Fanatic Alternative — not equipped
25 pts
Up to 3 per unit, 25 points per model. Each Fanatic model is Stats: Random Movement (2D6), WS-, BS-, S5, T3, W1, I3, A*, Ld10, not engine-modeled as a separate profile. May be upgraded to carry… Show moreUp to 3 per unit, 25 points per model. Each Fanatic model is Stats: Random Movement (2D6), WS-, BS-, S5, T3, W1, I3, A*, Ld10, not engine-modeled as a separate profile. May be upgraded to carry Thwackwheezer Puffshrooms for free -- see that separate option, not individually tied to a specific Fanatic instance in this engine. Show less
Rules:
- Immunity (Psychology) — The model ignores the effects of the rule(s) named in brackets (e.g. Killing Blow, Poisoned Attacks, Flaming Attacks) -- physical damage from the attack still applies unless it's also listed as… Show moreThe model ignores the effects of the rule(s) named in brackets (e.g. Killing Blow, Poisoned Attacks, Flaming Attacks) -- physical damage from the attack still applies unless it's also listed as non-physical. Immunity (Psychology) covers Panic, Fear and Terror together and auto-passes Psychology tests, though the model may still never choose Flee! as a charge reaction except via Feigned Flight/Fire & Flee (or if it also has Frenzy). Show less
- Random Movement (2D6) — Instead of a normal Movement characteristic, the model rolls a dice (e.g. D6, 2D6, 3D6) for how far it moves/charges/pursues/overruns/flees; it cannot march. Cannot declare charges and must move in… Show moreInstead of a normal Movement characteristic, the model rolls a dice (e.g. D6, 2D6, 3D6) for how far it moves/charges/pursues/overruns/flees; it cannot march. Cannot declare charges and must move in the Compulsory Moves sub-phase; pivots to face, then moves straight forward the rolled distance. If this brings it into contact with an enemy's front arc, it counts as a charge using the rolled distance as charge range. Show less
- Hide in Units — 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… Show moreFanatics 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. Show less
- Release the Fanatics! — 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… Show moreFanatics 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 must move in the Compulsory Moves subphase using the Random Movement special rule, but they always move in a random direction. Show less
- Splat! — 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… Show moreIf 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 Strength 5 Armour Piercing (1) hits. Show less
- Force of Destruction — Fanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 Strength 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry… Show moreFanatics cannot be charged, but models can move into contact with them. Any unit that does so takes 2D6 Strength 5 Armour Piercing (1) hits. The Fanatic model is then removed, and the unit may carry on with its move. Show less
- Out of Control — 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… Show moreA 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 (does not apply in the turn of release); any unit moves into contact with the Fanatic. Show less