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Old 04-22-2012, 01:14 AM
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A high initiative character in 2.0 goes after lower initiative characters in latter phases of the 30 second turn. This I believe is to model their ability to respond to others actions accordingly.

Even a seriously low initiative character (V2.0), or one with a horrendous CUF (V1) isn't completely screwed though. Provided the player uses their heads, and the other players take their limitations into account, the slow characters can be very, very effective.

For example, if a 2.0 Initiative 1 character is given the teams machinegun (belt fed thereby limiting the need for reloading), they can carry out "repetitive actions" - continue the same action they were doing which commenced on their last "actionable" phase. This could be crawling, observing, aiming, or laying down suppressive fire. If aiming, they can use opportunity fire at anyone entering the area they're aiming at.
When I'm GMing, I allow them to continue a sequence of actions no longer than 2 phases (10 seconds) which may be firing a GL, reloading, firing again, over and over (without taking time to aim), providing the additional rounds are out and ready.
Also, one of the best uses is Loader for a crew served weapon (tank gun, artillery piece, assistant machinegunner) where a higher initiative character can give them direct commands and artificially raise their initiative a point or two while ever communication is possible between them. Loading an 81mm mortar may even be considered a form of repetitive action.

In V1.0, a high CUF character could be employed in a similar manner.

2.2 significantly reduced the difference between initiative "steps" with everyone acting in the same 5 second turn/phase/whatever. It's my belief this was partly done as many players and GMs didn't understand how powerful repetition could be.

Another issue is wounds and how they impact initiative. This is an area which in my experience is usually completely overlooked by players and GMs alike.
It only takes a light wound to effectively prevent a character from acting for a while. An opposing force throwing/firing grenades can absolutely DEVASTATE a unit, even without anyone being hit by shrapnel. Just the concussive force alone can prevent anyone acting, allowing their opponents to close at their leisure and kill them.

This is why infantrymen are trained to keep a decent spacing between them - to stop more than one, or at worst two people being in the blast radius of any one grenade. It also takes next to no skill to throw a grenade with effect - near enough is usually good enough.
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