Unarmed

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

Fallout, Fallout 2 and Fallout Tactics
$$\begin{matrix}\text{Initial}\\\text{level}\%\end{matrix}=40+(.5\times\text{Agility})+(.5\times\text{Strength})$$

Example: A starting Agility of 5 and Strength of 5.

$$40+(.5\times5)+(.5\times5)=45\%$$

Unarmed skill attacks
In Fallout 2, you can learn Unarmed skills from the following non-player characters:
 * 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.

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.

Ways to increase Unarmed

 * Fallout 2
 * You can get a 5% increase for using the punching bags on the first level of the Sierra Army Depot and another one at the basement of the Shark Club.

Affected weapons

 * Fallout

Fallout Unarmed skill weapons, 2


 * Fallout 2

Fallout 2 Unarmed skill weapons, 2


 * Fallout Tactics

Fallout Tactics Unarmed skill weapons, 2

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 9-10 Luck).

The AP cost (Action Points, used in V.A.T.S.) 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.

Ways to increase Unarmed

 * Permanent
 * Leveling up (10+INT (+3 with Educated perk))
 * Bobblehead - Unarmed (+10)
 * Pugilism Illustrated (+1 or +2 with Comprehension)
 * Tag! (+15)
 * Iron Fist (+5 Unarmed Damage with each rank, max 3 ranks)
 * Temporary
 * Note: Only items adding +5 or more are included.


 * Buffout (+2-6 depending on Endurance, a perfect Endurance of 10 will see no benefit)
 * Vault 77 jumpsuit (+5)
 * Hockey mask (+5)
 * Metal Master armor (+10)

Affected weapons
Fallout 3 Unarmed skill weapons, 2

Bugs

 * Attacking in V.A.T.S. can cause the Lone Wanderer to "teleport" several yards to attack his/her enemy.

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

As 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). Just as in Fallout 3, unarmed damage is unaffected by Strength; the only change is that unarmed weapons now have a Strength requirement in order to use them at maximum efficiency. However, aside from the ballistic fist, the Strength requirements are generally very low.

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

Due to the weight of ammunition 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. at higher levels of skills; specifically, an Uppercut at 50 and a cross attack at 75). The Unarmed skill is also a requirement for several very powerful perks which enhance both Unarmed and Melee attacks, making it an attractive option for fighters of either persuasion.

There are four different special moves that can be learned from different non-player characters in the game. 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, and the Khan Trick from the Red Rock drug dealers. Each requires completing a task to be taught the move. Andy requires either a Speech check of 30 or completing his unmarked quest, Lucius will only teach a player with an Unarmed skill of 50, Veronica needs to be given a fancy dress (from the White Glove Society), and the Red Rock drug dealers will only teach their move once Aba Daba Honeymoon is complete.

V.A.T.S. Special Attacks
Unarmed weapons in Fallout: New Vegas can utilize up to three special attacks in V.A.T.S., each at the cost of 20 action points, depending on the character's Unarmed skill. Stomp, an attack dealing double damage where the target receives a swift downward kick that can only be used on enemies after they have been knocked down, is available without any skill point requirement. At an unarmed skill of at least 50, Uppercut is an upward punch that deals an additional 15% damage. At an unarmed skill of at least 75, Cross is a punch thrown across the body that deals 10% greater damage, with an additional 250% damage to limbs.

Unlike Ranger Takedown, Legion Assault, Scribe Counter and Khan Trick, other special unarmed moves that must be learned before use, these special attacks require only an investment in skill points to unlock.

In addition, all unarmed attacks in V.A.T.S. do twice as much base damage.

Ways to increase Unarmed

 * Permanent
 * Leveling up (up to +15)
 * Pugilism Illustrated (+3 or +4 with Comprehension)
 * Tag! (+15)
 * Temporary
 * ''Note: Only items adding +3 or more are included.


 * Hockey mask (+5)
 * Boxing Times (+10 or +20 with Comprehension)

Affected weapons
Fallout: New Vegas Unarmed skill weapons, 2

Lionheart
Determines your character's ability to fight without a weapon. A skilled unarmed combatant is a deadly foe.

Fallout

 * Garl Death-Hand, leader of the Khans.
 * Kane, bodyguard and right-hand of Decker.
 * MacRae, guardian of the entry and unarmed combat trainer of the Blades.

Fallout 2

 * Dragon, champion in hand-to-hand of San Franscico.
 * Francis, champion of arm wrestling of Broken Hills.
 * Frank Horrigan, secret service agent of Enclave and president bodyguard.
 * Lo Pan, master in hand-to-hand of San Franscico.
 * Masticator, heavyweight champion of Northern California.

Fallout 3

 * Argyle, former ghoul manservant of Herbert Dashwood.

Fallout: New Vegas

 * Caesar, co-founder and leader of the Caesar's Legion.
 * Dog and God, psychologically disturbed nightkin and a companion of the Courier.
 * Keene, leader of the Jacobstown's nightkin.
 * Lucius, praetorian's leader of the Caesar's Legion.
 * Marcus, co-founder and sheriff of Broken Hills and later mayor of Jacobstown.
 * Salt-Upon-Wounds, war chief of the White Legs.
 * Veronica Renata Santangelo, journeyman scribe of the Brotherhood of Steel and a possible companion of the Courier.
 * Waking Cloud, tribal warrior of the Sorrows and a companion of the Courier.

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