Beast (Adventurer)

Beast
This mobile Mutant Adventurer has slightly above-average basic stats, a multi-target attack and a healing ability.

Abilities
Super Strength (Symbol): Beast does not take normal or major falling damage. If Beast inflicts at least 1 wound with an untyped attack against a figure without Super Strength, you may move that figure 1 space but may not move it closer to Beast. Figures so moved do not take leaving engagement attacks but do take any resulting falling or terrain effect damage.

Acrobatic Leap: Instead of moving normally, if Beast is not under an overhang, Beast may Acrobatic Leap up to 3 spaces. When counting spaces for Acrobatic Leap, ignore elevation. Beast may leap over water without stopping, leap over figures without becoming engaged and leap over obstacles such as ruins. Beast may not move more than 15 levels up or down in a single leap. He never takes leaving engagement attacks.

Rolling Strike (Untyped, Range 1, Attack 4): If at least 1 skull is rolled when attacking with Rolling Strike, Beast may move up to 4 spaces without taking leaving engagement attacks and targe a different figure with Rolling Strike. Beast may keep moving and attacking with Rolling Strike until no skulls are rolled, to a maximum of 3 attacks. Beast may not target the same figure more than once with Rolling Strike.

It's OK, I'm a Doctor: Instead of attacking, you may remove up to 2 wound markers from this card or that of an adjacent friendly figure.

Strategy
Beast can be an effective support figure in an Adventurer army, using his maneuverability to hop around the battlefield healing key figures and picking off vulnerable opponents. Use Rolling Strike to move quickly across the board (and maybe inflict a few wounds along the way), then Acrobatic Leap to the high ground for extra attack and defense dice against key targets.