17 : Ghouls can run/charge. Contradiction with : Fallout 1 and 2. In Fallout's lore, there are three « races » of Ghouls : Crazies, Scavengers and Mindless Ones. The only ones who went feral were the Mindless Ones or "Zombies" and they were frail, they were few, slow, they were weak and the only place I remember ever seeing them was around Necropolis. I don't even remember seeing any in Fallout 2. Why's that? Cause they've long since died off. Why? Darwinism, that's why. Survival of the fittest. And they disappeared while being protected by the crazies and scavengers, because they knew they needed protection and couldn't survive on their own longer than a single generation.
A single charge, and they'd break their legs. For how long would they be crippled ? All their life. So, logically, they don't run. It's actually a pretty important plot element in Fallout 2, as demonstrated by Lenny.
He, a medic ghoul (not a redneck zombie but an educated doctor) clearly states that Ghouls can't run. This is actually why he feels so sorry for himself and joins Fallout 2's hero, as an atonement act : he couldn't run after the hero's ancestor and help him with his quest. FO1 and 2 made a big deal of showing that Ghouls are easily scared by danger and stay away from trouble because of their fragility... they have advanced atrophy and a skeletal structure that is quite bad at even holding things in place - as we learn from the dialogue in FO2 talking with Harold, and in Fallout Tactics dialogs with the Ghouls who seek the protection of the Midwest Brotherhood of Steel. The bravest Ghouls actually enlist in the brotherhood ranks, but their agility is limited to six points and they can't run. They can only do an awkward, twisted trot.