From b200d6d63182e47f47c785354535eff38e6349bf Mon Sep 17 00:00:00 2001 From: Dan Crosby Date: Sat, 11 Jul 2026 12:23:50 -0700 Subject: [PATCH] Document tactical activation follow-ups (#8453) --- .../src/content/docs/shardok-commands/index.md | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) 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.