Action Points

Metropolis Man

First time out of the vault
First of all, I'm a total newbie here, so keep that in mind with this question: shouldn't I start a combat turn with all 10 action points lit green? If not, why not? I always start with only 6 green lights which really limits how much damage I can do. Thanks.
 
Your AP per turn can indeed be lower than 10; more specifically it's something like AG/2+5. Check your character screen.

I suggest you give the manual a good long read.
 
Note that you can also have more than 10 AP a turn.
IIRC your maximum AP are shown in the character editor screen (the button labelled "CHA" somewhere above the one labelled "PIP"). For further information read the manual (which you should either have in print or in PDF on a CD that came with the game in the box you legally bought).
 
yes, jet has advantages, it gives you more action points and a higher perception, maybe endurance too, I'm not sure.

EDIT: but remember that there ain't jet in fallout1. And I suppose that's what this is about.
 
My advice: Scrap that character. It sucks. Make a new Character with 9 or 10 AG. Remember, kiddies: APs are your freeeeend!
((Damn i's...))
 
Actually, Luck is, too. It wouldn't be fun to play a character with AG 10 and LK 1.
 
I used to play with a luck of 2 and agility of 10, I would have had 1 luck if it weren't for the gifted trait. It worked, but I had very few criticals :?
 
Back
Top