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Unfortunately, the IG Vox-Caster rules just plain suck IMO. And that?s a shame because the Vox-Caster should be an integral part of the IG army. I say this because the Vox-Caster (as carried on the back by a separate model) is a unique concept amongst the armies of the 41st millennium.
It really helps create the ?feel? of the Imperial Guard. Whereas Space Marines can talk with their force commander anywhere on the battlefield simply by opening a com-link channel in their helmet, the Guard have to dedicate a soldier to carry a big, heavy piece of equipment around to do roughly the same thing.
More importantly, the whole concept of the Vox-Caster, or ?radio guy? in general is very cinematic, and much of the 40K rules are clearly movie-inspired. Whenever I think about writing a house rule I always ask myself: ?Have I seen that done in a movie?? If the answer is ?yes? then I know I?m on the right track.
Whether it?s the officer trying to call HQ but not realizing the phone cord has been cut and the radio-guy is dead, or the whole: ?Johnson! Get your ass over here right now!? or ?We need air support RIGHT NOW?, the radio-guy is one of the key elements of the grunt mythos, and therefore should certainly be better represented in the game of 40K.
Whenever I make up rules I try to boil the concept down to the absolute core and try to remain true to those ideas. Here are what I believe the core principles behind Vox-Casters in an IG army should be:
1) Vox-Casters should be important, almost essential to the IG army.
2) They should be used to relay orders from HQ (Ld bonus).
3) They should occasionally get orders garbled (a penalty).
4) They should be used to call in artillery strikes (that helps represent the type of warfare the IG employ).
With those principles in mind, here are my proposed rules for Vox-Casters in an Imperial Guard army:
The following rules completely replace the Vox-Caster/Master-Vox rules presented in the Imperial Guard codex. Vox-Casters remain 5 pts per unit. However, a Command HQ may ONLY take a Master-Vox (at the normal price of 20 pts), but the Master-Vox now has no additional rules (it is treated just like a Vox-Caster as described below).
The abilities of the Vox-Caster (presented below) may only be used if:
A) The Vox-Caster model is in base contact with an Officer, Veteran Sergeant or Sergeant in the same unit. If the unit doesn?t contain any of those models, then any other model in the same unit will suffice.
B) The unit containing the Vox-Caster is not locked in combat.
ORDERS FROM ABOVE
Any Imperial Guard unit with a Vox-Caster may use the Leadership special rule of any Command Squad that has a Vox-Caster or Master-Vox regardless of whether or not the two units are within 12? of each other.
STATIC INTERFERENCE
When an Imperial Guard unit with a Vox-Caster fails a pinning test or morale check for losing 25% casualties in a shooting phase, his opponent chooses whether the unit becomes pinned or falls back instead of following the normal result for failing the test. For example, if an IG unit with a Vox-Caster fails a pinning test, his opponent can choose to have the unit fall back instead of becoming pinned if he wishes.
ARTILLERY STRIKES
Imperial Guard armies with the Light Infantry, Jungle Fighter or Drop Troops doctrines cannot use Artillery Strikes:
A single Veteran Sergeant or Officer in a unit with a Vox-Caster may call in an artillery strike as part of the unit?s shooting. Both the Veteran Sergeant/Officer and the Vox-Caster model may not fire their weapons, and the unit must have remained stationary in the movement phase.
The artillery strike targets the same enemy unit as the rest of the shooting. The range of an artillery strike is unlimited, and LOS is drawn from the Officer/Veteran Sergeant calling in the strike. Roll to hit using the Officer/Veteran Sergeant?s Ballistic Skill.
Against non-vehicle models, if a hit is scored, the enemy unit must take a pinning check as if it had suffered a casualty from an Ordnance Barrage (this test is in addition to any other pinning checks caused by the shooting). If a ?6? is rolled to hit then the enemy unit also suffers D6 wounds which can be saved as normal.
Vehicle models (and artillery models) are only affected on a to hit roll of ?6?, in which case all vehicle/artillery models in the unit suffer a S6 hit against their rear armor value.
Bunkers (and units inside bunkers), tank traps and razor wire are not affected by Artillery Strikes.
So that?s it! Comments, suggestions and criticisms are always welcome.
Here are some designer notes:
Q: You can use the Ld bonus on as many units as you want per turn, and it only costs 5 pts a unit, plus it does all that other stuff. Are you crazy?
A: Well, remember, that to get the higher Ld values, you?re going to have to spend the 20 pts on the Command HQ squad, and you?re still going to be paying 5 points for every single squad. It adds up.
Also remember that with Vet Sergeants and close order drill it is fairly easy to get a Ld8 in the guard army. This is allows a different sort of approach for players who don?t want to go the same old route.
Q: Why is there a penalty (Static Interference) for taking a Vox-Caster?
A: First, it fits the concept of the radio-guy from every movie ever. Second, it helps offset the cheap point cost of the thing.
Q: Dude, that Artillery Strike is hugely powerful! And why can?t I use it with the Drop Trooper doctrine? They should have air strikes!
A: Hopefully you noticed that a Veteran Sergeant or Officer is needed to call down an Artillery Strike. This drastically limits the amount of strikes you will see unless players want to essentially waste points ?doubling up? their units with a Vox-Caster AND a Vet Sergeant.
As for the doctrine limitation it is two-fold. First off, it fits the concept that recon and rapid-redeploy forces wouldn?t tend to be supported by artillery (in the 40K universe). Second, I wanted to try to make the basic flavor of Guard have a little something over the more specialized regimental doctrines that nearly everyone takes.