Decided on a new title because the previous one appeared to be generating some confusion.
This is ultimately based on my Closer To Codex vision of Marines. Those who want higher powered Chaos Marines are welcome to go play Black Crusade or adapt these rulesets for their own tastes.
Weapon Skill - 25 +2d10
Ballistic Skill - 25 + 2d10
Strength - 35 + 2d10
Toughness - 35 + 2d10
Agility - 25 + 2d10
Intelligence - 25 + 2d10
Willpower - 25 + 2d10
Perception - 25 + 2d10
Fellowship - 25 + 2d10
Implants/Innate Abilities;
Forbidden Lore (Adeptus Astartes), Linguistics (Low & High Gothic), Ambidextrous, Weapon Training (Bolt, Low-Tech), Heightened Senses (Hearing, Sight), Nerves of Steel, Resistance (Cold, Heat, Poisons), Unarmed Warrior, Amphibious, Larraman's Organ (Black Crusade), Catalepsean Node (Black Crusade), Omophogea (Black Crusade), Sus-an Membrane (Black Crusade), Betcher's Gland (Black Crusade), Black Carapace*, True Grit
* You may wish to negate the effects of the black carapace for balance reasons in your own game. I retained it for the ease of management of combat.
Comrades - By default, Chaos Marines are accompanied by Cultists in these rules. You may wish to substitute these cultists with NPC Chaos Marines. If doing so, I encourage use of greater bonuses and extra wound states.
Warband Structure
Origin Legion
Lord
Warband focus.
Doctrines
Marks of Chaos - On acquiring a Mark of Chaos, a character may not enter a class which would mean that he acquires another of the Marks of Chaos, except with GM approval (Such as in the case of a Chaos Undivided player seeking to court the favour of all the gods)
Basic Specialisms
Champion
Havoc
Raptor
Operator
Tactical
Support
Chirugeon
Dark Apostle
Sorcerer
Warpsmith
Obliterator
Advanced
Chosen Champion
Plague Marine
Khorne Berzerker
Noise Marine
Helbrute
Possible future specialists?
Edited by SgtLazarus