Gambit

This Mutant not only deals out solid damage at range and can move through opposing figures, but he also lives up to his Criminal class with the ability to steal glyphs from other figures.

Abilities
Trump Card (Energy attack, Range 4, Attack 5): Choose 1 figure adjacent to the figure targeted with Trump Card. The chosen figure also is affected by Trump Card. Each affected figure rolls defense dice separately.

Three-Card Draw (Energy attack, Range 6, Attack 2): All skulls rolled with Three-Card Draw count as 1 additional skull, to a maximum of 6 skulls per attack. After attacking with Three-Card Draw, you may attack 2 additional times.

Pickpocket: If Gambit moves adjacent to an opposing figure with a transferable glyph, you may roll the 20-sided die. On a roll of 11 or higher, possession of the glyph is transferred to Gambit.

Smooth Operator: Gambit can move through all figures and never takes leaving engagement attacks.

Strategy
Gambit can a great addition to a Criminal army as long-range support to front-line bruisers. Three-Card Draw in particular can be devastating if you're rolling well, as height will give Gambit three attacks and potentially six skulls on each attack. His base stats are only average, though, so you'll want to stay out of melee as much as possible. If you have to get in close -- for instance, for a Pickpocket attempt -- have an exit strategy in mind. And speaking of Pickpocket -- don't be afraid to use it. Yes, there's a chance Gambit could get caught in a fight he can't win, but his 150 points might be expendable if it means a shot at making a more expensive opposing figure (say, Magneto at 340 points) vulnerable.