This is a lightweight set of ship - and more broadly vehicle - rules for Nimble.

What is a ship/vehicle?

Ships in Nimble have a few important characteristics:

  1. They do not have attributes, but gear and gear slots
  2. They have HP and wounds, just like players. HP are an abstraction of structure, crew, sails, etc.
  3. Ships do not act on their own. Each player gets one action per turn, starting with the captain.

Zones

There is no “map” in ship combat, it’s abstracted. Combat is split into 3 zones:

Your ship is always at range “zero”, and enemy ships are in one of these categories. When an enemy moves, they can change zones depending on their speed. When YOU move, you can move enemies to a different zone. If you have a movement speed of 2, you can move 1 enemy 2 zones, or 2 enemies 1 zone.

Weapons and abilities may have a range specified. If you try to use these weapons or abilities across a different range, you gain one disadvantage per zone (max 2).

You cannot move a ship beyond long range. If you want to escape, all enemy ships need to be at long range and your pilot needs to pass a Finesse check against the highest enemy DC.

nimble ship range.png

Boarding

Combat ends when all enemy ships are disabled, destroyed or boarding is initiated. You can only initiate boarding if there are no other active enemy ships in combat.

To initiate boarding, the enemy ship needs to be at close range, and either be disabled (speed 0), grappled or rammed.

When you initiate boarding, ship combat ends, and you roll initiative with your characters, and regular Nimble combat starts.

Statblocks