Using Veck in your battles

As the Imperial net closes in, there is the strong likelyhood that Veck himself might appear on the battlefield desperately fighting to preserve his freedom and his life, or merely toying with his enemies by using some of his new-found powers afforded him by his captured Chaos artefact.
Whatever the reason for his presence, you can use Veck in your battles by allowing your opponent to field him in his army. Note that Veck may NOT be used in a Necron, Ork or Tyranid army. He is used as an Adversary, fighting against any force registered in the Destroy:Veck Campaign.
Veck as an Adversary
Including Veck in our enemy's army is not just an excellent gaming twist, but the very excuse that you are fighting them in the first place. So I have included several ways of including Veck for those who intend to use him as an adversary to any army embarked upon the Destroy:Veck campaign.
A few groundrules first. He may only be in an opponents army. He is treated exactly as if he were a part of your opponents army, although he may not form the compulsory part of the force organisation chart.
There are no rules for what Veck looks like, so any Inquisitor model will do. Even what-you-see-is-what-you-get (WYSIWYG) rules are waived here to allow maximum freedom to include him. But your opponent must tell you what weapons/wargear his Veck has before the game commences to stop any later confusion.
Note that in order to use these Veck as an Adversary rules you must have access to either the Codex: Witch Hunters, or to Codex: Daemonhunters, depending on the configuration chosen for him.
The Veck options
0-1 Rogue Psyker [HQ choice] 43 points.
Full rules can be found on page 40 of Codex: Witch Hunters.
(If used in this role Veck may not take any Henchmen.)
Equipment: Bolt Pistol and close combat
weapon, and one Adversaries Psychic Power.
0-1 Ordo Malleus Inquistor [Elite choice]
points vary.
Full rules and stats can be found on page 24 of Codex: Daemonhunters.
If you prefer to make your selection of Veck easier, you may choose one of the kitted out options listed below:
0-1 Ironstorm Veck [Elite choice]
51 points [with Henchmen 147].
Equipment: Psycannon, close combat weapon.
Psychic Powers: None.
Optional Henchmen 106 points.
2 Sages, 1 Mystic, 3 Warriors (1 Gun-Servitor with Plasma Cannon, 2
Imperial Guard Veterans with plasma guns).
0-1 Ironfist Veck [Elite choice] 62
points [with Henchmen 191].
Equipment: Power fist, bolt pistol,
frag grenades.
Psychic Powers: Scourging.
Optional Henchmen 129 points.
3 Acolytes with Storm Shields, 3 Warriors (Weapon-Servitors with power fists).
Bonus Points
If you manage to kill the "Veck" present in your opponents army in close combat, he has actually been captured for campaign purposes (though for all game purposes he is considered killed), you will then gain a bonus point for your Battle Group.
[Image courtesy of Obliterator from the Bolter and Chainsword.]
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