Fallout, Fallout 2, Fallout Tactics
When a character starts combat, be it the player character or not, they receive a free "surprise turn" and can immediately attack a target. If the target survives this attack, they get a turn to defend itself. After the defender reacts, all other participants receive a turn based upon their sequence statistic. Characters with higher sequence act earlier than those with lower sequence, though everyone has a turn before anyone goes again.
Because everyone must have a turn before a character can have another, the main benefits to having a high sequence are:
- If the player started combat (the surprise turn), a sufficiently high sequence will allow the player to have two turns in a row (by being first to go during the first normal turn).
- Otherwise, the player will be able to influence combat much earlier. A player with very low sequence might never get a turn before dying. Conversely, a player with very high sequence (and a good weapon) might be able to swing the tide of battle before the enemies have much of a chance to do anything.
In either case, after the first turn, the direct advantages of having a high sequence (or direct disadvantages of a low sequence) disappear, since actions will be done round-robin. Though, if a player had a particularly good (or bad) first turn, those indirect effects will continue to be felt.
Initial Level: 2 * PE
- The Kamikaze trait increases sequence by 5.
- The Earlier Sequence perk increases sequence by 2 per rank.
Initiative determines the turn order a character can act in combat compared to their enemies and their party members. Imitative is a largely static number, but it can be changed by perks such as Intense Training increasing either Agility or Perception. Besides perks, being encumbered by 50lbs reduces initiative by 1, with each additional 50lbs increasing the penalty by an additional 1.