Combat

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.

Class Action Tempo Exposed? Notes
Instant Speak 0 No A short phrase, warning, or command — not a speech.
Instant Drop 0 No Release a held item (it falls at your feet).
Instant Free Reaction 0 No Spend Mettle for Dive, Dodge, Parry, Intercept, Steel, or Push.
Fast Draw Weapon 2 Yes Ready a holstered or sheathed weapon, or retrieve a stowed item.
Fast Aim 2 Yes Banks +2/+3/+4 Roll Bonus to next attack against same target.
Fast Shiv (light melee) Base − 1 (min 2) Yes −1 Step to damage.
Fast Scramble 3 Yes Move Speed + 4m erratically; attackers suffer +1 TN.
Fast Quick Shot Base − 1 (min 3) Yes −2 dice (Pool Penalty).
Fast Take Cover 3 No Inherently defensive — exempt from Exposure.
Fast Stand Up (from Prone) 3 Yes Required to leave Prone condition.
Standard Steady Shot Weapon Base No* Full dice pool ranged attack. *Triggers Exposed if Base Tempo ≤ 3.
Standard Strike Weapon Base No* Full dice pool melee attack. *Triggers Exposed if Base Tempo ≤ 3.
Standard Reload (Speed Loader) 4 No Requires speed-loader, moon clip, or break-top mechanism.
Standard Grapple 5 No IRON + Brawl vs. Defense; both become Grappled on success.
Standard Interact 4 No Flip table, kick door, pull lever, light fuse, pick up item.
Slow Called Shot Base + 2 No −2 dice; tactical effect by location (see called-shot-locations.md).
Slow Heavy Cleave Base + 2 No Two-handed melee. On hit, target rolls GRIT + Resilience TN 11 or Prone.
Slow Reload (Manual) 6 No Without speed-loader. Tube-fed rifles, single-shot weapons.
Slow Recover 6 No Roll to remove a Condition. Mettle can bypass for Suppressed.
Channel Channel Rank 1 (Cantrip) 4 No Cost 1 Strain, TN 9.
Channel Channel Rank 2 (Tactic) 5 No Cost 2 Strain, TN 11.
Channel Channel Rank 3 (Power) 6 No Cost 1 Erosion, TN 13.
Channel Channel Rank 4 (Devastation) 7 No Cost 2 Erosion, TN 15.
Channel Channel Rank 5 (Miracle) 9 No Cost 1 Memory (burned), TN 16.

The most-consulted table in the game. Players will reach for this every turn until they internalize it. Print it out.