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.

AP Cost
Action Base
1 AP
Movement per hex
3 AP
Hand to Hand (HtH) Attack
4 AP
Melee Weapon Attack
5 AP
Ranged Attack (single)
6 AP
Ranged Attack (burst)
6 AP
Targeted Attack (single)
2 AP
Standing stance to couch stance
2 AP
Reloading Ammo
4 AP
Accessing Inventory
3 AP
Opening a door or other action
0 AP
Toggling active items
0 AP
Switching weapon modes
4 AP
Jump
2 AP
Couch stance to laying stance

 


Other Actions.

You can also push or ask your teammate to move aside, asking teammate will cost you 1 Action Point and if your teammate do not have any Action Point left, then he could not move and that if he does have some Action Points left, he then could move the amount of hexes that his remaining Action Points allows him to. Of cause, it also depends on whether your teammate wants to move. Regardless, it will still cost you 1 Action Point. If you perform actions that require a reasonable amount of work and time, like opening a door, it will cost 3 Action Points. Some skills or actions require so much game time that they cannot be used in a combat turn. Specifically, First Aid and Doctor skills cannot be used in combat. Some interface issues require no time at all in the larger scheme of things. Change weapon modes require no Action Points. Neither does switching between the two active item slots.