TMB Effects Flashcards
Bleed
1 True DMG start of turn (persistent)
Break
ATK dice used to reduce HP exhaust
Careless #
Unit takes # True DMG
Compound
ATK stat equal to round
Corrosive
At end of turn, target’s def dice in active slots are exhausted
Dive
If flying, move adjacent to target
Engulf
Dmg rolled hits adjacent units (including self)
Flight
Alternate flying, (untargetable)
Hardy
Incoming Dmg reduced to 1
Inspire #
Move next baddie in Ini track to go next and on their turn they get # extra ATK dice
Lashback #
When damaged by adjacent opposing unit, deal # back (not if dead)
Mischief #
Remove # dice from target’s active slots
Poison #
Set poison die to #. Target takes # true DMG at start of turn and lowers by 1
Rage #
If not at full HP gain # ATK dice
Raiding
1 extra ATK die for other Orcs
Recover #
Gain # HP at start of turn
Signal #
Add a baddie to bottom of BQ from lesser stack once per turn for # rounds
Stun
Target loses next turn (still has negative effects)
Taunt
Until start of next turn adjacent opposing units must attack and will attack multiple times if multiple targets
Terrify
Attacking unit gets terrify and cannot attack units with terrify until end of turn
Thick Skin #
Ignore first # DMG this turn (doesn’t stop True DMG)
Undead
First defeat goes to top of BQ, returns with 2 HP and double ATK stat
Untargetable
Cannot be targeted by opposing units until start of next turn
Weaken #
Dex reduced by # next turn