There is nothing in the books that even hints at allowing 6 IP. From RAW a simsense booster would work for a Techno, but from a fluff standpoint I take issues, mainly in that there is no sensible way that they could make 'ware that would augment a living persona in such a way, it doesn't make sense.
That said I don't think it breaks Technos to be able to sacrifice their resonance for an early extra pass.
QUOTE (hermit @ Jun 5 2011, 05:44 PM)

I compare this to Matrix - whcih has striking similarities in topics, gear and organisation to Unwired - and which also had Initiaitve dice bloat in SR3. There, they had a very specific hardcap on IP dice and nothing would allow you to exceed it forever (there were such exploits, too). Such a rule is absent fro Unwired. That makesme wonder.
It is not explicitly allowed, yes, but the rules of SR4 work exclusively, not inclusively. if it'S not excluded explicitly, it's fair game.
And 6 IP from this combo is not excluded explicitly.
So you get your information by comparing things to things that are completely irrelevant to the case at hand? It would explain why you're wrong.
Unwired pg 198
"It is compatible with simsense booster cyberware (so a
hacker in hot sim with a simsense accelerator and simsense booster
cyberware has 5 Initiative Passes). Initiative Passes; this is an exception
to the rule that normally limits IPs to 4)."
It mentions that a hacker who has booth these enhancements has 5 IP, and that this is a specific exception to the normal 4 IP rule. As it specifically says you get 5 passes, there is no information to say that 6 would ever be possible, ergo anyone saying 6 would be allowed is wrong.
In fact I was a little wrong before, a Techno cannot use a simsense booster to get 5 passes, because a simsense booster specifically says it stacks with a simsense accelerator to allow 5 passes, and Technos can't use a simsense accelerator.