The Initiative skill is used to gain the advantage in combat.
When combat is started, each character rolls an Initiative check, which is added to his Dexterity Score, to determine how many actions he has in the combat round. This is calculated by removing multiples of 10 from the combined Initiative check and Dexterity Score.
e.g. Johnny Automatic rolls a 19 on the dice. When added to his Initiative Skill of 10, and his dexterity of 10, it gives him a combined score of 39!. This grants Johnny actions on 9, 19, 29 and 39!
e.g. Sex the Stormer rolls a 2 on the dice. When added to his Initiative skill of 0 and his Dexterity of 10, it gives him a combined score of 12, which grants Sex actions on 2 and 12. In phase 12, he injects himself with Ultra Violence, giving him a +20 to his Initiative, meaning that while the U.V. remains in his system, he can act on 32, 22, 12 and 2.
Initiative is declared with the slowest (low) characters declaring first, and is then resolved from highest to lowest, with each character guaranteed a minimum of one action per round.