Unarmed (Fallout Tactics)

Unarmed is a skill in Fallout Tactics.

Initial level

 * $$\begin{matrix}\text{Initial}\\\text{level}\%\end{matrix}=30+(\text{Agility}+\text{Strength})\times2$$

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


 * $$30+(5+5)\times2=50\%$$

Affected weapons
Fallout Tactics Unarmed skill weapons, 2

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

Equipping an unarmed-type weapon (such as brass knuckles for example) will override these skill attacks. This means that with high enough Unarmed skill one will actually lose damage by equipping them.

For example, base melee attack ("Punch") deals 1-2 damage. With Unarmed of 55%, that becomes "Strong Punch" which adds 3 damage, for a total of 4-5. Meanwhile, brass knuckles have a damage range of only 2-5 - so one is better off without them.

To summarize, spiked knuckles become obsolete when the "Hammer Punch" is obtained and brass knuckles are useless altogether, unless for some reason the player character has less than 6 Agility and/or doesn't meet the requirement for Lucas' training.

In 1.02d (which is the most up-to-date official patch) the Jab secondary attack obtained at level 5 is strictly superior to Strong Punch, dealing the same damage at the same AP cost but having an extra 10% crit chance.