Action points
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Action points  
 
The number of actions that the character can take during one combat turn.
”— Fallout Ingame descriptionAction 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, Fallout: New Vegas, and Fallout 4, Action Points are used to fire weapons in the V.A.T.S. mode.
Contents
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.
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. In Fallout they are completely invisible, not appearing on the counter at all. In Fallout 2, they are colored yellow to distinguish them from normal AP.
 The Quick Recovery perk reduces the cost of getting back up after being knocked down in mid battle from the enormous 4 AP to 1 AP.
 Similarly, Quick Pockets reduces the AP cost for accessing your Inventory in mid battle.
 Both Bonus HtH Attacks & Bonus Rate of Fire perks reduce AP cost for specific combat type. The first affects Unarmed, while the latter affects ranged (including thrown).
 The Fast Shot Trait has the same effect as the above Bonus Rate of Fire perk, but at the cost of not being able to target specific body parts/use VATS.
 The Bruiser trait reduces your initial AP by 2.
 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.
 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 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 turnbased 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
 Initial base AP is 6585 AP depending on Agility.
 This limit can be increased with the addition of bonuses (see table below).
 Though somewhat difficult, and by utilizing all possible bonuses, the maximum AP possible is 280 AP for a brief time.
Fallout 3 AP Bonuses
Name  AP bonus  Duration  Value  Base ID  Notes 

Agility  220  Permanent  N/A  N/A  2 AP per Agility point 
Action Boy/ Action Girl 
25  Permanent  N/A  00031dba 0007b202 
Level 16 Perk. 
Grim Reaper's Sprint  Restoration (see notes)  Permanent  N/A  00099834  Level 20 Perk. Killing a target in V.A.T.S. restores 100% of your Action Points upon exiting V.A.T.S. 
Nerves of Steel  Regeneration (see notes)  Permanent  N/A  xx0011c2  Level 26 Perk. Increased regeneration rate of AP. Only obtainable through Broken Steel. 
Ledoux's hockey mask  25  While equipped  100  0007401c  Worn by Goalie Ledoux (quest: "The NukaCola Challenge", optional objective "Just for the taste of it"). 
Ranger battle armor  5  While equipped  430  00023030  From the quest: Reilly's Rangers 
LagBolt's combat armor  10  While equipped  400  xx00b95f  Obtained through the unmarked quest The Sorrowful Suitor in Broken Steel 
Tribal power armor  15¹  While equipped  739  xx00b50f  Granted for finding all 100 Steel Ingots in The Pitt 
NukaLurk meat  10  1 hour (4 minutes actual)  7  00095f48  Duration doubled with Chemist 
NukaCola Quantum  20  1 hour (4 minutes actual)  30  000284f9  Duration doubled with Chemist 
Mississippi Quantum pie  20  1 hour (4 minutes actual)  20  00049076  Duration doubled with Chemist 
Jet  30  1 hour (4 minutes actual)  20  00015164  Duration doubled with Chemist 
Ultrajet  40  1 hour (4 minutes actual)  50  000c9cf4  Duration doubled with Chemist 
Alien biogel  0 or 10  30 seconds actual  25  xx007a6b  5% chance of +10 AP(25% chance of random negative penalty). Obtained in various locations throughout Mothership Zeta. Does not stack with Adapted biogel. 
Adapted biogel  0 or 10  30 seconds actual  25  xx007a6c  5% chance of +10 AP(25% chance of random negative penalty). Obtained through Elliot Tercorien in Mothership Zeta. Does not stack with Alien biogel. 
 ¹ Due to a coupled penalty of 1 Agility point, the overall effect of the armor is only an increase of 13 AP. This can be offset by wearing Poplar's hood(+1 Agility), or consuming Fire ant nectar(+4 Agility), Alien biogel or Adapted biogel(both biogels have a 5% chance of +2 Agility and a 25% chance of random negative penalty).
Regeneration Rate
Action points are regenerated at a flat rate of 1 per .25 seconds, or 4 per second. A character with average (5) Agility will need 18.75 seconds to fill their AP bar after depleting it.
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  330  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  
NukaCola 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 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 0.06 (1/0.06 =16.66 seconds).
Fallout 4
In Fallout 4, action Points function similarly to Fallout 3 and Fallout: New Vegas; however, Agility is multiplied by 10 instead of 2 or 3 to calculate total AP.
Example: Starting base Agility of 5.
Base action points regeneration rate is 6.0% per second or 16.66 seconds (100/6.0) from 0% to 100%.
Action Points are also used when sprinting. The rate at which action points deplete in sprint relies on Endurance.
Fallout 76
Action Points in Fallout 76 function near exactly the same as in Fallout 4; starting at 60 AP and increasing by 10 for every level in Agility.
Base action point regeneration rate is 6.0 per second or 16.66 seconds (100/6.0) from 0 to 100%.
Action points are also be used to jump and sprint. The rate at which they deplete while jumping or in sprint 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.
Hunger and Thirst also directly affect the number of action points a player has, as well as the regeneration rate. So staying full and hydrated is recommended to be in top shape.
Gallery

 Missing data (Fallout 3)
 Missing data (Fallout: New Vegas)
 Combat
 Fallout derived statistics
 Fallout 2 derived statistics
 Fallout 3 derived statistics
 Fallout Tactics derived statistics
 Fallout: New Vegas derived statistics
 Fallout 4 derived statistics
 Fallout 76 derived statistics
 Van Buren derived statistics
 Lionheart derived statistics