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Small Initiative Initiative is a temporary individual stat that prioritises the Btl Troopers 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 Helm Comms Officer Comms Officers, who can occasionally use Solo Mission ability to boost Initiative.
  • Fielding Helm Spy Spies, who are granted +50 IP at the start, and increase that bonus by 10 IP every level up.
  • Utilizing Item Twinoid Twinoids (+500 IP at a cost of poisoning).
  • Upgrading to Gen Ability Adrenaline (little boost per round dodged).
  • Upgrading to Gen Ability On Point (+200 IP).
  • Upgrading to Gen Ability Frenetic (+200 IP per hostile trooper killed).
  • Upgrading to Gen Ability Bounce Back (+100 IP after getting up).
  • Upgrading to Gen Ability Vendetta (+50 IP per teammate lost).
  • Upgrading to Gen Ability Restless (+100 IP when any trooper moves).
  • Upgrading to Gen Ability Martyr (+150 IP to 5 other troopers deployed shortly after dying).
  • Upgrading to Gen Ability Suspicious (+200 IP per hostile Helm Spy spy).

Deteriorating

  • Utilizing Item Glue Grenade Glue Grenades (-200 IP per trooper affected by the area of effect).
  • Utilizing Item Binoculars Binoculars (-400 IP for the next enemy trooper).
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