TMB Effects Flashcards

1
Q

Bleed

A

1 True DMG start of turn (persistent)

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2
Q

Break

A

ATK dice used to reduce HP exhaust

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3
Q

Careless #

A

Unit takes # True DMG

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4
Q

Compound

A

ATK stat equal to round

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5
Q

Corrosive

A

At end of turn, target’s def dice in active slots are exhausted

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6
Q

Dive

A

If flying, move adjacent to target

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7
Q

Engulf

A

Dmg rolled hits adjacent units (including self)

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8
Q

Flight

A

Alternate flying, (untargetable)

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9
Q

Hardy

A

Incoming Dmg reduced to 1

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10
Q

Inspire #

A

Move next baddie in Ini track to go next and on their turn they get # extra ATK dice

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11
Q

Lashback #

A

When damaged by adjacent opposing unit, deal # back (not if dead)

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12
Q

Mischief #

A

Remove # dice from target’s active slots

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13
Q

Poison #

A

Set poison die to #. Target takes # true DMG at start of turn and lowers by 1

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14
Q

Rage #

A

If not at full HP gain # ATK dice

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15
Q

Raiding

A

1 extra ATK die for other Orcs

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16
Q

Recover #

A

Gain # HP at start of turn

17
Q

Signal #

A

Add a baddie to bottom of BQ from lesser stack once per turn for # rounds

18
Q

Stun

A

Target loses next turn (still has negative effects)

19
Q

Taunt

A

Until start of next turn adjacent opposing units must attack and will attack multiple times if multiple targets

20
Q

Terrify

A

Attacking unit gets terrify and cannot attack units with terrify until end of turn

21
Q

Thick Skin #

A

Ignore first # DMG this turn (doesn’t stop True DMG)

22
Q

Undead

A

First defeat goes to top of BQ, returns with 2 HP and double ATK stat

23
Q

Untargetable

A

Cannot be targeted by opposing units until start of next turn

24
Q

Weaken #

A

Dex reduced by # next turn