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Hunter: The Reckoning 5th Edition edge

Fleet

Fleet is an edge in Hunter H5: Asset Edge covering the vehicles that get the cell to the Hunt and away from it again.

Last reviewed

Key facts

Category
asset

Overview

Fleet is the asset Edge that puts wheels under the cell. It covers the reinforced van, the pair of motorcycles, the boat that reaches the island, and the maintenance that keeps all of it running when the group needs to be gone in ninety seconds. Fleet earns its slot in two specific scenes: arriving somewhere the monster did not expect anyone to reach, and leaving somewhere everyone is now looking. It works with the Driving skill rather than replacing it, so a cell with Fleet and no Driving dots owns good vehicles and wrecks them. Asset affinity belongs to the Entrepreneurial and Martial creeds, though any hunter can take it.

How it works

Category: Asset Effect: Reliable transport for the cell, including getaway vehicles and mobile operations Benefits: The cell moves between locations without travel becoming the scenario, vehicles serve as cover, staging area, and escape route, and Perks extend the fleet to armored transports, watercraft, or aircraft Advancement: No dot rating applies. Buy the base Edge first, then add Perks at 5 XP each to widen what the fleet holds

Tips and playstyle

Best For: Chronicles that span a whole city or region, cells that keep needing to be somewhere else by morning, players who want the getaway to be their contribution. Playstyle: Fleet is strongest when somebody in the cell has Driving dots, so coordinate at creation instead of assuming. Treat vehicles as consumable: a van seen at two crime scenes is now evidence, and swapping plates or burning it is part of playing the Edge honestly. Spend background dots on Resources if you want replacing a vehicle to be plausible rather than a crisis. Character Concepts: Rideshare driver who works nights, motorcycle courier, long-haul trucker, mechanic with a lot behind the shop, charter boat captain.

Frequently asked questions

What kind of vehicles does Fleet cover?

At the base Edge, reliable everyday vehicles the cell can use without questions: a van, a car, a couple of bikes. Perks push it toward armored transport, watercraft, or aircraft, and each Perk is a separate 5 XP purchase.

Do I need the Driving skill as well?

For anything under pressure, yes. Fleet decides what you are driving and Driving decides whether the chase ends well. A cell can split this, with one hunter owning the Edge and another holding the dots.

Is Fleet worth an Edge slot at creation?

In an urban or regional chronicle, yes, because it removes the recurring problem of how the cell gets there. In a chronicle confined to one town, one building, or one campus, spend the slot on something else.

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