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

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

Initial Level: Starting Unarmed skill is equal to 40% + (1% x the average of your Agility and Strength). Average characters will have a 45% in Unarmed combat.

User's insight on the Unarmed skill: Being the most natural and cost-effective attack in the Fallout-series (Hey, it's free!) there's a lot of training to be gained here and there from various people troughout the game for unarmed-skills, perhaps even more than for small guns. In Fallout 2, you can learn unarmed skills from the following persons; Sullivan in Klamath, retired boxer-veteran, spending his days in the bar on the west side of town. Lo Pan and The Dragon in San Fransisco, both arch-rivals of each others, the former is evil and the latter is good, but both are equally as skilled in unarmed attacks and they have alot of knowledge to pass.

Plus, punches cost less Action Points than kicks, bear this in mind, but kicks are more powerful and may push someone away from you. The ultimate unarmed attack is the Ki. The Dodger-trait gives the user the ability to shift blows with his hands and feets, but only if both slots are unarmed.

Types of Unarmed attacks

Strong Punch

Requirements: Unarmed 55%, Agility 6

Damage: +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: 6

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%

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