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Necromunda – Chaos Space Marines

Working rules draft version: 0.3.1


Date: 09/10/2010

The Chaos Space Marines are considered myths and legend to those that have heard about them in the hive, but
in the hardened underworld these monstrous super humans find easy prey for their terrifying masters.

While most Chaos Space Marines spend their lives fighting for their chosen deities against the Emperor and his
chosen warriors, many newly turned CSM join gangs and revel in their new found freedom from the oppression
of Imperial law.

Chaos Space Marine gangs are also sent out regularly to collect and raid settlements and territories for the larger
Chaos horde they belong too.

CSM Special Rules


Marine Weapons
All Chaos Space Marines carry a combat knife. Also, due to the higher quality of CSM weapons, all Ammo
Rolls will be taken at no worse than a 4+.

Master Warriors
Due to their mental training and combat experience as Space Marines they are much more efficient fighters
alone or as a squad. Because of this they can take pinning test if within 6” of a friend that is not running or
down.

Power Armor
All Chaos Space Marines wear the well known Space Marine power armor giving them a 4+ armor save. Due
to the armor’s direct link with its wearer it does not lower their initiative value. Power Armour can only be
worn by Space Marines and Chaos Space Marines.

Heavy Weapons
Chaos Space Marines are fast strike tactical squads and there for do not have access to Heavy Weapons.

Gangs
Chaos Space Marine gangs follow all of the normal rules for Necromunda gang creation except where stated
here. (I.E. At least a gang of three or more including the leader.) Chaos Space Marines gangs can not exceed 6
marines.

Chaos Space Marine Champion (Gang Leader)


Cost: 300 credits
Most Chaos Space Marine gangs are lead by a chaos champion.

M WS BS S T W I A Ld
4 4 4 4 4 1 4 1 9

Weapons: The gang leader can be armed from the Hand-to-Hand, Pistols, Basic, Special weapons and Grenades
lists.
Special Rules: Any fighter within 6” of the leader may use the leadership characteristic of the leader when
taking a Leadership test. This benefit applies so long as the leader isn’t down or broken himself.

Starting Exp: 120+1d6

Chaos Space Marine (Ganger)


Cost: 250 credits

M WS BS S T W I A Ld
4 4 4 4 4 1 4 1 8

Weapons: Gangers may be armed from the Hand-to-Hand, Pistols, Basic weapons and Grenades lists.

Starting Exp: 100+1d6

Renagade Marine (Juve)


Cost: 120 credits

M WS BS S T W I A Ld
4 3 3 4 4 1 4 1 7

Weapons: Juves may be armed with weapons from the Hand-to-Hand, Pistols and Grenades lists.

Starting Exp: 30+1d6

Experience and Advances


Chaos Space Marines advance according to the standard Experience and Advance charts. However, if a CSM
rolls a 12 on the Advance Chart then they may either choose the normal choice or may increase their armor save
to 3+.

Characteristic Increases
A Chaos Space Marines natural maximum characteristic increase is as follows.

M WS BS S T W I A Ld
4 6 6 5 5 3 6 3 10

Skills
All Chaos Space Marine gangs have access to three skill sets, Agility, Combat and Shooting. Additionally
based on their chaos alignment, They also have access to a fourth skill set. At gang creation a Chaos Space
Marine gang chooses a primary Chaos God and gains access to the appropriate skill set at all levels.

Chaos God Skill Set


Nurgle Muscle
Khorne Ferocity
Tzeentch Stealth
Slaanesh Techno

Skill Types Available


Fighter Agility Combat Ferocity Muscle Shooting Stealth Techno
Renagade Yes Yes - - - - -
CSM Yes Yes - - Yes - -
Champion Yes Yes Yes Yes Yes Yes Yes

Armory
Chaos Space Marines can only choose from the following list of weapons and armor, similar to a house
weapons list. Except for Heavy Weapons, CSM can use rare choices to get none CSM list weapons that are
common.

Hand-to-hand
Name Cost Availability Notes
Combat Knife 5 Common
Chains 10 Common Counter Parry, Fumble
Chainsword 25 Common Parry
Power Axe 35+3d6 Rare
Power Fist 85+3d6 Rare High Impact
Power Sword 40+3d6 Rare Parry

Pistols
Name Cost Availability Notes
Bolt Pistol 20 Common
Plasma Pistol 25 Common Energy Levels

Basic Weapons
Name Cost Availability Notes
Boltgun 35 Common

Special Weapons
Name Cost Availability Notes
Flamer 40 Common Ammo Test, Template
Meltagun 95 Common
Plasma Gun 70 Common Energy Levels

Grenades
Name Cost Availability Notes
Frag Grenades 30 Common Gas Cloud
Krak Grenades 50 Common -1 to Hit, Scatter, Demolition
Melta Bomb 40+3d6 Rare Demolition

Territory and Income


Chaos Space Marines do not control territory like normal games do. CSM instead raid and occupy territories
for short periods of time bullying the occupants out of income and any strategic value the territory has before
moving on. To represent this a CSM gang rolls three times on the territory chart at the beginning of each
match. These three territories are the gangs current raiding victims. The CSM gang can use any special rules
the territory offers during the game, and at the end of the game they receive the income from the three
territories. After they have collected any income and the game is over the territories are destroyed and left
behind.

Pillage and Loot


If a CSM gang plays a scenario that gains them a territory, then instead they pillage and destroy the territory.
This nets them double the maximum income the territory would normally give them.

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