Colossus

This armored Mutant Adventurer is an uncomplicated bruiser who hits hard and can shrug off a lot of attacks. His Fastball Special ability lets you literally throw your best fighters at an opponent.

Abilities
Super Strength (Symbol): Colossus does not take normal or major falling damage. If Colossus 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 Colossus. Figures so moved do not take leaving engagement attacks but do take any resulting falling or terrain effect damage.

Omnium Skin: When rolling defense dice, if Colossus rolls at least 1 shield, the most damage he can take from the attack is 1. Colossus never takes damage from normal ranged attacks. He does not take damage from molten lava or lava fields but must stop movement on molten lava. Colossus is considered an Android for purposes of determining effects of MAGNETIC attacks.

Fastball Special: Instead of attacking with Colossus, you may choose an unengaged Small or Medium figure you control adjacent to Colossus and place the figure on an empty space within 6 spaces of Colossus. The chosen figure cannot be placed more than 12 levels higher than Colossus’ base. After placing the figure, roll a single unblockable attack die against that figure unless the chosen figure has Super Strength or an ability that allows it to automatically remove wound markers at the end of a turn or round. You may then make a single untyped attack with that figure against an adjacent figure.

Strategy
As a Mutant and an Adventurer, Colossus fits easily into a lot of army builds. He has a great Attack value and equally great survivability thanks to Omnium Skin. That said, he has his weaknesses. Ranged attacks will wear him down eventually, and his average movement makes it difficult for him to quickly enter melee. Like most defensive powers, Omnium Skin won't stop PSYCHIC attacks. Beware, also, of high-Defense figures with Counter Strike or other abilities that inflict auto-wounds. On the offensive side, don't forget about Fastball Special. No only does it effectively give Colossus a ranged attack -- great for targeting figures he can't reach himself -- but it's also a great way to get your figures onto glyphs or high ground in a hurry. Fastball Special works especially well with leaders who can activate multiple figures in a turn. Activate Colossus first to Fastball Special another figure as far as possible, then activate that figure for an effective Move of 11 or more.