Fallout / Combat
Fallout combat guide: action points, aimed shots and equipment
Understand turn-based actions, attack chance, armor and recovery in original Fallout.
Edition covered
The original 1997 turn-based Fallout on PC, without total-conversion mods. Publisher pictures show the original game. This is separate from Fallout 2 and the later first-person Fallout games.
3 items · one picture per entry · open a picture for full size.
Combat
More combat
- Firearm — Skill and ammunition · A powerful unfamiliar gun may miss
- Ammo stack — Correct caliber · Similar-looking rounds are not interchangeable
Quick notes
- Budget the turn before moving. Movement, attacks, reloading and inventory actions can spend action points.
- Use the displayed hit chance. Range, skill and the target affect accuracy.
- Inspect ammunition and armor. A weapon's displayed damage is only part of its value.
- Heal before committing to another encounter. Stimpaks provide immediate recovery, while rest and medical skills have their own constraints.
Budget the turn before moving
| Action | Cost or constraint | Practical use |
|---|---|---|
| Move | Uses action points | Reach range or cover |
| Attack | Weapon-specific AP cost | Deal damage reliably |
| Aimed attack | Different cost and accuracy | Target a specific body area |
| Reload | Uses the turn's resources | Prepare before ammunition runs out |
| Inventory use | Can cost AP in combat | Arrange equipment before danger |
Useful tip
Stimpaks provide immediate recovery, while rest and medical skills have their own constraints. Leave enough resources and time to survive the next travel encounter.
References
| Reference | Website |
|---|---|
| Fallout publisher listing | store.steampowered.com |
| Interplay Fallout manual | store.steampowered.com |
| Original-game walkthrough and locations | strategywiki.org |



