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 the characters backpack or moving to a new battlefield hex.


 * $$\text{Initial level}=5+\left\lceil\frac{\text{Agility}}{2}\right\rceil$$

Example: A starting Agility of 5.


 * $$5+\left\lceil\frac{5}{2}\right\rceil=8~\text{Action points}$$

Notes:
 * 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 consumed in V.A.T.S. system to fire at opponents, each weapon has it own cost per use and can be found in the weapons page. 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.


 * $$\text{Initial level}=65+(2\times\text{Agility})$$

Example: A starting Agility of 5.


 * $$65+(2\times5)=75~\text{Action points}$$

Notes:
 * Maximum initial base is capped at 85 AP.
 * This limit can be increased with the addition of bonuses (see table below).
 * 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 3 AP Bonuses
Maximum AP

The maximum figure achievable without items and chems is 148. Starting AP = 65 + 10 Agility (85) + the 'Action Boy perk' at level 16 (110) + 'Ledoux's Hockey Mask' (135) + the 'Tribal Power Armor' (148). The +15AP bonus is negated by the -1 agility penalty which the armour carries.

The maximum figure achievable with items and chems is a massive 280. (148) + Jet (178) + 'Ultrajet' (218) + 'NukaLurk Meat' (228) + 'Nuka Cola Quantum' (248) + 'Mississippi Quantum pie' (268) + 'Alien Biogel' (278). The -1 Agility/ -2AP penatly carried by the 'Tribal Power Armor' can be negated using either more 'Alien Biogel' or 'Fire Ant Nectar' (280).

Fallout New Vegas
Action Points in Fallout New Vegas function mechanically identical to Fallout 3, however the agility bonus is now multipled by 3 instead of 2.


 * $$\text{Initial level}=65+(3\times\text{Agility})$$

Example: A starting Agility of 5.


 * $$65+(3\times5)=80~\text{Action points}$$

Notes:
 * Maximum initial base is capped at 95 AP.
 * This limit can be increased with the addition of bonuses (see table below).

Regeneration Rate
A character will take 16.66 seconds to recover their AP bar to full regardless of their AP total, unless their AP is modified by perks. It should be noted that AP gained through perks do NOT count towards regeneration rate. Therefore a player with 115 AP, 30 of which were gained through Action Boy perks, would actually take over 23 seconds to fully recover their AP bar. Furthermore, the perk Nerves of Steel decreases this regeneration period by 20%, to a potential minimum recovery period of 13.33 seconds.

The exact recovery time can be derived from the GECK variable fActionPointsRestoreRate, which in Fallout New Vegas is the inverse of the number of seconds required to fully restore the AP bar. The default value is 0.060 (1/0.06 = 16.66 seconds).

Action Points Punkty Akcji Очки действия