TEXT: Using Chaos Space Marines
  Genetically enhanced, looking to crush an empire, and probably hosting a Daemon or
  two, the Chaos Space Marines are a one way ticket to pain and horror.
  by Richard Anastasios
  “You will shoot your enemy once, to ensure he fights no more
  that day! You will shoot traitors twice, to ensure nothing less
  than their deserved death!” 
  – Lord Governor Charleston, during the defence of his home
  estate from a Traitor Guard Uprising.
  FUNCTION OF CHAOS SPACE MARINES 
  IN INQUISITOR
  So vile that good men recoil in their presence, so ancient their
  existence has faded to myth and then to ignorance, the Chaos
  Space Marines are the most evil characters in the entire galaxy.
  Even the Daemons of the warp are only evil by nature, as
  reflections of raw emotion. The traitorous, bastard Astartes chose
  their path. And it is exactly this reasoning that makes them the
  perfect antithesis of what the Inquisition fights against.
  Everything from this point on is going to convince you that if
  Space Marines were considered to be pushing the boundaries of
  propriety in this system, these rules are definitely going too far.
  And you're probably right! But when has that ever stopped us
  gamers? Open your mind, make sure you don't favour the “spray
  and pray” approach, and fighting against a Chaos Marine will
  open more opportunities and ideas than it closes...
  MOTIVATIONS FOR USING CHAOS MARINES.
  Often being witch, heretic and daemon in one, the Chaos Marine
  is the perfect character to square off against any Inquisitor or do-
  gooder. Not to mention that they've practically turned being evil
  into a competitive sport and won't hesitate to kill off their allies,
  or even battle brothers to get what they want. Some even going
  so far as to function as mercenaries to a high enough bidder.
  They function perfectly as 
  villains, fantastically as members of any evil warband and
  superbly as the ultimate wild-card able to explode into a
  whirlwind of carnage and bloodlust in half a second.
  Practically speaking however, Chaos Marines are massive
  powerhouses of destruction. You think a Space Marine charging
  you is scary? Try one who is mentally unhinged and looking to try
  on your skin before you even stop bleeding. They have all the
  same capabilities of the 
  neo Space Marines, far more impressive powers and the will to
  do anything they want with it. And that's just the basic model.
  The worst of them, if not a tank-sized Daemon Prince out to
  conquer a Segmentum by himself, will be host to the most
  powerful gifts attainable by any human anywhere. Psychic
  prowess, powerful mutations and demonically enhanced
  wargear will make sure he's one tough cookie to best, on any
  level.
  INCLUDING CHAOS MARINES IN YOUR GAMES.
  Every Chaos Marine is a one man army. Many are incredibly
  ancient, the time warping influence of the Eye of Terror and
  Chaos powers meaning many even fought beside their Primachs
  in the Horus Heresy. Wherever they now go they carve a bloody
  path along the way. Every single one has their own agenda, and
  serve themselves first, and everything else (if any) second. This
  means that they don't have the typical restrictions of the Space
  Marines, having to follow all those Codex regulations and such,
  and have pretty much free reign to work with whomever they
  want. They could be working for a crime lord, who has promised
  them vast amounts of slaves to be used in their armies, or
  perhaps even working with a radical Inquisitor to bring down a
  more powerful rival. Of course, that's not to say that there will be
  any real camaraderie. In fact, if anything there will be only
  slightly less hostility between the allies than between them and
  their enemies, and the best thing about that means as soon as
  they kill said enemies, you have your next scenario, them trying
  to kill each other! Chaos Space Marines are also leaders in their
  own right, and many may be on a path to glory when they are
  stumbled across by a training group of fledgling Enforcers led by
  
  a priest investigating local murders who just happens to have
  forgotten his holy water. They will often employ powerful
  psykers (if they're not one themselves), daemonhosts and
  mutants, as well as pirates, traitors and cultists as a means to
  achieve their ends. If the lackeys really do their job well, the
  Marine might not kill them once they're finished...
  Due to the selfish nature that the Chaos Marines experience, it
  means that they are no longer susceptible to hindering
  restrictions such as:
  Suffer not the Unclean to live; in this case they are the unclean.
  No Surrender, No retreat/And they shall know no fear; whilst
  probably not knowing fear, they're happy to retreat to ensure
  they live to fight another day.
  To serve the Emperor is its own reward; I'm not touching that
  with a 30 foot pole. 
  Yet however confusing it may seem, all this freedom has its own
  restricting effect, with the self centred nature of a Chaos Marine
  taking precedent. Here are a few guidelines to demonstrate and
  keep your characters in line.
  1. My last breath won't be for the likes of you; Chaos Marines
  don't have a cause to die for. Their cause is staying alive with as
  much power as possible. Therefore it's more likely they will
  retreat when their life is in danger, rather than fight to their last.
  2. A contract is worth nothing unless written in blood; Not one
  to go out of their way to help others, a Chaos Marine is likely to
  leave an ally to die unless they have a really, really good reason
  to help.
  3. Chaos is the only truth in this galaxy; Many Chaos Marines
  worship the Dark Pantheon, and as such perceive any other
  religions as pathetic and inferior, seeking members out in a hope
  to “illuminate” them, especially members of the Imperial Creed.
  4. Decayed soul, decayed body; Chaos Marines lack many of the
  superior advancements that are available to the loyalist Space
  Marines. When generating stats, they will tend to be 15-25 points
  lower than an “average” Space Marine, although this is made up
  for in other juicy ways.
  It's important to make sure, especially for the GMs, that these
  traits are enforced, to keep a good narrative to the game, and
  ensure your players don't suddenly have free reign with these
  powerhouses.
  THE MOTIVATIONS OF A TWISTED MIND
  Chaos Space Marines can have many goals, and most of them
  involve killing vast numbers of innocents to gain it. They might
  be seeking to awaken a daemon to do their bidding, or perhaps
  a Seer of legend to divine the path to power for them. Whatever
  the case, you know it will be bloody and it will take some serious
  opposition to slow them down. Here are some basic scenarios so
  you can just start a game with your models and your dice (and a
  calculator and a rulebook and…).
  Murder. The Chaos Marine has a single goal in mind; to end a
  life. It could be a rival Chaos Marine, or the preacher of the
  Imperial Creed come to spew lies to the people. In any case, it's
  not a lucky day for the target.
  Claim/Capture/Kidnap. 
  The Chaos Marine is seeking
  something, and it is something he would commit all his
  resources to. A daemon weapon of great power, a tome of dark
  secrets, or the succession to the throne of a world. He will kill,
  steal or destroy what he needs to achieve his goal, but first he
  must get to it.
  Summon. Great resources and years of planning have
  culminated in the final ritual to summon a daemon/pull a planet
  into the warp/create a warp-storm, and the Chaos Marine is not
  going to let anything get in his way. The local Inquisitor/Arbites
  are on their way, and one way or another, the ritual will end.
  Flee.
  Being a Chaos Marine is no simple life of spilling blood and the
  drinking of said blood. Many are hunted for crimes by the
  Inquisition, betrayals of old allies or just simply because they are
  evil. Someone very powerful indeed has a bounty on their head,
  and they have to escape, and make a few examples of those sent
  to seek them…
  Seek. The Chaos Marine must locate an informant/device/place
  in order to make his next move. Once he has reached it he will
  have to escape with his new found knowledge, and it's likely
  someone knows he is coming and will try to get in his way.
  Defile/Corrupt. Armed with blasphemous banners and heretical
  knowledge the Chaos Marine seeks out to defile the works of
  another religion in the name of Chaos. A preacher may be
  converted to become his personal demagogue, or a basilica may
  be soaked with the clergy's blood. Either way, Chaos will be
  appeased, and by the Chaos Marine's hand it will be done.
  Now you can make up your own, and its likely you will need to,
  as this is a very small list. But each Chaos Marine will have his
  own agenda and will want to do things his own way (hence the
  open ended nature of these 6 missions). So just roll a d6, pick
  your mission, and let your character do the rest, I promise each
  mission will bring up new surprises.
  Skills. Now whilst the stats line that exists for the Space Marines,
  and indeed any of the abilities detailed within both the Rule
  Book (Ambidextrous, Spit Acid, Nerves of Steel, Awareness) and
  the 
  Using 
  Space 
  Marines 
  update 
  (Hurl 
  opponent,
  Shoulder/Terrifying Charge, Shield, Covering fire), are all
  completely suitable for the Chaos Space Marines, there are many
  new (or rather old) skills they have maintained.
  Here are some universal Chaos Marine skills your character may
  have:
  
  MILLENIA OLD
  Many of the Chaos Marines likely to be striking out on their own,
  are those who have strode in the Shadow of the likes of Purtrabo
  and Montarion. Thousands of years of combat have taught them
  almost every way in which to kill and survive. The Chaos Space
  Marine has Decisive Fighter, and a Sagacity of at least 85.
  WORD OF CHAOS
  Whether aligned to a specific deity or not, all Chaos Space
  Marines worship Chaos, and as such know their litanies and
  hymns. As a special speaking action, the Chaos Space Marine may
  utter the Words of Chaos, seeking to overwhelm the minds of the
  weak. Any who are within hearing range must pass a Sagacity
  test, and failing that a Nerve test at -15, or act as though having
  taken a blow to the head as their mind is overwhelmed by the
  truths of Chaos, and are then at -20 to Nerve for the remainder
  of the match as their soul is shaken. All characters of less than 50
  Sagacity automatically fail. Does not affect worshippers of Chaos.
  DEATH IS A MERCY
  Many have heard tales of the torture pits of Chaos, where a man's
  soul is flayed from his body and exposed to eternal torment. For
  some of those, it is mere myth and legend, but to those who
  know the truth, it is a fate far worse than death. If a character
  appears to be in danger of being captured or rendered
  unconscious in the presence of a Chaos Marine, and it appears
  there will be no escape (GM discretion), a character will go
  berserk, and attempt any means possible to kill themselves, even
  if this means shooting themselves in the head with a bolt pistol,
  unless they can pass a nerve test. In many cases they will simply
  render themselves unconscious anyway, but some will find the
  sweet release of death. Characters of less than 65 sagacity are not
  susceptible, knowing nothing of the true nature of the traitor
  Astartes.
  DARK WHISPERS
  All Chaos Marines have the potential for possession and psychic
  prowess. Their constant exposure to the warp and its inhabitants
  leaves a mark that stains the mind. The voices of Chaos speak to
  those most attuned, and if one takes heed they can guide you to
  victory unimaginable. Once per game, the GM should instruct
  the player on what the voices have said. If the Chaos Marine is
  staying true to their goals, then perhaps they will be given a hint.
  If not, then they may find themselves straying into a waiting
  ambush. The whispers also grow stronger when psychic activity
  is occurring, and therefore if the Chaos Marine is attempting to
  use or nullify a psychic power, roll a d6, on a 3-6 he receives +15
  to his willpower as he draws on the voice's power, however on a
  1 or 2 he receives -15 as they push focus from his mind.
  There are many different Chaos Chapters though, and some
  more piratical groups, and all have their own styles, from
  frothing maniacs to cold and calculating. Here are some more
  specialist skills you can use to customise your Chaos Marines;
  SADISTIC
  This individual takes his pleasure from the suffering of others,
  and will do all in its power to prolong the pain it can inflict on
  another being. If in combat, the character will continue to attack
  their opponent/s until they are rendered unconscious, upon
  which they will move onto the next opponent. Only in extreme
  circumstances will they leave their prey without having dealt the
  maximum pain they could inflict. The Emperor's Children are
  very susceptible to this type of behaviour. All hit location rolls are
  at -10%, as they will prefer to strike a persons extremities, not
  wanting to incapacitate their plaything until the last. From each
  victim this character will also take a trophy, often mutilating their
  face, as a memento of their encounter. This takes one action and
  causes -10% to Nerve of anyone in sight to them per trophy, as
  they recognise their allies' ear/eye/lower jaw.
  PSYCHOPATH
  Unpredictable and explosive, this character may be laughing at
  the top of their lungs as they flame a church mass one moment
  and then sitting on the ground chewing their own fingers off the
  next. Either too long in the warp or too many possessions has left
  little of this mind intact. Often found amongst the more sinister
  Chapters, such as Night Lords, the more serious cases means a
  player cannot reasonably control the character. It is more likely
  some of their captors brought them out of stasis to unleash upon
  their foes. Lesser cases lead to characters simply being
  unpredictable, and as such, will only engage in combat with the
  last person who attacked them, and will often push past the
  person they were meant to assassinate in order to crush the skull
  of the body guard who looked at him funny.
  BUTCHERMAN
  A trait common amongst the Berserkers of Khorne, this character
  seeks nothing but the flow of blood. Hacking through friend and
  foe alike they will barely remember their task at hand, let alone
  notice an arm go missing, through the red haze that clouds their
  visions. This character gains the frenzied and mindless attributes
  as soon as they see someone who is not clearly an ally, and from
  that point on will remain frenzied and mindless until there are
  no more opponents they are aware of. At this point they must
  pass a Will test or attack the nearest character regardless of
  allegiance, and continue to make Will tests at the beginning of
  each turn until they pass. Cannot be used in conjunction with
  any other specialist ability other than Gifted of Chaos.
  DEMAGOUGE
  True pilgrims of Chaos, these beings seek only to spread the
  truth of the universe to the universe. Able to shake the faith of
  farmers and governors alike, these skilled orators have a silver
  tongue that disguises the serpents poison in their words. All
  Word of Chaos tests by the enemy are done at -15%, and should
  they fail more than once, they must pass an additional Sagacity
  test or begin to fight for the opposition. In the case of a
  campaign, this may mean a character may switch allegiances until
  captured and re-programmed/executed.
  BITTER AND TWISTED
  Some Chaos Marines did not turn to the allure of Chaos for
  power. Many, such as the Iron Warriors, became disillusioned
  during the Horus Heresy and the years before, seeing the
  Imperium for what it was, the play-pen of a selfish Emperor. Cast
  into the shadows for thousands of years, they lash out at the
  Empire they once helped forge. Many fear to work with the likes
  of the Iron Warriors, even other Chaos Marines, because unlike
  the frenzied berserkers, the sadistic Emperor's Children, or even
  the conniving Thousand Sons, who all have their desires plainly
  exposed on the surface, these individuals show nothing to the
  world except an aura stronger than granite. All bitter and twisted
  characters will seek their goals single mindedly, and see betrayal
  as the ultimate sin. If any character they are allied with seemingly
  acts in a way that could be deemed contrary to the Chaos Marines
  goals, they will be killed without hesitation.
  PSYKERPATH
  Perhaps the most feared of Chaos Marines are those whom have
  mastery of the warp. Psychic powers in the hands of an already
  formidable beast are enough to make even the High Lords of
  Terra give pause. Many Chapters have Psykers, and some such as
  the Thousand Sons specialise in it, the appeal of having those
  who can divine the warp allows their masters to seek the
  superior paths to glory and power. The ways in which they
  achieve their powers often leads them to follow a single
  discipline, and they will therefore become more powerful as
  their minds become more focused over thousands of years. The
  Chaos Marine does not treat psychic powers as a risky action,
  although they can still experience psychic blowout. If a Chaos
  Marine has no psychic powers outside of a single discipline, then
  they receive +10 to all psychic power related tests.
  
  GIFTED OF CHAOS
  The gifts Chaos can bestow upon its followers are many, and in
  the case of Chaos Marines they are often the most powerful and
  fearsome. However, seeking the attention of the Dark Powers is
  also dangerous, and can lead to retribution beyond mortal
  comprehension. At the beginning of the game, the Chaos
  Marine's controller rolls on the following table/s.
  Gifted of Chaos table:
  D100
  1-10
  The gods are angry; roll once on the Ravages of 
  Chaos table below.
  11-20
  Daemonic Mutation; Character gains a randomly 
  determined mutation from the Mutant  mutation table.
  21-30
  Daemonic Fire; Character may shoot as though they 
  had a hand flamer.
  31-40
  Daemonic Toughness; Character gains impervious 
  daemon ability.
  41-50
  Daemonic Strength; Character ignores the first 2 
  points of armour in combat.
  51-60
  Daemonic Speed; Character gains +1 to speed and +1
  yard to all movement rates.
  61-70
  Daemonic Flight; May move as though they had a 
  jump pack (not risky action).
  71-80
  Daemonic Aura; Character is protected by a force 
  shield that prevents d6+4 damage.
  81-90
  Daemonic Essence; Character gains +1 to their Base 
  Injury Value and counts as daemonic (select one 
  Daemonic attribute).
  91-100 Beyond Mortal Ken; roll once on the Ascension of 
  Chaos table below.
  Ascension of Chaos:
  D6
  1
  Daemonic Essence; As Gifted of Chaos .
  2
  Enlightened; The Character gains the Demagogue
  ability and always counts as passing any nerve test.
  3
  Sight of a God; Once per game, the Chaos Marine may
  cause another character they are aware of to skip a turn as they
  are forced to see the vision of Chaos as the Dark Gods do.
  4
  Time shift; The character may re-roll all failed action dice
  in at most three turns.
  5
  Alpha Level; This character gains 3 psychic abilities and
  +10 to all psychic tests.
  6
  Daemonic Stature; All attributes are at +20 and Character
  is impervious, and daemonic.
  Powers.
  Here are several of the psychic powers more commonly seen
  amongst Chaos Marines;
  WIND OF CHAOS
  The ethereal tempests of the warp blow out through the mind of
  Psyker, wrapping its tendrils around the weak of body, seeking to
  drag them into its dark embrace.
  This power requires line of sight and has difficulty 35. The Chaos
  Marine chooses a group of targets within 15 yards of one another
  and himself, and for every target above 3 they suffer an additional
  -20 to their willpower. Upon passing a psychic test each of these
  targets will be required to pass a toughness test or suffer d3
  levels of damage to d3+1 random locations as the power of
  Chaos ravages their body and mind.
  GIFT OF CHAOS
  Reaching out with their mind, the Psyker attempts to show their
  victim the path of Chaos trodden by the weak and ignorant.
  This is a ranged power with difficulty equal to half his victims
  toughness. The Psyker chooses a target within 20 yards of
  himself, and upon passing a psychic test, they will be forced to
  roll a d6 on the Ravages of Chaos table.
  DOOMBOLT
  A salvo of pure Chaos, this attack ignores conventional defenses
  and instead strips away its targets soul.
  This is a psychic ranged attack with the following profile:
  Range: J, Damage: X, Mode: Semi (4),  Acc: -, Diff: 15
  The Doombolt ignores all armour, shields and force-fields
  (excepting daemonic ones) and instead does one point of
  damage for every 5% the psychic test is passed by. Divide the
  targets Willpower by 15, this is how many points of damage are
  repelled.
  MASS MUTATION
  The Chaos Space Marine risks all in order to warp those around
  him to fit his image.
  This power requires line of sight and has difficulty 50. The Chaos
  Marine chooses a group of targets within 10 yards of one another
  and himself, and for every target above 3 they suffer an additional
  -20 to their willpower. Upon passing a psychic test each of these
  targets can either invite or resist the change, and if resisting they
  will be required to pass a toughness test or have the changes
  applied to them. The effect of the power is that a d50 (d100 / 2)
  is rolled, and the result is taken from the “Gifted of Chaos” table
  and applied to that character and then the next target in order is
  dealt with.
  New (old) Chaos Marine Equipment.
  Chaos Space Marines have archaic equipment, some of which
  dates back to pre-heresy technology, and whilst in some cases
  this means they don't have access to new advancements, it also
  means they have access to things the Adeptus Mechanicus no
  longer know exist, and things that have been created within the
  Eye of Terror.
  DAEMONIC CHAINS
  Inscribed with runes of binding and the blood of daemons, these
  chains will ensure the mastery over a daemon within a host, or
  aid in the summoning of one. It bestows upon the bearer a +15
  to willpower in relation to mastery over daemon weapons, and
  also means daemonhosts and daemons are more likely to follow
  orders. It also means Daemonic summoning with the Personal
  Icon is done at +20 to willpower and sagacity and only takes 3
  actions.
  DAEMONIC ARMOUR
  The Chaos Marine's armour has been forged by daemons and
  gifted to him for services rendered. It counts as being 3 points
  higher for conventional weapons, 3 points lower for psychic
  bolts and 6 points lower for psycannon bolts.
  PRE-HERESY POWER ARMOUR
  Not as protective as the newer models of power armour worn by
  the Adeptus Astartes, the Pre-heresy armour does not feature the
  additional ablative ceramite plating on the chest and abdomen. It
  does however feature a higher resistance to kinetic energy
  weapons, which includes all solid-round weapons and close
  combat weapons that are not non-kinetic, and will therefore
  count as 1 point higher. It also includes better shock-servos, with
  knockback being completely reduced unless hit by something
  equal to or greater than their strength.
  
  SPIKY BITS
  This is a special close combat attack that can only be used in the
  turn the Chaos Marine charges. If the character performs a
  Shoulder Charge attack, then the recipient of the charge must
  pass an initiative check or suffer d6+3 damage to locations equal
  to every 10% or part thereof they failed the test by.
  AXE OF KHORNE
  Cooled in the ocean of blood surrounding Khorne's skull throne,
  this Daemon weapon hosts the soul of one of the beast that swim
  within the red sea. For every hit in close combat, this character
  counts as having made an extra hit, and damage is rolled
  accordingly and it can be dodged/parried. It does however
  bestow the Butcherman attribute upon the character, and lowers
  their willpower by 20.
  MANREAPER
  Dipped in the filth seeping from Grandfather Nurgle's Throne,
  this great scythe has captured the essence of one of the Daemons
  cavorting there. Whilst counting as a halberd, this weapon
  reduces the users speed by 2 whilst in close combat. Every hit
  that does damage results in the recipient taking a toughness test,
  and if failed, they count any injury levels as one level higher, or
  automatically inflicting one level if one was not achieved.
  LASH OF TORMENT
  This whip twists and coils with a mind of its own, and it thrives
  on the pain of its victims, absorbing their fear. This weapon has
  the following stats;
  Reach 4, Damage d6+3, Parry -25%.
  If the user's weapon skill is above 90, the parry counts as +15%,
  as they are able to snap the whip around their opponent's wrists
  or knock weapons aside with ease. If any damage is dealt by the
  weapon, the recipient counts as losing 10 points of nerve, and
  are forced to take a willpower test and if they fail it they will act
  as though they are under the effects of Pleasure! on the Ravages
  of Chaos table. 
  BEDLAM STAFF
  Staves often employed by the Thousand Sons, this weapon acts
  as a focus for their powers and is able to cloud the minds of their
  opponents. This weapon counts as a staff that, when used in
  close combat, will stun an opponent for one turn if they fail a
  willpower test upon receiving damage. In addition, every
  concentration act gains an additional 5% to willpower.
  PERSONAL ICON
  Gifted to those most favoured by the Chaos Gods, this Icon
  contains the bound essence of one of the foot-soldier daemons
  of Chaos. It counts as daemonically possessed with a willpower
  of 70, and requires mastery tests just as Daemon weapons do. In
  any of the characters turns they may summon forth the daemon
  within, this takes 4 actions followed by a passed sagacity and
  willpower test. If either is failed the Daemon ignores their tests
  and they must try again. Upon success, the daemon materialises
  next to the character under the control of the GM (acting as the
  Chaos gods themselves!). These beasts are dangerous and can
  turn on their owners if the opportunity arises, and so should be
  utilised with caution.
  The Wrap Up.
  And so there they are. New skills, new weapons and new ideas!
  (Hopefully) You'll find playing with these guys ridiculous fun if
  you're anything like me, and feel free to twist and crop these
  rules all you like as the sole rule of gaming should be; let your
  imagination run wild! Remember to discuss with other
  players/GMs before you play with rules such as these, and if
  you're the GM, remember to not mention anything specifically so
  you can spring it on your players mid match!
  Here's a little (little?) example of my main Nemesis for the
  Medusa V campaign me and some associates played, sure he
  seems a little overwhelming, but he only rocked up twice, and
  only fought once, and against Death Company Marines and a
  Space Marine Commander!
  Equipment: Pre-heresy Terminator Armour (value 14, same attributes as pre-heresy power armour), Bionic Skull,
  Advanced Bionic Eye with Infrascope, Advanced Bionic right arm, Spiky Bits, Vladamach the Caged (Counts as
  Daemon hammer with reach 4, Magical Force, Magic Absorption, Mind Stealer).
  Special Abilities: Bitter and Twisted, Shoulder Charge, Gifted of Chaos, Millennia Old, Death is a Mercy, Dark
  Whispers, Nerves of Steel.
  Commander of the 8th Grand Company of the Iron Warriors, Commodore of the Forge-Breaker, Master of The Caged,
  The Bloodsmith. Seeryx and his Company of Iron Warriors have carved a bloody swathe through the Imperium since
  the Horus Heresy. His face split in two, the flesh of one side stripped away, the bare skull heavy with bionics clamped
  to the bone, the skin of the other side laced with wires and tubes buried deep beneath the surface. Bitter beyond belief
  of the betrayal of the Imperium to his Legion, Seeryx has sought revenge in the ten thousand long years after the Horus
  Heresy, his latest actions within the Cadian and Medusan sectors have marked him as one of the most active lieutenants
  of Chaos in battle, leaving petty pirating and raids to the weak. The powers of Chaos support him greatly as well, with
  the Brazen Star of Chaos being awarded to his force during the fall of Medusa V. Armed with his Daemon Hammer,
  Vladamach the caged, Seeryx is now in the process of seeking the answers to visions of power bestowed upon him by
  an ancient Seer upon Medusa V, and the untrustworthy nature of the Iron Warriors compels Seeryx to oversee
  everything personally, although this does expose him to many situations involving the Imperium's most deadly agents,
  the Inquisitors. Many attempts on his life have failed, and many will fail again before he falls, although he claims he
  will not succumb to death until the High Lords of Terra and the Emperor's own desiccated carcass adorns his
  Battleship, The Forgebreaker. 
  WS
  BS
  S
  T
  I
  Wp
  Sg
  Nv
  Ld
  Seeryx
  102
  80
  245
  135
  65
  90
  99
  93
  87
  Seeryx “The Bloodsmith”, Warsmith of the 8th Grand Company of the Iron Warriors
  
SOURCE: textdata/thevault/Warhammer/40k/Inquisitor Skirmish/SG_site_files/FO94InqChaosMarine.pdf