Well design wise the cyberjack initiative bonus is suppose to be dice and not a flat bonus. I have submitted this and honestly don't know why it was not shown that way or been errata
Oh wow! Provided that this also means additional Minor Actions, that alone might be just enough to put the talk about Jacks not being worth their money (and Essence) to a rest. Being able to do 2 Majors in Cold VR (
or an additional Matrix Perception test in Hot VR) is huge! It also buffs VR modes back into shape, which have have been nerfed quite badly with the lost initiative Dice and the missing +2 VR bonus.
The only problem here would be that the better Jacks would get you 3 Bonus dice, which would mean that they exceed the threshold of 5 Minor actions in Hot VR.
Or do they?Because get this: In both my versions of the english CRB (the original one and the semi-errataed one from January), the Cyberjacks in the Matrix chapter (p. 177) offer a max. +2 Init Bonus - which would fit perfectly with Banshee´s original intent - while only the ones in the gear section (p. 284) go up to +3.
And curiously, while the Cyberjacks in the Matrix chapter haven´t been changed, there has actually has been made a small change to the progression in the the Initiative Bonus column.
Progression in: Matrix Chapter (both): 1, 1, 1, 2, 2, 2
Gear Capter (old): 1, 1,
2, 2, 3, 3
Gear Chapter (new): 1, 1,
1, 2, 3, 3
Which at first got me like
this, but then I realized it: The best explanation for this weird sequence break in the newer version (BTW: Doesn´t show up in the Errata file

) is that someone actually
started to align it with the Matrix chapter - maybe because it is
still supposed to be Initiative Dice after all?! - but only changed the value for the Rating 3 Cyberjack. And then got eaten by a gorilla or something.
Anyway, that´s it for me: I go with Banshee´s original version, with the table in the Matrix chapter and an Initiative dice bonus
