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Action points: Misc

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Fallout

Up to date as of February 01, 2010
(Redirected to Action Points article)

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Action Points
Fallout, Fallout 2, Fallout Tactics
modifies: Number of things a player can do during one combat turn
modified by: Agility
initial level: 5 + Agility / 2
related perks: Fallout, Fallout 2, Fallout Tactics:
Action Boy/Action Girl, Bonus HtH Attacks, Bonus Move, Bonus Rate of Fire, Quick Pockets
Fallout 2, Fallout Tactics:
HtH Evade, Quick Recovery
Fallout Tactics only:
Flexible
related traits: Bruiser, Fast Shot
Fallout Tactics only:
Rabid, Targeting Computer
Fallout 3
modifies: Number of things a player can do during V.A.T.S. mode
modified by: Agility
initial level: 65 + 2 * Agility
related perks: Action Boy/Action Girl, Grim Reaper's Sprint, Nerves of Steel
Van Buren
modifies: Number of action a player can perform during one V.A.T.S. sequence
modified by: Agility
initial level:  ?
related perks:  ?
related traits:  ?

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.
  • 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.
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Fallout 3 AP Bonuses

Name AP bonus Duration Value Base ID Notes
Agility 2-20 Permanent N/A N/A 2 AP per Agility point
Action Boy/
Action Girl
25 Permanent N/A 00031dba/
0007b202
Level 16 Perk bonus
Nerves of Steel None (see notes) Permanent N/A xx0011c2 Perk that regenerates AP quickly. Only obtainable through Broken Steel.
Ledoux's Hockey Mask 25 While equipped 100 0007401c From the unmarked quest: Just for the Taste of It
Ranger Battle Armor 5 While equipped 430 00023030 From the quest: Reilly's Rangers
Lag-Bolt's Combat Armor 10 While equipped 400 xx00b95f Obtained through the unmarked quest Fatal Attraction from Broken Steel
Tribal Power Armor 15 (13 since it decreases your Agility by 1) While equipped 739 xx00b50f Granted for finding all 100 Steel Ingots in The Pitt
NukaLurk Meat 10 1 hour 7 00095f48 Duration doubled with Chemist
Nuka-Cola Quantum 20 1 hour 30 000284f9 Duration doubled with Chemist
Mississippi Quantum Pie 20 1 hour 20 00049076 Duration doubled with Chemist
Jet 30 1 hour 20 00015164 Duration doubled with Chemist
Ultrajet 40 1 hour 50 000c9cf4 Duration doubled with Chemist
Derived statistics

This article uses material from the "Action Points" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

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