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A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet.— In-game description

Unarmed is a skill in Fallout, Fallout 2 and Fallout Tactics. It determines the effectiveness by Unarmed attacks.

Initial level[]

Fallout[]

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

Fallout 2 and Fallout Tactics[]

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

Affected weapons[]

Fallout
Fallout 2
Fallout Tactics

Fallout 2 and Fallout Tactics[]

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 typically 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's 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.

Finally, it is possible to enhance the damage dealt with unarmed attacks using several methods, for instance, by increasing Strength, or using the Bonus HtH Damage perk, the Heavy Handed trait, or, less obviously, the Living Anatomy perk (+5 damage against all organics, that is, against most opponents).

Name Requirements Damage AP Critical Chance
Primary punch attacks
Punch None Base damage 3 -
Strong Punch Unarmed 55%, Agility 6 +3 3 -
Hammer Punch Unarmed 75%, Agility 6, Strength 5, Level 6 +5 3 +5%
Haymaker Unarmed 100%, Agility 7, Strength 5, Level 9 +7 3 +15%
Secondary punch attacks
Jab Unarmed 75%, Agility 7, Strength 5, Level 5 +5 (+3 in 1.02d) 6 (3 in 1.02d) +5% (+10% in 1.02d)
Palm Strike Unarmed 115%, Agility 7, Strength 5, Level 12 +7, armor piercing 6 +20%
Piercing Strike Unarmed 130%, Agility 7, Strength 5, Level 16 +10, armor piercing 8 +40%
Primary kick attacks
Kick None Base damage 3 -
Strong Kick Unarmed 40%, Agility 6 +5 4 -
Snap Kick Unarmed 60%, Agility 6, Level 6 +7 4 -
Power Kick Unarmed 80%, Agility 6, Strength 6, Level 9 +9 4 +5%
Secondary kick attacks
Hip Kick Unarmed 60%, Agility 7, Strength 6, Level 6 +7 7 -
Hook Kick Unarmed 100%, Agility 7, Strength 6, Level 12 +9, armor piercing 7 +10%
Piercing Kick Unarmed 125%, Agility 8, Strength 6, Level 15 +12, armor piercing 9 +50%

Here's that same information presented in a table organized by level, strength, agility, and unarmed skill.

Minimum level Minimum Strength Minimum Agility Minimum Unarmed level Primary Punch Primary Kick Secondary Punch Secondary Kick
Name Damage Armor Piercing Additional Critical Chance Action Point cost Name Damage Armor Piercing Additional Critical Chance Action Point cost Name Damage Armor Piercing Additional Critical Chance Action Point cost Name Damage Armor Piercing Additional Critical Chance Action Point cost
1 0 0 0 Punch 1-2 (1.5) No 0 3 Kick 1-2 (1.5) No 0 3
1 0 6 40 Strong Kick 6-7 (6.5) No 0 4
1 0 6 55 Strong Punch 4-5 (4.5) No 0 3
5 5 7 75 Strong Punch 4-5 (4.5) No 0 3 Jab 4-5 (4.5) No 10 3
6 1 6 60 Strong Punch 4-5 (4.5) No 0 3 Snap Kick 8-9 (8.5) No 0 4
6 5 6 75 Hammer Punch 6-7 (6.5) No 5 3 Snap Kick 8-9 (8.5) No 0 4
6 5 7 75 Hammer Punch 6-7 (6.5) No 5 3 Snap Kick 8-9 (8.5) No 0 4 Jab 4-5 (4.5) No 10 3
6 6 7 60 Strong Punch 4-5 (4.5) No 0 3 Snap Kick 8-9 (8.5) No 0 4 Hip Kick 7-8 (8.5) No 0 7
6 6 7 75 Hammer Punch 6-7 (6.5) No 5 3 Snap Kick 8-9 (8.5) No 0 4 Jab 4-5 (4.5) No 10 3 Hip Kick 7-8 (8.5) No 0 7
9 5 7 100 Haymaker 8-9 (8.5) No 15 3 Snap Kick 8-9 (8.5) No 0 4 Jab 4-5 (4.5) No 10 3
9 6 6 80 Hammer Punch 6-7 (6.5) No 5 3 Power Kick 10-11 (10.5) No 5 4
9 6 7 80 Hammer Punch 6-7 (6.5) No 5 3 Power Kick 10-11 (10.5) No 5 4 Jab 4-5 (4.5) No 10 3 Hip Kick 7-8 (8.5) No 0 7
9 6 7 100 Haymaker 8-9 (8.5) No 15 3 Power Kick 10-11 (10.5) No 5 4 Jab 4-5 (4.5) No 10 3 Hip Kick 7-8 (8.5) No 0 7
12 5 7 115 Snap Kick 8-9 (8.5) No 0 4 Palm Strike 8-9 (8.5) Yes 20 6
12 6 7 100 Power Kick 10-11 (10.5) No 5 4 Jab 4-5 (4.5) No 10 3 Hook Kick 10-11 (10.5) Yes 10 7
12 6 7 115 Power Kick 10-11 (10.5) No 5 4 Palm Strike 8-9 (8.5) Yes 20 6 Hook Kick 10-11 (10.5) Yes 10 7
15 6 8 125 Power Kick 10-11 (10.5) No 5 4 Palm Strike 8-9 (8.5) Yes 20 6 Piercing Kick 13-14 (13.5) Yes 50 9
16 5 7 130 Snap Kick 8-9 (8.5) No 0 4 Piercing Strike 11-12 (11.5) Yes 40 8
16 6 7 130 Power Kick 10-11 (10.5) No 5 4 Piercing Strike 11-12 (11.5) Yes 40 8 Hook Kick 10-11 (10.5) Yes 10 7
16 6 8 130 Piercing Kick 13-14 (13.5) Yes 50 9

Ways to increase Unarmed[]

Fallout 2
  • Cameron and Lucas at the Arroyo can train in Unarmed skill under certain conditions.
  • John L. Sullivan in Klamath can raise both the Unarmed and Melee Weapons skills by 10%.
  • A 5%(4% if tagged) increase can be obtained for using each punching bag on the first level of the Sierra Army Depot.
  • Becoming a Prizefighter grants a 5% unarmed bonus.
  • Both Lo Pan and the Dragon can raise the Unarmed skill. The increase is in four training sessions 5% each, but no more than 100%.

In total the Unarmed skill can be increased to 100% without ever putting any points into it: Lucas in Arroyo will increase Unarmed to 55% unless the player has below 6 Agility. After that the player can get 10% from Sullivan, two 5% punching bag bonuses (Sierra Army Depot) and 5% from Prizefighter for a total of 80%. Finally, the player can take four day training from either Dragon or Lo Pan to reach 100%.

On the other hand, if the player did tag Unarmed, they will be able to increase it by a total of 23%: Sullivan +10%, Punching Bags in Sierra Army depot +8%, Prizefighter +5%.

After that, one can push it even further by increasing their stats: +5 for Strength (Brotherhood of Steel surgery +1 and advanced power armor +4) and +1 Agility (Gain perk).

Notable Unarmed skilled non-player characters[]

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 Francisco.
  • 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.
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