References

42 tables · 6 categories

Every lookup table in The Veil & Lead — TN ladders, Tempo costs, range bands, prices, deprivation effects, and the rest. The single source of truth for tabular game data.

Economy

5 tables

Combat

17 tables

Backlash Effects

The cost of rolling 1s on Bleed Dice or Cursed Dice (Desperation explosions that reroll to 1). Each 1 contributes to Backlash severity.

3 rows · 4 columns

Called Shot Locations

Tactical effects when targeting a specific body part. Called Shot costs Tempo Base + 2 and inflicts −2 dice (Pool Penalty) to the attack.

4 rows · 2 columns

Core Roll Modifiers

Every situational modifier organized by Track (Pool / Roll / TN) and Direction (Bonus / Penalty). The three Tracks are independent — they don't interact with each other's stacking rules.

50 rows · 6 columns

Cover Types

Physical cover between attacker and target. Modifies the TN to hit. Cover stacks with range but not with itself.

6 rows · 3 columns

Encounter Budget

Total enemy XP-value budget for a party of 4 PCs across four difficulty bands. Sum the XP values of all enemies and check against this table.

4 rows · 3 columns

Margin and Steps

How well you succeeded. For every full 3 points of positive Margin (Final Sum − TN), you gain +1 Step. Steps scale the effect of your success.

5 rows · 4 columns

Mettle Reactions

All Mettle-spent actions. Mettle = (SAVVY + GRIT) ÷ 2, rounded up. Refreshes at session start; partial refresh on Critical and at Long Rest.

7 rows · 4 columns

Movement Actions

The four ways a character moves in combat. Speed = QUICK + Athletics + 3.

4 rows · 3 columns

Range × Weapon Modifiers

TN and Roll Modifiers applied to attacks based on the weapon type and the engagement range. Apply these on top of base difficulty.

4 rows · 6 columns

Range Bands

Abstract tactical zones used in place of precise measurement. Every weapon and Talent specifies a band, not a meter count.

5 rows · 3 columns

Rupture Table

What happens when the Tension Pool rolls 1s. Severity scales with the number of 1s shown.

3 rows · 3 columns

Talent Ranks Summary

The five Psionic Talent Ranks at a glance — cost, TN, Tempo, and risk class. Full per-Talent listings live in the talents collection.

5 rows · 7 columns

Tempo Reference

Tempo cost for every standard combat action, grouped by speed class. After acting, advance your token on The Count by the listed Tempo.

24 rows · 5 columns

Tension Pool Triggers

Every trigger that adds dice to the Tension Pool, grouped by class. The pool caps at 6 dice; the sixth die forces an immediate roll.

15 rows · 4 columns

Threat Tiers

Baseline stats for the four NPC threat tiers. Use these to read encounter weight at a glance and to scratch-build NPCs in seconds.

4 rows · 8 columns

TN Difficulty Ladder

The seven steps of task difficulty. Set the TN based on the inherent challenge of the task; apply modifiers separately.

7 rows · 4 columns

Weapon Base Tempos

Base Tempo by weapon category. Used to determine Steady Shot / Strike timing and to calculate Quick Shot / Shiv / Called Shot variants.

9 rows · 3 columns

Travel

3 tables

Environment

3 tables

Progression

10 tables

Social

4 tables