Best Unarmed Weapon Fallout 4

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May 02, 2016  For Fallout: New Vegas on the Xbox 360, a GameFAQs message board topic titled 'What is best unarmed weapon?' Related Articles: The best Unarmed Build in Fallout 4 The Low Weight Effect. This is a legendary effect that is exclusive to power armor and makes power armor pieces weigh much less. My rough estimate is that it will make any power armor piece weigh like 70 to 80 percent less. With an unarmed build, it's actually easy as hell to get your. One of the best pieces of melee weapon armor that I've found in the game is.

For a list of unique weapon locations in Fallout 4, see Fallout 4 unique weapons.
  • Items
  • SPECIAL
  • This page lists all weapons in Fallout 4.
    • The content is not described in full detail on this page. For details, please see the respective articles.
    • For weapons in other Fallout games, please see 'Weapon'.
    • For an overview of Fallout 4 content, please refer to 'Fallout 4'.
    • 2Close combat
    • 3Ballistic
    • 4Energy
    • 5Other

    Fallout 4 Unarmed Weapons List

    Overview[editedit source]

    • All weapons can spawn as a legendary variant with up to a single special effect.
    • All weapon types are described here.
    • Pistols are generally small, and require one hand to fire. They include, but are not limited to, the 10mm, .44, Alien Blaster and Gamma Gun.[1]
    • Rifles are generally long, of average size, and require two hands to fire. They include, but are not limited to, the Assault Rifle, Combat Rifle, Combat Shotgun, Double-Barrel Shotgun, Hunting Rifle, Laser Musket and Submachine Gun.[2]
    • Heavy guns are generally large, bulky, and exceedingly powerful. They include, but are not limited to, the Broadsider, Fatman, Flamer, Gatling Laser, Minigun and Missile Launcher.[3]
    • Semi-automatic and bolt action weapons fire one shot with each pull of their trigger. They include, but are not limited to, the Alien Blaster, Double-Barrel Shotgun, Gauss Rifle, Hunting Rifle, Laser Musket and Pipe Revolver.[4]
    • Automatic weapons fire continuously as their trigger is pulled. They include, but are not limited to, the Submachine Gun, and versions of the Assault Rifle and Combat Rifle.[5]
    • Pipe weapons are crude, low-tech, widely available.. and highly modifiable. They are favored by the Commonwealth's Raider groups.[6]

    Close combat[editedit source]

    Weapon damage for close combat weapons is determined by Strength. Damage is increased by 10% per point of Strength.

    Melee[editedit source]

    NameDamageFire rateAP costWeightValueBase ID
    Assaultron bladeAutomatron25Medium3535000000000
    Baseball bat16Slow353250008e736
    Board14Slow333200005c250
    Chinese officer sword16Medium3535000147be4
    Combat knife9Fast20125000913ca
    Commie WhackerNuka-World21Medium25225000000
    Disciples bladeNuka-World46Fast201.580000000
    Grognak's axe251.75/s201010000183fcd
    Lead pipe11Medium30315000fc9c3
    Machete14Medium3022500033fe0
    Meat hookFar Harbor20Medium3023204b5f4
    Mr. Handy buzz bladeAutomatron14Medium40105000000000
    Pipe wrench13Medium35230000d83bf
    Pole hookFar Harbor30Slow40752009582
    Pool cue13Slow30110000fa3e8
    Revolutionary sword16Medium3535000143ab5
    Ripper4Very fast40650000fa2f6
    Rolling pin11Medium2511000142fab
    Security baton11Medium302150008c14d
    Shishkebab13 Ballistic
    13 Energy
    Medium353200000fa2fb
    Sledgehammer23Slow401240000e7ab9
    Super sledge40Slow4520180000ff964
    Switchblade8Fast20120000fdc81
    Tire iron12Medium2522500185d25
    Walking cane10Medium20210000fdc7d

    Unarmed[editedit source]

    NameDamageFire rateAP costWeightValueBase ID
    Boxing glove9Medium251100016498f
    Deathclaw gauntlet25Medium401075000d8576
    Knuckles8Medium250.5100005524b
    Power fist20Medium3541000011b336

    Ballistic[editedit source]

    Pistols[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValueBase ID
    .44 pistol.44 round480.625 rps35Snubnose: 21.93 m (71.96 ft)

    Standard/Bull: 32.9 m (107.94 ft)

    485000ce97d
    10mm pistol10mm round184.66 rps28Short barrel: 21.93 m (71.96 ft)

    Long: 32.9 m (107.94 ft)

    34500004822
    Acid soakerNuka-WorldAcid concentrate116.65 rps2610.97 m (35.98 ft)3125000000
    Deliverer10mm round256.65 rps26Standard: 21.93 m (71.96 ft)

    Extended: 32.9 m (107.94 ft)

    3125000dc8e7
    Paddle ballNuka-WorldPaddle ball string12.5 rps103.66 m (11.99 ft)210000000
    Pipe pistol.38 round135.55 rps30Stub: 21.93 m (71.96 ft)Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    22000024f55
    Pipe bolt-action pistol.308 round343.33 rps293300014831a
    Pipe revolver pistol.45 round243.33 rps354250014831b
    Western revolverNuka-World.44 round780.625 rps35Snubnose: 21.93 m (71.96 ft)

    Standard/Bull: 32.9 m (107.94 ft)

    485000000

    Shotguns[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValueBase ID
    Double-barreled shotgunShotgun shell8x453.63 rps

    3 sec reload

    30Sawed-off: 21.93 m (71.96 ft)

    Short: 25.59 m (83.96 ft)

    Long: 32.9 m (107.94 ft)

    -90% damage out of range

    63000092217
    Combat shotgunShotgun shell50120 rpm

    3.2 sec reload

    Short barrel: 25.59 m (83.96 ft)

    Long barrel: 32.9 m (107.94 ft)

    -90% damage out of range

    7650014831c

    SMG[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValueBase ID
    Submachine gun.45 round1312.7 rps3532.9 m (107.94 ft)7600015b043

    Rifles[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValueBase ID
    Assault rifle5.56mm round304 rps32Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    81000000463f
    Combat rifle.45 round333.33 rps25Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    775000df42e
    Handmade rifleNuka-World7.62 round322032Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    81000496ea
    Hunting rifle.308 round370.35 rps28Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    6400004f46a
    Lever action rifleFar Harbor.45-70 caliber350.5 rps26Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    615002c8b0
    Pipe rifle.38 round135.55 rps30Stub: 21.93 m (71.96 ft)Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    22000024f55
    Pipe bolt-action rifle.308 round343.33 rps293300014831a
    Pipe revolver rifle.45 round243.33 rps354250014831b
    Radium rifleFar Harbor.45 round27 ballistic
    50 radiation
    4020Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    11.1110025fc4

    Heavy[editedit source]

    NameAmmunitionDamageFire
    rate
    AP costRangeWeightValueBase ID
    Minigun5mm round827.2 rps30Accelerated: 25.59 m (83.96 ft)

    Standard: 36.56 m (119.94 ft)

    Tri: 51.18 m (167.91 ft)

    Best tb 303 emulation vst. Just about any soft-synth is capable of mimicking the TB-303. So unless it's a specific attempt at a 303 emulation, it won't sound quite right. TB 303 vs VST Instruments plugin - Witch is the best soft synth emulator? Dolphin Bassline - Signaldust. ACID BOX - audio blast. FreeBee 303 - Audiorealism bassline ancestor! Muon Tau Bassline MkII. Alien303 - G-Sonique. Tekky Synths TyByX - Virtual Instrument. TB Strip - Synth School. Jun 25, 2014 - The Roland TB-303! The legendary Transistor Bass synthesizer by Roland. Created to emulate bass sound and used by nearly nobody until.

    183000001f669
    Missile launcherMissile1500.23 rps45Not applicable203000003f6f8
    Fat ManMini nuke4000.1 rps6030500000bd56f

    Special[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValueBase ID
    Harpoon gunFar HarborHarpoon1500.2 rps40Flechette: 25.59 m (83.96 ft)Barbed: 32.9 m (107.94 ft)

    Regular: 40.21 m (131.93 ft)

    16200010b81
    SyringerSyringesSpecial3.33 rps35Stub barrel: 21.93 m (71.96 ft)Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    41000014d09e
    Railway rifleRailway spike1001 rps20Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    9200000fe268
    Junk JetJunk402 rps30Short barrel: 32.9 m (107.94 ft)

    Long barrel: 58.49 m (191.9 ft)

    29.9285000e942b
    BroadsiderCannonball1080.2 rps4020318200000fd11b

    Energy[editedit source]

    Laser[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValue
    Laser musketFusion cell300.65 rps30Short: 18.28 m (59.97 ft)

    Long: 58.49 m (191.9 ft)

    (extended and bracketed barrels slightly increase range)

    840
    Laser pistolFusion cell245 rps25Short: 32.9 m (107.94 ft)

    Long: 58.49 m (191.9 ft)

    Sniper: 65.8 m (215.89 ft)

    360
    Laser rifleFusion cell245 rps25Short: 32.9 m (107.94 ft)

    Long: 58.49 m (191.9 ft)

    Sniper: 65.8 m (215.89 ft)

    360

    Institute laser[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValue
    Institute pistolFusion cell216.66 rps25Short barrel: 32.9 m (107.94 ft)Long barrel: 58.49 m (191.9 ft)360
    Institute rifleFusion cell

    Plasma[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValue
    Plasma pistolPlasma cartridge24+243.33 rps30Flamer: 10.85 m (35.61 ft)Splitter: 32.9 m (107.94 ft)

    Automatic: 58.49 m (191.9 ft)

    Sniper: 65.8 m (215.89 ft)

    3112
    Plasma rifle24+243.33 rps30
    Plasma scattergun24+243.33 rps30
    Plasma thrower12+129 rps30
    Plasma sniper rifle38+383.33 rps30

    Gauss[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValue
    Gauss rifle2mm EC1106.66 rps30Standard: 54.84 m (179.91 ft)

    Shielded: 62.15 m (203.89 ft)

    8150

    Flamer[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValue
    FlamerFlamer fuel990304715125
    NapalmerFlamer fuel14Variable

    Special[editedit source]

    NameAmmunitionDamageFire rateAP costRangeWeightValue
    Alien blasterAlien blaster round50100201192300
    CryolatorCryo round10+209020Standard: 18.28 m (59.97 ft)Crystallizing: 58.49 m (191.9 ft)10225
    Gamma gunGamma round10 (rads)6630Small dish: 32.9 m (107.94 ft)

    Large dish: 58.49 m (191.9 ft)

    3150
    Gatling LaserFusion core1427.2 rpsStandard: 58.49 m (191.9 ft)Charging: 65.8 m (215.89 ft)18750
    Salvaged Assaultron headAutomatronFusion cell381193840
    Tesla rifleAutomatronFusion cell3840838.190

    Other[editedit source]

    Grenades[editedit source]

    NameDamageAP costRangeWeightValue
    Baseball grenade1012028.56 m (93.7 ft)140
    Cryogenic grenade101200.5125
    Fragmentation grenade151200.550
    Fragmentation grenade MIRVNuka-World120175
    Fury grenadeNuka-World120135
    Institute EM pulse grenade150200.5100
    Lucky rabbit's footNuka-World1200.150
    Molotov cocktail51500.520
    Nuka Cherry grenadeNuka-World200.550
    Nuka grenade301 + 100200.5100
    Nuka Quantum grenadeNuka-World300200.550
    Persuasion grenadeNuka-World120135
    Plasma grenade150 + 150200.5135
    Predator grenadeNuka-World120135
    Pulse grenade150200.5100
    Smart fragmentation grenadeNuka-World216200.6

    Mines[editedit source]

    NameDamageAP costRangeWeightValue
    Fragmentation mine101930.550
    Plasma mine150 + 150930.5100
    Pulse mine150930.5100
    Cryo mine101930.550
    Bottlecap mine30120930.575
    Nuke mine301 + 100930.5100

    Traps[editedit source]

    NameDamageAP costRangeWeightValue
    Bear trapFar Harbor3393875
    Bleeding bear trapFar Harbor30 + bleeding938100
    CaltropsFar Harbor30.525
    Poisoned caltropsFar Harbor50.540

    References

    1. Fallout 4 loading screen hints: 'Pistols are generally small, and require one hand to fire. They include, but are not limited to, the 10mm, .44, Alien Blaster and Gamma Gun.'
    2. Fallout 4 loading screen hints: 'Rifles are generally long, of average size, and require two hands to fire. They include, but are not limited to, the Assault Rifle, Combat Rifle, Combat Shotgun, Double-Barrel Shotgun, Hunting Rifle, Laser Musket and Submachine Gun.'
    3. Fallout 4 loading screen hints: 'Heavy guns are generally large, bulky, and exceedingly powerful. They include, but are not limited to, the Broadsider, Fatman, Flamer, Gatling Laser, Minigun and Missile Launcher.'
    4. Fallout 4 loading screen hints: 'Semi-automatic and bolt action weapons fire one shot with each pull of their trigger. They include, but are not limited to, the Alien Blaster, Double-Barrel Shotgun, Gauss Rifle, Hunting Rifle, Laser Musket and Pipe Revolver.'
    5. Fallout 4 loading screen hints: 'Automatic weapons fire continuously as their trigger is pulled. They include, but are not limited to, the Submachine Gun, and versions of the Assault Rifle and Combat Rifle.'
    6. Fallout 4 loading screen hints: 'Pipe weapons are crude, low-tech, widely available.. and highly modifiable. They are favored by the Commonwealth's Raider groups.'
    Retrieved from 'https://fallout.gamepedia.com/index.php?title=Fallout_4_weapons&oldid=2117145'

    Skill
    Unarmed

    Fallout

    modifies

    governed by

    initial value

    related perks

    Bonus HtH Damage, Bonus HtH Attacks, Slayer, Silent Death, Living Anatomy

    related traits

    Fallout 2 / Fallout Tactics

    modifies

    governed by

    initial value

    related perks

    Bonus HtH Damage, Bonus HtH Attacks, HtH Evade, Slayer, Silent Death

    related traits

    Fallout 3

    modifies

    governed by

    initial value

    related perks

    Fallout: New Vegas

    modifies

    governed by

    initial value

    related perks

    related traits

    Van Buren / J.E. Sawyer's Fallout RPG

    modifies

    governed by

    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, Fallout 3, Fallout: New Vegas, Fallout Tactics, Van Buren, J.E. Sawyer's Fallout Role-Playing Game and Lionheart.

    FalloutEdit

    $ begin{matrix}text{Initial}text{level}%end{matrix}=65+(text{Agility}+text{Strength})/2 $

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

    $ 65+(5+5)/2=70% $

    Affected weaponsEdit

    Fallout 2 and Fallout TacticsEdit

    $ 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% $

    Unarmed skill attacksEdit

    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 damage ('Punch') is 1-3 damage. With Unarmed of 55%, that becomes 'Strong Punch' which adds 3 damage, for a total of 4-7. 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 doesn't meet the requirement and/or Lucas's training.

    Finally, in 1.02d (which is the most up-to-date official patch) the jab secondary attack is strictly superior to strong punch, dealing the same damage at the same AP cost but having extra 10% crit chance.

    Also, 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 +15%
    Piercing Strike Unarmed 130%, Agility 7, Strength 5, Level 16 +10, armor piercing 8 +40%
    Primary kick attacks
    Kick None Base damage 4 -
    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%

    Ways to increase UnarmedEdit

    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% increase can be obtained for using the punching bags on the first level of the Sierra Army Depot.
    • Becoming a Prizefighter grants a 5% unarmed bonus.
    • Both Lo Pan and Dragon can raise the Unarmed skill. The increase is in four training sessions 5% each, but no more than 100%.

    In total, Unarmed can be increased to over 100% without ever putting any skill points into it.

    Lucas in Arroyo will increase Unarmed to 55% unless the player character tanked their Agility. After that one gets 10% from Sullivan, 5% from Prizefighter and two 5% punching bag bonuses (Sierra Army Depot) for a total of 80%. At this point take the four day training from either Dragon or Lo Pan to reach 100%.

    On the other hand, if one did tag Unarmed, they will be able to get it from 100% to 130% (at which point one gets all the special attacks listed above) for free: Sullivan +10%, Punching Bags +10%, 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).

    The punching bags in the basement of the shark club and lo pan's dojo do not give unarmed bonuses as they do not have the punching bag script attached. Only the two on the first level of the Sierra Army Depot give unarmed bonuses.

    Affected weaponsEdit

    Fallout 2
    Fallout Tactics

    Fallout 3Edit

    $ text{Initial level}=2+(2timestext{Endurance})+leftlceilfrac{text{Luck}}{2}rightrceil $

    Example: A starting Endurance of 5 and Luck of 5.

    $ 2+(2times5)+leftlceilfrac{5}{2}rightrceil=15 $

    In Fallout 3, the Unarmed skill is tied to the EnduranceSPECIAL 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 point 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 using unarmed or melee weapons. Targeting with the crosshair outside of V.A.T.S enables one to select body locations in an attempt to cripple and/or disarm. It is 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 UnarmedEdit

    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 weaponsEdit

    Perks that require Unarmed skillEdit

    Perk Requirement Level Additional Requirements
    Paralyzing Palm Unarmed 70 18 -

    BugsEdit

    • Attacking in V.A.T.S. can cause the Lone Wanderer to 'teleport' several yards to attack their enemy.

    Fallout: New VegasEdit

    $ text{Initial level}=2+(2timestext{Endurance})+leftlceilfrac{text{Luck}}{2}rightrceil $

    Example: A starting Endurance of 5 and Luck of 5.

    $ 2+(2times5)+leftlceilfrac{5}{2}rightrceil=15 $

    As in Fallout 3, the Unarmed skill is tied to the EnduranceSPECIAL 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.

    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).

    There are four different special moves that can be learned from different non-player characters in the game. One 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 Diane. Each requires completing a task to be taught the move, and may require the player character having certain ratings (such as high or moderate fame) in factions to be learned.

    V.A.T.S. Special AttacksEdit

    As your Unarmed skill increases, you will unlock the ability to do uppercuts (50 Unarmed) and crosses (75 Unarmed) - both inside V.A.T.S. and out.Fallout: New Vegas loading screen

    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 Unarmedskill. At an unarmed skill of at least 50 Stomp and Uppercut special attacks become available. 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. 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 other special unarmed moves that must be learned before use, these special attacks require only an investment in skill points to unlock. Since the special attacks require the same AP regardless of the weapon used, higher damage but slower weapons benefit more from V.A.T.S. than faster weapons.

    Name Requirement AP Damage Bonus Notes
    UppercutUnarmed 502015%
    CrossUnarmed 752010%2.5x Increased Limb Damage
    StompNone20100%Only on knocked down opponents

    In addition, all unarmed attacks in V.A.T.S. do twice as much base damage (just like power attacks in real-time).

    Ways to increase UnarmedEdit

    Permanent
    • Leveling up (up to +17 with Educated)
    • 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 weaponsEdit

    Perks that require Unarmed skillEdit

    Perk Requirement Level Additional Requirements
    Piercing Strike 70 12
    Paralyzing Palm 70 18
    Slayer 90 24Agility 7

    LionheartEdit

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

    Notable Unarmed skilled non-player charactersEdit

    FalloutEdit

    • 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.
    Best unarmed weapon fallout 4 2

    Fallout 2Edit

    • 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 3Edit

    • Argyle, former ghoul manservant of Herbert Dashwood.

    Fallout: New VegasEdit

    Talented Unarmed combatants in the Mojave Wasteland can teach specialized fighting styles to improve your abilities.Fallout: New Vegas loading screen
    • Stella, an NCR ranger captured by the Legion, who is known to have killed many high ranking legionaries with only her hands.
    • Caesar, co-founder and leader of the Caesar's Legion.
    • Diane, teaches Khan Trick.
    • 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. Teaches Legion Assault.
    • Marcus, co-founder and sheriff of Broken Hills and later mayor of Jacobstown.
    • Ranger Andy, teaches Ranger Takedown.
    • Salt-Upon-Wounds, war chief of the White Legs.
    • Veronica Santangelo, journeyman scribe of the Brotherhood of Steel and a possible companion of the Courier. Teaches Scribe Counter.
    • Waking Cloud, tribal warrior of the Sorrows and a companion of the Courier.
    • Cato Hostilius, a frumentarius in Caesar's Legion stationed around Hoover Dam.
    Fallout/
    Fallout 2
    Small Guns ·Big Guns ·Energy Weapons ·Unarmed ·Melee Weapons ·Throwing ·First Aid ·Doctor ·Sneak ·Lockpick ·Steal ·Traps ·Science ·Repair ·Speech ·Barter ·Gambling ·Outdoorsman
    Fallout 3Small Guns ·Big Guns ·Energy Weapons ·Unarmed ·Melee Weapons ·Throwing ·Explosives ·Medicine ·Sneak ·Lockpick ·Science ·Repair ·Speech ·Barter
    Fallout: New VegasGuns ·Energy Weapons ·Unarmed ·Melee Weapons ·Explosives ·Medicine ·Sneak ·Lockpick ·Science ·Repair ·Speech ·Barter ·Survival
    Fallout TacticsSmall Guns ·Big Guns ·Energy Weapons ·Unarmed ·Melee Weapons ·Throwing ·First Aid ·Doctor ·Sneak ·Lockpick ·Steal ·Traps ·Science ·Repair ·Pilot ·Barter ·Gambling ·Outdoorsman ·Speech
    Van BurenFirearms ·Unarmed ·Melee ·Security ·Sneak ·Steal ·Medic ·Mechanics ·Outdoorsman ·Science ·Barter ·Persuasion ·Deception
    J.E. Sawyer's Fallout RPGFirearms ·Unarmed ·Melee ·Medic ·Sneak ·Athletics ·Security ·Steal ·Science ·Academics ·Mechanics ·Pilot ·Outdoorsman ·Investigation ·Persuasion ·Deception
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