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==''Fallout'', ''Fallout 2'' and ''Fallout Tactics''==
 
==''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.
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Action Points are spent firing a weapon, reloading a weapon, fetching equipment from the character's backpack or moving to a new battlefield hex.
   
 
:<math>\text{Initial level}=5+\left\lfloor\frac{\text{Agility}}{2}\right\rfloor</math> (rounded down)
 
:<math>\text{Initial level}=5+\left\lfloor\frac{\text{Agility}}{2}\right\rfloor</math> (rounded down)
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* Maximum initial base is capped at 85 AP.
 
* Maximum initial base is capped at 85 AP.
 
* This limit can be increased with the addition of bonuses (see table below).
 
* This limit can be increased with the addition of bonuses (see table below).
* The Level 20 [[Fallout 3 perks|perk]], [[Grim Reaper's Sprint]] restores all Action Points if the player managed to score a kill during V.A.T.S.
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* The Level 20 [[Fallout 3 perks|perk]] [[Grim Reaper's Sprint]] restores all Action Points if the player manages to score a kill during one round of V.A.T.S.
   
 
===''Fallout 3 AP Bonuses''===
 
===''Fallout 3 AP Bonuses''===

Revision as of 17:22, 18 November 2012

 
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VB
Gametitle-FO1Gametitle-FO2Gametitle-FO3Gametitle-FNVGametitle-FOTGametitle-VB
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 Fallout and Fallout 2. In Fallout 3 and Fallout: New Vegas, Action Points are used to fire weapons in V.A.T.S..

Fallout, Fallout 2 and Fallout Tactics

Action Points are spent firing a weapon, reloading a weapon, fetching equipment from the character's backpack or moving to a new battlefield hex.

(rounded down)

Example: A starting Agility of 5.

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 used in the V.A.T.S. system to attack opponents, each weapon has it own cost per use and can be found on 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.

Example: A starting Agility of 5.

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 if the player manages to score a kill during one round of V.A.T.S.

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 Worn by Goalie Ledoux (quest: "The Nuka-Cola Challenge", optional objective "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


Maximum AP

The maximum figure achievable without 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 armor carries. An alternative to negate the -1 Agility is to use the Chinese Stealth Armor Multiple Hat Glitch/Exploit to wear Poplar's Hood which has a +1 Agility bonus and stack it with Ledoux's Mask for the +30 AP, making the maximum total 150 AP.

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 penalty carried by the tribal power armor can be negated using either more alien biogel or fire ant nectar (280). An alternative to negate the -1 Agility is to use the Chinese stealth armor multiple hat glitch/exploit to wear Poplar's hood which has a +1 Agility bonus and stack it with Ledoux's mask for the +30 AP.

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.

Example: A starting Agility of 5.

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 Base ID Notes
Agility 3-30 Permanent N/A N/A 3 AP per Agility point
Kamikaze 10 Permanent N/A Trait
Action Boy/
Action Girl
15(per rank) Permanent N/A Level 16 Perk bonus
Nerves of Steel None (see notes) Permanent N/A Perk increasing AP Regen rate by +20%.
Grim Reaper's Sprint None (see notes) When triggered N/A Perk restores 20 AP on a kill in V.A.T.S.
General Oliver's uniform 20 While equipped 100
Courier duster 15 While equipped 1700 "Fighting Chance" (Legion variant) in Lonesome Road
Nuka-Cola Victory 14 1 hour 75
Rocket 30 1/2 hour
Dixon's Jet 10 2 hour 5
Jet 15 2 hour 20
Ultrajet 40 2 hour 50
Trail mix 7 1/4 hour
Mushroom Cloud 4
Sugar Bombs 13 1/4 hour 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 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).

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