Unarmed

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

Fallout, Fallout 2 and Fallout Tactics
The starting level of Unarmed is determined by the following calculation:


 * Fallout: 40% + (1% x (Agility + Strength) / 2)


 * Fallout 2: 30% + 2×(Agility+Strength)%

Example: A starting Agility of 5 and Strength of 5 would provide
 * Fallout: 40% + 1% x ((5 + 5)/2) = 45%
 * Fallout 2 and Fallout Tactics: 30% + 2×(5+5)% = 50%

Unarmed skill attacks
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.

Fallout

 * Lost Hills, Thomas: permanent +5%, watch the entire unarmed combat demonstration

Fallout 2

 * Arroyo, Lucas: trains to 40% or 55% (whichever is higher than skill level when talking to him), needs 6 or more Agility
 * Arroyo, Cameron: permanent +10%, needs 6 or less Agility, no tagged combat skills
 * Klamath, John Sullivan: permanent +10%, talk to him about "magic"
 * New Reno, Basement of the Shark Club, punching bag: permanent +5%
 * New Reno, Become a prizefighter: permanent +5% after defeating all four opponents
 * Sierra Army Depot, punching bag on level 1: permanent +5% (4% if tagged)
 * San Francisco, Dragon: permanent +5%, can be repeated every 24 hours for a maximum +20% boost or until 100%, good (+250 or more) karma only
 * San Francisco, Lo Pan: permanent +5%, can be repeated every 24 hours for a maximum +20% boost or until 100%, bad (-250 or less) karma only

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


The initial skill is determined as follows:
 * 2 + 2 × Endurance + Luck/2

Example: A starting Endurance of 5 and Luck of 5.
 * 2 + 2 × 5 + 5/2 = 14

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
 * 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 their enemy.

Fallout: New Vegas
The initial skill is determined as follows:
 * 2 + 2 × Endurance + Luck/2

Example: A starting Endurance of 5 and Luck of 5.
 * 2 + 2 × 5 + 5/2 = 14

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.

Special Moves


There are four different special moves that can be learned from different non-player characters after meeting their set requirements:

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 and Liked by the Legion, 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. 

Special Attacks


Unarmed weapons in Fallout: New Vegas can utilize up to three special attacks both in V.A.T.S. and out, each at the cost of 20 Action Points, depending on the player's Unarmed skill. Unlike the special moves listed above that must be learned before use, these special attacks require only an investment in skill points to unlock use.

At an unarmed skill of 50 Stomp and Uppercut special attacks become available. Uppercut is an upward punch that deals an additional 15% damage. Stomp is a devastating attack that deals double damage, where the target receives a hard downward kick. However, this move is limited to use on on enemies that have been knocked down or enemies that are significantly smaller than the player, i.e. radroaches. At an unarmed skill of 75, the Cross special attack is available. The Cross attack is a punch thrown across the body that deals 10% greater damage, with an additional 250% damage to limbs.



Ways to increase Unarmed

 * Permanent
 * 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

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.

Fallout: New Vegas
"ryan-kerr asked: At any point in making Fallout: New Vegas did you consider combining Melee and Unarmed like First Aid and Doctor? The two skills are rather similar (punching someone and using an axe are different true, but so is using a knife and using a sledgehammer,) they appeal to a similar play style and in order for a Melee specialist to get some of the best Melee perks (e.g Piercing Strike and Slayer) they need a significant Unarmed skill even if they don't plan on using unarmed weapons. Thanks.

I did consider that, but I considered it late in the development cycle. Deciding what skills to combine or separate can be tricky for a number of reasons. A distinguished play style or use between them is a good reason to separate them, e.g. Explosives plays pretty differently from Guns, but Guns doesn’t play dramatically different from Energy Weapons. On the other hand, in a skill-based game, folding too many skills together can make characters feel overly similar. If Melee and Unarmed were to remain separate in the future, I think they should feel more distinct in play."

- J.E. Sawyer