Initiative is a temporary individual stat that prioritises the Trooper's turns (i.e. actions) higher than the rest of the troops, thus allowing him to take his turns first (moderate boosts), or even take several turns before the others can do anything about it (high boosts). One shouldn't underestimate the importance of such stat, and won't once he first sees a Solo Mission in effect. Initially the stat is null, once a trooper gets a boost, he can act while his initiative drops rapidly back to 0 over short while, right until the natural order of turns is restored.
Ways to Affect Initiative
Improving
- Fielding Comms Officers, who can occasionally use Solo Mission ability to boost Initiative.
- Fielding Spies, who are granted +50 IP at the start, and increase that bonus by 10 IP every level up.
- Utilizing Twinoids (+500 IP at a cost of poisoning).
- Upgrading to Adrenaline (little boost per round dodged).
- Upgrading to On Point (+200 IP).
- Upgrading to Frenetic (+200 IP per hostile trooper killed).
- Upgrading to Bounce Back (+100 IP after getting up).
- Upgrading to Vendetta (+50 IP per teammate lost).
- Upgrading to Restless (+100 IP when any trooper moves).
- Upgrading to Martyr (+150 IP to 5 other troopers deployed shortly after dying).
- Upgrading to Suspicious (+200 IP per hostile spy).
Deteriorating
- Utilizing Glue Grenades (-200 IP per trooper affected by the area of effect).
- Utilizing Binoculars (-400 IP for the next enemy trooper).