Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 S 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move.
Fanatics are not placed on the table at the start of the game as are other troops. Instead you must make a written note of any Night Goblin units that include Fanatics. These units are referred to as concealing units. The Fanatics count as being part of the concealing unit until they are released. Fanatics remain hidden, carried along by their fellows, until they are ready to be pushed out towards the enemy. If a concealing unit flees or is destroyed, any Fanatics yet to be released are lost.
A Fanatic is removed immediately as a casualty when: It contacts a piece of terrain of any kind that's not open ground. It contacts another Fanatic (both Fanatics are removed). It moves off a table edge. It rolls a double for movement. This does not apply in the turn of release. Any unit moves into contact with the Fanatic.
Fanatics must be released when a concealing unit comes to within 8" of the enemy or vice versa. The moving unit stops immediately (fliers land). Once the Fanatic's movement has been resolved, the unit can continue moving if the controlling player wishes, although chargers must complete their charge unless panicked. When a Fanatic is released, you may choose the direction in which it travels, and the point on the concealing unit from which it starts. Fanatics move 2D6" using the rules for Random Movement. After release, Fanatics are treated as individual units. In your subsequent turns they move in the Compulsory Moves subphase using Random Movement, but they always move in a random direction.
If a Fanatic's move would bring it into contact with another unit, then he moves through rather than stopping. If the Fanatic's move would end within a unit, then he automatically bounces through it – place the Fanatic model 1" beyond the unit, in the direction he was moving. When a Fanatic moves through any unit it inflicts D6 S 5 Armour Piercing (1) hits.
Models with Immunity ignore the effects of the rule(s) in the brackets. Note that the model only ignores the effects of the rule itself unless the attack is also listed as being non-physical. The physical attack still causes damage as normal. Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror) rule, the unit ignores the effects of Panic, Fear or Terror and any such tests it would otherwise had to take. Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they might need to take (such as many spell effects or special rules that would otherwise force a unit to take a Psychology test). However, they may never choose Flee! as a charge reaction (except when using Feigned Flight or Fire & Flee, unless they also have Frenzy).
Models with Random Movement do not have a M value, but rather a dice roll. This is the distance they move, charge, pursue, overrun and flee – they cannot march. If a model has Random Movement and Swiftstride, then Swiftstride is not used. Note that certain Random Movement rolls can result in the model having a M value higher than 10 – this is an exception to the usual maximum. Models with Random Movement cannot declare charges, and are always moved in the Compulsory Moves sub-phase. When the model moves, first pivot it about its centre to face the direction in which you wish it to travel. Then move the model after rolling the specific dice. No other pivots can be made. There's a chance that the model's peculiar movement will cause it to come into contact with an enemy, so measure the distance in a straight line before the model is moved. If the move is found to take the unit’s front arc into contact with an enemy, then it counts as charging, and this is resolved using the normal rules for charges and using the distance rolled as its charge range. Charge reactions cannot be declared against enemies with Random Movement. If the random move brings the unit to within 1" of a friendly unit or impassable terrain, it stops immediately and cannot move further during that Movement phase. If two or more models in a unit have the Random Movement, pivot the unit about its centre, then roll the dice only once to determine how for the unit moves. If models in the unit have a different Random Movement value, use the slowest for the entire unit. A Random Move counts as a "normal" move for triggering a Dangerous Terrain test, unless the model is making a charge, pursuit or flee move, in which case it counts as a move of the appropriate type.
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Infantry (Night Goblin)