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.(knuckle weapons such as Spiked Knuckles, Power Fists etc are allowed)

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, the unarmed skill is tied to the Endurance SPECIAL stat. The PC 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 PC can read issues of Pugilism Illustrated to increase the Unarmed skill by 1 point each (or 2 each with the Comprehension perk).

The Unarmed Vault Boy Bobblehead can be found in Rockopolis near the body of Argyle. It will raise the PC's Unarmed skill by 10 points permanently.

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. This makes it rather easy to kill even the more tough opponents without losing any health at all - even a low-level character can just punch a Super Mutant Brute to death, first aiming for the weapon so he drops it, and then just whacking him to death with normal attacks. Another benefit for choosing the path of a complete Unarmed character is that because you pretty much don't need weapons (Excluding Unarmed weapons, like Brass Knuckles or Power Fist), your character will become rather wealthy in no time.

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.

It is possible to kick your enemies if you are above them and enter V.A.T.S. while unarmed and attacking. If your enemy is crouched, you may also kick them in V.A.T.S.

Strategies

 * Unarmed builds should focus primarily on raising their Strength and Luck stats early. Although Endurance is helpful because it gives health and unarmed skill. NOTE: Strength NOT Endurance gives the damage boost, Endurance just gives UNARMED SKILL. A Strength of 4 is also required for the Iron Fist perk. Invest in light, but effective armor to maximize running speed and maneuverability. The Toughness, Iron Fist, Paralyzing Palm, Ninja and Adamantium Skeleton perks are extremely useful for unarmed fighting. The Sneak skill and its associated perks are also a very handy way to minimize received damage by simply avoiding it!


 * Don't completely neglect the Small Guns skill. However considering you need 25 in Explosives to do the nuke in Megaton anyway, a well placed grenade will more than needed to do the trick anyway.


 * Unarmed fighting requires much more finesse and strategy than does ranged fighting. Being hasty and running in fists blazing is not usually suggested. Instead, consider luring foes to you by rounding corners or entering alcoves, etc. If [Danger] turns back to [Caution] or [Hidden], simply pop back into the line of sight to "re-interest" your prey.


 * Take advantage of the "teleporting" effect of unarmed attacks in V.A.T.S. mode. You only need to be around 7-10 feet from your target to initiate an attack. This comes in rather handy, especially when sneaking.


 * Dogmeat can be extremely useful for tanking enemies as you flank them (optimally, while remaining hidden). Dogmeat's extremely high perception will also allow you to raise your other SPECIAL's at your own Perception's expense.

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