Using Veck Cultists in your battles

The reputation and influence of Veck is spreading far and wide. Throughout the galaxy deluded citizens are banding together in secret covens to worship Veck and what he has become. This has played into the forces of the Warp, who have assidously plied their version of reality and found many willing recruits.

Cultists as an Adversary

Including Veck Cultists in our enemy's army is an excellent gaming twist, and the very excuse that you are fighting them in the first place (they are on Veck's side so we understand). So I have two ways of including them for those who intend to use these wayward souls an adversary to any army embarked upon the Destroy:Veck campaign.

A few groundrules first. They may only be in an opponents army. They are treated exactly as if they were a part of your opponents army, although they may not form the compulsory part of the force organisation chart.

If you don't have a unit of cultists in any guise to hand don't worry, you can use any human-sized models you have, Imperial Guard for instance, even what-you-see-is-what-you-get (WYSIWYG) rules are waived here to allow maximum freedom to include them. But your opponent must tell you what weapons/wargear his Cultists have before the game commences to stop any later confusion.

In order to use these Veck Cultists as Adversary rules you must have access to Codex: Witch Hunters.

These new additions should be quite fun for those who want to use them and may be used in conjunction with the Veck Clues rule from week four but may NOT be used with the Hunt for Veck Sympathisers rule.

The Veck Cultists options

0-1 Apocryphal Arch Deacon [HQ choice] 115 points.
Full rules can be found on page 40 of Codex: Witch Hunters (Apostate Cardinal).
(If used in this role he may not take a Pontifex Guard.)

Cultist's Cabal [Troops choice] 80 points.
Full rules can be found on page 41 of Codex: Witch Hunters (Traitors). However no Agitator may be taken, nor any weapon/wargear upgrades other than the options shown below.
Number: A cabal consists of 10 cultists.
Equipment:
Lasgun and frag grenades.
Options: Any model may exchange their lasgun for an autogun, a shotgun, or a laspistol and a close combat weapon for no additional charge.

Bonus Points

If you manage to render the Cultist Cabal non point scoring then you will gain a bonus point for your Battle Group.

 

[Cultist: model and image courtesy of Refuse from the Bolter & Chainsword.]

 

+war room+current results+battle bulletins+order of battle

The Campaign Introduction
How to get involved
FAQ's
Campaign Army Badge
Using Veck in your battles
Using the Relictors in your battles
Using Cultists in your battles
Using Admech in your battles