Vox Implants - what exactly is it...

By MorbidDon, in Rogue Trader Rules Questions

OK heres the CORE Book text:

Vox Implant

This implant is a built in micro-bead, often hardwired to a ship’s vox frequencies.

-------------------------------------------------------------------------------------------------------------------------

OK so what then is a cybernetic "part" that looks and acts like a speaker (I.E. replacing the vocal cords and or mouth)???

I found this in another RPG System and though originally this is what a Vox Implant was until I got the RT CORE Book LOL

SOUNDBOX ( http://amethyst-d20-rpg.wikidot.com/soundbox )

The cyberware recipient can create a volume of sound that can be as quiet as a whisper or as loud as sixteen humans. She can choose the type of sound the implant creates and can change its basic character as a free action once each round. Talking, singing, shouting, walking, marching, or running sounds can be created. The noise produced can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting, and a roaring lion is equal to the noise from sixteen humans. If the recipient attempts to exactly duplicate the voice of a specific individual or an inherently terrifying sound (such as a gunshot), she must succeed on a Bluff check with a +2 circumstance bonus opposed by the listener’s Sense Motive check, to avoid arousing suspicion. Regardless of what noise is made, it issues forth from the cyberware recipient’s location.

Any insight into this would be greatly appreciated!

Morbid

Er ... wait, you want something to replace the vocal cords? To be able to imitate/duplicate specific sounds/voices with it?

I believe that's more of a talent than a piece of equipment. The Mimic Talent, IIRC, which might have a Mechanicus Implants pre-req.

Other than that ... I can't think of anything else offhand to do that, though there may be a psychic power or two to do something similar.

Vox implants can imply a lot of things, so the short description doesn't do the cybernetic any justice. Homebrewing some explicit uses of the Vox Implant is the only answer in my book. I always felt that, like how Good-craftsmanship Bionic Hearts/Legs gave Sprint, Good-craftsmanship Vox Implants should come with Mimic and/or Disturbing Voice gratis. Mechanical voices should be "easier" to modulate for the tech-inclined. Or so I figured. Then again, granting Talents "for free" runs into the same problem of granting a particular playstyle too many goodies.

Vox implants can imply a lot of things, so the short description doesn't do the cybernetic any justice. Homebrewing some explicit uses of the Vox Implant is the only answer in my book. I always felt that, like how Good-craftsmanship Bionic Hearts/Legs gave Sprint, Good-craftsmanship Vox Implants should come with Mimic and/or Disturbing Voice gratis. Mechanical voices should be "easier" to modulate for the tech-inclined. Or so I figured. Then again, granting Talents "for free" runs into the same problem of granting a particular playstyle too many goodies.

But the Vox Implant, from my read of it, is more like a mastoid implant - it doesn't replace the vocal or auditory system, merely taps into them. "Vox", as in Vox- caster . It's not giving the recipient of the implant mechanical voice - might get one of those with lower quality respiratory implants, and you probably can get them with Mechanicus Implants ... but there's no specific implant for a mechanical voice.

But the Vox Implant, from my read of it, is more like a mastoid implant - it doesn't replace the vocal or auditory system, merely taps into them. "Vox", as in Vox- caster . It's not giving the recipient of the implant mechanical voice - might get one of those with lower quality respiratory implants, and you probably can get them with Mechanicus Implants ... but there's no specific implant for a mechanical voice.

Ah, now I see where you're coming from. My head's mostly in the DH2/OW/BC systems, so I dialed back the [Vocal Implant] from the former two that was (presumably) derived from the Vox Implant rather than looking at the Vox Implant directly. By their fluff, they are stated "amplify the vocal chords". From amplify, I thought "modulate" wouldn't be too much of a stretch for a higher Craftsmanship bonus. I assume that the implant replaces the vocal cords themselves, but that could be a jump in logic on my part.

If I may say so, I also believe "Vox" is simply 40k's way of making "Vocal" sound cool. Like stablights vs. flashlights, autocarriages vs. cars, or micro-beads vs. headsets. Names of things, by themselves, don't hold all that much weight by my counts.

Two entirely different items, with unfortunately similar names.

"Vox" as in the Latin, or pseudo-Latin that is the Gothic/High Gothic language. "Voice", not "Vocal"; Vox-caster = communications radio, roughly.

The RT Vox Implant is a implanted communications radio, not an implanted bullhorn.

I think I will just add a "Vocoder" to the game then - that acts like an electronic speaker systems which replaces organic vocal ability; a good candidate for this implant would be the guy clown from American Horror = LOL...

I could see someone in the 40k Universe being derived from such a character analog

Forgive my jokes please

Good Chat - Thanks Guys!

Stay Gaming

Morbid

Page 209 of Only War contains this:

VOCAL IMPLANT
This implant is usually reserved for Commissars or soldiers
who use their voice to project commands or statements. This
implant works to amplify the vocal chords to an inhuman range
in order to shout commands over the noise of a raging battle.

Perhaps that's another option...