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Token Action HUD (TAH)

โ† Back to Home ยท Token bars: Token Display

Custom action menu attached to the token: actions, weapons, systems, frame abilities, talents, skills, statuses, scan glossary, and an action log. Beta. On by default.


Enabling and opening

It is on out of the box, from the Enable Token Action HUD setting (tahEnabled, needs a reload). It attaches near the top-left of the screen:

  • Move it by dragging, after unlocking it: the HUD starts locked, so click the ๐Ÿ”’ on the title bar first. It stays unlocked until you select another token. The reset button puts it back. Stays above open actor sheets (tah.aboveActorSheets).
  • Categories open on hover by default, or set Open Menus (tah.openMode) to On click. With hover, tah.hoverCloseDelay controls how long the menu lingers after the mouse leaves, and tah.maxColumnItems makes long columns scroll.

Its settings live in the Token Action HUD tab.



The header

The bar at the top of the HUD shows:

  • the token name - click it to open the actor sheet (shows "N TOKENS" when several are selected). Names past 500 px are cut and scroll on hover,
  • a license chip before the name: LL for pilots and their mechs, T for NPCs,
  • a combat toggle (the swords icon) to add or remove the token from combat. In combat it turns red, joined to the chip,
  • an optional team / disposition stripe at the end of the bar (tah.showDisposition, uses Token Factions teams if installed, otherwise the disposition). Hover it to show the label,
  • a portrait above the bar: token art (default), actor portrait, or none (tah.portrait.mode), overridable per token in the L.A tab of the token config.

Stats bar

A compact readout under the header: HP, structure, overshield, repairs, and movement (used/cap in combat, or speed outside it), then heat, stress, pilot bond stress, overcharge, and reaction, with burn and infection at the end. Heat turns amber with the Danger Zone icon from half the cap, with red stripes at the cap. HP gets the same stripes at 10% or less. Rest on the bar to slide out a secondary row: armor, evasion, e-defense, tech attack, save, sensor range, and core power.


Combat bar

Appears while combat is running:

  • Activation pips - click to spend one (start your turn), right-click to toggle availability by hand.
  • An end-turn button (right-click to end the turn and give back one activation).
  • Action-status icons (protocol / move / full / quick / reaction) you can toggle.
  • Buttons to reset actions, revert your last move, and clear movement history (movement itself lives in Movement).



Action menus

The left column lists categories. Opening one cascades its items out to the right. Which categories appear depends on the actor (mech / NPC / pilot / deployable).

Category Holds
Actions Basic quick and full actions, an Attacks submenu (below), plus your quick / full / reaction / protocol / free actions, and a Deactivate group for active items
Attacks (in Actions) Skirmish, Barrage, Ram, Grapple, Improvised Attack (mech / NPC), Fight (pilot), then a Tools group: Basic Attack, Damage, Throw Weapon, Pickup Weapon
Weapons Equipped weapons, grouped by mount (mech) or listed flat (NPC / pilot)
Tech Basic Tech, Scan, Lock On, Bolster, Invade
Systems Equipped systems (mech) or system features (NPC)
Frame Core system, traits, integrated systems, built-ins (mech). Stats, traits, class features (NPC)
Pilot / Pilot Gear Pilot stats, talents, gear, skills
Talents / Skills Talent ranks and skill checks
Deployables Deploy, recall, and link buttons, plus the actor's deployables
Resources Counter cells for resources, extra trackables, and ammo
Utility Six submenus: Gameplay (full repair, structure, overheat, resurrect, recharge, reload, generate scan, Effect Manager, reinforcement, hide/reveal), Movement (knockback, teleport, fall, revert, reset history), Measures (see below), Log, Glossary, and Misc (Vote, Downtime, Reserve, Rest, Add Extra)
Statuses Opens the status panel (below)
Macros Your pinned macros (tah.macroList), right-click a slot to edit it

Counters show their value with โ–ฒ โ–ผ arrows.

Toggle tah.showAidHandleInteractSqueeze to show or hide the Aid, Handle, Interact, and Squeeze entries in the Actions category. These come from PPG (Prototype Pattern Group).

See also: movement actions โ†’ Movement, resurrect โ†’ Wrecks, reinforcement โ†’ Gameplay Automation, scan โ†’ Gameplay Automation.


Item interaction

Right-click any item for a detail popup with its description, tags, range / activation, and action-type icon. Items with v3 LCP data (from Lancer NPC Import) also show its chips under the matching text, like on the sheets. Rows with a popup show a small triangle in their corner on hover. Clicking a weapon in the Weapons menu doesn't attack: use the Attack button in its popup. Menu rows and popups also carry the small markers below.


Automation indicator - a tiny triangle on the menu row, and โšก in the popup header, mean the item or action has automation.


Extra-action dot - an orange โ— before an action's name means it was added by extras-UI code (e.g. via addExtraActions, or attached to an item by a registered activation) rather than by the system itself.


Disable / destroy toggles appear on items that support them (grayed when off, colored when on), and status badges show an item as available, active, destroyed (striped), or locked by a status (faded, clicking still fires it with a warning).


Status panel

Press Shift+Z (or click the Statuses row) to open it. Search and toggle statuses on a grid: left-click adds or increments a stack, right-click removes one. When a status comes from several sources, a sub-manager lets you adjust each one. The panel also:

  • lists the token's bonuses with the item or actor they come from (a trash button removes them, an eye button turns off a v3 data bonus),
  • links to the Effect Manager (see Effects & Bonuses),
  • has a clear-all-effects button,
  • and shows your custom statuses when Temporary Custom Statuses is installed.



Log panel

The token's last ~40 action cards, newest first. Click one to expand the full card again.


Glossary panel

The scans you've run, shown with portraits and names and searchable by name. Click one to open its scan journal entry. (The scan tools themselves are in Gameplay Automation.)


Search, favorites, macros, and HUD position

Search - press Shift+F (or click the search icon in the Menu band) to filter every category at once. Matches update as you type, and Enter uses the selected one, or the first.


Favorites - Ctrl+right-click an item to pick its wheel (1 to 3). The star in the Menu band gathers your favorites, and Shift+X opens or closes that column.


Action Wheel - press F on a selected token to get your favorites as a wheel around it. Click to use, right-click for details, hover for the range preview. Tab cycles through the wheels that have favorites.


Status Wheel - press G for the token's statuses and your starred ones. Click to apply, right-click to remove. The second page holds constant and v3 data bonuses: right-click removes a constant bonus, or turns a data bonus off and on.


Wheel size - Wheel Radius Offset under Opening & Layout moves the ring in or out.


Macro slots - right-click a slot in the Macros row to open its edit dialog, then drop a macro from the hotbar onto the drop zone to assign it.


HUD position - the ๐Ÿ”’ icon on the title bar unlocks the HUD for dragging (cursor turns to grab, โ†บ resets to default). It stays unlocked until you select another token.



Keyboard control

With tah.keyboardNav on (default), you can drive the whole HUD from the keyboard:

  • Shift+WASD moves a cursor through the menus: up/down within a column, left/right to step into a submenu or back out. The first press starts from the row under the mouse.
  • Shift+1 to Shift+9 jump to that row (small numbers mark them).
  • Shift+E activates the focused row (left-click), Shift+Q opens its context action (right-click).
  • Escape closes the popup, then the cursor.
  • The cursor clears after a spell of no input. tah.keyboardNavResetDelay sets how long it lingers.

The nav keys are rebindable under TAH: Move / Activate / Context / Row / Back Out in Foundry's Configure Controls. Bare W/A/S/D/Q/E nudge the selected token. Turn on tah.preventWasdMovement to block that during nav.


Range previews and measures

Hover preview - hovering a weapon or action pulses its range on the canvas (tah.rangePreview). The attack card can pulse the attacker's range too (tah.rangePreviewOnAttackCard). Works standalone, no extra module needed.


Range measures - toggles in the Utility โ†’ Measures menu, run through the Advanced Measure tool. Threat, Sensors and Max Reach pin a range ring on the token, and it stays until you toggle it off, even with the measure toolbar closed. A Custom measure lets you set a size and pin it the same way. When the Lancer ruler is on, Movement turns on the toolbar's movement reach.


3D Areas by Default (tah.areaElevationAware) - not a measure, it is the default for the area pickers (blast, cone, and the like). When on, areas become 3D volumes that clip to terrain.


Narrative mode

With tah.narrativeMode on (default), the HUD still shows when no token is selected, linked to one of your pilots (pick it from the header). Exposes the pilot-relevant categories: pilot, skills, resources, utility, macros.

Notable options

Option What it does
Token HUD buttons One toggle each for the buttons on Foundry's own token HUD: Status Effects, Combat State, Target State, and Revert Last Movement / Reset Movement History.
Custom Status HUD Button Mirrors the Temporary Custom Statuses setting: adds its status button to Foundry's token HUD.
Narrative TAH When no token is selected, show a narrative HUD linkable to a pilot.
TAH Above Actor Sheets Keep the TAH on top of open actor sheets.
Show Team / Disposition Indicator Colored stripe on the title bar: team if Token Factions advanced teams is active, otherwise disposition.
Open Menus Open categories on hover or on click.
Hover Close Delay (seconds) How long the HUD stays open after the mouse leaves.
Max items per column Rows per column before it scrolls (20 by default, 0 = no cap, top menu never capped).
HUD Scale Size of the Token Action HUD, its popups and the measure toolbar.
HUD Portrait Artwork above the name bar: none, token art (default), or actor portrait. Tokens can override it in the L.A tab.
Portrait Applies To All actors (default), or mechs and pilots only.
Mechs Use Pilot Art Draw the linked pilot's image instead of the mech's.
Portrait Scale Size of the portrait.
Weapon Range Preview Show weapon range on the map when hovering items in the HUD. Works standalone, no extra module needed.
Aid / Handle / Interact / Squeeze Actions Show these actions in the Actions category. They come from PPG (Prototype Pattern Group).

Combatants as cards in team lanes at the top of the screen. Turn it on with Enable Combat Carousel (combatCarousel) in the Combat & Movement tab.

  • Lanes use the teams from my Token Factions fork, otherwise dispositions.
  • Card bars follow the canvas visibility rules.
  • Controls work like Carousel Combat Tracker. Double-click a card to activate it, or to end the turn on the acting card.
  • Add Event (GM) adds a timed entry that expires after its duration in rounds.

Per-player options: Portrait Size, Carousel Length, Deck Max Overlap (overlap before the strip scrolls) and Deck Slide.