Unarmed

Unarmed is a skill in Fallout, Fallout 2, Fallout 3, Fallout Tactics, Fallout: New Vegas, Van Buren and J.E. Sawyer's Fallout Role-Playing Game.

This skill is the combination of martial arts, boxing and other hand-to-hand martial arts. This skill is used to fight with your hands and feet.

Fallout 2

 * $$\text{Initial level}=40\%+\frac{1\%\times(\text{Agility + Strength})}{2}$$

In Fallout 2, you can learn unarmed skills from the following persons:


 * Lucas in Arroyo, near the big stone head;
 * John L. Sullivan in Klamath, retired boxer-veteran, spending his days in the Golden Gecko bar, on the west side of town.
 * Lo Pan and The Dragon in San Francisco Chinatown, both arch-rivals of each other, but both are equally skilled in unarmed attacks and they have a lot of knowledge to pass.
 * You can get a 5% increase for using the punching bags on the first level of the Sierra Army Depot.

The HtH Evade Perk gives your character some extra AC, but only if both slots are unequipped. (Unarmed-class weapons such as Spiked Knuckles or Power Fists are allowed)

The attacks are divided into two groups: primary and secondary. At any one time you will have up to four attacks available: the strongest primary punch/kick you meet the requirements for (a plain punch/kick if none), and the strongest secondary punch/kick you qualify for, if any. The secondary attacks have a higher AP cost and cause more devastating effects.

Primary Punch Attacks
Punch
 * Requirements: None
 * Damage: Base damage
 * AP: 3

Strong Punch
 * Requirements: Unarmed 55%, Agility 6
 * Damage: +3
 * AP: 3

Hammer Punch
 * Requirements: Unarmed 75%, Agility 6, Strength 5, level 6
 * Damage: +5
 * AP: 3
 * Critical Chance: +5%

Haymaker
 * Requirements: Unarmed 100%, Agility 7, Strength 5, level 9
 * Damage: +7
 * AP: 3
 * Critical Chance: +15%

Secondary Punch Attacks
Jab
 * Requirements: Unarmed 75%, Agility 7, Strength 5, level 5
 * Damage: +5 (+3 in 1.02d)
 * AP: 6 (3 in 1.02d)
 * Critical: +5% (+10% in 1.02d)

Palm Strike
 * Requirements: Unarmed 115%, Agility 7, Strength 5, level 12
 * Damage: +7, armor piercing
 * AP: 6
 * Critical: +15%

Piercing Strike
 * Requirements: Unarmed 130%, Agility 7, Strength 5, Level 16
 * Damage: +10, armor piercing
 * AP: 8
 * Critical: +40%

Primary Kick Attacks
Kick
 * Requirements: None
 * Damage: Base damage
 * AP: 4

Strong Kick
 * Requirements: Unarmed 40%, Agility 6
 * Damage: +5
 * AP: 4

Snap Kick
 * Requirements: Unarmed 60%, Agility 6, Level 6
 * Damage: +7
 * AP: 4

Power Kick
 * Requirements: Unarmed 80%, Agility 6, Strength 6, Level 9
 * Damage: +9
 * AP: 4
 * Critical Chance: +5%

Secondary Kick Attacks
Hip Kick
 * Requirements: Unarmed 60%, Agility 7, Strength 6, Level 6
 * Damage: +7
 * AP: 7

Hook Kick
 * Requirements: Unarmed 100%, Agility 7, Strength 6, Level 12
 * Damage: +9, armor piercing
 * AP: 7
 * Critical Chance: +10%

Piercing Kick
 * Requirements: Unarmed 125%, Agility 8, Strength 6, Level 15
 * Damage: +12, armor piercing
 * AP: 9
 * Critical Chance: +50%

Fallout 3

 * $$\text{Initial level}=2+(2\times\text{Endurance})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Endurance of 5 and Luck of 5.


 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

In Fallout 3, the unarmed skill is tied to the Endurance SPECIAL stat. The player character will receive a boost of +2 points in Unarmed per level of Endurance, for a maximum boost of +20 points at 10 Endurance. Luck further raises Unarmed effectiveness by +1 points per every 2 levels (+5 Unarmed at 9 Luck).

The AP cost (Action Points, used in VATS) when completely unarmed is 22.

In Fallout 3, it is not possible to target individual body parts in V.A.T.S. while unarmed, but the chance of head strikes increases with skill. Targeting with the crosshair outside of V.A.T.S enables the player to select body locations in an attempt to cripple and/or disarm. It's possible to knock-out an opponent even with non-critical head strikes; this should not be confused with the effects of the Paralyzing Palm perk, as it can be done without the perk, it can be done outside of V.A.T.S. and with any unarmed weapon, though the chances are greatly improved with bare hand attacks.

Attacking in V.A.T.S. can cause the Lone Wanderer to "teleport" several yards to attack his/her enemy, this is an exploitable aspect of the game and can be used to avoid a few seconds of enemy fire or reach normally inaccessible areas.

Unarmed-Based Perks
Perks that improve damage:
 * Black Widow improves damage by 10% vs. male humans/ghouls.
 * Lady Killer improves damage by 10% vs. female humans/ghouls.
 * Entomologist improves damage by 50% vs. insects.
 * Robotics Expert improves damage by 25% vs. robots.
 * Iron Fist improves unarmed damage by +5 with each rank.
 * Bloody Mess improves damage by 5% against all targets.
 * Finesse increases the chance of getting a critical hit by 5%.
 * Better Criticals increases the damage of critical hits by 50%.
 * Ninja increases melee/unarmed critical hit chance by +15% and sneak attack critical damage by +25%.
 * Survival Expert increases the chance of a critical hit by 1, 2 or 3%.
 * Ghoul Ecology improves damage by +5 against ghouls (bugged and affects all targets).
 * Superior Defender improves damage by +5 when standing still.

Consumables that improve damage:
 * Yao Guai meat improves damage by 10%.
 * Psycho improves damage by 25%.

Ways to increase Unarmed
Note: Only items adding +5 or more are included.


 * Bobblehead - Unarmed (permanent +10)
 * Pugilism Illustrated (permanent +1 or +2 with Comprehension)
 * Tag! (permanent +15)
 * Buffout (temporary +2-6 depending on endurance, a perfect endurance of 10 will see no benefit)
 * Vault 77 jumpsuit (temporary +5)
 * Hockey mask (temporary +5)
 * Metal Master armor (temporary +10)

Unarmed Weapons
See Fallout 3 weapons.

Fallout: New Vegas

 * $$\text{Initial level}=2+(2\times\text{Endurance})+\left\lceil\frac{\text{Luck}}{2}\right\rceil$$

Example: A starting Endurance of 5 and Luck of 5.


 * $$2+(2\times5)+\left\lceil\frac{5}{2}\right\rceil=15$$

In Fallout: New Vegas, the unarmed skill is tied to the Endurance SPECIAL stat, whereas unarmed damage is tied to Strength. The player character will receive a boost of +2 points in Unarmed per level of Endurance, for a maximum boost of +20 points at 10 Endurance. Luck further raises Unarmed effectiveness by +1 points per every 2 levels (+5 Unarmed at 9 Luck).

The AP cost (Action Points, used in V.A.T.S.) when completely unarmed is 22.

Due to the weight of ammo in Hardcore mode, unarmed and melee weapons become more attractive options. As a result, Fallout: New Vegas possesses a multitude of new, more powerful unarmed and melee-specific perks, game mechanic bonuses (i.e. special attacks in V.A.T.S. Uppercut at unarmed skill 50 and cross attack at unarmed skill 75), and weapons.

So far, five different special moves found. You can learn the Ranger Takedown attack from Ranger Andy in Novac, the Legion Assault from Lucius at Fortification Hill, the Scribe Counter from Veronica, a move where you throw sand in your opponents face, called the Khan Trick, which can be learned from the Red Rock drug dealers (after you do complete all objectives in Aba Daba Honeymoon), and a standing power attack from House. (Needs confirmation)

Unarmed-Based Perks
Perks that improve damage:
 * Black Widow/Confirmed Bachelor improves damage by 10% vs. male humans/ghouls.
 * Lady Killer/Cherchez La Femme improves damage by 10% vs. female humans/ghouls.
 * Hunter improves critical damage by 75% against animals and mutated animals.
 * Entomologist improves damage by 50% vs. insects.
 * Bloody Mess improves damage by 5% against all targets.
 * Living Anatomy improves damage by 5% vs. humans/non-feral ghouls.
 * Finesse increases the chance of getting a critical hit by 5%.
 * Nerd Rage! increases Strength to 10 (and thus damage) when under 20% HP.
 * Piercing Strike ignores 15 points of the enemy's DT.
 * Robotics Expert improves damage by 25% vs. robots.
 * Unstoppable Force deals additional damage through enemy blocks.
 * Purifier increases damage by 50% vs. centaurs, nightstalkers, spore plants, spore carriers, deathclaws, super mutants, feral ghouls.
 * Better Criticals increases the damage of critical hits by 50%.
 * Ninja increases melee/unarmed critical hit chance by +15% and sneak attack critical damage by +25%.
 * Solar Powered increases Strength by 2 (and thus damage) when in direct sunlight.
 * Slayer increases attack speed by 30%.

Consumables that improve damage:
 * Psycho improves damage by 25%.
 * Slasher improves damage by 25%

Ways to increase Unarmed
Note: Only items adding +5 or more are included.


 * Pugilism Illustrated (permanent +3 or +4 with Comprehension)
 * Tag! (permanent +15)
 * Hockey mask (temporary +5)
 * Boxing Times (temporary +10 or +20 with Comprehension)

Unarmed Weapons
See Fallout: New Vegas weapons.

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