Source: Warhammer Fantasy: 6th Edition

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Fanatics don't fight in close combat at all. Instead they cause terrible carnage as they whirl through their target. They cannot be attacked in close combat. The only way to kill a Fanatic is to shoot him, fry him with magic of wait for him to collapse from exhaustion.

If a Fanatic touches a unit as he moves he automatically inflicts D6 Strength 5 hits with his spinning ball of death. It does not matter how many models the Fanatic spins through. If he hits just one then he bounces around inside the unit, rebounding from foe to foe, until he spins out the other side leaving the enemy completely devastated. Note also that a single Fanatic can pass through several units in one turn if he rolls high enough.

No armour saves are permitted from Fanatic attacks. Heavily armoured targets are just as vulnerable as others - their armour is easily crushed whilst nimbler and more lightly armored individuals might more readily dodge out of the way.

Work out all the damage caused by Fanatics when they strike their targets. If they cause very high casualties this can cause a Panic test in the same way as missile casualties. However, rather than waiting until the end of the phase to take this test, in this case work out the result before continuing. This can be useful as it allows Night Goblins to drive off enemy units and send them fleeing.

If a Fanatic spins into a unit that is engaged in close combat then calculate the number of hits as normal, i.e. the Fanatic causes D6 hits to each unit it moves through. Note that the hits are not randomised between the engaged units, but apply only to the specific unit(s) that the Fanatic actually moves through.

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