SALVAGE SPACE: INITIATIVE
Who acts first in an ambush or fight depends on whose Reflexes kick in first.
The higher an Adventurer's Reflexes, the sooner that Adventurer may take action in the Round.
Initiative Modifiers
However, situations differ and the Guide may recommend circumstance modifiers as appropriate to the specific situation.
Initiative Rolls
For greater variety, the Guide may recommend randomizing the order of conflict using one of several methods.
The simplest method calls for Adventurers (and the Guide managing the opponents) to roll 2d6-2d6 and add the Adventurer's Reflexes attribute score to find their effective Initiative for the Round.
Initiative Re-Rolls
For even greater variety, a Guide may recommend re-rolling Initiative each Round.
Some Guides may recommend only rolling for Initiative at the start of a conflict, and skip rolling each Round to speed up the conflict resolution.
Delaying Initiative
An Adventurer may choose to delay taking action on their Turn in the Round.
At the point the Adventurer chooses to delay, they must state when they will act later in the Round instead.
The Round moves to the next Adventurer or Opponent's Turn and returns to the Adventurer who delayed their Turn later in the Round as appropriate.
Any Adventurers whose delayed action have not taken place, such as a delay waiting for a trigger event which does not occur, may still take their Turn at the end of the Round, before the next Round starts.