Beast (Scientist)

Beast
This agile Mutant Scientist hero has slightly above-average stats along with a healing ability and the potential to bring multiple glyphs into a fight.

Abilities
Scientist (Class ability): When drafting Beast, you may also draft 1 Equipment Glyph for its listed point value.

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.

Research Project: At the beginning of the game, choose 1 glyph and place it face down on this card. At the end of each round, you may roll the 20-sided die, adding 2 to your roll for each Scientist other than Beast on the battlefield that you control. On a roll of 14 or higher, reveal the glyph and place it on this card or the card of any other Scientist you control.

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
Despite Beast's solid stats, he's best used in a supporting role, using his maneuverability to hop around the battlefield healing your more important figures. You'll also want to keep out of harm's way as long as possible to improve your chances of getting a second glyph via Research Project. If pressed into combat, use Acrobatic Leap to take the high ground for extra attack and defense dice.