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Telekine

Telekine

Telekine

Displacement

Spatial Hop

Spatial Jump

Just before his enemy lands the telling blow, the telekine skips out of reality long enough to evade all damage, and confuse his enemies.

Stepping out of the timestream, the telekine quickly reappears and attacks from where it's enemy least expects it.

The telekine bends both time and space to move safely across the battlefield, unseen by it's enemies eyes.

USE- IF THIS MODEL IS SUCCESFULLY HIT BY ANY ENEMY ATTACK OR SURGE ABILITY. this model may be moved up to twice its CN value in a direction of its choice, and the attack misses automatically.. The model may not be placed in B2B with an enemy model

the model is Immediately removed from play, and replaced anywhere on the table within 12" of it's original position. If it engages an enemy model in B2B both models must make a 'Stunning' SP test

The model is immediately removed from play, it loses any remaining activations this turn. During any of the owning players next activations it may be placed anywhere on the table not in B2B with an enemy model.

Reactive Telekine

Personal Telekine

Personal Telekine

Throw Enemy

Throw Enemy

Throw Object

The telekine swings his arm in a great arc, hurling his enemies into the air and smashing them back into the ground.

The telekine swings his arm in a great arc, hurling his enemies into the air and smashing them back into the ground.

Grasping an nearby object with a jet of force, the telekine hurls it towards his foes

Target an enemy within 12" of the user, This model draws one card for each point of CN they have- half the value of the highest card drawn is the distance the enemy is moved directly away from this model. Model thrown and any models struck are slammed.

Target an enemy within 12" of the user, This model draws one card for each point of CN they have- half the value of the highest card drawn is the distance the enemy is moved directly away from this model. Model thrown and any models struck are slammed.

Target a movable object within 12" of the user, it may be no larger than 2" in any dimension. This model draws one card for each point of CN they have- the highest card drawn is the distance the object is moved in any direction. Model struck and any model that was touching/carrying the onject are slammed.

Offensive Telekine

Offensive Telekine

Tactical Telekine

Kinetic Strike

Kinetic Strike

Kinetic Throw

Using a kinetic push the telekine creates a buffer of force around it's weaponry, driving it into the enemy with blinding speed.

Using a kinetic push the telekine creates a buffer of force around it's weaponry, driving it into the enemy with blinding speed.

The telekine swings his arm in a great arc, hurling his enemies into the arm and smashing them back into the ground.

Target an enemy within melee range of the user, If this models next melee strike against that enemy hits they do one extra point of damage for each point of CN they have. In addition if they critically strike the enemy model it is automatically knocked prone.

Target an enemy within melee range of the user, If this models next melee strike against that enemy hits they do one extra point of damage for each point of CN they have. In addition if they critically strike the enemy model it is automatically knocked prone.

Target an enemy within melee range of the user, If this models next melee strike against that enemy hits this model draws one card for each point of CN they have- multiply the the highest card drawn by 2, and decut the enemy models PY. this is the distance the enemy is moved directly away from this model. Model thrown and any models struck by them are slammed.

Offensive

Offensive

Offensive


Telekine

Telekine

Telekine

Force Shield

Force Shield

Speed Burst

An invisible shield sprouts from the telekines arm, granting him additional protection from his enemies attacks.

An invisible shield sprouts from the telekines arm, granting him additional protection from his enemies attacks.

Where some telekines have gained the ability to slow time, others use their will to speed it up, allowing their allies to perform amazing feats.

This Model gains an the additional special rule 'shielded(x)' for a number of turns equal to this models CN, The shield is considered to have a resist value of 2.

This Model gains an the additional special rule 'shielded(x)' for a number of turns equal to this models CN, The shield is considered to have a resist value of 2.

Target one friendly model within 12". This model must be activated immediately after this current activation ends, in this activation it may perform one action for each point of CN it has. As soon as this special activation ends it must make a Stunning PY test.

Personal Telekine

Personal Telekine

Support Telekine

Wall of Force

Wall of Force

Spatial Hop

The telekine summons a wall of pure force across the battlefield, deflecting bullets and slowing his enemies advance.

The telekine summons a wall of pure force across the battlefield, deflecting bullets and slowing his enemies advance.

Stepping out of the timestream, the telekine quickly reappears and attacks from where it's enemy least expects it.

Draw this models CN in cards, and lay them end to end face up in a line anywhere entirely within 24" of this model, not touching any other models. Any ranged attack that draws LoS over this line must add the card crossed value to its to hit difficulty for that shot. the wall is difficult terrain. at the end of each turn the lowest value end card disappears until the wall is gone

Draw this models CN in cards, and lay them end to end face up in a line anywhere entirely within 24" of this model, not touching any other models. Any ranged attack that draws LoS over this line must add the card crossed value to its to hit difficulty for that shot. the wall is difficult terrain. at the end of each turn the lowest value end card disappears until the wall is gone

the model is immediately removed from play, and replaced anywhere on the table within 12" of it's original position. If it engages an enemy model in B2B both models must make a 'Stunning(6)' SP test

Tactical Telekine

Tactical Telekine

Personal Telekine

Stop!

Stop!

Freeze Muscles

Although the ability to stop time itself is only a rumour, it is said powerful telekines can freeze an enemy in place with only a thought.

Although the ability to stop time itself is only a rumour, it is said powerful telekines can freeze an enemy in place with only a thought.

The enemies muscles begin to stiffen as it attempts to strike the telekine, robbing it's blow of any real power.

Target an enemy model within 12", Both models make an opposed CN draw where this model adds it's NV to it's hoghest score. If this model wins the enemy model must forfeit it's next activation this turn if it has not activated already, or next turn if it has, in addition the enemy model gains the 'hovering' state until it has forfeited this action.

Target an enemy model within 12", Both models make an opposed CN draw where this model adds it's NV to it's hoghest score. If this model wins the enemy model must forfeit it's next activation this turn if it has not activated already, or next turn if it has, in addition the enemy model gains the 'hovering' state until it has forfeited this action.

USE- WHEN ATTACKED IN MELEE. immediately draw your CN value in cards- This melee attack will have any damage caused reduce by one point for each red card drawn, and 2 points for each picture card of any colour.

Offensive

Offensive

Reactive


Telekine

Telekine

Telekine

Kinetic Strike

Kinetic Strike

Crushing Grip

Using a kinetic push the telekine creates a buffer of force around it's weaponry, driving it into the enemy with blinding speed.

Using a kinetic push the telekine creates a buffer of force around it's weaponry, driving it into the enemy with blinding speed.

With a clawed hand the telekine takes hold of his enemy, and applies a grip of power reinforced Iron to his bones, crushing his enemies bones

Target an enemy within melee range of the user, If this models next melee strike against that enemy hits they do one extra point of damage for each point of CN they have. In addition if they critically strike the enemy model it is automatically knocked prone.

Target an enemy within melee range of the user, If this models next melee strike against that enemy hits they do one extra point of damage for each point of CN they have. In addition if they critically strike the enemy model it is automatically knocked prone.

Make an opposed PY draw vs an enemy model in Melee range, you may add your CN value to the highest card drawn. If you win you may immediately inflict half the value of 1 cards worth of damage directly to the enemy models heavy damage column.

Offensive Telekine

Offensive Telekine

Offensive Telekine

Force Shield

Force Shield

Guided Shot

An invisible shield sprouts from the telekines arm, granting him additional protection from his enemies attacks.

An invisible shield sprouts from the telekines arm, granting him additional protection from his enemies attacks.

With absolute focus and a surgeons precision, a telekine can move a friendly bullet around obstacles, and into the enemies weak spots.

This Model gains an the additional special rule 'shielded(x)' for a number of turns equal to this models CN, The shield is considered to have a value equal to 1 cards draw, draw this at the start of each turn.

This Model gains an the additional special rule 'shielded(x)' for a number of turns equal to this models CN, The shield is considered to have a value equal to 1 cards draw, draw this at the start of each turn.

Target any friendly model within 18", the next time they make a ranged attack action they may add this models CN value to the highest card drawn to hit. In addition if this is a picture card it will automatically cause critical damage.

Personal Telekine

Personal Telekine

Support Telekine

Deflect Shot

Deflect Shot

Disarm

Some believe that the supreme art of the tactical telekine is the ability to deflect, or even stop, a bullet in mid flight.

Some believe that the supreme art of the tactical telekine is the ability to deflect, or even stop, a bullet in mid flight.

With a gesture of dismissal the telekine grabs the weaponry of his enemy, and attempts to wrench it from their grasp.

USE-WHEN ANY FRIENDLY MODEL (INCLUDING SELF) WITHIN 18" AND LOS IS TARGETED BY A RANGED ATTACK immediately draw your CN in cards, the highest card drawn is added to the to hit difficulty of any shots made against that model until the end of the current activation.

USE-WHEN ANY FRIENDLY MODEL (INCLUDING SELF) WITHIN 18" AND LOS IS TARGETED BY A RANGED ATTACK immediately draw your CN in cards, the highest card drawn is added to the to hit difficulty of any shots made against that model until the end of the current activation.

Target any enemy model within 18" of the user, they mus make an opposed PY test versus this models PY+CN. If this model is succesful the enemy model immediately drops a weapon of this models choice, place a weapon marker in B2B with the model.

Reactive

Reactive

Tactical


Telekine

Telekine

Telekine

Trip

Trip

Summoning

With a flick of his wrist the telekine sends out tendrils of force, snaring the feet of his enemies and slowing their advance.

With a flick of his wrist the telekine sends out tendrils of force, snaring the feet of his enemies and slowing their advance.

Tearing open the fabric of reality, the telekine uses his powers to recall one of his allies from across the field of battle.

Make a CN draw and choose up to this models CN value in enemy models within 12". Each model must immediately make a Stunning SP test at difficulty equal to the highest card placed against them from the initial draw. this model may not move in the same activation it uses this ability.

Make a CN draw and choose up to this models CN value in enemy models within 12". Each model must immediately make a Stunning SP test at difficulty equal to the highest card placed against them from the initial draw. this model may not move in the same activation it uses this ability.

Choose any friendly model within 6" for every point of CN this model has. Remove that model from play and place it in base to base contact with this model immediately. If the model was not in LoS it must make a Stunning(5) PY test after it arrives.

Offensive Telekine

Offensive Telekine

Tactical Telekine

Come to Me!

Come to Me!

Fumble

With an outstretchad arm the telekine grabs his opponent in a bubble of force, dragging them to within attack range

With an outstretchad arm the telekine grabs his opponent in a bubble of force, dragging them to within attack range

As an enemy prepares to deal a blow in melee the telekine uses a targeted blast of force to knock their weapon from their grasp.

Target an enemy model within 18", and draw your CN value in cards- for every red card drawn you may move them 6" directly towards you ignoring obstacles, models and terrain, for every black card drawn you may move them 3". This may bring them in to B2B with you.

Target an enemy model within 18", and draw your CN value in cards- for every red card drawn you may move them 6" directly towards you ignoring obstacles, models and terrain, for every black card drawn you may move them 3". This may bring them in to B2B with you.

USE- WHEN ANY FRIENDLY MODEL WITHIN 12" AND LoS IS THE TARGET OF A MELEE ATTACKthe enemy attacking must make a PY test versus this models CN. If this model is succesful the enemy model immediately drops the attacking weapon, and must check for damage as if unarmed. place a weapon marker in B2B with the model.

Tactical Telekine

Tactical Telekine

Reactive Telekine

Levitation

Levitation

Stall for Time

Leaping off an invisible step, the telekine uses a wave of force to propel himself into the air, holding himself above the battlefield.

Leaping off an invisible step, the telekine uses a wave of force to propel himself into the air, holding himself above the battlefield.

The telekine summons a dense fog, causing the air around an enemy to slowly thicken, and they move as if in slow motion while the fog lasts.

Place this models CN in drawn cards next to it. Instead of declaring a normal movement action it may sacrifice one of these cards each activation to gain the hovering state, moving a distance equal to twice the cards value, as long as this model has at least one card remaining in this pile it retains the hovering state.

Place this models CN in drawn cards next to it. Instead of declaring a normal movement action it may sacrifice one of these cards each activation to gain the hovering state, moving a distance equal to twice the cards value, as long as this model has at least one card remaining in this pile it retains the hovering state.

this model may choose a single enemy model within 12", and place this models CN in markers next to it. Every time any model (friendly or enemy) activates remove one marker. The chosen enemy model may not activate until the pile has been completely removed.

Personal

Personal

Tactical


Telekine

Telekine

Telekine

Crushing Trauma

Unstoppable Force

Shockwave

The Telekine gestures towards his foe with an open hand, as he closes it into a fist his enemy is slowly crushed by vast telekinetic force

Pushing his hands together, the telekine directs them towards his enemy, driving a powerful beam of pure force into their chest.

The telekine strikes the floor with phenomenal power , shattering the ground and throwing everything near them into the air.

Make an opposed PY draw vs an enemy model in Melee range, you may add your CN value to the highest card drawn. If you win you may immediately inflict the value of 2 cards worth of damage directly to the enemy models heavy damage column. This model must make a Burnout CN draw at a difficulty of the damage caused

Target an enemy model within 18", and Draw damage exactly as if you had hit them with a PY3(+3) ranged attack. As long as any level of damage is caused they are pushed directly away from you this models CN in inches, and you may draw again, continue until you fail to cause damage. If the model cannot move or hits another model slam damage is caused to both models as well. This model must take a Burnout(8) CN Draw.

All movable objects and models (friend or enemy) are moved directly away from this model a distance equal to the high card in a CN draw, if any model hits a non movable object they are slammed. All moved model must make a Stunning(8) PY test , this model must make a Burnout(8) CN Draw

HL-3

Offensive

Telekine

HL-2

Offensive

Telekine

HL-2

Tactical

Telekine

Stall for Time

Summoning

Guided Shot

The telekine summons a dense fog, causing the air around an enemy to slowly thicken, and they move as if in slow motion while the fog lasts.

Tearing open the fabric of reality, the telekine uses his powers to recall one of his allies from across the field of battle.

With absolute focus and a surgeons precision, a telekine can move a friendly bullet around obstacles, and into the enemies weak spots.

this model may choose a single enemy model within 12", and place this models CN in markers next to it. Every time any model (friendly or enemy) activates remove one marker. The chosen enemy model may not activate until the pile has been completely removed.

Choose any friendly model within 6" for every point of CN this model has. Remove that model from play and place it in base to base contact with this model immediately. If the model was not in LoS it must make a Stunning(5) PY test after it arrives.

Target any friendly model within 18", the next time they make a ranged attack action they may add this models CN value to the highest card drawn to hit. In addition if this is a picture card it will automatically cause critical damage.

Tactical Telekine

Tactical Telekine

Support Telekine

Displacement Rift

Fumble

Disarm

As the laws of physics themselves are ripped apart, a host of rifts appear across the battlefield, shifting allies or dragging enemies into them.

As an enemy prepares to deal a blow in melee the telekine uses a targeted blast of force to knock their weapon from their grasp.

With a gesture of dismissal the telekine grabs the weaponry of his enemy, and attempts to wrench it from their grasp.

USE- AT THE START OF ANY TURN. Choose either all friendly, or all enemy models, they are removed from the table, and placed anywhere within the High card value in inches of this models CN Draw of their original location, facing in a direction of this models choice. All moved model must make a Stunning(6) PY test , this model must make a Burnout(8) CN Draw

USE- WHEN ANY FRIENDLY MODEL WITHIN 12" AND LoS IS THE TARGET OF A MELEE ATTACKthe enemy attacking must make a PY test versus this models CN. If this model is succesful the enemy model immediately drops the attacking weapon, and must check for damage as if unarmed. place a weapon marker in B2B with the model.

Target any enemy model within 18" of the user, they mus make an opposed PY test versus this models PY+CN. If this model is succesful the enemy model immediately drops a weapon of this models choice, place a weapon marker in B2B with the model.

HL-3

Reactive

Reactive

Tactical


Telekine

Telekine

Telekine

Freeze Muscles

Speed Burst

Displacement

The enemies muscles begin to stiffen as it attempts to strike the telekine, robbing it's blow of any real power.

Where some telekines have gained the ability to slow time, others use their will to speed it up, allowing their allies to perform amazing feats.

Just before his enemy lands the telling blow, the telekine skips out of reality long enough to evade all damage, and confuse his enemies.

USE- WHEN ATTACKED IN MELEE. immediately draw your CN value in cards- This melee attack will have any damage caused reduce by one point for each red card drawn, and 2 points for each picture card of any colour.

Target one friendly model within 12". This model must be activated immediately after this current activation ends, in this activation it may perform one action for each point of CN it has. As soon as this special activation ends it must make a Stunning PY test.

USE- IF THIS MODEL IS SUCCESFULLY HIT BY ANY ENEMY ATTACK OR SURGE ABILITY. this model may be moved up to twice its CN value in a direction of its choice, and the attack misses automatically.. The model may not be placed in B2B with an enemy model

Reactive Telekine

Support Telekine

Reactive Telekine

Crushing Grip

Spatial Jump

Throw Object

With a clawed hand the telekine takes hold of his enemy, and applies a grip of power reinforced Iron to his bones, crushing his enemies bones

The telekine bends both time and space to move safely across the battlefield, unseen by it's enemies eyes.

Grasping an nearby object with a jet of force, the telekine hurls it towards his foes

Make an opposed PY draw vs an enemy model in Melee range, you may add your CN value to the highest card drawn. If you win you may immediately inflict half the value of 1 cards worth of damage directly to the enemy models heavy damage column.

The model is immediately removed from play, it loses any remaining activations this turn. During any of the owning players next activations it may be placed anywhere on the table not in B2B with an enemy model.

Target a movable object within 12" of the user, it may be no larger than 2" in any dimension. This model draws one card for each point of CN they have- the highest card drawn is the distance the object is moved in any direction. Model struck and any model that was touching/carrying the onject are slammed.

Offensive

Personal

Tactical Telekine

Kinetic Throw The telekine swings his arm in a great arc, hurling his enemies into the arm and smashing them back into the ground.

Target an enemy within melee range of the user, If this models next melee strike against that enemy hits this model draws one card for each point of CN they have- multiply the the highest card drawn by 2, and deduct the enemy models PY. this is the distance the enemy is moved directly away from this model. Model thrown and any models struck by them are slammed.

Offensive

Telekine cards  

52 initial Telekine Surge Cards for Bad Blood skirmish game

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