Book II: The Law of Lead — Chapter 5

The Count

Combat on the Bleeding Frontier

“In a duel, time doesn’t move like it does in a church service. It stretches. You see the sweat on the other man’s brow, you hear the hammer click back, and you realize you have a lifetime to decide whether you’re going to live or die. Then the gun goes off, and that lifetime is over in a heartbeat.”
— Duncan Maddox, The First Psy-Slinger

Combat in The Veil & Lead is not a polite exchange of blows. It is a chaotic, desperate scramble for survival. It does not use “Rounds” where everyone politely waits their turn. Instead, it uses a continuous timeline called The Count.

Section I: The Timeline

The Count

Imagine a stopwatch ticking upward: 0, 1, 2, 3…

This is The Count. It begins at 0 when combat starts and continues until the fight ends—through victory, retreat, or death.

Unlike traditional turn-based systems, The Count creates a fluid battlefield where fast actions let you act again sooner, and slow, powerful actions cost you time. A gunslinger with a light pistol might fire three times while a heavy weapons specialist lines up a single devastating shot.

The Setup: The Cylinder

Combat is tracked on The Cylinder—a circular track numbered 0 to 19, representing the spinning chamber of a revolver.

  • The Hammer: A marker (token, poker chip, or indicator) that indicates the current moment in time.
  • The Track: 20 segments, representing the flow of seconds and opportunities.
  • The Red Lines: The segments at 0 and 10 are marked in Red. These are the “Tension Lines.”

Each character has a token on the track showing when they next act.

The Flow of Combat

  1. Roll Initiative: Characters place their tokens on the Cylinder based on their check result (e.g., Tick 2, Tick 4, or Tick 6).
  2. Rotate the Cylinder: The GM advances The Hammer clockwise (0, 1, 2…).
  3. Action Trigger: When The Hammer reaches a segment containing a character’s token, that character acts.
    • Ties: If multiple tokens are on the same segment, PCs act before NPCs. If still tied, the character with the higher QUICK attribute acts first.
  4. Resolve & Advance: The character resolves their action, then moves their token clockwise by a number of spaces equal to the action’s Tempo.
    • Example: Caleb acts at Tick 4. He fires his Peacemaker (Tempo 4). He moves his token 4 spaces to Tick 8.
  5. The Wrap: If movement takes a token past 19, continue counting from 0.
    • Example: A character at Tick 18 performs a Reload (Tempo 6). 18 + 6 = 24. They land on Tick 4.
  6. The GM continues counting until the next character’s Tick is reached.
  7. Repeat until combat ends.

Player Tracking (The d20 Method)

To speed up play and reduce GM cognitive load, players should track their own position.

  • Place a d20 in front of you.
  • The face-up number is your Current Tick.
  • When you act, calculate your new position (Current + Tempo) and turn the die to the new number.
  • GM: “Hammer is at 12. Who is at 12?”
  • Player: (Glancing at d20) “I am.”

Example of The Count

Caleb (Tick 2), a Consortium Enforcer (Tick 4), and Maeve (Tick 6) are in a gunfight.

Tick 2: Caleb acts. He fires his Peacemaker (Tempo 4). His new position is Tick 2 + 4 = Tick 6.

Tick 4: The Enforcer acts. He takes a Steady Shot with his rifle (Tempo 5). His new position is Tick 4 + 5 = Tick 9.

Tick 6: Both Caleb and Maeve act (same Tick—see Handling Ties). They resolve simultaneously or in order of Initiative margin.

Section II: Joining Battle (Initiative)

When violence erupts, everyone rolls to determine where they enter the timeline. This is not about who is “fastest”—it’s about who was ready when the hammer dropped.

The Initiative Roll

QUICK + Awareness vs. TN 11

Apply any relevant Roll Modifiers:

  • Ambush prepared: +2
  • Caught completely off-guard: −2
  • Supernatural senses: As specified by ability
  • Fatigued (Strain at half cap): −1 die (Pool penalty)

Determining Starting Tick

ResultStarting TickState
Failure (Sum < 11)Tick 6Surprised
Margin 0–3Tick 4Slow
Margin 4–6Tick 3Ready
Margin 7–9Tick 2Fast
Margin 10+Tick 0Instant

The Surprised State

Characters who fail their Initiative roll are Surprised until their first turn:

  • Cannot spend Mettle on Reactions (Dive, Dodge, Parry, Intercept)
  • Cannot use Held actions
  • Flat-footed: Attackers gain −2 TN against you

The Surprised state ends the moment you take your first action.

Initiative Ceiling

Achieving Tick 0 is exceptionally difficult. The maximum natural roll is QUICK 5 + Awareness 4 = Pool 9, Maximum Sum 16, Maximum Margin 5—placing you at Tick 3 (Ready). Tick 0 requires Margin 10+, which demands Roll Modifiers (ambush preparation, supernatural abilities) or extraordinary luck with Bleed Dice. This ceiling is intentional. No one should consistently act before everyone else without significant investment or narrative setup.

Handling Ties

When multiple characters share the same Tick, resolve in this order:

  1. PCs before NPCs (player agency)
  2. Higher Initiative Margin (who rolled better)
  3. Higher QUICK Attribute (raw reflexes)
  4. Simultaneous—If still tied, both actions resolve at the same time—both characters may hit each other

Simultaneous resolution can result in mutual kills. The Frontier is not fair.

Section III: Tempo & Actions

Every action in combat has a Tempo—the time it takes to execute, measured in Ticks.

After acting: Current Tick + Tempo = Your new position on The Count

Fast actions let you act again sooner. Slow actions create gaps where enemies can respond. This tradeoff is the tactical heart of combat.

Instant Actions (Tempo 0)

Instant actions are so brief they don’t advance your position. You can perform them freely during your turn.

Speak

Tempo 0

A short phrase, warning, or command—not a speech. Covers battle commands (“Flank left!”), warnings (“Behind you!”), or brief taunts. Extended conversation or persuasion requires a Standard action. The GM may restrict excessive “free” talking if it strains plausibility.

Drop

Tempo 0

Release a held item, letting it fall at your feet. The item lands in your space and can be picked up by anyone (including enemies) as part of an Interact action. Tactical Use: Drop your empty revolver to draw a backup weapon without the delay of holstering.

Free Reaction

Tempo 0

Spend Mettle for a Reaction outside your turn. Reactions (Dive, Dodge, Parry, Intercept, Steel, Push) can be declared at any time, even when it isn’t your turn. Declaring a Reaction does not cost Tempo—it costs Mettle. Limit: You may only use one Reaction between each of your turns.

Fast Actions (Tempo 2–3)

Fast actions sacrifice safety for speed. All Fast actions with Tempo 3 or less trigger the Exposed condition (see Battlefield tab) unless specifically exempt.

Draw Weapon

Tempo 2 • Exposed: Yes

Ready a holstered or sheathed weapon. Reaching for iron leaves you open.

Scramble

Tempo 3 • Exposed: Yes

Move your Speed + 4 meters erratically. Attackers suffer +1 TN against you until your next turn.

Take Cover

Tempo 3 • Exposed: No

Dive behind cover within 2m. You gain the cover bonus immediately. Exception: This is a defensive action and does not trigger Exposed despite Tempo 3.

Quick Shot

Tempo: Base − 1 (min 3) • Exposed: Yes

Ranged attack at −2 dice (Pool Penalty). You fire fast and sloppy—from the hip, mid-stride, or without properly sighting. Tactical Use: Use Quick Shot to finish wounded targets or when speed outweighs accuracy.

Shiv

Tempo: Base − 1 (min 2) • Exposed: Yes

Melee attack at −1 Step to damage. A fast, desperate slash or jab. Tactical Use: Use Shiv to finish wounded enemies or squeeze in an attack before repositioning. Against heavily armored foes, the −1 Step may reduce your damage to nothing—use a full Strike instead.

ActionTempoDescriptionExposed?
Draw Weapon2Ready a holstered or sheathed weapon✓ Yes
Scramble3Move Speed + 4m erratically; attackers suffer +1 TN✓ Yes
Take Cover3Dive behind cover within 2m; gain cover bonus immediately✗ No
Quick ShotBase − 1 (min 3)Ranged attack at −2 dice✓ Yes
ShivBase − 1 (min 2)Melee attack at −1 Step to damage✓ Yes

Standard Actions (Base Tempo)

Standard actions use your weapon’s Base Tempo with no modification. These are the reliable, professional options—neither rushed nor elaborate.

Steady Shot

Tempo: Weapon Base • Exposed: No

A proper aimed shot with full accuracy. Make a ranged attack using your full dice pool with no penalties. This is the default ranged attack—reliable, accurate, and professional. Tactical Note: Steady Shot should be your standard attack unless circumstances demand otherwise.

Strike

Tempo: Weapon Base • Exposed: No*

A standard melee attack with proper form. Make a melee attack using your full dice pool with no penalties. *Note on Light Weapons: Light melee weapons (Brass Knuckles at Tempo 2, Bowie Knife at Tempo 3) trigger Exposed even on standard Strikes. This reflects their design as fast, opportunistic weapons rather than battlefield anchors.

Aim

Tempo 2 (banked) • Exposed: Yes

Line up your shot for increased accuracy. Your next ranged attack against that target gains a Roll Bonus. Lost if you move more than a Shift (2m), take damage, or switch targets.

Aim ActionsRoll Bonus
1 Aim action+2
2 Aim actions+3
3+ Aim actions+4 (maximum)

Reload (Speed Loader)

Tempo 4 • Exposed: No

Reload your firearm using a speed-loader, moon clip, or break-top mechanism. Weapon restored to full capacity. Requires a compatible weapon and available speed-loader. Tactical Note: The difference between Tempo 4 and Tempo 6 (Manual Reload) is two Ticks of vulnerability.

Grapple

Tempo 5 • Exposed: No

Roll IRON + Brawl vs. the target’s Defense. On success, both you and the target become Grappled. Neither can move; both are limited to light weapons or unarmed attacks. Breaking Free: The grappled target can attempt to Escape on their turn (Opposed IRON + Brawl).

Interact

Tempo 4 • Exposed: No

Perform a significant environmental action: kick open a door, flip a table for cover, pull a lever, light a fuse, pick up a dropped item, or similar. Tactical Use: The environment is your ally. Creating cover, blocking doors, or triggering hazards can shift a fight more than another bullet.

ActionTempoDescription
Steady ShotBaseRanged attack at full dice pool
StrikeBaseMelee attack at full dice pool
Aim2 (banked)+2/+3/+4 Roll Bonus to next attack against same target
Reload (Speed)4Reload using speed-loader or break-top
Grapple5IRON + Brawl vs Defense; both become Grappled
Interact4Environmental manipulation (flip table, kick door, pull lever)

Slow Actions (Base + Modifier)

Slow actions take additional time but provide special benefits—precision, power, or effects impossible through standard attacks.

Called Shot

Tempo: Base + 2 • Exposed: No

Target a specific location on the body for a tactical effect. You suffer a −2 dice penalty (Pool Penalty) to the attack. On hit, in addition to normal damage, you inflict a specific effect:

LocationEffect on Hit
HeadTarget is Stunned
Arm/HandTarget drops held item; −2 dice to actions using that limb
LegTarget’s Speed halved; −2 dice to movement-based checks
TorsoNo special effect (use Steady Shot instead)

Heavy Cleave

Tempo: Base + 2 • Exposed: No

A devastating two-handed swing designed to knock enemies down. On hit, the target must make a GRIT + Resilience check (TN 11) or be knocked Prone. Requires a two-handed melee weapon. Tactical Note: A Prone enemy suffers −2 TN against melee attacks and −2 dice to their own melee attacks. Heavy Cleave sets up your allies for easy follow-ups.

Reload (Manual)

Tempo 6 • Exposed: No

Reload a weapon that doesn’t accept speed-loaders—tube-fed rifles, single-shot weapons, or any firearm when you lack a speed-loading device. Restores full capacity. Tactical Reality: Six Ticks is a long time in a gunfight. Running dry at the wrong moment has killed more gunslingers than bad aim.

Channel

Tempo: Varies (4–9) • Exposed: Varies

Manifest a Psionic Talent. You open yourself to the Current and shape it according to your will. See Book III: The Current for complete Channeling rules.

Recover

Tempo 6 • Exposed: No

Attempt to remove a Condition (Suppressed, Prone, etc.). Spend 6 Ticks steadying yourself, catching your breath, or shaking off an effect. Alternative: Spending 1 Mettle can remove Suppressed instantly without using an action. Use Recover when you’re out of Mettle or facing a Condition that Mettle can’t clear.

ActionTempoDescription
Called ShotBase + 2Target specific location; −2 dice; inflict tactical condition
Heavy CleaveBase + 2Two-handed melee; target knocked Prone on hit
Reload (Manual)6Reload without speed-loader; one round at a time
Channel4–9Cast a Psionic Talent (see Book III)
Recover6Attempt to remove a Condition

Weapon Base Tempos

Weapon TypeBase TempoExamples
Light Melee2–3Brass Knuckles (2), Bowie Knife (3)
Medium Melee4–5Hatchet (4), Saber (5)
Heavy Melee5–6Sledgehammer (6), Cavalry Lance (5)
Light Pistol3Derringer
Medium Pistol4Peacemaker, Volcanic
Heavy Pistol5Dragoon, LeMat
Shotgun3–5Sawed-Off (3), Coach Gun (4), Pump-Action (5)
Rifle5–6Carbine (5), Repeater (5), Buffalo Rifle (6)
Heavy Weapon7+Gatling Gun (7)

Section IV: The Exposure Rule

Acting in rapid succession leaves you vulnerable. If you’re firing as fast as you can, you’re not watching your back.

Becoming Exposed

You become Exposed immediately after completing any action with Tempo 3 or less, unless that action is specifically noted as exempt.

Why Exposure Exists

The Exposure penalty represents the defensive cost of offensive haste—tunnel vision, overextension, loss of situational awareness. Actions that prioritize defense, positioning, or careful timing may be exempt, as noted in their descriptions.

ActionTempoTriggers Exposure?Notes
Draw Weapon2✓ YesReaching for iron leaves you open
Aim2✓ YesTunnel vision on target
Shiv (light melee)2✓ YesSacrificing form for speed
Quick Shot (pistol)3✓ YesFiring from the hip
Scramble3✓ YesErratic movement, no awareness
Take Cover3✗ NoInherently defensive; exempt
Steady Shot (pistol)4✗ No
All other Tempo 4+4+✗ No

Exposure Effect

While Exposed, attackers gain −1 TN against you (easier to hit). This penalty lasts until the start of your next turn.

Design Note: The Exposure rule creates meaningful tradeoffs. Quick Shot lets you fire faster, but enemies can capitalize on your haste. Steady Shot (Tempo 4) is slower but keeps you protected. There is no universally optimal choice—only tradeoffs appropriate to the moment.

Section V: Movement & Range

Position matters. A gunfight is won by the one who controls the ground.

Range Bands

The Veil & Lead uses abstract range bands rather than precise measurements. Each band represents a tactical zone with different characteristics.

BandDistanceTactical Meaning
Point-Blank0–2mMelee range. Impossible to miss a stationary target. Rifles are awkward.
Close3–5mA few steps away. Conversation distance.
Near6–20mAcross a room or street. Standard combat range.
Far21–100mAcross a plaza. Handguns struggle; rifles excel.
Extreme101m+Rooftop to rooftop. Only scoped rifles are effective.

Range and Weapons

Weapon TypePoint-BlankCloseNearFarExtreme
PistolTN −2TN +2TN +4
ShotgunTN −2TN +2TN +4N/A
RifleTN +2TN +2
Scoped RifleTN +2Roll +2

Shotguns cannot effectively engage targets beyond Far range. Attempts automatically fail. Scopes provide Roll +2 at Far range only.

Movement Actions

ActionTempoEffect
Shift0 (Free)Move half your Speed (rounded down) as part of another action. Minor repositioning—stepping to the side, backing up, adjusting your angle.
Scramble3Move your Speed + 4 meters. Move erratically; attackers suffer +1 TN until your next turn.
Rush / Charge4Move double your Speed. If you reach an enemy, you may make an immediate melee attack at +1 Tempo.
Sprint4Move triple your Speed. Cannot attack this action. You become Exposed until your next turn.

Speed Calculation

Your Speed in meters = QUICK + Athletics skill + 3. A character with QUICK 3 and Athletics 2 has Speed 8.

Cover

Cover represents physical protection between you and the attacker. Cover modifies the TN to hit you.

Cover TypeTN ModifierExamples
Exposed−1Caught in the open; no cover whatsoever
No CoverStandard; nothing special between you and attacker
Light Cover+2Furniture, foliage, thin wood, curtains, smoke
Hard Cover+4Stone wall, iron plate, overturned wagon, thick timber
Fortified+6Bunker slit, murder-hole, arrow loop—minimal exposure
Total CoverCannot be targetedFully hidden; must reposition to attack

Changing Cover: You can Take Cover (Tempo 3) to move to an adjacent piece of cover. You can also Interact (Tempo 4) to create cover—flipping tables, kicking over barrels.

Section VI: Attacking

The Attack Sequence

  1. Declare your target and action (Steady Shot, Quick Shot, Strike, etc.)
  2. Build your pool: Attribute + Skill − Pool Penalties
  3. GM announces TN: Target’s Defense + TN Modifiers (cover, range, conditions)
  4. Decide whether to add Bleed Dice (1–3 dice, risk of Backlash)
  5. Roll and sum the two highest dice
  6. Apply Roll Modifiers (Aim, equipment quality, visibility penalties, etc.)
  7. Compare Final Sum to TN
  8. If successful, calculate Margin and Steps
  9. Resolve damage or other effects

Defense Rating

A character’s Defense represents how difficult they are to hit when actively engaged in combat.

Defense = 8 + (higher of QUICK or SAVVY) + Equipment Bonuses

ComponentValueSource
Base8Everyone
Attribute+1 to +5Higher of QUICK (reflexes) or SAVVY (awareness)
Shield+1Carrying a shield or using a weapon defensively

Typical Defense Range: 9–13 before situational modifiers.

The Complete Attack Example

Caleb takes a shot at a Consortium Enforcer crouching behind a stone wall at Far range.

Step 1–2 (Pool): QUICK 3 + Ballistics 3 = 6 dice. No pool penalties.

Step 3 (TN): Enforcer Defense 9 + Hard Cover +4 + Far Range (pistol) +2 = TN 15

Step 4 (Bleed Dice): Caleb decides not to risk it.

Step 5 (Roll): Rolls 6d8: [2, 3, 5, 6, 7, 8]. Two highest: 7 + 8 = 15 (Base Sum)

Step 6 (Roll Modifiers): 2 Aim actions: +3. Masterwork Peacemaker: +2. Final Sum: 15 + 5 = 20

Step 7 (Compare): 20 ≥ 15: Hit!

Step 8 (Margin & Steps): Margin: 20 − 15 = 5 → +1 Step

Step 9 (Damage): Peacemaker WR 3 + 1 Step + 1 (Critical bonus) = 5 damage before Armor

Section VII: Firing into Melee

When allies and enemies are tangled together in close combat, shooting into the fray risks hitting the wrong person.

Firing into Melee Rules

  • Pool Penalty: −2 dice when firing at a target engaged in melee with your allies
  • On Miss (Margin 1–2): Roll 1d6. On 1–3, the shot hits your ally instead. On 4–6, clean miss. Roll damage against the ally as if the attack hit.
  • Multiple Allies: If multiple allies are engaged, randomly determine which ally is hit.

Avoiding the Risk

MethodEffect
Wait for openingHold action until ally disengages or creates space
Called Shot: HighTarget head/torso above ally; −2 dice additional, but no wrong-target risk
Move to flanking positionReposition until you have a clear line; may take multiple actions
Accept the riskSometimes you have to take the shot

Scatter Weapons

Shotguns and other Scatter weapons are especially dangerous in melee: if the attack misses by any margin (not just 1–2), roll for wrong target. Roll 1d6: 1–4 hits ally, 5–6 clean miss. Scatter weapons spray a wide cone—firing them near allies is reckless.

Section VIII: Damage & Injury

Calculating Damage

Damage = Weapon Rating (WR) + Steps − Armor Rating (AR)

ComponentSource
Weapon RatingWeapon stats (typically 2–5)
StepsMargin ÷ 3 (round down) + any Critical bonus
Armor RatingArmor worn by target (typically 0–3)

Damage cannot be reduced below 0—a hit that doesn’t penetrate armor simply doesn’t hurt.

Weapon Rating Reference

WeaponWR
Brass Knuckles, Derringer2
Bowie Knife, Peacemaker3
Hatchet, Dragoon, Shotgun, Repeater4
Sledgehammer, Buffalo Rifle, Gatling5

Armor Rating Reference

ArmorARNotes
None0
Duster1Concealment bonus
Boiler Plate1Negates first Grievous Wound of scene
Consortium Vest2No penalties
Ironbrand Suit3−1 Defense, −1 QUICK for Tempo

The Health Track

Vitality = IRON + 8 (typical range: 9–13)

StateConditionEffect
HealthyAbove half VitalityNo penalty
WoundedAt or below half Vitality−1 die to all physical actions
Downed0 VitalityCollapse; begin Bleeding Out
DeadNegative Vitality ≥ IRON + 2Gone

Example: An IRON 3 character has 11 Vitality. They are Healthy above 5 HP, Wounded at 5 or below, Downed at 0, and Dead at −5.

The Wounded Threshold

When you cross from Healthy to Wounded (drop to or below half Vitality), you suffer −1 die to all physical actions (attacks, athletics, grappling). This is a Pool Penalty and stacks with other Pool Penalties (to the −5 cap).

Section IX: Grievous Wounds

Not all injuries are equal. A bullet that barely grazes you is different from one that shatters bone.

Triggering a Grievous Wound

When a single attack deals 5 or more damage after Armor, the target suffers a Grievous Wound in addition to the HP loss. This represents the difference between “hurt” and “maimed.”

The Grievous Wound Table

Roll 1d8 when a Grievous Wound is inflicted:

RollWoundEffectTreatment
1–2Flesh Wound−1 die to physical actions until treated1 hour rest OR Medicine TN 9
3–4Broken BoneAffected limb is unusableMedicine TN 13, then 1 day recovery
5–6Internal BleedingLose 1 HP per hour until treatedSurgery: Medicine TN 15
7Concussion−2 dice to all mental actions24 hours rest
8Arterial HitBegin Bleeding Out immediatelyStabilization required

Grievous Wound Notes

  • Armor with the Hardened quality (like Boiler Plate) negates the first Grievous Wound of the scene. The damage still applies; only the Grievous Wound is prevented.
  • Multiple Grievous Wounds stack. A character can be Concussed with a Broken Arm and Internal Bleeding simultaneously.
  • Limb targeting: If the attack was a Called Shot to a specific limb, Broken Bone automatically affects that limb.
  • Arterial Hit causes Bleeding Out even if the character still has HP remaining. They’re conscious but hemorrhaging.

Section X: Downed & Death

Bleeding Out

When you reach 0 Vitality, you are Downed:

  • You collapse where you stand
  • You cannot take actions except Crawl (2m, Tempo 6) or Speak (Tempo 0)
  • At the start of each of your turns, you lose 1 Vitality
  • You can be Stabilized by an ally with medical training

A Downed character is not out of the fight—they can call out warnings, provide information, even crawl toward cover—but they are dying.

Death Threshold

You die when your Vitality reaches −(IRON + 2)

IRONDeath At
1−3 Vitality
2−4 Vitality
3−5 Vitality
4−6 Vitality
5−7 Vitality

Example: A character with IRON 1 is Downed at 0 Vitality. At the start of their next turn, they drop to −1. Then −2. Then −3. At −3, they die. Their allies had 3 turns to save them.

Stabilization

An ally can attempt to stabilize a Bleeding Out character:

  • Action: Medicine check (Tempo 6)
  • TN: 11 + (how far below 0 the patient is)
  • Success: Bleeding stops immediately. Patient remains Downed at current Vitality but stops losing HP.
  • Failure: Patient continues Bleeding Out. Can try again.
  • Fumble: Patient immediately loses 1 additional Vitality.
Patient VitalityStabilization TN
011
−112
−213
−314

Medical Kit: Using a Medical Kit provides a +2 Roll Bonus to the stabilization attempt.

Section XI: Combat Conditions

Conditions represent states that affect a character’s combat effectiveness. Each condition has a trigger, an effect, and a method to clear it.

Suppressed

Trigger: Near miss from gunfire (attack misses by Margin 1–2), or failing a Fear check, or certain enemy abilities.

Effect: −2 dice to all actions (Pool Penalty). You are rattled, flinching, unable to focus.

Clear: Spend 1 Mettle (shake it off), OR take the Recover action (Tempo 6).

Prone

Trigger: Knocked down by an attack with Knockdown quality, tripping, diving for cover, or choosing to go Prone.

Effect:

  • Melee attacks against you: TN −2 (easier to hit)
  • Ranged attacks against you: TN +2 (smaller profile)
  • Your melee attacks: −2 dice (Pool Penalty)
  • Your ranged attacks: +1 Roll Bonus (if braced)
  • Your Speed is 2 while Prone

Clear: Stand up (Tempo 3).

Engaged

Trigger: An enemy is at Point Blank range (within 2m of you) and is not Incapacitated.

Effect:

  • Your ranged attacks suffer a −2 Dice Pool Penalty
  • If you attempt to move away or make ranged attacks, the engaging enemy may spend 1 Mettle to make a free melee attack against you

Clear: Disengage action (Tempo 4, move at Speed, no attacks), OR eliminate the engaging enemy, OR have an ally pull them away.

Exposed

Trigger: You complete an action with Tempo 3 or less, OR you are caught in the open without cover.

Effect: Attackers gain TN −1 against you.

Clear: Automatic at the start of your next turn (for Tempo-triggered Exposure), OR upon reaching cover (for positional Exposure).

Blinded

Trigger: Flash attack, injury to eyes, total darkness without other senses, certain Psionic effects.

Effect: −4 dice to all actions requiring sight (Pool Penalty). Cannot make ranged attacks beyond Close range. Melee attacks are possible but severely impaired.

Clear: Recover action (Tempo 6) if temporary, OR change in circumstances (light returns, eyes heal).

Stunned

Trigger: Failed resistance check against a Stun effect (Critical hit with a Stun weapon, overwhelming force, certain Psionic effects).

Resistance: When you would become Stunned, roll GRIT + Resilience vs TN 11. On success, you resist the Stun and act normally. On failure, you become Stunned.

Effect: When your Tick is called while Stunned, you cannot take an action. You may still spend Mettle on Reactions (Dive, Dodge, Parry, Intercept). Your position on The Count advances by 3 Ticks, representing the time spent recovering.

Clear: Automatic after your position advances. You act normally when your new Tick is called.

Grappled

Trigger: An enemy succeeds on a Grapple action against you.

Effect:

  • You cannot move
  • Your attacks are limited to Light weapons or Unarmed (Tempo 3 max)
  • Each turn, you may attempt to Escape: Opposed IRON + Brawl vs. the grappler’s IRON + Brawl

Clear: Win an Escape attempt, OR the grappler releases you, OR the grappler is incapacitated.

Section XII: Advanced Timing

The Wait (Nudging)

You can choose to wait, adding +1 to your current Tick. You’re hesitating, watching, reading the situation. There is no limit to how many times you can Wait, but each Wait moves you further down the timeline.

The Hold (Overwatch)

Instead of acting, you may Hold your action:

  1. Remove your token from the track
  2. Declare a trigger condition (“When someone comes through that door,” “When he reaches for his gun,” “When the Mindweaver starts channeling”)
  3. You are now on Overwatch

When your trigger occurs:

  • Interrupt the timeline immediately
  • Take your held action
  • The triggering action then resolves (if the triggering character survives)
  • Place your token at Current Tick + your action’s Tempo

Limitations: If the scene ends without your trigger occurring, your held action is lost. You can only Hold one action at a time. You can choose to release your Hold and act normally on any Tick, but you’ve lost the advantage.

The Duel (Held vs. Held)

When two characters have both declared Holds with mutually triggering conditions—each waiting for the other to move—you have a Duel.

Duel Resolution

  1. Both characters roll QUICK + Awareness (Opposed)
  2. Apply Roll Modifiers as normal
  3. Winner acts first
  4. Loser acts immediately after (if still alive)

This represents the classic stare-down, the moment between heartbeats where everything is decided.

Section XIII: Special Combat Situations

Mounted Combat

Fighting from horseback changes the dynamics of battle.

SituationEffect
Melee from height+1 Step to damage against unmounted targets
SpeedMounted Speed is the horse’s Speed (typically 8–14)
Charge+2 to your damage on first melee attack
Long guns−2 dice to attacks with rifles unless mount is stationary
Mount killed/panicsQUICK + Ride (TN 11) or fall
Falling1d3 damage; you’re Prone

Panic Triggers: Mount takes damage, loud explosions nearby, supernatural presence (ECHO + Ride TN 13 to control).

Fighting Withdrawal

To escape an Engaged enemy without giving them a free attack:

  • Action: Disengage (Tempo 4)
  • Move at Speed
  • Cannot attack this turn
  • The enemy cannot make a free attack

Alternatively, have an ally engage the enemy, or simply accept the free attack and run.

Two-Weapon Fighting

Fighting with a weapon in each hand:

  • Main Hand: Attacks as normal
  • Off-Hand Attack: Additional attack at −2 dice (Pool Penalty), +1 Tempo added to the combined action

Example: A character with two knives (Tempo 3 each) attacks with both. Main hand at full pool, off-hand at −2 dice. Total Tempo: 3 + 1 = 4.

Coup de Grâce

Executing a helpless target (Downed, Unconscious, Bound).

  • Action: Standard attack action, auto-hit (no roll needed)
  • Damage: Maximum (as if you rolled the highest possible sum with maximum Steps)

The moral weight of this action is for the character—and the table—to bear.

The Horde (Mob Rules)

Sometimes you aren’t fighting a person; you’re fighting a swarm. A Horde is a group of 3–10 identical enemies that function as a single combatant to streamline play.

1. The Volley (Attack)

The Horde attacks as one unit. Dice Pool: Base Creature’s Pool + Current Size. Example: A Horde of 6 Gunman Posse (Base Pool 4) rolls 10 dice. As the Horde shrinks, it becomes less accurate.

2. Taking Casualties (Not Damage)

Hordes do not track Vitality. Successful attacks directly reduce Horde Size:

  • Base Hit: 1 Casualty (you killed one)
  • Accuracy: +1 Casualty for each Step earned on the attack roll
  • Heavy Weapon: +1 Casualty if your weapon has WR 4 or higher
  • Mass Destruction: Double the Total if your weapon has Scatter or Blast

Example: Caleb fires a Repeater (WR 4) and gets a Step 1 success. Calculation: 1 (Base) + 1 (Step) + 1 (WR 4) = 3 Casualties. The Horde Size drops by 3.

3. Static Tempo

Hordes move on a fixed rhythm: Swarm (Melee): Tempo 6. Firing Line (Ranged): Tempo 5.

4. Breaking the Horde

When a Horde is reduced to Size 2 or lower, it breaks. Replace the Horde token with 2 individual enemy tokens. They are now standard NPCs.

Section XIV: Healing & Recovery

In-Combat Healing

MethodEffectTempoNotes
First AidStop Bleeding; heal 1 HP6Requires Medicine skill, TN 11
Knit FleshHeal 1d3 HP5Psionic ability; see Book III
LaudanumClear 1d3 Strain4Consumable; addictive

First Aid Limitations: Can only heal each character once per scene with First Aid. Further healing requires proper rest or Psionic intervention.

Short Rest (10 Minutes)

You aren’t sleeping. You are leaning against a wall, shaking, smoking a cigarette, and trying to stop your hands from trembling.

  • Strain: Recover 1 Strain
  • HP: Recover 1 HP with a successful Medicine check (TN 11)
  • Conditions: Most temporary conditions (Suppressed, Stunned) clear automatically

Limitation: Every Short Rest adds +1 Die to the Tension Pool. Cannot Short Rest if the Tension Pool is at 4+ dice. The oppressive pressure of the Veil prevents recovery.

Long Rest (8 Hours)

You are eating a meal, drinking water, and actually shutting your brain off to sleep. This is the only way to truly flush the “static” of the Veil out of your system.

  • HP: Recover IRON HP
  • Strain: Recover all Strain
  • Mettle: Recover all Mettle
  • Grievous Wounds: Attempt to clear 1 Grievous Wound with a Medicine check (TN varies by wound)
  • Erosion: Does NOT recover from rest (see Book III)

Limitation: Must consume food and water. Must have a secure perimeter (camp security/watches).

Medical Attention

Professional care from a doctor or clinic:

  • Full HP recovery: 24–48 hours under care
  • Grievous Wounds: Can be cleared with proper treatment and time
  • Cost: §50–200 depending on severity and location

Section XV: Combat Pacing

Tension Pool in Combat

The Veil responds to violence. Combat itself feeds the darkness.

  • Automatic Tension Die: +1 die to the Tension Pool when combat begins (Tick 0)
  • Sustained Violence: +1 die every 10 Ticks of combat

Long fights attract attention. The screaming of the rails, the blood in the sand—the Current feels it.

Ideal Combat Duration

Most combats should last:

  • 10–20 Ticks (3–5 actions per PC)
  • At least one side takes serious damage (the stakes should be real)
  • 2–3 meaningful tactical decisions (move to cover, change targets, use abilities)
  • Clear resolution (victory, retreat, negotiation, or death)

Signs Combat is Dragging

  • Tick count exceeds 30
  • Players are calculating optimal Tempo instead of roleplaying
  • No one has taken a Wound
  • The same attacks are being repeated without change

Solutions for Stalled Combat

When combat drags, introduce change:

  • Environmental Hazard: The building starts to collapse. Fire spreads. The cliff edge crumbles.
  • Reinforcements or Retreat: More enemies arrive—or the enemies fall back to a better position.
  • Tension Pool Rupture: The Veil tears. Something manifests. Suddenly, everyone has a common enemy.
  • Narrative Cut: “You win, but you’re exhausted. Mark off double the ammunition and take 1 Strain each. When the smoke clears…” Skip to the aftermath.

Post-Combat Beat

Every combat should end with a moment to breathe:

  1. Describe the aftermath: The silence, the smoke, the bodies
  2. Account for resources: Ammunition spent, equipment damaged
  3. Scavenging opportunity: What can be taken from the fallen?
  4. Tension Pool check: How close is the next Rupture?
  5. Character moment: How do the characters react? Fear? Relief? Regret?

Combat should have weight. Make the players feel it.

Appendix: Quick Reference

All critical combat tables consolidated for at-a-glance use during play.

Initiative Results

MarginStart TickState
Failure6Surprised
0–34Slow
4–63Ready
7–92Fast
10+0Instant

Common Action Tempos

ActionTempo
Draw Weapon2
Aim2
Scramble3
Take Cover3
Steady Shot (Pistol)4
Strike (Medium Melee)4
Reload (Speed)4
Grapple5
Steady Shot (Rifle)5
Recover / Manual Reload6

Range Band TN Modifiers

RangePistolRifleShotgun
Point-Blank−2+2−2
Close/Near— / +2
Far+2+4
Extreme+4+2N/A

Cover TN Modifiers

CoverTN Mod
Exposed−1
Light+2
Hard+4
Fortified+6

Damage Formula

Damage = WR + Steps − AR

Health States

StateThresholdEffect
Healthy> ½ VitalityNone
Wounded≤ ½ Vitality−1 die physical
Downed0 VitalityBleeding Out
Dead−(IRON + 2) VitalityGone

Conditions Summary

ConditionEffectClear
Suppressed−2 dice1 Mettle or Recover (Tempo 6)
ProneMelee TN −2 / Ranged TN +2; Speed 2Stand (Tempo 3)
Engaged−2 dice ranged; free attack on retreatDisengage (Tempo 4)
ExposedTN −1 to hit youAuto at start of next turn
Blinded−4 dice; no ranged beyond CloseRecover (Tempo 6)
StunnedSkip action; advance 3 TicksAutomatic after advance
GrappledNo movement; light weapons onlyEscape (Opposed IRON + Brawl)

Grievous Wound Table

Roll (1d8)WoundEffect
1–2Flesh Wound−1 die physical until treated
3–4Broken BoneLimb unusable
5–6Internal Bleeding1 HP/hour until surgery
7Concussion−2 dice mental
8Arterial HitBleeding Out immediately

The Smoke Clears

You’ve survived the lead. Now learn to survive the Current.

Chapter 6: Tearing the Veil →