Action Points

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**Action Points**  (or **AP**) is a game mechanic governing the number of things a character can do during one combat turn in *Fallout* and *Fallout 2*. In *Fallout 3* and *Fallout: New Vegas*, Action Points are used to attack in V.A.T.S. In *Fallout 4* and *Fallout 76*, Action Points are also used to attack in V.A.T.S., in addition to holding breath while using scopes, sprinting and operating the jet pack.

## *Fallout*, *Fallout 2* and *Fallout Tactics*

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

# Initial level
5
f
l
o
o
r

⌊

Agility
2

⌋

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

Example: A starting Agility of 5.

5

⌊

5
2

⌋

=
7

Action points

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

### Notes

* The Action Boy/Action Girl perk adds 1 AP per rank.
* The Bonus Move perk adds 2 special AP per rank that can only be used for movement.
* In *Fallout* and *Fallout 2*, the counter only shows up to 10 AP but internally it keeps track of any extras. In *Fallout Tactics* all AP show properly.
* In *Fallout Tactics* in continuous turn-based mode, the AP regeneration rate is directly proportional to the amount of AP a character has.

## *Fallout 3*

Action points are used in the V.A.T.S. system to attack opponents, each weapon has its own cost per use and can be found on the weapons page. Unlike in the turn-based games, action points are not accumulated at the end of a turn. Instead, Action Points are regenerated over time.

# Initial level
65
(
2
×
Agility
)

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

Example: A starting Agility of 5.

65
(
2
×
5
# )
75

Action points

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

### 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 by successfully killing an enemy during one round of V.A.T.S.

### AP bonuses

**Maximum AP**

The maximum figure achievable without chems is 148.
Starting AP = 65 + 10 Agility (85) + the Action Boy/Action Girl 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 multiplied by 3 instead of 2.

# Initial level
65
(
3
×
Agility
)

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

Example: A starting Agility of 5.

65
(
3
×
5
# )
80

Action points

{\displaystyle 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).

### 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 the regeneration rate. Therefore, a player character with 115 AP, 30 of which were gained through Action Boy/Girl 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 Action Points Restore Rate, 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).

## *Fallout 4*

Action Points in *Fallout 4* function mechanically identically to those in *Fallout 3* and *New Vegas*; however, Agility is multiplied by 10 instead of 2 or 3 to calculate how many you have.

# Initial level
60
(
10
×
Agility
)

{\displaystyle \text{Initial level}=60+(10\times\text{Agility})}

Example: A starting Agility of 5.

60
(
10
×
5
# )
110
 Action points

{\displaystyle 60+(10\times5)=110\text{ Action points}}

The base action points regeneration rate is 6.0% per second or 16.66 seconds ( 100/6.0 ) from 0 to 100%.

Action Points can now be used to sprint. The rate at which they deplete while sprinting relies on Endurance.

### Action Point cost per shot

Weapon mods can affect AP cost. V.A.T.S. will only allow 16 shots to be queued, regardless of any remaining AP afterward.

* **Lower cost**: anything with the prefix "Light, Quick, Hair Trigger, Advanced, Reflex, or Sharpshooter" reduces AP cost in V.A.T.S.
* **Higher cost**: anything with the prefix "Heavy, Long, Rapid, Piercing, Automatic, Large, Drum, Full, Scope and Sniper" increases AP cost in V.A.T.S.

## *Fallout 76*

Action Points in *Fallout 76* function similarly to those in *Fallout 4* ; starting at 60 AP and increasing by 10 for every level in Agility.

60
(
10
×
Agility
)

{\displaystyle 60+(10\times\text{Agility})}

The base action point regeneration rate is 6.0 per second or 16.66 seconds ( 100/6.0 ) from 0 to 100%.

Action Points can also be used to jump and sprint. The rate at which they deplete while sprinting relies on Endurance, the Agility perk card Marathoner, and being overencumbered.

Action points are also spent when attempting to enter VATS while no VATS targets are visible. The cost of this is 5 action points per attempt. No action points are spent when successfully targeting, however.

Hunger and Thirst also directly affect the number of action points a player character has, as well as the regeneration rate. So staying full and hydrated is recommended to be in top shape.

### Action Point cost per shot

Weapon mods can affect AP cost. V.A.T.S. will only allow 16 shots to be queued, regardless of any remaining AP afterward.

* **Lower cost**: anything with the prefix "Light, Quick, Hair Trigger, Advanced, Reflex, Marksman or Sharpshooter" reduces AP cost in V.A.T.S.
* **Higher cost**: anything with the prefix "Heavy, Long, Rapid, Piercing, Automatic, Large, Drum, Full, Scope and Sniper" increases AP cost in V.A.T.S.

Template:Navbox derived stats

de:Aktionspunkt
es:Puntos de acción
fi:Action Points
fr:Points d'action
it:Punti Azione
no:Action Points
pl:Punkty Akcji
ru:Очки действия
uk:Очки дії