Action Points determine how much a character can
do in a space of time. Different actions have different Action Point
costs. The number of action you can take each turn are determined by
a character's total number of Action Points (AP), the more Action Points
your character has, the more things he/she can do. In order for you
to perform any action, you must spend an adequate amount of your character's
Action Points, when you are out of Action Points your turn is over.
Or if your remaining Action Point(s) is not enough to perform any action
at that time, you can allocate them to add to your armor class value.
Basically, what ever remaining Action Points that is not spend will
be allocate to your armor class value till your next turn. You will
gain back all your action points when it reaches you turn again. Weapons
and Items have their Action Point cost listed on their description on
your Fallout Character Sheet. Most other actions cost between 1 and
4 Action Points to perform. It costs very little to walk one hex (one
AP to be specific), but it costs more to walk several hexes. Attacking
with a knife is faster than aiming with a rifle, so the knife attack
will cost less AP to perform. The following chart will give you an idea
of the number of APs required to perform an action. The actual amount
may vary, depending on your character and what item your character uses.