Action Points (AP) are the core of the combat system in the Fallout series. Each player Character performs actions per time in Real-Time mode, and actions per turn in Turn-Based mode. Actions are thus limited by how many Action Points you have, which regenerate depending on your combat mode. Walking, shooting, reloading, healing, picking locks, recovering from a knockdown, picking up and dropping items, are some examples of actions, each of which has an AP cost. A Character's AP is determined by their build, and Agility plays a major role, as does the Action Boy perks and a few other factors.
NOTE: Some skills require 5 Action Points to use.
NOTE: Opening a container requires 4 Action Points.
NOTE: Using a Super Stimpak requires 5 Action Points.
In Real-Time mode, your Action Points will regenerate only when you stand still, so your AP does not recover while you're running. In Real-Time, your AP regenerates from 0 to full (whatever full is for your Character) in 4 real-time seconds, so the higher your maximum Action Points the faster each of your APs will regenerate. In Turn-Based mode, your Action Points are fully regenerated each turn.
This is expressed in ms and is set in config.fos by: __ApRegeneration = 4000;
Two players in Real-Time: one has 10 AP and the other has 15 AP. They both spend all of their AP at the same exact moment, down to zero AP. Over the next 4 seconds, AP of both characters will recharge to full. So the 15 AP character gets a 1.5x faster recharge. If they both need 4 AP to shoot their gun again, the 15 AP character will be able to shoot sooner than the 10 AP character. This is why some players choose to use Jet for +2 AP, even though Jet reduces their DR.
Maximum Action Points
Your maximum Action Points are calculated with the following formula:
5 + (Agility/2)
It can also be increased with the Action Boy perk (+1 AP per rank of this perk) or by taking Jet or Nuka-Cola. (AP from Drugs is only temporary.) In Turn-Based mode, each character gets 2 free AP for movement only (formerly a perk called Bonus Move).
NOTE: If you are Radiated, your AP is likely decreased by 1 AP for each 10% of radiation.
Base Action Points Calculation
|Agility||Maximum Action Points||With Bruiser trait|