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 268 points!
 * Unlike in the turn-based games, action points in Fallout 3 and Fallout: New Vegas 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.

Fallout New Vegas
Action Points in Fallout New Vegas function mechanically identical to Fallout 3 however the agility bonus is now times 3 giving a formula of 65+3*Agility for a maximum initial base of 95 AP (105 AP with Kamikaze trait)

General Oliver's Uniform provides +20 AP when equipped

Fallout New Vegas AP Bonuses
Action Points Punkty Akcji Очки действия