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 and Fallout: New Vegas).

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.
 * Every weapon has a certain AP cost for each shot queued. For the AP cost for each weapon, see the weapons page.
 * Action point total is equal to 65+2*Agility for a maximum initial base of 85 AP.
 * Players can reach a maximum base of 148 AP by utilizing specialized perks and equipment.
 * By consuming specific food items AP can be temporarily raised to a staggering 270 points!
 * Unlike in turn-based games, action points in Fallout 3 are not accumulated at the end of a turn. Instead, action points are regenerated over time.
 * Note: the Level 20 perk, Grim Reaper's Sprint restores all Action Points upon exiting V.A.T.S. if the player managed to score a kill during V.A.T.S.
 * If you wish to achieve the maximum number of action points, you should have an agility of 10 (96 ap) the Action Boy perk (25 ap) Ledoux's Hockey Mask (25 ap) and Tribal Power Armor (15 ap) for a total of 160 ap.

Fallout 3 AP Bonuses
Action Points Punkty Akcji Очки действия