| Abilities |
|---|
| Fleshmetal Weapons:
When a unit of Mutilators is chosen to fight, roll three D3, one after the other. For that fight, the first roll is added to the Mutilator's Strength for the unit's attacks, the second roll is the AP for the unit's attacks, and the third roll is the Damage for the unit's attacks. For example, if the rolls were a 1, followed by a 3, followed by a 2, then all of the unit's attacks for that fight would have Strength of +1, an AP of -3, and a Damage of 2. |
| Daemonic:
This model has a 5+ invulnerable save. |
| Death to the False Emperor:
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an IMPERIUM unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks. |
| Teleport Strike:
During deployment, you can set up this model in a teleportarium chamber instead of placing it on the battlefield. At the end of any of your Movement phases the model can use a teleport strike to arrive on the battlefield - set it up anywhere on the battlefield that is more than 9" away from any enemy models. |