Will add rules as I think it up. Alrhough those who are well versed with the game can add their own!
Counter-Strike Chess

Before the game starts each player has 10 pistol holders. They also have 40 points of unused material. They can use these unused material points to promote their pistol holders into better gunmen.
2 unused points for a sub-machine gunner,
4 for a shotgunner,
6 for an assault rifleman,
and 8 for a sniper.
After the pre-game promotions, any remaining unused material points from both players will be compared.

During the game, White, starting first, has to eliminate all of Black's pieces within an amount of moves. Black can win by staying alive after that move limit, or by eliminating White. The difference between their remaining unused material points go towards this move limit. If White has more points, the difference in moves is added to a 100-move limit. If Black has more, the difference is subtracted from 100. Therefore there won't be any draw.

Every piece moves 1 square in any direction like the King in chess.
When capturing, the pistol holder simply makes a King's move into his enemy's square.
When the shotgunner captures, he does not move, although it will still count as a move. The shotgunner chooses which direction to shoot at. Any piece adjacent to the shotgunner and to the immediate left, right, or in his line of fire, will be killed regardless of allegiance.
When the submachine gunner captures, it is either a {2,2} or {2,0} jumper. In other words he goes 2 squares in any of the 8 directions when capturing.
The assault rifleman captures without moving. A chosen enemy within a Queen's move of the assault rifleman is captured.
When the sniper captures he makes a Queen's move. However any pieces inbetween the sniper and his target square will not block him. As he moves to the square of his desire, any piece inbetween his start and end point, and any piece on the square he lands on are killed regardless of allegiance.

Here are some miscellaneous rules.
Competitive Matchmaking Cooldown: For every piece killed by allies, 10 moves will be deducted from the limit if White offends, or added if Black offends.
Gaben's Blessing: Willingly get a piece to commit suicide for 5 moves to be added to the limit if used by White, or deducted from the limit if used by Black. Does not cost a move, and does not invoke Competitive Matchmaking Cooldown.
Lag spike: Pass a move to deduct a move from the move limit if used by Black, or add a move if used by White. It can be safely used 10 times. Any attempt after the 10th has a 1 in 3 chance of invoking the punishment for Competitive Matchmaking Cooldown.
My favourite Master Guardian Elite: After the player signals his intent, he is unable to move the chosen piece for 5 moves. Once mobile again, that piece is invincible for the next 10 moves. After invincibility, he is unable to move for another 5 moves and is vulnerable.
Weapon Switching: When a piece is captured, its corpse remains on that square. Subsequently, any piece that lands on that square can opt to pick up the corpse's weapon, thus changing his piece type. Allegiance of the corpse or the weapon switcher doesn't matter.

Finally, to tie up the loose ends, the game can be played on a normal chessboard. Each team takes up an opposite corner of the board and can put their pieces in any way they wish on the 10 squares that make up the 4 rank-diagonals closest to the corner.
The game should be pretty much polished. What do you guys think? Is there any space for improvement? Can the idea be realised on a computer program?

@Homeworkace
"The game should be pretty much polished."
I don't know if I should laugh or cry.
May I suggest that you play test the actual game with other people to ensue that the game play is balanced.
I guess that it will only take you about 2 or 3 years, if you want to do it properly.
Good luck
Inspired by the casual/competitive mode in Counter-Strike: Global Offensive.