diff --git a/docs/eagle0pedia/src/content/docs/shardok-commands/index.md b/docs/eagle0pedia/src/content/docs/shardok-commands/index.md
index bee94b96d3..9d9b554cf3 100644
--- a/docs/eagle0pedia/src/content/docs/shardok-commands/index.md
+++ b/docs/eagle0pedia/src/content/docs/shardok-commands/index.md
@@ -47,6 +47,18 @@ Source map for Shardok command requirements/costs:
Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Action Point cost**.
+## Activations and follow-ups
+
+A unit can keep acting while it has Action Points (AP) and at least one available command. Read each command's AP line as follows:
+
+- **Consumes all remaining AP** or **sets the unit to 0 AP** means **ends activation**. The unit cannot act again this turn.
+- A command with only an exact AP cost spends that amount. If the unit still has AP afterward, its activation can continue with whatever commands are then available.
+- A command may also end the unit's useful activation because no legal commands remain, even if the display still shows AP.
+
+Movement is the most important case. Each destination shows its movement cost and may show **follow-up available** icons. Those follow-ups are actions predicted to be legal *after reaching that destination*, such as Charge, Scout, Start Fire, Repair, Reduce, or Reinforce.
+
+The follow-up list is a planning aid, not a complete list of everything the unit might do next. It does not include another Move, and battlefield information can change when the move resolves. A destination with no follow-up icons does not itself mean “ends activation”: compare the movement cost with the unit's remaining AP and check the commands offered after arrival.
+
## Tactical Commands
### Melee
@@ -79,6 +91,8 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
Action Point cost: the cost to enter the target's terrain. Knights and Dragoons spend only that terrain cost and may be able to move again afterward; other units spend all remaining AP.
+Activation: ends activation for units that spend all remaining AP. Knights and Dragoons can continue when they retain AP and another command is available.
+
Available when: a valid path reaches a target that can be attacked at the end of the move.
Effect: Move into an attack as one action. Charge attacks have a chance to stun the target unit.
@@ -91,6 +105,8 @@ Unless noted otherwise: **10 morale**, **10 hero vigor**, and the listed **Actio
Action Point cost: the terrain cost for each hex in the path, plus 1 extra AP for steps that start in enemy zone of control.
+Activation: does not inherently end activation. The unit can continue if it has AP and a legal command after arriving. Follow-up icons on a destination preview eligible non-move actions there.
+
Available when: one or more reachable destination hexes are valid for the acting unit.
Effect: Move the unit along the chosen path to a reachable hex, paying terrain costs as it goes. Hidden units may reveal themselves if they move into exposed terrain or near an enemy Ranger.