Action Points

Action Points (or AP) is a game mechanic governing the number of things a player can do during one combat turn (in Fallout and Fallout 2) or in the V.A.T.S. mode (in Fallout 3).

Fallout, Fallout 2 and Fallout Tactics
Action Points are spent firing a weapon, reloading a weapon, fetching equipment from one's backpack or moving to a new battlefield hex.

Initial level: The base Action Points of a character is 5 + AG / 2.


 * The Action Boy perk adds 1 AP per rank.
 * The Bonus Move perk adds 2 special AP per rank that can only be used for movement.


 * Notes: In Fallout and Fallout 2, the counter only shows up to 10 APs but internally it keeps track of any extras. In Fallout Tactics all APs show properly.

Fallout 3

 * Action Points are used in V.A.T.S. to aim and fire at specific body parts.
 * Action point total is equal to 65+2*Agility for a maximum base of 85 AP.
 * The Action Boy perk and Ledoux's Hockey Mask each add an additional 25 action points. The Ranger Battle Armor also gives an additional 5 action points.
 * The player can also temporarily boost APs by drinking Nuka-Cola Quantum, taking Jet, Ultrajet or wearing clothing that increases Agility.


 * Unlike in turn-based games, Action Points in Fallout 3 are not accumulated at the end of a turn, as Fallout 3 is played in real time. Instead, Action Points are regenerated over time, and could be thought of as regenerative "mana points" in fantasy games.


 * Action points can be temporarily raised to a staggering 230 by having 10 Agility taking Jet and Ultrajet wearing Ledoux's Hockey Mask having the Action Boy perk drinking Nuka-Cola Quantum and wearing Ranger Battle Armor

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