Activated Abilities are abilities that are voluntarily activated by the player.
Written using the following syntax:
[Cost] [Activation restriction (if any)] -- [Effect.]Activated abilities require a cost to be paid in order for an effect to happen. All activated abilities have a dash "--" that separates the cost and activation restrictions (to the left) from the effect (to the right).
Examples: Lord of the Dead, Healing, Fireburst
In order to get the effect of an activated ability, the cost must be paid. The usual cost to use an activated ability is some number of order points, though other costs such as downing one of the unit’s own figures may also be used. All costs must be payable to get the effect.
Some abilities can have an activation restriction. In order for the costs to be paid in the first place the activation restriction must be met. For example, an ability that says "1 OP, if this unit is undead --" can only be used if that unit is undead.
During a player's order phase they may activate an activated ability. Doing so requires giving the unit a special order. Technically an activated ability itself has no inherent use cap (such as once per turn) but a unit may only be given one Special Order a turn. (See Special Orders.)