There’s an awful lot of awesome scheduled for the posts ahead but now that all the player bits are on the table I figured it’d only be fair to post something substantial for GMs to use aside from generally saying to reskin Warp-spawn creatures–below are more reskinning suggestions and then a few scout (aka rookie) spare marines! 😀

BUT FIRST–what are those 10 previous hack posts about?

First post general rules, the Corruption ability score, new skills, a hit selection system, races, character backgrounds, the psyker feat.

Second post the (shared) Resources party attribute, the Lucky Bastard feat, new martial weapons, new ranged weapons, new extremis weapons, power armor

Third post Apothecary monk archetype, Chaplains, and the Imperial Guard Veteran archetype

Fourth post Assault space marine barbarian archetype and the Imperial Commissar fighter archetype

Fifth post Psyker sorcerer archetype, Grey Knight warlock archetype, and Sisters of Battle monk archetype

Sixth post ASSASSINORUM CLADES! My favorite. ❤

Seventh post Inquisitors (warlock archetype) and Grey Knight space marines (paladin archetype)

Eighth post Sneaky space marines (I am Alpharius) and Rogue Trader bards!

Ninth post Techmarine mad scientists and Tech-Priest scrappers (both are classes with free PDFs)

Tenth post One of the underappreciated bits of Abnett’s work (Enuncia; note that I took a few liberties with it) and doling out the chaos template before the monster statblock posts begin

Chaos, Imperium, and Squats

There are a ton of statblocks of humanoids with guns in Hypercorps 2099, 2099 Wasteland, and even Mists of Akuma. You can also just make use of a standard NPC (handy list of them here) and hook them up with some of the gear in Warhammer 40k D&D 5E Hack #2.

Dark Eldar and Eldar

Use Drow Elite Warriors, Drow Mages, and Drow Priestesses of Lolth. Give them xenos shuriken weapons. Alternatively, there are a lot of Mists of Akuma statblocks (from the Clans chapter) that would fit great for Harlequins and what have you.

Genestealers & Tyranids

EDIT: Somebody else is already on this! Check out their Tyranids over on Reddit!

One of my playtesters asked me about these a few months ago and I’m telling yinz what I told him: figure on the CR you want and then just go willy-nilly with reskinning, picking out monsters when you need them based on location/what the party’s composition is. Cultist and ettercap [his suggestions] sound fine but I wouldn’t limit myself. Get a few options you think might work and pick it in the moment (and just describe it as you need to). For example –> change a beholder into a dark mechanicum deathbot or genestealer hybrid freak (if various orcs or bugbears or etc. aren’t doing it). Basically just ignore what the type/descriptive text says and focus on the elements you want (does it have a huge gun or something? Buddy-up attacks like hobgoblins? etc.), then worry about dressing it up like a dreadnaught or eldar seer or whatever.

What I didn’t tell him–to be overly simplistic, tyranids are rust monsters. There are way more different kinds than I am interested in building so just supe them up as follows (modifying the core rust monster statblock based on the tyranid’s size). If you want it to shoot xenos effluent, swap out a/the talon attack(s) for a bio cannon (range 40/200, deals poison damage equal to half the talon’s damage plus the regular acid damage).

SMALL SIZE: Hit points do not change, immunities (poison damage, poisoned condition, acid damage), can sense living creatures as if they were metal, attack changes to: Bite: Melee Weapon Attack : +3 to hit, reach 5 ft., one target. Hit : 5 (1d8+1) piercing damage plus 3 (1d6) acid damage.

MEDIUM SIZE: AC increases to 15, hit points increase by 24 (3d8+11) to 51, Str 16, Dex 15, Con 15, Int 5, immunities (poison damage, poisoned condition, acid damage), CR increases to 2, can sense living creatures as if they were metal, attacks change to:

Multiattack. The tyranid makes one bite attack and one talon attack.

Bite: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit : 8 (1d10+3) piercing damage plus 5 (1d10) acid damage.

Talon: Melee Weapon Attack : +5 to hit, reach 5 ft., one target. Hit: 13 (3d6+3) piercing damage.

LARGE SIZE: AC increases to 17, hit points increase by 72 (6d10+39) to 99, Str 18, Dex 16, Con 18, Int 7, immunities (poison damage, poisoned condition, acid damage), CR increases to 5, can sense living creatures as if they were metal, attacks change to:

Multiattack. The tyranid makes one bite attack and two talon attacks.

Bite: Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit : 13 (2d8+4) piercing damage plus 10 (3d6) acid damage.

Talon: Melee Weapon Attack : +6 to hit, reach 10 ft., one target. Hit: 16 (3d8+4) piercing damage.

HUGE SIZE: AC increases to 18, hit points increase by 150 (10d12+70) to 177, Str 20, Dex 19, Con 21, Int 11, immunities (poison damage, poisoned condition, acid damage), CR increases to 9, can sense living creatures as if they were metal, attacks change to:

Multiattack. The tyranid makes one bite attack and two talon attacks.

Bite: Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit : 18 (2d12+5) piercing damage plus 18 (4d8) acid damage.

Talon: Melee Weapon Attack : +8 to hit, reach 15 ft., one target. Hit: 23 (4d8+5) piercing damage.

GARGANTUAN SIZE: AC increases to 20, hit points increase by 257 (15d20+100) to 284, Str 22, Dex 21, Con 21, Int 14, immunities (poison damage, poisoned condition, acid damage), CR increases to 15, can sense living creatures as if they were metal, attacks change to:

Multiattack. The tyranid makes two bite attack and three talon attacks.

Bite: Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit : 27 (6d6+6) piercing damage plus 27 (6d8) acid damage.

Talon: Melee Weapon Attack : +10 to hit, reach 20 ft., one target. Hit: 32 (4d12+6) piercing damage.

Orks

As below but with xenos ork weapons.

Gretchin → Goblins with advantage on Technology checks.

Ork → Standard Orc War Chief or Murderball Bruiser ( Hypercorps 2099 ) but Large-sized, 40 ft. speed, and Regeneration 4.

Big Nob → Troll .

Ork Warboss → These can vary widely but I’d take the Atomic Mutant (from 2099 Wasteland ), reduce it to Huge size, drop its Intelligence to 15, and change its ranged weapon to deal bludgeoning and piercing damage. Add some orky powah arma if ya likes.

Necrons

Use a lot of them. As a handy rule, I’d have any that die pop back up at half hit points after 1 minute (10 rounds) if any of their companions are still fighting nearby.

Necron Warrior → Use the stats for a Mummy but change its type to construct, then remove mummy rot and damage vulnerability. It gains a necron rifle ranged weapon attack: +1 to hit, (range 500/1,500), single target, 4d6-1 fire and necrotic damage.

Triarch Praetorian → Use the statistics for a Stone Golem . It gains a fly speed of 60 feet and the Rod of Covenant ranged weapon attack: +3 to hit, (range 100/500), single target, 12d8-1 fire and necrotic damage. In addition, all of the Triarch Praetorian’s attacks ignore a creature’s AC bonus from armor and any reduction to damage a suit of armor provides.

Necron Lord → Use the statistics for a Lich (with a type of construct instead of undead).

Tau

As below but with advantage on saving throws against magic.

Tau Firewarrior → Atomic Army Cadet ( 2099 Wasteland ) but deal lightning damage.

Tau Pathfinder → Magitechnologist Adept ( 2099 Wasteland ) but deal lightning damage.

There are a lot of castes and different levels of warriors. Even more so than the eldar, you’re going to find the best things to reskin here from Mists of Akuma . Also worth looking at for inclusion here–Lady Atom and S.H.E.R.L.O.C.K. from 2099 Wasteland . Basically humanoid NPCs with class features or similar that you can redescribe as sublime tech.

SPACE MARINES!

Below is a space marine on the down low, no armor, wielding just a bolt pistol and the will of the God-Emperor. Beneath that is a standard trooper space marine decked out in average armor, as well as a standard (armored) chaos space marine–you can take the incognito build and slap on any of the space marine power armor suits from Warhammer 40k D&D 5E Hack #2: Equipment. Regardless of whether or not they are in armor or whom they fight for, all space marines should have a chapter.

Chapter Talent. Depending on which chapter the space marine belongs to they gain a different benefit: Blood Angels–natural weapon bite attack (1d4 piercing), Dark Angels–Survival proficiency, Imperial Fists–Insight proficiency, Iron Hands–Technology proficiency, Raven Guard–Stealth proficiency, Salamanders–plus 1 damage when dealing fire damage, Space Wolves–advantage on smell-based Perception checks, Ultramarines–History proficiency, White Scars–Vehicle (land) proficiency.

Chaos space marines choose from these chapters: Alpha Legion–Deception proficiency, Death Guard–poison immunity, Emperor’s Children–thunder resistance, Iron Warriors–Investigation proficiency, Night Lords–Stealth proficiency, Sons of Horus–Persuasion proficiency, Thousand Suns–Arcana proficiency, Word Bearers–Religion proficiency, World Eaters–Intimidation proficiency.

SPACE MARINE (incognito)

Large humanoid (adeptus astartes), any good or lawful neutral (if chaos, chaotic evil or neutral evil)

Armor Class 12

Hit Points 58 (6d10+18) regeneration 1 hp/minute

Speed 40 ft.

STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 13 (+1) 12 (+1) 11 (+0)

Saving Throws Str +5, Con +5

Skills Athletics +5, Perception +3 (advantage), Stealth +4, Survival +3

Damage Resistances poison

Senses passive Perception 18

Languages Battlecant, High Gothic, Low Gothic

Challenge 3 (700 XP)

Action Surge (1/short rest). On the space marine’s turn, he can take one additional action on top of his regular action and a possible bonus action.

Autofire. As a bonus action, the space marine can fire his bolt pistol with disadvantage.

Blinding Spittle. As a bonus action, the space marine spits corrosive saliva at a creature within 15 feet. The target makes a DC 14 Constitution saving throw or is blind until the end of the space marine’s next turn.

Fighting Style: Archery. The space marine gains a +2 bonus to attack rolls he makes with ranged weapons (included).

Omophagea. The space marine can absorb genetic information by consuming blood or flesh, gaining information as a set of memories or experiences.

Poison Resistance. The space marine has advantage on saving throws against diseases and poison.

Second Wind (1/short rest). On his turn, the space marine can use a bonus action to regain 1d10+2 hit points.

Thick Skinned. Whenever the space marine takes damage, he ignores 1 point of damage.

ACTIONS

Unarmed. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Bolt Pistol. Ranged Weapon Attack: +6 to hit, range 300/600, one target. Hit: 8 (1d12+2) piercing damage.

LOYAL SPACE MARINE (scout or standard infantry)

Large humanoid (adeptus astartes), any good or lawful neutral

Armor Class 17 (Mark VI power armor)

Hit Points 58 (6d10+18) regeneration 1 hp/minute

Speed 40 ft., jump 30 ft. horizontal/20 ft. vertical

STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 16 (+3) 13 (+1) 12 (+1) 11 (+0)

Saving Throws Str +8, Con +6

Skills Athletics +8, Perception +4 (advantage), Stealth +6, Survival +4

Damage Resistances cold, fire, poison

Senses darkvision 120 ft., passive Perception 19

Languages Battlecant, High Gothic, Low Gothic

Challenge 5 (1,800 XP)

Action Surge (1/short rest). On the space marine’s turn, he can take one additional action on top of his regular action and a possible bonus action.

Autofire. As a bonus action, the space marine can fire his bolt rifle with disadvantage.

Blinding Spittle. As a bonus action, the space marine spits corrosive saliva at a creature within 15 feet. The target makes a DC 14 Constitution saving throw or is blind until the end of the space marine’s next turn.

Fighting Style: Archery. The space marine gains a +2 bonus to attack rolls he makes with ranged weapons (included).

Omophagea. The space marine can absorb genetic material by consuming blood or flesh, gaining information as a set of memories or experiences.

Poison Resistance. The space marine has advantage on saving throws against diseases and poison.

Powered Armor. The space marine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.

Second Wind (1/short rest). On his turn, the space marine can use a bonus action to regain 1d10+2 hit points.

Thick Skinned. Whenever the space marine takes damage, he ignores 1 point of damage.

ACTIONS

Unarmed. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Bolter. Ranged Weapon Attack: +8 to hit, range 300/600, one target. Hit: 12 (2d8+3) bludgeoning damage plus 3 (1d6) thunder damage.



TRAITOR SPACE MARINE (scout or standard infantry)

Large humanoid (adeptus astartes), chaotic evil or neutral evil

Armor Class 16 (Mark V carapace)

Hit Points 64 (6d10+24) regeneration 1 hp/minute

Speed 40 ft., jump 30 ft. horizontal/20 ft. vertical

STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 18 (+4) 13 (+1) 12 (+1) 11 (+0)

Saving Throws Str +8, Con +7

Skills Athletics +8, Perception +4 (advantage), Stealth +5, Survival +4

Damage Resistances cold, fire, poison

Senses darkvision 120 ft., passive Perception 19

Languages Battlecant, High Gothic, Low Gothic

Challenge 5 (1,800 XP)

Action Surge (1/short rest). On the space marine’s turn, he can take one additional action on top of his regular action and a possible bonus action.

Autofire. As a bonus action, the space marine can fire his bolt rifle with disadvantage.

Blinding Spittle. As a bonus action, the space marine spits corrosive saliva at a creature within 15 feet. The target makes a DC 15 Constitution saving throw or is blind until the end of the space marine’s next turn.

Fighting Style: Archery. The space marine gains a +2 bonus to attack rolls he makes with ranged weapons (included).

Omophagea. The space marine can absorb genetic information by consuming blood or flesh, gaining information as a set of memories or experiences.

Poison Resistance. The space marine has advantage on saving throws against diseases and poison.

Powered Armor. The space marine’s carrying weight doubles, he reduces all falling damage by 30, and he’s immune to all gas-based attacks (while the suit remains unbreached). In addition, he ignores the first 5 points of damage whenever he takes damage that isn’t psychic.

Second Wind (1/short rest). On his turn, the space marine can use a bonus action to regain 1d10+2 hit points.

Thick Skinned. Whenever the space marine takes damage, he ignores 1 point of damage.

ACTIONS

Unarmed. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) bludgeoning damage.

Bolter. Ranged Weapon Attack: +7 to hit, range 300/600, one target. Hit: 11 (2d8+2) bludgeoning damage plus 3 (1d6) thunder damage.

Primaris Template

Primaris Space Marines are a new breed of transhuman warriors developed across the span of ten thousand standard years by Archmagos Dominus Belisarius Cawl on Mars on the order of Primarch Roboute Guilliman. They are more physically powerful and possess faster reaction times than their original Astartes counterparts. Only space marines are able to acquire the primaris template.

Armor Class. Primaris space marines gain a natural armor of 1.

Speed. Primaris space marines increase all of their movement speeds by 10 feet.

Ability Scores. Primaris space marines increase their Strength by 2, Constitution by 2, and Dexterity by 4. All of their mental attributes (Intelligence, Wisdom, and Charisma) are increased by 1. The maximum for these scores are all increased by the same amount.

Fast Reflexes. Primaris space marines have advantage on Dexterity saving throws and can take up to two reactions each round.

Challenge Rating. Primaris space marines increase their CR by 1. Do not recalculate proficiency bonus.