When calculating Matrix Initiative, do you still get the Initiative Pass bonuses conferred by Wired Reflexes or any other Initiative enhancers?
In SR4A, it says "you also get an extra Initiative Pass (two total)" for cold sim and "(three total)" for hot sim. Is this assuming the character is unmodified, or does it mean augmented IPs have no effect in the Matrix?
In other words, let's say a character has Wired Reflexes 1, which adds 1 IP. Would you have 3 IPs in cold sim (1 normal, 1 from W.R, 1 from cold sim) and 4 IPs in hot sim (4 being the max augmented IPs allowed by normal rules)? Or would you only have 2 IPs in cold sim (1 normal, 1 cold sim) and 3 in hot sim?
The rules as I understand them say you do not get extra IPs for Wired REflexes when VRing : in SR4A the description of Matrix and initiative passes is rather straightforward : Initiative = Intuition+Response, 1 extra IP in VR, 2 extra IP if hot sim.
Also give a look at the description of the cyberware, you swill ee that the wired reflexes system is spread all over the body of the user. So I'd say it makes sense that the extra initiative passes you get in the meat world are not added, because you don't use most of the boosted part of your nervous system for Matrix tasks.
There are two pieces of gear for extra IPs in the Matrix; one is the SimSense Booster 'ware. The other is a mod for a commlink, found in Unwired. The scary thing is, IIRC, they stack with hotsim IP bonuses.
Physical Improvement like wired reflexes or synaptic acceleration doesn`t help in virtual reality
(only the Simsense Booster and the Add-On for the Comlink.)
so even if you have 4 Initiative passes in the Normal world due to wired reflexes f.E.
you're stuck with the 2 IPs in Cold and 3 IPs in Hot VR
HokaHey
Medicineman
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