Book II — The Law of Lead

Chapter 5: The Count

combatcore-mechanicthe-counttempo

“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.

The Timeline

The Cylinder

Combat is tracked on The Cylinder which is a circular track numbered 0 to 19, representing the spinning chamber of a revolver. Twenty segments. Two Red Lines at segments 0 and 10 (the Tension Lines — significant for GM pacing tools). One marker — The Hammer — that advances clockwise as time passes.

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

The Flow of Combat

  1. Roll Initiative. Each character rolls QUICK + Awareness vs. TN 11. The Margin determines their starting Tick (see Initiative below).
  2. The Hammer advances. The GM moves The Hammer clockwise: 0, 1, 2, 3…
  3. Action trigger. When The Hammer reaches a Tick containing a character’s token, that character acts.
  4. Resolve and advance. The character resolves their Action, then advances their token clockwise by the Action’s Tempo value.
  5. The Wrap. If movement takes a token past 19, continue counting from 0. (A character at Tick 18 performing a Tempo 6 Reload lands on Tick 4.)
  6. Continue. The GM keeps counting until the next token is reached. Repeat until combat ends.

Player Tracking (The d20 Method)

To speed play, each player tracks their own position with a d20.

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

This decentralizes the bookkeeping. The GM tracks The Hammer; players track themselves.

Initiative

When violence erupts, everyone rolls to determine where they enter the timeline.

Pool: QUICK + Awareness. TN: 11. Apply relevant modifiers: ambush prepared +2, caught completely off-guard −2, supernatural senses as specified, Fatigued −1 die.

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 Initiative 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 for a starting character is QUICK 5 + Awareness 4 = Pool 9, max Sum 16, Margin 5 → Tick 3 (Ready). Tick 0 requires Margin 10+, which demands Roll Modifiers or extraordinary luck. 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 order: PCs before NPCs → higher Initiative Margin → higher QUICK → simultaneous. Simultaneous resolution can result in mutual kills. The Frontier is not fair.

Tempo and Actions

Every action has a Tempo — the time it takes to execute, in Ticks. After acting: Current Tick + Tempo = New position.

Fast actions let you act again sooner. Slow actions create gaps where enemies respond. This trade-off is the tactical heart of combat. Weapon-specific Tempos live in the weapon-base-tempos reference table.

Instant Actions (Tempo 0)

  • Speak — a phrase, warning, or command, not a speech.
  • Drop — release a held item.
  • Free Reaction — spend Mettle for Dive, Dodge, Parry, Intercept, Steel, or Push outside your turn. (One Reaction between your turns.)

Fast Actions (Tempo 2–3)

Sacrifice thoroughness for speed. Most trigger the Exposed condition (attackers gain −1 TN against you until your next turn).

  • Draw Weapon (2): ready a holstered or stowed weapon.
  • Aim (2, banked): +2 / +3 / +4 Roll Bonus to your next attack against the same target for 1 / 2 / 3+ Aim actions. Lost if you move more than a Shift, take damage, or switch targets.
  • Scramble (3): move up to Speed + 4m erratically; attackers suffer +1 TN against you until your next turn.
  • Quick Shot (Base − 1, min 3): ranged attack with −2 dice Pool Penalty. Fire from the hip.
  • Shiv (Base − 1, min 2): light-melee attack with −1 Step to damage. Fast, but without full force.
  • Take Cover (3): move up to 2m to adjacent cover and gain its TN bonus immediately. Exempt from Exposed — its sole purpose is defense.
  • Stand Up (3): leave the Prone condition.

Standard Actions (Tempo varies by weapon)

  • Steady Shot: full-pool ranged attack at the weapon’s Base Tempo.
  • Strike: full-pool melee attack at the weapon’s Base Tempo. Note: Light melee weapons (Brass Knuckles at Tempo 2, knives at Tempo 3) trigger Exposed even on a standard Strike (it’s the cost of their speed).
  • Reload (Speed Loader) (4): for revolvers, moon clips, or break-top mechanisms.
  • Grapple (5): IRON + Brawl vs. Defense; both become Grappled on success. The target may Escape on their turn (Opposed IRON + Brawl).
  • Interact (4): flip a table, pick up an item, kick a door, pull a lever.

Slow Actions (Tempo 6+)

  • Called Shot (Base + 2): target a specific location; −2 dice. On hit, in addition to damage:

    LocationEffect on Hit
    HeadTarget is Stunned
    Arm / HandTarget drops held item; −2 dice with that limb
    LegSpeed halved; −2 dice to movement checks
    TorsoNo special effect (use Steady Shot instead)
  • Heavy Cleave (Base + 2): two-handed melee attack. On hit, the target makes a GRIT + Resilience check (TN 11) or is knocked Prone. Requires a two-handed weapon (Sledgehammer, Cavalry Lance).

  • Reload (Manual) (6): tube-fed rifles and single-shot weapons, or any firearm without a speed-loader.

  • Channel: manifest a Psionic Talent (see Chapter 6). Tempo scales with Rank:

    Talent RankTypical Tempo
    Rank 1 (Cantrip)4
    Rank 2 (Tactic)5
    Rank 3 (Power)6
    Rank 4 (Devastation)7
    Rank 5 (Miracle)9
  • Recover (6): make a check to clear a Condition: Suppressed (ECHO + Resilience, TN 11), temporary Blinded (GRIT + Resilience, TN 13), On Fire (QUICK + Athletics, TN 11). Spending 1 Mettle instead clears Suppressed instantly, without an action.

Damage and Vitality

Vitality

Your maximum Vitality (HP) is IRON + 8. An IRON 3 character has 11 HP; an IRON 1 character has 9 HP. The combat-effective threshold is the Wounded line at half Vitality.

Calculating Damage

Successful attack damage:

Damage = Weapon Rating (WR) + Steps − Target’s AR

The Weapon Rating is the weapon’s base damage. Steps come from Margin (one per 3 Margin). Armor Rating (AR) subtracts directly.

Caleb shoots his Peacemaker (WR 3) and scores Margin 6 (+2 Steps). The target has AR 1 (Duster). Damage: 3 + 2 − 1 = 4 HP.

Damage cannot be reduced below 0. If a target’s Armor meets or exceeds WR + Steps, the hit lands but doesn’t penetrate. It simply doesn’t hurt.

Wound Thresholds

StateThresholdEffect
HealthyAbove half VitalityNone
WoundedAt or below half Vitality−1 die to physical actions (Pool Penalty)
Downed0 VitalityCollapse; begin Bleeding Out
DeadVitality ≤ −(IRON + 2)Gone

The Wounded penalty is a Pool Penalty and stacks with other Pool Penalties up to the cap (−4).

Grievous Wounds

When a single attack deals 5 or more damage after Armor, the target suffers a Grievous Wound on top of the HP loss. Roll 1d8:

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

Multiple Grievous Wounds stack. A Called Shot to a specific limb means that limb takes the Broken Bone effect automatically. An Arterial Hit causes Bleeding Out even if you still have HP. Armor with the Hardened property (Boiler Plate, Ironbrand Hardsuit) negates the first Grievous Wound of the scene. The damage still lands, only the Grievous Wound is prevented.

Death and Dying

Bleeding Out

At 0 Vitality you are Downed:

  • You collapse.
  • 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, share information, even crawl toward cover. But they are dying.

Death Threshold

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

IRONDeath At
1−3
2−4
3−5
4−6
5−7

Higher IRON gives you more time, but not much. An IRON 1 character has three turns between Downed and Dead.

Stabilization

An ally can stabilize a Bleeding Out character with a Medicine check (Tempo 6, TN 11 + how far below 0 the patient is). Success stops the bleeding; the patient stays Downed at current Vitality but loses no more HP. Failure means they keep bleeding. Try again. A Fumble inflicts an additional 1 Vitality loss. A Medical Kit grants +2 Roll Bonus to this check.

Patient VitalityStabilization TN
011
−112
−213
−314

Range Bands

Distance is abstracted into five Range Bands. The full table is in range-bands; the short version:

  • Engaged / Point-Blank (0–2m): melee range. Ranged attacks penalized; melee at advantage.
  • Close (2–10m): a pistol’s sweet spot.
  • Near (10–30m): standard combat distance.
  • Far (30–100m): rifle territory; pistols penalized (+2 TN).
  • Extreme (100m+): rifle range; even rifles lose accuracy.

Weapon-specific range modifiers are in range-weapon-modifiers. Pistols are penalized beyond Near; rifles are penalized at Point-Blank (+2 TN).

Cover

Cover increases TN against you. Three tiers:

  • Light Cover (+2 TN): furniture, foliage, thin wood, smoke.
  • Hard Cover (+4 TN): stone wall, iron plate, overturned wagon.
  • Fortified (+6 TN): bunker slit, murder-hole, arrow loop.

Take Cover (Tempo 3) is the only Fast Action exempt from Exposed. Its sole purpose is defense.

Combat Conditions

Conditions are mechanical states inflicted by attacks, abilities, or environmental factors. Each has a trigger, an effect, and a clearance method. The canonical list lives in the conditions collection: Stunned, Suppressed, Exposed, Wounded, Bleeding Out, Frightened, Open State, Prone, Grappled, Disrupted, Encumbered, and Hollow.

The conditions you’ll see most in any given fight: Suppressed (−2 dice from near misses and Fear) and Exposed (−1 TN against you after Fast Actions). The ones you’ll fear most: Stunned (you lose ground on the Count) and Bleeding Out (you are dying).

Most conditions clear with the Recover action (Tempo 6, appropriate check vs. TN 11) or with specific Talents. Spending 1 Mettle clears Suppressed without using an action.

A Worked Combat Example

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) at the Enforcer. Pool: QUICK 3 + Ballistics 3 = 6 dice. TN: Enforcer’s Defense 10 + Light Cover (overturned wagon) +2 = TN 12. He rolls [3, 4, 5, 6, 7, 8]. Two highest: 7 + 8 = 15. No Roll Modifiers. Final Sum 15 vs. TN 12 → Success, Margin 3, +1 Step. Damage: WR 3 + 1 Step − Enforcer’s AR 1 = 3 HP. Caleb advances to Tick 6.

Tick 4: The Enforcer acts. He takes a Steady Shot (Tempo 5) at Maeve, hits, and deals 4 damage. He advances to Tick 9.

Tick 6: Caleb and Maeve are both due to act — a tie. Both are PCs, so the tie breaks on Initiative Margin; Maeve rolled higher, so she resolves first. She takes a Quick Shot (Tempo 3, −2 dice) at the Enforcer and gains the Exposed condition, advancing to Tick 9. Caleb takes Aim (Tempo 2) for a banked +2, advancing to Tick 8.

The Hammer keeps advancing. At Tick 8, Caleb fires again. This time with his Aim bonus. The clock ticks on, inexorable.

The Count creates a continuous, fluid combat where every weapon choice and every action has rhythmic consequence.