If you don't like rolling for initiative every action, you can use this system instead.
It's less detailed but also moves a bit quicker.
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After activating a figure, if both players still have figures left to active, the active player may attempt to retain initiative.
Roll 1D6, adding +1 if the last action knocked an enemy out of action.
On a 5+, the active player may activate another figure, otherwise play switches to the opposing player.
A player is not required to make the attempt.
A squad leader or gang boss with a suitable leadership-oriented trait may roll again if a 1 is rolled.
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