New regiment creation ideas/alternatives

If you feel that the regimental creation rules are a bit stingy with you options, i'll give a few suggestions here to give you more options.

This is of course fully homebrew but isn't all roleplaying homebrew in the end? Who am i to know, i'm just writing stuff.

**Allowing more regimental drawbacks.**

To allow players further customization, following my own creed of "the more drawbacks a character has, the more interesting." or how i in some systems went to the penalties section and thought "finally i can begin creating my character."

While there is more to character than drawbacks, only being allowed one is a bit boring. So here is my suggestions.

**Give the regiment a watered down version.** The drawbacks have large effects upon regiments in play, but often one just wants to mention that your regiment does something that defines it, something that is a drawback. So just mention it as that in their description or perhaps even in their rules.

I made a regiment of clones. Does this really affect gameplay? No. Is it character driving? Yes. The same can be mentioned for drawbacks. A regiment can have off religious practices without being iconclasts. Skitarii regiments basically have this already. The ecclesiarchy won't like them because they are cult mechanicus. The same could be true for other regiments. A feudal regiment might revere the emperor as this 100 meter avatar of gold. It's allowed as imperial creed. But not exactly right. Probably not enough to warrant iconclasts (or it could) but it's food for thought.

This of course can, and should, manifest itself in events for the regiment and how NPC's and factions handle and respond to the regiment. For my clone army i fully want other characters to be spooked and mistrusting of their bullshit, but it's not really a full blown drawback.

**Allow additional regimental drawbacks.**

Some will say "That's overpowered" and it is. Allowing multiple regimental drawbacks is an excellent way to rack up regimental creation points to create true powerhouses. But don't allow it straight up. If a player want to, for FLAVOR reasons to have more drawbacks, allow this rule.

A regiment may take more regimental drawbacks than one. To do this choose all the drawbacks, then receive points for the highest rated one. For every additional one, the regiment will receive 1 more regimental creation point.

This way, the regiment gets the flavor it wanted, gets a bonus for it. But not massive amounts of points. All win.

For simplicity, i still suggest a regiment not have more than 2 drawbacks. There is already enough bookkeeping in regimental command.

**Expanded regimental standard gear options.**

An item of mentioned rarity can be bought as one per squad instead of one per squad member. This item now is one rarity cheaper for the purpose of paying regimental equipment points but you now get one per squad. This is useful for getting a single vehicle per squad, or a single pack of Recaf, i'm not one to judge. Lowest rarity is still Plentiful. Items of higher rarity than Very rare still cannot be gotten even if they would be very rare with this price-cut.

**Vehicles as standard issue.**

When it comes to vehicles, game game masters should aim to only get hold of the vehicles for the squads through regimental types or doctrines. Getting a vehicle per squad member is silly and should never be allowed.

But certain vehicles does make sense as per squadron. The truck from regimental command comes to mind. If such a vehicle is bought for the squad, the squad will count as a mechanized squad. But the regiment will not get fuel as standard issue for regimental command purposes.