 = Two failures at once
- Taking any damage at 0 HP = One failure (a crit or melee hit at close range = two)
An ally can stabilize you (DC 10 Medicine check) or any healing brings you conscious.
🔴 KEY CONDITIONS — QUICK REFERENCE
| Condition | Effect in one line |
|---|---|
| Blinded | Attacks vs. you: advantage. Your attacks: disadvantage. |
| Frightened | Disadvantage on checks/attacks while source is in sight. Can't move toward it. |
| Grappled | Speed = 0. Ends if the grappler is incapacitated or you move out of reach. |
| Incapacitated | No Actions or Reactions. |
| Paralyzed | Incapacitated + can't move or speak. Auto-fail Str/Dex saves. Hits within 5 ft = crits. |
| Poisoned | Disadvantage on attack rolls and ability checks. |
| Prone | Melee attacks vs. you: advantage. Ranged attacks vs. you: disadvantage. Standing up costs half your speed. |
| Restrained | Speed = 0. Attacks vs. you: advantage. Your attacks: disadvantage. Disadvantage on Dex saves. |
| Stunned | Incapacitated, can't move. Auto-fail Str/Dex saves. Attacks vs. you: advantage. |
| Unconscious | Prone + incapacitated. Auto-fail Str/Dex saves. Hits within 5 ft = crits. |
🔴 DC QUICK LADDER
| Difficulty | DC |
|---|---|
| Very Easy | 5 |
| Easy | 10 |
| Medium | 15 (default when unsure) |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
"In the grim darkness of the far future, there is only war — and it is your turn."