Professor X

Professor X
This Mutant Instructor is the safest leader in the game, letting you activate additional figures and boost their defense without even putting him on the battlefield. And if you're willing to risk bringing him into the fight, he can shut down multiple opponents every turn with his Psychic Blast.

Abilities
Telepath (symbol) - Figures with the Telepath symbol on their card add 1 automatic shield to their roll when rolling defense dice against Telepathic attacks. The "2" multiplier on this card means Professor X receives 2 automatic shields.

Cerebro (Telepathic) - Professor X does not have to begin the game on the battlefield. You may place Order Markers on this card and take turns with Professor X but may not use Psychic Blast unless Professor X is on the battlefield. If Professor X is your last figure and he is not on the battlefield, your game ends.

'''To Me, My X-Men! (Telepathic) -''' When taking a turn with Professor X, you may: Take a turn with Professor X and 1 additional Hero you control, OR take a turn with any 2 Mutants you control, OR move up to 5 Mutants you control up to 4 spaces each.

Telepathic Advantage (Telepathic) - If Professor X has not been destroyed, all figures you control roll 1 additional defense die.

Psychic Blast (Telepathic) - Professor X gets 4 dice for Psychic Blast. Choose a figure within 8 spaces of Professor X, ignoring line of sight, and roll 1 to 4 dice. If you roll at least 2 skulls against a figure with the Telepath symbol on its card or at least 1 skull against any other figure, that figure may not move or attack this round. If you roll 4 skulls, you may instead immediately take a turn with that figure. You may continue choosing figures and rolling dice until you have rolled all 4 dice. When targeted with an attack, you may also roll for Psychic Blast against the attacking figure but may not roll more than 4 total dice for Psychic Blast in a single numbered turn.