Action Points (AP)
Action Points are going to be used when sprinting and in VATS. Every time you shoot a weapon it takes up a certain amount of action points. For sprinting you move double speed but at the end of your turn all AP is gone. Action Points regenerate slowly after use 20 per turn. Shooting in Simple combat takes a certain amount of AP depending on the weapon. Reloading a gun costs 10 AP. Using a item from your inventory costs 10 AP. Changing your gun or armor costs 20 AP.
V.A.T.S.
In V.A.T.S., you will use a certain amount of AP or action points. The amount of AP you have will determine how many shots you can take in V.A.T.S. In order to determine what you have to do to hit is to find their amount of cover and distance. If the chance to hit is 35% then you will roll a percent die and a 10 sided die together. If you roll a 36 or higher then you miss but if you roll a 35 or lower then you hit.
Movement
In a standard battlefield, each hexagon is 1 movement space. In the world map each hexagon is worth 5 movement points. For a Monster each level up to 10 is worth 1 movement point but any higher is 0.5 movement points. For characters the movement is based on agility. Take your agility level and each level is one movement point.
Cover
If someone is in cover Their DC is put up by 2
Rads
Rads make your health temporarily smaller until you use rad away to get rid of it.
Poison
Take that much damage each turn.
S.P.E.C.I.A.L
You have 20 points that you can invest into each different skill. Perception every 2 levels increase range by 1.
Skills
Each skill starts with 15 points and you get to distribute 10 points into the different skills. Every level ,unless you have a perk that increases it, you gain 15 points that you can invest in to any skill you want.
Classes
Vault Dweller: + 5 to all skills
Lone Gunslinger: +10 damage for all pistols and +2 range.
Caravan Merchant:+ 2 Charisma + 10 Barter
Hunter: Bonus Against Animals +10 survival. Debuff against People
Head Hunter: Bonus Against People +10 Guns. Debuff against Animals
Bandit: Negative rep against good factions. +10 stealth + 1 agility
Doctor: +20 to medicine
Assassin: +10 to sneak. + 10 to guns. +1 agility. (If caught KOS)
Nomad: +10 survival +5 Melee +5 guns -5 speech -5 barter
Shooting farther than your range.
When you shoot out of your range the enemies difficulty class goes up by 1 for every 5 ft away it is from your range.
AC
5 base
AC
Armour adds AC depending on their DT
Perception Guns
Perception x5/2
Standard Player Sheet