Angel (WW)

Angel
Flying mutant hero whose defensive powers keep both him and teammates out of harm's way.

Abilities

 * Flight: Figures with the Flying ability may choose, before moving, to start flying, and while flying, figures move as normal, but ignore elevations and obstacles, as well as engagement with any figures they may pass over. If a figure begins flying while engaged, they automatically take all leaving engagement attacks even if they do not move away from these figures.


 * Guardian Angel: If a friendly small or medium figure within 4 clear-sight spaces of Angel is targeted by a non-PSYCHIC attack and at least 1 skull is rolled, you may roll a 20-sided die. On a roll of 11 or higher, the defending figure receives no damage. Move Angel within 3 spaces of the defending figure and place that figure on any empty space adjacent to Angel. The defending figure does not take leaving engagement attacks.
 * Out Of Reach: Unless the attacking figure has Flying or an ability treated as Flying, Angel may not be targeted by an attack with a Range of 1 or by an attack that affects figures adjacent to the target unless Angel is the target of that attack.
 * Aerial Maneuvers: If Angel is attacked by a non- adjacent figure and at least 1 skull is rolled, you may roll a 20-sided die. On a roll of 8 or higher, Angel receives no wounds and may move up to 3 spaces. When attacking, Angel may attack at any point before, during or after moving. Angel never takes leaving engagement attacks when Flying.


 * Flight-Dependent: If Angel cannot use Flight, he may not use any other power on his army card.

Strategy
Angel is a specialist, but a very useful one -- as a Mutant and an Adventurer, he fits in a lot of armies, and he's a 140-point figure that will keep much more costly figures in the game for you. Just make sure he stays close enough to your team to use his Guardian Angel ability. With Out of Reach and Aerial Maneuvers, Angel is tough to hit, so your opponent likely will have spend multiple turns targeting him instead of your heavy hitters if they want to take him out. Beware figures with PSYCHIC attacks or flying figures with high regular Attacks -- both can ignore Angel's defensive powers.