Special equipment doctrines.

Here i will add the different special equipment doctrines that are available. I will omit the lore behind the options, if you want the lore i suggest you read it in their respective rulebook or in other sources.

The different options come from different sourcebooks, these are. Core Rulebook = Core, Shield of Humanity = SoH, Hammer of the Emperor = HotE, Regimental command Wiki = RcW.

If a regimental type has any special rules regarding regimental command, the headline "Regimental Command" will be added at the end of the regiment followed by any special rules.

Ogryn Weapons: 1 SoH

Reliquary: 1 SoH

Augmetics: 2 Core

Automated Artillery: 2 SoH

Breachers: 2 SoH

Combat Drugs: 2 Core

Servitor Accompaniment: 2 SoH

Bonded to the Machine Cult: 3 SoH

Chameleoline: 3 Core

Cyber-Enhanced: 3 SoH

Demolitions: 3 Core

Sabre Battery: 3 SoH

Scavengers: 3 Core

Warrior Weapons: 3 Core

Well-Provisioned: 3 Core

Without numbers: 3 RcW

Electro-Vox Warfare: 4 HotE

Forward Observation: 4 HotE

Cavalry Mounts: 5 HotE

Covert Strike: 5 HotE

Vanguard: 6 HotE

**Ogryn Weapons.**

**Cost:** 1 point

**Standard Regimental Kit:** The regiment gains an additional +10 on all Logistics Tests to obtain items with the Ogryn-Proof Weapon Quality. In addition, Ogryn characters in the regiment may add a Common Craftsmanship ripper gun and two clips (Main Weapon) to their kit, if it does not already include one.

**Reliquary.**

**Cost:** 1 point

**Standard Regimental Kit:** One reliquary per squad. The reliquary might take any number of forms, from a simple wooden box to an elaborate triptych or golden sarcophagus. What is important however, is the reliquary’s contents—either some portion of the bodily remains of a saint or another object of great religious significance for the worshipers of the Emperor. Depending on the reliquary’s size, it might take only a single person to carry, or five or more, but typically two characters (including Comrades) must carry it. As long as the reliquary remains in the Squad’s possession, all Squad Members gain a +10 bonus to Willpower Tests and count as possessing the Unshakeable Faith Talent. In addition, the Player Characters reduce all Corruption Points gained by 1 to a minimum of 1.

**Augmetics.**

**Cost:** 2 points

**Standard Regimental Kit:** The regiment gains an additional +10 on all Logistics Tests made to obtain bionic replacements and implants.

**Regimental Command:** The regiment gains +10 on requisition tests to obtain bionics and implants.

**Automated Artillery.**

**Cost:** 2 points

**Standard Regimental Kit:** One Tarantula Sentry Gun per Squad.

**Regimental Command:** When defending, squads from this regiment may use the tarantulas to fire in exchanges. But not when attacking.

**Breachers.**

**Cost:** 2 points

**Standard Regimental Kit:** One Hades Breaching Drill per Squad.

**Regimental Command:** Using the Breaching drill, a squad can Drill Move at most 2 squares, if used this way the squad automatically wins initiative in exchanges and ignore the defensive bonus from bunkers and fortifications since they drill in from below and surprise the enemy.

This of course functions completely different in Battle play, where a whole slew of tests and tactics will happen.

**Combat Drugs.**

**Cost:** 2 points

**Standard Regimental Kit:** The regiment adds an injector or inhaler and three doses of frenzon or five doses of stimm. Additional doses must be obtained through requisition or additional standard kit items.

**Servitor Accompaniment.**

**Cost:** 2 points

**Standard Regimental Kit:** Characters in this regiment may select Servitor Comrades (see page 121 in SoH) for their Comrades.

**Bonded to the Machine Cult.**

**Cost:** 3 points

**Standard Regimental Kit:** The regiment gains an additional +10 on all Logistics Tests to obtain Plasma, Melta, and Power weapons, and other items of advanced technology at the GM’s discretion.

**Regimental Command:** The bonus also refers to requisition rolls, Game builders discretion of course.

**Chameleoline.**

**Cost:** 3 points

**Standard Regimental Kit:** The regiment is equipped with either chameleoline cloaks or chameleoline-coated armour.

**Cyber-Enhanced.**

**Cost:** 3 points

**Standard Regimental Kit:** All characters in this regiment begin with two Common-Craftsmanship cybernetics or one Good-Craftsmanship cybernetic (the specific cybernetics are subject to the GM’s approval).

**Demolitions.**

**Cost:** 3 points

**Standard Regimental Kit:** The regiment gains a +10 bonus on all Logistics Tests made to obtain grenades, missiles, explosives, and special tank ammunition.

**Regimental Command:** The bonus also counts on Requisition tests.

**Sabre Battery.**

**Cost:** 3 points

**Standard Regimental Kit:** One Sabre Defence Platform per Player Character.

**Regimental Command:** When defending, squads from this regiment may use the Sabres to fire in exchanges. But not when attacking. The units may only move half speed on the map, with a minimum of one space every other day unless equipped with vehicles which can transport the platforms.

**Scavengers.**

**Cost:** 3 points

**Standard Regimental Kit:** The regiment may choose to gain a +10 bonus on any Logistics Test. However, on any test where this bonus is used, if any doubles are rolled (22, 33, 44, etc.) whether the Test was a success or a failure, then the scavenging and stealing attracts unwanted attention from higher authorities within the Imperial Guard or the Departmento Munitorum.

**Regimental Command:** The bonus may be used on Requisition rolls to acquire goods that other regiments are supposed to get. Getting the penalty is a quick way for your regiment to become Mistrusted.

**Warrior Weapons.**

**Cost:** 3 points

**Starting Skills:** Parry

**Standard Regimental Kit:** The regiment exchanges their Main Weapon for a Common (or more available) Low-Tech weapon and a laspistol with two charge packs.

**Well-Provisioned.**

**Cost:** 3 points

**Standard Regimental Kit:** The regiment increases the number of clips for their main ranged weapon and the number of weeks’ rations they carry as standard by +2, and gain an additional grenade of each type in their standard kit (if applicable). If the regiment contains vehicles, this also grants a +10 bonus on all Logistics tests to obtain fuel and parts for repairing and maintaining those vehicles.

**Regimental Command:** As stated in the main supplement Well Provisioned regiments get a flat +5 on all requisition tests. They may also count the bonus of +10 to get hold of fuel, Ammo and repair kits and a single Repair support squad to requisition tests if the regiment has vehicles.

**Without Numbers.**

**Cost:** 3 points

**Standard regimental kit:** When a Squad from this regiment requests reinforcements it gets +20 on it's test to get hold of comrades or replacement members. They are also (generally) deployed en masse on all fronts they deploy on.

**Regimental Command:** If used in regimental command, this doctrine also confer the bonus on requesting regular unaltered squads or resupplying them. It also get a +10 bonus on requesting support squads when the support squad is "part of the regiment", this is up to the game builder and common sense. But generally refers to squads that are not elite specialist squads (like psykers or stormtroopers), not super heavy support sections nor naval fliers. Again, use common sense. Would it make sense the support squad is made up from members of the regiment with extra training, the bonus applies.

On top of this bonus, the regiment start with two extra squads in regimental command.

**Electro-Vox Warfare.**

**Cost:** 4

**Standard Regimental Kit:** 1 data-slate per Player Character, 1 micro-bead per Player Character, 1 anointed electronics toolkit per Player Character, 2 auspex/scanners per Squad, 2 static generators per Squad, 1 vox-caster per Squad, 1 signal jammer per Squad.

**Regimental Command:** If set up within 10 squares from an enemy HQ or mobile HQ, they can begin tapping into enemy communications, this is a tech-use test which can be attempted once per day. If set up it will work until they move or they get jammed or attacked. With regular squads this usually leads to the Game builder setting up some custom events. Heroes get amazing avenues for roleplay this way.

For every square closer than 10 the squad is set-up, they get a +2 on the test to listen in.

**Forward Observation.**

**Cost:** 4

**Standard Regimental Kit:** 1 pair of magnoculars per Player Character, 1 chameleoline cloak per Player Character, 1 handheld targeter per Player Character, and 2 pict recorders per Squad.

**Regimental Command:** Squads from this regiment count as Scouts support squads. On top of this if they are within 2 squares of a square getting shelled with artillery or with macro cannons, they may confer a re-roll on those attack rolls.

**Cavalry Mounts.**

**Cost:** 5

**Standard Regimental Kit:** 1 riding beast per Player Character, 1 saddle per Player Character, 1 saddle blanket per Player Character, 1 set of bit and bridle (or equivalent) per Player Character, 2 saddle bags per Player Character, 2 weeks’ rations for the mount. Any barding or other mount armour varies by regiment.

**Regimental Command:** If the Game Builder deems that the mounts can carry all the guardsmens gear, the squads in this regiment now move as cavalry. Specific support sections might not move this way even if the regular squads do.

**Covert Strike.**

**Cost:** 5

**Standard Regimental Kit:** 1 suit of synskin per Player Character, 1 set of preysense goggles per Player Character.

**Special:** Members of this regiment gain a +10 bonus to all Logistics Tests made to acquire chameleoline cloaks or armour, clip/drop harnesses, rebreathers, survival suits, auspex/scanners, demolitions charges, grav chutes, multikeys, multicompasses, stummers, static generators, and any other such equipment designed for stealth and infiltration. The Logistics bonus also covers the following stealth weapons: needle rifles, needle pistols, and sniper rifles, as well as the Silencer and Tox Dispenser upgrades.

**Regimental Command:** The bonus may also be used for Requisition rolls for such equipment.

**Vanguard.**

**Cost:** 6

**Standard Regimental Kit:** 1 lascarbine (Main Weapon) with four charge packs or 1 combat shotgun (Main Weapon) with four clips per Player Character, 1 combi-tool per Player Character, 1 data-slate per Player Character, 1 9-70 entrenching tool per Player Character, 1 anointed toolkit per Player Character, 1 lascutter per Squad, 6 demolitions charges per Squad, 1 siege auspex per Squad, and a single Chimera armoured transport per Squad armed with a turret mounted autocannon, a hull-mounted heavy flamer, and a pintle-mounted heavy stubber, as well as a dozer blade and camouflage netting.

**Regimental Command:** Squads from this regiment count as Construction support squads. The squads do not count as Repair support squads but characters may use it to repair. The chimera in the standard regimental kit becomes the new Cheapest option chimera when THIS regiment requisitions them.