Grim Reaper's Sprint
Grim Reaper's Sprint
Effects[edit | edit source]
Fallout 3[edit | edit source]
Landing a killing blow in V.A.T.S. will immediately restore all Action Points allowing the player to begin a new series of attacks immediately. However, foes killed by allies or other means will not trigger the perk, even if in V.A.T.S.
Fallout: New Vegas[edit | edit source]
In Fallout: New Vegas, the perk only gives back 20 AP upon a kill in V.A.T.S. Although this is a significant reduction to the effectiveness of the perk, the perk is still very useful with high power, low AP cost weapons. The effectiveness of Grim Reaper's Sprint is dependent upon three things: AP cost of the weapon, damage of the weapon, and toughness of the enemy.
Fallout 4[edit | edit source]
With the Grim Reaper's Sprint perk, kills in V.A.T.S. have a chance to restore all depleted Action Points, and may even fill the Critical Hit meter.”— Fallout 4 loading screen hints
Grim Reaper's Sprint restores all action points upon a kill like in Fallout 3, but only has a 15% chance of doing so at the first rank. The second rank raises the chance to 25%, and the third rank increases it to 35% in addition to filling your critical meter completely.
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Notes[edit | edit source]
- If a companion, the Mysterious Stranger, damage over time (like with a flamer), a car explosion, or the explosion caused by targeting an enemy's grenade kills the target, your AP will not be restored.
- Knocking an essential non-player character unconscious counts as "killing" them for the purposes of this perk.
- In Fallout 3, the G.E.C.K. script actually gives the player 1000 AP after a kill, rather than restoring the player's exact amount of AP.
- Be aware that in Fallout: New Vegas, some weapons will not gain another shot in V.A.T.S from only 20 AP. Even in this case, the perk retains some usefulness in that it does allow you to go back into V.A.T.S sooner and fire again, even if you cannot immediately return to V.A.T.S mode and fire again.
Behind the scenes[edit | edit source]