From The Vault
|
| 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 |
| 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 |
| 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.
Fallout 3 AP Bonuses