# Action points

(Redirected from )
Action points
, ,
modifiesNumber of things a player can do during one combat turn
governed by
initial value5 + Agility / 2
related perksFallout, Fallout 2, Fallout Tactics:
/, , , ,
Fallout 2, Fallout Tactics:
,
Fallout Tactics only:
related traits,
Fallout Tactics only:
,
modifiesNumber of things a player can do during mode
governed by
initial value65 + 2 * Agility
related perks/, ,
modifiesNumber of things a player can do during mode
governed by
initial value65 + 3 * Agility
related perks/, , , , ,
related traits, ,
modifiesNumber of action a player can perform during one V.A.T.S. sequence
governed by
initial value?
related perks?
related traits?

The number of actions that the character can take during one combat turn.

— Fallout In-game description

Action points (or AP) is a game mechanic governing the number of things a player can do during one combat turn in and . In and , Action Points are used to fire weapons in the mode.

## 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.

$\text{Initial level}=5+\left\lfloor\frac{\text{Agility}}{2}\right\rfloor$

Example: A starting of 5.

$5+\left\lfloor\frac{5}{2}\right\rfloor=7~\text{Action points}$

### Notes

• The adds 1 AP per rank.
• The 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 system to fire at opponents, each weapon has it own cost per use and can be found in the 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 of 5.

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

### Notes

• Initial base AP is 65-85 AP depending on Agility.
• This limit can be increased with the addition of bonuses (see table below).
• Though somewhat difficult, and by utilizing all possible bonuses, the maximum AP possible is 280 AP for a brief time.

### Fallout 3 AP Bonuses

Name AP bonus Duration Value Notes
2-20 Permanent N/A N/A 2 AP per point
/
25 Permanent N/A 00031dba
0007b202
Level 16 .
Restoration (see notes) Permanent N/A 00099834 Level 20 . Killing a target in V.A.T.S. restores 100% of your Action Points upon exiting V.A.T.S.
Regeneration (see notes) Permanent N/A 0011c2 Level 26 . Increased regeneration rate of AP. Only obtainable through .
25 While equipped 100 0007401c Worn by (quest: "", optional objective "Just for the taste of it").
5 While equipped 430 00023030 From the quest:
10 While equipped 400 00b95f Obtained through the unmarked quest in
15¹ While equipped 739 00b50f Granted for finding all 100 in
10 1 hour (4 minutes actual) 7 00095f48 Duration doubled with
20 1 hour (4 minutes actual) 30 000284f9 Duration doubled with
20 1 hour (4 minutes actual) 20 00049076 Duration doubled with
30 1 hour (4 minutes actual) 20 00015164 Duration doubled with
40 1 hour (4 minutes actual) 50 000c9cf4 Duration doubled with
0 or 10 30 seconds actual 25 007a6b 5% chance of +10 AP(25% chance of random negative penalty). Obtained in various locations throughout . Does not stack with .
0 or 10 30 seconds actual 25 007a6c 5% chance of +10 AP(25% chance of random negative penalty). Obtained through in . Does not stack with .
¹ Due to a coupled penalty of -1 Agility point, the overall effect of the armor is only an increase of 13 AP. This can be offset by wearing (+1 Agility), or consuming (+4 Agility), Alien biogel or Adapted biogel(both biogels have a 5% chance of +2 Agility and a 25% chance of random negative penalty).

### Regeneration Rate

Action points are regenerated at a flat rate of 1 per .25 seconds, or 4 per second. A character with average (5) Agility will need 18.75 seconds to fill their AP bar after depleting it.

## Fallout: New Vegas

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

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

Example: A starting 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).

### Fallout New Vegas AP Bonuses

Name AP bonus Duration Value Notes
3-30 Permanent N/A N/A 3 AP per point
10 Permanent N/A
/
15(per rank) Permanent N/A Level 16 bonus
None (see notes) Permanent N/A increasing AP Regen rate by +20%.
20 While equipped 100
14 1 hour 75
30
10 1 hour 5
15 1 hour 20
40 1 hour 50
7
4
13 5

### 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 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 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 0.06 (1/0.06 =16.66 seconds).