Unarmed

Unarmed is a Fallout, Fallout 2, Fallout Tactics, and Fallout 3 skill.

The combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet.

Fallout 2
Initial Level: Starting Unarmed skill is equal to 40% + (1% x (Agility + Strength) / 2). Average characters will have a 45% in Unarmed combat.

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


 * Standing Fist in Arroyo, near the big stone head;
 * 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 10% increase for using the punching bags on the first level of the Sierra Army Base.

Punches cost less Action Points than kicks, bear this in mind, but kicks are more powerful and may push someone away from you. The HtH Evade Perk gives your character some extra AC, but only if both slots are unequipped.

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%

Jab
Requirements: Unarmed 75%, Agility 7, Strength 5, level 5

Damage: +5

AP: 3

Critical: +5%

Palm Strike
Requirements: Unarmed 115%, Agility 7, Strength 5, level 12

Damage: +7

AP: 6

Critical: +15%

Piercing Strike
Requirements: Unarmed 130%, Agility 7, Strength 5, Level 16

Damage: +10

AP: 8

Critical: +40%

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%

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

AP: 7

Critical Chance: +10%

Piercing Kick
Requirements: Unarmed 125%, Agility 8, Strength 6, Level 15

Damage: +12

AP: 9

Critical Chance: +50%

Fallout 3
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 your crosshair outside of V.A.T.S enables you to select body locations to 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.

Entering V.A.T.S. allows you to close some several yards distance to your target, getting you past opponent fire. While stealth attacks are much more difficult, the tight range is a surprisingly good defensive position, even without the benefit of V.A.T.S., and many of your attacks will reduce an opponent's fight ability.

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