To determine which gang gets the first activation at the start of the current round, each player rolls a number of dice equal to the current remaining Command Points of any friendly character. Total up the number of 7+ results. The player with the most takes Initiative and activates their first character. If a player scores a Critical, they take Initiative. If a player fumbles, their opponent gains Initiative. If both players roll a critical, a fumble, or a tie, simply re-roll the dice. Initiative rolls are not able to be modified, re-rolled through abilities, or altered.
If a player doesn’t have a any characters with remaining Command Points, they automatically LoSe the roll. If neither player has any characters with any remaining Command Points, both players simply roll a single dice each. The player with the highest roll takes Initiative.