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Add Shardok combat fundamentals (#8448)
* Add Shardok combat fundamentals * Remove prescriptive Shardok decision sequence
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@@ -27,6 +27,7 @@ export default defineConfig({
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{ label: "Information and Recon", slug: "concepts/information-and-recon" },
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{ label: "From Eagle to Shardok", slug: "concepts/eagle-to-shardok" },
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{ label: "Shardok Battles", slug: "concepts/shardok-battles" },
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{ label: "Shardok Combat Fundamentals", slug: "concepts/shardok-combat" },
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{
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label: "Shardok Victory Conditions",
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slug: "concepts/shardok-victory-conditions",
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@@ -16,5 +16,6 @@ These pages explain how Eagle0's major systems fit together. Use them when you w
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## Shardok
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- [Shardok combat fundamentals](shardok-combat/) explains turns, rounds, AP, movement, attacks, terrain, morale, and vigor.
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- [Shardok battles](shardok-battles/) explains tactical setup, turns, units, morale, vigor, terrain, and battle aftermath.
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- [Shardok victory conditions](shardok-victory-conditions/) explains how tactical battles end.
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@@ -14,6 +14,8 @@ Source map:
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Shardok is the tactical battle layer. Eagle decides that a battle should happen, sends armies into Shardok, and later receives the result back.
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For the decision-making basics behind the command list, see [Shardok Combat Fundamentals](/concepts/shardok-combat/).
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## Setup
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At the start of a battle, each side places its units onto valid setup hexes. Some battles include reserve or reinforcement units that enter later. Rangers on stealth-capable units may be able to deploy hidden.
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@@ -0,0 +1,34 @@
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---
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title: Shardok Combat Fundamentals
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description: Turns, rounds, Action Points, movement, attacks, terrain, morale, and vigor.
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---
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Shardok is an objective-based hex battle, not a direct comparison of troop totals. Position, terrain, heroes, hidden information, and command timing determine which force can satisfy its victory conditions.
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## Turns, units, and rounds
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Players act according to the tactical state. A unit spends **Action Points (AP)** to move or use commands. Ending the player turn sets that player's remaining unit AP to 0. After every required side has had its opportunity, the tactical round closes and end-of-round victory conditions are checked.
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## Movement and position
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Movement cost depends on terrain and battalion type. Water, mountains, bridges, ice, fire, castles, and cities can restrict paths or change their value. Enemy proximity can affect hiding and movement choices. Use the highlighted valid targets rather than assuming every adjacent hex is traversable.
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## Attacks and special actions
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Melee and ranged attacks require valid targets and battlefield geometry. Line of fire can be blocked. Damage and resistance depend on the units, heroes, damage profiles, and terrain involved.
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Many major actions require a minimum AP and then consume all remaining AP. The command reference states the exact rule. Unless an entry says otherwise, a morale-using unit needs at least 10 morale, and a unit with a hero needs at least 10 hero vigor.
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## Heroes and battalions
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The battalion provides troops, type, morale, training, armament, movement, and damage behavior. The attached hero provides stats, vigor, profession abilities, and special commands. Profession commands can also require a compatible battalion: casting and Ranger stealth are important examples.
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## Terrain and objectives
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Castles and cities may be defensive positions or critical objectives. Critical-tile victory normally requires a hero-bearing unit on every required tile at the end of the tactical round. Occupying an objective during your turn is therefore not always immediate victory; opponents may receive a chance to respond.
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## Hidden units
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Hidden units are not fully visible. Ranger scouting, adjacency, movement, and terrain can reveal them. Hidden units do not keep a player alive for Last Player Standing, although a capable hidden loser may flee when battle ends.
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See [Shardok Commands](/shardok-commands/) for exact action requirements and [Shardok Victory Conditions](/concepts/shardok-victory-conditions/) for battle-ending checks.
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