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LukeZ
An hacker can have 5 initiative passes while in VR:
1 base
2 hot sim module
1 simsense booster
1 simsense accelerator (comlink option)

Can a technomancer have the same number of passes while in VR (and not using a comlink, but his "natural" ability)?
sabs
QUOTE (LukeZ @ Sep 27 2010, 04:56 PM) *
An hacker can have 5 initiative passes while in VR:
1 base
2 hot sim module
1 simsense booster
1 simsense accelerator (comlink option)

Can a technomancer have the same number of passes while in VR (and not using a comlink, but his "natural" ability)?


yes, but he needs 2 echos to do it:
Overclocking and Advanced overClocking
LukeZ
QUOTE (sabs @ Sep 27 2010, 04:58 PM) *
yes, but he needs 2 echos to do it:
Overclocking and Advanced overClocking


Ok, thank you!
Udoshi
Also, i'm pretty sure a technomancer that's high on certain IP increasing drugs, such as jazz can get 4 passes.

What?

+1 ip pass is +1 ip pass, whether its physical or matrix.

You just can't break the 4 pass limit without certain things that specifically let you do so (such as the advanced overclocking echo)
SleepIncarnate
The more important question is, can a 5 IP hacker/rigger/TM use all 5 IPs when jumped into or otherwise VR controlling a drone? If so, then..... mmmmmmmmmmm.....
Tymeaus Jalynsfein
QUOTE (SleepIncarnate @ Sep 27 2010, 06:38 PM) *
The more important question is, can a 5 IP hacker/rigger/TM use all 5 IPs when jumped into or otherwise VR controlling a drone? If so, then..... mmmmmmmmmmm.....



YES.................... wobble.gif
Dumori
QUOTE (SleepIncarnate @ Sep 28 2010, 02:38 AM) *
The more important question is, can a 5 IP hacker/rigger/TM use all 5 IPs when jumped into or otherwise VR controlling a drone? If so, then..... mmmmmmmmmmm.....

By RAW yes. Oh my riggers kick samms asses now smile.gif Trying to get 5 ips as a borg is more fun. Always moving super-fast. I mean at the worse you get one extar IP to cover matrix stuff like reissuing commands at best you get 2 more attacks
SleepIncarnate
I've seen GMs rule that drones can never have more than 3 IPs, even with a 4/5 IP rigger/TM in em, but yeah, looks like most of us rule in favor of the 5 IPs. Like I said, mmmmmmmmmmm, another reason I love playing TMs.
Dumori
I've ruled that a drone can't have more than 4ip and run with 5ip drones honesty not a huge diffrance. The rigger still has matrix things to do at most they get a pass to act on that is all theres to wards the ends thats fun and has save the party once.
ProfGast
Hey new poster here with little no practical experience in SR...

... but is there a way for a drone to get multiple initiative passes w/out a rigger jumping in or remote controlling it? Since my only real grasp of the rules of the game right now is from reading, I've been trying wrap my head around Matrix and Rigging without examples. I mean I've read that Sprites and AIs have 3 IPs and that a hacker or technomancer can clearly boost up theirs. I guess the real question is do Agents/Pilots operate off of 1 IP or multiple? Can't seem to find any explicit mention in the books I have.
Dumori
QUOTE (ProfGast @ Sep 28 2010, 09:08 AM) *
Hey new poster here with little no practical experience in SR...

... but is there a way for a drone to get multiple initiative passes w/out a rigger jumping in or remote controlling it? Since my only real grasp of the rules of the game right now is from reading, I've been trying wrap my head around Matrix and Rigging without examples. I mean I've read that Sprites and AIs have 3 IPs and that a hacker or technomancer can clearly boost up theirs. I guess the real question is do Agents/Pilots operate off of 1 IP or multiple? Can't seem to find any explicit mention in the books I have.

They have 3 ip base Agents and Pilots.
Saint Sithney
SR4a p 236

QUOTE
Agent, IC, and Sprite Initiative
Agents, IC, and sprites have an Initiative equal to Pilot + Response.
Because they act at digital speeds, they receive two extra Initiative
Passes
(three total).
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