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  • Mad Gits are not deployed, but must be concealed inside their Cave Goblin unit. They are unit upgrades and as such they are ignored when calculating Victory Points (their points are already included in the Goblin unit concealing them, and victory points are awarded for destroying the Goblin unit concealing them). Until released and moved out of their units, Mad Gits cannot be harmed or otherwise affected, nor affect the game in any way. When Mad Gits are removed as casualties they do not cause Panic tests.
    Mad Gits are not deployed, but must be concealed inside their Cave Goblin unit. They are unit upgrades and as such they are ignored when calculating Victory Points (their points are already included in the Goblin unit concealing them, and victory points are awarded for destroying the Goblin unit concealing them). Until released and moved out of their units, Mad Gits cannot be harmed or otherwise affected, nor affect the game in any way. When Mad Gits are removed as casualties they do not cause Panic tests. They still move, act and are influenced by special rules independently like normal units (once released) and do not count towards the model count of the unit concealing them.

    Mad Gits can be released in two ways: Any number of Mad Gits may be released when their unit is declaring a Stand and Shoot or a Hold charge reaction (normal Stand and Shoot reactions may still also be taken). If a unit with concealed Mad Gits is not Engaged in Combat and not Fleeing at the start of controlling player’s Shooting Phase , and is within 8" of an enemy unit, all Mad Gits must be released. Resolve one Mad Git at a time. Place the Mad Git in base contact with the concealing unit (note that in this one case, the Mad Git contacts a unit without inflicting hits on it) and choose a direction. Move the Mad Git 2D6'' in this direction. The Mad Git follows its own rules for movement in subsequent turns.

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