2D6" 1 6+ 1 The idea behind a Fanatic is simple enough. First, a grot ‘volunteer’ is force-fed potions containing deadly Madcap Mushrooms. Though these fungi will almost certainly result in the grot’s untimely death, in the meantime, it vastly enhances their strength whilst subjecting them to wild hallucinations. The newly created Fanatic is then dosed with temporarily immobilising concoctions, so they may be carried into the fray without harming their peers, before being let loose, forcing enemies and allies alike to dive for cover.
Gripping heavy chains ending in huge iron balls that would normally take several grots to lift, Loonsmasha Fanatics revolve with escalating swiftness, transforming into cyclones of death. The life of a Fanatic is measured in minutes at best, but what glorious minutes they are. In the brief time before they inevitably bash in their own skulls, crash into a wall, sail off a cliff cackling insanely or careen back into their screaming mates, they are – in their own fungus-addled minds, at least – gods of annihilation. | ||
MELEE WEAPONS | Atk | Hit | Wnd | Rnd | Dmg | ||
Ball and Chain | |||||||
Ball and Chain | D6 | 4+ | 3+ | 2 | D3 |
Deployment Phase |
KEYWORDS | DEPLOY |
Passive |
Any Movement Phase |
KEYWORDS | INFANTRY |
DESTRUCTION, GLOOMSPITE GITZ, MOONCLAN |
The MOONCLAN keyword is used in the following Gloomspite Gitz warscrolls:
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There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase. Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST. | ||