I think you'll find it impossible for the loader to act on the same turn as the gunner fires - you've got several tonnes of gun recoiling, not to mention that the gunner may not even fire the weapon before the loader might begin acting.
Turn 1 - gun fires
Turn 2 - loader begins reloading. Loader MAY be able to act again IF they have a high initiative AND the machinery enables loading in less than a few seconds. A hydraulic ram for example is likely to move at the same pace regardless of how fast the human loader can react.
Turn 3+ - loading is completed, gunner may fire.
It is probable that the high initiative character would be much more useful on the ground in an infantry type role. Given that only infantry types can possibly have greater than 6 Initiative in 2.2, their skills are also likely to support this.
Further, note that even if a driver has a high initiative, the vehicle still only moves a certain distance. A person running is not likely to cover double the distance of another lower initiative character and potentially break the land speed record.... Physical limits must apply.
I may even go further and say that recoil effects would continue to build in the turn, and effect the high initiative characters second action within said 5 second turn. Basically having a high initiative allows the character to react quickly, not circumvent the laws of physics.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives.
Nothing happens in isolation - it's called "the butterfly effect"
Mors ante pudorem
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