Here are four Doctrines me and few guys came up with in our spare time and would like to know whether anyone considers them balanced or useful enough to ‘want’ to be listed in the final draft.
TRAINING DOCTRINES
Tech-Savvy
While the normal beliefs of the Adeptus Mechanicus priesthood is to keep the workings of the Omnissiah far from the minds of the ‘lesser’ minds of the Imperium, there are times when this belief must wavered. Perhaps the Priests of Mars have to take one too many casualties in wartime; or perhaps the only stratagem that will save a sub-sector relies on a greater knowledge of the Machine. Regardless of the reason it was saw fit that the ’unworthy’ minds of the Imperial Guard have been trained in one or more areas of the Machine God’s grand knowledge, bestowing upon them the ability to better understand the divine tools they use. Afterwards the awkward aftereffects of have an entire regiment with such knowledge settles across the minds of the remaining Priesthood (if indeed any are left at all), and though they believe that no ‘mere guardsman’ could ever truly understand the true workings of the Omnissiah, some guardsmen may eventually possess knowledge of the machine that rivals those of the Magos-level.
While many a tech-priest remain to observe these uncommon regiments, to prevent a full-blown tech-heresy, many still are willing to wipe out any such regiment. A task that they have made much harder by their own admission.
Cost: 4
Starting Aptitude: Intelligence
Starting Skill: Tech-Use
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Keenly Aware
There are many places in the universe where the greatest danger comes not from enemy fire, but from natural hazards or violent wildlife. Most deathworlds and even some Imperial planets possess an environment that is so viciously hazardous that the only people that could survive for long are those that pay attention to detail and are always on the watch for danger. Even those that manage to avoid open-paranoia are seldom truly comfortable in any place that they haven’t personally secured themselves.
Cost: 4
Starting Aptitude: Perception
Starting Skill: Awareness
Starting Talents: Heightened Senses (any 1)
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Favored Friend
The regiment has found a special sense of favor in one the many powers of the Imperium. Whether it the local Planetary Defense Force or even one of the famed Adeptus Astartes, the regiment has at least one friend in cold dark future ahead.
Cost: 1
Starting Talent: Peer (Any 1)
Special: This Doctrine can be taken again, either granting another group to be added to their Peers or by improving the first (increases the bonus from +10 to +20). If the regiment somehow manages to lose this positive influence on their chosen ally/allies they may select another group for this doctrine to apply (At GM Discretion).
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Inquisitorial Support
For whatever reason the regiment is has either become a favored fighting force for an Inquisitor, or has been directly setup by one. While the regiment may (or may not) realize it, that they have been given a special kind of mission in the grand scheme of the Emperor’s Will…one they may soon come to regret.
Cost: 2
Stating Talents: Peer (Inquisition )
Starting Equipment: Add 20 points that the Regiment can spend when adding equipment to their Kits (using the table 2-6)