WARHAMMER 40K · ONE-SHOT KIT

⚔️ 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.

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):

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."