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Hunter H5 Combat cheat sheet

Turn order, actions, and reminders. At-the-table reference for Hunter: The Reckoning 5th Edition.

Hunter H5 combat: d10 dice pools, Desperation-powered Edges, and mortal fragility against supernatural threats.

Initiative
Pool
Wits + Awareness (flat value, no roll)
Ties
Higher Composure goes first
Action economy
  • 1 major action per turn: attack, use an Edge, interact, take cover.
  • 1 minor action: move, speak, draw a weapon.
  • Split your dice pool to attack two targets (divide before rolling).
Attack roll
Melee
Strength + Melee vs defender's pool
Ranged
Composure + Firearms vs difficulty (usually 2-3)
Success
Each die showing 6+ = 1 success
Critical
Two 10s = critical success (extra successes)
Desperation dice
  • Added on top of the normal pool when Desperation is spent, not swapped in for regular dice.
  • Desperation rises as the hunt escalates and the cell faces worse odds.
  • Desperation dice count toward an ordinary critical (paired 10s) like any other die; there's no separate 'Desperation critical'.
  • Any 1 on a Desperation die, whether the roll succeeds or fails, forces a choice: Overreach (Danger +1) or Despair.
Damage
  • Damage = weapon damage + net successes (margin of victory).
  • Superficial damage: mortal hunters don't halve it at all (that halving is a vampire-only mechanic). Aggravated: full.
  • Firearms deal aggravated to mortals.
  • Hunters are mortal: no regeneration, no supernatural soak.
Health tracker
  • Track superficial and aggravated on the same tracker.
  • All boxes filled with superficial: impaired (-2 dice).
  • Any aggravated past full: unconscious, then dead.
  • Mortal healing is slow: days for superficial, weeks for aggravated.
Edges
  • Supernatural-adjacent abilities, some of which draw on Desperation dice rather than costing Desperation to use.
  • Each Creed grants access to different Edge categories (Arsenal, Fleet, Endurance, etc.).
  • Edges don't cost Desperation to activate; using one may add Desperation dice to the roll instead.
  • Some Edges work passively; others require an action.
Common mistakes
  • Hunters are mortal: no regeneration, no Blood Surge, no supernatural soak. Every wound counts.
  • Desperation dice add to the pool, they do not replace regular dice.
  • A 1 on a Desperation die forces a choice, Overreach or Despair, regardless of whether the roll succeeded or failed; either can end a scene or a character.
  • Splitting dice pools halves your effectiveness: only split when both targets are weak.
  • Firearms deal aggravated to mortals but only superficial to vampires.

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