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* The first two ''VideoGame/{{Fallout}}'' games as well as ''Fallout Tactics'' have the Sequence derived stat for this purpose; characters with higher Sequence go first. It's primarily determined by the player's Agility stat but there are three ways to improve it: doing anything that improves Agility, taking the Earlier Sequence perk or, during character generation, taking the Kamikaze trait which trades in the character's innate Armor Class for a permanent Sequence boost (in gameplay terms, it means that [[TheBerserker the character moves first but has a significant penalty at dodging attacks]]; [[GlassCannon without equipped armor, the character cannot even dodge]]).

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* The first two ''VideoGame/{{Fallout}}'' ''Franchise/{{Fallout}}'' games as well as ''Fallout Tactics'' ''VideoGame/FalloutTacticsBrotherhoodOfSteel'' have the Sequence derived stat for this purpose; characters with higher Sequence go first. It's primarily determined by the player's Agility stat but there are three ways to improve it: doing anything that improves Agility, taking the Earlier Sequence perk or, during character generation, taking the Kamikaze trait which trades in the character's innate Armor Class for a permanent Sequence boost (in gameplay terms, it means that [[TheBerserker the character moves first but has a significant penalty at dodging attacks]]; [[GlassCannon without equipped armor, the character cannot even dodge]]).
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** There's also the basic 'speeds' of the game. Sorcery and permanent spells can only be cast on one's own turn, during one of the two main phases, while instant spells can be cast and abilities activated at any time, including in response to other spells and abilities--in which case, the last to be played resolves first (resolutions are determined by a zone called the Stack). There are also two special exceptions that exist for purposes of gameplay: lands can be played at sorcery speed, but the land will enter the battlefield before anyone has a chance to respond to this action, and activating mana abilities can be done at any time. Neither of these special actions use the Stack. Finally, there is a special ability called Split Second which means that although they do use the stack, no activated abilities can be activated or spells cast while they are there (triggered abilities still trigger, though).

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** There's also the basic 'speeds' of the game. Sorcery and permanent spells can only be cast on one's own turn, during one of the two main phases, while instant spells can be cast and (most) abilities activated at any time, including in response to other spells and abilities--in which case, the last to be played resolves first (resolutions are determined by a zone called the Stack). There are also two special exceptions that exist for purposes of gameplay: lands can be played at sorcery speed, but the land will enter the battlefield before anyone has a chance to respond to this action, and activating mana abilities can be done at any time. Neither of these special actions use the Stack. Finally, there is a special ability called Split Second which means that although they do use the stack, no activated abilities can be activated or spells cast while they are there (triggered abilities still trigger, though).
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* ''VideoGame/AVeryLongRopeToTheTopOfTheSky'': Fast Draw implies that it goes first:
--> Fires quickly, ignoring turn order.
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* ''TabletopGame/Exalted'': Unlike the CombatantCooldownSystem in Second Edition, Third Edition has a more standard initiative system, with a twist. Each combatant's initiative changes as they attack and are attacked, with successful hits with withering attacks (representing glancing blows, feints, attacks that force the defender to misstep, etc.) increasing the attacker's initiative and reducing the defender's. Total initiative can then be used for decisive attacks (which directly damage the enemy's health) or for gambits (which are often actions that reduce the enemy's ability to fight without wounding them, such as disarming, or grappling). Having higher initiative also gives a combatant more leeway to react to the actions of others, such as using a [[DeathOrGloryAttack clash attack]] to respond to an attacker, which ignores defense and directly opposes their attack roll. Even if one's initiative is lowered during a turn, however, each character only gets one combat action per turn, barring magic that lets them act again.

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* ''TabletopGame/Exalted'': ''TabletopGame/{{Exalted}}'': Unlike the CombatantCooldownSystem in Second Edition, Third Edition has a more standard initiative system, with a twist. Each combatant's initiative changes as they attack and are attacked, with successful hits with withering attacks (representing glancing blows, feints, attacks that force the defender to misstep, etc.) increasing the attacker's initiative and reducing the defender's. Total initiative can then be used for decisive attacks (which directly damage the enemy's health) or for gambits (which are often actions that reduce the enemy's ability to fight without wounding them, such as disarming, or grappling). Having higher initiative also gives a combatant more leeway to react to the actions of others, such as using a [[DeathOrGloryAttack clash attack]] to respond to an attacker, which ignores defense and directly opposes their attack roll. Even if one's initiative is lowered during a turn, however, each character only gets one combat action per turn, barring magic that lets them act again.
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* ''TabletopGame/Exalted'': Unlike the CombatantCooldownSystem in Second Edition, Third Edition has a more standard initiative system, with a twist. Each combatant's initiative changes as they attack and are attacked, with successful hits with withering attacks (representing glancing blows, feints, attacks that force the defender to misstep, etc.) increasing the attacker's initiative and reducing the defender's. Total initiative can then be used for decisive attacks (which directly damage the enemy's health) or for gambits (which are often actions that reduce the enemy's ability to fight without wounding them, such as disarming, or grappling). Having higher initiative also gives a combatant more leeway to react to the actions of others, such as using a [[DeathOrGloryAttack clash attack]] to respond to an attacker, which ignores defense and directly opposes their attack roll. Even if one's initiative is lowered during a turn, however, each character only gets one combat action per turn, barring magic that lets them act again.
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* ''Franchise/{{Pokemon}}'' has an abundance of moves related to one of the '''thirteen''' priority tiers, such as Quick Attack, Aqua Jet and Mach Punch, in addition to items and abilities. See [[http://serebii.net/games/speedpriority.shtml this guide for the mechanics.]]

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* ''Franchise/{{Pokemon}}'' has an abundance of moves related to one of the '''thirteen''' priority tiers, tiers. Stage 0 is the baseline speed for the majority of moves, with the fastest going at +5, and the slowest at -7. Quick Attack and its cousins such as Quick Attack, Aqua Jet and Mach Punch, in addition to items Punch are +1, Extreme Speed is faster at +2, Fake Out at +3, [[DefendCommand Protect and abilities. See [[http://serebii.net/games/speedpriority.shtml this guide for the mechanics.]]its equivalents]] at +4, and finally Helping Hand at +5. Conversely, priority can go in reverse, with some moves going as slow as -7. Items and abilities can also augment priority tiers, such as Prankster making all Status-categorized moves +1.
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Added Brawl Meta Knight (transcendent priority) as an example under SSB

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**In the opposite instance, this is, along with his range and speed, why [[Characters/KirbyMetaKnight Meta Knight]] was a [[Main/GameBreaker Game Breaker]] in ''Brawl.'' Meta Knight's hitboxes are transcendent, which means they go through other attacks without affecting them. Thanks to the aforementioned range and speed, this means Meta Knight could cut through an attack aimed at him and keep an opponent away without much effort. This was one of the properties removed from his moveset in [[VideoGame/SuperSmashBrosForNintendo3DSAndWiiU Super Smash Bros. for Nintendo 3DS and Wii U]].


** ''TabletopGame/AdvancedDungeonsAndDragonsFirstEdition'' had a Weapon Speed Factor, which determined which combatant would hit first when they tied for initiative.

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** ''TabletopGame/AdvancedDungeonsAndDragonsFirstEdition'' ''TabletopGame/AdvancedDungeonsAndDragons1stEdition'' had a Weapon Speed Factor, which determined which combatant would hit first when they tied for initiative.
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* Turn order in ''TabletopGame/ForgottenWaters'' is determined by a player's "Infamy" rank and tracked on the "[[VisualInitiativeQueue Quartermaster Board]]." Players gain or lose Infamy as they find treasures, succeed on tasks, and move the story forwards. The player with the highest Infamy rank gets first choice of what action to perform on a turn, while those with lower rank may get stuck performing a Required Action or selecting a task that doesn't compliment their Player Character's skills.

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alphabetizing and crosswicking Dicey Dungeons


* ''VideoGame/DissidiaFinalFantasy'', like most fighting games, has a system of priority--some attacks are low priority, some are medium, some are high, etc--and is notable for having one attack in the #1 slot, the Emperor's Thunder Crest, which is a rune on the floor that, if the opponent gets close enough to, will drag them in, holding them still and inflicting damage, and there ain't nothing no one can do about it. Stay away from the runes.
* The first two ''VideoGame/{{Fallout}}'' games as well as ''Fallout Tactics'' have the Sequence derived stat for this purpose; characters with higher Sequence go first. It's primarily determined by the player's Agility stat but there are three ways to improve it: doing anything that improves Agility, taking the Earlier Sequence perk or, during character generation, taking the Kamikaze trait which trades in the character's innate Armor Class for a permanent Sequence boost (in gameplay terms, it means that [[TheBerserker the character moves first but has a significant penalty at dodging attacks]]; [[GlassCannon without equipped armor, the character cannot even dodge]]).
* The ''VideoGame/GoldenSun'' series has several Djinn that work this way - any damage-lowering Djinn such as Flash will be the turn's first action, as well as others such as Breath who are coded to "go before anyone else can act". Using two in one turn results in the characters' Agility being used as the tiebreaker. Notably, there are very few enemy moves that have this effect, while at least seven Djinn so far work this way.
* In ''Monster Girl Quest! Paradox RPG'', the Agility stat normally determines turn order but other things affect it as well. Some skills (e.g. Dancing, Singing) have a speed boost which means they'll usually go first, but this can still be overridden by high Agility. There are abilities which can give priority to certain sets of skills, ensuring these go first regardless of Agility. And then there's Giant's Tyranny, a Giant-specific ability which makes its user always go ''last'' but in exchange [[MightyGlacier massively boosts offence and defence]].
* ''[[VideoGame/PennyArcadeAdventures Penny Arcade: On The Rain-Slick Precipice Of Darkness]]'' has a roll for initiative before each fight, giving a random number between 1 and 20. A natural 20 starts that character off with a full action bar.



* In ''VideoGame/ProjectXZone'', a unit's speed stat determines the order in which they act on each turn, with faster units moving first. Several player units and bosses learn skills that greatly increase their speed, allowing them to act earlier. The sequel replaces this system with the player and AI taking normal turns.
* Turn order in ''VideoGame/ShiningForce'' is based on the characters' speed stat.



* Turn order in ''VideoGame/ShiningForce'' is based on the characters' speed stat.
* The ''VideoGame/GoldenSun'' series has several Djinn that work this way - any damage-lowering Djinn such as Flash will be the turn's first action, as well as others such as Breath who are coded to "go before anyone else can act". Using two in one turn results in the characters' Agility being used as the tiebreaker. Notably, there are very few enemy moves that have this effect, while at least seven Djinn so far work this way.
* ''[[VideoGame/PennyArcadeAdventures Penny Arcade: On The Rain-Slick Precipice Of Darkness]]'' has a roll for initiative before each fight, giving a random number between 1 and 20. A natural 20 starts that character off with a full action bar.
* ''VideoGame/DissidiaFinalFantasy'', like most fighting games, has a system of priority--some attacks are low priority, some are medium, some are high, etc--and is notable for having one attack in the #1 slot, the Emperor's Thunder Crest, which is a rune on the floor that, if the opponent gets close enough to, will drag them in, holding them still and inflicting damage, and there ain't nothing no one can do about it. Stay away from the runes.



* The first two ''{{VideoGame/Fallout}}'' games as well as ''Fallout Tactics'' have the Sequence derived stat for this purpose; characters with higher Sequence go first. It's primarily determined by the player's Agility stat but there are three ways to improve it: doing anything that improves Agility, taking the Earlier Sequence perk or, during character generation, taking the Kamikaze trait which trades in the character's innate Armor Class for a permanent Sequence boost (in gameplay terms, it means that [[TheBerserker the character moves first but has a significant penalty at dodging attacks]]; [[GlassCannon without equipped armor, the character cannot even dodge]]).
* In ''VideoGame/ProjectXZone'', a unit's speed stat determines the order in which they act on each turn, with faster units moving first. Several player units and bosses learn skills that greatly increase their speed, allowing them to act earlier. The sequel replaces this system with the player and AI taking normal turns.
* In ''Monster Girl Quest! Paradox RPG'', the Agility stat normally determines turn order but other things affect it as well. Some skills (e.g. Dancing, Singing) have a speed boost which means they'll usually go first, but this can still be overridden by high Agility. There are abilities which can give priority to certain sets of skills, ensuring these go first regardless of Agility. And then there's Giant's Tyranny, a Giant-specific ability which makes its user always go ''last'' but in exchange [[MightyGlacier massively boosts offence and defence]].


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[[folder:Roguelike]]
* In ''VideoGame/DiceyDungeons'', Sticky Hands always goes first in battle. [[spoiler:He even has a Bonus Round rule that gives all the other enemies the chance to strike first.]]
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* TabletopGame/{{Poker}}:
** In Hold'em and its derivatives such as Omaha and Crazy Pineapple, in the first round of betting the person to the left of the big blind goes first, and play then proceeds clockwise around the table until reaching the big blind. In subsequent rounds, the person closest to the small blind position goes first. The dealer position or "button" is thus the most desirable spot, because that player gets to observe what every other player does before committing to an action, and much of the big-picture strategy of the game comes from taking advantage of this position.
** In Stud variants, the player with the most powerful hand showing goes first, allowing players with (presumably) less-powerful hands wait to see if the presumed hand leader is going to bet before deciding on their own actions.


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* TabletopGame/{{Poker}}:
** In Hold'em and its derivatives such as Omaha and Crazy Pineapple, in the first round of betting the person to the left of the big blind goes first, and play then proceeds clockwise around the table until reaching the big blind. In subsequent rounds, the person closest to the small blind position goes first. The dealer position or "button" is thus the most desirable spot, because that player gets to observe what every other player does before committing to an action, and much of the big-picture strategy of the game comes from taking advantage of this position.
** In Stud variants, the player with the most powerful hand showing goes first, allowing players with (presumably) less-powerful hands wait to see if the presumed hand leader is going to bet before deciding on their own actions.
* TabletopGame/{{Spades}}: The first bid and trick of a hand rotates clockwise from the last person to have said role. Turns after the first of a hand are led by the player who took the previous trick.
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* TabletopGame/TwentyTwo: The player left of the dealer goes first for trading in cards and initiates the first trick. This is important, as there’s not always enough cards for everyone to trade away their junk (which can be invoked by a player trading in a lot). Additionally, the player going first can feel more comfortable holding equivalent medium-ranked cards, knowing they can use them to start a big trick instead of banking on winning another trick first.
* TabletopGame/{{Poker}}:
** In Hold'em and its derivatives such as Omaha and Crazy Pineapple, in the first round of betting the person to the left of the big blind goes first, and play then proceeds clockwise around the table until reaching the big blind. In subsequent rounds, the person closest to the small blind position goes first. The dealer position or "button" is thus the most desirable spot, because that player gets to observe what every other player does before committing to an action, and much of the big-picture strategy of the game comes from taking advantage of this position.
** In Stud variants, the player with the most powerful hand showing goes first, allowing players with (presumably) less-powerful hands wait to see if the presumed hand leader is going to bet before deciding on their own actions.



* TabletopGame/{{Poker}}:
** In Hold'em and its derivatives such as Omaha and Crazy Pineapple, in the first round of betting the person to the left of the big blind goes first, and play then proceeds clockwise around the table until reaching the big blind. In subsequent rounds, the person closest to the small blind position goes first. The dealer position or "button" is thus the most desirable spot, because that player gets to observe what every other player does before committing to an action, and much of the big-picture strategy of the game comes from taking advantage of this position.
** In Stud variants, the player with the most powerful hand showing goes first, allowing players with (presumably) less-powerful hands wait to see if the presumed hand leader is going to bet before deciding on their own actions.
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* Each technique in ''VideoGame/{{Temtem}}'' belongs to one of six priority tiers, which modify the user's speed to determine turn order. These are very low (goes after all other actions), low (acts based on half the user's speed), normal (doesn't modify speed), high (1.5x speed), very high (1.75x speed), and ultra (goes before all other actions, including switching out). Hoglip and Hedgine can have the Gotta Go Fast trait, which gives techniques from the first three tiers high priority.

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* ''VideoGame/SuperRobotWars'' follows a similar scheme to the two above, being their contemporary and one of the main rival series. Here, the defender may strike first if it has the "Counter" ability or a passive skill that triggers it (for example, some units gain an effect identical to it at low health, and some units are considered to always have it if they choose a specific retailation move). Since most battles are resolved by one or two well-aimed hits and devolve into a war of attrition either between MightyGlacier types or FragileSpeedster types, being the first to strike often means being the one who survives.

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* ''VideoGame/SuperRobotWars'' follows a similar scheme to the two above, being their contemporary and one of the main rival series. Here, the defender may strike first if it has the "Counter" ability or a passive skill that triggers it (for example, some units gain an effect identical to it at low health, and some units are considered to always have it if they choose a specific retailation retaliation move). Since most battles are resolved by one or two well-aimed hits and devolve into a war of attrition either between MightyGlacier types or FragileSpeedster types, being the first to strike often means being the one who survives.


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* In ''Monster Girl Quest! Paradox RPG'', the Agility stat normally determines turn order but other things affect it as well. Some skills (e.g. Dancing, Singing) have a speed boost which means they'll usually go first, but this can still be overridden by high Agility. There are abilities which can give priority to certain sets of skills, ensuring these go first regardless of Agility. And then there's Giant's Tyranny, a Giant-specific ability which makes its user always go ''last'' but in exchange [[MightyGlacier massively boosts offence and defence]].
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** In the fourth game however, first strike is granted solely by a dedicated ability or StatusBuff, otherwise both sides attack simultaneously before suffering any loses.

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* 1st Edition ''TabletopGame/DungeonsAndDragons'' had a Weapon Speed Factor, which determined which combatant would hit first when they tied for initiative.
** And later editions still have it to determine turn order. As you might imagine, acting quickly is important.
** 5th (current) edition has the Initiative stat, which is the same as Dexterity but can be increased by some factors. At the beginning of combat, all combatants roll a 20-sided die and add their initiative to determine turn order.

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* 1st Edition ''TabletopGame/DungeonsAndDragons'' ''TabletopGame/DungeonsAndDragons'': "Roll for initiative." The players and Dungeon Master roll a d20 and add a modifier to determine turn order. In the case of a tie, the character with the highest modifier goes first; if they're still tied, they roll a tie-breaker.
** ''TabletopGame/AdvancedDungeonsAndDragonsFirstEdition''
had a Weapon Speed Factor, which determined which combatant would hit first when they tied for initiative.
** And later editions still have it ''TabletopGame/DungeonsAndDragonsThirdEdition'' adds the character's Dexterity bonus plus possible modifiers such as a +4 from the Improved Initiative feat to determine turn order. As you might imagine, acting quickly is important.
arrive at their Initiative modifier.
** 5th (current) edition ''TabletopGame/DungeonsAndDragonsFifthEdition'' has the Initiative stat, which is the same as Dexterity but can be increased by some factors. At the beginning of combat, all combatants roll a 20-sided die and add their initiative to determine turn order.


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* ''TabletopGame/{{Pathfinder}}'', a derivative of ''TabletopGame/DungeonsAndDragonsThirdEdition'' has such things as a feat like "Noble Scion (War)" that changes the stat used to calculate a character's Initiative modifier to Charisma from Dexterity.
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** The "[Weapon]-breaker" skills allow the user to make a followup attack and prevent the opponent from doing the same depending on the latter's weapon type, ignoring the normal Speed rules.

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** The "[Weapon]-breaker" skills allow the user to make a followup attack and prevent the opponent from doing the same depending on the former's HP being over a certain threshold and the latter's weapon type, ignoring the normal Speed rules.
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** 5th (current) edition has the Initiative stat, which is the same as Dexterity but can be increased by some factors. At the beginning of combat, all combatants roll a 20-sided die and add their initiative to determine turn order.
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* Each robot in ''TabletopGame/RoboRally'' has its moves plotted in advance by playing instruction cards telling the robot to move or turn. Each card has a number; during each movement phase, the cards are resolved in high-to-low order, possibly determining which robot pushes another one into a space it wasn't supposed to go....

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* ''VideoGame/SuperSmashBros'': this is what determines a lot of tier rankings as well. One of the reasons why [[VideoGame/FZero Captain Falcon]] is severely {{nerf}}ed in ''Brawl'' compared to his previous incarnations is because the priority for many of his attacks was lowered so much.

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* ''VideoGame/SuperSmashBros'': this This is what determines a lot of tier rankings as well. One of the reasons why [[VideoGame/FZero Captain Falcon]] is severely {{nerf}}ed in ''Brawl'' compared to his previous incarnations is because the priority for many of his attacks was lowered so much.



* ''Franchise/{{Pokemon}}'': there is an abundance of moves related to one of the '''thirteen''' priority tiers, such as Quick Attack, Aqua Jet and Mach Punch, in addition to items and abilities. See [[http://serebii.net/games/speedpriority.shtml this guide for the mechanics.]]

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* ''Franchise/{{Pokemon}}'': there is ''Franchise/{{Pokemon}}'' has an abundance of moves related to one of the '''thirteen''' priority tiers, such as Quick Attack, Aqua Jet and Mach Punch, in addition to items and abilities. See [[http://serebii.net/games/speedpriority.shtml this guide for the mechanics.]]]]
** ''VideoGame/PokemonLegendsArceus'' make use of a CombatantCooldownSystem. In addition to the above, not only can faster Pokémon potentially go several times in a single turn, but there's a StanceSystem that can augment an attack to make it stronger in exchange for a lowered action initiative, or vice versa.
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* ''TabletopGame/Warhammer40000'' has an initiative stat for all close-combat capable units, as well as various PsychicPowers and electric shocks that influence it, weapons that are unwieldy enough to reduce their wielder's initiative, etc.

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* ** ''TabletopGame/Warhammer40000'' has an initiative stat for all close-combat capable units, as well as various PsychicPowers and electric shocks that influence it, weapons that are unwieldy enough to reduce their wielder's initiative, etc.

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