Special Equipment
Some regiments are equipped with a piece of non-standard equipment that is a speciality of their world or follow a training regime substantially different from that of most Guard regiments. Whatever the reason the regiment has a special trait. The Tanith 1st's cameleoline camo-cloaks for example come into this category.
The items below are examples that you can use initially; other examples will be introduced in the future. This Doctrine can be taken more than once with each selection granting access to a different special piece of equipment. It is therefore possible to have troops with cameleoline and carapace armour, this could be rationalised as armour with 'stealth' qualities.
If this Doctrine is taken then each special piece of equipment must be applied to every available model so if you choose cameleoline then every model that can have it, must have it. However if a Doctrine can be applied to Rough Riders you can choose to apply it to Rough Riders only.
Chem-inhaler. Some undisciplined units have altered the gasses in their rebreathers to include narcotics such as 'slaught and Kalma. The effect is to make them even more indifferent to danger and loss. They will always test Morale, Leadership or Pinning with no negative modifiers. If they fail a Morale check for 25% shooting casualties, they will be pinned rather than falling back. Costs +10 points per unit.
May not be combined with Iron Discipline or Die-hards.
Cameleoline. Some units are able to use the rare cameleoline material in their uniforms or as cloaks. Cameleoline automatically blends in with the surrounding terrain making the wearer much harder to spot. Any Guard Infantry unit with cameleoline camouflage adds 1 to any Cover save they are already allowed. Costs +10 points per unit.
May not be combined with Jungle Fighters.
Carapace armour. Guard Infantry units and Rough Rider squadrons upgrade their normal flak armour with carapace armour at +20 points per unit. This means that their Armour save will change from 5+ to 4+. Sometimes this will be conventional carapace armour, alternatively it may be bulky feral platemail.
May not be combined with Light Infantry or Jungle Fighters.
Cyber-enhancement. The regiment is recruited from a world where extensive use is made of cybernetic enhancement and replacement. This is most common in the servants of the Adeptus Mechanicus. Guard Infantry unit or Rough Rider units are cybernetically augmented at +20 points for the unit. Such a unit has an Invulnerable save of 6 representing enemy attacks bouncing off their augmentations.
Warrior Weapons. The regiment is recruited from primitive warriors. Any model normally armed with a lasgun that does not have access to the Armoury replaces it with a laspistol and close combat weapon or a pair of close combat weapons at a cost of +2 points per model.
May not be selected with Drop Troops, Mechanised or Grenadiers.
Errata — Chapter Approved: Codex: Imperial Guard Q&A (v1.0): With Warrior Weapons, some models in a squad may still be upgraded to special or heavy weapons as normal — it's the remaining lasgun-armed models (those not so upgraded) that convert to Warrior weapons. Chem-inhalers follow the normal Guard Infantry restriction, the same as any other Special Equipment Doctrine.