Troops are not allowed to intentionally move into a Fanatic that was released in a previous turn unless they are charging as described below. However, troops will sometimes be forced to move into a Fanatic, for example because they move randomly or if they flee or pursue through it. When this happens the unit takes damage as if hit by the Fanatic. A unit which panics as a result of casualties suffered from a Fanatic does not need to take further damage if it flees back through the same Fanatic - the troops are assumed to flee in front of the Fanatic as it whirls towards them.
As already described, a moving unit that is confronted by emerging Fanatics is halted 8" away from the Night Goblin unit and does not move any further in that Movement phase. However, charging units are an exception to this rule. This is true even if the unit has declared a charge but has not yet started moving. The unit must complete its charge once damage from the Fanatics is worked out and if no (more) Fanatics would be hit as a result. If Fanatics are left in-between the chargers and their target then the chargers can choose to either halt where they are, or complete their charge by deliberately moving through the Fanatics. This is entirely up to the player. If chargers move through a Fanatic then they take further damage. This may initiate a Panic test if sufficient casualties are caused, assuming that a Panic test has not already been taken. If a Panic test due to Fanatic casualties has already been taken and passed then another test is not needed.
As Goblin Fanatics cannot be fought normally, either player can ignore them and charge through them, moving as if they were not there. The charging unit takes damage from the Fanatic as normal, and if the Fanatic would end up inside the unit it is placed 1" behind the unit instead.