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Action Points

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Action Points
Action Points.png
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
Fallout: New Vegas
modifies: Number of things a player can do during V.A.T.S. mode
modified by: Agility
initial level: 65 + 3 * Agility
related perks: Action Boy/Action Girl, Beautiful Beatdown, Grim Reaper's Sprint, Math Wrath, Nerves of Steel, Plasma Spaz
related traits: Fast Shot, Kamikaze, Trigger Discipline
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:  ?
 
Gametitle-FO1.pngGametitle-FO2.pngGametitle-FO3.pngGametitle-FNV.pngGametitle-FOT.pngGametitle-VB.png
Gametitle-FO1.pngGametitle-FO2.pngGametitle-FO3.pngGametitle-FNV.pngGametitle-FOT.pngGametitle-VB.png
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 the V.A.T.S. mode.

Contents

Fallout, Fallout 2 and Fallout TacticsEdit

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 (rounded down)

Example: A starting Agility of 5.

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

NotesEdit

  • 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 3Edit

Action points are consumed in V.A.T.S. system to fire at opponents, each weapon has it own cost per use and can be found in 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.

\text{Initial level}=65+(2\times\text{Agility})

Example: A starting Agility of 5.

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

NotesEdit

  • 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 managed to score a kill during V.A.T.S.

Fallout 3 AP BonusesEdit

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 VegasEdit

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 Agility 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 BonusesEdit

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%.
General Oliver's uniform 20 While equipped 100
Nuka-Cola Victory 14 1 hour 75
Rocket 30
Dixon's Jet 10 1 hour 5
Jet 15 1 hour 20
Ultrajet 40 1 hour 50
Trail mix 7
Mushroom Cloud 4
Sugar Bombs 13 5

Regeneration RateEdit

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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